"Sure. Thanks!"
+1
+1
You agree to getting help from him. He teaches you proper technique and its not as hard to do. (
Persuasion = 1) He leaves you after awhile after he judges you got the right idea.
You keep at it for an hour and you're now physically exhausted (you can go for a full night sleep) and very sore. If you try to go for longer, you'd only hurt yourself.
It is now 7:00pm and the sun has set. You are
very sore, meaning you're weaker than you should be (
Muscle = 1-1 = 0).
Extra effects added to statusCOMMON SENSE/GM TIP: Remember: you still need to eat dinner. You can also find entertainment to gain relief towards depression and (in some cases) insanity, depending on what you decide on. You can also buy things you think you may need. Or, you can also research anything you think will help you (otherwise, it would be entertainment).TIP: 0 is no skill at all, 1 is poor skill, 2 is untrained, 3 is basic skills, 4 is proficient skills, 5 is adept skills, 6 is expert skills, 7 is master skills
Physical:
Physique: 1 (Physical constitution. Manages how many hits you can take, how long you can last after taking wounds, etc.)
Muscle: 1 (Physical power. Damage from melee weapons, lifting power, etc.)
Stamina: 2 (How long you can stay physically active (running, etc.), how long you can go with wounds before you pass out)
Reaction: 3 (The ability to react to things happening around you)
Stealth: 2 (Sneaking, planting things without being detected)
Dexterity: 2 (Sleight of hand tricks, ambidextrous tasks, speed, acrobatic skill, etc.)
Mind:
Perception: 3 (Spotting things not normally seen by most people)
Concentration: 3 (Singling out someone and focusing on them, accuracy from ranged weapons)
Intel: 3 (Gathering information)
Knowledge: 3 (knowing general information about educated topics)
Trivia: 1 (Knowing obscure/random information about random topics)
Fugitive: 0 (Knowledge about underground activities, knowing how to get away with murder, etc.)
Emotions:
Composure: 2 (Hiding emotions, staying calm)
Intuition: 2 ("gut feelings", instinct, judgement of character, internal guide etc.)
Courage: 3 (The ability to act against fear)
Determination: 3 (The ability to act against depression)
Communication:
Gossip: 1 (Finding out rumors about peers/celebrities, creating false rumors, etc.)
Fibbing: 1 (Lying, dodging the truth, etc.)
Etiquette: 1 (Formal manners, etc.)
Persuasion: 1 (Convincing people to do things, etc.)
Intimidation: 0 (Scaring people)
Haggle: 0 (Lowering prices of objects that can be haggled with)
Combat:
Improvised Weapons: 1 (Any non-weapon weapons (chairs, bottles, shovels, etc.)
Simple Weapons: 0 (Non-military grade melee weapons (axes, kitchen knives, etc.), bows)
Standard Guns: 0 (Hunting rifles, hunting shotguns, crossbows)
Black Market Guns: 0 (Handguns, SMGs, Assult rifles, etc.)
Exotic Weapons: 0 (Katanas, Shuriken, swords, tomoahwaks, throwing knives, etc.)
Unarmed: 2 (Punching, kicking, wrestling, etc.)
Common Sense: You will receive reminders and alerts for when you think you should be doing something
Victim: Increased damage against people who hurt you. You get relief against regret when you kill someone who hurt you. However, its easier for others to hurt you during regular conversation
Fear: ||||||||||||||||||||
Depression: ||||||||||||||||||||
Regret: ||||||||||||||||||||
Callousness: ||||||||||||||||||||
Insanity: ||||||||||||||||||||
Extra Effects:Sore (-1 to muscle), physically exhausted (you're ready for bed. Can go to bed right away)
Available Funds: 2093.00$
House Expenses: 2000$/month
Groceries Expenses: 100$/week
Derrek Sanderson - Alive
Information: Phone Number, Facebook account, twitter account, occupation (Tool and Die maker), meeting place (Bar), Preferred vehicle (The Beast)