Setting
Baker's Edge, a small town on the edge of Lake Baker in Washington State. There hasn't been a reported theft, murder or other crime in Baker's Edge for the last 100 years, and it's been left out of modern developments like cell phone towers despite sucessive state government promises to bring access to every citizen.
Mechanics
Every action will have a clearly labelled stat it uses(Force, Stealth or Charisma), and some may also require inventory items or be buffed by them(like lockpicking gear, a gun, etc.). When a stat roll is called for, a number of D6's are rolled equal to the stat, and every roll of 5 or 6 is a success. Some actions may require multiple successes to succeed, or have dire consequences if they get less than a number of successes. These will be referred to as Difficulty and Tension. Difficulty and Tension numbers will not be known for most actions until they've been attempted.
If two characters engage in the same action, they can add their dice together. Some actions may only be available at certain times of day, on certain days, or their results may change depending on when they're attempted. Each day is broken into a Morning, Afternoon and Evening segment. Stealth is generally easier during the Evening segment, but Tension is also usually higher during the Evening segment.
The Observe action requires no roll and simply involves your character strolling around and making observations.
Actions that have been attempted before on the same day, at the same time, by the same character(s) succeed automatically if they succeeded before.
Characters
All characters have a 1 in their non-specialized stats, and a 2 in their specialized stat.
Agent Rémi Lupin, French cop part of some cultural exchange program, pretends to be Charisma, but is Stealth. Charisma 1, Force 1, Stealth 4.
Agent Denise Wright: Thinker and Fighter, all around Tech Head? Charisma 2, Force 3, Stealth 1.
Agent Ari Rabin, An American Israeli agent that runs a cover of a Travelling salesmen. Charisma 2, Force 2, Stealth 2.
Agent Eric Dier, specializes in Force. Charisma 1, Force 4, Stealth 1.
Equipment
Each character can carry up to two items at once.
Authorized Agency Firearm(adds +2 to Force when a firearm would reasonably help, increases Tension of the action by 1)
Lockpicking Kit
Binoculars
Expense Account
Bane Blade(adds +1 Force when enacting violence, Denise suffers a -1 penalty to Charisma if she isn't carrying it)
The Corpse(only Remi can bring the Corpse along, and does so at all times. if he begs it for help, he looks like a crazy person and it adds one die to a Stealth action once per cycle)
Locations
Baker's Edge, Motel
Morning, Day One
Force: Break into other motel units. Success: Everyone. Difficulty 1, Tension 2. 3
Force: Attack motel owner
Force: Capture and interrogate motel owner.
Force: Break open motel dumpster. Success: Denise Wright. Difficulty 1, Tension 0. 1
Stealth: Sneak into other motel units(requires: Lockpicking Kit)
Stealth: Sneak into motel owner's office(requires: Lockpicking Kit)
Charisma: Ask motel owner about Agent Gray. Success: Rémi Lupin. Difficulty 1, Tension 0. 1, 2
Charisma: Engage motel owner in idle chat
Charisma: Pay Agent Gray's bill(requires: Expense Account). Success: Ari Rabin. Difficulty 1, Tension 0. 2
Charisma: Ask motel owner about her journal.
Charisma: Order bottled water(Requires: Expense account)
Observe: Look around the motel grounds
Observe: Exhaustively read the tourist brochures.
Afternoon, Day One
Force: Attack motel owner
Force: Capture and interrogate motel owner.
Force: Break open motel dumpster.
Stealth: Sneak into other motel units(requires: Lockpicking Kit)
Stealth: Sneak into motel owner's office(requires: Lockpicking Kit). Success: Remi Lupin, Denise Wright. Difficulty 1, Tension 1. 1
Charisma: Ask motel owner about Agent Gray.
Charisma: Engage motel owner in idle chat
Charisma: Pay Agent Gray's bill(requires: Expense Account).
Charisma: Ask motel owner about her journal.
Charisma: Order bottled water(Requires: Expense account)
Observe: Look around the motel grounds
Observe: Exhaustively read the tourist brochures.
Evening, Day One
Force: Break into other motel units
Force: Attack motel owner
Force: Capture and interrogate motel owner.
Force: Break open motel dumpster. Success: Eric Dier. Difficulty 1, Tension 1. 2
Stealth: Sneak into other motel units(requires: Lockpicking Kit)
Stealth: Sneak into motel owner's office(requires: Lockpicking Kit).
Charisma: Engage motel owner in idle chat
Charisma: Order bottled water(Requires: Expense account)
Observe: Look around the motel grounds
Observe: Exhaustively read the tourist brochures.
Morning, Day Two
Force: Break into other motel units
Force: Attack motel owner
Force: Break open motel dumpster.
Force: Capture and interrogate motel owner.
Stealth: Sneak into other motel units(requires: Lockpicking Kit)
Stealth: Sneak into motel owner's office(requires: Lockpicking Kit).
Stealth: Scout for Eric.
Charisma: Engage motel owner in idle chat
Charisma: Order bottled water(Requires: Expense account)
Observe: Look around the motel grounds
Observe: Exhaustively read the tourist brochures.
Afternoon, Day Two
Force: Break into other motel units
Force: Attack motel owner
Force: Break open motel dumpster.
Force: Capture and interrogate motel owner.
Stealth: Sneak into other motel units(requires: Lockpicking Kit)
Stealth: Sneak into motel owner's office(requires: Lockpicking Kit).
Stealth: Scout for Eric.
Charisma: Engage motel owner in idle chat
Charisma: Order bottled water(Requires: Expense account)
Observe: Look around the motel grounds
Observe: Exhaustively read the tourist brochures.
Baker's Edge, Main Street
Morning, Day One
Force: Threaten some locals
Force: Threaten the Sheriff
Force: Take a hostage and demand answers
Stealth: Follow some locals
Stealth: Enter the police station unseen
Stealth: Investigate the historical building Agent Gray was interested in.
Stealth: Find the drunk fisherman and trail him.
Stealth: Trail the sheriff
Charisma: Ask some locals about Agent Gray
Charisma: Visit the Sheriff and pay Agent Gray's bill(Requires: Expense Account)
Charisma: Investigate the historical building Agent Gray was interested in. Failure: Denise Wright. Difficulty 2, Tension 1. 2
Charisma: Find the drunk fisherman and ask him some pointed questions.
Observe: Do some window-shopping.
Afternoon, Day One
Force: Threaten some locals
Force: Threaten the Sheriff
Force: Take a hostage and demand answers
Stealth: Follow some locals
Stealth: Enter the police station unseen
Stealth: Investigate the historical building Agent Gray was interested in. Limited Success: Remi Lupin, Ari Rabin. Difficulty 2, Tension 4. 2
Stealth: Find the drunk fisherman and trail him.
Stealth: Trail the sheriff
Charisma: Ask some locals about Agent Gray
Charisma: Visit the Sheriff and pay Agent Gray's bill(Requires: Expense Account) Success: Everyone. Difficulty 1, Tension 0. 3
Charisma: Investigate the historical building Agent Gray was interested in.
Charisma: Find the drunk fisherman and ask him some pointed questions.
Observe: Do some window-shopping.
Off-Cycle
Force: Take a doctor hostage and make him treat Eric. Limited Success: Eric Dier. Difficulty 1, Tension 4. 2
Evening, Day One
Force: Threaten some locals
Force: Threaten the Sheriff
Force: Take a hostage and demand answers
Stealth: Follow some locals
Stealth: Enter the police station unseen
Stealth: Investigate the historical building Agent Gray was interested in.
Stealth: Find the drunk fisherman and trail him.
Stealth: Trail the sheriff
Charisma: Ask some locals about Agent Gray
Charisma: Investigate the historical building Agent Gray was interested in.
Charisma: Find the drunk fisherman and ask him some pointed questions.
Observe: Do some window-shopping.
Off-Cycle
Charisma: Get involved in the hunt for Eric Dier. Success: Ari Rabin, Remi Lupin. Difficulty 1, Tension 1. 2
Morning, Day Two
Force: Threaten some locals
Force: Threaten the Sheriff
Force: Take a hostage and demand answers
Stealth: Follow some locals
Stealth: Enter the police station unseen
Stealth: Follow the Sheriff around
Stealth: Stake out the town and look for Eric.
Charisma: Ask some locals about Agent Gray
Charisma: Visit the Sheriff and pay Agent Gray's bill(Requires: Expense Account)
Charisma: Ask a veterinarian to examine the corpse of Eric's nemesis
Charisma: Try to derail the hunt for Eric Dier. Failure: Ari Rabin. Difficulty 2, Tension 0. 2
Observe: Do some window-shopping.
Afternoon, Day Two
Force: Threaten some locals
Force: Threaten the Sheriff
Force: Take a hostage and demand answers
Stealth: Follow some locals
Stealth: Enter the police station unseen
Stealth: Follow the Sheriff around
Stealth: Stake out the town and look for Eric.
Stealth: Find the drunk fisherman and trail him.
Charisma: Ask some locals about Agent Gray
Charisma: Visit the Sheriff and pay Agent Gray's bill(Requires: Expense Account)
Charisma: Ask a veterinarian to examine the corpse of Eric's nemesis
Charisma: Find the drunk fisherman and ask him some pointed questions.
Observe: Do some window-shopping.
Baker's Edge, The Library
Morning, Day One
Force: Enter and take someone hostage, demand answers.
Force: Enter and set the building on fire.
Stealth: Sneak in and inspect the upper floors.
Stealth: Sneak in and inspect the Dry Wagon Society.
Stealth: Sneak in and inspect the basement.
Charisma: Convince the librarian that visiting the library is vital to your investigation.
Observe: Sneak in and read the books on display.
Observe: Sneak in and read some of the old newspapers.
Afternoon, Day One
Force: Enter and take someone hostage, demand answers.
Force: Enter and set the building on fire.
Stealth: Sneak in and inspect the upper floors.
Stealth: Sneak in and inspect the Dry Wagon Society.
Stealth: Sneak in and inspect the basement.
Charisma: Convince the librarian that visiting the library is vital to your investigation.
Observe: Sneak in and read the books on display.
Observe: Sneak in and read some of the old newspapers.
Evening, Day One
Force: Enter and take someone hostage, demand answers.
Force: Enter and set the building on fire.
Stealth: Sneak in and inspect the upper floors.
Stealth: Sneak in and inspect the Dry Wagon Society.
Stealth: Sneak in and inspect the basement.
Charisma: Convince the librarian that visiting the library is vital to your investigation.
Observe: Sneak in and read the books on display.
Observe: Sneak in and read some of the old newspapers.
Morning, Day Two
Force: Enter and take someone hostage, demand answers.
Force: Enter and set the building on fire.
Stealth: Sneak in and inspect the upper floors.
Stealth: Sneak in and inspect the Dry Wagon Society.
Stealth: Sneak in and inspect the basement.
Stealth: Keep a watch outside for Eric
Charisma: Ask the employees if they've seen any sign of Eric
Observe: Sneak in and read the books on display.
Observe: Sneak in and read some of the old newspapers.
Afternoon, Day Two
Force: Enter and take someone hostage, demand answers.
Force: Enter and set the building on fire.
Stealth: Sneak in and inspect the upper floors.
Stealth: Sneak in and inspect the Dry Wagon Society.
Stealth: Sneak in and inspect the basement.
Stealth: Keep a watch outside for Eric
Charisma: Ask the employees if they've seen any sign of Eric
Observe: Sneak in and read the books on display.
Observe: Sneak in and read some of the old newspapers.
The Woods, Edge
Morning, Day One
Force: Attack a Tree
Force: Climb the trail to the upper slopes.
Stealth: Trail an animal
Stealth: Wait for someone to come by, jump out of the bushes and spook them
Stealth: Sneak into the Blackslope Mine
Charisma: Ask the bushes for help
Charisma: Request permission to investigate the Blackslope Mine
Observe: Follow some of the old trails
Afternoon, Day One
Force: Attack a Tree
Force: Climb the trail to the upper slopes.
Stealth: Trail an animal
Stealth: Wait for someone to come by, jump out of the bushes and spook them
Stealth: Sneak into the Blackslope Mine
Charisma: Ask the bushes for help
Charisma: Request permission to investigate the Blackslope Mine
Observe: Follow some of the old trails
Evening, Day One
Force: Attack a Tree
Force: Climb the trail to the upper slopes.
Stealth: Trail an animal
Stealth: Wait for someone to come by, jump out of the bushes and spook them
Stealth: Sneak into the Blackslope Mine
Charisma: Ask the bushes for help
Charisma: Request permission to investigate the Blackslope Mine
Observe: Follow some of the old trails
Morning, Day Two
Force: Attack a Tree
Force: Climb the trail to the upper slopes.
Stealth: Trail an animal
Stealth: Wait for someone to come by, jump out of the bushes and spook them
Stealth: Sneak into the Blackslope Mine
Charisma: Visit the Blackslope Mine to look for Eric
Charisma: Ask the bushes for help
Observe: Follow some of the old trails
Afternoon, Day Two
Force: Attack a Tree
Force: Climb the trail to the upper slopes.
Force: Ambush one of the searching posses.
Stealth: Trail an animal
Stealth: Wait for someone to come by, jump out of the bushes and spook them
Stealth: Sneak into the Blackslope Mine
Stealth: Stalk one of the searching posses.
Charisma: Visit the Blackslope Mine to look for Eric
Charisma: Ask the bushes for help
Charisma: Spook one of the searching posses into giving up the hunt.
Observe: Follow some of the old trails
The Woods, Far Vale
Morning, Day One
Force: Cut a path through the dense vegetation.
Force: Go hunting for the cave creature. Limited Success: Eric Dier. Difficulty 1, Tension 4. 2
Stealth: Sneak close to an animal
Stealth: Ambush the cave creature
Charisma: Have an imaginary adventure
Charisma: Attempt to domesticate the cave creature
Observe: Catalogue some of the plants for your journal
Observe: Scout from the high trail(Requires: Binoculars).
Observe: Allow the cave creature to feast on your soft flesh
Afternoon, Day One
Force: Cut a path through the dense vegetation.
Force: Go hunting for the cave creature.
Stealth: Sneak close to an animal
Stealth: Ambush the cave creature
Charisma: Have an imaginary adventure
Charisma: Attempt to domesticate the cave creature
Observe: Catalogue some of the plants for your journal
Observe: Scout from the high trail(Requires: Binoculars).
Observe: Allow the cave creature to feast on your soft flesh
Off-Cycle
Force: Examine the dead animal's lair for clues. Success: Denise Wright. Difficulty 1, Tension 0. 2
Evening, Day One
Force: Cut a path through the dense vegetation. Failure: Eric Dier. Difficulty 2, Tension 1. 1
Force: Climb the far peaks
Stealth: Sneak close to an animal
Stealth: Catch one of the large dragonflies
Charisma: Have an imaginary adventure
Charisma: Befriend an animal
Observe: Catalogue some of the plants for your journal
Observe: Scout from the high trail(Requires: Binoculars). Success: Denise Wright. 1
Observe: Allow the cave creature to feast on your soft flesh
Morning, Day Two
Force: Cut a path through the dense vegetation.
Force: Climb the far peaks
Stealth: Sneak close to an animal
Stealth: Catch one of the large dragonflies
Charisma: Have an imaginary adventure
Charisma: Befriend an animal
Observe: Catalogue some of the plants for your journal
Observe: Scout from the high trail(Requires: Binoculars).
Observe: Re-visit the beast's cave. Success: Eric Dier. 2
Afternoon, Day Two
Force: Cut a path through the dense vegetation.
Force: Hunt and kill Eric Dier's attacker(requires: Authorized Agency Firearm).
Stealth: Sneak close to an animal
Stealth: Track down Eric Dier's attacker
Stealth: Find Remi Lupin. Failure: Eric Dier, Ari Rabin. Difficulty: 2, Tension 3.
Charisma: Have an imaginary adventure
Observe: Catalogue some of the plants for your journal
Observe: Scout from the high trail(Requires: Binoculars).
Lake Baker, Shore
Morning, Day One
Force: Heave a stone into the water
Force: Swim as far into the lake as you can
Force: Swim out to the island in the lake.
Force: Shove a fisherman into the water
Stealth: Fish without a license
Stealth: Steal a boat from the marina
Stealth: Investigate the sheriff's boat at the marina
Charisma: Talk to some of the fishermen about fishing.
Charisma: Rent a boat at the marina(requires: Expense Account)
Charisma: Ask some of the fishermen about Agent Gray. Failure: Ari Rabin. Difficulty 1, Tension 0. 1
Charisma: Investigate the sheriff's boat at the marina
Observe: Wait and see what the fishers catch
Observe: Look out over the lake(requires: Binoculars)
Afternoon, Day One
Force: Heave a stone into the water
Force: Swim as far into the lake as you can
Force: Swim out to the island in the lake.
Force: Shove a fisherman into the water
Stealth: Fish without a license
Stealth: Steal a boat from the marina
Stealth: Investigate the sheriff's boat at the marina
Charisma: Talk to some of the fishermen about fishing.
Charisma: Rent a boat at the marina(requires: Expense Account)
Charisma: Ask some of the fishermen about Agent Gray. Success: Ari Rabin. Difficulty 1, Tension 1. 1
Charisma: Investigate the sheriff's boat at the marina
Observe: Wait and see what the fishers catch
Observe: Look out over the lake(requires: Binoculars)
Evening, Day One
Force: Heave a stone into the water
Force: Swim as far into the lake as you can
Force: Swim out to the island in the lake.
Force: Shove a fisherman into the water
Stealth: Fish without a license
Stealth: Steal a boat from the marina
Stealth: Investigate the sheriff's boat at the marina
Charisma: Talk to some of the fishermen about fishing.
Charisma: Rent a boat at the marina(requires: Expense Account)
Charisma: Ask some of the fishermen about Agent Gray.
Charisma: Investigate the sheriff's boat at the marina
Observe: Wait and see what the fishers catch
Observe: Look out over the lake(requires: Binoculars). Success: Denise Wright. 2
Morning, Day Two
Force: Heave a stone into the water
Force: Swim as far into the lake as you can
Force: Swim out to the island in the lake. Success: Denise Wright. Difficulty 2, Tension 1. 1
Force: Shove a fisherman into the water
Stealth: Fish without a license
Stealth: Steal a boat from the marina
Stealth: Investigate the sheriff's boat at the marina. Success: Remi Lupin. Difficulty 1, Tension 1. 2
Charisma: Talk to some of the fishermen about fishing.
Charisma: Rent a boat at the marina(requires: Expense Account)
Charisma: Ask some of the fishermen about Agent Gray. Failure: Denise Wright. Difficulty 2, Tension 1. 2
Charisma: Investigate the sheriff's boat at the marina
Observe: Wait and see what the fishers catch
Observe: Look out over the lake(requires: Binoculars)
Afternoon, Day Two
Force: Heave a stone into the water
Force: Swim as far into the lake as you can
Force: Swim out to the island in the lake.
Force: Shove a fisherman into the water
Stealth: Fish without a license
Stealth: Steal a boat from the marina
Stealth: Investigate the sheriff's boat at the marina
Charisma: Talk to some of the fishermen about fishing.
Charisma: Rent a boat at the marina(requires: Expense Account)
Charisma: Ask some of the fishermen about Agent Gray.
Charisma: Investigate the sheriff's boat at the marina
Observe: Wait and see what the fishers catch
Observe: Look out over the lake(requires: Binoculars)
Lake Baker, Island
Afternoon, Day Two
Force: Dismantle the old pier for a blunt object and enter the woods brashly, ready for violence.
Force: Swim back to the lakeshore.
Force: Stride into the water and avenge Remi.
Stealth: Sneak into the woods.
Stealth: Try to build a fire and dry out. Limited Success: Denise Wright. Difficulty 1, Tension 2. 1
Charisma: Enter the woods, prepared to pretend to be a lost tourist.
Observe: Find a perch near the pier and see what happens.
Observe: Circle around the shoreline, looking for points of interest.
Evening, Day Two
Force: Dismantle the old pier for a blunt object and enter the woods brashly, ready for violence.
Force: Swim back to the lakeshore.
Force: Stride into the water and avenge Remi. Limited Success: Denise Wright, Ari Rabin. Difficulty 2, Tension 4. 2
Stealth: Sneak into the woods.
Stealth: Try to build a fire and dry out.
Charisma: Enter the woods, prepared to pretend to be a lost tourist.
Observe: Find a perch near the pier and see what happens.
Observe: Circle around the shoreline, looking for points of interest.
Morning, Day Three
Force: Acquire blunt objects and enter the woods brashly, ready for violence.
Force: Swim back to the lakeshore.
Stealth: Sneak into the woods.
Stealth: Try to build a fire and dry out.
Charisma: Enter the woods, prepared to pretend to be a lost tourist.
Observe: Find a perch near the pier and see what happens.
Observe: Circle around the shoreline, looking for points of interest.