TEXT: RunePunk 
  A hard crew of jobbers sets out to collect 
  a debt.  Or do they?
  The Deal
  The story begins in a shadowy alley in downtown as the jobbers 
  get their marching orders from Mr. Johansen.  The jobbers have 
  been hired to track down an overwrought known as the Spartan. 
  The overwrought is deeply in debt and Mr. Johansen is ready to 
  collect.  He wants Spartan returned to him, preferably alive, but 
  he will accept a corpse as well.  Mr. Johansen is very clear that all 
  of the overwrought’s parts must be returned.  The crew has until 
  morning to collect.  Mr. Johansen will meet up with the crew in 
  the alley behind Abernathy towers an hour after daybreak.  He will 
  pay the jobbers 500 apiece for the corpse or 800 apiece if he is 
  brought in alive.
  The Apartment
  The crew has to head out to the Buckleton borough where Spartan 
  has an apartment.  A little time spent checking around (streetwise 
  and persuasion) will give the characters two bits of informa-
  tion.  One, Spartan hangs out at Rutter’s, a flywheel in the Zone 
  Underground (Z.U.), one borough south in Ferrington, and with 
  a raise they learn that Spartan used to make his money in the 
  BloodCircle arenas.   
  Rutter’s
  The crew makes their way to Ferrington and down into the Z.U., 
  a maze of tunnels beneath the streets.  Anything goes down here, 
  crime is rampant, and life is cheap.  Rutter’s is not hard to find.  It 
  is roaring flywheel nestled amongst several other drinking holes, 
  gambling joints, and brothels in a massive rail station sized corridor 
  a few stories underground.  The crew can easily spot their mark 
  just inside the doors of Rutter’s.  Spartan is watching the door and 
  keeping an eye on the crowd.  A straightforward assault results 
  in the several of the bar’s patrons jumping into assist their friend 
  Spartan (two for each character).  Lying in wait for the Spartan is 
  perhaps the safer course.  Spartan sends off a few drunkards and 
  breaks up a fight.  Near midnight his girlfriend and four children 
  visit him; they bring him a sack lunch.   
  Ambush
  Spartan gets off work in the wee hours of the morning.  After 
  his shift ends, the Spartan heads out of the Z.U. and off to Lady 
  Agatha’s Arms, a chapel devoted to Umbriel.  This is the Spartan’s 
  new home.  There will be ample opportunity for the crew to catch 
  him alone in a dark alley.  The question is will they fufill the con-
  tract?  Are they willing to face Mr. Johansen if they don’t?
  Mr. Johansen…
  Presuming the crew has captured or at least brought along Spartan’s 
  body, Mr. Johansen will be great pleased.   He will gladly fork over 
  the agreed upon price and bid the crew good day.  Spartan, or his 
  body, will be dumped unceremoniously in a gunnysack and hauled 
  off by a few of the boss’ men.
  If the crew gets a sudden attack of morality and decides to pass on 
  the deal, they will have to answer to the man.  Come daybreak Mr. 
  Johansen and his thugs will track down the jobbers.  There will be 
  two thugs for each character.  Depending upon how things worked 
  out with Spartan, he may be with them or come to their aid.
  The Good, the Bad, & the Ugly
  Spartan
  A hulking brute with blue steel armor plates and a kind smile, 
  Spartan is one of the Overwrought, a sorcerous infusion of man 
  and machine. Two thick chains weave through and about his right 
  forearm attached to an ugly ball of twisted steel that is, in turn, 
  fastened to a scratched, copper plated clasp on his belt. He stands 
  6'8" and weighs nearly 450 pounds!
  Attributes:  Agility d6, Smarts d6, Spirit d8, Strength d0, Vigor 
  d0
  Skills:  Fighting d0, Intimidation d0, Notice d6, Shooting d8, 
  Streetwise d8
  Charisma: -2; Pace: 6; Parry: 7; Toughness:  (2)
  www.realityblurs.com
  Want to play this right away?  Check out the 
  RunePunk Resources on RunePunk.com for  
  sample RunePunk characters, links to the 
  Savage WorldsTM Test Drive rules, and more! 
  RunePunk TM uses the Savage Worlds game system, available 
  from  Great White Games. Savage Worlds, Smiling Jack, One 
  SheetTMand all associated logos and trademarks are Copyright 
  2006, Great White Games. Used with permission. RunePunkTM  
  and all the other nifty stuff found in this adventure is the copy-
  right of Reality Blurs, 2007.
  RePoMen  
  a RunePunk one Sheet tM  By Dave McGuiRe   
  reality
  blurs
  
  2 RunePunk
  Hindrances:  Loyal, Runic Recharge
  Edges:  Combat Reflexes, Armored (+2), Armaments (Wrecking 
  Ball)
  Gear: Wrecking Ball (Str+3, Reach 2), FlintFlicker Fifty 
  (2/24/48 2d8, Shots 6)
  Mr. Johansen 
  A willowy man in a black top hat, silk suit, with hard eyes, Mr. 
  Johansen is many things to many people- none of them nice. He 
  carries a matching set of ghostblades just beneath either side of 
  his waistcoat and is a man who enjoys provoking those about him. 
  When violence is imminent, he prefers to speak quietly and get in 
  close to his target before mixing it up. He is not a man who suffers 
  betrayal well, yet mocks any who speaks to him of codes of honour 
  or personal creeds. 
  Attributes:  Agility d8, Smarts d0, Spirit d8, Strength d6, Vigor 
  d8
  Skills:  Fighting d8, Intimidation d0, Notice d8, Persuasion d6, 
  Shooting d0, Stealth d8, Streetwise d0, Taunt d8
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances:  Greedy, Mean
  Edges:  Level Headed, Ambidextrous, Two-Fisted, Quick Draw
  Gear: FlintFlicker Fifty (2/24/48 2d8, Shots 6), Ghostblades (2) 
  (Str+ AP 4, Runic)
  Rutter's Flywheel Patrons / Mr. Johansen’s 
  Grubs
  A mixed bag of factory workers, lowly bureaucratic aides, and un-
  desirables are typically found in Rutter's, nursing their cans of glee 
  and hoping for better days. The grubs- rough, unsavory types- be-
  lieve they've found a better life, finding an outlet for their pent-up 
  hostilities and despair in Mr. Johansen's service.
  Attributes:  Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor 
  d6
  Skills:  Fighting d6, Intimidation d6, Notice d6, Shooting d6, 
  Taunt d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Gear: Club (Str+), Dagger (Str+)
  Grubs each have a PitchPit Pistol (2/24/48, 2d6, Shots 0) as well 
  as the gear listed above.
  reality
  blurs
  Got it?
  Dark steampunk fantasy.
  RUNEPUNK
  www.runepunk.com
  www.realityblurs.com
  RePoMen 
  a RunePunk one Sheet TM  By Dave McGuiRe     
  reality
  blurs
  
SOURCE: textdata/thevault/RunePunk/RunePunk RepoMen.pdf