So it would seem. I'm giving the benefit of the doubt - he could be having computer troubles or otherwise be unable to come online. Let's see if he comes back around soon.
Jeffrey simply grins, but inwardly hopes that, after this exchange, he never slips up and reveals his native Cockney, so deliberately concealed by years of practice.
"You want to rest... here? If we need to recover our strength, I daresay I'd rather do it in my own bed. I don't want one of those overgrown vermin sniffing around for its late-night pudding."
Jeffrey wakes up, healed by Rohara's magic. "I thought I was dead." He looks at his wounds and then turns to Rohara, "You are a fantastic lady to go sewer crawling with."
"I have acute vision in dim light. Practice, I suppose." Jeffrey removes the wire from the device, to prevent the group from tripping it on the way out.
With an 18 Dex and a +4 Initiate modifier, I'm hoping that puts me before the rat. I'm posting ahead because I won't be on later this evening.
Jeffrey quickly pulls one of the daggers tucked into his garments and hurls it at the rat. "Vile vermin!"
1d20 + 4 ⇒ (11) + 4 = 15 to hit (vs flat footed). 1d4 + 1 ⇒ (3) + 1 = 4 damage plus 1d6 ⇒ 1 sneak attack against a flat-footed opponent.
If the rat goes ahead of me I will still throw a dagger, but disregard the sneak attack and flat footed bonus. If the rat comes in melee range, I don't want to provoke an attack of opportunity and will instead attack with my rapier. Attack bonus is the same, damage would be 1d6 + 1 ⇒ (4) + 1 = 5.
"Allow me," Jeffrey intercedes. He listens intently and inspects the door before fetching his tools to bypass the lock.
Perception to listen through the door and inspect for traps, respectively. 1d20 + 4 ⇒ (4) + 4 = 8, 1d20 + 4 ⇒ (7) + 4 = 11. Assuming there are no sounds or traps, I try to pick the lock. Disable Device 1d20 + 10 ⇒ (12) + 10 = 22.
"Professor Littlefoot, I know it's been a trying experience. We need to hear your version of the events, though. I'm sure you've already explained it to someone, but for our benefit, could you start at the beginning?"
"Yes, uhh, duly noted. T-thank you dear sir." Sebastian tells the guard with a hurried smile. With his wrists crossed he clutches his bag to his chest as he enters the station house, visibly offset by the rakes and prostitutes and other natural inhabitants of the holding pen. He leans over Jeffrey's shoulder as the rogue passes by, "Regarding your previous statement, it may serve better to say 'It takes a criminal mind to understand a criminal.' I wouldn't want to be associated with the likes of this crowd, the university frowns heavily upon it."
Jeffrey winks conspiratorially and says, "If you only rub elbows with half the population, you miss half the fun."
When the sergeant addresses them, Jeffrey responds with a winning smile, "We need to speak with certain parties who have been detained. These papers should explain everything." He motions to have them shown to the sergeant.
"I believe I was remiss in my introduction. Jeffrey Gardiner is my name, although I have gone by several others. I don't know much about all this hocus-pocus, but I expect I'm here for my more mundane abilities. Sometimes it takes a criminal to catch one."
"Surely this isn't serious. I..." Jeffrey starts to chuckle, and then gets a look of shock and concern. "No. You are serious, aren't you?" He sinks into his chair. "This is a lot to take in."
I'll admit - I don't really know the show. I just thought a Victorian milieu sounded fun. I think that might turn out to be an asset; since my PC doesn't know anything about Torchwood and is mostly ignorant about the paranormal, I should be able to portray that perfectly :)
I'm excited about this PbP. It's nice to see something a little unusual.
A young man in a slightly worn suit gives a smooth grin. "If it's discretion you're looking for, it's always been my business to keep secrets. But what kind of abnormal are you talking about?"
I have updated my character's background to give more of a current personality sketch, and swapped out some of his non-campaign traits.
background:
Jeffrey Gardiner is the son of a con artist. Growing up on the crowded streets of London, his father was well acquainted with the underground, and often employed his son as a decoy, cutpurse, or, eventually, burglar in his schemes. He never knew his mother, and had only the example of his criminally-inclined father in his childhood.
His father ran afoul of a local band of thieves when he attempted to run his cons on their turf, and was slain in cold blood in a dark alley. Young Jeffrey witnessed the slaying, hidden in the shadows. He learned firsthand that there is no honor among thieves, and turned his talents to the side of the law, hoping one day to see his father's killers punished.
Jeffrey is generally good-humored, and appreciates the finer things in life. His training in con artistry has helped him be able to blend in with many facets of society. Equally at home among the wealthy elite or among the thieves and prostitutes of Whitechapel, he is a social chameleon whose aloof manner often causes people to underestimate him - which suits him just fine.
Jeffrey Gardiner is the son of a con artist. His father was well acquainted with the underground, and often employed his son as a decoy, cutpurse, or, eventually, burglar in his schemes. He never knew his mother, and had only the example of his criminally-inclined father in his childhood.
His father ran afoul of a local band of thieves when he attempted to run his cons on their turf, and was slain in cold blood in a dark alley. Young Jeffrey witnessed the slaying, hidden in the shadows. He learned firsthand that there is no honor among thieves, and turned his talents to the side of the law, hoping one day to see his father's killers punished.
Defense
AC 16, touch 14, flat-footed 12
CMD 15
HP 9 (Maximum 9)
Fort +1, Ref +6, Will +0
Offense
Base Attack +0, CMB +1
Melee: Rapier +4, 1d6+1 (18-20/x2) or Dagger +4, 1d4+1 (19-20/x2)
Ranged: Dagger +4, 1d4+1 (19-20/x2), range 10'
Favored Class: Rogue
Campaign Trait: Nocturnal (Darkvision 30', -2 save vs flash effects
Traits:
Canter - Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.
Fencer - You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.