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User:TheQuirkyBoy/sandbox3

From The Codex
"Mature Content"
This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these.

You are one of the top Problem Sleuths in the city. Solicitations for your service are numerous in quantity. Compensation, adequate. It is a balmy summer evening. You are feeling particularly hard boiled tonight.

What will you do?
~ First Appearance
You are undeniably the top Problem Sleuth in the city. Solicitations for your service are overwhelming in quantity. Compensation, spectacular. It is a cold winter evening. You are feeling particularly hard boiled tonight. What will you do?
~ Introduction in HS^2

Background

Problem Sleuth is the hard-boiled protagonist of the Problem Sleuth adventure. He is purportedly one of many Problem Sleuths in the city.

Problem Sleuth tends to see himself as a hard-boiled prohibition-era detective, getting calls from Hysterical Dames while lazing about on his desk. He's has a penchant for monologuing in old 30's noir style at times, and it's a bit difficult to figure out what he's talking about occasionally. Initially in the beginning of the game, Problem Sleuth has trouble doing simple tasks, and tends to spend a lot of time doing absurd things such as stubbing his toe on cinder blocks, wrapping himself up in recording tape as a mummy, throwing his phone out the window, peeing on clown paintings, building Forts, committing suicide, and is seemingly inept at accomplishing anything meaningful. He is very jealous of Ace Dick, as Ace Dick is able to get all the "good cases". This is most likely due to Problem Sleuth's own inability, or more probable that it's just because he's locked in his own office. When you first start playing Problem Sleuth it is quite obvious that Problem Sleuth isn't nearly as capable as he believes he is or just a guy who has a fairly decent imagination.

Powers and Stats

Tier: High 8-C. 2-C via Summoning | High 8-C. 2-C via Death's Scythe | At least 2-C

Name: Problem Sleuth

Origin: Problem Sleuth

Gender: Male

Age: Unknown

Classification: Hard-boiled Detective

Attack Potency: Large Building level+ (Should be comparable to his female counterpart, who briefly harmed and eventually defeated Mobster Kingpin. Has a greater VIM stat than Pickle Inspector. Defeated Fluthlu, who can harm Ace Dick). Complex Universe level via Summoning (Able to summon the Weasel King and Part-Pickles for assistance in battle, who can both harm DMK) | Large Building level+ (Same as before). Complex Universe level via Death's Scythe (Dealt significant damage to Demonhead Mobster Kingpin's second face) | At least Complex Universe level (Fodderized Demonhead Mobster Kingpin's final face in only a few attacks)

Dimensionality: 3-D

Travel Speed:

Combat Speed:

Reaction Speed: Unknown | Extra-Temporal (Able to swiftly dodge DMK's attacks) | Extra-Temporal

Lifting Strength: Unknown

Striking Strength: Large Building class | Large Building class. Complex Universe class via Death's Scythe | Complex Universe class

Durability: Large Building level+ (Should be comparable to his female counterpart, who endured a beating from Mobster Kingpin) | Complex Universe level (Survived hits from one of DMK's summons. Tanked a blast from DMK) | Complex Universe level

Stamina:

Range: Standard Melee range. Hundreds of meters with weapons. Complex Universal via IMAGINATION | Standard Melee range. Hundreds of meters with weapons. Complex Universal via IMAGINATION | Complex Universal

Powers and Abilities:

Superhuman Physical Characteristics, Genius Intelligence, Adept at hand to hand combat, Weapon Usage, Non-Physical Interaction (Can interact with others within the Imaginary Universe, which is a realm where ideas and imagination are conceptualized and take form), Abstract Existence within the Imaginary Universe (Type 1. Exist as a mere idea outside of the physical plane of reality), Information Analysis (Can see the HP bar of an opponent and other stats alike), Divine Protection and Plot Manipulation (Type 3. Is watched and guided by Andrew Hussie; being given commands by him that follows his narrative structure throughout the story, helping Problem Sleuth through his adventures. Implied to be guided by GPI), Time Manipulation via the MSPA Reader (The MSPA reader, like Andrew Hussie, is an entity watching over the characters by following AH's narrative and assisting the heroes by turning back a page to avoid an undesirable outcome. The MSPA reader also has the ability to save and load back to a previous page), Reality Warping, Matter Manipulation, Space-Time Manipulation, Creation, Subjective Reality, Perspective Manipulation, Logic Manipulation (Like every character, Problem Sleuth can enter the Imaginary Universe, allowing him to do anything he pleases in it. Using one's imagination, the characters can control matter, space, time and logic of the imaginary world and can even create things such as weapons to use in combat. Problem Sleuth's capabilities of using IMAGINATION is fairly decent), Portal Creation and Size Manipulation (Has a window that allows him to physically travel in the world of Imagination, and some portals have size altering properties that can either turn you large or small), Statistics Amplification (By drinking alcohol, he can increase his IMAGINATION. Can increase his PULCHRITUDE stat by eating candy corn. Can increase his VIM by drinking coffee. Eating something or drinking certain beverages in general seems to have an effect on his stats), Dimensional Travel (Can create a fort to enter the world of Imagination), Social Influencing (Has a high PULCHRITUDE stat, which allows him to influence others, get the dames, and generally be a hard-boiled fellow. Since his stats are high, he is considered to be the de facto leader of the team), Transformation (Has a handgun that can transform into keys. Also via Gambit Schema and COMBAT OPERANDI -> SEPULCHRITUDE, which transforms him into the Candy Corn Vampire and the Chosen Arbiter), Immortality (Type 8 and possibly 9: All Problem Sleuth characters will go to the underworld upon death, where they can get out if Death is distracted or if they beat Death in a game. Has died and showed up in an event where that outcome was completely avoided and instead remained alive), Limited Resurrection and Self-BFR (Has three "Imaginary Lives", where losing one will bring you back to the physical plane), Instinctive Reaction (via AUTO-PARRY), Law Manipulation (Can turn a battle into the style of a typical RPG, where the characters each take turns making their moves and have entire stats and "battle menus"), Accelerated Development (Can level up from battles, increasing his stats and power overall), Breaking the Fourth Wall and Limited BFR (As shown here. Can send you to the Ctrl-Alt-Del website. Can look up a walkthrough of his own series when he was stuck in a sticky and unsolvable situation), Summoning (By opening his COMBAT OPERANDI and expending 3 ELF TEARS, Problem Sleuth can summon the WEASEL EMISSARY. Able to summon one of John's main weapon: Warhammer of Zillyhoo. Once summoned and hired the Midnight Crew in a non-canonical part in the story. Can summon Ace Dick and PFPI for assistance in battle. Has other technique's that can summon certain people. See notable attacks and technique for more information), Danmaku (via BATTLE TECHNIQUE -> BRASS TACKS, which rains musical instruments down on the opponent), Telepathy (By using ANIMAL COMMUNION, Problem Sleuth can communicate with animal characters such as weasels), Empathic Manipulation (By changing his ALLIGENCE, he can pacify a previously agitated elves with his gesture of good will), Duplication/Multiple Personalities (Created a female alter ego of himself after accidentally knocking himself out. This female counterpart is sepearate from PS), Limited Plot Manipulation (By summoning Henry Clay, the style of the comic changes while he proceeds to fodderize his enemies), Toon Force (Was able to board a ship and adjust to the space around him completely forgetting that the Universe was up-side down), Time Stop (Can pause reality around him),



Limited Resistance to Mind Manipulation, Possession, Conceptual Manipulation, and Plot Manipulation (Type 5. Can ignore Andrew Hussie's influence occasionally)

Same as before minus the abilities from the CCV,

Standard Equipment:

Intelligence: Genius (Is a hard-boiled detective with a knack for creativity and problem solving, having decent amount of IMAGINATION in which it roughly correlates to the intellect of the character. Despite his goofy nature, he's incredibly good at influencing others, with it making him the de facto leader of the team. Was successful with a political negotiation between four previously conflicting kingdoms, and established peace around the land. Is adept at hand to hand combat, and is a quick thinker in combat along with being skilled within it)

Standard Tactics:

Weaknesses: Risks himself of suffering through hangovers if he drinks alcohol beverages to increase his IMAGINATION. Will be transported back to the real world if his alcoholic boost runs out. Will be brought back to the physical plane if he loses an Imaginary life. Cannot enter the physical plane as your imaginary self. | Gambit Schema is a temporary form that does not last forever. Should the time expire, PS will lose his Vampire swiftness. The Death Scythe can break | Like Gambit Schema, it is a temporary form that does not last that long as it runs on INK. Should that INK expire, he will revert back to his base form

Notable Attacks/Techniques:

Problem Sleuth's Battle Menu.
  • AGGRESS: A physical attack using whatever weapons are on hand. Aggressing is a basic attack, and requires no special items or extra equipment. Any character may Aggress with anything they have on them, including guns, makeup, cleaning supplies, paint, scythes, tea, childhood toys or just their fists.
  • BATTLE TECHNIQUE:

Sleuth Diplomacy

Required
Character Rating
DAPPER SWAIN
Elf Tears 1 Weasel Snot 0
Hog Slop 0 Pie Filling 0
Attack Power 33 Brutal Affront 2% Savage Upbraid 1.3%
Description Allows you to acquaint recipient with your brand of diplomacy.
Learned after Defeating a beast
Level 2 Sleuth Diplomacy

Sleuth Diplomacy is Problem Sleuth's most frequently used battle technique. The attack is leveled up at several times throughout the story; levels that are used by PS in combat include:

  • Level 1 - The basic version of the attack. PS shoots his enemies with the Tommy Gun. Used against a pair of Thugs.
  • Level 2 - PS shoots his enemies with the tommy gun while smoking a cigarette. Used against a large group of thugs.
  • Level 10: Ceasefire - PS calls for a laying down of arms and drops his gun, then runs up to his targets and fights them in hand-to-hand combat. Used against the Cultural Rainbow.

Two more versions of the attack, Level 98 and Level 99, can only be used while PS has Sepulchritude active.

Fair Shake

Learned after Drafting a treaty between the Four Kingdoms

Fair Shake is a cooperative attack involving Problem Sleuth and one of the Ace Dicks. When attacking a group of enemies, PS uses one hand to fire the tommy gun and the other to hold a skylight towards the targets. AD positions his machine gun through the other skylight and fires, shooting at PS's enemies without actually being in the same room as PS. Used against a group of thugs and beasts.

Brass Tacks

Learned after Drafting a treaty between the Four Kingdoms
Spondulicks Levied 3000

By paying the required fee, Problem Sleuth can summon the three legendary jazz musicians: Blind Willie "Buttermilk" Stubbs, Father "Blind Pappy" Ramblin' Jackson, and Earl Stokes "Can't-see-a-damn" Molasses Fatts. The musicians attack PS's enemies by raining musical instruments down upon them. Used against Morthol Dryax.

Summon Henry Clay

Required
Character Rating
PICAROON'S SCOURGE
Elf Tears 0 Weasel Snot 1
Hog Slop 0 Pie Filling 3
Attack Power - Spondulicks Levied 3500
Description The Great Compromiser wheels and deals on your behalf, for a fee.

By paying his asking fee, Problem Sleuth can summon Henry Clay, the 19th century Kentucky politician who represented in the state in both the Senate and the House of Representatives. The Great Compromiser will proceed to unleash his own battle technique, Pacify, and violently tear PS's enemies apart with his bare hands. Used against a group of beasts.

Parliament Uproar!: Trusty Knives

After Hysterical Dame falls in combat, Problem Sleuth's spiritual connection to her allows him to perform the Trusty Knives Limit Break. He opens his coat to reveal a variety of knives that he grabs and throws at his opponent. Used against Fluthlu.

Combat operandi

Armistyx

Learned after Defeating Fluthlu
Required ingredients 1 Elf Tear, 3 Hog Slop, 2 Pie Filling

Using Armistyx, Problem Sleuth can instantly summon Death to his location. PS can then make a deal with Death to acquire more combat power. When used during the fight against Demonhead Mobster Kingpin, Death agrees to give PS his scythe.

Gambit Schema: The Gambit Schema is a special transforming maneuver, which can be activated by carving the necessary pattern into the Schema Pumpkin. It increases a character's power, and changes their stats of Vim, Pulchritude, and Imagination and introduces Speed, Defense, Flicker, and Ripeness.

Flicker: This meter represents how much damage the character could take while in their Gambit Schema.

Ripeness: This meter represents how rotten the Schema Pumpkin is and thus how much time remains of that characters Gambit Schema until it expires.

  • Candy Corn Vampire: Candy Corn Vampire Problem Sleuth is an alter ego of Problem Sleuth that appears when Problem Sleuth uses his Gambit Schema. Conveniently posted on October 31, Problem Sleuth, Ace Dick and Pickle Inspector acquired a Schema Pumpkin and carved their Gambit Schemas into its mysterious flesh. Problem Sleuth transformed into the Candy Corn Vampire and received an incredible Speed boost that allowed him to move as a blur, easily evading DMK's embarrassing flagella (though a barrage of Clown shoes were enough to make contact). This came at a cost to his Defense, which was slightly below average compared to his sturdy companions. The Candy Corn Vampire gave Problem Sleuth access to the Armistyx technique, allowing him temporary use of Death's beloved Scythe. The following onslaught of attacks were kick-ass enough to destroy one of DMK's health bars single-handedly, as well as demolishing the weapon he was using in the process. Unfortunately, DMK's Vexatious Glower caught Problem Sleuth unawares, and the Candy Corn Vampire was no more. However, had Problem Sleuth not used the Teaspoon Scythe, the battle against DMK wouldn't have taken so incredibly long.


Explanations

Gallery

Battle Records

Notable Victories:

Notable Losses:

Inconclusive Matches: