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Strangers

Posted: Sun Mar 13, 2022 3:47 pm
by tibbius
Please put your characters here. They know each other and trust each other, but they're strangers to this town.

Re: Strangers

Posted: Sun Mar 13, 2022 7:24 pm
by Lance
Moniker: Quicksilver



Origin: Android
Speciality: Lancer
Virtue: Teach something
Skills:
*d8 melee
*d8 acrobatics
*d8 labor
*d8 mechanics
*d8 skirmish

Advantages: -

Merit: 3m
Ride: Speeder bike
Gear:
*guandao (chinese halberd)
*six-shooter
*green mandarin coat with hood

Quicksilver was a thug-bot, doing the dirtywork of some crimelord or another. As long as it had the best lubricants, spare parts and power sources, it didn't care. After a rent dispute with a group of monks, it was ordered to kill all of them, which it did. In the following weeks, it kept returning, cleaning up the evidence, reading the literature, learning their weapons, and finally moving in, a lone monk. It's boss burned the building to the ground, mostly for the insurance money, but also to punish Quicksilver for leaving.

Re: Strangers

Posted: Sun Mar 13, 2022 11:40 pm
by kalstone
Moniker: Violet

Origin: Refugee
Specialty: Showdown
Virtue: Smell the roses
Skills:
*d8 Duel
*d8 Read People
*d8 Survival
*d8 Contacts
*d8 Religion

Advantages: -

Merit: 0
Ride: Flightless Bird
Gear:
*Revolver
*First Aid Kit
*Silver Crucifix
*Leather duster and cowboy hat

Called Violet because of her violet eyes, Violet was displaced when her village was destroyed by a group of raiders from There. She roamed the frontier afterwards, dispensing divine retribution on those she saw as unfit, until she took a bullet from the 10 year old child of some "raiders" she had killed. Now she tries to make up for her past, helping people and telling them to enjoy what they have. It could all be gone soon enough.
Specialty:
[1d6]=1
Showdown - You excel in quick-drawing and duels. Skilled in Duel (d8), Read People (d8); a proper duel is a helpful circumstance.

Origin:
[1d6]=5
Refugee - Dispossessed by war and never found a new home. Increase/add Skills in Survival, Contacts, and 1 more.

Metonymy:
[1d12]=1
Hair/eye color

One Redeeming Virtue:
[1d20]=16
Smell the roses

What you ride:
[1d6]=2
Flightless bird

Re: Strangers

Posted: Mon Mar 14, 2022 1:59 pm
by tibbius
Regarding the ethos that you two attempt to adhere to, would you prefer:

1. one of you rolls for it
2. both of you agree on it
3. I roll for it

on the list from the rules?

Re: Strangers

Posted: Mon Mar 14, 2022 4:08 pm
by kalstone
I have no preference, so whatever Lance thinks is fine.

Re: Strangers

Posted: Mon Mar 14, 2022 6:42 pm
by Lance
Well, based on our two backstories, the best fit seems be "live by the sword" :)

Re: Strangers

Posted: Mon Mar 14, 2022 8:53 pm
by kalstone
Works for me!

Re: Strangers

Posted: Fri Mar 18, 2022 5:22 pm
by seanfsmith
Hi all! Sorry it's taken me a while to get myself sorted with the login :D

Code: Select all

= EYELESS
- android skirmisher
::: skirmish D12, labour D8, mech D8
- rides a speeder-unike
- respects his elders
::: longhorn splice-rifle, ganser flechette gun, 3m
Image

Re: Strangers

Posted: Fri Mar 18, 2022 6:55 pm
by kalstone
Welcome aboard!

Re: Strangers

Posted: Fri Mar 18, 2022 7:48 pm
by tibbius
seanfsmith wrote: Fri Mar 18, 2022 5:22 pm Hi all! Sorry it's taken me a while to get myself sorted with the login :D

Code: Select all

= EYELESS
- android skirmisher
::: skirmish D12, labour D8, mech D8
- rides a speeder-unike
- respects his elders
::: longhorn splice-rifle, ganser flechette gun, 3m
Image
Hop into the IC thread ... you were delayed by something, just caught up to your partners.

Re: Strangers

Posted: Sun Mar 27, 2022 3:09 pm
by seanfsmith
Sorry I've been awol this week -- I am under the influence of the big C. I'll be back with yous when the plague lifts

Re: Strangers

Posted: Mon Mar 28, 2022 12:42 am
by kalstone
Yikes. Hope you feel better.

I guess we need to decide if we are going to track this thing down or ambush it. It seems to me like the DM is hinting at tracking, but I'm ok with either choice.

Re: Strangers

Posted: Mon Mar 28, 2022 8:09 am
by Lance
seanfsmith wrote: Sun Mar 27, 2022 3:09 pm Sorry I've been awol this week -- I am under the influence of the big C. I'll be back with yous when the plague lifts
Wishing you a quick recovery!

Re: Strangers

Posted: Sat Apr 23, 2022 4:55 pm
by FarseersSeeFar
Moniker: Boomy

Origin: Veteran
Specialty: Grenadier
Virtue: Smell the roses
Skills:
*d8 Artillery
*d8 Explosives
*d8 Skirmish
*d8 Stealth
*d8 Siegeworks

Advantages: -

Merit: 0
Ride: Motorcycle
Gear:
*Shotgun (Sawed-off)
*4x Fragmentation Grenades
*Simple Tool
*Leather duster and cowboy hat

Called 'Boomy' because of his predisposition towards explosives. Detonations in a close proximity to himself may have caused him to go deaf in his right ear- but that ain't stopping him from doin' it still.
He enjoyed being a soldier primarily due to the respect he earned, the booze folk bought him, and the access to free, high-quality firearms. Growing up in jail made him think he'd never have been able to do the things he's done, but he'll keep counting his greys as if they were leaves on a clover.
Image

Specialty:
Grenadier - You can fire the artillery and
lob the thermal detonators. Skilled in Artillery
(d8), Explosives (d8); can carry two bulky items
without being hindered.

Origin:
Veteran - Roaming soldier without a war. Increase/add skills in Skirmish, Stealth, and 1 more (Siegeworks).


One Redeeming Virtue:
Smell the roses

What you ride:
Motorcycle

Re: Strangers

Posted: Sat Apr 23, 2022 6:40 pm
by Pulpatoon
Peppermint
Refugee Daredevil
Virtue: Share the load.
Skills
  • Contacts (d8)
  • Performance (d8)
  • Medicine (d8)
  • Survival (d8)
  • Trick Shot (d8)
Ride
  • A mechanical goat
Gear
  • Showpiece Pistol
  • PortaDoc (Tech, +d Medicine)
  • Multitool (Simple Tool)
REFUGEE: Dispossessed by war and never found a new home. Increase/add Skills in Survival, Contacts, and 1 more.
DAREDEVIL: A risky shot-taker and shot-drinker. Skilled in Trick Shot (d8), Performance (d8); having an audience for a risk is helpful.

Peppermint is already dying. A flim-flam doctor whose killed more folks than he's cured, his body is riddled with a neural fungus intent of replacing his nervous system. The heat is supposed to slow it down. He has a wet, wracking cough, an unhealthy pallor, and nothing left to lose but a lifetime of guilt.