Name and pic bounty- Keepers of an artifact

They're silent but deadly...
GM: Pender Lumkiss
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Pender Lumkiss
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Name and pic bounty- Keepers of an artifact

Post by Pender Lumkiss »

Hey folks,

I am lookimg for a few folks who have an artifact. I know what the artifact is and are, but I was thinking it would be fun to have you post the name of the person, a picture of them, and 2-4 sentences about them( what motivates, maybe what special abilities they have). +1 benny to any player who posts here.

Example: Jones Doubletown
A human man of average looks and unexceptional qualities. At least that is is outward projection, in reality his unremarkableness is perhaps his greatest strength. A more than cleaver aquirer of antiquities able to bypass any human driven security measures by simply being average. Rumors abound about his latest caper where he was seeminly in two places at once. They say his ultimate goal is the legendary eyes of Ra closly gaurded by the much famed historian Erin Tarin.
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Field Team Six Bennies
3/6
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Name and pic bounty- Keepers of an artifact

Post by Freemage »

Siera Malek
SieraMalek.jpg
Siera Malek is a member of Chi-Town's elite; born to a powerful family, she was set on the fast track in early days, and took advantage of every advantage such a privileged start gave her. A member of Chi-Town's internal security division, she's received four commendations from no less than Joseph Prosek II for busting up smuggling rings in the Burbs. She has a network of assets (both aware and unaware) throughout the Burbs and even down into the southern Coalition States that keeps her well-informed on individuals attempting to traffic magical items in Coalition Territory, sending them to the infamous Black Vault to be studied and stored. In the halls of power, some suggest that she might be on the fast-track to Joseph II's inner circle, and from there to be his replacement at the head of the security services when the Emperor finally passes the torch. She is also feared by the Black Market, especially those branches that routinely trade in such goods. In most people, such a lofty status and powerful enemies would inspire caution.

Siera Malek is not most people. Using a wide assortment of talents, ranging from subtle confidence games, to adept hacking of files, to truly terrifying blackmail, she has ensured that one or two 'choice baubles' (as she thinks of them) from her raids have been delivered, not to the Black Vault, but to her personal safe-house in the Burbs. From there, she sells them onward. She does this not for the money (though years of this has left her a nice bankroll should she ever need to flee the Coalition). Instead, for her, it's about the adrenaline rush, snubbing the Cee-Ess high command right under their noses, while at the same time also becoming a bogey-woman to the Black Market. Each success just pushes her to up her game, raising the stakes again, and again.

Siera is a consummate schemer and planner; she invariably has half a dozen contingencies and fail-safes ready to go at any given point during an operation. And she is utterly ruthless to anyone who gets in her way, often using proxies to eliminate a potential threat.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Tribe of One
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Re: Name and pic bounty- Keepers of an artifact

Post by Tribe of One »

Norman the Nibbler, Swashbuckling Slurmph Gourmand
NOrman.JPG
To some, Norman the Slurmph (D-Bees of North America p. 190) is just an alcoholic slab of protoplasm who eats garbage, picks fights in seedy bars and smells like an outhouse. All of those things are true. But to pidgeon-hole old Norman as just another Slug Man, traveling from village to village like a mobile landfill would be to dismiss one of the greatest culinary virtuosos the post-apocalyptic world has ever known.

That isn't to say Norman can cook -- his gelatinous flippers are not ideal for wielding wok spoon and chef's knife. But he can eat, and has eaten, all across North and South America, with assorted side treks to Europe, Atlantis and Africa thrown in for good measure. He's dined on Millennium Tree nettles and blow-fly cavier, eaten oysters poached in the blood of a kraken, then washed it all down with an Imperial IPA brewed by an alien intelligence masquerading as a Norse god. Along the way, he's also eaten a lot of shit -- bird shit, horse shit, neuron beast shit, and the shit of hundreds of humans and D-Bees. And with his photographic memory ... er, tongue ... he can pinpoint, down to the square miles, the geographic origin of anything that passes his lips.

Sadly, few realize the awesome power and practical use for such a talent, so Norman is left to wander, sampling the local delicacies and refuse and engaging in the occasional knife-fight as he pursues his personal quest of putting everything in North America, at least once, in his mouth.
GM Bennies: 7/7
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Z'Anomandir
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Re: Name and pic bounty- Keepers of an artifact

Post by Z'Anomandir »

Lucky O'Malley


Image

O'Malley is a slender and very pale man with glorious muttonchops who dresses almost exclusively in green attire. For some reason reports on his true height vary wildly but he is known to be a skilled gunfighter and a mage of at least moderate ability. If you ask Lucky where he hails from, he just says 'overseas' in a peculiar accent and leaves it at that. He has a natural appetite (some might say greed) for uncovering arcane secrets that serves him well as a highly skilled investigator and relic hunter. He's always on the hunt for his 'lucky charms' as he calls them, and is constantly paranoid that someone will try to steal them from him. Rumors abound that he has a fetish for rainbows and gold but none dare mention it in his presence.
Z'Anomandir
Z'Anomandir
Ice Dragon
Legendary Table reward: Badass Family: gain 2 attribute points for the character and his descendants (+1 dye type each to Agility, Smarts)
Bennies: 6/3
  • +1 for following directions during debriefing
  • +1 for including Shalla in interlude
  • -1 to unshake from brainburn due to crit fail psionic roll
  • +1 for Lucky O'Malley post
  • +1 for post-battle breakfast talk

Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8
Charisma: -2; Pace: 6 (Fly 12, Climb 0); Parry: 6; Toughness: 34 (16 MDC); In human form w/ armor on = 13 (6); PPE: 20; ISP: 20
Notice d6, Common Knowledge d6, K-Arcana d4
Hindrances:
  • TBD
  • TBD
  • TBD
  • Outsider(-2 CHA)
  • Large (+2 to be hit)
  • Enemies (CS)
  • Territorial

Edges and Abilities of Note:
  • AB (Psionic), Major Psionic, AB (Magic)
  • Power Surge: gain 2d6 PP or ISP when dealt a Joker for initiative
  • Icy Breath: 12/24/48 for 4d6 MD or Cone for 2d10 MD
  • Claws/Bite (Iconic): Naturally massive teeth and talons (Str+3d6 AP 4, Mega Damage)
  • Tail Lash (Iconic): Sweep a 2" long by 4" wide rectangle. Fighting attack ignores size penalties, (Str+d8 Mega Damage)
  • Impervious to Cold: Ice and cold do not affect an Ice dragon at all. Non-variable frequency lasers do only half damage due to the reflecting nature of their icy hide.
  • Infravision (Iconic): halve the penalties for dark lighting against living targets
  • Slow Regeneration (Iconic): These creatures can even regenerate lost limbs over time, making a natural healing roll once per day.
  • Fear (Iconic): A dragon is a terrifying creature to most folks, who must make a Fear check when first seeing him.


WOUNDS:

Adventure Cards
-Villanious Verbosity: Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
-Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

PPE: 20/20
Powers: Freeze entangle ; Battle Shards deflection ; Fortify/Sap boost/lower trait
ISP: 20/20
Powers: Hibernation slumber ; Cold Snap dispel ; Blizzard Spirit intangibility

TW Medium Cyberknight Armor: healing
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Jude Maverick
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Location: Chicago suburbs

Re: Name and pic bounty- Keepers of an artifact

Post by Jude Maverick »

TARA BLACK

Image


Tara Black was a gifted techno-wizard thrown through a rift into a hellscape by Count Atrocles of the Federation of Magic in retaliation for wrongs done to him by her husband Caleb Black. No one thought she could survive. But she did. She fought and clawed her way through rift after rift and across world after world to get home, fighting demons, undead, and other monstrosities, making sacrifice after sacrifice, all to get back to her husband and daughter Kim. She finally managed to crawl her way onto the proper world. During her fight home, Tara was forced to make difficult choices and compromises. She now has no problem working with necromancy in her techno-wizardy, or wielding demonic power.

Tara is scarred by three claw marks across her face, which turned one blue eye white, and wears cobbled together combat mage armor. She is accompanied by the mind and personality of her twin sister, a gifted telemechanic, who is downloaded into a wrist computer, scanner, and holo-imager. She carries a wickedly serrated bone knife made out of a demon's bone that is extra damaging to holy entities like Mystics.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Name and pic bounty- Keepers of an artifact

Post by Jitters »

Deoch is a True Atlantean daughter of a noble house of some repute, Clan Aerihman. From a young age she wandered the multi-verse, helping her fellow Atlanteans wherever she could, and rising high in status as well. In her travels, she learned how to sing to the earth to make the plants grow, fight vampires, banish demons, heal the wounded and care for the sick, free slaves and prisoners from the Splugorth, and so much more. About a year ago there was a raid on an Atlantean community she had been staying with by some Sunaj assassins. She stepped right up and helped fight off the attackers, at one point shearing a horn off of one of the helmets of the attackers. They soon relented and casualties were light, thankfully enough.

With all of the recent Sunaj attacks, Deoch felt it best to plea to her family to help hunt down the killers and find out what it is their agenda. She purposefully strode into her childhood home to speak to her father, but when she entered his study, she found him wearing Sunaj Assassin armor, holding a helmet that had a horn sheared off, while her brother stood next to him in the same style of armor. She gasped and stood there dumbfounded for a moment while they saw her and were likewise stunned. Deoch was the first to regain her composure and ran out of the house as fast as she could, but not before grabbing an amulet from her father's study. Her father chased out after her while her brother jumped out a window, both of them donning their helmets, to gain ground on her from a different path. As she had begun to think that she had gotten away from her father when her brother blindsided her, knocking her to the ground and the wind from her.

Her brother started tearing clothes from her body, intent on taking her as humiliation before killing her slowly when a blue blur zoomed past, knocking him off of her. It was the dragon Z'Anotriwa, just a hatchling herself, who knocked Deoch's brother off of her. Z'Anotriwa came back around for another pass to encase him in ice, and just as she breathed on him, he managed to get off a Firebolt spell that seriously hurt her. Z'Anotriwa came back for a second pass, this time to pick Deoch off the ground as she found her feet, and flee the area as Deoch's father was just coming into sight. Z'Anotriwa was only able to fly for a few miles before she had to land and rest due to her injury, but her speed in the air put a good bit of ground between them and Deoch's family. Upon landing, Deoch used some magic to heal the dragon, who then was able to carry them on to a nearby magical pyramid, where Deoch was able to open a portal to Earth. Once on Earth, Z'Anotriwa led her to the other side of the continent they were on, some place called North America, to the very cave she was born in, located in a hidden valley in the Federation of Magic region. Once there, Deoch was able to formally inspect the amulet she had taken from her father's study and realized that it was an Amulet of Phantom, which when used allowed the user to walk through walls.
Attachments
Celtic woman dragon 2.jpg
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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