Part 1:Merctown Ghost World

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Stoic
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Part 1:Merctown Ghost World

Post by Stoic »

As often is the case, Alison is guarded by dark winds, bad feelings. She is going for a walk through the city when her attentions are turned to a old cracked screen flickering against one of the walls. On the screen is a series of photos of half a dozen women, the word "Missing" stamped on top of each picture. They all seem to be roughly the same age, same hair color. A couple of them could even pass for sisters. Alison gets a bad feeling and takes to the streets, to see if she can see what happened.
Instructions
Anyone participating in this task, make a networking roll. If this is successful, describe how you discovered the perpetrator. If you turn him into the authorities, each participant gets 50,000 credits.

After this, make a spellcasting roll at a -2 (a straight up roll for Necromancers). After you succeed at this, please describe how you set the murdered souls at rest. If you fail at this, take a level of fatigue for a week to represent your bad dreams. If you crit fail, you will be haunted and have the PTSD (Major) Hindrance until the end of this quarter.
GM Bennies 9/9
Wild Card Bennies ?

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Alison
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Re: Part 1:Merctown Ghost World

Post by Alison »

Networking (Persuasion) 4
Persuasion for Networking [dice:1xadw7xb]62549:0[/dice:1xadw7xb]
Wild [dice:1xadw7xb]62549:1[/dice:1xadw7xb]
Spellcasting 7
Spellcasting [dice:1xadw7xb]62549:2[/dice:1xadw7xb]
Wild [dice:1xadw7xb]62549:3[/dice:1xadw7xb]
Benny to reroll [dice:1xadw7xb]62549:4[/dice:1xadw7xb]
Wild [dice:1xadw7xb]62549:5[/dice:1xadw7xb]
While touring with @Doc Olliday, Alison is immediately drawn to the notice of the missing girls.

"Doc, hold up a sec," she requests, looking over the faces of the victims. "I may not be a detective, but that's a pattern if ever I saw one, and I can practically feel the ache swirling around this part of town. These deaths have left an open wound here, and maybe we can help heal it."

Alison checks the contact information on the "poster," and asks Doc to take her to the address listed. After bobbing in and out of a couple of streets, she finds herself at something resembling a police precinct, of sorts. A city watch station, perhaps?

She speaks with the clerk, who establishes very quickly that Alison does not have the proper paperwork in order, but Alison smooths things over as best she can. She's not as practiced at talking with the living as she is with the dead, but she tries to remind herself that the living are people, too, and the principles are more or less the same. She smiles and entreats and flatters until the clerk gives up what information they have, including the addresses of some of the victims.

Alison visits the families of the victims, an all too familiar dance, and introduces herself. The first two homes want nothing to do with her "twisted magic," but at the third home, they listen. They are ready to talk, and they just want to hear from their daughter again, one last time.

So Alison goes to the girl's last known location and starts looking, the way only a trained Necromancer can. She feels for the girl's spirit until she finds it, and then she casts the spell to conjure it up.

The spirit is sad, but resolute. "I met him at the repair shop," she tells Alison, "and we went for a drink just down the block." One thing led to another, and, well... it was all too familiar a tale. But this time, it's one that would be told.

After leading the girl's spirit back home to speak with her parents, Alison signals to @Doc Olliday. "Okay, Doc. We've got a description and a location. This is your city; is that enough to make our move?"

She unconsciously taps her finger on the body of the SMG under her coat as she considers that they could soon be confronting a violent murderer in a strange city.

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Doc Olliday
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Re: Part 1:Merctown Ghost World

Post by Doc Olliday »

The other members of the 24 th scattered across the city. Doc stode for a time in streets of the Hub until @Alison touched him on the shoulder and brought him from his memories. The Warrens were North West of his current locations but his memories made him feel like he was living on the streets of the Warrens again.
Doc's Flashbacks wrote: His off hours when not working at Tony's (165) was spent with his roommates at places like the Weight Pile (162) and Super-Juicer Augmentation (155). Occassionaly he had time to himself and could visit the Feathered Serpent Pharmacy (154).
Doc looked at Alison and apologized. "Many ... memories in MercTown." He grimaces in a fashion, unique to Doc but not seen very often. The ever present smile replaced by a thin line that might be a smile. Checking his communicator, "Business appears to be a little slow. Where exactly do you want to go?"

Alison wrote:
Mon Jan 20, 2020 5:53 am

While touring with Doc Olliday, Alison is immediately drawn to the notice of the missing girls.

"Doc, hold up a sec," she requests, looking over the faces of the victims. "I may not be a detective, but that's a pattern if ever I saw one, and I can practically feel the ache swirling around this part of town. These deaths have left an open wound here, and maybe we can help heal it."

Alison checks the contact information on the "poster," and asks Doc to take her to the address listed. After bobbing in and out of a couple of streets, she finds herself at something resembling a police precinct, of sorts. A city watch station, perhaps?
"Doc was about to make a comment about looking after dead people, when he remembers that on occassion he has gone looking after people, who ended up being dead. "I can certainly assist you there. The percint you want is actually located in Dockside up near the river, North of here."

He pauses in front of the marque long enough for the loop of missing to run itsself a couple of more times and finds himself agreeing with the young woman. Certainly a very obvious pattern. He nods to @Alison and hails a taxi. As much as Alison is naturally herself, she would be a welcome addition to many places both reputable and those that aren't all through out MercTown. Yes a Taxi is the best means for traveling here.

The Taxi takes them from the Hub to the Magic Quarter and then into Dockside. Pulling up near the nearest precinct upon entering Dockside, Doc pays the Taxi driver his fare, a little steep but not extortive, plus a little extra and leaves his business number with the D-Bee behind the wheel. When the D-Bee gives a look about the number, Doc just says, "This is MercTown. Where and When you might need my services you probably never plan for, but now you have someone looking out for your well-being and that should bring you piece of mind."

Alison wrote:
Mon Jan 20, 2020 5:53 am

She speaks with the clerk, who establishes very quickly that Alison does not have the proper paperwork in order, but Alison smooths things over as best she can. She's not as practiced at talking with the living as she is with the dead, but she tries to remind herself that the living are people, too, and the principles are more or less the same. She smiles and entreats and flatters until the clerk gives up what information they have, including the addresses of some of the victims.

Alison visits the families of the victims, an all too familiar dance, and introduces herself. The first two homes want nothing to do with her "twisted magic," but at the third home, they listen. They are ready to talk, and they just want to hear from their daughter again, one last time.
Doc is sullen during most of the visits. Having been a on a few inquiry visits like Alison is doing now. He could never tell what type of reception would be waiting at the door to the homes he visited and he certainly could not have said how things would turn out now. Missing. Possibly Dead. All leads gone cold. Typical story even for Dockside.

Alison wrote:
Mon Jan 20, 2020 5:53 am

So Alison goes to the girl's last known location and starts looking, the way only a trained Necromancer can. She feels for the girl's spirit until she finds it, and then she casts the spell to conjure it up.

The spirit is sad, but resolute. "I met him at the repair shop," she tells Alison, "and we went for a drink just down the block." One thing led to another, and, well... it was all too familiar a tale. But this time, it's one that would be told.

After leading the girl's spirit back home to speak with her parents, Alison signals to Doc Olliday. "Okay, Doc. We've got a description and a location. This is your city; is that enough to make our move?"
While @Alison is talking to the spirit, Doc notices a bit of metal gleaming in the darkness of the alleyway between Posiedon Shipwrights (205) the GAW Dealership (206). Reaching down he finds a silver necklace, broken near the clasp, bearing a locket with a cameo done in ivory. Just holding it, sets off his Arcane Senses. A magic ward?

Taking the spirit back to her parents, Doc presents the locket back to the parents but this time on a sturdier chain. "Sir. Ma'am. This locket belongs with you and your family as much as your daughter needs to be put to rest. Someone in your family is trying to protect you. Keep this close. My condolences on your loss."

One thing Doc had done, before returning the locket, other than adding a new, enchanted chain, was to clean the locket. Doc found fingerprints and some skin samples. From the alleyway, he marked the struggles between the young woman and her assailant. Alison explained that the when the body dies that the spirit is generally trapped at the location it died at. The body had been disposed of and would likely take more leg work to discover than the 24th was planning to spend in MercTown.

"I believe we have more than enough evidence to track the perpetrator. Let us collect our facts in an orderly fashion and present our findings."
Alison wrote:
Mon Jan 20, 2020 5:53 am

She unconsciously taps her finger on the body of the SMG under her coat as she considers that they could soon be confronting a violent murderer in a strange city.
Networking (Persuassion) 8 _
Work the Room ?
Streetwise: +2
HJ Education: +1
Charismatic: free Persuassion reroll

[*] Persuassion (1d8) [dice:k41ulomq]62577:0[/dice:k41ulomq]
[*] Wild (1d6) [dice:k41ulomq]62577:1[/dice:k41ulomq]
Supporting Alison (Persuassion) 7 _
Scene Modifier: -2
HJ Education: +1
Charismatic: free Persuassion reroll

[*] Persuassion (1d8) [dice:k41ulomq]62577:2[/dice:k41ulomq]
[*] Wild (1d6) [dice:k41ulomq]62577:3[/dice:k41ulomq]

Charismatic Free Reroll

[*] Persuassion (1d8) [dice:k41ulomq]62577:4[/dice:k41ulomq]
[*] Wild (1d6) [dice:k41ulomq]62577:5[/dice:k41ulomq]
[*] Aced! Wild (1d6+6) [dice:k41ulomq]62577:6[/dice:k41ulomq]
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
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Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
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  • 52: Payback
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Re: Part 1:Merctown Ghost World

Post by Xiang »

Xiang is skulking along the rooftops in a bit of an irate mood. The fight club seemed like it may have been a promising diversion and it was for a while. He faired well in the first couple of rounds with his acrobatic fighting style and small size leaving him mostly untouched by his foes, but when he face a huge being called a vanguard brawler and he shrugged off it's massive, room shaking hits it became apparent he was immune to normal weapons. This was deemed an unfair advantage by the judges, no doubt friends of said warrior, and he was ejected from the venue, his winnings thus far seized.

Bored and looking for something else to do he notices Doc and the female necromancer sniffing around alleyways. He drops down behind them to see what they are up to. "Doc, corpse lady, you look like you are doing something interesting. Want some help?"
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Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20 (ISP) 10/10(PPE)
Bennies: 3/3

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Doc Olliday
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Re: Part 1:Merctown Ghost World

Post by Doc Olliday »

Xiang wrote:
Sun Jan 26, 2020 9:57 am
Xiang is skulking along the rooftops in a bit of an irate mood. The fight club seemed like it may have been a promising diversion and it was for a while. He faired well in the first couple of rounds with his acrobatic fighting style and small size leaving him mostly untouched by his foes, but when he face a huge being called a vanguard brawler and he shrugged off it's massive, room shaking hits it became apparent he was immune to normal weapons. This was deemed an unfair advantage by the judges, no doubt friends of said warrior, and he was ejected from the venue, his winnings thus far seized.

Bored and looking for something else to do he notices Doc and the female necromancer sniffing around alleyways. He drops down behind them to see what they are up to. "Doc, corpse lady, you look like you are doing something interesting. Want some help?"
Not at all surprised by the arrival of the were, Doc looks at @Xiang, "We are trying to locate a murderer."

"I know you are good at stalking prey but what we need is to track down they prey."

"Think you can lend a ... paw to our cause?"
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
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Re: Part 1:Merctown Ghost World

Post by Xiang »

Doc Olliday wrote:
Mon Jan 27, 2020 7:26 am
Xiang wrote:
Sun Jan 26, 2020 9:57 am
Xiang is skulking along the rooftops in a bit of an irate mood. The fight club seemed like it may have been a promising diversion and it was for a while. He faired well in the first couple of rounds with his acrobatic fighting style and small size leaving him mostly untouched by his foes, but when he face a huge being called a vanguard brawler and he shrugged off it's massive, room shaking hits it became apparent he was immune to normal weapons. This was deemed an unfair advantage by the judges, no doubt friends of said warrior, and he was ejected from the venue, his winnings thus far seized.

Bored and looking for something else to do he notices Doc and the female necromancer sniffing around alleyways. He drops down behind them to see what they are up to. "Doc, corpse lady, you look like you are doing something interesting. Want some help?"
Not at all surprised by the arrival of the were, Doc looks at @Xiang, "We are trying to locate a murderer."

"I know you are good at stalking prey but what we need is to track down they prey."

"Think you can lend a ... paw to our cause?"
Networking 14
Persuasion [dice:23t4u8jv]62759:0[/dice:23t4u8jv] Ace [dice:23t4u8jv]62759:2[/dice:23t4u8jv] Ace!! [dice:23t4u8jv]62759:3[/dice:23t4u8jv] Mega ACE!!! [dice:23t4u8jv]62759:4[/dice:23t4u8jv]
Wild [dice:23t4u8jv]62759:1[/dice:23t4u8jv]


"Si, I would be happy to." Something about a talking cat puts people to talking. At first they seemed put off, or alarmed. There was mention on some other talking cat who was not to be trifled with, and much relief that Xiang didn't have guns?? How would I even use them in this form he wondered. It wasn't long before they got a lead on the location of the target, an abandoned ruin of some pre apocalypse "super store".

"So, what is our plan?"
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Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
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Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20 (ISP) 10/10(PPE)
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Alison
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Re: Part 1:Merctown Ghost World

Post by Alison »

Xiang wrote:
Mon Jan 27, 2020 6:46 pm


"Si, I would be happy to." Something about a talking cat puts people to talking. At first they seemed put off, or alarmed. There was mention on some other talking cat who was not to be trifled with, and much relief that Xiang didn't have guns?? How would I even use them in this form he wondered. It wasn't long before they got a lead on the location of the target, an abandoned ruin of some pre apocalypse "super store".

"So, what is our plan?"
Alison looks to @Doc Olliday and says, "Well, Doc? This is your town. Do we go get the local authorities? Or do we track this guy down ourselves?"

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Re: Part 1:Merctown Ghost World

Post by Doc Olliday »

"We will worry about the authorities after we have collected the evidence and the perp. Let's go."

Doc stoops down, scoops up @Xiang, placing him around his shoulders once more. "No sense in you wearing out your nine lives walking."

"Come along Ms. @Alison we need to finish this."
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Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
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Xiang
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Re: Part 1:Merctown Ghost World

Post by Xiang »

Doc Olliday wrote:
Sat Feb 08, 2020 7:21 am
"We will worry about the authorities after we have collected the evidence and the perp. Let's go."

Doc stoops down, scoops up Xiang, placing him around his shoulders once more. "No sense in you wearing out your nine lives walking."

"Come along Ms. Alison we need to finish this."
Settling in on the D'norr's shoulder, "If we will be confronting him peacefully than this form would probably be better. Regardless, I can try to poke around in his head to learn where he may have hidden evidence."
Character Name
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Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
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Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 20/20 (ISP) 10/10(PPE)
Bennies: 3/3

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Alison
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Re: Part 1:Merctown Ghost World

Post by Alison »

Alison is not normally one for direct action, but with Clarence and Shalak forced to wait outside the city (few cities have any tolerance for the presence of the undead), she sees little other choice. When they come upon the murderer, he flees, of course, but between @Doc Olliday and @Xiang, he is easily directed towards Alison and the waiting spirits.

With a word and a gesture from Alison, the spirits of the girls he murdered pounce on the man, surrounding him, penetrating him, and draining him. He lets out a scream, but there is little to do for it; it is too late for him. Alison lets the ghosts have their vengeance for a time, stepping in only when it appears as if they might actually kill the man.

"There, there. Peace, now. Peace. It is done," she soothes. "Go now and have your rest. We will see to this one."

Some time later, Doc, a cat, and Alison return to the office where they picked up the killer's trail. "We have someone here who would like to speak with an officer of the law," Alison says. "He has a number of murders to which he would like to confess."

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Re: Part 1:Merctown Ghost World

Post by Doc Olliday »

Doc's Purchases and Upgrades

Bio-Analysis Kit: Specifically designed to
handle situations where biological systems
are compromised via disease, toxins, and
related conditions, this tackle-box-sized kit
contains a miniature bio-analysis machine
and a miniature “lab” that can be used to
quickly concoct antidotes and treatments. It
requires a Healing skill of at least d4 to use.
Anyone with Science gains a +1 using this
system, or a +2 if they also have Electronics.
(5 lb, 7,200 credits)

Computer, Field: A rugged operational
computer capable of withstanding the shock
of running around and trying not to die in
a Mega-Damage world. Decks like this are
graded I or II, and the grade designates the
bonus on opposed Hacking or Thievery
rolls. The bonus also applies to any Research
rolls for recalling history or similar research.
(2 lb, 10,000 credits for Grade I, 20,000 credits
for Grade II).

Holo-Display Communicator: Capable
of sending and receiving a small, doll-sized
holographic image, this rare and expensive
system is also useful for creating 3D images
of maps, diagrams, blueprints, and whatever
else the user might wish to input for display.
The communication system itself has a 300-
mile range (2 lb, 10,000 credits).

IRMSS —Internal Robot Medical
Surgeon System: When there’s no medic
or doctor around this system can be a
lifesaver. It contains countless nanorobotic
devices, programmed to seek out damage
in a biological system and repair it. The
device—the size of a handheld shopping
scanner—is placed over the trauma area,
or over the part of the body where internal
injuries are suspected. Activating it injects
a horde of nanorobots into the bloodstream,
which collectively provide an immediate
Healing check at d8+2. Once in the system,
the nanorobots provide a +2 to any following
Healing checks for one day, after which they
are flushed from the body. Fully charged,
the IRMSS is good for four uses, after which
it’s completely useless and must be replaced
(2 lbs, 42,000 credits).

Magic Optic System (TW): Though
gem-encrusted visors, full helms, and even
elaborate sunglasses can be crafted to serve,
most Techno-Wizards prefer the classic
goggles approach to creating this mystical
sensory enhancement system. It provides +2
to sight-based Notice checks, and the wearer
gains access to darksight, farsight, and detect
arcana. The system requires 1 Power Point
per hour of use (1 lb, 30,000 credits).

Repair Kit, Field: Designed for
military and frontier use, this advanced
tool kit holds supplies to help get
machines running again. It carries
quick-weld patches,
a backup laser torch,
scanner, extra wires,
circuits, and other
items. It requires a
Repair skill of at least
d4 to use. The Field
Repair Kit grants a +1
to all Repair rolls. Frequent use necessitates
replenishing the supplies, per the GM (10 lb,
4000 credits).

Shadow Cloak (TW): An arcane cloak
which allows the wearer to gather shadows
around herself to create fear, hide, and
distract.
When activated (three Power Points per
hour), the shadow cloak grants the fear
and invisibility powers, which are activated
on the user at base effectiveness (no raise
effect)—the invisibility effect only works
while traveling in darkness and shadow (1lb,
300,000 credits).

Trauma Kit: A few steps above a standard
first aid kit, this small field pack contains
necessary and useful items for saving lives
under the worst conditions. It requires a
Healing skill of at least d4 to use. The trauma
kit grants a +1 on all Healing rolls. Frequent
use requires replenishing the supplies, as
dictated by the GM (3 lb, 2,600 credits).
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
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Imperator
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Re: Part 1:Merctown Ghost World

Post by Imperator »

@Sgt 86Delta Pending Mike's approval I would like the following modifications to Xiang's shield.

Med Polymer Shield
Parry +2 (+4)
Cover −2 (-4)
Min Strength d6
Weight 4
Notes: Can collapse down into a bracer. When activated with 1 pp it gains +2 to its parry and a -2 improvement to its cover bonus.
Base Cost 3000
Value after mods 27,200

Modifications:
Add "HJ mod" collapsible. It folds down into a bracer providing no bonuses when it is shrunk down. Cost 3000
TW Conversion Cost 1200
TW Minor mod: +1 Parry Cost 5,000
TW Minor mod: +1 Parry Cost 5,000
TW Minor mod: -1 Cover Cost 5,000
TW Minor mod: -1 Cover Cost 5,000

Total Cost to Modify, 24,200 (already have shield)
GM of 21st SET
GM bennies


Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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