Silver Bluff NPCs

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Pender Lumkiss
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Silver Bluff NPCs

Post by Pender Lumkiss »

A list of towns folks met, I have also included for the dog boys refernce whether the folks interacted with have a faint magic scent.

Mayor Donald- Town Mayor, is often times talking about how his heroics helped the lady of justice. faint magic scent yes
GB town protector Bronze, an elderly GB pilot has taken a liking to most PCs. faint Magic scent yes
Durbin and Ginger-perprietor of the Lady of Justice Inn. Faint magic smell on durbin only
Paul and mini deerfeild- owners of the general store. Faint magical scent on Mini
Carol Steelman- blackmarket rep
Aunt Thistle- very happy to be alive and to have her sister's baby to care for.
Jessica "Jess"- Daughter of Bronze, has taken a liking to Jude.
Field Team Six Bennies
3/6
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Jude Maverick
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Re: Silver Bluff NPCs

Post by Jude Maverick »

Also Thistle's father Daggen.
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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