Showing posts with label GW. Show all posts
Showing posts with label GW. Show all posts

Tuesday, June 23, 2026

Marlowe Barksdale, Post-Apoc Merchant

 

Name: Marlo Barksdale
Ancestry: Pure Strain / Class: Examiner / Level: 3

Attributes 
Str: 12 / Attk: +0
Dex: 13 / Attk: +1 / AC: 11 / Stealth: +1
Con: 14 / 
Int: 15 / Remain Unseen: +2 / Robot Recognition: 21 / Use Artifacts: +7
MS: 15 / 
Cha: 16 /
SN: 15 / Perception: 17

Defenses 
AC (Leather): 13
Health: 11
Mental Defense: 12

Info 
Melee: +0
Range: +2
Mental: +2
Stealth: +1
Remain Unseen: +2
HP: 55

Flintlock Pistol: Attk: +2 / D: 2d8 / R: Near

Assault Rifle: Attk: +6 / D: 3d6 / R: Far / Special: Burst

Dagger: Attk: Attk: +0 / D: 1d4 / R: Thrown (+1)

Gear: Protein Candy (x2), Sleeping Bag, Backpack, Canteen, Rations, Lantern, Oil, Mess Kit, Spare Ammunition, Tool Kit (Type III)

Traits 
PSH: +2 Use Artifact. +2 Health vs. Radiation.

Skills: Avoid Artifact: 6 / Jury Rig: 5 / Read Schematics: 7 / Repair Artifact: 6

Notes 

  • Marlowe Barksdale is the nephew of Stanfield Barksdale, one of the mid-tier merchant families of BarterTown with connections to the Mid-Land Merchant Syndicate in the east and in-roads with the warlords to the north of the Oasis. Due to Marlowe's status, he has access to plenty of Corium pieces used as credits, at the same time, he is expected to act as his uncle's agent since being transferred from his original role as a clerk.
  • Is expected to meet with the powerful warlord, Uncle Sam, who promises to 'MAKE WASTELAND GREAT AGAIN' by summoning his grand conclave of tribes people across the wastes, from packs of bikers, to horsemen, to infantry forces.
  • Carries a flintlock pistol and, as a sign of his Uncle's Favor, enough scavenged parts and ammunition for an AK-47. Unfortunately the best Marlowe can do with it is fire on semi-auto due to a lack of proper handling.

Thursday, June 18, 2026

Morrigan, Mutant Soldier

 

Name: Morrigan
Stock: Altered Human / Class: Enforcer / Level: 4 / Occupation: Soldier

Attributes 
Str: 16 / +2
Dex: 16 / +2
Con: 16 / +2
Int: 19 / +4
MS: 15 / +2
Cha: 14 / +1
SN: 13 / +1

Defenses 
AC (Vest): 15
MD: 12
Health: 12
Perce: 15

Info 
Melee THAC: +6
Ranged THAC: +6
Stealth: +2
Hide: +4
Use Artifact: +4
Robot Recognition: 18
HP: 66


Assault Rifle: Attk: +10 / D: 3d6 / R: Far

Pistol: Attk: Attk: +8 / D: 2d8 / R: Near

Knife: Attk: +6 / D: 1d4+2 / R: Thrown

Grenades: Attk: +7 / D: 3d6 / R: Thrown / Special: Area

Gear: Pack, Canteen, Rations, Commlink, Viewfinder, Field Kit 

Traits 
Altered Human

Mutations 
Heightened Mental Attribute (Int): +4

Mental Blast: - MP: 12 / MHAC: +1 / D: 3d6

Will Force: - MP: 15 / MHAC: +2 / +7 to Mental Attribute or Mental Power for 7 rounds.

Notes 

  • Morrigan is a mutant human, one of a legion of mutant humans, beasts, and synths that were created in labs to fight for the ancient Pure Stocks against the bug invasion of Earth. However, a combination of bug bio-chemical warfare combined with inter-faction fighting means that the pure strain have generally been wiped out. All that remains is the mutants bred for war.
  • The Ancients outfitted their mutant armies with a full compliment of weapons. Although the Ancients have vanished, several of their replicators that can convert raw mass into usable equipment. All you need is raw gunpwoder and a hand full of empty shells to replenish at least of some of the stock. Morrigan uses a standard Vindicator Slug Rifle and Manticore Heavy Pistol.
  • Her team has recovered data of a possible Ancient bunker that contains pieces of tech. Morrigan and her team consist of a Saurian Boomer named Baptiste, a Synth Doc named Starkweather, and an Insectoid Scavenger named Neubart. Morrigan is the group's command officer and has taken the human seeming Starkweather as her lover.

Monday, March 2, 2026

Mona Reed, Otterfolk

 

Mona Reed

Ancestry: Otterfolk / Class: Scout / Level: 8

Attributes

PS: 19 / +4 / THAC: +4 / Damage: +4
DX: 20 / +4 / THAC: +4 / Stealth: +6 / Base AC: 14
CN: 14 / +1 / HD: 14d6 / Health: 11
MS: 16 / +2 / MD: 12
IN: 16 / +2 / Use Artifact: +2 / Remain Unseen: +2
CH: 10 / +0 / Robot Recognition: 14
SN: 14 / +1

Defenses / Traits

AC: 15
Health: 11
Will/MD: 12
Perception: 24

The big Scout numbers are worth emphasizing. Mona begins with +1 Perception, Stealth, and Remain Unseen and then gets another +1 to each for every level advanced. Thus, from the raw values you supplied:

Perception: 16 + 8 Scout = 24
Stealth: +6 + 8 Scout = +14
Remain Unseen: +2 + 8 Scout = +10

That is absolutely by the book. Scouts become extremely difficult to surprise or locate at higher levels.

Info

Ini: +4
Melee THAC: +5
Ranged THAC: +6
Stealth: +14
Remain Unseen: +10
HP: 57

Weapons

Cutlass: Attk: +5 / D: 1d8+4 / R: Melee

The campaign section specifically says to treat cutlasses as long swords, and a long sword deals 1d8 damage.

Revolver: Attk: +6 / D: 2d8 / R: Near / RoF: 2 / Shots: 6

The revolver has no inherent THAC bonus, so it simply uses Mona's +6 ranged THAC.

Shotgun: Attk: +6 / D: 4d6 / R: Near / RoF: 2 / Shots: 4

For buckshot, range penalties are ignored; instead damage falls off with distance: 5d6 point blank, 4d6 short, 3d6 medium, 2d6 long, 1d6 extreme. A solid slug instead does 4d6 at all ranges but uses normal range penalties.

Bite: Attk: +5 / D: 1d6 / R: Melee

I would leave the otter bite at its listed 1d6, rather than adding Mona's very large PS modifier. The actual otter stock specifies a 1d6 bite, and the book's own otter NPC likewise lists the bite simply as 1d6.

Gear

Pack, Canteen, Rations, Bedroll, Flashlight, Rope, Utility Knife, Revolver Ammunition, Shotgun Ammunition

You had Bedroll twice, so I collapsed that to one.

Traits

Otterfolk: Mutated animal stock; +2 Stealth; humanoid enough to use tools and weapons; Robot Recognition 14; bite 1d6; naturally adapted to water; immune to the chilling effects of cold water. Base otter stock normally moves at 9, or 6 when bipedal, and swims at 6.

Skills

Assuming an initial even 4/4/4/4/4 distribution, seven level increases bring every Scout skill to:

Detect Ambush/Trap: 11
Hunting: 11
Navigate: 11
Tracking: 11
Wilderness Survival: 11

Remember that those increases are automatic; they do not consume the Scout's seven discretionary level points. Every character adds +1 to each class skill whenever advancing a level.

Mutations

Electrical Generation — MP 15 (+2): Mona continuously accumulates electrical energy at 1d6 per round, storing up to 3d6. She may discharge 1–3 dice on a successful attack, adding her MP modifier to the damage. At MP 15 that's up to 3d6+2 electrical damage. She may also channel it through a metal melee weapon—which makes the cutlass particularly nasty—and she takes only half damage from electricity.

So a fully charged electrically enhanced cutlass hit can potentially deal:

1d8+4 slashing + 3d6+2 electrical

That is an excellent signature attack.

Size Change: Automatic. Mona is permanently 10–60% larger or smaller than normal, with PS and DX altered accordingly. Since her existing PS/DX scores are already established, I would assume the original Size Change result has already been incorporated rather than rerolling it now.

Infravision: Mona sees the heat patterns of living creatures even in darkness. It provides shape, but not normal color or fine visual detail.

Transfusion — MP 17 (+3): By touching another human or animal, Mona heals 13 HP per round. A particular recipient can benefit from Mona's Transfusion only once per day, and Mona herself suffers 1d4 damage for every round of healing. She cannot use it to heal herself. 

Notes 

  • Mona Reed is an Otterfolk crewmember aboard the Gray Katherine. One of the Lakers that runs cargo across the '5 Inland Seas' of the Great Lakes in a post-fall world. Naturally, due to a combination of chemical, mutagen, and radioactive exposure the lakes are more dangerous than ever. In addition to native or introduced hostile fauna, the lakes also a hazard for pirates and hostile factions.
  • Carries a combination of a crew assigned weapon which can range, depending on the nature of the emergency, from scattergun to blunderbuss to crossbow. She also has her own personal gear including her cutlass and slugthrower pistol. Even 'disarmed' her teeth are sharp enough to act as a dependable weapon.
  • Her, along with the crew she serves with, has taken on a new cargo from Thunderhead, a port in what is the fallen remains of the Michigan area. While the cargo itself is expensive alcohol destined for the pirate's den at Buffalo, the real cargo the client is looking to move is himself and his girlfriend, both on the run from the sinister Knights of Purity who already has a burning hatred for mutants and beasts, in addition for a hatred to thieving ex-members who steals the local Commander's concubine as well as the Commander's stockpile of rare liquor. It's an act that has put a target on the Katherine.

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