Current Characters

UPDATE 07-Jun-11: Check out this post for Bart and Xavier.

Here are stats for the currently active PCs, collected together for easy reference.

Steckel (Dr. Intensity). Human Thinker 2 (2490 XP, +10% bonus), AC 7 (carpet strips), MV 12″, HD 2d6+2 (hp 8), ballpeen hammer (lt melee Atk +1, 1d6 or lt ranged +1, 1d4), or slingshot (lt ranged Atk +1, 1d4). Creep: Mild. Language translator (no power cell), rad tab (broken), 13 electronic parts. Steckel really believes that he is special and will one day do something amazing.

Mad Mariah (Dr. Intensity). Human Enforcer 2 (2600 XP, +10% bonus), AC 5 (coin mail), MV 9″, HD 2d10+2 (hp 19), sledgehammer (hvy melee Atk +2, 1d10), or metal pipe (lt melee Atk +2, 1d6 or lt ranged +2, 1d4), or rocks (lt ranged Atk +1, 1d4). Creep: Mild. Rad tab (broken), 6 mechanical parts. Meriah has a temper and her tantrums usually involve rock-throwing.

Steckel and Mad Mariah are veterans of both the Torrington expedition as well as the first foray into the Eden Prairie Vault. Mariah returned to Eden Prairie for a second expedition.

Jest (Kevin). Human Enforcer 2 (2290 XP, +10% bonus), AC 4 (tire tread armour & hubcap shield), MV 9″, HD 2d10+2 (hp 15), large wrench (med melee Atk +2, 1d8), or metal pipe (lt melee Atk +2, 1d6 or lt ranged +2, 1d4). Creep: None. 14 mechanical parts, 4 electronic parts.

Sawney (Kevin). Human Scout 2 (2440 XP, +10% bonus), AC 7 (leather armour), MV 15″, HD 2d8+2 (hp 16), makeshift bow (med ranged Atk +2, 1d6), or 2 knives (lt melee Atk +0/-2, 1d6/1d6), or 1 knife (lt melee Atk +2, 1d6 or lt ranged +2, 1d4). Creep: None. Flashlight (with power cell), 6 electronic parts, cerebral rat pelts, night goat horns, vomit fly wings.

Jest and Sawney took part in the exploration of the Eden Prairie Vault and the Fungus Forest expedition.

Charlie Roxx (Gonster). Human Enforcer 1 (825 XP, +10% bonus), AC 5 (chain mail), MV 9″, HD 1d10+2 (hp 12), STOP sign axe (hvy melee Atk +1, 1d10). Creep: Mild. Rad tab, gold wedding band, 8 electronic parts. A gruff old sarge, but loves kids.

Silent Jack (Gonster). Human Scout 1 (440 XP, +10% bonus), AC 9 (no armour), MV 15″, HD 1d8+2 (hp 10), homemade crossbow (med ranged Atk +1, 1d6), or dagger (lt melee Atk +1, 1d6 or lt ranged +1, 1d4). Creep: Mild. Rad tab (broken), duct tape. He’s as obnoxious as he is loyal. Likes to challenge himself.

Charlie and Jack were part of the initial exploration of Crestone and the Torrington expedition. Charlie also participated in the missile silo delve.

Five new PCs took part in the Underground Con session, exploring an Ancient missile silo:

Buick le Sabre (Roger). Human Enforcer 1 (450 XP, +10% bonus), AC 5 (55-gallon steel drum), MV 6″, HD 1d10+2 (hp 12), 2 tire irons (lt melee Atk -1/-3, 1d6/1d6), or 1 irons (lt melee Atk +1, 1d6 or lt ranged +1, 1d4). Creep: None.

Boogatti (Roger). Human Scout 1 (450 XP, +10% bonus), AC 7 (duct tape armour), MV 15″, HD 1d8+2 (hp 10), parking meter (hvy melee Atk +0, 1d10). Creep: Mild. Roll of duct tape.

Gunnar the Bold (Adam). Human Scout 1 (900 XP, +10% bonus), AC 7 (leather trenchcoat), MV 15″, HD 1d8+2 (hp 10), chain (med melee +0, 1d8), rifle (med ranged Atk +1, 1d10), 2 daggers (lt melee Atk -1/-3, 1d6/1d6), or 1 dagger (lt melee Atk +1, 1d6 or lt ranged +1, 1d4). Creep: Mild. Firearm ammo. An angry, post-apocalyptic viking.

Professor Dogface (Adam). Human Thinker 1 (450 XP, +10% bonus), AC 5 (lead-lined labcoat), MV 9″, HD 1d6+2 (hp 8), flippin’ huge wrench (hvy melee +0, 1d10), darts (lt ranged Atk +0, 1d4). Creep: Mild. Rad tab. The ugliest man you’ve ever met, in a lead-lined labcoat.

Jerome Lemner (Jon). Human Thinker 2 (1000 XP, +10% bonus), AC 5 (tire tread armour), MV 9″, HD 2d6+2 (hp 8), scrap metal knife (lt melee +1, 1d6 or lt ranged +1, 1d4), slingshot (lt ranged Atk +1, 1d4). Creep: None. Portable hologram projector (1 holovid), flashlight (with power cell), ready-syringe (empty), rad tab. Son of the curator, eager to learn about the Ancients.

Jerome and Gunnar also took part in the return to the Eden Prairie Vault Complex.

2 Responses to “Current Characters”

  1. I am not seeing anything about creep. You mention it often but is there a list of possiable problems? a roll for getting or not getting contanimated? What you might get if you are creeped out? Also why would you not be allowed to continue to work with the settelment if you had creep? It would seem to me that some eairly explorers would still want to help their former home even if they could not return.

  2. Characters are assumed to begin play as pure-strain humans. Exposure to Creep during play will cause mutations as given in the Creep / Mutations rules supplement. There is a Fortitude save vs. Creep, with the result on a failed save dependent on level of contamination. I will re-post the link to the additional rules supplements so it's more obvious that the Core Rules don't cover everything.In the Lau campaign, the Vault Elders strive to keep the genetic purity of their community by casting out those with obvious mutations. Some mutated scavengers may indeed wish to continue to support Lau – but many become embittered instead.An interesting campaign development would be a group of PCs who oppose their Elder's prejudice against mutants and attempted to change the status quo…

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