After dealing with all of the problems in and around Coffin Rock, the posse has hit Seasoned Rank. The posse has also lost and added some new members. Plus, I figured folks might want to see how the posse has advanced since the game started.
First up, let’s take a look at our departed (and very missed!) character, Tens. For the purposes of the story, Tens is holed up in her workshop with Fast Cloud, working on refining her Kinetic Amplifier.
I just want to say that I really miss RC. In many ways, she’s the sister I never had. I love gaming with her and I really miss her Dragon Age game. It’s been great cheering her on to new successes, but I’d be lying if I didn’t admit that a small part of me really wishes she’d come back and game with us.
Name: Grace Elizabeth “Tens” McCall
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d4, Guts d4, Knowledge: Chemistry d6, Knowledge: Physics d6, Lockpicking d6, Notice d6, Persuasion d6+1, Repair d8, Shooting d6, Stealth d6, Streetwise d6+1, Taunt d4, Weird Science (Arcane) d10
Pace: 8, Parry: 6, Toughness: 6, Charisma: 1, Grit: 2
Languages: English, Latin, Mandarin, Navajo, Spanish
Hindrances: Curious, Heroic, Loyal, Trouble Magnet (Minor)
Edges:: Acrobat, Arcane Background (Weird Science), Fleet-Footed, Gadgeteer, Knack (Born on All Hallow’s Eve)
Arcane Powers: Bolt (Kinetic Bolt), Entangle (Kinetic Drain), Quickness (Kinetic Hyperdrive), Speed (Kinetic Boost)
Gear: Kinetic Amplifier d4 (Str+d6), Unarmed Strike d4 (Str), Colt Lightning d6 (2d6, 12/24/48), Backpack, Bedroll, Blanket, Boots, Canteen, Derby, Ghost Rock Detector, Gun Belt, Hammer, Horse, Lantern, Lockpicks, Mess Kit, Quick-Draw Holster, Rope (per 50′), Saddle, Saddlebags, Shirt/Blouse, work, Trousers/Skirt
Now, let’s look at our special guest star, Sister Mary Katherine. During the final showdown at Coffin Rock, Sister Mary gained the special knack of Ghoul Slayer. This knack allows her to deal +2 damage against the undead or creatures vulnerable to sunlight.
My wife remains awesome. It’s been great seeing her career really take off, doing things that I could never in a hundred years manage. But man, her schedule has just been murder on her free time (and by extension, some of mine). I’m really hoping that within the next year her schedule will even out and maybe she can start gaming with me again. I really miss her. But that just makes it all the more special when the Nun of Doom can join the table once more.
Name: Sister Mary Katherine
Attributes: Agility d8, Smarts d8, Spirit d12, Strength d6, Vigor d8
Skills: Climbing d4, Faith (Arcane) d10, Fighting d6, Guts d8+1, Healing d6+2, Intimidation d4, Knowledge: Occult d6, Notice d6, Persuasion d4+3, Riding d4, Shooting d8, Stealth d4, Survival d6, Tracking d4
Pace: 6, Parry: 5, Toughness: 6, Charisma: 3, Grit: 2
Languages: English, Latin, Spanish
Gear: Unarmed Strike d6 (Str), Auroraculat d8+1 (2d8+2, 60/120/240), Backpack, Bedroll, Bible, Blanket, (100x) Bullets, .45 Rifle, Canteen, Horse, Iron Skillet, Lantern, Mess Kit, Nun’s Habit, Rifle Boot, Rope (per 50′), Rosary Beads, Saddle
Hindrances: Enemy (Vampire’s Sire), Heroic, Lyin’ Eyes, Vow (Holy Orders)
Edges: Arcane Background (Miracles), Conviction, Healer, Marksman, Speed Load
Arcane Powers: Boost/Lower Trait (Prayer), Deflection (Prayer), Healing (Lay on Hands), Inspiration (Song of Prayer), Quickness (Holy Speed), Stun (Light of Justice)
And now I’d like to introduce our two new characters (and players). First up is Cho Wei “Chuck” Fong, played by J2. A gifted martial artist, he doesn’t dress like most of his countrymen. Instead, he wears a hat and duster. And those two six-guns on his hip aren’t just for show. Think Jackie Chan in Shanghai Noon, only with more of a Clint Eastwood demeanor. In the past, he earned the boon of Unity of Focus. This allows him to cast all of his Chi Mastery powers with the Chi Focus skill. He’s the boon companion and bodyguard of Bertie, but is quickly becoming a valued member of the Posse.
I’m still getting a handle on J2. He’s a really nice guy, but so far he’s been pretty quiet at the table and when I’ve met him. I really like the guy, even if having two guys named J is really confusing (at the table we call him M). I’m hoping that with time he might open up a bit more. I do really like his character concept and he’s got a really solid grasp of the rules for a new player. It’ll be nice having another rules guy at the table. I just think that he’s still trying to get used to anything that’s not D&D.
Name: Cho Wei Fong
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Chi Focus (Arcane) d8, Climbing d6, Fighting d10, Guts d8+1, Intimidation d4, Notice d6, Riding d6, Shooting d6, Stealth d6, Swimming d4, Throwing d6
Pace: 7, Parry: 7, Toughness: 6, Charisma: 1, Grit: 2
Languages: Chinese (Mandarin), English
Hindrances: Heroic, Loyal, The Cup Overlfows, Wanted (Minor)
Edges: Ambidextrous, Arcane Background (Chi Mastery), Improved Martial Arts, Martial Arts, Superior Kung Fun: Shaolin Temple, Superior Kung Fu: Shuai Chao, Two-Fisted, Unity of Focus
Arcane Powers: Boost/Lower Trait (Chi Focus), Deflection (Seize the Pearl of Death), Quickness (Chi Invocation), Warrior’s Gift (Master’s Insight)
Gear: Unarmed Strike d10 (Str), Colt Peacemaker (DA) d6 (2d6+1, 12/24/48), Colt Peacemaker (DA) d6 (2d6+1, 12/24/48), Knife, Bowie d10 (Str+d4+1), Backpack, Bedroll, Blanket, Boots, Canteen, Chaps, Duster, Horse, Iron Skillet, Mess Kit, Quick-Draw Holster, Quick-Draw Holster, Rope (per 50′), Saddle, Saddlebags, Shirt/Blouse, work, Stetson, Trousers/Skirt
Next up we have Elizabeth “Bertie” Vanderford, a young woman in a bit of a pickle, player by SY. Blessed with good looks, she found herself beset by suitors. And when one finally got approved, she did not care for him at all. And so she ran away and disguised herself as a northern dandy gentleman by the name of Bertie. Along the way, Bertie found an old Book of Hoyle and started diving the true secrets of the tome. By the time he met up with Chuck and then the Posse, Bertie was an accomplished Huckster and card player. Bertie has a soft spot for kids and loves to teach them new card games. Bertie has learned the power of Dove’s Blessing. This allows her to learn and use the Healing power, though she may not Deal with the Devil to use it.
SY is a joy at the table. She’s and J2 are a bit younger than the rest of us, but that’s just been great. I feel like the change in players has breathed new life into the group and the game. And I cannot deny that there are at least a few similarities between us (even if her work ethic puts mine to shame). She’s ten times the illustrator I’ll ever be, which is really exciting for me. I’m really hoping that eventually she might do a group portrait of the posse, but as a fellow freelancer, I realize that free time is never free.
All in all, I think that both SY and J2 were just incredible adds and have added a great new dynamic to the group. I think it also reinforces my feeling of incredible luck in gaming. Because, in all honesty, I’ve more or less stumbled into a really great group. The condition continues with these new players.
Name: Elizabeth “Bertie” Vanderford
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Driving d4, Fighting d4, Gambling d8, Guts d8+1, Knowledge: Occult d6, Lockpicking d4, Notice d6, Persuasion d8+4, Riding d4, Shooting d6, Spellcasting (Arcane) d10, Streetwise d6+4
Pace: 6, Parry: 4, Toughness: 5, Charisma: 4, Grit: 3
Languages: English, French, Mandarin, Spanish
Hindrances: Heroic, Loyal, Quirk (Dandy), Wanted (Minor)
Edges: Arcane Background (Magic), Attractive, Card Sharp, Dealer’s Choice, Dove’s Blessing, High Roller, Improved High Roller, Level Headed, True Grit
Arcane Powers: Bolt (Sparkling Sparrows), Boost/Lower Trait (No Visible Effect), Healing (Dove’s Cooing), Invisibility (No Visible Effect), Mind Rider (Card Reading), Slumber (Nightingale Song)
Gear: Unarmed Strike d4 (Str), Derringer d6 (2d6, 5/10/20), Knife d4 (Str+d4), Backpack, Bedroll, Blanket, Canteen, Derby, Horse, Lockpicks, Mess Kit, Playing Cards, Playing Cards, Playing Cards, Playing Cards, Saddle, Saddlebags, Shoes, Startling Charm, Suit/Fancy Dress
And finally, we have the triumphant return of Rides-a-Buffalo, a literal Buffalo Soldier Shaman played by JC. Rides-a-Buffalo left the Union Army after seeing his taste of death, and fell in with some of the native tribes. It was there that he met Laughs-at-Darkness, who sensed the spark of the divine within him. Laughs-at-Darkness took on Rides-a-Buffalo, also known to the white men as Ezekiel Smith, As his apprentice. Now Rides-a-Buffalo is an accomplished Shaman, skilled at changing forms. He learned the knack of Skinshifting from Laughs-at-Darkness, and he is easily able to shift forms and stay in them longer (this boon changes the cost and duration of forms based on the rank of the animal and Zeke’s rank – the bigger the difference, the bigger the bonus).
It’s a joy to see JC back at the table with us. The guy runs a fantastic
Name: Ezekiel “Rides-a-Buffalo” Smith
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d8
Skills: Climbing d4, Fighting d8, Guts d8+1, Intimidation d4, Notice d8, Persuasion d4+2, Riding d4, Shooting d4, Stealth d6, Survival d8+2, Swimming d4, Throwing d6, Tracking d8+2, Tribal Medicine (Arcane) d10
Pace: 6, Parry: 6, Toughness: 6, Charisma: 2, Grit: 2
Languages: Cheyenne, English, Spanish
Hindrances: Heroic, Loyal, Old Ways Oath (Minor), Trouble Magnet (Major)
Edges: Beast Bond, Beast Master, Rapid Recharge, Skinshifter, Wilderness Man
Arcane Powers: Beast Friend (Animal Calls), Boost/Lower Trait (Shamanic Blessing), Healing (Spirit Oath), Shape Change (Wild Shape)
Gear: Unarmed Strike d8 (Str), Bow d4 (2d6, 12/24/48), Club, War d8 (Str+d6), Knife d8 (Str+d4), Tomahawk d8 (Str+d6), Tomahawk d8 (Str+d6), (20x) Arrow, Bedroll, Blanket, Bow and Quiver Case, Buckskin Shirt, Buckskin Shirt, Horse, Moccasins, Rope (per 50′), Saddle, Saddlebags, Tipi
And now, here’s a look at the rest of the old posse as Seasoned characters. Please bear with me as I wax a bit poetic about the changes in the characters for a bit. It’s been such a joy to see these characters really take shape in the world.
Juan Tomas Longknife has advanced both magically and socially. When the ghost miners ascended through his shooting iron, it gained now powers. It is now his Red Right Hand, and it has magical potency. It’s also able to shoot Ghost Bullets upon command, without JT needing to carve them first. These days, Juan Tomas is the groups biggest heavy hitter and the more or less undisputed leader. He’s the guy the rest of the posse looks to when things get sticky.
I know it’s a terrible thing, but if I had to pick a favorite character, I think that Juan Tomas is probably the one. It’s been an absolute joy to see my friend MJ having so much fun with this character. I feel like the guy was really due for a long-running, badass character. I’m happy he’s getting the chance.
Truth be told, I as a Marshal have begun to lean on Juan Tomas a bit. I’ve thrown some encounters at the posse that should have been deadly, but MJ has this incredible knack for rolling a really big series of raises on damage that can just take down terrible monsters with ease. Most of the time it’s super fun to see, but when one of my horrible monsters that should be a huge battle get destroyed without an action, it does sort of make me wince a bit.
A note on Juan Tomas. Through the course of play, both me and MJ have discovered that Coup Counter was a bad hindrance for JT. And so I let him swap it with Vengeful, which seems to be much more fitting.
Name: Juan Tomas Longknife
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Gambling d6, Guts d6+1, Hexslinging (Arcane) d8, Intimidation d6, Notice d6, Persuasion d6+3, Riding d6, Shooting d10, Stealth d4, Streetwise d6+3, Survival d6, Tracking d6
Pace: 6, Parry: 5, Toughness: 6, Charisma: 3, Grit: 2
Languages: English, Navajo, Spanish
Hindrances: Heroic, Loyal, Trouble Magnet (Major), Vengeful (Minor)
Edges: Arcane Background (Magic), Hip-Shooting, Marksman, Noble, Rich, Texas Ranger, The Seven Rune (Sacramento Surprise)
Arcane Powers: Aim (Bullseye), Deflection (Skin o’ the Teeth), Quickness (Fast as Lightning), Shootist (Rune Carved Bullets), Smite (Bushwhacker), Trinkets (Load ‘em Up!)
Gear: Colt Peacemaker (SA) d10 (2d6+1, 12/24/48), Unarmed Strike d6 (Str), Colt Revolving Rifle d10 (2d8, 24/48/96), Red Right Hand d10+1 (2d6+3, 12/24/48), Backpack, Bedroll, Blanket, Boots, (50x) Bullets, .45 Pistol, (50x) Bullets, .56 Rifle, Canteen, Chaps, Coup Stick, Duster, Fugitives from Justice in the Confederacy, Handcuffs, Horse, Lockpicks, Playing Cards, Quick-Draw Holster, Rifle Boot, Rope (per 50′), Saddle, Saddlebags, Shirt/Blouse, work, Stetson, Tobacco, smoking (pouch), Trousers/Skirt
And finally, we have T. Saint John. T. Saint John has advanced much like I expected: more Strength, more Vigor, more punching. The character is really dependable, employing big feats of strength and heroism like you’d expect. And with every advance, T. Saint John creeps closer and closer to my mythical image of Teddy Roosevelt. To the point that I now expe4ct T. Saint John to utter “Bully!” after ever punch.
JE continues to be a solid presence at the table. As one of the longest running members of this group, he’s turned out consistent performances. If only he’d stop. The. Puns. Seriously.
As the only character without an arcane background, T. Saint John has been learning various Martial Techniques. Spirit Falcon Strike lets him deal +2 damage to supernaturally evil creatures, and his fists count as magical weapons. And Rock Breaker lets him double his damage total against inanimate objects.
Name: T. Saint John
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d12, Vigor d10
Skills: Climbing d4, Fighting d8, Guts d6+1, Healing d4, Investigation d8+2, Knowledge: Journalism d6, Notice d8, Persuasion d6, Riding d4, Shooting d4, Stealth d4, Streetwise d8+2, Throwing d6
Pace: 9, Parry: 6, Toughness: 8, Charisma: 0, Grit: 2
Languages: English, Latin, Spanish
Hindrances: Curious, Heroic, Loyal, Vow (Get story at all costs)
Edges: Ambidextrous, Boxer, Brawler, Brawny, Combat reflexes, Investigator, Two-Fisted
Marital Techniques: Falcon Spirit Strike, Rock Breaker