Oct 022015

All right, gather round. It’s time to meet this posse.

Grace Elizabeth “Tens” McCall – Urchin Inventor
Played by RC.
The 16 year old daughter of Professor Elijah McCall. When her father wasn’t teaching, he was tinkering in his lab. Grace would listen as she worked and sometimes even assist him. She learned about science and inventions from an early age. When she was 11 or 12, she was sent on a summer vacation at an aunt’s house. While at Aunt Polly’s, she got word that her father had been imprisoned and she rushed back home. She was in time to see a bunch of men in suits clearing out her father’s lab. She was only able to get away with his secret stash of notes. From then on she was an urchin and picked up the trade from a young boy named Zack. He taught her the trade and she started tinkering on her own. Now 16, she’s joined up with the Posse because there’s strength in numbers. That and maybe they can help her with getting her father freed. Grace is now a Mad Sane Scientist of her own. She wears a kinetic gauntlet that can shoot blasts of kinetic energy, speed her up, or slow others down. And unlike other mad science inventions, this device isn’t powered by ghost rock.

+Digression: RC was having trouble with a character, but then she found this portrait and it just clicked. Tens is sort of a mash up of a thief and a mad scientist. Only she has Born on All Hallows Eve, which has let her avoid any dementia’s. RC and I are working on the idea that her father was way big into alternative fuels. He might know something about ghost rock. Anyway, this gal is fun!

Name: Grace Elizabeth “Tens” McCall
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d4, Guts d4, Knowledge: Chemistry d6, Knowledge: Physics d6, Lockpicking d6, Notice d6, Persuasion d4, Repair d8, Shooting d6, Stealth d6, Streetwise d4, Taunt d4, Weird Science (Arcane) d8
Pace: 8, Parry: 5, Toughness: 6, Charisma: 0, Grit: 1
Languages: English, Latin, Mandarin, Spanish
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
Special Abilities:
• Curious: Must check out everything and solve all mysteries
• Heroic: Never says no to a person in need
• Loyal: Will never leave a man behind
• Trouble Magnet: Nothing goes right for the hero
• Arcane Weird Science: Gain the Weird Science arcane background
• Fleet-Footed: +2 Pace; Roll d10 when running
• Gadgeteer: Create one-shot gizmo with half Power Points (1/sess)
• Knack: Born on All Hallow’s Eve: See text.
Arcane Powers:
• Bolt: Single bolt 2d6 damage; Up to 3 bolts at 1pt per bolt; 2pts does one 3d6 bolt
• Entangle: Restrained target suffers -2 Pace and skills linked to Agi and Str; Break free with Str or Agi; Single target costs 2 points, Medium Burst Template costs 4
• Speed: Doubles target’s Pace; Running is free with raise

Juan Tomas Longknife – Hexslinging Ranger
Played by MJ
Juan Tomas is the son of a Spanish Aristocrat and his Navajo wife. His father fell in love with his mother in his travels and decided to stay with the tribe. Juan Tomas spent his early life among a small tribe of Navajo, but then they were attacked and killed by some strange force. Juan Tomas was one of the few survivors and was taken to a Christian orphanage. But it wasn’t long before his uncle heard word of the tragedy, and he came to claim his Nephew. Juan Tomas then spent the remainder of his youth under the tutelage of his uncles in their villa down in Texas. From one he learned about the law. And from another he learned the power of the Hexslinger. Eventually Juan Tomas joined up with the Texas Rangers, who have put him on extended assignment to deal with “Native problems.” He’s a steady hand and a good shot.

+Digression: I love this character. A lot. He’s sort of a cross between the Man with No Name and Rick Standing Bear from Longmire. And he’s a single gun hip shooter, which I love far more than the two gun Joe bullshit.

Name: Juan Tomas Longknife
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Gambling d6, Guts d6, Hexslinging d8, Intimidation d4, Notice d6, Persuasion d4, Riding d6, Shooting d8, Stealth d4, Streetwise d6, Survival d6, Tracking d6
Pace: 6, Parry: 5, Toughness: 6, Charisma: 2, Grit: 1
Languages: English, Navajo, Spanish
Gear: Colt Peacemaker (SA) d10 (2d6+1, 12/24/48), Unarmed Strike d6 (Str), Colt Revolving Rifle d10 (2d8, 24/48/96), 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
Special Abilities:
• Coup Counter: Always tries to count coup on an enemy before entering combat
• Heroic: Never says no to a person in need
• Loyal: Will never leave a man behind
• Trouble Magnet: Nothing goes right for the hero
• Arcane Magic: Gain the Hexslinger arcane background
• Hip-Shooting: Only suffers a -2 penalty when Fannin’ the Hammer.
• Marksman: If no movement, gain Aim maneuver; Max ROF is 1
• Noble: +2 Charisma; Rich; Obligations to uphold
• Rich: Three times starting funds; High annual salary
• Texas Ranger: You work full time for the Texas Rangers.
Arcane Powers:
• Aim: Called shot penalties are reduced by 1 for a success, and by 2 for a raise.
• Shootist: Carve secret runes on bullets, creating a variety of effects. See text for details.
• Smite: Target weapon gains +2 damage (+4 with raise)

Sister Mary Katherine – Blessed Nun Sharpshooter
Played by JAZ
What can you say about Sister Mary Katherine? She was once engaged to a brave young Yankee soldier. But that all ended when he she was informed that he was killed in the war. Obsessed with the death, Sister Mary soon learned that he wasn’t killed in the war. No, he was killed by some creature of darkness. And so she decided to give herself to God. But she didn’t fit in at the first monastery, as they were much more about fighting things like drinking rather than monsters. But luckily for her, she was found by a member of the Nox Custos, an order of nuns dedicated to fighting evil in a more tangible way. And so she worked with them for a time. Then the monastery was attacked by a VAMPIRE! It hurt many of the sisters, but eventually they were able to kill it. But the sire is still out there. And so the sisters outfitted their most skilled sister, Sister Mary Katherine. She was given Auroraculat, the blessed rifle, and sent on her way.

+Digression: We all call her Sister Mary Machine Gun. The rifle she carries is modeled on Quiqley’s Sharps Rifle. It’s a total beast. She might only get one shot a round, but damn if that shot doesn’t take things down. Within the posse, Sister Mary works mostly as a buffer and healer. That and she has a gun that can “shoot through schools”, as MJ puts it.

Name: Sister Mary Katherine
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d4, Faith (Arcane) d8, Fighting d6, Guts d8, Healing d6, Intimidation d4, Knowledge: Occult d6, Notice d6, Persuasion d4, Riding d4, Shooting d8, Stealth d4, Survival d6, Tracking d4
Pace: 6, Parry: 5, Toughness: 6, Charisma: 2, Grit: 1
Languages: English, French, 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
Special Abilities:
• Enemy (Vampire’s Sire): Someone is out to kill you
• Heroic: Never says no to a person in need
• Lyin’ Eyes: -2 to Intimidation and Persuasion when he lies; -2 to Gamblin’ when Bluffin’
• Vow (Holy Orders): Vow causes problems
• Arcane Miracles: Gain the Miracles arcane background
• Conviction: Reduce power cost by 1 PP (Min 0).
• Marksman: If no movement, gain Aim maneuver; Max ROF is 1
• Speed Load: Reload and shoot without the -2 penalty, or reduce reload time.
Arcane Powers:
• Boost/Lower Trait: Raise/lower a trait by one die-type (or two with raise)
• Deflection: Attacks are at -2 (or -4 with raise); Serves as Armor against area effect weapons
• Healing: Heal wounds within one hour (2 with raise); Cure poison and disease within 10 minutes
• Inspiration: Gain +2 (+4 with raise) to Persuasion roll to reduce the local Fear Level.
• Stun: All within Medium Burst Template roll Vigor or Shaken (-2 with raise)

T. Saint John – The Ginger Giant
Played by JE
T. Saint John is a Northern muckraker and investigator. A native of Boston, he grew up rough and tumble. He also grew up big. Really, really big. His career as a journalist was going rather well, until he reported on the death of the son of one of the local rail barons. The ghastly man had been killing prostitutes by slitting their throats and cutting up their bellies. And T. Saint John helped track him down. And he was there when the man was hanged and buried. But a few days later, T. Saint John spotted him…up and walking around! But no one would believe him. And so now he’s looking for clues about the supernatural and trying to find this member of the “walking dead.”

+Digression: T. Saint John is just a straight up bruiser. Only he’s smarter than he looks. He runs right into the fray, swinging fists and punching for justice. According to JE, the T stands for Tiberius. Yeah, he’s pretty much playing Kirk, if Kirk were a brick.

Name: T. Saint John
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d4, Fighting d8, Guts d6, 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: 7, Charisma: 0, Grit: 1
Languages: English, Latin, Spanish
Gear: Unarmed Strike d8 (Str+d6+2), Double-Barrel d4+2 (1-3d6, 12/24/48), (20x) 12g Shotgun, Backpack, Bedroll, Blanket, Camera, Derby, Horse, Lantern, Lockpicks, Matches (box of 100), Mess Kit, Pipe, Saddle, Shoes, Shotgun Thong, Suit/Fancy Dress, Tobacco, smoking (pouch)
Special Abilities:
• Curious: Must check out everything and solve all mysteries
• Heroic: Never says no to a person in need
• Loyal: Will never leave a man behind
• Vow (Get story at all costs): Vow causes problems
• Boxer: Considered armed, +d6 unarmed dmg
• Brawler: +2 to unarmed damage rolls
• Brawny: +1 Tough; Load limit is 8 times Str
• Investigator: +2 Investigation & Streetwise; +2 Notice with evidence

And there you have it. That’s the posse, as of character creation. I may do updated stat blocks every rank or so.