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Penchant

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Judge Andrew Stone has pulled your commissions together and with his authority assigned you the task of bringing Law to the Brazos Valley. Brazos has numerous indepenent settlements and towns but all fall within the borders of The Empire. They must be reminded both of the benevolence of the Empire as well as it's greatness. 

Disembarkment

The skies are blue even up here but the gray of the horizon seems to go on forever. Miria is the skyport that you have gathered at. The judge has arranged for the Imperial Battleship Exeter to transport the team to it's destination in the Brazos as part of it's patrol route to remind the waste that the Empire is everywhere. It is an impressive ship of the line with numerous downward pointing cannon and dotted with bubble gunners. It has a launch bay with a small contingent of fighter wings and two turrets with cannon capable of firing over the horizon. The mere sight of it causes the enemy to feel weak in the knees, though since it's inception it has only done battle with pirates, dragons and heretics. It is a peaceful Empire, after all. 

The voyage is uneventful, and your quarters are cramped but the food is excellent and the views from the deck spectacular. You gather in the Officer's mess over steaks and lager.  

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spacer.pngLucienne "Lucky Luce" Karsteiner

Character Profile 

Female Occultist (Haunt Collector)

Lawful Neutral

Level 10 Init 2 HP 88/88 DR 0, Speed 20'
AC 29 Touch 14 Flat-footed 27 CMD 28

Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7  

Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit]
Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver


Full Plate Armor Magic +2, Mithril Magic

Full Shield Darkwood

11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect
 

Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8

Spells

0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand

1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command

2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick

3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility

4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil

Constant (Resonant Powers)

Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility.

Transmutation Temporary +4 to Strength

Guardian +1 to CMD

Champion +2 to Non Spell Damage

Trappings +3 to BAB with Fauchard

 

Mental Focus Distribution 23/23

Divination 9/9

Abjuration 6/6

Transmutation 6/6

Illusion 2/2

 

Immediate Action Implement Abilities

Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn]

Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute

Swift Action Implement Abilities

Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd]

Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd]

Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd]

Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd]

Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage

Standard Action Implement Abilities

Aegis Abjuration 1pt 1 min +2 Armor Powers

Mind's Eye Divination 1pt 10 minutes Create an invisible magical sensor

Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image

Legacy Weapon Transmutation 1pt 1 minute +2 power bonus

Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus

Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability

Condition  

Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving

The dark ponytailed lady in silver heavy armor, goggles around her neck, war mask on a cord, helmet on her lap, shield on the back of her chair is Marshal Luce, also known as 'Lucky Luce', though whether this moniker was bestowed due to alliteration or the fact that she's survived this long in the Wastelands is anyone guess. The ponytail signals the fact in the Wastelands that she is not married, and so up for grabs, though it is said that anyone who grabs for her clearly has a death wish. The armor seems to sit exceedingly lightly on her, for she walks around in it like it is weightless.

As has been the case since she embarked upon the battleship, she is keeping herself to herself, happy to answer questions and engage in small talk but not initiating communication. Even so, she's not lacked for conversation. This is par for the course, for while she's got cold blue eyes often described as mean, she's clearly been to charm school, knows how to walk, how to hold herself, how to talk, all the way down to which fork to use.

One topic of conversation she's been dragged into is 'what is the sign for?'. This little titbit, that she knows sign language has gone the length and breadth of the ship, which is almost entirely manned by men. This quickly led on to what other languages she knows, which turned out to be Lizardfolk, Formian and Gnoll and where she's been, which gets answered with a wry 'lots of different places'.

Although she's been 'propositioned' several times on the ship so far, on account of the fact that, aside from her gaze, she's exceedingly easy on the eyes, she's turned down each offer. Her companions know this is par for the course for her.. not mixing business with pleasure. Even so, she's still getting lingering gazes even as she eats her steak and sips on her lager.

Edited by Starhawk (see edit history)
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Ilya

warrior-girl-rifle-desert-weapon-blonde-fantasy-art-digital.jpg.c8ed49016c36c2b90f1b6903e874104b.jpg.fe80d2211317d4359ae84e0d5f4278d6.jpgIlya is more than happy to let Lucienne attract the thunder. She has let her hair loose, but this has nothing to do with Wastelander customs, which she cares little about: it's just a nice bit of freedom before she binds them again, for the upcoming mission. Everybody knows that she's married and with child, though some wishfully think she's made it all up as a shield, because that means they would still have a chance.

The fact that she just goes by Ilya is a clue, though: gotta protect the family from the job, and hiding her name is one way to do that. She could make up an alias but has never bothered with it.

She has spent quite a bit of time during the trip talking with the gunners manning the ship's weapons, comparing notes. She keeps thinking that she should change career paths - to be closer to her family -, and investigating options... and then she stays on as a Marshall nonetheless. The job has got its claws deep in her.

And just for fun, she's had a few friendly contests of sniping (a few birds that ventured a bit too close met their demise), but nobody onboard can hold a candle to her. Well, there's that senior officer they say was the best sniper of his time, but he doesn't mingle, and would likely look down on her if she approached him.


"I hear some mutants can fall from any heights - they could jump off the bridge - and land without a scratch. That must be quite the fall... I wonder what it feels like.

Anyway, how many mutant criminals do you think we'll bag this time?
They're the worst... but they're also more fun, if you know what I mean. More of a challenge than just the deranged killer with a gun."

Ilya can be prim and proper, but not not when it comes to killing. Not that she kills wantonly; she hews to the laws - written and moral - pretty closely.

Mechanical actions

Move:

Standard:

Swift:

Statblock

Ilya

HP: 68/68
Init: +4, Perception: +20
AC: 24, TAC: 22, FFAC: 20
Fort: +8, Ref: +14, Will: +15, CMD: 28
Speed: 30ft

Deadly Shot: +18 vs touch AC (1d10+4/x4, bleed 3) -- range 160ft (320ft with Sniper's Aim)
+3d6 if expend MF
Intercept: +14 vs touch AC (1d10+4/x4, bleed 3) -- range 160ft (320ft with Sniper's Aim)

+2 / +1d6 vs Humans

20/20 SP

Active buffs:
 

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spacer.pngLucienne "Lucky Luce" Karsteiner

Character Profile 

Female Occultist (Haunt Collector)

Lawful Neutral

Level 10 Init 2 HP 88/88 DR 0, Speed 20'
AC 29 Touch 14 Flat-footed 27 CMD 28

Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7  

Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit]
Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver


Full Plate Armor Magic +2, Mithril Magic

Full Shield Darkwood

11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect
 

Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8

Spells

0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand

1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command

2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick

3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility

4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil

Constant (Resonant Powers)

Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility.

Transmutation Temporary +4 to Strength

Guardian +1 to CMD

Champion +2 to Non Spell Damage

Trappings +3 to BAB with Fauchard

 

Mental Focus Distribution 23/23

Divination 9/9

Abjuration 6/6

Transmutation 6/6

Illusion 2/2

Immediate Action Implement Abilities

Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn]

Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute

Swift Action Implement Abilities

Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd]

Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd]

Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd]

Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd]

Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage

Standard Action Implement Abilities

Aegis Abjuration 1pt 1 min +2 Armor Powers

Mind's Eye Divination 1pt 10 minutes Create an invisible magical sensor

Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image

Legacy Weapon Transmutation 1pt 1 minute +2 power bonus

Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus

Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability

Condition  

Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving

Luce considers this, wondering what to make of it. She herself had fallen from a stolen ship flying so high she'd had trouble breathing and had walked away on the ground whistling after. It wasn't that she jumped of her own volition. It was just in the course of the melee the damned thing had burst into flames and she had no wish to be charcoal, now or indeed ever. That was before Ilya, so how was she supposed to know.

Still, she was no mutant. She lovingly traces the etched sigils on her armor, which is where her own magic lay, well there and on her goggles and on her polearm. For this reason she was considered to be a professional cousin of the alchemists, for the sigils were deemed scientific.

"If you're asking could I catch you.. I could.", she purrs languidly, half smile on her face, looking as if butter wouldn't melt in her mouth. "As for catching scum.. well I'd like to catch as many as is needful, so it doesn't feel like we're just playing whack a mole.", she adds, her voice its usual low, husky breathy contralto.

 

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Sam sits at the table setting his tray down with a quiet clatter before seating himself. He smiled at the two women at the table, “Ladies”, he nodded as he took his first drink of coffee for the day. He let the familiar sway of the ship coupled with the smell of good food, and this excellent coffee lull him into a temporary nostalgia. Serene almost, he took a deep breath in through his nose and out through his mouth. The calm before the storm. He’d take the calm he could get even if it was proceeding a touch of chaos. He rubbed the. scruff on his face and focused on his coffee. He’d found this trip to be restful so far. An airship bunk, one of the only places he could get any uninterrupted and deep sleep since his time in the service. So he’d taken advantage of the excellent food, prodigious amounts of coffee and the gentle sway and thin mattress to catch up on what seemed like a few years of rest.
 

He sets his mug on the table and begins to cut in on his food before clearing his throat, “So ladies, what brings you into lady justice’s cold loveless embrace? Have you chosen this path or did someone pull your marker?”

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spacer.pngLucienne "Lucky Luce" Karsteiner

Character Profile 

Female Occultist (Haunt Collector)

Lawful Neutral

Level 10 Init 2 HP 88/88 DR 0, Speed 20'
AC 29 Touch 14 Flat-footed 27 CMD 28

Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7  

Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit]
Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver


Full Plate Armor Magic +2, Mithril Magic

Full Shield Darkwood

11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect
 

Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8

Spells

0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand

1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command

2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick

3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility

4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil

Constant (Resonant Powers)

Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility.

Transmutation Temporary +4 to Strength

Guardian +1 to CMD

Champion +2 to Non Spell Damage

Trappings +3 to BAB with Fauchard

 

Mental Focus Distribution 23/23

Divination 9/9

Abjuration 6/6

Transmutation 6/6

Illusion 2/2

Immediate Action Implement Abilities

Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn]

Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute

Swift Action Implement Abilities

Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd]

Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd]

Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd]

Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd]

Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage

Standard Action Implement Abilities

Aegis Abjuration 1pt 1 min +2 Armor Powers

Mind's Eye Divination 1pt 10 minutes Create an invisible magical sensor

Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image

Legacy Weapon Transmutation 1pt 1 minute +2 power bonus

Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus

Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability

Condition  

Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving

Luce pauses over her meal of beef in a beef broth, with salt. Indeed everything before her, eggs, pemmican, small cup of yoghurt is vegetable and fruit free, save for the watered down cider. She ponders the question, taking her time to answer, in a 'never speak with our mouth full' fashion. This comes to an end when she swallows..

"I am a Marshall, like my father before me. Passing the torch.", she replies in a voice that would turn a capital courtesan green with envy. It's husky, perhaps from someone childhood ailment. It's breathy, not 'of the capital' at all. It's also low, as in the basement of a contralto and plummy, very aristocratic. It's not a voice for drawling in.

She grins wryly cocking her head slightly to one side in a manner that is strangely catlike. "Father prayed for a son." Saying this she looks down at her plate armor, before bringing her eyes back up, her eyes bringing a full blown smile with it. "Close enough."

What Luce sounds like (Fenella Fielding)

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Ilya

warrior-girl-rifle-desert-weapon-blonde-fantasy-art-digital.jpg.c8ed49016c36c2b90f1b6903e874104b.jpg.fe80d2211317d4359ae84e0d5f4278d6.jpg"I am a Marshall, like my father before me." Ilya intones after Lucienne, imitating her intonation if not the pitch of her voice - she couldn't do it without sounding forced.

When the others two look at her askance, she shrugs.
"What? 'Tis true!

Didn't expect us to both be daddy's girl...

Though my father didn't push me in the least, so our stories start to diverge there. And no way my son is going down this path, if I have a say in it! Which I won't, but oh well."

She gets her (thick) steak with the surface seared to a blackened crisp, yet fairly rare in the center, with fries and blue salad on the side (crisp blue "lettuce" with pungent herbs).

 

Mechanical actions

Move:

Standard:

Swift:

Statblock

Ilya

HP: 68/68
Init: +4, Perception: +20
AC: 24, TAC: 22, FFAC: 20
Fort: +8, Ref: +14, Will: +15, CMD: 28
Speed: 30ft

Deadly Shot: +18 vs touch AC (1d10+4/x4, bleed 3) -- range 160ft (320ft with Sniper's Aim)
+3d6 if expend MF
Intercept: +14 vs touch AC (1d10+4/x4, bleed 3) -- range 160ft (320ft with Sniper's Aim)

+2 / +1d6 vs Humans

20/20 SP

Active buffs:
 

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spacer.pngTJ Thorne

For most of the trip, Timos had spent it doing a lot of things he didn't often get to do. He had been pouring over books, relaxing his body by exercising his mind. He had been surprised when he had gotten word from his superiors that Judge Stone had selected him to join a group of others to be peacekeepers in the Brazos Valley. He was even more surprised to find that half of the others were female as he hadn't known may that were of the persuasion to perform the job he did.

As long as he was on board, he made sure to keep himself tidied up and presentable, spending every day like he was in residency in a major inn back in Miria. He let himself indulge in as many vices as he could get away with, although most of that lie in the realm of good food and drink. Now that they were near disembarkation, he had gathered with the others in the officer's lounge and tried to make small talk to pass the time. He found that, like him they were people of conviction and no sign of potentially faltering in the duties ahead.

He cut a slice of his steak, popping the barely cooked meat into his mouth before taking a sip of his wine to wash it down before smiling. "It appears I'm in the minority here. I seem to have stumbled into the profession, guided there simply because I knew which end of the weapon to use and more importantly when to use it and when not. My 'father' if you can call him that would actually be a bit disappointed that I'm doing this job. Probably because he and I both are wondering when and where I'll be given a handbill with him as the individual of interest."

He nodded at Luce's comment about being close enough to a son and also had a hard time not laughing outright at Ilya's imitation of Luce's statement. It took him a moment before he realized what she had said in addition. "Ilya, you mean to say you are out here and you have a real family elsewhere? Do we need to check you sanity? Why aren't you back as part of a city marshal's office instead of out to the limits of civilization?"

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spacer.pngLucienne "Lucky Luce" Karsteiner

Character Profile 

Female Occultist (Haunt Collector)

Lawful Neutral

Level 10 Init 2 HP 88/88 DR 0, Speed 20'
AC 29 Touch 14 Flat-footed 27 CMD 28

Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7  

Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit]
Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver


Full Plate Armor Magic +2, Mithril Magic

Full Shield Darkwood

11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect
 

Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8

Spells

0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand

1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command

2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick

3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility

4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil

Constant (Resonant Powers)

Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility.

Transmutation Temporary +4 to Strength

Guardian +1 to CMD

Champion +2 to Non Spell Damage

Trappings +3 to BAB with Fauchard

 

Mental Focus Distribution 23/23

Divination 9/9

Abjuration 6/6

Transmutation 6/6

Illusion 2/2

Immediate Action Implement Abilities

Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn]

Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute

Swift Action Implement Abilities

Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd]

Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd]

Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd]

Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd]

Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage

Standard Action Implement Abilities

Aegis Abjuration 1pt 1 min +2 Armor Powers

Mind's Eye Divination 1pt 10 minutes Create an invisible magical sensor

Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image

Legacy Weapon Transmutation 1pt 1 minute +2 power bonus

Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus

Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability

Condition  

Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving

Luce's mien offers up the ghost of a smile as Ilya imitates her, apparently finding it amusing. One of her eyebrows flicks momentarily upwards as it occurs to her that Ilya has a son already. She says nothing on the matter however, though a moment later Timos did. Unconciously she tries to change the subject back to fathers and away from 'paternity' with.. "No daddy issues here. Old men.. eugh." She purrs this little rejoinder, her instantly recognizable voice softening her mean eyed gaze somewhat. "I was raised mostly by my Aunt, didn't seem insane to me."

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Ilya

warrior-girl-rifle-desert-weapon-blonde-fantasy-art-digital.jpg.c8ed49016c36c2b90f1b6903e874104b.jpg.fe80d2211317d4359ae84e0d5f4278d6.jpgIlya's face closes up when Timos asks his questions.

And that's exactly why I don't bring it up more often.
Would he say this if I was a man...?

Then, with visible effort, she relaxes it, and retorts with a small smile:
"You know what they say: if they checked for sanity, all current Marshalls would be deemed unfit for office."
She waves, including all of them in the joke. Her tone remains a little sharp, and she changes the subject - probably an invitation not to discuss her family and their arrangements any further.
 

"There's the army, too, for people handy with a weapon. These days it might be less dangerous than our line of work.
But I couldn't. I like me some autonomy... Taking initiatives.
"

 

Mechanical actions

Move:

Standard:

Swift:

Statblock

Ilya

HP: 68/68
Init: +4, Perception: +20
AC: 24, TAC: 22, FFAC: 20
Fort: +8, Ref: +14, Will: +15, CMD: 28
Speed: 30ft

Deadly Shot: +18 vs touch AC (1d10+4/x4, bleed 3) -- range 160ft (320ft with Sniper's Aim)
+3d6 if expend MF
Intercept: +14 vs touch AC (1d10+4/x4, bleed 3) -- range 160ft (320ft with Sniper's Aim)

+2 / +1d6 vs Humans

20/20 SP

Active buffs:
 

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After three days travel, the IWS Exeter nears it's destination and begins it's descent. The landscape is barren but beautiful in it's own way. The landscape is dotted with decayed ruins here and there and you can see the thin line of a rail road crossing the valley. A river meanders through the terrain with a sickly orange color. Below a town expands in haphazard fashion around a single wide main street. Throngs of people stand outside and on rooftops to view the terrifying warship slowly getting ever larger and casting a shadow upon the town. If it had it's druthers, the warship could erase the town from the map and there is nothing the people could do about it.

 

The party is loaded onto a skiff along with their gear and supplies. The little boat casts off from the ship's hangar bay and floats down to the center of the town. Judge Stone stands up on the bow of the skiff as it gives him a high vantage point and he addresses the crowd.

"I am Judge Stone. Imperial Judge given writ to carry out the Holy Law of the Empire. Be glad and heartened for we bring the Holy Law here to Brazos so that you may no longer live in fear. I bring with me Imperial Marshals to carry out the Holy Law as the Hands of Justice. Respect them as they are your protectors."

Having properly speechified to the people he turns to the party and says, "I'm going to go have a talk with whatever they call a mayor here. You folk move into the sheriffs office as base of operations. I'll secure living accomodations, graciously supplied by the town. Meanwhile set up shop however you like. We'll get to work post haste."

Yeomen unload the equipment from the skiff and follow the party to the local sheriff's office. It is a low two story building with a neon lit star hanging from the front. The front door has a series of bullet holes and a large dark blood stain on the front.

 

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After an hour the Judge returns. He says, "Your Skimrods have been brought down. They're tied up out front for you. That mayor is as cowardly as he is corrupt, but he's set straight for the time being. I'm afeared that I'll have to pass Judgement on him eventually, but that's not today. First off the bat, the towns folk have been plagued by some sort of monster that lies between here and the nearest clean water source so they've been living on well water only. I think it's a good gesture of the Law to go take care of this creature whatever it is. I've got too many different descriptions of the thing to know what it is, but it's definitely big. Y'all get your gear and saddle up. Travel to Mews Gulch and decease whatever it is. Bring back proof so we can show the people that it's safe."

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spacer.pngLucienne "Lucky Luce" Karsteiner

Character Profile 

Female Occultist (Haunt Collector)

Lawful Neutral

Level 10 Init 2 HP 88/88 DR 0, Speed 20'
AC 29 Touch 14 Flat-footed 27 CMD 28

Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7  

Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit]
Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver


Full Plate Armor Magic +2, Mithril Magic

Full Shield Darkwood

11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect
 

Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8

Spells

0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand

1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command

2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick

3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility

4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil

Constant (Resonant Powers)

Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility.

Transmutation Temporary +4 to Strength

Guardian +1 to CMD

Champion +2 to Non Spell Damage

Trappings +3 to BAB with Fauchard

 

Mental Focus Distribution 23/23

Divination 9/9

Abjuration 6/6

Transmutation 6/6

Illusion 2/2

Immediate Action Implement Abilities

Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn]

Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute

Swift Action Implement Abilities

Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd]

Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd]

Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd]

Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd]

Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage

Standard Action Implement Abilities

Aegis Abjuration 1pt 1 min +2 Armor Powers

Mind's Eye Divination 1pt 10 minutes Create an invisible magical sensor

Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image

Legacy Weapon Transmutation 1pt 1 minute +2 power bonus

Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus

Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability

Condition  

Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving

Luce grins nastily when she sees the bullet holes on the sherriff's door and the bloodstain. "Looks like I didn't put on my holy day best for nothing.", she remarks wryly and more than a touch sarcastically, referring to the full plate armor she wears and channels a portion of her magic through. In the Wastelands, she'd be described as a nippy sweetie... outwardly sweet, but with a bitter aftertaste that sneaks up on you.

She then turns, her blue, light to the point of being icy, anemic even, gaze to regard the people nearby. For the moment, her mean eyed gaze is softened by her present mirthful attitude to the prospect of immediately encroaching violence, but hardened again by the nine foot silver bladed polearm, fit for dissecting whales, balanced on her right shoulder.

She takes the time to ponder what she knows of the history of this place.

----

When the Judge returns.. would he need a bodyguard? Likely not for so long as the town lies in the massive warship shadow.. she keeps her mouth closed and just listens. When Judge Stone sets out his task for them, she nods respectfully.

She silently ponders whether the monster will be amenable to 'mad minute' rifle volleys and hopes this is not the case. Monsters were her main joy in life. You could kill them with impunity, without regard for due process since monsters were not afforded such. You got covered in their blood and were close enough to see the light fade from their eyes.

Maybe we should ask around for a description of what this thing looks like, so we can identify it, before we leave?

Edited by Starhawk (see edit history)
Name
Perception
29
1d20+18 11
History
33
1d20+19 14
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Sam nods at the judge tapping his forehead in a causal salute. “Well don’t I just feel like the belle of the ball. Getting my belongings hauled this way and that, having a home, blessed be even an office.”, Sam shoulders his bag and holstered rifle while resting his other hand on the handle of the sword at his hip. He was in his gear and at this point was wearing most of what he owned. His armor custom commissioned to call back to that of a justicar. The skulls, colors, and sweeping lines of the armor designed to strike fear in the hearts of his enemies but also nearly a holy mantle at this point. His mask hid his expression and his goggles would normally hide his eyes, but they were on top of his head presently.
 

Welp, just in to town and already sent out on a monster hunt. Maybe that was for the best, maybe folks like him and his new compadres shouldn’t have the chance to see what idle hands did. So rather than argue Sam smiled, “I think maybe bagging us a monster is a good way to gain some much needed good will with the locals, and it gives us a chance to stretch our legs a bit before settling in. Good thinking sir. I think asking around for some details is a good move Marshal Karsteiner. How would you suggest we do so? Maybe we talk to the locals? Possibly see what our new host the sheriff has to say?”
 

 

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The Judge says, "There is no Sheriff. The last one got scraped off his own door and nobody stepped up to fill the position. That will be job second after you get done with the whatever it is. While y'all are out, I'm going to be running down leads to see who might be responsible so I can write up a proper warrant."

 

Just roll a gather information for descriptions of the beast. I will supply some.

 

Edited by Penchant (see edit history)
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