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Our Posse
These are the characters that are currently active
and playing in our campaign. Personalities are from the character's
point-of-view, written by the players
Stats: Want to know what makes
these wasters tick?
House Rules: The custom rules we use
in my campaign.
Quotes: Sound bytes from recent sessions.
Rather extensive by now.
Yu Sha Mo
Occupation: Martial Artist
Appearance: A short, wiry Asian man,
Yu is hardly physically imposing. It looks as though his body has
forsaken fat entirely, and is composed of only muscles, sinew and
bone. At 5'7" and perhaps 130 lbs soaking wet, he is still
a fearsome fighter. Lightening fast, he is a blur in battle.
Yu generally wears a tattered black t-shirt and equally
worn jeans. He carries his trade goods in an old CSA army surplus
pack and a bandolier of knives crosses his chest. His long black
hair is pulled back in a ponytail. On his left ribcage are burn
marks in the shape of a fist. It should have long healed, but was
left there by a power kung-fu master who defeated Yu and still pains
him to this day.
Personality: Hello! Looking for something?
You’ve come to the right man. I’ve got prime salvage
from all over the states, right here at bargain prices. See these
batteries? Fresh as if they were just out of a factory.
No, I don’t care a gun. A gun is not necessary
when your body is a weapon, with a properly trained and focused
mind to wield it. My fists, my feet, and my knives will not run
out of ammunition, will they? Besides, my sifu used to say that
a man with a gun is at a severe disadvantage in a fight. You see,
if your mind is focused only on-
My apologies. What? Nothing to trade? Well, that’s-
a biker gang, you say? I see. Well. Sigh… Perhaps I might
be of some assistance?
Background: Yu Sha Mo grew up an
orphan on the streets of Beijing. He stole for food, lived in subway
tunnels and dodged the regime’s police to grub out a living.
When he was thirteen, he made the mistake of picking the pocket
of a kung fu master on his way through the poor district. Instead
of beating him or having him thrown in jail, the master took young
Yu in as a pupil. He trained with his master for five years, helping
him run a small odds-and-ends shop in downtown Beijing.
A few days after his eighteenth birthday, and around
the beginning of the Last War, Yu came home to find the shop ablaze
and his sifu nowhere to be seen. He hunted far and wide for the
perpetrators, but not one trail presented itself. During his search,
Yu’s talents as a martial artist were noticed by an Agency
operative. The agent convinced Yu to travel to the United States
to train US Special Forces in exchange for any information about
his sifu’s disappearance the Agency could find. Desperate
for any lead, Yu accepted and came to NorCal six months before Judgment
Day. There, he trained US Rangers and Green Berets in the fighting
arts, all the while waiting for word from the Agency. Word never
came, and the Four Horsemen’s stomp across America ended hope
for Yu of finding what happened to his master.
Today, Yu works his way across the wastes as a trader.
He has slowly drifted east from the Great Maze across the Rockies
in thirteen years, looking for new scavenge sites and new markets
to sell his wares. A small part of him refuses to give up hope of
finding what happened to his sifu, but he rarely lets it get the
best of his judgment.
Shothkovar
Occupation:
Slayer
Appearance: Dark and foreboding, 6'2, 170 lbs,
Shoth is a tall and husky woman. Her clothes are dark and close
fitting, to hide the strange greenish veins around her neck. She
also has two ring like tattoos on her arms, which are actually scars.
A menacing aura surrounds Shoth, betraying the darker force with
in her to those brave enough to confront her.
Personality: Upon first meeting her, most sane
people will move to the next county. Shoth is not exactly the sweet
town girl you meet in a friendly tavern. For starters, the evil
aura and gritty demeanor should clue you in. If that doesn't, maybe
it's the large steel sword she keeps strapped to her back, or the
odd way she fires warning shots from her D-20 Assault Rifle if you
so much as smile at her. And if all else fails, Shoth's supernatural
strength and agility will be enough to convince you while she pulls
your knife out of her chest and hurls you through the wall. While
Shoth's personality is anything but warm or fuzzy, she does have
a sliver of hope hiding behind that shadowy glare. For all her snake-biting
and wrath-seeking, Shoth would sooner save an innocent life than
waste her time making friends with a biker gang. In fact, all the
good she does with her "special" powers seems to piss
off the manitou that did her in more an more. And Shoth's vengeful
spirit is gettin' plenty out of the boxing match inside her head.
Still, its probably a good idea to keep your shotgun loaded, in
case she loses. And knowin' Shoth, she probably won't mind, as long
as she goes out swinging.
History: Shoth was born Sridya Jasmine Clark on
November 9th, 2009 in a nice suburban home in Albuquerque, New Mexico.
Her father, a soldier for the Southern Alliance, and her mother
an immigrant from Northern India; she remembers little else. Shoth's
only surviving memory from her childhood is seeing them die in a
horrible accident when she was 7. Barely able to recover, young
Jasmine was taken in by her uncle Butch, who raised her in a shack
outside of Santa Fe. He taught her most everything she knows about
huntin', shootin', and survivin' in the great outdoors.
When she turned 19, Jasmine joined the SA military. Earning the
nickname "Jazz" and proving adept at her training, she
quickly moved in to the ranks of special ops. Jazz moved about the
world as a saboteur, soldier, spy, and even assassin, rarely witness
to the damage she caused. It wasn't until the summer of '38 that
her conscience hit her full force. Unfortunately, the corps figured
she wanted to move out even before Jazz did. In her last mission,
Jazz and her buddies were investigating a nest of uglies out in
the desert. When Jazz stormed the mother scorpion with her gun,
she realized too late that she was shootin' blanks, and the rest
of the gang was on the bluff watching her. Before Jazz could get
away, the thing grabbed each of her arms with its claws, and pierced
right through her chest with a wicked stinger.
When she awakened, she was somewhere else, no troops, no beasties.
Figuring some miracle saved her from being bug fodder, Jazz high-tailed
it outta there. She knew that the corps would be back to finish
the job, but she didn't know when. The next six months proved ironically,
harrowing. Constant dreams of murder and bloodshed haunted her while
she dodged from town to town, hiding out. Jazz thought it was that
conscience again, not realizing the truth behind it. When she managed
to hide out with her uncle, it finally came full circle. After a
night of tortured nightmares, she awoke to find herself covered
in blood, but not her own. When she found uncle Butch hanging from
the ceiling, life took a turn for the nasty.
It was then that poor Jazz realized she was Harrowed. Then again,
Jazz wasn't quite sure what a Harrowed was, just that they were
people her team tracked down, psychos mostly, and they took quite
a lickin' before being subdued. Hoping that there was a cure, Jazz
went in search of a man she knew back in her spec-ops mind known
as "The Practitioner". In a secluded underground base
near Deseret, Jazz found him and his team, and pleaded for help.
The Practitioner checked her out and offered a solution. He would
keep her in cryogenic stasis while he worked on a cure. When she
periodically awoke, it would be to "test" the new methods
he used and see if there was any progress. Giving in to the scheme,
Jazz found herself sleeping longer and less painfully.
That was until the Last War.
When Jazz woke up for the last time, she had to literally break
out of the cryo-tank. She found the lab in ruins, and most of the
power running on empty. From a lone computer Jazz deduced the horrifying
truth. The end had come, six years ago. After the blast, the lab
was partially damaged and abandoned. Her tank still managed to run
on a generator until the juice ran out. At that point, the manitou
in her managed to pull her back a second time. Only this wasn't
the worst of it. Apparently the whole operation was a sham. The
Practitioner had been using Jazz as an experimental killing-machine,
trying to learn to control the manitou without an AI cage. After
a few months in the tank, he'd wake her up. If it was Jazz talkin',
something minor and happy would be planned, and she would go back
to sleep. But if it was the manitou, then the Practitioner would
let her loose until she had to shut down, at which time she could
be retrieved and put back.
The whole time she had merely been another soldier for another
corps. This time, Jazz snapped for good. She realized she was a
pawn her whole life. First for the corps, then for the Practitioner,
now for the manitou, and it was time to pull the strings down. Since
the first two were supposedly obliterated, Jazz decided to lay her
vengeful wrath upon the darkest of the three. The best part was,
she had the perfect payback. All the while Jazz had wanted to atone
for her previous crimes. Now, she could use the very evil trying
to control her against its own kind. Taking decades of combat prowess
and tracking skills, combined with the latent powers of a Harrowed,
and the first of the Slayers was born. Deciding to erase her violent
past, Jazz changed her name to Shothkovar (meaning "Wrath upon
Darkness" in Ancient Vedic Script). She loaded up on gear from
the lab, a spare gun, ammo, and armor, plus a strange samurai katana
used in some twisted experiment, and headed out for the nearest
nest of evil. Now Shoth wanders the Wasted West in search of the
kinfolk of her noggin' buddy. Each monster she slays is another
slap in its sorry manitou face. 'Course, the pendulum swings both
ways, and Shoth has to fight to keep from paying her own dues. Still,
she knows that when its all over, the bugger's going with her, and
until then, there's plenty of Hell out there to start paying.
Shoth's first known adventure was helping a settlement in Nevada.
They desperately needed a shipment from a caravan rig that was stolen
by muties. Together with a road warrior, a radiation shaman, and
another Harrowed, they infiltrated a blasted town and found the
cargo. The other warrior died in the attempt to a lurker. The settlement
and the tollpost involved in the incident were grateful, despite
Shoth's unnerving appearance.
In the next adventure, Shothkovar encountered the road warrior
Hazard, and with the help of an unlikely band of rugged wasters,
took out a local biker gang. The threat of the black hats separated
the group, but some of them managed to regroup for a time on a new
quest. They met Jenny, a Law Dog trying to help relocate a hunted
group of survivors. Together with the gunslinger Ray, the survivor
Alfonso, and the kid, Jamie, they managed to help. However, a nemesis
known only as "the Old Man" whom Alfonso had encountered
before was responsible for summoning evil tech spirits in changing
the landscape in to an evil realm, complete with mutating the poor
townsfolk in to tech zombies. However, the group managed to slay
the forces at work, and although the Old Man was killed, they unleashed
a vengeful gun spirit. Shoth and Hazard remained in Hope Remaining
for a time to make sure nothing more untoward occurred. They soon
met up with a British cyborg, and a radiation shaman named Johnny
Two-bears.
Their next adventure led them to a local waster town harried by
biker gangs. Although they took out the gangs, it turned out that
they were in the service of the black hats, with two automatons
and a raptor in their wake. Hazard, with the help of Johnny's powers,
sacrificed his life to save the others and destroy the automatons.
He told Shoth to save herself, and the after landing in a cactus,
Shoth could only watch as another grim waster died fighting for
a dream. Johnny and Shoth continued their journey for a time, and
met with the Templar John Wayne.
Finding yet another blasted survivor town in need, they voyaged
in to the depths of a wasted city to uncover the mysterious cause
of a polluted water supply. A doombringer and her legion of muties
was at work, and thanks to Johnny's rad blast, was no longer an
issue. After this episode, Shoth may have lost control to Shadow,
but she traveled on to the North, and to Idaho. Shoth's first encounter
with the Boise Horror happened when she and Li, a martial arts master,
wandered upon Boise during their journey through the wastes. During
this time, Simon was ill, and they needed help from Modeen, the
leader of the new Anti-Templars, who was planning on seriously harming
Boise. Unfortunately, with Simon's illness, and the lack of aid
from nearby templars, they were without help. Thus, Shoth and her
new friend Li were employed. During the adventure, they met with
a number of unusual denizens of the area, but were finally able
to make it to the base of the bikers and Modeen. After saving a
young girl, they managed to uncover Modeen's weakness, and uncovered
the sword needed to destroy him. The battle was intense, but Li
used his skills to stop the bikers and followers while Shothkovar
was locked in mortal combat with Modeen. In the end, she succeeded,
using her supernatural powers, and Modeen was slain. For their efforts
in aiding the Templars, Shoth and Li were made companions.
Shoth remained in Boise for a month's time, becoming friends (though
at a distance) with some of the people there. However, Simon needed
help in going to Junkyard for a meeting with other forces in the
Wasted West. When her old companions appeared, they decided to help
Simon together. Their journey was dangerous, as Shoth's darker side
surfaced and the forces of the Combine attacked. In the end, the
Boise Horror surfaced in its true form, as Simon himself, and the
company was forced to fight him. Although Shoth tried to fight,
her nature was overcome by the forces of darkness, but her posse
prevailed in the end. Nonetheless, the concept of such a powerful
figure as Simon, falling to a demon alike the one controlling herself
has left Shothkovar with a new fear and uncertainty of her future
and mission in life.
Shadow: The greater manitou inside Shoth's head
has chosen her for unknown reasons. It seems almost unclear whether
Shadow decided on Shoth from the beginning, long before she even
joined the SA Special Operations Corps. For Shoth even now, due
to the visions of her parents fiery deaths, believes that Shadow
may have been somehow responsible for the corruption of young Jasmine.
There is no proof in this, as Shadow could be using those same memories
to merely haunt Shoth.
Shadow is an entity unlike any other. It is neither male, nor female,
though sometimes personifies aspects of both. Shadow visually takes
the form of a long, lanky shape, with sharp claws and spines all
over its body, though it has no form other than the pale blackness.
It is a corruption of Shothkovar's shape, and if seen by another
would look similar to her own "shadow". The main difference
is that Shadow never carries a sword. It cannot use amaterasu, for
whatever reason, so usually resorts to using knives or guns, its
preference when controlling Shoth. Shadow likes using fire, and
has no fear of it, especially since Shoth herself has an innate
phobia of it.
When Shoth is in control, Shadow is usually asleep. As a manitou,
it often finds this constant suppression bothersome, and is also
angered at Shoth's using it against its fellow brethren. At the
same time, Shadow's tactics and motives are unknown to Shoth, as
she can only sense what it is. The only time that the two of them
actually meet is in Shoth's dreams. At these times, they generally
argue, in the inky blackness of the id. Shadow betrays some of its
secrets, and its purpose. But Shoth will also sometimes ask for
favors, at the cost of losing control. There is no love between
the two. Even the concept of survival is not unified, Shoth desires
death more than anything else, to end the evil she brings upon the
world. But Shadow wants only to survive, and will do anything it
can to stop Shoth from any act of suicide. When Shadow is awake,
it guides Shoth very carefully, sometimes without her awareness
of it. Slight whispers, added thoughts, misplaced memories, anything
it can use to its advantage. After all, Shadow spends more time
in Shoth's subconscious than she does.
When Shoth loses control, Shadow takes advantage as long as it
can. Its understanding for self-preservation means that it will
try to maintain a close friendship with its friends, but it can't
resist wreaking havoc whenever possible. It especially enjoys being
bloodthirsty and malicious. If Shadow is ever in control and is
given a decision, it chooses the path of greatest evil. Some clues
that only a good friend of Shoth (like Li or Johnny) would guess
at as to her losing control are: fighting without the katana, but
only knives, guns, or other weapons, frequent smiles or laughter,
a dark glint in the eyes, or any action of self-preservation over
heroism. However, Shadow is no fool, and is cautious to prevent
betraying these differences. Except when it can have a little fun.
Quote: "Do that again and I'll hack off your
other arm, just more slowly."
Alfonso
Occupation:
Survivor
Appearance: 6'7", 200 lbs., Caucasian, short-cropped
black hair, never without sunglasses (which hide cat-like eyes)
Personality: Alfonso never speaks. However, that
does not inhibit his wry sense of humor nor his ability to shoot
things.
History: Living in a medium sized city during
the final stages of the war before the bomb, Alfonso was an exceptionally
shy individual. After the explosion, however, he quickly learned
the law of the jungle and holed up in what was once his house near
the outskirts of town. For several years he seldom ventured from
his house, and then it was to scout out what new abominations had
spawned between there and the open road to his freedom. The time
he spent there earned him a mutation: he was graced with cat eyes
and a craving for really rare steak. Eventually he had scrounged
up enough ammunition and weaponry and found a car sufficient to
break him out of his prison-like hometown. He very nearly died in
the attempt but managed to emerge from his town and now rides around,
poking his nose into corners and helping people out of the same
situations he was once trapped in. However, he does so in silence:
the time alone in the city gave him a mild dose of insanity, and
it doesn't look like it'll be wearing off anytime soon.
Quote: (nod of head and indication of "Life
Insurance Policy" written in white paint on the barrel of his
hunting rifle)
Crazy Eddie
Occupation: Junker
Appearance: Eddie is of medium height and a tough,
wiry build. He wears an army jacket and ragged pair of blue jeans,
carrying all his possessions in his army backpack. His hair is unkempt
and shaggy, hiding a big bullet scar across his right temple. Eddie
looks the part of a junker, with small techno-talismans, bits of
salvage, and bulging pockets everywhere on his person.
Personality: Eddie is a gentle, caring soul; a
rarity in this post-apocalyptic age. Though not a pacifist by any
means, he does try to avoid fights out of a dislike for needless
bloodshed. That said, he is an implacable and relentless enemy if
provoked. Eddie is rather introspective, keeping a journal of his
travels and his designs for devices. His curiosity and hunger for
new knowledge has gotten him into many a sticky situation. He tends
to be something of a loner, mostly due to his habit of talking to
his browser spirit, Spanner. For some reason, people tend to look
at you askance when you're talking to thin air...
History: Sometime in late 2086, Eddie lay on the
side of the road out in the desert, bleeding to death from a bullet
wound that just clipped the side of his head. He was found in the
nick of time by a kindly old junker who luckily had a few custom-built
medpacks with him. The old junker nursed him back to heal, and seeing
the gift for junker magic within Eddie, guided him on his spiritual
path to techno-shamanism. After a year, Eddie again went out into
the world, to wander and perhaps bring a little hope to the barren
wastes. The bullet wound theat so nearly killed him left Eddie with
little memory of his former life. He remebers absolutely nothing
of the years after Judgement Day, and only scattered fragments of
his life before that. They couldn't have been pleasant, however.
At night, he is haunted by flashes of horrible visions to fade upon
waking. He still searchs for clues to his identity.
Quote: "How am do I know I'm not crazy? I just do. Maybe I
was a psychologist..."
Jonny Two Bears
Occupation: Trash Shaman
Appearance: Jonny wears a pretty standard waster's
outfit, a pair of really ragged jeans and a homemade shirt. He's
got small talismans hanging from his beat up leather belt and a
backpack. His face is weathered and leathery, but his eyes sparkle
with mirth and his white teeth are often bared in his infectious
(or so he thought) smile. He's got his lustrous black hair cut short
in a crew-cut, and stands about 6' tall.
Personality: Jonny is a generally happy man; he
doesn't really care about creature comforts much and he would rather
be sleeping out under the stars. His main goal in life is to make
life easier for the next generation. If that means having some .50
caliber differences with those who don't, then so be it.
History: Jonny has lived almost all of his life
on a reservation and raised by his parents, grandparents, aunts,
uncles, older sisters, older brothers... you get the picture. His
father had the greatest influence on him. He was the guy that everyone
came to when they needed advice. He passed his skill at listening
and problem solving to Jonny. His community was pretty much unaffected
by the ghost rock bombs because they were so remote and isolated
that no one bothered to target them. In recent years the traffic
on the backroads that surround Jonny's village has increased and
with it has come more ganger activity. The community has steadily
increased it's vigilance and readiness to defend itself. Jonny decided
to leave after hearing rumors about outside help and after a young
man stumbled into the village and gave Jonny a note for a woman
named Shothkovar.
Quote: "See, he got the message. The .50
caliber message."
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