Deciding the Drowned Lurker is your best bet you make your way towards the brightly lit building, the sound of the planks beneath your feet creaking and groaning as you walk accompany you all the way to the door where it is quickly blocked out by the music, laughter, and conversations coming from inside. Pushing the door open you step inside to find a rather massive room beyond, a few dozen people sit at the various booths, tables, and benches spread across one side while the other is taken up by an old jukebox machine and the bar itself behind which stands a woman who looks to be in her late forties. Her face is somewhat wrinkled and bears a number of scars slashed across the left side, and her hair and eyes seem to be matching shades of dark grey that looks almost black.
You walk over to the bar and ask for a room for a few days, the woman looks you up and down before speaking,
"A room for three nights will cost you eight bullets since you don't seem to be the type to have anything else on them, as a warning if you start any trouble in my bar I'll tear your skinny little head off and mount it on the wall next to that Croaker's over there. Ah, and by the way the name is Olga Votskiv, keep what I said in mind."
A bit perplexed by what the woman said you take out eight of your 10mms a place them on the bar before turning and walking over to where the booths and tables are. You sit down at an empty booth and place your gun up against the wall settling into wait, after about ten minutes a young woman places a bottle of whiskey on the table and a glass, when you ask what its for she says the owner wanted you to have it as a welcoming gift. Sitting back to relax you listen to the people around you as you casual take sips straight from the bottle having pushed the glass over to the side a long time ago.
As you sit listening you learn a number of things, for one the townsfolk, miners, and the like are pretty quick to mention most of their problems when deep under the influence of alcohol, besides that you learn a few major things. First off it seems a pair of miners disappeared in the Rock Mines on the plateau above, no one is quite sure what happened though most seem to blame it on a cave in, collapse, or the like while you do here a few whispers that it might have been something of a more supernatural inclination. The second thing you learn that some group called NorthCal Mining Union had a small group of miners in town, they would apparently be setting out at the end of the week with a load of ghost rock and raw ores and they were looking for some mercs to guard them along the way.
Finally, rumor has it that some pirate has been raiding up and down the northern parts of the Great Maze recently to great effect, rumor has it that its a ship commanded by a skeletal pirate crew and others say its a single man unleashing foul powers on unsuspecting citizens. All that they knew for sure about that was the pirates' past few raids were close to Port Royal and seemed to be growing closer.
Its not long before you can see the sky begin to brighten, by that time most of the Drowned Lurker's patrons had long since left and gossip had dropped to nothing as the remaining folk have long since been drunk to the point of being incoherent. Pushing yourself up from the table you ponder what to do next, you could go straight to the town hall, visit that Curshank's store, ask around about the goings on in the area, or anything else really since by the look of it you still got an hour before that fellow comes checking to see if you picked up your job yet.
Name: Canna Divola
Gender: Male
Wind: 20
Drain: Greater Manitou, 16
Traits:Deftness - 4d10
- Shootin': Rifles (Rank 4)
Nimbleness - 4d10
- Climbin' (Rank 1)
- Sneak (Rank 2)
- Fightin': Sword (Rank 3)
- Dodge (Rank 2)
Quickness - 4d6
Vigor - 3d8
Strength - 3d6 (3d12+4 while the Samson System is activated)
Mien - 1d12
Spirit - 4d8
- Guts (Rank 3)
Cognition - 4d6
- Search (Rank 2)
Knowledge - 3d8
- Demolition (Rank 2)
- Academia: Occult (Rank 3)
Smarts - 3d6
- Scroungin' (Rank 2)
- Tinkerin' (Rank 2)
Rules of Engagement: (These are the rules your AI is programmed to force you into following, you can resist should it try to enforce one of these rules but the AI might win out and force you to do it anyway.)
Military Police - It is the tin can's duty to uphold the law, anyone committing a capital crime must be executed on the spot. All other offenders must be incarcerated.
Rank - Must obey the orders of any higher ranking member of the CEALs.
Enemy - Combine are the Enemy, they must be killed.
Cease Fire- The player can not attack mutants unless they attack him first.
Edges:Damaged AITough as NailsHindrances:Minor: Ailin'Enemy: The CombineUgly as Sin Weapons
M-22 Reaver [Ammo: 10mm | Clip: 30 | Speed: 1 | Rate of Fire: 6 | Range: 20 | Damage: 4d10 AP 2]
Chainsword [Drain: 3 | Speed: 1 | Damage: STR+2d10]
Armor
Light Battle [Drain: 2 | Armor Value: 4 (All)]
Gear
Utility Pack [Ammo Chutes: 392 10mm out of 1000 Max Capacity | Holsters for Chainsword and Reaver | Storage Space for anything you find within reason.]
Flashlight [Battery: 10/10 (1 point spent per hour of operation)]
Geiger Counter [Battery: 10/10 (1 point spent per hour of operation)]
Cyber Equipment
CPU [Located: Head | Processing Power: 1 Slug | Storage: 1 Slug of Data | Slug Reader: 2 Slug Ports]
Cyber Eye [Located: Head | 16x Telescopic View & Laser Sight | Drain: 1]
Data Jack [Allows you to connect to cyber weapons to both power and utilize some systems such as your targeting computer.]
EMP Hardening [Located: Head | Keeps EMPs and the like from frying the computer systems in your head.]
Power Focus [A special device that utilizes the manitou spirit's energy in you to allow you to use powers other Hallowed use should you learn any. | Level 3 | Drain: Varies]
Power Jack [Allows you to output the spirit power you generate and even take some spirit energy in from spirit batteries.]
Radio [Located: Torso | Allows broadcasting and receiving up to 100 miles under normal conditions. Possible range of 500 miles in tight-beam transmission mode. | Drain: 1]
Samson System [While active your strength is boosted to 3d12+4 | Drain: 2]
Targeting Computer [Located: Head | Negates up to 6 points of penalties when shooting | Drain: 1]