Wednesday, June 9, 2021

They Hunger - Katherine Sabini, Fringe Reporter


Name: Katherine Sabini

Class: Face / Level: 3

Str: 14 / +2
Dex: 14 / +2
Int: 15 / +2
Cha: 18 / +4

Communication: +6
Knowledge: +2
Physical: +2
Science: +2
Subterfuge: +2

Saving Throws
Fort: +4
Ref: +4
Will: +4

Info: Def: 12 / Ini: +2 / BtH: +3 / HP: 21

Revolver: Attk: +5 / D: 2d8 / R: Near

Knife: Attk: +5 / D: 1d4+2 / R: Thrown / Special: Concealed

Martial Artist: Attk: +5 / D: 1d6+2 / R: Melee

Gear: Camera, Pen, Notebook, Car

Traits: Face: Medium size. Normal speed. Normal vision. Charismatic: +2 Charisma

Bluff: If the Face can communicate with the opponent, they can attempt a Cha + Comm vs. Opponent's Will Save (Mind + Know). If the Face is successful, they add their Charisma bonus to their next attack roll.

Jiu-Jitsu: The character knows martial arts that increases their Natural Attack by 1 step.


  • Katherine is a news reporter for the Midnight Star, an ill reputed newspaper known for sitting at the racks of the supermarket. Like all reporters who aren't hacks who have given up on their dreams to become legitimate, Katherine is hoping to find that incredible story that can help her career. She is driving to the town of Rockwell to investigate claims of abuses at its Insane Asylum.
  • While Sabini is a reporter, she is also trained in Brazilian Jiu-Jitsu. Even reporters can have a little martial artist training when they go out into the wide world, especially cover the kind of seedy stories that Katherine often gets.
  • Weapon of Choice: her father's service revolver. This is a heavy magnum class weapon that has an RoF 1 but a damage of 2d8 (instead of 2d6). The weapon is noisy.

Tuesday, June 8, 2021

Location - Schnell Station


Schnell Station

Location Type: Gas Station, Convenience Store

Utility: High

Located along the broken route of the Apocalypse Avenue towards the Bestial controlled city of Oskar is the fairly preserved remains of a Schnell Refueling Station. Microfusion power rods are still active, leaving the station with power to be able to run its system despite the devastation. The station's fuel cisterns have been tapped once or twice by passing adventurers in vehicles. The Moaners, humans mutated into animalistic flesh eaters, have kept travelers of wary from staying in the area for too long, except in armed groups to utilize what resources they can from the station in armed groups. Although the station has proximity to post-apocalyptic civilization, the bestials of Oskar have yet to push that far east on any permanent basis. Most of the leadership's focus has been in the west and north of the city, supporting operations against the Knights of Genetic Purity.


  • The Schnell Station is an attractive location for making a base by a group of adventurers. While the Oskar community has yet to push east, a possible friendly location may convince wandering tradesmen and other groups to wander in that direction. A major obstacle / goal in restoring the station is finding a second source of gas to replenish the dry cisterns.
  • Security around the station includes emergency shutters and an alarm system that was connected to a police station somewhere east of the station. A possible danger in using the station and fiddling with the computer controls, could it activate the silent alarm? Is someone or something on the other end of that alarm that will realize that the Schnell Station is in use?
  • An old hover car is parked in the garage. It would require only a few key components to get working again. The kind of devices that could drive at least one adventure forward.

Thursday, May 27, 2021

Raiders - Jackson Locke, Globetrotting Smuggler


Name: Jackson Locke

Class: Smuggler / Level: 3

Info: AC: 20 / MV: 10 / Save: 7 / HP: 19

Handgun: Attk: +3 / D: 2D / R: Near / RoF: 2

Shotgun: Attk: +3 / D: 3D / R: Near / RoF: 1 / Special: Shot, Sweep

Gear: Flashlight, Radio, Vehicle (Airplane or Boat) / Wealth: $100

Traits (Human) (1/day): Medium size. Movement 10. Normal vision. Once per day, a Human may roll with the advantage on a d20 roll of their choice.

Sleight of Hand (1/day): +2 to Sleight of Hand and Stealth rolls. Once per day, a Smuggler may automatically succeed in sneaking an item past detection as long as the item in question is small enough to fit up a sleeve or pocket.

Quick Draw: +4 Initiative rolls when drawing a small weapon (Knife, Handgun)


  • Locke is a smuggler who has a steady hand at driving or sailing boats, driving cars, or flying planes. If an object needs to be moved through hostile territory with no questions asked, Locke is the fellow to do it.
  • Lives in a world where items of a bygone age, artifacts of power exist and various organizations are interested in them. Jack likes to think he's above the fray in the occult arms race, but he often is driven by either a sense of duty to his home country, or helping a pretty a face.
  • Has a habit of tucking either a knife or a smaller handgun up his sleeve when going into a dangerous situation, allowing him to use his quick draw ability to have a weapon on hand in case of trouble.