Bazz, Finder of Trouble
scavenger. survivor. too scrawny to be a berserker.
Describe an acrobatic or death-defying stunt performable by an unenhanced human and roll you land in an advantageous position and are +boosted forward.
When you scavenge in a ruin, a dangerous territory, or other area with a long history, roll , choose 2. On a 7-9, choose 1:
- You find it quickly.
- You find it without getting attacked or into trouble.
- You find an item that is valuable.
- You find an item that is tech.
Break and Enter Expertise
You are talented at gaining access to places you have no business being. When you attempt to enter or exit such a place, roll , choose 3. On a 7-9, choose 2:
- You get where you wanted to be
- You remain undetected while getting there.
- You leave no trace of ever having been there
- You stumble across something useful or interesting along the way.
Name your escape route and roll , you’re gone, and you take something or someone with you, you tell the GM what. On a 7–9, you can go or stay, but if you go you: leave something behind or take something with you, the GM will tell you what. On a miss, you’re caught vulnerable, half in and half out.
Tough in the Fiber
When you fail the damage move (roll a 6-) take one less damage than you normally would.
NOT TO BE FUCKED WITH
- Throwing Knives: 2-harm close, ap-2
- Laser Rifle: 2-harm ap-2, close/far, tech, laser. Scope takes videos and pictures.
- telescoping poles
- orange Shasta glass
- digital camera
- food manufactory
- small tin box with ten military-grade suicide pills (yay?)
Advances: +1 move; +1 attribute, + 1 move, +1 attribute, +1 move, +1 move
Tell me the story of how you were chosen to join the White Tooth Lodge. Make it a good one.
It started out harmlessly enough: children of the berserker clan, no older than twelve, running and playing on the outskirts of the village. Joking became teasing, teasing turned to shoving and rock-throwing. Bad-tempered children took things too far. Bazz fought, but he knew he had to run. All he meant to do was tire the other children out. He could outrun most.
Harmless enough, except for the raid by the Red Death that followed. They came down the hillside in a great horde, whooping and screaming for blood. Too far from home to get back and already drawing attention from the horde, Bazz ran the other way…into the ruins.
The Red Death pursued. He did not draw off the whole raiding party, but many adults would later say he accounted for himself in battle as an adult, for three of those who followed did not live to tell the tale. The ruins killed them. Others fled. Bazz lived. He returned to his people and his parents with a few treasures from the ruins and trophies from the fallen.
His survival did not come without cost. Some told him to view it as a battle-scar; others said the ruins extracted a price for their mercy. Regardless, Bazz returned with a sickness that did not spread to the others. It haunted him throughout the next few years. The other boys and girls of the berserker clan grew big and strong. Bazz grew, too, but he never put on the muscle so common for his clan. He remained thin and lean, forever set apart from the others by his experience.
The berserkers did not commonly give their children to the Lodge. Their talents lay elsewhere. For Bazz, such a decision seemed clear from the moment he returned from the ruins.