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Marshall Flowers' Sentimental Journey Through Post-Apocalyptica and Mutantville
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<blockquote data-quote="tmart" data-source="post: 3000835" data-attributes="member: 11198"><p><strong>Background information</strong></p><p></p><p><u>The game:</u> d20 Modern ruleset, with some Gamma World flavour and some house rules</p><p></p><p><u>The setting:</u> The oldest of us have fading memories of the Drop, the day the world went mad and dropped the Bomb. Sixty years later flesh-eating mutants and pockets of radiation are common knowledge. Small settlements have emerged.</p><p></p><p>Back before the Drop, survivalists were seen as kooks. Our grandparents were the ones who looked like geniuses when they were proven right. After hiding out in their bunker for decades while radiation died down, our parents emerged and planted crops. The colony elders now wish to gather information about the world around them. They send out a team of promising and well-armed young men to explore, and if possible bring back useful resources.</p><p></p><p><u>Dramatis personae:</u></p><p></p><ul> <li data-xf-list-type="ul"><strong>Damon Slate:</strong> strong man and soldier, tall with dark black skin. Uses a six foot sword and a Glock. Renamed Dole Mule by popular demand due to his job of carrying everything heavy, especially food.</li> <li data-xf-list-type="ul"><strong>Hexagon Jack:</strong> sociopathic sniper. Gets the job done by any means, preferably a scoped assault rifle.</li> <li data-xf-list-type="ul"><strong>Timmy Thane:</strong> pale, quiet medic. Causes more wounds than he heals.</li> <li data-xf-list-type="ul"><strong>Dexter Kablowski:</strong> Constitution-challenged Jewish demolitions specialist and handyman. Constantly tinkering with his #1 invention: a ranged weapon shooting razor-sharp discs, nicknamed "The Gizmo."</li> <li data-xf-list-type="ul"><strong>Marshall Flowers:</strong> chocolate-skinned quasi-pacifist; frontman and smooth talker. Has been having nightmares, hearing voices, and experiencing intense emotions seemingly at random. </li> </ul><p></p><p>Joining later on:</p><ul> <li data-xf-list-type="ul"><strong>Joe Steel:</strong> awkward gunslinger from around Newver. Likes to gamble.</li> <li data-xf-list-type="ul"><strong>Duff McLeod:</strong> schizophrenic chemical engineer and cowboy.</li> </ul><p></p><p><u>The story thus far:</u></p><p></p><p>Marshall Flowers did not begin writing his journal until his adventures had already begun. He has neglected to account for the first adventures, which involve spooky towers, sucky walls, and smashing bandit face.</p><p></p><p>Shortly before the first entry, the heroes find Trade City, one of the few settlements known to the colony. Some merchants there give them a job: find a silver briefcase with an arrow logo on it and deliver it. In exchange, they will get an extremely advanced firearm: the OICW, an accurate assault rifle with a built-in rangefinding electro-optical scope and a high-tech grenade launcher which can be set to either precision airburst or explode on impact.</p><p></p><p>Their only lead is the name General Sandoval and a military base to the north.</p><p></p><p><u>Additional notes:</u></p><p></p><p>Please excuse the shifts in verb tense. Marshall Flowers has only Int 9.</p><p></p><p>The colony has limited solar power and a fair amount of media from before the Drop. It’s possible that Marshall Flowers or one of his friends has seen your favourite movie or read about civilizations past.</p><p></p><p>In the introductory post, Marshall Flowers subconsciously exercised his Wild Talent feat to manifest <a href="http://www.d20srd.org/srd/psionic/powers/missive.htm" target="_blank"><em>missive</em></a> and summon Hexagon Jack. This was the first game mechanic instance of Marshall Flowers' latent telepathy, which was introduced quite skillfully in the roleplaying side of the game by the intrepid DM.</p><p></p><p>This is the epilogue to <em>The Life and Opinions of Marshall Flowers, Gentleman</em>.</p></blockquote><p></p>
[QUOTE="tmart, post: 3000835, member: 11198"] [b]Background information[/b] [U]The game:[/U] d20 Modern ruleset, with some Gamma World flavour and some house rules [U]The setting:[/U] The oldest of us have fading memories of the Drop, the day the world went mad and dropped the Bomb. Sixty years later flesh-eating mutants and pockets of radiation are common knowledge. Small settlements have emerged. Back before the Drop, survivalists were seen as kooks. Our grandparents were the ones who looked like geniuses when they were proven right. After hiding out in their bunker for decades while radiation died down, our parents emerged and planted crops. The colony elders now wish to gather information about the world around them. They send out a team of promising and well-armed young men to explore, and if possible bring back useful resources. [U]Dramatis personae:[/U] [list] [*][B]Damon Slate:[/B] strong man and soldier, tall with dark black skin. Uses a six foot sword and a Glock. Renamed Dole Mule by popular demand due to his job of carrying everything heavy, especially food. [*][B]Hexagon Jack:[/B] sociopathic sniper. Gets the job done by any means, preferably a scoped assault rifle. [*][B]Timmy Thane:[/B] pale, quiet medic. Causes more wounds than he heals. [*][B]Dexter Kablowski:[/B] Constitution-challenged Jewish demolitions specialist and handyman. Constantly tinkering with his #1 invention: a ranged weapon shooting razor-sharp discs, nicknamed "The Gizmo." [*][B]Marshall Flowers:[/B] chocolate-skinned quasi-pacifist; frontman and smooth talker. Has been having nightmares, hearing voices, and experiencing intense emotions seemingly at random. [/list] Joining later on: [list][*][b]Joe Steel:[/b] awkward gunslinger from around Newver. Likes to gamble. [*][b]Duff McLeod:[/b] schizophrenic chemical engineer and cowboy.[/list] [U]The story thus far:[/U] Marshall Flowers did not begin writing his journal until his adventures had already begun. He has neglected to account for the first adventures, which involve spooky towers, sucky walls, and smashing bandit face. Shortly before the first entry, the heroes find Trade City, one of the few settlements known to the colony. Some merchants there give them a job: find a silver briefcase with an arrow logo on it and deliver it. In exchange, they will get an extremely advanced firearm: the OICW, an accurate assault rifle with a built-in rangefinding electro-optical scope and a high-tech grenade launcher which can be set to either precision airburst or explode on impact. Their only lead is the name General Sandoval and a military base to the north. [U]Additional notes:[/U] Please excuse the shifts in verb tense. Marshall Flowers has only Int 9. The colony has limited solar power and a fair amount of media from before the Drop. It’s possible that Marshall Flowers or one of his friends has seen your favourite movie or read about civilizations past. In the introductory post, Marshall Flowers subconsciously exercised his Wild Talent feat to manifest [url=www.d20srd.org/srd/psionic/powers/missive.htm][I]missive[/I][/url] and summon Hexagon Jack. This was the first game mechanic instance of Marshall Flowers' latent telepathy, which was introduced quite skillfully in the roleplaying side of the game by the intrepid DM. This is the epilogue to [i]The Life and Opinions of Marshall Flowers, Gentleman[/i]. [/QUOTE]
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