Lithium Meg (Black Market Zenith Moon Warper)

The Resident Team Evil - If you hear them coming, they're not after you.
GM: Underguard (Temporary)
AGM: Spirit of the Moon (Soon-to-be GM)
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Lithium Meg
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Lithium Meg (Black Market Zenith Moon Warper)

Post by Lithium Meg »

Player Name: James
G-Mail: jpatrick2040@gmail.com
Discord: Foxx2661
Link to Ledger: Ledger

Character Name: Lithium Meg
Alias: Milkbones
Race: Zenith Moon Warper
O.C.C.: Black Market Zenith Moon Warper
Alignment: Aberrant
XP Level: 3
XP Points: 4,310
Next Level @ XP: 8,601
Sentiments/Non-Humans: Has had mostly good experiences with D-Bees and accepts them as equals without doubt or suspicion. Suspicious of creatures of magic and supernatural beings.
Sentiments/Coalition: The character Dislikes and distrusts the Coalition. The character is well-informed and knows a lot about the C S's philosophies, laws, and activities, and they seem to be pretty unjust if not outright evil.
Disposition: Gambler. He likes to take chances for himself and always looks for a way to even the odds and make a big score.
Insanity:
Homicidal Rage. Despite the name, the character often seems outwardly calm and composed but is extremely intense and focused on revenge/striking out at the person or cause of his quiet, burning rage. May seriously hurt or kill someone without realizing it. Penalties: Cannot pull a punch, will not dodge, does an extra 1d6 damage in all physical attacks, and does triple damage on a Natural 20; has extreme difficulty controlling himself/stopping himself from going too far (may need somebody to pull him off his opponent). This even applies to minor provocations where the character gets caught in a brawl or becomes the target of insults, is cut off in traffic (road rage), etc., let alone the heat of actual combat. Friends and associates should be prepared to intercede and pull the character off his victims. Note: This is not a berserker rage, and the character can be reasoned with, calmed down, and will not attack friends without considerable provocation.

ATTRIBUTES
I.Q.: 14
M.E.: 13
M.A.: 30
P.S.: 21 (supernatural)
P.P.: 20
P.E.: 23 (supernatural)
P.B.: 19
Speed: 41

PHYSICAL DATA
P.P.E: 108
I.S.P.: 59
M.D.C.: 54
Age: 24
Sex: Female
Height: 6'
Weight: 150 lbs.
Description: She is mysterious. She is beautiful. She will bite your face off if you make the wrong move.
Image


Natural Abilities
Perception: 24% (+3) see rules here
Charm/Impress: 45%(P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 97% (+10% Intimidate; Street Rep: Hardcase to be Feared)
Max. Encumbrance: 180 lbs. see rules here
Max. Carrying Weight: 150 lbs.
Max. Lifting Weight: 2,000 lbs
Max. Jumping Ability: 15' high and 31' across (50% higher or farther with a running stat)

Special Abilities
Black Market Benefits
Professional Courtesy & Connections
Black Marketeers tend to see each other as brothers and sisters in the same big, underground organization. As a courtesy, even members of rival factions are, as a general practice, regarded as comrades-in-arms rather than enemies and treated with respect and courtesy. Sure, competition and rivalries can get heated at times, but the Five Factions have each carved out their place in the market and support each other for the most part. This means a fellow Black Marketeer will generally take the word of his brother over that of an outsider or “mark” (customer) and certainly over that of the authorities.

Bonuses: +10% to the skill Find Contraband when it is through the Black Market. Most Black Market Fences pay 5% more to fellow Marketeers than outsiders, and most sell goods and services to fellow Black Marketeers at a 10% discount.


Black Market Loans & Credit Loans
Black Market Book, pg. 74-76


Black Market Enterprises
Eventually run a Black Market Business. Results may vary. BM pg. 76


Black Market Special Abilities
  • Game Player.
    Bonuses: +5 to save vs. charm, impress, intimidate, and Seduction at the hands of fellow Black Marketeers, +5% to Find Contraband through Black Market channels, and can get 10% more from Black Market loans and lines of credit plus an extra 60 days to pay them.
  • Sincerity
    Bonus: +1 to M.A. attribute, +5% to skills Barter, Impersonation, Interrogation (and resist interrogation), Public speaking, Seduction, and Undercover Operations
  • Steady Nerves.
    No Perception roll penalties apply under duress, +2 to save vs. Horror Factor and insanity, driving penalties for trick/evasive maneuvers are half, +6% to all demolition skills and +5% to skills Disguise, Impersonation, and Undercover Ops, and +1 to M.A. attribute
  • Suave and Debonair.
    Bonuses: +1 on the initiative, +15% to Seduction, Public speaking, Wardrobe, and Grooming, +5 to Undercover Ops, and +2 to M.A. attribute.
  • Street Rep: Hardcase to be Feared.
    Bonuses: +10% bonus on Interrogation skill, +10% to intimidate and evoke fear (not trust), and has base intimidation of 50% even if the character’s M.A. isn’t high enough to be intimidating normally. When angry or threatening, this guy exudes a Horror Factor of 14. Anyone who fails to save vs. H.F. suffers the usual penalties or can back down and immediately leave without further incident.

    Note: This is the character’s rep “on the street” and is not necessarily what the Black Market or the authorities may think of him.
Z-Warper Abilities
  • Ambidextrous (able to use both hands with equal skill and control), double-jointed, Nightvision 1000', swim 60%, climb 80%/70%
  • Bio-regenerate 3d6 M.D.C. points per hour
  • Shapechange (unique): They can assume a completely human appearance and take on different facial appearances and skin tones. However, they are forced to assume their natural form for a 1D4-hour period when the moon reaches its zenith in the sky.
  • Powers of the Full Moon (special) - P.S., M.D.C., and I.S.P. increase 20%, as well as being +2 t o save v s poison, drugs, possession, and mind control, +2 on the initiative, +1 to strike, +1 attack per melee round, +2 to save vs Horror Factor whenever the moon is full or nearly full, about six days a month.
Psionics
Major
Psychic Invisibility (10)
  • Range: Line of sight or 100-foot (30.5 m) radius.
  • Duration: One minute per level of experience.
  • I.S.P.:10
  • Saving Throw: Potential victims are - 2 to save; area effect.
  • Psionic Invisibility is the ability to remain undetected when in plain sight. This is accomplished via a telepathic impulse that convinces bystanders that the psychic is not a threat or insignificant - beneath their notice. Those affected by the impulse cannot see the character and subconsciously avoid colliding with him; they don't see him on a conscious level. Note: This invisibility works only if the character is "passing through" or hiding and honestly has no intention of attacking or hurting anybody in the area. The slightest ill intent or act toward perpetrating violence instantly cancels the psionic influence.
  • Individuals watching through video monitors and other sensory equipment can be similarly tricked into ignoring the psychic, but only if within his radius of influence. Those out of range will react appropriately, and once the psychic has been seen, that person is immune to his ability to seem invisible. Likewise, while a watch guard may not see or react to the psychic, he will be captured and recorded on film and by sensors. This power never fools video cameras, computers, and similar devices; they are able to notice and record the character as normal (some may sound an alarm, too).

Deaden Pain (4)
  • Range: Self. The sensing range is 30 feet per level of experience.
  • Duration: One hour per level of experience.
  • Length of Trance: Two minutes (8 melee rounds)
  • I.S.P.: 6
  • The ability to deaden pain can be used as a painkiller which temporarily negates existing pain or as an anesthetic to be used for surgery.

Induce Sleep (4)
  • Range: Touch or within 6 feet.
  • Duration: One hour per level of experience (or until awakened).
  • Length of Trance: Two-minute preparatory meditation.
  • I.S.P.: 4
  • Saving Throw: Standard; unwilling victims are +5 to save vs. psychic attack.
  • This is not an offensive ability but is intended to be a recuperative power to induce sleep in those who are ill, exhausted, or insomniac. The person will fall into normal, restful sleep from which he can easily rouse. Unwilling victims of the INduce Sleep psi-power get a +5 bonus to save. A character must want rest (can not be involved in combat or some other activity and be forced to fall asleep).

Empathy (4)
  • Range: 100 foot area.
  • Duration: Two minutes (8 melees) per level of experience.
  • I.S.P.: 4
  • Saving throw: Standard; a save vs. Empathy means the psychic can not get a clear sense of the emotions of that particular person. To save vs. Empathy, the person must roll to save once each melee that the psychic is using Empathy. Mind Block will prevent any empathic emanations from the blocked person.
  • Empathy is a psi-ability that makes the psychic aware of or feel the emotions of other people, animals, and supernatural creatures. The strongest emotions are easiest to sense: hate, anger, terror, love. Feeling for emotions can often be used to establish that somebody or something is nearby, but it can NOT pinpoint an invisible or hiding person! creature. Empathy can be especially helpful in recognizing and communicating with ghosts and other supernatural creatures.

Intuitive Combat (10)
  • Range: Self
  • Duration: Two melee rounds per level of experience.
  • I.S.P.: 10
  • This is a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concentrate for one melee round ( 1 5 seconds), putting himself in a Zen-like state of awareness. For the next two melee rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance, and grace. Note: The psychic cannot use any other psionic power, including Mind Block, while this power is in use. He can cancel it with a thought.
  • Bonuses: +3 on the initiative, + 1 to strike, + 1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall, or impact, and +2 to disarm.
  • He cannot be caught by surprise, even by attacks from behind or from a long-range, which means he can try to parry or dodge all attacks leveled at him.
  • +10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills and +10% to Climb and Swim skills.

Sixth Sense (2)
  • Range: 90 feet.
  • Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
  • I.S.P.: 2
  • Saving Throw: None
  • The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet 27.4 m). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life-threatening will happen within the next 60 seconds (4 melees)! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life-threatening event (a trap or ambush is within 90 feetl27.4 m or a flash flood is rushing his way), which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. The Sixth Sense is temporarily rendered inoperative if the character has used all his I.S.P.
  • Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge, and the character can not be surprised by a sneak attack from behind.


Spell Knowledge
Spell Strength: (starts at 12 in most cases)
Can perform each spell as a natural ability; costs half the normal P.P.E. to cast.
Swap Places (150)
  • Range: 50' per level of experience, line of sight. Self or one other person by touch.
  • Duration: One minute per level of experience.
  • Saving Throw: None
  • P.P.E.: 150
  • Swap Places is a commander's and security chief's nightmare. It allows the spell caster to target individuals within visual range and swap places with him! The person with whom the swap is made must be clearly visible to the spell caster. The "swap" lasts only one minute per level of the spell caster and can be canceled at any time. When the spell duration ends (or is canceled by the spell caster, or one of the people swapped is slain), the swap is repeated, with the two characters reversing places again. Instead of sending himself, the mage can swap one willing character with another by touching him and casting the spell.

    This spell is ideal for surprise attacks, creating confusion and assaulting, or momentarily kidnaping, one lone individual by swapping places in the middle of a group who is ready to receive and attack the victim of the swap.

    Note: This magical swap can only be made with another intelligent, living being of flesh and blood. A swap with energy beings, the dead, or the undead is impossible. If either the mage or either of the two who have been swapped is slain, the magic instantly ends, causing the two to swap back. If the person swapped was somebody other than the mage, and he is killed, the spell caster suffers half of the damage inflicted to the dead man directly to Hit Points and is stunned and dazed for I D6 melee rounds (if an M.D.C. creature, it loses half of its M.D.C. and is stunned). The initial swap and back again is all this spell provides, and multiple swaps in rapid succession are not possible.

Teleport Lesser (8)
  • Range: Five miles (8 km) per level of experience; touch.
  • Duration: Requires two full melees (30 seconds).
  • Saving Throw: None.
  • P.P.E.: 8
  • The power to transmit matter from one place to another. The Teleport: Lesser invocation is limited to non-living substances. Up to 50 Ibs (22 kg) can be instantly transported from the location of the spell weaver to any location miles away. The only requirements are that the mage touches the object to be teleported and that the location of where it is being sent to is known to him—success Ratio: 80% +2% per level of the mage. An unsuccessful roll means the object never arrived where it was supposed to and could be anywhere within the mage's range.

Escape (4)
  • Self, touch or 5 feet (1.5 m).
  • Duration: Instant.
  • Saving Throw: None.
  • P.P.E.: Four
  • The escape invocation enables the mage to magically escape any bonds or open any locking mechanism that bars his way. This includes being tied with rope, handcuffs, prison cells, doors, trunks, locks, straitjackets, etc. One restraint or lock can be undone per each invocation (one per melee round is possible). Only gagging the mage will prevent the use of this magic.

Tongues (6)
  • Range: Self or others by touch.
  • Duration: 3 minutes (12 melees) per level of experience.
  • Saving Throw: None.
  • P.P.E.: Six
  • The magic enables the character to perfectly understand and speak all spoken languages, with a proficiency of 98%. However, this magic does not provide an understanding of written languages. See the Eyes of Thoth.


O.C.C. Skills
Appraise Goods 60% (+5%)
Cardsharp 55% (+4%)
Concealment 47% (+4%)
Escape Artist 60% (+5%)
Intelligence 69% (+4%)
Land Navigation 58% (+4%)
Language: Native (Gobbley) 91% (+1%)
Language: American 79% (+3%)
Pick Pockets 60% (+5%)
Palming 49% (+5%)
Seduction 82% (+3% plus Attribute bonuses)
Streetwise 50% (+5%)
Wilderness Survival 50% (+5%)

O.C.C. Related Skills
(Used 2 O.C.C. points to buy Black Market Abilities.)
Banking for Black Market Special Ability: 0
Find Contraband 38% (+4%) (+15% Black Market Channels)
Wardrobe & Grooming 77% (+4%)
Gymnastics
--Sense of Balance 59% (+3%)
--Work Parallel Bars & Rings 69% (+3%)
--Back Flip 76% (+2%)
--Basic Prowl Ability 30% (or adds +5% to Prowl skill)
--Basic Climb Ability 25% (or adds +5% to Climbing skill)
--Climb Rope/Rappel 60% (+2%)
+2 to roll with impact, +2 to P.S., +1 P.P., and +2 P.E. attributes, +2d6 S.D.C.

Prowl 45% (+5%)
Literacy: Other (American) 45% (+5%)] (3rd LVL)

Secondary Skills
Radio: Basic 60% (+5%)
Swimming 65% (+5%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 79% (+3%)

Combat Data
HTH Type: Expert
Number of Attacks: 4
Initiative Bonus: +1
Strike Bonus: +5
Parry Bonus: +6
Dodge Bonus: +6
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Other:
Restrained Punch 4d6+5 S.D.C
Punch 2d6 M.D.C.
Kick 1d8 M.D.C.
Karate Punch 2d4 M.D.C.
Power Punch 4d6 M.D.C. (two melee attacks)


Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs two actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs three actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Energy Pistol +2 strike
W.P. Shotgun +2 strike
W.P. Sword +2 strike/+1 parry
W.P. Quickdraw +2 Initiative

Saving Throw Bonuses
Coma/Death: 16%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +2
Psionics (varies): +0
Horror Factor (varies): +2
Last edited by Lithium Meg on Wed Apr 24, 2024 12:05 pm, edited 45 times in total.
User avatar
Lithium Meg
Posts: 9
Joined: Sun Mar 31, 2024 10:06 pm

Equipment

Post by Lithium Meg »

Instructions:
  • Items which have stats have their name in bold type.
  • Items which have stats or images are fully listed under Gear Stats.
  • As such, there should be no stats or images above the Gear Stats header.
Equipment

Vehicles/Mounts

Carried/In Hand

Worn on Person
T-E02 "Infiltrator" Espionage Armor
survival knife (right boot)
Black jumpsuit
Secure bank card: 6,000 credits (left front pocket)
Black card: 3,000 (right front pocket)

T-302 Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items, or individual tools.
• Attachment: Shotgun Magazine
• Attachment: Shotgun Magazine (Slugs)
• Attachment: E-clip
• Attachment: Canteen
Dual Holster
• Attachment: LP3-D Dual-Shot Laser Pistol
• Attachment:

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items, or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Camouflage clothing
• Space: IR distancing bino's
• Space: 300' durable rope
• Space: Climbing & Rappelling gear
• Space: small sacks x4
• Space: large sacks x2
• Space: Shotgun Magazine
• Space: E-Clip (full)
• Space: E-Clip (full)
• Space: E-Clip (full)

Knapsack
• Space: E-Clip (full)
• Space:
• Space:
• Space:


Stored in Vehicle

Gear Stats

T-E02 "Infiltrator" Espionage Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 34 each
  • Legs: 45 each
  • Main Body: 90

Weight: 20 lbs.
Modifiers: +5% to prowl, +1 to dodge, +3 to roll w/impact & suffers only 10% damage
Features:
  • All features standard to Triax environmental armor (p.34, WB5)
  • Cyclops Helmet & Sensors (p.34, WB5)
  • Camouflage System
    • Changes color to match its surroundings
    • Masks infrared and thermal emissions; renders suit invisible to thermal optics and sensors
  • Utility Belt
    Attachment points can be utilized to carry 1 each of the following item types: magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
  • Dual Holster
    • Attachment:
    • Attachment:
  • Vibro-Knife Boot Sheath
    • Attachment:
  • Integrated, voice-activated jump-pack for assisted leap and jumps
    • Leap: 30' in height and 40' lengthwise, increase by 30% with a running start

Book Reference: p.109-110, WB31


TX-SS01 Exterminator Shotgun
Image
  • Range: 600'
  • Damage:
    • Buckshot: 2d6 M.D. to a 6' AoE
    • Slug: 4d6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 8 rounds per magazine
  • Weight: 15 lbs.
  • Features: W.P. Shotgun
  • Modifiers: -2 to strike > P.S. 22 or Augmented P.S. 16
  • Book Reference: p.99 WB31


LP3-D Dual-Shot Laser Pistol
Image
  • Range: 700'
  • Damage: 2D6 M.D. or 4D6 M.D. burst
  • Rate of Fire: Single shot & 2-shot bursts only
  • Payload: 18 shots per E-Clip, 36 shots per LE-Clip
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.145, Black Market


Portable Language Translator
  • Weight: .5 lbs.
  • Features: Programmed with the nine common languages spoken in North America; 3 hr. recording capacity
    • Accuracy: 98% for one speaker, 78% for multiple speakers
  • Book Reference: p.262, R:UE


Wilk's FLIR Distancing & Recording Binoculars
  • Range: 2.5 miles
  • M.D.C.: 1
  • Weight: 2 lbs.
  • Features: passive IR thermal-imaging w/laser distancing; 4 hr. video recording
  • Book Reference: p.105, MercOps
Last edited by Lithium Meg on Mon Apr 22, 2024 7:04 am, edited 15 times in total.
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Lithium Meg
Posts: 9
Joined: Sun Mar 31, 2024 10:06 pm

Background

Post by Lithium Meg »

Background Story
Born in the year 85 P.A.

Lithium Meg’s father once had the brilliant idea of joining the Syndicate in MercTown. He would ply his skills and talents to earn his way into their ranks. Of course, he did it to impress a woman and succeeded. While he had the status of ‘Made Man’ in the Black Market, that did not extend to the rest of his family. His daughter, Lithium Meg, would have to earn her place like he did. While she is working in his ‘cleaning service’ for the Black Market, Lithium wants to take a different, more dangerous route of Enforcer.

Tonight, she got that opportunity. The one that seals her reputation as a hard case Enforcer.

His name is Vinny Rune Awry, and tonight, he got married. Vinny was a man in the Black Market who made quite a fortune in the sex business. He treated his girls well and never fell into the trap of sampling the merchandise. No, Vinny had other vices, and he left one of them rotting in the sewers nearby, where he took his victims to ‘play’ with. Vinny liked young men and made the grave mistake of taking one that belonged to a Black Market Captain. The Captain spent a considerable amount of credit to find his son, and through magical means, he did. The rest was simple detective work done by those who knew what to look for, and with an angry Capo declaring that everyone in his crew would soon join his son, everyone found the motivation to find his killer.

It was weeks after the fact his and son was not fit for an open casket. The Capo took a sabbatical but left orders that Vinny needed to be dealt with before he got back. Raising a hand against another made man without permission would bring heat down on the Capo and his crew. That is why he made his way to Chi-town to talk to the Head Boss about getting that permission. He would undoubtedly get that permission, but he would rather have the task done now instead of later, just in case someone warns Vinny.

But just in case, Lithium got the call.

The wedding reception is at one of the lovely churches—the same church where the Capo son was put to rest. Vinny was too stupid to understand why the Capo would pay for everything for this special night. All Lithium had to do was wait for Vinny to separate himself from the rest of the sheep, and the fun would begin. Part of that fun would be subduing the bodyguard who went wherever Vinny went. Lithium would not have been surprised if both tag team the bride that night. The one thing they did not share was going to the bathroom. The bodyguard was gone when Vinny stepped outside again, rubbing his hands.

"Yo, dummy,” Vinny said."Where did you go?” He pauses as the solid steps of boots on the polished floor catch his attention.

“Dummy’s taking a rest,” a young Asian woman responds. She wore biker leathers, the nice kind from the nice stores. She carries no weapons, and Vinny lets his eyes roam over her tight, fit body.

“Hey, ah, you ah, lost honey?” Vinny asked. “I don’t remember you being on the invitations, and I like to apologize now, cuz, damn, you fine.”

“Oh, Vinny, don’t play.” The Asian woman pouts.“You’ll break a girl's heart pretending you like us. Especially when I know what makes you randy…”

She pulls a bundle from a pocket and flicks it across the open space of the hall toward Vinny. Vinny recoils in shock at the familiar pictures he kept at his special hideout. Pictures of his previous victims in compromising positions with Vinny. The path of the pictures were like a path all the young men he collected, loved, and then brutalized. It seems by plan that the last picture would be the Capo’s son. Vinny’s heart races as all his secrets are laid out in this holy place.

“Honestly, I’m surprised those don’t burst into flames. Such vileness should be purged, right, Vinny?” Hand on hip, the Asian woman watches Vinny. Vinny’s eyes must have been playing tricks on him, but he thought he could see the woman's eyes glow silver—a wolf’s eyes.

“Who the fuck are you, lady?” Vinny fought to regain some of his tough-guy act. “I know people. You touch me, and you’ll wish you’d never been born.”

“All those people don’t want you alive anymore, Vinny.” The woman walks into the shadows, silver eyes still reflecting the light. For a moment, her body shudders as her head twists from one side to the next. She is taller now, her head a strange shape. Even her voice is different, but now she is familiar. “You’re sick, Vinny, but I’ve only come to bring peace to your victims tonight.”

She steps out into the dim light of the open doorway. The wolf's features are prominently displayed, and the mouth grows with a predator's smile.
“Milkbones?” Vinny used to think that name was stupid, but her time spent working in the Syndicate made it something that people now fear. “I…I…”

“Run, Vinny,” Lithium said, “I’m hungry.”

Vinny did not waste his breath screaming, he turns and begins to run toward the back of the church. He could hear the stomp of boots behind him. The chase was on, and he had to get somewhere to hide or barricade himself long enough for someone to help him. Lithium breezes past him, intercepting him by an open door.

“Hurry, Vinny, you’re the cake, and I’m going to cut you!” Her wolfish laughter follows Vinny up the stairs. He ran as fast as he could, pumping his legs up six flights of stairs. He sees an open door and runs outside on top of the church roof. It was a small section for guests to congregate in privacy. There were no other exits, but he ran to the railing overlooking the courtyard where the party continues, oblivious to his plight.

Would anyone be able to hear him this high from the ground? Vinny tried, but the live band’s music and the height made it difficult. Vinny was not so lucky to hear the woman chuckle. He turns to face her, getting ready to fight. There might be a minuscule chance he could take Lithium Meg, a low-level Black Market enforcer, in a fight. She only whacked guys with her bare hands and, when she felt particularly violent, bites their faces off. No matter how many lock doors they used, she walk through them all. No matter how many guys with guns protected a mark, she walk through them without harming a hair. If she wants to hurt you, there was very little a mark could do to stop her.

That only left the begging.

“Look, Milkbones, there’s some kind of misunderstanding here.” Vinny holds his hands up, some vain attempt to prevent Lithium from shaking him like a small woodland animal. “You, you, can’t just whack me. I’m a made man here, and there’s consequences.”

“I’m here to undo you, Vinny.” Lithium glanced around Vinny, taking in the railing and the open air beyond. Just dark enough to ensure no one would see what would happen next. “My Capo cried, Vinny. He cried over his dead son he couldn’t hold anymore, Vinny.”

Something broke in the woman as her silver eyes flared, and her lips pulls away from around her teeth exposing them all to him; her infamous death grin. Despite the sudden surge of rage, her voice never rose and cold as ice.

I’m going to make people cry about you, Vinny, then I’m going to make them hate you.”' Vinny begins another protest, but Lithium has heard enough. She speaks the words, and the magic engages. Now Vinny and herself suddenly shift positions on the roof. He stands at the open doorway, and Lithium stands beside the railing. She looks over the rails into the courtyard below.

“They’re ready to cut the cake, Vinny. You should go get some…”

Lithium shifts her stance, crouches low, and hurls herself backward into the open sky. She measures where she will land according to the table arrangement and nods once. Vinny vainly attempts to take the sudden opportunity to flee through the door. Lithium finds it amusing that he would try, but he never understood how magic works; otherwise, he would have used it to protect his secrets better.
It's too late for him to learn now.

Lithium cancels the spell, and once more, they switch places. Lithium turns to watch Vinny appear where she is over the church courtyard and comically tries to flap his arms to fly. He screams all the way down to the table, smashing into it. Lithium would discover later that he manage to impale his face on the cake knife. Twisting her head up to listen to the beginning screams of the guests, she reaches into her inside jacket pocket to toss a bundle on the balcony stones. Vinny’s suicide note (an expensive forgery) and disk of everything curse act he did while in MercTown. Vinny sure did love his home videos.

Lithium form twisted, and the Asian woman walked away from the scene. Vinny’s suicide would buy her boss enough time to get the sanction he would need to erase Vinny for his crimes. It would be like he put the effort in, but Vinny decided to end it all because of the guilt. Her boss would be pleased, and she believes it will be the act that finally gets her into the Black Market as a member. A Made Wolf, as it were.

Plus, she did not wind up eating Vinny. She did not like the taste of shit.


Fake I.D.'s
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Lithium Alex (48) – Meg’s father, member of the Black Market, and Captain of a crew in MercTown specializing in confidence games and numbers games, setting up small power stations throughout the city to provide the service of recharging Mercenaries gear. Loves his daughter and spoke up for her to join the Black Market when she decided to join. He witnessed her being inducted into the ranks of the Black Market later, which made him the proudest Z-Warper that night.

Raident April (40) – Meg’s mother. Associated with the Black Market through Alex, but limited as she is only interested in keeping the books and making sure the money goes to the right hands and debts are paid. Has a jealous streak and loves Meg.

Lithium Reginald (22) – Meg’s brother. Not associated with the Black Market and pretty much does his own thing. He mostly hooks up with the well-off members of MercTown until he gets bored and drops his current human personal for the next mark.



Experience Chart
Experience Chart for Zenith Moon Warper
  1. 0,000 - 2,150
  2. 2,151 - 4,300
  3. 4,301 - 8,600
  4. 8,601 - 17,200
  5. 17,201 - 25,500
  6. 25,501 - 36,000
  7. 36,001 - 52,000
  8. ]52,001 - 73,000
  9. 73,001 - 98,000
  10. 98,001 - 134,000
  11. 134,001 - 184,000
  12. 184,001 - 240,000
  13. 1240,001 - 294,000
  14. 294,001 - 385,000
  15. 385,001 - 450,000
Last edited by Lithium Meg on Sun Apr 21, 2024 5:23 am, edited 12 times in total.
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Lithium Meg
Posts: 9
Joined: Sun Mar 31, 2024 10:06 pm

Dice Rolls

Post by Lithium Meg »

I.Q. 1d6+10: [4]+10 = 14
M.E. 1d6+12: [1]+12 = 13
M.A. 1d6+20: [6]+20 = 26
P.S. 2d6+12 (Supernatural): [2, 5]+12 = 19
P.P. 2d6+12: [5, 2]+12 = 19
P.E. 2d6+12: [3, 6]+12 = 21
P.B. 3d6+8: [1, 5, 5]+8 = 19
Spd 6d6+20: [5, 6, 1, 2, 6, 1]+20 = 41

M.D.C. 6d6+12: [3, 6, 2, 4, 6, 3]+12 = 36
2nd Lvl M.D.C. 1d6: [6] = 6
3rd Lvl M.D.C. 1d6: [5] = 5

I.S.P. 1d4*10: [1]*10 = 10
2nd LVL I.S.P. 1d6+1: [2]+1 = 3
3rd LVL I.S.P. 1d6+1: [6]+1 = 7

P.P.E 2d4*10: [2, 4]*10 = 60
2nd LVL P.P.E. 1d6+1: [2]+1 = 3
3rd LVL P.P.E. 1d6+1: [2]+1 = 3

Starting Credits 2d6 x1000: [2, 4] = 6
Black Market Credits 1d6 x1000: [3] = 3

Fake i.d.s 1d4+1: [3]+1 = 4

S.D.C. 2d6: [2, 5] = 7

E-clips 1d4+1: [4]+1 = 5
Shotgun magazines 1d4+1: [2]+1 = 3
Last edited by Lithium Meg on Mon Apr 22, 2024 6:52 am, edited 1 time in total.
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