Jeggare Noble

Michael "Shrewd" Lawrence's page

41 posts. Alias of Davachido.


RSS


That's a pity but it was fun while it lasted, thanks anyway!


Michael puts his feet up relaxing on a nearby chair if there is one. "Oh so what wildlife is there down here that an Automaton would need to fight against? Some rather big gribblies no?"

Michael tries to hazard a guess but maybe O'Malley might tell him what kind of creatures are down here.

knowledge (occult): 1d6 ⇒ 3 1d6 ⇒ 6
ace: 1d6 ⇒ 5
11


Hrm! Well my friend. It is quite simple really. We got shot up!" Michael replies to O'Malley as they walk towards the tent.

"Not by guns mind you, one of us might have died. Oh no, it was our good old friends. The natives of this here land. I don't think they liked our steam contraption, knocked it off its rails." Michael shrugs.

Michael scratches his head a bit thinking. "I think that's it, oh aside from Mr.Grizzly, the big robot thing on the way here. I take it one of you fine fellows had a hand in him being there?" Michael laughs.

"I have to ask though, we staying here till morning or some such? Seems like a camp site you've got going here. No other trains going to come by on the tracks and ram you off?" Michael jokes. Michael knew the group on the train checked the time tables and saw there were no trains coming past here for days, or he hopes anyway.


Hmm been no posts for a week, has the game stalled?


Michael laughs heartily "Oh we only got here due to a shot in the chest after some Indians tipped over our train. So just a little detour, pay us no mind it was only a small hiccup in our journey. He he." He smiles at Hellstrome.

Michael then listens to what Hellstrome has to say with great intent, occasionally nodding.

He then claps his hands together rubbing his hands together after the explanation. Oh so we get to our destination, have a grand adventure and witness and epic moment in history .. oh well, you can count me in for this! I don't know about you fellas."

Michael slaps William on the shoulder who has been following him diligently through all this. "Sounds fun don't it, less dangerous then some of our other jobs." Michael turns to Hellstrome again. "Oh forgive me, this here is my dear friend William Grieve, he don't talk much but I wouldn't have anyone else watching my back."


As they are ushered into the train Michael nods at Charley. "Ah thanks for the hospitality my good fellow."

When walking into the luxury carriage he whistles. "Wow, haven't seen stuff this good since I left home." Michael tips his hat back towards Lacy in greeting. He then walks over rolling his injured shoulder a bit sitting down next to the two men, as if he should be there. "Hey hey, how are you fine gentlemen. Quite the set up you have here. What you doing all the way out here?" Michael says smiling at the pair.

Michael pretends to stutter. "Oh where are my manners today, the second time no doubt I forget to say my name. I am Shrewd. I doubt you two need any introduction at all, such that you are." Slapping his knee to lighten the mood. Michael is trying to manipulate the situation to get himself some info.

persuasion (if needed): 1d8 + 4 ⇒ (3) + 4 = 7
wild: 1d6 + 4 ⇒ (2) + 4 = 6


Ah they seem to be the local rail helpers, wonderful! Let's go say hello!

Michael steps out alongside to greet the men. "Hello, hello my friends! How are you all, as this fine gentleman has said we indeed do have some injured. Myself included." He points to the makeshift sling he has.

"Ah but where are my manners, you can call me 'Shrewd', pleasure to meet such fine workers." Michael tips his hat at the crew of 7 in front of him. "May I be so bold as to inquire your name, fine sir?"


Before approaching Michael tries to determine at least a little about these figures, not wanting to in blind.

notice: 1d6 ⇒ 6
wild: 1d6 ⇒ 4

ace: 1d6 ⇒ 4


True it doesn't mean sentience, though I was trying my luck and I think Michael would talk like this to an angry dog.

Michael leans his head back "Seems it doesn't, looks like it won't shoot if I don't take any quick moves closer. Huh, I wonder if I can slip by..." Michael then sees T.J attempt to do it.

"I like this man, he takes the ideas right out of my head. Tell me if it shoots you yea?" He winks at T.J.


"Oh come on my friend, I am not going to hurt you .. see?" Michael holsters his gun.

"Tell me oh grand creation, your creator must have give you a name what would it be? They call me Shrewd, that's a good name for now. You must have some grandiose name like out of a novella no?" Michael says and he begins to flatter the intelligent creature, he doubts it cares about the flattery but maybe it will begin to talk with a bit of badgering.


It is an Automaton from Dr. Darius, this one has been left alone by the looks of things. I have no idea if it is aggressive or not but shall we find out? Hmm wait on second thought it might shoot us, on third thought maybe it can be reasoned with or tricked.. heh heh." That glowing smile getting him into trouble again.

Michael decides to walk forward towards the golem with his hands up, his gun is still in one hand however.

"Oi, big fella, how you doing there?"

Below roll is to make myself seem not threatening.
Persuasion: 1d8 ⇒ 5
wild: 1d6 ⇒ 5
+4 from Charisma, -1 from fatigued for a total of 8.


smarts: 1d8 ⇒ 3
wild: 1d6 ⇒ 6
ace: 1d6 ⇒ 3
-1 due to fatigue, still a raise.

Michael thrusts his hand back at the group signifying for them to stop. Oy oy, madman's invention up ahead. Not sure who's manning it and if they are friendly. Having been around the west a couple times already you can't be too careful. Heh, now let's keep those gun arms at the ready.

Michael tries to look around to see if anyone is leading this intelligent machine or if it is on its own.

notice: 1d6 ⇒ 6
wild: 1d6 ⇒ 6
explosion: 1d6 ⇒ 2
wild explosion: 1d6 ⇒ 4
9, due to fatigue.


Yea same question here, I don't think anyone has knowledge (common) if it's a specific type.


Awesome, Michael is so blind he got hit by a train! :P

Ahh.. te te te...ooh that is going to sting in the morning. Michael nods at the Doctor. Thank you good sir, you are a man and a legend. He tries to move his shoulder a bit twinges of pain wrack his body, instead of wincing the group sees at a smile appear on Michael's face with each sickening crunch.

OhhKay, hey the train is slowing down, maybe it'll pick us up to get out of here. Or maybe a blockade? Or something like that...?" Michael laughs. "Well we won't find out sitting here, come on fellas" Despite the wound Michael presses on.


notice: 1d6 ⇒ 1
wild: 1d6 ⇒ 1

ohhhhhh, okay. I want to know what I see with snake eyes!


Michael draws his gun from his holster.

Hmm either that might be a machine or it could be something far sinister. I wonder...

Michael thinks about the creatures and encounters he's been in trudging around in the far west. He wonders if anything overlaps with the idea of something rumbling and causing explosions that isn't a machine.

knowledge (occult): 1d6 ⇒ 6
explsion: 1d6 ⇒ 5
wild: 1d6 ⇒ 1

Whether or not if he fails to remember anything he tries to think if something was causing explosions behind them, how would they use that tactically to their advantage to trap or stop his group in any way.

knowledge (battle): 1d6 ⇒ 2
wild: 1d6 ⇒ 1


vigor: 1d6 ⇒ 6
explosion: 1d6 ⇒ 3
wild: 1d6 ⇒ 5
9, success and a raise. Soaks both wounds, left with 1 benny which is a coloured chip. Forget which one will check in a bit.

Michael just mumbles to his friend "Pfff hahah, got to do more than an arrow to get me. The bastards, looks like we both got hit eh? Guess it's only fair!" Michael snaps the shaft off leaving the tip buried in his side, letting the good doctor look at it later. Michael groggily picks up the lamp. "Hey at least we can see when I figure out how to turn this thing on in the dark!"


GM:

Ah, I've always thought it like every other games 'investigation' similar to story teller games. I'll keep the skill there as it'll still be useful. I will just change the roll to my notice roll which is better, keeping the wild die.

notice: 1d6 ⇒ 6
explosion: 1d6 ⇒ 5
11 total, 1 raise.


"Yes indeed, grab a couple of bits of refuse we'll fashion something once we are away!"

Mike quickly tries to find bits and pieces that he could turn into torches and hopefully a bit of oil somewhere in the wreckage. He won't be greedy and only grab what he can in the small amount of time he's got. Worrying about turning them into torches when they are away.

investigation: 1d4 ⇒ 3
wild: 1d6 ⇒ 1

and he finds nothing!


@GM: T.J doesn't have notice trained, so it's d4-2.

"I know this might seem like a dumb question gents. Does anyone have a torch? Or can someone fashion a torch or lamp out of something. Shooting in the dark can be a challenge and I rather not shoot one of you fine upstanding folk." Michael asks before trotting Beauty towards the tunnel.

"I suggest we all have some light source no matter how small, better diminished vision than no vision."

When and if a light source is made Mike and William will walk their horses carefully into the tunnel.


Michael tips his hat to the doctor. "If you say so Doc, don't delve too far into the West unless you are ready for the danger that comes with it. Don't worry it's fun once you get there, you just might get shot once or twice before the day is through" Michael chuckles, reminiscing at his own discoveries.

notice: 1d6 ⇒ 4
wild: 1d6 ⇒ 1

Michael's head swivels at sounds he hears in the distance.

"Fellas, Fellas! I think we have more company approaching. For good or ill I don't know. Shall we chance it by waiting or should we get out of here? They seem to be approaching fast."


"Pity about the train but we live to see another day" Michael smiles as he tips his hat towards the train as a sign of respect.

"So once we reach town what you all going to do?" Michael asks trying to make small talk. He leans over to Dr. Igantaius.

"Hey Doc, want a few bucks to replenish your supplies? Did good for my friend thought you might want some recompense."


"Oh, yea, we should probably stick together till we get to town anyway. I like this man, what's your name good sir? You sound French, I like French people. Always had a good history with them hahah. Sorry excuse me that is rude of me, I should introduce myself, my name is Michael and you?" Michael asks as he returns to William, taking the rifle out of his belongings and passing it to William.


Ah bugger, I had an explosion there! Come on d4 don't fail me now.

ace: 1d4 ⇒ 4
explosion!: 1d4 ⇒ 3

Investigation: 11, one raise.


1d6 ⇒ 3 Spending a white chip to reroll
1d6 ⇒ 5 Success so he's got damage till healed, rolling on table.

Injury: 2d6 ⇒ (5, 1) = 6 Guts
Guts: 1d6 ⇒ 1 Broken, agility down one die size until we get him healed.

Michael runs over to William first momentarily forgetting about his horses. Money can replace those, not so with his friend.

"Oi oi, Will you alright there, don't tell me a simple arrow will take you out?" Michael looks William up and down, and slaps him in the face lightly. "Ah you'll tough it out, we've been through worse. There is bound to be a doctor amongst these folks. I'll give him a couple of bucks for his trouble they always like money. I'll be right back, hang tight silly man. Beauty and Snow will be lost without us."

Michael makes sure to put William's gun in his hand so he can defend himself despite his wound. Michael then shouts out. "Any doctor's here?! We've got a wounded man here than needs your help."

Michael then dashes off rounding up his black horse Beauty and William's white horse Snow. Once he does he brings them back and ties them down near the car where William is likely still sitting. He then gives William a small punch to his shoulder and smiles at the man. "Stay right there Will I am going to get your rifle, I know you'll feel comfortable with it in your hands."

Onlookers can see despite the young man's bravado and antics he seems to really care about this African. Mike might have his own way of doing things but he means well by it at least as far as others can see.

Michael wanders off towards the storage compartment and holds his hand up waving. "Any of you gentlefolk need anything from the storage cart come with me, I am sure you all want your belongings back. Come one come all. More hands the merrier."

Investigation to find the cart: 1d4 ⇒ 4
wild: 1d6 ⇒ 4
pass no raises.


You are indeed correct! Let's add some more flavour to my post then, I shall try to do it mostly in tone of voice and body language as Mike is assuming the Indian can't speak English.

Michael before firing his shot stands up proudly, leaning over towards the Indian leader. His gun arm posed on his leg. "Oh look at you my brave man, sitting up on your horse hollering to the highest of high!" Michael says with his arms held up, convincing the man that Michael has nothing to lose. His eyes up to the sky.

"I can holler too my friend, ayayayay." Michael brings down his arm and shoots as Black stick as he does.

Black stick fires his arrow and goes after the Horses.

Oh come now I should be more interesting than some Equines!


Michael dashes forward to the next piece of cover getting closer to be within medium range, he flashes Black stick a devilish smile and draws his gun firing at him just after reaching his destination.

Test of wills: 1d8 + 2 ⇒ (1) + 2 = 3
wild: 1d6 + 2 ⇒ (2) + 2 = 4

Resist with smarts or be shaken

Shooting: 1d8 - 2 ⇒ (4) - 2 = 2
wild: 1d6 - 2 ⇒ (2) - 2 = 0

Well that was a terrible turn, oh well


Just so I get this right for later, is it then 0-12 short, 12-24 medium and 24-48 long and then 48+ impossible?


With regards to William. I know he gets to make a Vigor roll later and probably won't die but is it alright if I can spend my fate chips on him? I don't have the ability yet but can I do it just for him for now? Eventually picking the edge up later to use my chips on everyone else.


spirit: 1d8 ⇒ 8
wild: 1d6 ⇒ 3
Not going to bother with the Ace, it's enough to make me act again this round.

"Oi, you there!" Michael points the Indian who shot William. "I hope you are ready to meet your maker!" he says smiling at the man.

"Only I get to give William a smack in the head, not you!" Michael shouts as he fires a shot off at the Indian brace.

shooting: 1d8 ⇒ 8
ace: 1d8 ⇒ 2
wild: 1d6 ⇒ 3
Total attack: 8, after taking -2 for medium range. So still a raise.

damage: 2d6 + 1 ⇒ (3, 1) + 1 = 5
raise: 1d6 ⇒ 6
ace: 1d6 ⇒ 2
13 damage, AP 1.

William drags himself to cover behind the cart, hoping Michael can draw the fire off of him.


Michael gives a tap to Williams shoulder "A revolver is still a wonderful gun, now ..."

Michael does a quick survey of the area.

notice: 1d6 ⇒ 4
wild: 1d6 ⇒ 2

"The horses are in kind of a problem, I don't think Snowy and Beauty deserves that. Will do me a favour run over there and calm them down."

Michael draws his gun "I'll cover you and hopefully be joined by the oh so many brave souls out here!" Mike says with his volume getting audibly louder.

"All of you who join me, let us see that our friends in red know the pain of a bullet to the head." Mike smirks and his silly rhyme.

"Keep your guns close and your hands steady and you will all live through this day, let us fight for all here, to protect those weak and broken. The strong rise up to combat the oppressors. Ha ha, Let's go!" Mike finishes with a laugh aims his gun trying to pick out an Indian and drawing their attention away from William who is running to calm the horses.

Michael doesn't believe much in his speech, he doesn't really care that much for the others around him but he knows full well that the others will do. Hope in a bad situation can turn men into ferocious fighters like a cornered animal, Michael knows this and plans to exploit it. Though his voice and face betray nothing.

Everyone has +1 to spirit rolls to recover from Shaken, remember that as it might save your life!

Gun shot to an Indian: 1d8 ⇒ 1
wild: 1d6 ⇒ 6
ace!: 1d6 ⇒ 6
double up!: 1d6 ⇒ 5
I will do 2 actions this round, so -2. Total attack roll: 15, I think that might have hit with a raise

damage: 3d6 ⇒ (3, 6, 1) = 10
ace roll: 1d6 ⇒ 1
Total damage 12, AP 1. Hopefully that blasts someone.

Michael remains in cover to protect himself from incoming arrows. He tries to spot whichever one is their leader. Looks the man in the eye with a devilish grin showing that there are those that can fight. A defiant man standing here is proof of that. Micheal points his gun at that Indian showing he's next.

Test of wills: 1d8 + 4 - 2 ⇒ (1) + 4 - 2 = 3
wild: 1d6 + 4 - 2 ⇒ (3) + 4 - 2 = 5

Well.. that was convincing, the leader gets to roll smarts. If he rolls lower he is shaken.


Slavery might not be a thing anymore but racism sure is, doesn't really start to diminish for a long time.

Michael gets up slowly feeling his muscles click back into place "Oh ho ho, that's the Indians for you." His smile cracking to one side of his face. "Thank you Will, I can always count on you. Will? Sleeping on the job are we ha ha"

Michael shakes his friend awake and helps him up. "Time for a good fight don'cha think? Those redskins have managed to get it is a right little trap. More power too them, I say we're better there. Let's show am a good time."

Michael whispers audibly to anyone he sees stirring "Oi, anyone want to help us take out our aggressors? I'm up for killing a couple myself."


Sorry missed the ooc bit at the bottom

The two men look like an odd pair, Michael has short brown hair tied up in a pony tail that is quite well groomed. He is wearing a dress shirt usually reserved for going to functions which is spotless. On the table is a Fedora that he would usually be wearing. Strapped to Michael's chest a little above his waist is a revolver.

Next to Michael is an African, William. Unlike his compatriot William is not clean shaven though has kept his hair short. His clothing is kept well though is just serviceable. Creased in a lot of areas but doesn't seem to be dirty. William is busy chewing on some Tobacco while he is leaned over listening to his friend. Across William's chest he has a holstered revolver.

The pair are talking to each other as equals, rare in these parts for such a friendship to take place.

Removed the bit about the rifle.


Michael is humming a tune to himself then sings the first few lines while cracking a smile, he's close now, so close to his target he can taste it.

"I'm lonesome since I crossed the hill..." He looks over to William and nudges him.

"And o'er the moor and valley..." Seeing that William doesn't want to join in he ruffles the man's hair.

"Pff I know you don't like trains much Will but we'll be off it soon I'm sure, let's go over some things about our target shall we."

Michael and William begin to discuss the information that they know about De Meeuw, it isn't much but it's a bit to talk about while taking William's mind off of his distaste for trains.


Well at least one of the beliefs need to be a goal, the bottom one being: Michael beliefs Ana is hurt despite evidence to the contrary. He believes the Agency has something to do with due to past run ins. He plans to do something about that possibly by stopping the agency or getting revenge.

The agency might not have done anything at all but that's what he believes. I really don't know how much more clear I can make a goal like that? Name specific people he's after or something?


Let's try this again then

Instincts

  • If William or Ana is threatened Michael will always defend them even at his own detriment.
  • Michael never stops smiling.

Beliefs

  • Life is a game! Michael believes his is boring so he will find everything he can to make it more interesting.
  • Ana is hurt, she is hunted, it is up to Michael to find out how to stop it the Agency and save her!


Beliefs

  • Life is a game! Michael believes his is boring so he will find everything he can to make it more interesting.
  • The world is a stage, presentation is everything. Whatever you do, do it with style.
  • Take every defeat with a smile on your face as everything bad that you feel happen to you is only further proof that you are still alive.


Instincts

  • If a challenge that might threaten his own life arises Michael will always take it.
  • Michael will never turn in a bounty or gain a benefit from it.
  • If William or Ana is threatened (or anyone he considers to be equal to them) Michael will always defend them even at his own detriment.
  • Michael never stops smiling.


Checking in will have instincts in the morning.


@GM-peanuts: Yes I haven't had the time to trawl through the equipment section, I will buy clothing, horse, a gun, quick-holster and some other stuff at the very least considering I have lots of money (I'll get to it by tonight I think).


Davachido here, Crunch in the profile (with advancement plan), Ten minute backstory below.

Michael “Shrewd” Lawrence

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Spoiler:
An adventurous rich kid who has lived an easy life in the South. Everything has landed in his lap and despite the good life he is getting bored of it. Michael wants there to be risk, risk of failure, risk of death. He wants his blood to be pumping, he wants to feel alive and to see the other side of the coin that spinning coin. When it falls would he be on the good or bad side of the world? He didn’t care as long as he fun getting there.

Shoulder length well kept brown hair, wears stylish clothing on any occasion as long as it is comfortable. A smile plastered on his face that never seems to go away. Even in his darkest moments that smile only grows wider as that is what he is looking for, that turmoil he has never faced, that love for life he needs. He needs to smell that defeat to appreciate the successes of life, so he can be pleased about every breath he takes.

Michael grew up on the Lawrence plantation as the youngest son of a big family. There were 3 sons and 4 daughters. Due to being the youngest boy he had no responsibilities but could live the high life in his youth. He spent the time studying the strange things the world had to offer and fighting. When he was 18 illness took his eldest brother, he didn’t mourn him much as they were never close. Responsibilities finally fell into his lap even then though it was not as many as his older brother. Even when drawing bad luck he didn’t draw the short straw. Michael now has to deal with business deals across America to sell his Father’s tobacco.

Michael decided to juggle his life around by still doing the work his father set him but be a bounty hunter. So he left the plantation seeking to travel the world. Michael doesn’t actually claim the bounties that he successfully kills. Instead he leaves the deal hanging, pissing off authorities as there is never confirmation for the claim, friends of those killed as he doesn’t let them off easy and other bounty hunters as he takes great joy in depriving them of money. In the end it is just so he can have fun eventually becoming a bounty, which he succeeding in doing. Someone forged a letter to claim bad deeds he has “done” so now others are after him.

Often to throw others off his trail he will use his business savvy to give people what they want without actually giving it to them. For example swindling two separate bounty hunters for the same prize and they end up fighting each other. In the end he is a better con man than fighter because he uses other people to fight his battles for him. This has earned him the nickname “Shrewd”. Michael longs for the day someone catches him so he’ll have to step up his game.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Spoiler:
(Character) To make life difficult enough for himself so he can appreciate the gift of living.

(Player) Michael will be very happy-go-lucky throughout the game and he sees life and other people as expendable for his fun. He has a soft spot for those he actually cares about, I want him to eventually figure out why that loyalty is important and why he should let everyone have the chance to earn that from him.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Spoiler:
He fools around with women as much as he can though there is only one he ever wanted, Ana Beaument. The woman is alive but he feels she’ll never love him, he keeps this secret as he views this as one of his only downfalls (It isn’t but he thinks that)

(I will make up this one based upon the backstory you give me with regards to Veteran)

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Spoiler:
Ana Beaument, a childhood friend, another rich person who lived in the South with him. They were always amicable to each other though he harboured a secret crush on her. Michael will do anything she asks and find whatever she desires even if the love might be unrequited. He isn’t sure if she’ll ever love him but gosh darnit he’ll try.

William Grieve, at the start of the story his one and only trusted companion. A bounty hunter that entered the hunting game around the same time as him. William follows Michael’s hair brained schemes and gets paid by stipend from Michael’s estate instead of by normal bounties as they never turn them in. William is the straight man to Michael’s antics, he serves as damage control and a stoic second. A man of few words but a big gun, he will defend Michael to his last breath just as Michael would do the same for him.

(Enemy) Samuel Wolfsun, a bounty hunter that has it out for Michael. He is a very intelligent man and is capable of outwitting most of his opponents instead of beating them in an outright gun fight. Michael has tricked him and gotten to his bounties first just to spite the man. Samuel is a very vengeful fellow and now has an excuse to hunt him, he was the man who forged the deeds to give to a sheriff. So now with an actual bounty on Michael’s head Samuel will go to town hunting the upstart down.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

Spoiler:
When nothing is happening or Michael is getting frustrated he will whistle a tune of his favourite song from his childhood, “The Girl I left behind me”.

Instead of normal demeanour, Michael’s smile is what usually shows his mood. The length of the smile and his eyes will usually give away what he is thinking unless he is trying to hide it.

Michael remembers fondly the day he met Ana, she didn’t know much English at the time but he was able to make her laugh. He sang her the song “When I first came to this land” as he thought it was silly. That night was fun for them both as they were both present for a party they had no interest in. The party was for the adults not children but they past the time with games, songs and counting every star in the sky. Michael thought they were good friends back then but now he looks back at the memory and wishes that he could marry the girl now. She is the only thing that would get him to come home to the South.