Let me help you with this: You don't feel lucky, punk.
Mercenary Mech Pilot
Very little is known of what the wolfen who calls himself ‘Hunter Greymane’ did prior to his appearance in the Colorado Baronies eight years ago. There is some speculation that he might be connected to the Greymane family of Lazlo, though neither he nor they have ever confirmed it that anyone knows of. Others say that he was a Northern Gun demonstration pilot, a claim he himself and one that Northern Gun hasn’t ever denied.
Though not one it has ever confirmed, either.
What is known is that he and his Gunwolf bot have torn a swath through the New West, participating in local conflicts and range wars from Canada to Mexico and from California to the edge of the Great Plains. He has also participated in a dozen or so shootouts and duels, cementing his reputation as a quick draw and crack shot both in and out of the Gunwolf. Sadly, that reputation often draws more challengers in a place like the New West as the ‘payoff’ for taking down the legendarily invincible wolfen grows with each new exploit - real or rumored.
Less famously, Hunter has also turned down every offer that might induce him to settle down and stop roaming including a couple that would have made him a ruler, protector or both. He’s never explained why, preferring to move from place to place following a logic that none can seem to deduce. Sometimes it seems as though he’s just moving from hotspot to hotspot. Other times he’ll drift hundreds of miles off even the most tenuously beaten path, tramping into the wilderness only to tramp out of it days later with seemingly nothing to show. Some have speculated that he’s searching for something. Others that he’s fleeing something.
None truly know.
Whatever his logic, though, it recently took him through Texas and the Pecos Empire, along what’s left of the Gulf Coast and then up through Dinosaur swamp in a nine month journey that saw him emerge on Vesper’s southern border with a ‘bot badly in need of repairs. He’s been working as an independent mercenary for both the Vesper government and private merchant concerns since then - seemingly always willing to lend the overwhelming firepower of his Northern Gun monster killer to a cause with cash to spare.
Hunter is an ace pilot and an infamous quickdraw and quite willing to use both skillsets to work things out in his favor. He’s got the kind of reputation that makes for either very peaceful dealings or very violent ones and rarely anything in between.
Invoke: To leverage his experience and expertise in ‘decisive conflict resolution’, when meeting people who are aware of and impressed by his reputation or those who are intrigued by the mystique that has grown up around the itinerant mercenary.
Compel: When dealing with those who are aware of and frightened by his reputation, dealing with people who disdain mercenaries - such as many kind of Dogwood Noble - or D-Bees, when people think they might have something to gain by taking down the infamous ‘Gunwolf Gunslinger’ be it revenge, reward or something more esoteric.
Only the Names Will Change
Hunter’s drifting does have rhyme and reason. He’s traveled all over the continent in search of a mysterious set of old wolfen-tech distress beacons that activated without warning or reason in multiple places a bit over eight years ago. Exactly why he does this he’s never told anyone, but there seems to be an urgency to it. And it’s not always easy. Sometimes he arrives to find a beacon in the middle of nowhere, long abandoned, or to find friendly communities built on top of or nearby some old Wolfen dark age dwelling or bunker or similar. Just as often, though, he has to deal with violent squatters, bandits or worse. And sometimes - increasingly often of late - he arrives to find that someone else has arrived before him. The site is abandoned and littered with the evidence of fresh fighting but lacking in people living or dead. Whom or whatever is responsible for this often seems to be only hours ahead of him but he’s never caught sight of them. Of course arriving at a community after it has been wiped off the map is a situation made for misunderstanding… and that’s also happened a few times.
Invoke: In situations where concerted effort, focus or violence are needed to reach his goal, or when otherwise directly pursuing his thus far unexplained obsession with these beacons.
Compel: When the signals cut out, the trail goes cold or the beacons attract trouble and competition on their own, such as raiders, squatters or just folks who don’t like D-Bees. Or when the ‘Others’ have arrived before him or otherwise complicate his life or his search.
I Play For Keeps
There is a saying, centuries old on Rifts Earth, that political power grows out of the barrel of a gun. Hunter doesn’t seek political power, but he is definitely a subscriber to the ‘force as leverage’ philosophy. In his view there are two kinds of people most of the time. Those who can force a situation, and those who can’t.
Invoke: When Hunter uses ‘Gunwolf diplomacy’, when dealing in shows of force or strength and when contracting mercenary work or dealing with other mercenaries.
Compel: When dealing with people who prefer to take a softer view of the world or in situations where being forceful is likely to provoke trouble or earn enmity.
A Loaded Six String On My Back
Hunter’s eight year long odessey across the continent has left him in possession of a number of Wolfen technological artifacts from long ago, some of which are so arcane that their function isn’t completely clear to him. Others, however, are quite handy and all in all his little collection has gotten him out of more than a few tight spots.
Invoke: When one of his wolfen keepsakes is just the right tool for a job or otherwise proves useful, when dealing or trading with other Wolfen of his particular culture - which is to say those descended from starfarers rather than those who seem to have come from a magic rich but very technologically backwards world, when identifying and using old Wolfen technology.
Compel: When the collection attracts attention and trouble from thieves, bandits and Human or Tech centric organizations, when one of Hunter’s devices does something unexpected or unfortunate or when his incomplete knowledge of three hundred year old wolfen tech goes wrong or goes boom.
Been Everywhere, Still Standin’ Tall
In eight years Hunter has done more travelling than most people ever do in a dozen lifetimes. He’s seen a lot, learned a lot and met a lot of people. He’s made as many friends as enemies in both high and low places and while the bulk of that was back in the New West, it still comes in handy.
Invoke: For Hunter to be familiar with a person, place, situation, or monster, for something that came up in his travels to be relevant to the task at hand or to turn up with surprising contacts.
Compel: For people to know who Hunter is, hold a grudge, or be familiar with his exploits real or rumored. For the strain of the road and a life of constant violence to take its toll on Hunter.
Major Gateway: RPA Elite (Cost 2)
Alpha Strike, Reaction Times, Favored Chassis: Gunwolf
Racial Quirk: Strength of the Wolfen (Wolfen) (Cost 1)
Wolfen are immensely strong, and the energies on Rifts Earth put them on the levels of cyborgs when they push themselves. Hunter may spend a fate point to gain +2 to any physique roll where strength is in play.
Racial Quirk: Woods Runner (Wolfen) (Cost 1)
Wolfen are known to be swift and sure footed. They’re quicker on average yes but the frightening thing about them is how long they can move at speed. Tireless is a word that gets often used. In any Contest of speed or running endurance, Hunter gains +2 to athletics or physique as appropriate. Narratively, one can run for hours.
Inhuman Senses (Sound and Smell) (Cost 1)
Hunter has +2 to Notice and Investigate rolls involving sound or smell, and may use this ability as justification to make rolls where humans might not, as makes sense for the situation. As a downside, overcoming aspects like ‘Sensory Overload’ can be a problem for you (+1 difficulty to overcome).
Gunwolf (Cost 4)
A Northern Gun assault bot specializing in killing monsters. Has the following equipment. Armor 2, Stress Boxes 2x 1, 2x 2, 2x 3, 1x 4, 1x 5, 1x 6, Weapon 2 unarmed fight attacks, +2 physique for overcome actions requiring raw strength.
Pilot Assistance Suite: Drive 2/Shoot 2
Mini-Missile Assault Suite: Weapon 3, Blast
Anti-Monster Bracing and Reinforcement: +2 to Overcome with Physique against monsters and obstacles as large as the Gunwolf is or larger.
Close Encounter Lethality Package: +2 to Fight Attacks against monsters the size of the Gunwolf or Larger.
Dual Rotary Auto Railguns: Weapon 6 Spray
Jet Assisted Leap: +2 Drive to overcome movement obstacles where leaping or jumping would apply
Hunter, Ardul and Kaji discuss the complications of tracing old Wolfen origins through a vast multiverse.
Ardul and Hunter's latest find calls up another visit from Kazue, but will anything the fox spirit have to say make any sense to them?
The Iyesgarthian's need to know what's happening in Clearwater. Hunter and Ardul set out to find out and it's a long night in the Bot.
With the turn of the seasons just around the corner, merchants and traders head to Vesper's marketplace to sell their wares, others come to enjoy them, and yet others take advantage of the crowds drawn.
Hunter, Ardul and Yaren go over the information that they managed to get out of Clearwater and plan out their next move against Horatio and Hyfil.
The renegade Iyesgarthians have things locked down pretty tightly, but they have information Hunter and Ardul want, and Yaren means to get it for them.
A 'surprise' visit by Kazue leaves Ardul rather upset.
Ardul finds that she has another Iyesgarthian-involved situation to resolve at the Justicar Headquarters, where she, Hunter and Kaji gain more information that might be beneficial towards the encounter they have ahead of them.
With the Iyesgarthian guests and Kazue departed, Hunter and Ardul talk ... past and future.
The Iyesgarthians' planning in what to do next regarding Hyfil is unknowingly interrupted by Kazue as she appears to provide her usual cryptic insight.
With the return of the Iyesgarthian Princep to Sarens Rest, there's some truths to be faced.
Hunter, Ardul and Kaji set out for the infamous Roanoke Island in search of the Princep Nina.
Ardul, Hunter and Kaji reconvene to report their findings regarding the riddle Kazue left them with. Elpida finds herself drawn along for preparation of their next adventure.
Ardul, Hunter and Kaji have an unusual but not completely unknown visitor who informs them of tasks they didn't realize they had any part in.
Accompanied by dryad and nymph, Ardul, Hunter and Kaji venture deep into Vanished Point on the quest they've been nudged into by Lysander.
Hunter and Kaji question the Iyesgarthians in their custody that claim to be unaffected by nanites.
A training session interrupted. Ardul, Hunter and Kaji are confronted by a trio of Iyesgarthians... who seem to have some misunderstandings.
Hunter gets access to the nanites running around Arduls system and 'speaks' with them. The response is far from reassuring.
The Order of the Bloody Wing is sent to retrieve someone.
Upon receiving a message requesting he meet up with them in Saren's Rest, Kaji heads out to convene with Ardul and Hunter but soon finds himself in a spot of trouble instead.
The search for Kaji's final component of a plasma blade takes him, Ardul and Hunter to the corridors of an ancient starcraft, but they find that they aren't alone...
A quest for a power source brings Kaji, Ardul and Hunter to the planet of Wormwood. But will the Templars of the Kingdom of Light part with one of their sacred relics?
With concerning recent developments of the Iyesgarthian flavor, Ardul and Hunter start to consider Kaji's interests in certain tech more seriously.
Trying to fight their way clear of the Undercity, Hunter and Ardul confront something from Arduls past. The results aren't good.
Saren comes calling on the Wolfen and the Valkyr.
A quiet night in Glowtown takes an abrupt 180 due to sudden mossy overgrowths and renewed threats.
Slogging through sewers, finding help in unexpected places, and a menacingly mysterious message. Varos, Ardul and Hunter take a tour of St. Petersburg Bay's sunken tunnels.
Ardul and Hunter drop off someone to be detained at the Restorium and check up with Ilyze on any progress regarding the SRS. Jesana makes new friends and Jeshua tries not to get bull-ied.
There's a new stranger in town with an air of the past, a look of mischief, and a company of horses.
Yaren returns to relay his findings to Ardul and Hunter.
Following the trail of a big robot, Hunter and Ardul find more of her people.
A drink with a contact gives Hunter and Ardul another lead on the Northern Gun Bot
Upon reaching the Orycto village, Felipe, Ilzye, Hunter, and Ardul came across an emptiness that normally didn't bode well for anyone. The not-so-funny thing was the village wasn't abandoned. At all.
The core from one of they Cyborgs has finished decoding - the information retrieved from it, is not encouraging...
Ardul and Hunter are at the Restorium checking up on the wounded Saurian they'd brought in and come across Pegi.
Hunter and Ardul make haste to reach the Saurian Village but they're intercepted by a Saurian Raiding party with a difference.
Returning the Canid village, Hunter and Ardul seek out the containment unit that Araleth had mentioned.
Returning to the Restorium, Hunter and Ardul seek out the D-Bee they rescued from the mining community to ask questions
A group of adventurers head into the sewers beneath Vesper searching for the explosives the Harvest have planted.
Out on patrol, Hunter is attacked by another Cyborg. This one doesn't want to kill him.
Dusk: the perfect time to call on the ancestors across the realms. Using Felipe as a spiritual conduit, will the motley trio get the consent to trespass on sacred Saurian grounds?
Leaving the delegation, Hunter and Co head to the downed Wolfen cruiser but they aren't alone.
Running in Sarens Rest is relatively safe. Having breakfast with Ardul might not be.
Stabbings and mental trauma affect Vesper. Something moves in the shadows...
A chance meeting in the market, dinner and an attack by a mage. What more could a Wolfen and Winged Warrior want?
Several bar stakeouts later, Felipe finally catches up to talk business with Hunter. And Ardul.
After a hard day's work, sometimes all you want is a drink and some interesting company.
The end of the 'Missing Caravan' arc: after all is said and done, it does nothing to relieve the weight of the tension among the group.
With the Avians secured, Ardul seeks some quiet time and speaks with Hunter about the options to getting back to Vesper. The tense situation continues.
The search for the missing caravan continues to take Ardul, Felipe, Hunter and Pegi into the ever dangerous wilderness where not even flowers are purely what they seem to be.
Another detour on the way to find the missing caravan. This time to a Sauren Sacred Ground where a Wolfen Vessel crashed.
Following up on Otmins request, the journey to find the lost caravan and medic begins
After 'speaking with' one of their hostages, Hunter does some planning with Ardul.
Orca's are playing in the bay near Vesper. One of them decides to come play with the land lubbers
Relaxing after their venture into Dinosaur Swamp, a blast from Hunters past catches up with him.
Hunter, Ardul, Felipe and Pegi come upon the abandoned encampment of the missing necromancer and find out that whatever ritual had been attempted to cleanse the land has not been fully completed.
Professor Ingerghast summons Kaji and Ardul to her office with disturbing news. (Emits by Hunter).
There's a new arrival in Vesper. A tiny new arrival -- the pitter-patter of little feet -- but not the kind you're thinking. Miss Suss Frizz-Bee finds herself in a very strange place with very big... everything.
Investigating the issue with people going missing in Greywall, Tori and Wraith encounter some locals (emits by Hunter and Ardul)
Felipe runs into a few both new and familiar faces. He also finds himself conscripted into an expedition to search for a missing necromancer with Ardul and Hunter.
A ship comes into the harbour at Vesper, where a number of folks are gathered - with some interesting stories to tell, and plenty of water to go around...
A hunter shows a wanderer what sorts of hidden secrets the lower levels of Saren's Rest can hold.
Felipe and Pegi's trip is waylaid by Vesper's border patrol.
Returning from her sojourn in the mountains, Ardul meets up with Hunter, who's following yet another signal.
Giant Sea Creatures battle just outside Sarens Rest. Saren decides to make a showing.
Stella and two other Transporters bring Clancy Drover on board to fix up a brand new, utterly filthy, completely cluttered garage for maintaining their vehicles. How could anyone say no?
Following up on Rousseau's request, Hunter and Ardul along with Aurana and Elpida head to Old Richmond ... and find a Snake.
Relaxing after a busy day, Elpida meets some of the local colour in Sarens Rest
Hunter brings some crystals back from an excursion into Vanished Point. Zyx sings to them and ... all hell breaks loose.
After a fight in the streets is put down, a group of adventurers catch up.
There's action at the checkpoint on Highway 301.
Clearwater is under attack from demons. Contractors respond.
Ardul gets a visit from two Cybernetic Warriors.
Not everyone made it back to the safe-zone after a trek into demon-territory. It falls to Hunter, Ardul, Tessa, Stella and Clancy to go in and get the survivors out (in one piece, preferably)...
Dinner and light watching in Sarens Rest. Ardul shares some of her story.
Stopping by Megs Mechworks, Hunter and Ardul meet some newcomers to Sarens Rest. One seems to talk to their truck and one has interesting diction
Returning to Vesper from North Richmond, Teddy and Megana stop in Windsor Hills and get news about another death.