Duncan Montana - Gunslinger

"Go west, young man" - Horace Greeley
GM: Tribe of One
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Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Duncan Montana - Gunslinger

Post by Duncan Montana »

Character Sheet

Player Name: Robert
Google Handle: Conan Cimmerian
Duncan Montana
Rank: Seasoned Experience: 33 Advances Left: 0
Race: Human
Iconic Framework: MARS Gunslinger
LEGEND: Customized Body Armor / Bandit
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2; Pace: 6(8) (d6 running); Parry: 6 ; Toughness: 5 17(10) ; Strain: 0
Skills: 15 + 5(fight/shoot/throw) = 20 starting pts
  • Clueless (-2 to all K-Common rolls)
  • Shooting d10 (Agility) (+2 all ranged attacks, +1 w/ all rifles, +2 to offset Called Shot penalties).............start at d8 (1pt)
  • Fighting d8 (Agility)........................................................................................................................(3pts)
  • Throwing d4 (Agility)........................................................................................................................(1 pt)
  • Climbing d6 (Strength)..................................................................................................................start at d6
  • Riding d10 (Agility) (+2)...............................................................................................................(4 pts)
  • Tracking d8 (Smarts) (+2 in wilderness)..............................................................................................(2 pts)
  • Stealth d8 (Agility) (+2 in wilderness)....................................................................................................(2pts)
  • Survival d8 (Smarts) (+2 in wilderness).................................................................................................(1pt)
  • Persuasion d4+2 (Spirit)....................................................................................................................(1pt)
  • Gambling d6 (Smarts)........................................................................................................................(2pts)
  • Notice d6 (Smarts)..........................................................................................................................(2pts)
  • Swimming d4 (Agility)........................................................................................................................(1 pt)
Hindrances
  • Hindrance (Major): Clueless (-2 to all K-Common rolls)
  • Hindrance (Minor): Loyal (The hero tries to never betray or disappoint his friends)
  • Hindrance (Minor): Big Mouth (Unable to keep secret, blabs at wrong time)
Edges & Advances
  • Edge IF: Quick (re-draw combat initiative card < 6)
  • Edge IF: Trademark Weapon Edge (All rifles)
  • Edge F&G: I Know A Guy (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
  • Edge F&G: Charismatic (+2 CHA)
  • Edge F&G: Nerves of Steel (He may ignore 1 point of wound penalties)
  • Edge Hindrances: Agility->d10
  • Edge Hindrances: Steady Hands (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
  • Edge Human: Luck (+1 benny)
  • Edge Novice 1 Advance: Two-Fisted (May attack with a weapon in each hand without multi-action penalty)
  • Edge Novice 2 Advance: Smarts->d8
  • Edge Novice 3 Advance: Survival->d6/Tracking->d8
  • Edge Seasoned 1 Advance: Survival->d8/Stealth->d8
  • Edge Seasoned 2 Advance: Woodsman (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
  • Edge Seasoned 3 Advance: Brave (+2 to Fear checks)

Contacts



Iconic Framework: Gunslinger - MARS Package
  • Son of the Gun: The Gunslinger begins with the Trademark Weapon Edge. Rather than applying to only one weapon, the Gunslinger may choose to apply the Edge to either all pistols or all rifles (Personal weapons including ion, laser, particle beam and ballistic varieties count, but not attached grenade launchers or any weapon that requires a Strength minimum). The Gunslinger must designate a single weapon as normal when taking the Improved Trademark Weapon Edge.
  • Gunslingers begin with the Quick Edge.
  • Sharpshooter: The Gunslinger begins with Shooting d8. He also gains +2 for Shooting rolls, but only to offset Called Shot penalties.
  • Starting Gear: Wilk's-Remi 136 (Wilks 237 Stats in a Walker Colt .44 Revolver), Bandit IP-10 Ion Pistol (NG-57 Heavy Ion Pistol stats), Wilk's Remi 157 "Judgement Day" (Wilks-457 Stats in the body of a Winchester 40-82), Bandito Arms Branaghan Body Armor (equal to NG Peacekeeper armor), Bandito Arms Mustang/Pinto Robot Horse (stats elsewhere) or NG-150 Streetrunner Hovercycle, NG-S2 Survival Pack, and 2d6x100 credits.
Hero’s Journey
  • Table: Ranged Weapons
  • Roll result: [dice]0[/dice] EDIT reroll w/ 1d20: [dice]3[/dice]
  • Description: +1 damage to a ranged weapon
  • Table: Training
  • Roll result: [dice]1[/dice] EDIT reroll w/ 1d20: [dice]4[/dice]
  • Description: d6 Climbing, or +2 to the skill if he already has it. He also has a good set of climbing gear for a party of four.
  • Table: Training
  • Roll result: [dice]2[/dice] EDIT reroll w/ 1d20: [dice]5[/dice]
  • Description: +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing
MARS Fortune & Glory
Fortune and Glory
  • Roll result: [dice]6[/dice]
  • Description: Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • Roll result: [dice]7[/dice]
  • Description: Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
  • Roll result: [dice]8[/dice]
  • Description: Choice -> (2)A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero’s Journey section. They must be two different modifiers, not the same one twice (Triax T-11 Enhanced BA w/ +2 ranged attacks and +3 armor)
Last edited by Duncan Montana on Mon Apr 02, 2018 4:30 am, edited 48 times in total.
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees
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Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Duncan Montana - WIP

Post by Duncan Montana »

Background


Duncan Montana was a good-natured young cowboy outta Laredo on a cattle drive in North America, several centuries before the Coming of the Rifts, when he got separated from his brothers by a weird, freakish blue storm in the dead of the night. What seemed like days later the storm finally broke and Duncan set eyes on a totally unfamiliar landscape. Worse, there was no sign of his herd or his brothers, neither. For several days he roamed the land looking for a familiar landmark or some sign of civilization before he stumbled upon a small group of what looked to him like some sorta Bird Angels. At first this scared Duncan 'cause he thought he might be dead and he would be judged by the Holy Ghost, or something or other like the preacher man would say in church. This worried Duncan greatly, 'cause as he got older and became a man he found himself spendin' more time in Sally Mae's room down at the hotel in Laredo instead of in church like his Auntie had told him.

But luckily for Duncan the Bird Angels spoke English like him, though they just called it 'Merican, which actually made alot of sense to Duncan, so that's what he calls English now too. Anyways, these Bird Angels, or Lin Cereals as they are called, told him a crazy story about some strange future time, with weird machines an' stuff, but then there was a Biblical-style A-pok-o-lips of sorts, and this somehow let out a buncha demons and magic and all kinds of weird shit from different planets and dee-mentions and other stuff he didn't really understand, but the gist of it was that somehow Duncan was probably dumped here in the future by that weird blue storm back on that cattle drive.

Anyways, after havin' a long, strange talk with those Lin Cereals, they offered to outfit him with a buncha stuff from some dang 'ol bandit king or somethin' that they just busted up. Turns out, this bandit fella had a nice set of armor on him but the Lin Cereals couldn't use it on account a them bein' birds and not human like the bandit guy. At first Duncan scoffed at the thought of wearing some heavy knight's armor, like he was in some fairy-tale land or Yurop or somethin' like that, but it turned out this armor is waaay different than that and once he got used to it Duncan decided it was pretty dang nifty.

But that wasn't even the best part. Turns out, this bandit king also had him a mee-kanikal horse with a mee-kanikal brain too, which was good 'cause Duncan had lost his horse in that weird blue storm back home. This horse, though, never gets tired and can run like the wind! Duncan found he could cover more territory in a day than he used to be able to in weeks and this really opened the whole world up to him. And what a world it was, now. Fulla vampeers and aliens and demons and such. Really keeps a guy on his toes.

After a time, Duncan made his way to a town called 'Black Mesa', lookin' for work and a chance to hook up with a posse, like the Lin Cereals suggested to him before they left for home.
Last edited by Duncan Montana on Tue Dec 12, 2017 10:54 am, edited 3 times in total.
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees
User avatar
Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Duncan Montana - WIP

Post by Duncan Montana »

Gear

Image
Custom Enhanced Body Armor (retrapped Triax T-11 Enhanced Armor w/ mods)
  • Weight: 40 lbs
  • +10 Armor (7+3 from HJ) and +2 Toughness
  • +2 to ranged attacks (HJ)
  • Full Environmental Protection
  • built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision
  • d12+2 Strength and +2 Pace
  • 96 hours of continuous use
Image
Anti-Material Sniper Rifle (Big Iron)(Unknown pre-rifts model)
  • Weight: 8 lbs
  • 50/100/200
  • 2d8+4 (Mega Damage)
  • ROF: 1
  • AP: 6
  • Shots: 12 (58 total rds)
  • Mega Damage, Snapfire, equipped w/ sound suppressor
  • Code: Select all

    [ooc=Shooting]Shooting: [dice]1d10+3[/dice]
    WILD dye: [dice]1d6+3[/dice][/ooc]
    
    [ooc=Mega Damage 6AP]Damage:
    damage: [dice]2d8+4[/dice]
    WILD dye: [dice]1d6[/dice][/ooc]
LSR-250s (pre-rifts laser rifle)
  • Weight: 6 lbs
  • 30/60/120
  • 3d6+2
  • ROF: 3
  • AP: 2
  • Shots: 60
  • semi-auto, 3RB, Scope with nightvision and laser offsets 2 points of range/darkness penalties
  • Code: Select all

    [ooc=Shooting  ]Shooting (RoF 3):
    [dice]1d10+3[/dice]
    [dice]1d10+3[/dice]
    [dice]1d10+3[/dice]
    WILD dye: [dice]1d6+3[/dice][/ooc]
    
    [ooc=Damage 2AP    ]Damage:
    [dice]3d6+2[/dice]
    WILD dye: [dice]1d6[/dice]
    
    [dice]3d6+2[/dice]
    WILD dye: [dice]1d6[/dice]
    
    [dice]3d6+2[/dice]
    WILD dye: [dice]1d6[/dice][/ooc]
L-20 Pulse Rifle (Ridin' Rifle)
  • Weight: 7 lbs
  • 25/50/100
  • 3d6+1
  • ROF: 4
  • AP: 2
  • Shots: 40 / unlimited when hooked up to his horse
  • semi-auto, 3RB
  • Code: Select all

    [ooc=Shooting  ]Shooting (RoF 4): 
    [dice]1d10+3[/dice]
    
    [dice]1d10+3[/dice]
    
    [dice]1d10+3[/dice]
    
    [dice]1d10+3[/dice]
    
    WILD dye: [dice]1d6+3[/dice][/ooc]
    
    [ooc=Damage 2AP    ]Damage:
    [dice]3d6+1[/dice]
    WILD dye: [dice]1d6[/dice]
    
    [dice]3d6+1[/dice]
    WILD dye: [dice]1d6[/dice]
    
    [dice]3d6+1[/dice]
    WILD dye: [dice]1d6[/dice]
    
    [dice]3d6+1[/dice]
    WILD dye: [dice]1d6[/dice][/ooc]
Combat Shotgun (Scattergun)(Unknown pre-rifts model)
  • Weight: 6 lbs
  • 12/24/48
  • 1-3d6 (+4 Damage but target's Armor bonuses are doubled)
  • ROF: 1
  • AP: flechette rounds (+4 Damage but target's Armor bonuses are doubled)
  • Shots: 8 (28 flechette shotgun shells (+4 Damage, but target doubles Armor bonus) and a box of 30 shocker shells (no damage, stuns like a neural mace))
  • semi-auto, +2 to hit
Wilk's-Remi 136 (Wilks 237 Stats in a Walker Colt .44 Revolver w/mod)
  • Weight: 3 lbs
  • 15/30/60
  • 2d6+2 (1+1 HJ)
  • ROF: 1
  • AP: 4
  • Shots: 16
  • semi-auto
Bandito IP-10 Ion Pistol (NG-57 Heavy Ion Blaster Stats)
  • Weight: 5 lbs
  • 12/24/48
  • 1– 3d6+1
  • ROF: 1
  • AP: -
  • Shots: 7/10
Vibro-Fireaxe
  • Weight: 20 lbs
  • 1H: as vibro-sword; Str+2d8, AP: 2
  • 2H: as Giant-Sized vibro-sword, but -1 Parry; Str+d12+1, AP: 4
Vibro-knife (2 - one in his right boot, one on his belt)
  • Weight: 2 lbs
  • Str + d6
  • AP: 4
Image
Bandito Arms RH-1002B Robot Riding Horse "Bandit"
  • Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
  • Skills: Fighting d4, Notice d8+2, Survival d6
  • Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
  • Special Abilities
    • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
    • Armor +8: High strength alloy, M.D.C.
    • Handling: Riders gain +2 on all Riding checks.
    • Kick: Str, Mega Damage.
    • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
    • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
    • Nuclear Power Pack - Robot does not need to be recharged for 15 years
    • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
    • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat
NG-S2 Survival Pack
  • Weight: 30 lbs
  • Includes a good set of climbing gear for a party of four

4 extra e-clips


starting credit: [dice]0[/dice] x 100: 800
Credits: 800
Last edited by Duncan Montana on Mon Apr 16, 2018 3:29 am, edited 43 times in total.
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees
User avatar
Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Duncan Montana - WIP

Post by Duncan Montana »

Please list all Edges and Advances taken for your character here

Advances
  • Cybernetic Modifications:
  • Initial Advances: (From Hindrances): Agility->10, Steady Hands Edge
  • Free Edge (Human): Luck (+1 benny)
  • Novice 1 Advance: Two-Fisted Edge
  • Novice 2 Advance: Smarts->d8
  • Novice 3 Advance: Survival->d6/Tracking->d8
  • Seasoned 1 Advance: Survival->d8/Stealth->d8
  • Seasoned 2 Advance: Woodsman Edge (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
  • Seasoned 3 Advance: Brave Edge (+2 to Fear checks)
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

code copypasta

Code: Select all

-[color=#00FF00]ACE: [/color][dice][/dice]

-[color=#00FFFF]Extra Effort -1 benny:[/color] [dice]1d6[/dice]

[color=#00FFFF]Re-Roll -1 benny: [/color]


[OOC=Notice   K-common   ]Notice: [dice]1d6[/dice]
WILD dye: [dice]1d6[/dice]

Common Knowledge: [dice]1d8-2[/dice]
WILD dye: [dice]1d6-2[/dice][/OOC]

[OOC=Bandit's Notice ]Bandit's Notice (Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks):
Bandit's Notice: [dice]1d8+2[/dice]
WILD dye: [dice]1d6+2[/dice][/OOC]

Shooting: [dice]1d10[/dice]

Fighting: [dice]1d8[/dice]

Throwing: [Dice]1d4[/Dice] 

Riding: [Dice]1d10+2[/Dice]

Persuasion +2CHA: [dice]1d4+2[/dice]

Tracking: [dice]1d8+2[/dice]

Stealth: [dice]1d8+2[/dice]

Survival: [Dice]1d8+2[/Dice]

Gambling: [dice]1d6[/dice]

Climbing: [Dice]1d6[/Dice]

Swimming: [Dice]1d4[/Dice] 
Last edited by Duncan Montana on Mon Apr 02, 2018 4:30 am, edited 12 times in total.
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees
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Tribe of One
Posts: 1207
Joined: Wed Aug 30, 2017 9:28 am

Re: Duncan Montana: Gunslinger - Ready for Inspection - 18th

Post by Tribe of One »

Oh man, I like this guy. Moving him over to the 18th forum. If you're good to go now, you can go ahead and post an Interlude in the main threadintroducing yourself, which will give you a chance at some XP before the end of the quarter (plus a Benny or other reward as mentioned in the Interlude instructions). Just come up with a reason for investigating all the noise coming from this old mine on the edge of Old Man Killian's ranch. Just be careful of the rads -- a couple of the members of the 18th are glowing like nightlights right now.
GM Bennies: 7/7
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