Vind
Seasoned Male Quick Flex, MARS Gunslinger
Iconic Framework: MARS Gunslinger
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d12, Common Knowledge d4, Gambling d6, Language (Native) d8, Notice d4, Performance d10, Persuasion d8, Shooting d12, Stealth d4, Thievery d12+1
Pace: 8; Running Die: d8; Parry: 4; Toughness: 5
Strain: 6/6
Hindrances: Arrogant, Code of Honor, Loyal, Overconfident, Stubborn
Edges: Ambidextrous, Danger Sense, Dead Shot, Elan, Fame, Fast Draw, Great Luck, Improved Trademark Weapon (NG-45LP Long Pistol), Luck, Marksman, Quick, Quick, Quick Draw, Sharpshooting, Steady Hands, Thief, Trademark Weapon (NG-45LP Long Pistol), Two-Gun Kid
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons: Unarmed (Range Melee, Damage Str), NG-45LP Long Pistol (Range 15/30/60, Damage 3d8, ROF 1, AP 3, +2 to Hit, M.D.C., +2 Parry), NG-45LP Long Pistol (Range 15/30/60, Damage 3d8, ROF 1, AP 3, +1 to Hit, M.D.C., +1 Parry), Survival Knife (Range Melee, Damage Str+d4), Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 1700 cr
Special Abilities
- Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
- Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
- Alien Physiology: Quick Flex are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them. Compatible medical supplies/services and cybernetics cost double the listed price.
- D-Bee (Major): The initial Reactions to Quick Flex typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
- Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry.
- Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
- :
- Quick: Begin play with the Quick Edge.
- Restricted Path: Quick-Flex cannot take an Arcane Background or Iconic Framework using PPE.
- Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a −1 to all Smarts rolls, but not Smarts linked skill checks.
- Supreme Confidence: All Quick-Flex are inherently Overconfident in addition to any other Hindrances chosen by the player.
- Languages Known: Native (native, d8)
- MARS Advances: Gunslingers begin as Seasoned heroes
- Gunslinger Agility: +2 Agility die types, adjust Trait maximums accordingly.
- Gunslinger Shootist: Shooting d8 and the Marksman and Sharpshooting Edges.
- Gunslinger Intuition: Begin with the Danger Sense, Dead Shot, and Quick Edges.
- The Quick and the Dead: First round as a free action, after Action Cards, may spend a Benny. The Gunslinger and his opponent make an opposed Agility roll. On success, he immediately attacks the target and has The Drop. If he fails, the Benny is wasted.
- Quick Draw Edge: The Tomorrow Legion Field Manual states that Gunslingers get this edge for free as well.
- Gunslinger Hindrance: Begin with the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
Advances
Novice Advances
- Edge: Steady Hands
- Edge: Luck
- Edge: Great Luck
- Edge: Improved Trademark Weapon (NG-45LP Long Pistol)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthValidity: Character appears valid and optimal
Created with Savaged.us