Rolls
Custom F&G Table:
1: Reach Out and Touch
2: Strong Suit
3: Agile
4: Smart
5: Spiritual
6: Strong
7: Vigorous
8: Fortune
9: Live, Die
10: Shiny
11: Charmingly Fluent
12: Choose Your Fate
[dice:2cw7fmbm]63246:0[/dice:2cw7fmbm] = Smart and Learned
[dice:2cw7fmbm]63246:1[/dice:2cw7fmbm] = Agile and Dextrous
HJ rolls
[dice:2cw7fmbm]63246:2[/dice:2cw7fmbm] = Training: +3 SP for Athletics/Fighting/Shooting
[dice:2cw7fmbm]63246:3[/dice:2cw7fmbm] = Training: Woodsman and +1d Survival
[dice:2cw7fmbm]63246:4[/dice:2cw7fmbm] = Underworld: Thief and +1d to Athletics/Stealth/Thievery
Starting Cash: [dice:2cw7fmbm]63246:5[/dice:2cw7fmbm]x100 = 1,000
Starting Goods: [dice:2cw7fmbm]63246:6[/dice:2cw7fmbm]x500 = 1,500
2 Rolls on Cybernetics from Rich
[dice:2cw7fmbm]63246:7[/dice:2cw7fmbm]
[dice:2cw7fmbm]63246:8[/dice:2cw7fmbm]
Gonna have to Rob it, twice
1: Reach Out and Touch
2: Strong Suit
3: Agile
4: Smart
5: Spiritual
6: Strong
7: Vigorous
8: Fortune
9: Live, Die
10: Shiny
11: Charmingly Fluent
12: Choose Your Fate
[dice:2cw7fmbm]63246:0[/dice:2cw7fmbm] = Smart and Learned
[dice:2cw7fmbm]63246:1[/dice:2cw7fmbm] = Agile and Dextrous
HJ rolls
[dice:2cw7fmbm]63246:2[/dice:2cw7fmbm] = Training: +3 SP for Athletics/Fighting/Shooting
[dice:2cw7fmbm]63246:3[/dice:2cw7fmbm] = Training: Woodsman and +1d Survival
[dice:2cw7fmbm]63246:4[/dice:2cw7fmbm] = Underworld: Thief and +1d to Athletics/Stealth/Thievery
Starting Cash: [dice:2cw7fmbm]63246:5[/dice:2cw7fmbm]x100 = 1,000
Starting Goods: [dice:2cw7fmbm]63246:6[/dice:2cw7fmbm]x500 = 1,500
2 Rolls on Cybernetics from Rich
[dice:2cw7fmbm]63246:7[/dice:2cw7fmbm]
[dice:2cw7fmbm]63246:8[/dice:2cw7fmbm]
Gonna have to Rob it, twice
Build Notes
Mutant Rat:
Acrobat
Agility d8
Claws + Bite
Jealous (m)
Keen Sense of Smell: +2 Notice*
Mutant Vermin: Start at Hostile/Unfriendly
Athletics d6
Near-Human Physiology: -1 to Healing/cybernetics
Oddly Built: Armor and clothing costs double
Restricted Path: No Magic
Small: -1 Size/Toughness
Wanted (M): CS, others
MARS Gunslinger:
2 F&G (Smart and Learned, Agile and Dextrous): Ambidextrous
3 HJ (Thief and Woodsman)
4 Advances
+2d Agility
Shooting d8
Marksman, Sharpshooting
Danger Sense, Dead Shot, Quick
Quick Draw: Free, from TLFM
Quick and the Dead: Interrupts, etc.
Arrogant (M)
Attributes
Agility d12; Smarts d8; Spirit d6; Strength d6; Vigor d8
Hindrances: Driven: The fastest gun there ever was (m); Habit: Smokes (m); Impulsive (M)
Advances:
H1: Steady Hands
H2: Trick Shooting
N1: Brawny
N2: Two-Gun Kid
N3: Rich
S1: Level-Headed
S2: Dodge
Skills: 15 + 3 combat +1 Survival +1 Thief-y
Athletics d8 (racial +1)
Common Knowledge d6 (core +1)
Driving d6 (2)
Fighting d8 (3)
Gambling d8 (S&L +1)
Intimidation d6 (2)
Notice d8 (core + S&L)
Persuasion d4 (core)
Repair d6 (S&L)
Shooting d12 (framework +2)
Stealth d10 (core +3)
Survival d6 (2)
Thievery d8 (3)
Gear: NG-S2, TX-26 P-beam pistol, NG-P7 p-beam rifle, and Maverick armor, 1,000 credits and 1,500 in goods
Spend EP (6 pts) to swap Maverick for a suit of Vaqueros Heavy EBA with +2 Armor
Patron: Patron coat and NG Equalizer
Sig Item: Executioner's Eye
Super-Tech cybernetic eyeball
Base Item: Optics Package
Major: Take 'Em Down
Major: Improved Take 'Em Down
Minor x2: +2 Notice
Rich: Gives two HJ Rolls on Cybernetics: Using EP (The Rob x2, for 10 EP) to pick: Armor Plating and Nano-Repair System; Use 12k of the 15k credits to buy a Targeting Eye. Then buy 100 Naruni plasma cartridges, leaving 500 credits.
Acrobat
Agility d8
Claws + Bite
Jealous (m)
Keen Sense of Smell: +2 Notice*
Mutant Vermin: Start at Hostile/Unfriendly
Athletics d6
Near-Human Physiology: -1 to Healing/cybernetics
Oddly Built: Armor and clothing costs double
Restricted Path: No Magic
Small: -1 Size/Toughness
Wanted (M): CS, others
MARS Gunslinger:
2 F&G (Smart and Learned, Agile and Dextrous): Ambidextrous
3 HJ (Thief and Woodsman)
4 Advances
+2d Agility
Shooting d8
Marksman, Sharpshooting
Danger Sense, Dead Shot, Quick
Quick Draw: Free, from TLFM
Quick and the Dead: Interrupts, etc.
Arrogant (M)
Attributes
Agility d12; Smarts d8; Spirit d6; Strength d6; Vigor d8
Hindrances: Driven: The fastest gun there ever was (m); Habit: Smokes (m); Impulsive (M)
Advances:
H1: Steady Hands
H2: Trick Shooting
N1: Brawny
N2: Two-Gun Kid
N3: Rich
S1: Level-Headed
S2: Dodge
Skills: 15 + 3 combat +1 Survival +1 Thief-y
Athletics d8 (racial +1)
Common Knowledge d6 (core +1)
Driving d6 (2)
Fighting d8 (3)
Gambling d8 (S&L +1)
Intimidation d6 (2)
Notice d8 (core + S&L)
Persuasion d4 (core)
Repair d6 (S&L)
Shooting d12 (framework +2)
Stealth d10 (core +3)
Survival d6 (2)
Thievery d8 (3)
Gear: NG-S2, TX-26 P-beam pistol, NG-P7 p-beam rifle, and Maverick armor, 1,000 credits and 1,500 in goods
Spend EP (6 pts) to swap Maverick for a suit of Vaqueros Heavy EBA with +2 Armor
Patron: Patron coat and NG Equalizer
Sig Item: Executioner's Eye
Super-Tech cybernetic eyeball
Base Item: Optics Package
Major: Take 'Em Down
Major: Improved Take 'Em Down
Minor x2: +2 Notice
Rich: Gives two HJ Rolls on Cybernetics: Using EP (The Rob x2, for 10 EP) to pick: Armor Plating and Nano-Repair System; Use 12k of the 15k credits to buy a Targeting Eye. Then buy 100 Naruni plasma cartridges, leaving 500 credits.