J'onns Mythe (MARS Gunslinger - Jokers)

GM: Freemage
They are lead by Osanna "Joker" Wilde, a real wild card.
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Fyndhal
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J'onns Mythe (MARS Gunslinger - Jokers)

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Last edited by Fyndhal on Tue Jan 03, 2023 4:20 pm, edited 1 time in total.
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Jonns Mythe (Jokers)
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Re: J'onns Mythe (MARS Gunslinger - Jokers)

Post by Jonns Mythe (Jokers) »

Starting wealth: 2300

Character sheet

ImageBackground:
What is there to say about J'onns Mythe? That he is a DeeBee is unquestioned. Based on observed behaviors, it is likely he is of the species known as "Quick-Flex" colloquially. He clearly identifies as "Male" and has the common sense of a rabid dog.

It is unlikely that his given name is J'onns Mythe. The name does not match with the tendencies of other DeeBees of his species, not to mention the bad joke(s) involved in the name. Thus, it is likely an assumed name.

Mythe is a braggart. He is massively overconfident and willing to get involved in others business at the drop of a hat. If he were not preternaturally skilled with his weapons, he would be dead many times over.

In addition to his combat skills, he is known to be a skilled wilderness tracker and horseman.

Description
J'onns Mythe is tall and lanky, for a Quick-Flex, standing 175cm (5'10") and weighing only 62kg (137lbs). He's rarely seen without his mask and hat, but under those, he has a close shaved head and face. He is fairly average in appearance.


Attributes:
Agility d12+1, Smarts d8, Spirit d8, Strength d6, Vigor d10

Skills: Athletics d6, Common Knowledge d6, Fighting d8, Gambling d8, Intimidation d8, Language (Draconic) d6, Language (North American) d8, Notice d8, Persuasion d8, Repair d4, Riding d6, Shooting d12, Stealth d6, Survival d8+2

Pace: 8; Running Die: d8; Parry: 7; Toughness: 13 (3), Strain: 8/8

Hindrances:
  • Big Mouth
  • Code of Honor
  • Heroic
  • Loyal
  • Overconfident
Edges:
  • Ambidextrous
  • Danger Sense
  • Dead Shot
  • Fast Draw
  • Marksman
  • Quick
  • Quick Steady Hands
  • Quick Draw
  • Sharpshooting
  • Strong Willed
  • Two-Gun Kid
  • Woodsman
Armor: NG Maverick Riding Armor (+1 T) (Armor 3)

Weapons: Unarmed (Range Melee, Damage Str)
  • Kittani Plasma Sword (Range Melee, Damage Str+2d12, M.D.C.)
  • NG-45LP Long Pistol (Range 15/30/60, Damage 3d8, ROF 1, AP 3, M.D.C.)
  • NG-45LP Long Pistol (Range 15/30/60, Damage 3d8, ROF 1, AP 3, M.D.C.)
  • Survival Knife (Range Melee, Damage Str+d4)
  • Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross

Languages: Draconic (d6), North American (native, d8)

Current Wealth: 2,300 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.
  • 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.
  • North American Scholar (Hero's Journey): North American Scholar:Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
Advances:
Novice Advances:
  • Raise Attribute: Vigor
  • Edge: Strong Willed
  • Raise Skills: Intimidation/Persuasion
Seasoned Advances:
  • Edge: Fast Draw
  • Raise Attribute: Agility
Current Load (normal/combat): 45.25 / 25.25 (41)
OOC Comments
Current Bennies: 2/3
Current Wounds: 1/3
Current Fatigue: 0/2
Character: https://savagerifts.com/sr/viewtopic.php?p=82314#p82314
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