WWMH/Gunslinger

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GUNSLINGER

400 pts

Attributes: ST 13 [30]; DX 16 [120]; IQ 12 [40]; HT 13 [30].
Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs; HP 18 [10]; Will 12 [0]; Per 12 [0]; FP 13 [0]; Basic Speed 7.25 [0]; Basic Move 7 [0].
Advantages: Combat Reflexes [15]; Gunslinger [25]; Luck [15]; and Fast-Draw Training [1].

-Choose a 15-point Background Lens.
-Choose another 25 points from Suitable Advantages.

Disadvantages: Choose -35 in Suitable Disdvantages. This will give the character a total of -50 in Disadvantages (with the -15 from the background lens).

Wildcard Skills: Gun! DX+2 [48]-18. One of Detective!, Talker!, Ten-Hut! IQ-1 [12]-11 or spend 12 points to raise Gun! by one level.

Non-Wildcard Option: Guns (Long Arms) or Guns (Pistols) DX+4 [12]-20; Brawling DX+2 [4]-18; Acrobatics DX+0 [4]-16; Intimidation Will+1 [4]-13; three of the following 12-point packages, or take one twice and choose a second:
1. Acting IQ 12 [2]-12; Body Language Per [2]-12; Diplomacy IQ [4]-12 and Fast-Talk IQ+1 [4]-13
2. Animal Handling (any) IQ [2]-12; Survival (any) Per [2]-14; Riding (Equines) DX [2]-16 or Teamster IQ [2]-12; Lasso DX+1 [4]-17 or Whip DX+1 [4]-17; Knot-Tying DX [1]-16; Area Knowledge (any) IQ [1]-12
3. Leadership IQ [2]-12; Soldier IQ [2]-12; Tactics IQ+1 [8]-13
4. Scrounging Per+1 [2]-13; Urban Survival Per+1 [4]-13; Streetwise IQ [2]-12; Stealth DX [2]-16; Observation Per [2]-12
5. Gunner (Machine Gun) DX+2 [4]-18; Driving (Heavy Wheeled or Tracked) DX [2]-16; Explosives (Demolition or EOD) IQ [2]-12; Throwing DX [2]-16
6. Gambling IQ+2 [8]-14; Sleight of Hand DX [4]-16
7. Stealth DX [2]-16; Observation Per [2]-12; Tracking Per+1 [4]-13; Survival (any) Per+1 [4]-13