Character Name: Wolf Whitaker Alias: The Wolf; Gemini Race: Human O.C.C.: Gunslinger Alignment: Aberrant XP Level: 6 Frozen XP Points: 38,501 Next Level @ XP: 38,501 Apprenticeship XP Points: 2,201/2,201 Complete O.C.C.: Gun-Master XP Level: 5 XP Points: 18,826 (Updated 3/21/25 SoAF) Next Level @ XP: 28,001 Sentiments/Non-Humans: Does their money spend the same? Yes. Yes, it does. Sometimes takes a little extra to kill them, but extra effort means more recognition and money. Sentiments/Coalition: They don't bother me, I don't bother them. Don't care much for the politics, but they can offer good jobs. Disposition: Cold and calculated. Death of others, even party members, does not bother Wolf, unless they were in a critical role. Then their deaths cause irritation. Otherwise Wolf will do everything he can to get the mission done. Its about the job nothing more. Does not like long winded speeches. Insanity: Paranoid Schizophrenic (Having constantly been challenged to the death, the voice in his head believes everyone will try to kill him at some point for the fame or fortune.) More akin to a second personality.
Stat increase with EP Stat Changes When In NE-BA-26
PHYSICAL DATA
P.P.E.: 4
Chi (I.S.P.): 78 (In China) / 39 (Outside China) / +20 From MGP
H.P.: 54
S.D.C.: 86
Age: 25
Sex: Male
Height: 5' 11"
Weight: 180 lbs.
Description: His disheveled brown hair, and scruffy facial hair do not help his looks. His grey eyes are hard and unforgiving.
Natural Abilities
Perception Bonus: 77% (+3%)
Charm/Impress: 0%
Invoke Trust/Intimidate: 10%
Max. Encumbrance: 72 lbs.
Max. Carrying Weight: 72 lbs.
Max. Lifting Weight: 144 lbs.
Max. Jumping Ability: 9' length/ 4' 5" height (19' length/ 14' 5" height)
--Ambidextrous: Can use both the right and left hand with equal skill and dexterity; Paired Weapons skill is automatic. +1 APM, +10% to Climbing skills, +5% to Pick Locks, Pick Pockets, Palming, and Concealment skills.
--Resilient: Heal S.D.C. and H.P. at double the normal rate & the effects of Toxins last only 1/2 as long and have 1/2 the normal effect
O.C.C. Special Abilities Gunslinger (GS)
Reputation-Based Horror Factor: 12
Expertise with all handguns: The Gunslinger has a W.P. in the use of all types of revolvers and pistols, whether they fire bullets or energy bolts.
Quick-Draw Initiative: Revolvers and Pistols
Paired Weapons: Revolvers & Pistols (special): The Gunslinger can draw and shoot two handguns (or throw two knives) simultaneously at the same target, inflicting full damage from both weapons, counts as one melee attack. The two-gun attack can be divided between two different targets visible to the shooter. The divided attack counts as one simultaneous melee action directed at two different foes. The quick-draw initiative bonus still applies, but the shooter must roll two separate times to hit each target (roll to strike for each), and the bonus to strike each is reduced by half because the attack is divided.
W.P. Sharpshooting Specialty: Sharpshooting Revolver and Sharpshooting Energy Pistol
Can fire a traditional two-handed weapon, like a rifle, one handed without penalty (normally the shooter loses all strike bonuses).
Can shoot over his shoulder by holding up a mirror and using the reflection to aim; no penalties, keep full bonuses to strike.
Accurately shoot while riding a horse or a moving vehicle, but strike bonuses are half and a "called" shot is impossible.
Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.
Dodge, roll or somersault and come up shooting, no bonuses or penalties to strike; straight roll of the dice.
Ricochet shot! The shooter can bounce bullets, arrows, slings, and other fired projectiles off of one surface and angle the shot in such a way that the projectile ricochets bounces off and hits a different/second target! Inflicts only one point of damage to the first surface and full damage to the second. Reduce bonuses to strike by half.
O.C.C. Special Abilities Gun-Master (GM)
W.P. Sharpshooting Gun Kata (Special):
Sharpshooting is a combination of special expertise and trick shooting with a particular type of weapon, typically revolvers, pistols and energy pistols, but sometimes includes rifles. It was first developed by the Gunfighters of North America. The Gun Master' s skill, however, goes beyond the normal skill of Gunfighters, Gunslingers and their ilk, and enters into the realm of the mystical or supernatural. This is due, in large part, to the character' s channeling of Chi (represented by I.S .P.) into his mastery of guns and years of training with all varieties of guns. In short, gunplay becomes this character' s special power and Mystic Martial Arts ability. In the special case of the Gun Master, W.P. Sharpshooting includes all types of ancient and modern firearms, including revolvers, pistols, rifles, shotguns, submachine-guns, and rifle style grenade launchers.
Weapon Restrictions: Machine-guns, rail guns, flame throwers, bazookas, rocket and mini-missile launchers, and similar heavy weapons are NOT included, mainly because precision shooting and one-handed shooting is not possible with these weapons. Sharpshooting does NOT apply to melee weapons such as clubs, maces, knives, swords, axes, whips, or even spears, and other weapons that can be thrown. Nor does it include bows and arrows (only firearms), so it cannot be combined with the W.P. Archery & Targeting skill.
W.P. Sharpshooting Bonuses: All bonuses are in addition to those from other skills, attributes and level advancement.
The Sharpshooter's "Aimed" Shot (applicable to both the single shot and the aimed burst shots): + 1 to strike, plus an extra + 1 for every five P.P. points above 20. Applies to aimed, burst, and Called Shots only. No bonuses for wild shooting.
The Sharpshooter' s "Called" Shot: The Sharpshooter's "aimed" shot bonuses are NOT applicable when using this special "Called Shot." Instead the Gun Master uses the following superior bonuses: + 1 to strike, plus an extra + 1 for every additional three P.P. points above 18, but the bonuses are only applicable when using a gun for this special "Called Shot"; counts as two melee attacks/actions.
Quick Draw with Gun: +2 to initiative, plus an extra + 1 on initiative for every four P.P. points above 18 .
+ 1 melee attack/action when using one or two guns for the entire melee round. (Note: They have no other W.P.s.)
Sharpshooting Trick Shots : Most Men at Arms can pick one of the following tricks (or roll 1 D6 for random determination), but the Gun Master (and a few others) gets ALL six!
Can fire a traditional two-handed weapon, like a rifle, one handed without penalty (normally the shooter loses all strike bonuses).
Can shoot over his shoulder by holding up a mirror and using the reflection to aim. The Gun Master keeps full bonuses to strike.
Accurately shoot while riding a horse or a moving vehicle (normally a wild shot), but strike bonuses are half and a "called" shot is impossible (-8 to strike and strike bonuses do not apply).
Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.
Dodge, roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties to strike; straight roll of the dice.
Ricochet shot! The shooter can bounce bullets and other fired projectiles off of one surface and angle the shot in such a way that the projectile ricochet bounces off and hits a different/ second target! Inflicts only one point of damage to the first surface and full damage to the second. Reduce bonuses to strike by half. This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished. Glitter Boys are excellent reflective surfaces for performing a ricochet laser shot. Particle beams, ion blasters, rail guns, mini-missiles and other types of weapons cannot be used.
W.P. Paired Weapons: Guns
The Gun-Master can draw and shoot two guns simultaneously at the same target, inflicting full damage from both weapons, counts as one melee attack. The two-gun attack can be divided between two different targets visible to the shooter. The divided attack counts as one simultaneous melee action directed at two different foes. The quick-draw initiative bonus still applies, but the shooter must roll two separate times to hit each target (roll to strike for each), and the bonus to strike each is reduced by half because the attack is divided.
Tao Jen Qiang - "The Way of the Patient Gun"
— 1st Level: One With the Gun. Use any kind of gun (projectile or energy) as if the character has trained with it for years, with the exception of heavy weapons. The following bonuses apply when using a gun in combat, either shooting or as a blunt weapon: +2 on initiative, +2 to strike (in hand to hand combat or with gunfire; + 1 to disarm using firearms (shoots weapon out of an opponent's hand) at levels 1 , 4, 8, 12 and 1 5 . Additional bonuses are made available from other skills, Sharpshooting and as the character advances in The Way of the Patient Gun (levels of experience).
— 2nd Level: Sense if Gun is in Working Condition and Loaded. Knows instantly if a weapon is in working (though it may be imperfect) condition and loaded. Can also take apart, clean, unjam, reload and repair any gun in one tenth the time it takes most other people; i.e., a few seconds (two melee actions) to reload, unjam or take apart handguns (double that time for rifles), to 1d6+ 1 minutes to make basic repairs or do a thorough cleaning.
Extended Range. The Gun Master can accurately aim and shoot farther than is normally expected for any given weapon. Increase range 10% per level of experience. In the alternative, by expending Chi (I.S.P.), the character can instantly double the range of one weapon. I.S.P. Cost: Fifteen per melee round. Cannot be used to extend the range of weapons used by other people.
Bonuses: + 1 attack per melee when using a gun for the entire melee round, and +2D6 to Permanent I.S.P. Base; +40% (10% lv) to weapon range
— 3rd Level: Hand Strike with Gun . An attack that uses the gun (handgun or rifle) as a blunt weapon for extra hand to hand damage. Damage: An extra +2D6 S.D.C./Hit Point damage to punch attacks against mortal foes, or 2D4 M.D. (total) against demons, other supernatural beings, creatures of magic, and any Mega-Damage opponent, but to inflict M.D. the character must expend I.S.P. I.S.P. Cost: 4 I.S.P. per melee round to inflict M.D.
Parry with a Gun. Parry hand to hand and melee weapons (knife, sword, club, etc.) using the gun in such a way that it can block attacks without damaging it. The character's usual parrying bonuses apply. +2D6 to Permanent I.S.P. Base.
— 4th Level: Sense Exact Ammunition Count. Being one with his weapons, the character always knows exactly how much ammunition they contain, second by second, like a digital counter is in his head. Can never be caught by surprise by ammo running out unexpectedly. He also knows when the weapon has been fired by someone else, approximately how long ago that was, and whether it has been tampered with, booby-trapped or damaged in any way.
Conceal Weapon. The character can palm handguns (revolvers, pistols, and energy blasters) to hide and move them around to avoid their being detected when frisked. Base Skill: 74% +2% per level of experience (-20% when being frisked/patted down by another Gun Master, Professional Thief or a Master Psychic). Can also make the weapon (two maximum) invisible to metal and gunpowder detectors, X-ray machines and similar devices, but to do so requires the expenditure of I.S.P.
I.S.P. Cost: Six per melee round. Note: Cannot conceal any other items even if smaller than a pistol.
— **5th Level: Use Flawed Guns : As long as the weapon can fire, the character can adjust to any flaws, imbalances, and defects or imperfection the weapon may have (i.e., does not suffer from any penalties from an old, flawed, or damaged weapon).
Fire Broken Guns: Can make a broken weapon fire as if it were 100% operational. I.S.P. Cost: Six per melee round.
Bonuses : + 1 attack per melee when using a gun an d +2D6 to Permanent I. S.P. Base.
— 6th Level: Pull Gun Shot. The ability to shoot to nick or wing, doing minimal damage; as little as one point of damage, never more than 40% of the usual damage. Typically performed to intimidate or warn an opponent, or to show off or have a little fun.
Bullet Punch. The Gun Master can hit an opponent with the impact of a bullet. This is a two-finger, stabbing strike that does 5D6 S.D.C.lHit Point damage or 4D6 M.D. depending on the nature of the target (S.D.C. to mortals, M.D. to Mega-Damage beings and structures). If there a disadvantage to this attack, it' s that the hand must b e empty (can NOT use a gun to jab a foe).
I.S.P. Cost: Four per strike.
— 7th Level: Telekinesis Guns: The character can make any loose gun (not held in someone' s hand, secured, tied down, or locked up) that he can see, fly into his hand with lightning speed. Counts as one melee attack/action, requires line of sight and has a maximum distance of 100 feet (3 0.5 m).
I.S.P. Cost: Six.
Bonuses: +2 attacks per melee when using a gun for the entire melee round, and +2D6+6 to Permanent I. S.P. Base.
— 8th Level: Shooting Blind: The usual penalty for shooting blind (- 10 to strike) is half (-5 to strike). Penalties for striking invisible targets are also half.
Create Bullets in Weapon: At this level of advancement, the Gun Master can make his weapon fire bolts of energy that inflict 3D6 S.D.C. or M.D., depending on the nature of his target, +2 points of damage for each additional level of experience. I.S.P. Cost: Ten per gun, per melee round ( 15 seconds).
— 9th Level: Dodge Bullets ! The character is so familiar with weapons, trajectory, the use of guns and the psychology of gunmen, that he can anticipate and react to people shooting at him. Thus, he can attempt to dodge or parry any attack he can see aimed at him. His usual dodge and parry bonuses are reduced by half, but no other penalties (including the notorious - 10 to dodge rule) apply.
— 10th Level: + 1 to strike with guns, +2 to disarm with guns, +3 to perform a pulled gunshot, +3D6+6 to Permanent I.S.P. Base.
— 11th Level: Explosive Kick: A powerful, snapping kick that does 4D10 (or 1d4x 10) damage plus any P.S. attribute damage as S.D.C. or M.D., depending on the nature of the target. Doesn't work on Ghosts, Entities, or energy beings and counts as one attack.
— 12th Level: S.D.C. or M.D. Bullets Rounds to Strike Spirits. The character turns any projectile or Chi created bullet fired from a gun into ammunition that can hit and hurt Undead, Ghosts, Entities, Astral Beings, the intangible and energy beings. Damage as per the ammunition used and damage is S .D.C. or M.D. depending on the nature of the target.
I.S.P. Cost: Twenty per melee round, per gun.
— 13th Level: Bonuses : + 1 attack per melee when using a gun, and +4d6+ 10 to Permanent I.S .P. Base.
— 14th Level: Teleport Guns. Can make two guns appear in his hands at will, loaded and ready for action (or just two full ammo clips); counts as two melee attacks/actions. The guns must belong to the Gun Master and be stored or concealed within a 10 mile ( 1 6 km) radius of the character to be summoned. Can also Teleport his guns to one secret location (home or supply depot) in the same fashion. Can not teleport other objects or anything tied to his weapons, guns only, and the guns must always belong to the character.
I.S.P. Cost: Thirty.
— 15th Level: The Patient Shot. The Gun Master can spend all of his focus for one full melee round ( 1 5 seconds) on aiming at one target to get the perfect shot. This nets him an additional +6 to strike or disarm (with bullet), in addition to all other bonuses, for one precision shot. If the shot hits, it is always a Critical Strike (double damage). Note: If the roll is a Natural 19 or 20 (roll of 1d20 without bonus modifiers), the shot is either, 1 ) Bull ' s Eye ! Hits the exact target/location the shooter was aiming at (hand, head, gun, antenna, strap, button on a shirt, etc.), and will succeed in shooting a weapon out of someone' s hand if that's what he was trying to do, but at normal damage for that weapon, or 2) is a Critical Strike and does triple damage to whatever the character was shooting at (hand, head, weapon, antenna, sensor cluster, etc.), otherwise damage is to the main body when no specific target was announced for a "Called Shot." If a mortal target, and the strike roll is higher than the Armor Rating (A.R., if any), damage is direct to Hit Points. LS.P. Cost: Ten.
Trained to Sense and Manipulate Chi
The character has been taught how to gather and direct "Chi" (the life force that exists even in very weak P.P.E. environments) so that it can add Mega-Damage to otherwise ordinary weapons, see below:
- S.D.C. Bullets into M.D. Rounds. Channeling Chi to make the bullet/round of any gun, revolver, pistol, rifle, etc. become a Mega-Damage projectile. Good against M.D.C. armored opponents, vehicles, dragons, demons, Goblins and Mega-Damage beings with a physical body. Does not work on the Undead, Ghosts, Entities, the intangible or energy beings. Mega-Damage is the same amount as the S .D.C. ammunition, so if a bullet does 4D6 S.D.C. it can be made to inflict 4D6 M.D. I.S.P. Cost: Two points per melee round of shooting total per gun (4 I.S.P. if two guns are being fired that melee round).
Losing the Power of Chi
All Chi-based powers are diminished outside China, even in places where there are numerous ley lines and powerful magic. The channeling of Chi is unique to China, and though Chi can be found everywhere to varying degrees, it is weak and much more difficult to tap, channel and use outside of China itself. The following modifiers apply to all China characters who use Chi-based powers and abilities, including Mystic Martial Art Powers, anywhere else on Rifts Earth (and most of the Megaverse for that matter).
Permanent I.S.P. Base/Chi: Reduce by half.
Available amount of I.S.P./Chi one can draw from the area: Reduce by half.
Range of Chi (I.S.P.)-based attacks, abilities, powers and weapons: Reduce by half.
Duration of Chi (I.S.P.)-based abilities, powers, attacks and weapons: Reduce by half.
Chi (I.S.P.) damage (or damage bonuses from Chi (I.S.P.)-based attacks, magic, powers and weapons): Reduce by half. Not applicable to magic weapons and items.
M.D.C. acquired from Mystic Martial Art Powers: Reduce by 30%.
Combat Bonuses: Reduce by one point each; includes those from Mystic Martial Art Powers (not skills).
Number of Attacks per Melee Round: -1 APM for characters higher than sixth level.
P.P.E.: Reduce by half (when applicable, leave alone if balanced with other characters in the world.)
Combat Data(Primary Combat HtH)
HTH Type: Commando (Lv 15)Frozen
Number of Attacks: +10
Number of Attacks with Pistols: +15
Number of Attacks with Guns: +13
Initiative Bonus: +11 (+13)
Initiative Bonus with Pistols: +30 (+34)
Initiative Bonus with Non-Pistols: +21 (+26)
Strike Bonus: +11 (+13)
Ranged Strike Bonus: +2 (+3)
Parry Bonus: +15 (+19)
Dodge Bonus: +15 (+19)
Auto Dodge Bonus: +13 (+15)
HTH Damage Bonus: +11
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +12
Bonus to Disarm: +10
Bonus to Body/Flip Throw: +4
Horseback Combat Data: Cowboy
Number of Attacks: +10
Number of Attacks with Pistols: +15
Number of Attacks with Guns: +13
Initiative Bonus: +13 (+15)
Initiative Bonus with Pistols: +32 (+36)
Initiative Bonus with Non-Pistols: +23 (+27)
Strike Bonus: +11 (+13)
Ranged Strike Bonus: +2 (+3)
Parry Bonus: +17 (+21)
Dodge Bonus: +17 (+21)
Auto Dodge Bonus: +13 (+15)
Bonus to Roll w/Fall/Impact: +17
Bonus to Disarm: +10
Bonus To Roll w/fall: thrown from horse: +19
Combat Data: Dog Boxing Kung Fu (Kuo-Ch' uan)(Secondary HtH)
HtH Type: Dog Boxing Kung Fu (Lv 5)
Number of Attacks: +8
Number of Attacks with Pistols: +15
Number of Attacks with Guns: +13
Initiative Bonus: +5 (+8)
Initiative Bonus with Pistols: +24 (+25)
Initiative Bonus with Non-Pistols: +15 (+16)
Melee Strike Bonus: +11
Ranged Strike Bonus: +2 (+3)
Parry Bonus: +11
Dodge Bonus:+11
Side Flip Bonus: +9
Bonus to Roll w/Fall/Impact: +17
Bonus to Disarm: +10
Bonus To Roll w/fall: thrown from horse: +19
Dog Boxing Side Flip
Involves throwing oneself backwards to the right or left, like a dog quickly changing direction. The result is that one quickly moves backwards and to the side, by half a body length. Can be used instead of a traditional dodge, but without normal dodge bonuses.
If the character rolls higher than his opponent's strike roll, using only the Side Flip and P.P. attribute bonuses, the dodge is successful and does not cost the character a melee action. If unsuccessful, the character loses one action, however he automatically succeeds in rolling the attack, therefore taking only half damage !
Body Hardening Exercise: Heal Internal Organs and Injury
Sometimes avoiding damage is impossible, and quick recovery is always ideal for guaranteed survival, especially if a pack of Goblins or demons are after you. Long hours of training in healing concentration, focus and a form of bio-feedback meditation enable the character to stop bleeding in 2d4 melee rounds without an external bandage and to heal internal injury, tissue damage and hurt organs. Bonuses : Restores 1d6 Hit Points per hour, with a maximum recovery of one third the character' s total Hit Points (or 25% of the total M.D.C ., as the case may be), and + 10% to save vs Coma/Death.
Weapon Proficiencies Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
Death blow on a Natural 18-20 (HTH Commando)
Critical on Natural 17-20 (HTH Commando)
Critical on Natural 19-20 (HTH Dog Boxing)
W.P. Sharpshooting: Pistols (GS OCC Ability)
W.P. Sharpshooting: Guns (GM OCC Ability)
W.P Pair Weapon (From HTH and Ambidextrous Trait)
W.P. Paired Weapons Pistols (GS OCC Ability)
W.P. Paired Weapons Guns (GM OCC Ability)
(11)W.P. Handguns: +5 to strike
(11)W.P. Energy Pistols: + 6 to strike
(5)W.P. Rifle: +3
(5)W.P. Sub-Machine Gun: +2
(5)W.P. Shotgun: +2
(5)W.P. Energy Rifle: +2
(6)W.P. Knife: + 2 to strike, +3 to parry, +3 to strike when thrown.
(6)W.P. Rope: + 2 to strike and + 2 to entangle and + 2 to disarm. Note: the Roping skill gives an additional bonus of +2 to strike and +2 to disarm when using against humanoid targets.
(6)W.P. Sword: +3 Strike; +2 Parry
Saving Throw Bonuses
Coma/Death: +18%
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): +4
Psionics (15+): +3
Horror Factor (varies): +10
Possession and Mind control: +3
Charmed Life and One Lucky S.O.B.: All Saves: +4
Ranged Strike Break Down
+2 (GM OCC)
+1 (Armor)
+ x (W.P.)
+3/+4/+12 (Sharpshooter Aimed Bonus, 1 APM)
+6/+8/+19 (Special: Sharpshooters Called Shot; 2 APM)
APM Break Down
7 From HTH (Commando)
1 From WP. Sharpshooting GS (Pistols Only)
1 From WP. Sharpshooting GM (All Firearms)
1 From Ambidexterity
1 From Boxing
1 From OCC GS (Pistol Only)
1 From OCC GM
2 Tao Jen Qiang
Initiative Break Down
+15/+15 (GS OCC Bonus P.P. Based, Pistols only)
+ 6/+7 (GM OCC Bonus for Non-Pistol Guns)
+2/+3 (Over 30 P.P.)
+6 (HtH)
+2 (GM OCC Guns Only)
+2 (When mounted Horsemanship Cowboy)
+3 (F&G Roll)
+3 (Armor Mods)
Last edited by Wolf Whitaker on Sun Jun 21, 2020 10:23 am, edited 40 times in total.
Worn on Person Enchanted MH-500 Armored Huntsman’s Choice Jumpsuit
High Quality Leather Cowboy Hat (Brown with darker brown band)
Dragon Scale (breadt pocket of Jumpsuit, over his heart)
Multi Optic Band On Hat
Sunglasses Face/Neck
Pocket Language Translator Left Pocket
Cigarette Lighter & Pocket Mirror Right Pocket
Non-Secure Black Card: 1,200 credits Right Pocket(19AUG2019 Underguard)
• Boot: NE-RV01 Ripper Vibro-Knife Chain around Neck
.44 caliber round (Misfired)
Talisman of Superhuman Speed (Dog Tag)
Talisman of Superhuman Agility(Dog Tag)
Talisman of Invincible Armor (Dog Tag)
Talisman of Fighting Spirit (Dog Tag)
Talisman of Invulnerability (Dog Tag)
Talisman of Sheltering Force(Dog Tag)
Talisman of Magical-Adrenal Rush (Dog Tag)
Talisman of Cloak of Darkness (Dog Tag)
Talisman of Chromatic Protection (Dog Tag)
Talisman of Invincible Armor (From Vheld) Armored M.D.C. Sharp Duster Enchanted NE-BA-26 Special Body Armor
• Magnetic Weapon Clamp: WI-SR15 15mm Sniper Rifle
• Magnetic Weapon Clamp: WI-SR15 15mm Sniper Rifle
Currently Equipped
CAF Elite Corps Load-Bearing Chest Rig (Patron Item) Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263) Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Speed-loader Enchanted Bullets Full
• Attachment: Speed-loader Enchanted Bullets Full
• Attachment: Speed-loader Enchanted Bullets Full
• Attachment: Speed-loader Enchanted Bullets Full
• Attachment: .44 Auto-Mag Magazine: Full (WI-2E)
• Attachment: .44 Auto-Mag Magazine: Full (WI-2E)
• Attachment: .44 Auto-Mag Magazine: Full (WI-2E)
• Attachment: .44 Auto-Mag Magazine: Full (WI-2E)
• Attachment: WI-SR15 Magazine: Full (WI-2E)
• Attachment: WI-SR15 Magazine: Full (WI-2E)
• Attachment: WI-SR15 Magazine: Full (WI-2E)
• Attachment: WI-SR15 Magazine: Full (Silver)
12 Space Speed-Loader Bandoleer, LeatherAcross chest
• Space: Speed-loader Equalizer Rounds Full
• Space: Speed-loader Equalizer Rounds Full
• Space: Speed-loader Equalizer Rounds Full
• Space: Speed-loader Enchanted Bullets Full
• Space: Speed-loader Enchanted Bullets Full
• Space: Speed-loader NE-003PC Full
• Space: Speed-loader NE-003PC Full
• Space: Speed-loader NE-003PC Full
• Space: Speed-loader NE-003PC Full
• Space: Speed-loader Equalizer Rounds Full
• Space: Speed-loader Equalizer Rounds Full
• Space: Speed-loader Equalizer Rounds Full
Utility Belt Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment Right Thigh: NE-6SL Slim-Line "Magnum" Revolver 6/6
• Attachment Left Thigh: NG Equalizer-Equalizer Rounds 6/6
• Attachment Right Belt line: GAW .44 Auto-Mag 7/7 (WI-2E)
• Attachment Left Back: TW Thundergun 6/6
• Attachment Right Back: TW Thundergun 6/6
• Attachment Left Belt Line: GAW .44 Auto-Mag 7/7 (WI-2E)
Backpack The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Canteen
• Space: Binoculars
• Space:
• Space: 2x MDC Handcuffs
• Space: 132x Enchanted Thundergun rounds
• Space: Small Silver Cross
• Space: Air Filter
• Space: 2x WI-SR15 Magazine 50/50 (Silver Rounds)
• Space: 2x WI-R12 Magazine 99/100 (Silver Rounds)
• Space: 28x WI-R12 Magazine 99/100 (WI-2E)
• Space: 24x WI-SR15 Magazine 50/50 (WI-2E)
• Space: 500x 10mm (WI-2E)
• Space: 220x .44 mag (WI-2E)
• Space: 222x Equalizer Rounds
• Space: 228x NE-003PC
• Space:
Stored on Saddle/Dusty
50' Rope (Tied in a Lasso)
Thing One (Strapped down when not in use)
Thing Two (Strapped down when not in use) Saddle Bags
• Space: Canteen
• Space: Weapons Cleaning kit
• Space: Xiticix Hooked Short Sword
• Space: WI-R12 Submachine Gun x2 or WI-SR15 15mm Sniper Rifle x2(Which ever is not on his back)
• Space: NE-RV01 Ripper Vibro-Knife x3
• Space: Survival Knife
• Space: NE-700 Ammo Drum
• Space: NE-700 Ammo Drum
• Space: NE-700 Ammo Drum
• Space: NE-700 Ammo Drum
• Space: 5x Speed-loader NE-003PC Full
• Space: 34x .44 Auto-Mag 7rnd Magazines: Full (WI-2E)
• Space: 2x 10mm Ingram SMG
• Space: 2x Colt Delta Elite
• Space: 14x 15rnd Colt Magazines: Full (WI-2E)
• Space: 15x Ingram 50 round Magazines: 48/50 (WI-2E)
• Space: 6x NE batteries
• Space: Enchanted NE-BA-26 Special Body Armor x2
• Space: 12 Space Speed-loader Bandoleer, Leather
• Space: Enchanted MH-500 Armored Huntsman’s Choice Jumpsuit or Fatigues x2
• Space: 2x WI-R12 Multipurpose Sub-Machine Gun
• Space:
• Space:
• Space:
• Space:
• Space:
Spell Chains Needed: Energy bolt (7), sense evil (2), sense magic (4), fly as the eagle, fire bolt (7) and thunderclap (4)
Physical Requirements: Schofield No. 3 revolver and a clear diamond worth 5000 credits+
Construction Time: 60 hours
Book Reference: p.215, WB14
NG Equalizer
Northern Gun's engineers always make commercially non-viable prototypes to test out novel design ideas, and to test engineering theories. The Equalizer is one such item.
• Range: 800'
• Damage: 5D6 + knockdown
• Rate of Fire: Single shots only
• Payload: 6 rounds
• Modifiers: +1 to initiative, +2 to strike, critical strike on Natural 19-20
• Features:
☞ Adaptive engineering: can also use NE-002PC "Medium" Plasma Cartridges, but with no knockdown effect.
☞ Custom Grip
☞ Laser Targeting
☞ Knockdown Effect: Human-sized beings who are shot must roll a 20 sided die to maintain their footing. This balance roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character feels like he's been kicked, but remains standing and suffers no penalties, except he loses initiative if he had it. A failed roll means the victim is knocked off his feet, and falls back onto the ground (1D4 feet), loses initiative (if he had it) and loses one melee attack/action! Even characters in M.D.C. body armor will be knocked down, however, those in power armor, full conversion cyborgs, robots, giants, supernatural beings and creatures of magic are not. Notes: A strength of 16 or better is required to shoot the Equalizer (those with a weaker P.S. are -2 to strike even with an aimed shot, and -6 when shooting wild); a P.S. 18 is needed to fire it one-handed.Ammunition is only available at official Northern Gun outlets: 200 credits per round
240 rounds for Equalizer
GAW 10mm Ingram SMG
GAW 10mm Ingram Submachine-gun
Range: 650'
Damage: 4D6, or 1D4x10 burst
Rate of Fire: Single shots & 3-round bursts only
Payload: 30 or 50 round magazine
Weight: 3.5 lbs.
Features: None
Modifiers: +1 Strike when firing bursts (Recoil Diminisher)
Book Reference: p.121, Merc Ops
TW Jammer Pistol
Range: 600'
Damage: Whatever mechanical device is hit by the blast is temporarily "jammed" (won't function) for 1 melee round
Rate of Fire: Single shots only
Payload: 10 shots per P.P.E. clip
Weight: 1.2 lbs.
Features: None
Modifiers: None
TW Characteristics:
TW Functions:
Negate Mechanics (3rd level proficiency)
Book Reference: p.113, WB16
Xiticix Hooked Short Sword
Range: Close Combat
Damage: 1D6 M.D.
Weight: 10 lbs.
Features: Weapon damage is added to user's own augmented, robotic, or supernatural melee damage
Modifiers: +1 to strike; +2 to parry; +3 to disarm
Book Reference: p.78, WB23
NE-RV01 Ripper Vibro-Knife (x4)
Damage: 2D4 M.D.
Payload: 1 hour constant use
Weight: 1 lb.
Features: silver coated
Modifiers: None
Book Reference: p.24, DB8
TW Lightblade
Range: Close combat
Damage: 1D4x10 M.D. (x2 vs beings vulnerable to light)
Weight: 2 lbs.
Features: Fueled by wielder's Hit Points/S.D.C.
Modifiers: +1 to strike and parry
TW Characteristics:
TW Functions: [insert bulleted sub-list, if needed]
Activation Cost: 30 S.D.C. points or 15 Hit Points (30 M.D.C for M.D. beings)
Device Level: Five
P.P.E. Construction Cost: 300
Spell Chain Needed: Primary Spell: Lightblade (20), Secondary Spells: Blinding Flash (I), Energy Bolt (5), Globe of Daylight (2) and Life Source (2)
Physical Requirements: None
Duration of Charge: 5 minutes
Construction Time: 150 hours
Construction Cost: Unlisted
Book Reference: p.137, R:UE
Enhanced NE-BA-26 Special Body Armor
M.D.C. by Location:
Helmet: 62
Arms: 50 each
Legs: 62 each
Main Body: 112
Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills Features:
All standard NE environmental armor features (p.35-36, DB8)
Thermo-Kinetic Armor (thermal and kinetic attacks do 25% less damage)
Modular Features & Upgrades Packages
Robotic Exoskeleton
Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
Telescopic Vision (up to 20x Magnification): 1 mile
Macro-Lens (6x Magnification)
Thermo-Imager: 2,000'
Light Polarization
HUD Visor Allows 6 different screens to be viewed without impairing vision.
Integrated Sensor Pod
360° scanning capability
+3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
Advanced Communication Package
Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
Range: 30 miles
Psionic Electromagnetic Dampers
+2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
Built-In N-F50A Force Field
M.D.C.: 160
Voice Activated
Mini-Radar/Sonar System
Can track up to 12 targets
Range: 2 miles
Book Reference: p.37-39, DB8
Enchanted NE-BA-26 Special Body Armor
M.D.C. by Location:
Helmet: 250
Arms: 240 each
Legs: 250 each
Main Body: 290
Weight: 1 ounce.
Modifiers: Features:
Enchantments:
Hardening: +200MDC
Impervious to Fire: Immune to normal Fire; Half Damage from Magic fire damage.
Spell ability: Impervious to Energy 3 time per day.
Weightless: Weighs 1 ounce, removes any negative physical modifiers from the armor.
All standard NE environmental armor features (p.35-36, DB8)
Thermo-Kinetic Armor (thermal and kinetic attacks do 25% less damage)
Modular Features & Upgrades Packages
Robotic Exoskeleton
Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
Telescopic Vision (up to 20x Magnification): 1 mile
Macro-Lens (6x Magnification)
Thermo-Imager: 2,000'
Light Polarization
HUD Visor Allows 6 different screens to be viewed without impairing vision.
Integrated Sensor Pod
360° scanning capability
+3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
Advanced Communication Package
Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
Range: 30 miles
Psionic Electromagnetic Dampers
+2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
Built-In N-F50A Force Field
M.D.C.: 160
Voice Activated
Mini-Radar/Sonar System
Can track up to 12 targets
Range: 2 miles
Book Reference: p.37-39, DB8
NE-BA-26 Special Body Armor
M.D.C. by Location:
Helmet: 50
Arms: 40 each
Legs: 50 each
Main Body: 90
Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills Features:
All standard NE environmental armor features (p.35-36, DB8)
Thermo-Kinetic Armor (thermal and kinetic attacks do 25% less damage)
Modular Features & Upgrades Packages
Robotic Exoskeleton
Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
Telescopic Vision (up to 20x Magnification): 1 mile
Macro-Lens (6x Magnification)
Thermo-Imager: 2,000'
Light Polarization
HUD Visor Allows 6 different screens to be viewed without impairing vision.
Integrated Sensor Pod
360° scanning capability
+3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
Advanced Communication Package
Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
Range: 30 miles
Psionic Electromagnetic Dampers
+2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
Built-In N-F50A Force Field
M.D.C.: 160
Voice Activated
Mini-Radar/Sonar System
Can track up to 12 targets
Range: 2 miles
Book Reference: p.37-39, DB8
Drone Control and Command Gauntlet (2 - One integrated in NE-BA-26 above)
The robot can also be sent wireless commands via a control pad or Drone Control and Command Gauntlet (DCCG) worn by the owner of the drone. The DCCG is, in effect, a command suite with one large, two medium and two small screens to monitor as many as five drones at a time, keypad for sending numerical and typed commands, a radio to transmit voice commands, and other elements related to controlling and monitoring drones. Everything the cameras of the drones see, the wearer of the DCCG can see, via live feed. Moreover, the control gauntlet can be used to record, edit and transmit video and frame images, making the gauntlet a mini-video editing system. (The TV/Video skill is necessary to do elaborate editing, splicing and filmmaking.) Video, audio and other data collected by a drone is transmitted from each drone to the gauntlet, which can, in turn, transmit the information to a portable computer, a vehicle, giant robot or any receiver capable of receiving such signals (5 mile/8 km range). While images from only five drones can be displayed at a single time, as many as 10 drones can be linked to the control gauntlet with the user having the ability to flip from one to another. This is especially handy if a drone transmits a help signal.
- Weight: 2 lbs
- MDC: 10
Ultra-300 Armored Huntsman’s Choice Fatigues M.D.C. by Location:
Helmet: 135
Arms: 110 each
Legs: 114 each
Main Body: 125
Weight: 7 pounds
Modifiers: good to excellent mobility, -2% movement penalty.
Ride Armor helmet standard features:
Tinted, polarized, eye panel that darkens in bright light and lightens in the dark.
Heads-Up Display (HUD) with data displayed on the visor.
Built-in short-range radio communicator; range 5 miles in most environments.
External audio speaker to communicate without having to remove the face plate or helmet.
Enchantments:
Hardening: +100MDC
Impervious to Fire: Immune to normal Fire; Half Damage from Magic fire damage.
Spell ability: Impervious to Energy 3 time per day.
Streetwolf M.D.C. Combat Pants x2
M.D.C.: 8
Weight: 2 lbs
Armored M.D.C. Sharp Duster x2
M.D.C.: 28
Weight: 8 lbs
Talisman of Invincible Armor (From Vheld)
Talisman Magic Features
Invincible Armor @lv10
Charges: 3
RH-1001A Appaloosa Light Robot Horse
Alignment: programmed to act like a genuine horse Disposition: programmed to act like a genuine horse M.D.C. by Location:
Head: 50
Legs (4): 50 each
Main Body: 200
Statistical Data:
Running Speed: 75 mph max.
Leaping: 5' up & 10' across (x2 w/a running start)
Underwater Capabilities: walk on bottom at 25% run speed, swim at 3 mph; 500' max depth
Dimensions: 13 hands (4'4") at shoulders, 2.6' wide, 6.6' long, 800 lbs.
Physical Strength: Robotic P.S. 26
Cargo: 1,000 lbs., can pull up to 2 tons
Power System: Nuclear (15 year life) Weapon Systems:
None Hand to Hand Combat: 3 APM, per Robotic P.S. 26 Features of Note:
P.P. 20, I.Q. 9 (equivalent)
Responds to physical and voice commands
Recognize owner & 96 others
Will warn rider on approach of (known) enemies & identify natural threats
Will not allow unauthorized people to ride or command it
Modifiers: +2 to initiative, +1 to strike, +3 to dodge when running, +2 to roll w/impact
Book Reference: p.196-197, WB14
Cavalry Armor for Horses: Equipped on Dusty
M.D.C. by Location:
Helmet: 50
Arms: 18 each
Legs: 25 each
Main Body: 90
Weight: 30 lbs.
Modifiers: -5% to SPD w/armored leggings Features:
None
Book Reference: p.181, WB14
Dark brown leather saddlebags, both sides. (Equipped on Dusty)
15 S.D.C.
20% of Horses Carrying Capactiy can be stored here before strain
DV-39 Wolf Pack Robot Drone (Fang)
Alignment: N/A Disposition: Coded to accept commands from Wolf and Will Summers. M.D.C. by Location:
*Head: 90
*Back Mounted System: 60
Vibro-Claws (4): 50 each.
Legs (4): 95 each.
**Main Body: 200
N-F40B (Integrated): 110
* Difficult target: -3 to strike on called shot. Destroying the head eliminates all forms of optical and sensory enhancement.
** Depleting the M.D.C. of the main body destroys the drone, along with any data it may be carying. Statistical Data:
Running Speed: 120 mph
Leaping: 20' high, 30' lengthwise (running start of 60 mph increases by 50%)
Dimensions: 3'6"x3'x5'6"; 350 lbs.
Physical Strength: 30 Robotic
Power System: Nuclear (20 years) Hand to Hand Combat: 6 APM
Damage: Damage: 1d4x10 M.D. per shot or 4d6x10 M.D. per 6-round burst.
Rate of Fire: Single shots or 6-round bursts only
Payload: Disintegrating ammo belt: 150 rounds
Combat Bonuses: +4 on initiative, +2 to strike with ranged weapons, +4 to strike in melee combat, +6 to dodge (including attacks from behind), +5 to disarm, + 3 to pin/incapacitate and entangle, +4 to roll with impact, and +6 to pull punch/bite/attack. Features of Note:
Robotic Sensor Systems
Optics: The DV-39 has advanced robot optics (basic 20/20 vision up to two miles away) with infrared, ultraviolet, polarization, and passive nightvision, all with a range of 4,000 feet, plus telescopic vision with a range of two miles, and an optical reader.
Motion Detector: Increased range: 500 feet, adds to the ability to respond quickly, parry and dodge. Molecular Analyzer: Identical to the cybernetic lung implant of cyborgs.
Vibration Detectors: Located in the feet, these sensors enable the drone to detect ground movement by troops and vehicles, and estimate their speed, direction of travel and location at a base percentage of 70%.
Speech: A synthesized voice system and loudspeaker are standard, enabling the 'Bot to speak to NGR soldiers, but the voice is mechanical sounding. This is to prevent soldiers from starting to think of the robot as a "living" animal and becoming too attached to the robot.
DV -39 Wolf Computer Programs:
Military General Programming: Demolitions Disposal 90% (has the data and knowledge, and can talk a technician or soldier through the procedure; includes a "chemical sniffer" sensor system), Languages include Euro, American, German, Techno-can, and Gobblely at 96%, Lore: Demons and Monsters 70% (+15% when it comes to Gargoyles and Brodkil), Mathematics: Basic 96%, Military Etiquette 96%, Radio: Basic 96% and and Sniff Out Explosives (special; exactly what it sounds like) 88%.
Military Reconnaissance & Intelligence Program: Climbing 85%/15%, Detect Ambush 60%, Detect Concealment 60%, I.D. Plants and Animals 88%, Intelligence 80% (+10% when dealing with Gargoyles and Brodkil), Land Navigation 88%, Mine/Trap Detection 68%, Prowl 70%, Tailing (people or vehicles) 85%, Track Animals 88%, Tracking People 88%, and Wilderness Survival80%.
NE-700 Vulcan Mini-Gun
Range: 1200'
Damage: 1d4x10 M.D. per shot or 4d6x10 M.D. per 6-round burst
P.S. of 26+, Robotic or Bionic P.S. 21+, or SN P.S. 18+: minimum P.S. required to use
P.S. of 20-25: -2 to strike & double reload time
P.S. of 20<: character unable to wield, -12 to strike even if it is braced
Book Reference: p.34, DB8
DV-39 Wolf Pack Robot Drone (Shadow)
Alignment: N/A Disposition: Coded to accept commands from Wolf and Will Summers. M.D.C. by Location:
*Head: 90
*Back Mounted System: 60
Vibro-Claws (4): 50 each.
Legs (4): 95 each.
**Main Body: 200
N-F40B (Integrated): 110
* Difficult target: -3 to strike on called shot. Destroying the head eliminates all forms of optical and sensory enhancement.
** Depleting the M.D.C. of the main body destroys the drone, along with any data it may be carying. Statistical Data:
Running Speed: 120 mph
Leaping: 20' high, 30' lengthwise (running start of 60 mph increases by 50%)
Dimensions: 3'6"x3'x5'6"; 350 lbs.
Physical Strength: 30 Robotic
Power System: Nuclear (20 years) Hand to Hand Combat: 6 APM
Bite: 2D4 M.D.
Power Bite: 4D4 M.D. (2 APM)
Head Butt: 1D4 M.D.
Paw Strike: 1D6 M.D.
Pounce Attack: 1D4 M.D. + knockdown
Critical Strike on Natural 19 & 20
Weapon Systems: Back-Mounted Sensor Array:
This device is exactly what it looks like: a video camera, radio dish, and a couple sensor pods and antennas. The video camera has a wide angle and zoom lens, and everything it films is stored inside the Wolf robot as well as transmitted to its handler or nearby base. This array gives the DV-39 Wolf long-range (500 miles/800 km) radio scanning and radio and video transmitting and relay capabilities. Great for scouting and video surveillance. This attachment hooks directly into the drone itself, and transmits everything the robot sees and hears. Plus a superior radar (double the range and capabilities of the standard robot system), has a laser distancer (1 mile), a larger array of thermal sensors, and it boosts the drone's own sensors by 50% and transmits the data back to base or the robot's handler. Combat Bonuses: +4 on initiative, +2 to strike with ranged weapons, +4 to strike in melee combat, +6 to dodge (including attacks from behind), +5 to disarm, + 3 to pin/incapacitate and entangle, +4 to roll with impact, and +6 to pull punch/bite/attack. Features of Note:
Robotic Sensor Systems
Optics: The DV-39 has advanced robot optics (basic 20/20 vision up to two miles away) with infrared, ultraviolet, polarization, and passive nightvision, all with a range of 4,000 feet, plus telescopic vision with a range of two miles, and an optical reader.
Motion Detector: Increased range: 500 feet, adds to the ability to respond quickly, parry and dodge. Molecular Analyzer: Identical to the cybernetic lung implant of cyborgs.
Vibration Detectors: Located in the feet, these sensors enable the drone to detect ground movement by troops and vehicles, and estimate their speed, direction of travel and location at a base percentage of 70%.
Speech: A synthesized voice system and loudspeaker are standard, enabling the 'Bot to speak to NGR soldiers, but the voice is mechanical sounding. This is to prevent soldiers from starting to think of the robot as a "living" animal and becoming too attached to the robot.
DV -39 Wolf Computer Programs:
Military General Programming: Demolitions Disposal 90% (has the data and knowledge, and can talk a technician or soldier through the procedure; includes a "chemical sniffer" sensor system), Languages include Euro, American, German, Techno-can, and Gobblely at 96%, Lore: Demons and Monsters 70% (+15% when it comes to Gargoyles and Brodkil), Mathematics: Basic 96%, Military Etiquette 96%, Radio: Basic 96% and and Sniff Out Explosives (special; exactly what it sounds like) 88%.
Military Reconnaissance & Intelligence Program: Climbing 85%/15%, Detect Ambush 60%, Detect Concealment 60%, I.D. Plants and Animals 88%, Intelligence 80% (+10% when dealing with Gargoyles and Brodkil), Land Navigation 88%, Mine/Trap Detection 68%, Prowl 70%, Tailing (people or vehicles) 85%, Track Animals 88%, Tracking People 88%, and Wilderness Survival80%.
NE-040 Point Defense Drone x2 (Thing One and Thing Two)
NE-040 Point Defense Drone x2 (Thing One and Thing Two) Alignment: N/A; Simple artificial intelligence Disposition: N/A; Simple artificial intelligence (Coded to take orders form Wolf and Will Summers) M.D.C. by Location:
Optical Sensor Eye: 15
Sensor and Transmitter Crown: 15
Main Sensor Cluster: 20
Small Defense Laser: 10
Main Hover Jets (3): 10 each
Directional Jets (9): 3 each
Main Body: 80
Statistical Data:
Running/Flying Speed: Hover (0 mph) to 50 mph. Hover altitude is 1' to 150' high.
Dimensions: 2' high, 2' wide, 42 lbs.
Physical Strength: N/A
Power System: NE-EB battery; 96 hour life per charge Weapon Systems: Light Laser
Range: 2,000'
Damage: 2D6 M.D.
Rate of Fire: Single shots only
Payload: 200 shots
Hand to Hand Combat: 4 APM Features of Note:
Comes with HUD visor and remote control module for human operator
Robot Defense System: Recognize, Locate, & Identify Targets 89%; Prowl 89%; Land Navigation 89%; Detect Ambush 60%; Detect Concealment 60%; Can recognize 1000 different targets.
Modifiers: +3 to initiative; +4 to strike; +8 to dodge
Book Reference: p.66, DB8
(2x) NG Robot Floater Camera
Alignment: Disposition: Coded to accept commands from Wolf and Will Summers. M.D.C. by Location:
* Central Lens: 2
* Hover Jets (2 side, 2 bottom, 2 back): 4 each
Main Body: 18
* Requires a called shot at -5 to strike if stationary, -8 to strike if moving Statistical Data:
Flying Speed: hover to 10 mph max, 11' max altitude
Dimensions: 9" high, 6" wide, 18", 7 lbs.
Physical Strength: none
Power System: Battery (120 hours) Weapon Systems: None Hand to Hand Combat: N/A Features of Note:
Criminal I.D. Recognition System: facial recognition (89%) can identify as many as 250,000 known wanted men, dangerous D-Bees, & monsters
Modifiers: +1 to dodge
Book Reference: p.236-237, WB34
Gear On Loan To Wolf
Ring of Eyes of the Wolf (Will) Rare Enchanted Ring Magic Features
Nightvision: 60'
Duration: 35 minutes
Uses per day: 2
See the Invisible Amulet (Will) Uncommon Amulet Magic Effect:
Enables the wearer of the medallion to see the invisible (200')
Curse: (if any)
History: (if any)
Talismans From Will
Talisman of Chromatic Protection Talisman Magic Features
Chromatic Protection
Duration: 8 minutes
Charges: 3
Book Reference: p.100/150, BoM
Talisman of Cloak of Darkness Talisman Magic Features
Cloak of Darkness
Duration: 32 minutes
Charges: 3
Book Reference: p.93/150, BoM
Talisman of Fighting Spirit Talisman Magic Features
Fighting Spirit
+1 on Initiative, to strike w/ Guns
+2 APM, to disarm, parry and dodge, roll w/ impact, to save vs Possession
Background Story
Wolf was playing with his toy horse, a small wooden carved horse his father made for him, outside on the porch of his home when the man came calling. Wolf looked up as the man reigned his horse to a stop next to Wolf. Dressed in riding leathers with a duster and a beautiful cowboy hat, black leather with a decorative silver band, he was a wonder to behold. Two pearl handle revolvers completed his ensemble. Yet even with all that Wolf was more intrigue by the man’s eyes. The cold nothing in the grey eyes of the stranger were positively a mystery. He had never seen eyes so devoid of emotion. “Evening Mister.” The stranger was shocked as Wolf showed no signs of fear at his presence. “Wolf! Get away from the man. Come inside and get yourself ready for dinner.” His Father called out from the front door. “Yes Pa.” Wolf hurried to his room overlooking the front of the house. He wanted to see what brought the stranger to his home. He could see his father talking to the stranger. His mother soon came out and joined his father. Shortly thereafter his father began yelling at the stranger and making wild gestures with his hands. Wolf had never seen his father so upset. The man was his Father's antithesis, cold and calm in his small gestures as he stepped closer to Wolf's Father. In an instant his father pushed the man away and drew his pistol. His father was fast enough to get one shot off clipping the stranger in the shoulder, yet he was unmoved by the hit. Wolf could barely register the man’s return shots. Ten shots in the blink of an eye. Five into his father and five into his mother. An odd detachment settled over him as he ran down the stairs and into the street. As he approached his parents laying in front of the house, all emotional feelings were stripped away. Not crying, not wailing, just staring at the bodies on the street like they were strangers. He watched numbly as his parents’ blood oozed to his feet. He looked up with detached interest as the stranger locked the hammer back on his revolver. Wolf gazed in wonder, not fear, at the beautiful craftsmanship of the weapon point at him. CLICK. The stranger cocked his head to the side puzzled. He opened the cylinder and removed the round from his weapon. The hammer left the same imprint on the primer as it had on the other casings in his weapon but this one had failed to discharge. “Looks like this is your luck day kid. The bullet doesn’t lie.” The stranger tossed the round to Wolf climbed on his horse and departed. Wolf stood there on the ground made muddy by his parents’ blood, turning the round over in his hands as the man’s words echoed in his head. “The bullet doesn’t lie.”
Two decades later, Wolf sat alone at the bar shoulders hunched as he nursed his whiskey. No one but himself to worry about. He enjoyed it. However, it was becoming repetitive. Same old thing. He would pick up a contract for protection or to eliminate someone’s competition and then some new young kid would come along trying to prove themselves or someone would try and chase him down looking for revenge. Wolf never really cared for where his jobs came from, only how much they paid. He set out to make a name for himself and he had succeeded. However, with success came risk. People knew who he was and many wanted to end his life for the things he had done. Today was no exception. “WOLF!!!” The doors to the bar slammed open as a large man in a leather duster stormed into the bar. Wolf rolled his eyes as he looked at the man in the mirror at the back of the bar. “You killed my Brother!” The man pulled back his duster exposing a pistol on his right side. Here we go again. People never learn. How many do I have to kill before they leave me alone? A heavy sigh escaped Wolf and he looked at the bartender. “Here or outside?”
The bartender looked unconcerned about the possibility of a shootout in his bar. “Don’t leave a mess.” He turned and walked out of the line of fire. Other patrons began seeking shelter in the dark corners of the bar, leaving the two men alone in the middle of the bar. Wolf looked back up into the mirror. “If you do this, you won’t leave here under your own power.” “Face me.” “No. I’m good here.” Wolf remained seated on his bar stool facing the mirror his back to his opponent. His left hand subconsciously felt for the .44 caliber cartridge around his neck, on a silver chain, quietly reassuring him of his eventual fate. “FACE ME!!!” The man's face reddened with anger. “I want you to remember the man you killed, my brother Benjamin and the one who will kill you. I am Dillan and I will END YOU!”
Wolf threw his head back, laughter echoing through the bar. “You really think I’m going to remember everyone I’ve killed? You don’t understand how little I care. The job is the job. I take nothing I do personal...not even your claims right now, it’s not personal to me. Honestly, whether we do this or not, by tomorrow I will not remember you. So leave, or shoot. Those are your choices.”
Dillan’s hand grabbed for his gun. The muzzle just cleared the holster as four lasers flashed in quick succession. Dillan's gun clattered to the ground as his gaze moved to the single smoking hole in his chest. Smoke slowly curled up from the muzzle of Wolf’s pistol still aiming at the mirror in front of him. Dillan’s mouth moved, working to say something, his lungs destroyed by the energy of the laser pistol. He slowly collapsed to the floor as his body began to shut down and darkness took him.
Wolf finished his drink, left some credits on the counter, and made his way to the street. Time to leave. I really need a change of scenery. Wolf checked his saddle bags making sure he had everything he needed for a trip to MercTown. He should be able to gain employment there. Maybe get some excitement back into his life. If nothing else it shouldn’t be boring. Wolf's Journal
Indicates separate notes in the margins of the Journal. Hand Writing is slightly different.
Entry 1
Well the world is still as crazy as ever. Arrived in MercTown and ran across a group who called themselves MARS. Nice bunch of people. Maybe a little too nice. Left me feeling like I needed to go to church more. They let me tag along for a while. There was one, Felix, was some kind of flying tiger. Interesting fella. He kept trying to speak English, but his native language was Spanish. I guess none of the others in MARS were Spanish speakers. Seemed like an awkward kid, but it was nice to practice my Spanish with another native speaker.
Next thing I knew we were rifted to where two other groups were located. Some job had gone sideways and they needed more people. I was glad to have been able to purchase a pair of .44 mag revolvers. Unfortunately I learned that silver is just as expensive in MercTown as it is in Gallup. I only had 12 bullets. I was going to have to make them count. I still had my trusty Equalizer and my Two naruni pistols. I still remember when I got those. Good times. Anyway apparently we were needed to stop the summoning of a god of death called, Nxla. No one I heard of before, but the pay was good so I was in. One million UC per person. At the time that was a lot. Still is, but I’m learning that seems to be on the lower end of payouts. I was introduced to Wazika and the rest of the Roughnecks. Now these were my kind of people. Rough around the edges and shifty as hell. Waz offered me a position dependent on my performance on this job. That was fair. Can’t just give the new guy the keys to the castle.
With introductions finished we split up to hit three different rituals and make sure they did not succeed. Well I don’t know much about magic but I had to assume that bullets and energy weapons would still work. And they did. Kind of. The voice in my head is demanding that I put this in so here it is. On top of everything we were not partnered with Waz. He did have us conduct a quick draw test. He was just as fast as we were. Label: Threat. We were partnered with Rocky from MARS. Can walk through walls. Mental powers. Threat. John from the Roughnecks. Can grow into a gigantic rock monster. Epic threat. Unable to counter. We had Saul, the Talking monkey. Judgmental little shit. Deceased. and Mierin from Spooks Squad. Hot redhead. Assassin. Melee. Threat. High. So together we drove with the rest of the groups until we had to split off. Our destination was the ruins of Lexington deep inside the Magic zone.
Entry 2
Ok, now to the fun part. Kind of. My group proceeded to the Lexington ruins to attempt to find and stop some kind of summoning ritual. I was never much for the supernatural, but we had some good trackers. I thought. We came across an inn where we thought we could get some answers but only found more questions. There was no one there. There was food left out, half eaten. Like everyone just got up in the middle of what they were doing and left. About this time we ran across some guy named Zion. Still think he was an enemy plant. Claimed to have some nifty magic canceling powers or what not. Never saw him do anything useful. He was just there, watching. Should have shot him when I saw him. Zion. Hostile. Deceased.Any way he met his end eventually but not yet. So we searched the inn and discovered a passage to a set of underground caves. Oh ya, Rocky had gone off on his own by this time. He never made it down to the caves. Anyway, after tooling around in the caves not really sure what we were looking for, we ran into Rocky again, and finally located the ritual. A brief firefight broke out. John turned into rocks and smashed most of the enemies before most of us could do much more then get a few shots off. We saved some people and headed out to Stormspire to meet up with everyone else.
Wolf's Training Journal Entry
The old man was nuts. How could he tell me to discard everything I thought I knew…He should die for hitting you upside the head that many times…I think I blacked out a couple of times. Master Jung has a mean backhand. It did really open my eyes to the possibilities though. Eventually I came to see the flawed logic I carried. Only carrying six shooters. Wasted time with reloads. Minimal range. Limited power…I still don’t like it, but it has made us more powerful so I won't complain too loudly…
Over the last few days I’ve just meditated. It’s been exponentially more difficult with you chattering away in my head…I don’t know what you’re talking about…that right there. Just shut up…You know you’re writing out this argument…Well anyway. Meditation. Useful for channeling something called Chi. Apparently I can use it to up the power of my weapons. Sounds useful. I will get back to it.
More hits to the head today. Last one dropped me for about two hours. Didn’t think anyone was capable of making contact with me. I guess I still have a long way to go. Still learning the new weapons was exhilarating. The rifles were much more useful then I had first believed. I remember there are a pair of WI rifles at the HQ. I’m going to change my approach to combat. Previously I relied nearly exclusively on my pistols and quick draw abilities. While they are still a valid approach, adding the ability to strike from a greater distance and with more force will help in our ultimate goal…about time. I’ve been waiting forever to get to the top…We still have to climb to the top. We’ll get there. We have taken a massive step towards it.
Last edited by Wolf Whitaker on Tue Jul 30, 2019 7:05 pm, edited 4 times in total.
**Previous sheet unusable since the Site change over.
Previous unclaimed rewards: 3/3 PP Crits
Receive one Access Reward: Favorable Contact within Merctown (Unclaimed)
MGP Rolls
10 April 2022: F&G Of Choice "Agile and Dexterous" Roll:
1d4: [1] = 1 +2d4 PP Result:
2d4: [4, 1] = 5
2 March 2024: F&G roll:
1d10: [10] = 10 (Fortune Favors the Bold):
1d4: [1] = 1 Duplicate:
1d4: [3] = 3Duplicate:
1d4: [3] = 3Duplicate:
1d4: [4] = 4 One Lucky S.O.B.: +3 bonus to all saves
2 March 2024: F&G roll:
1d10: [10] = 10 Duplicate:
1d10: [3] = 3A Way to Get Around:
1d6: [2] = 2 Receive two new, unrestricted piloting skills of choice (Horsemanship: Exotic; Teamster/Wagoner)
2 March 2024: F&G roll:
1d10: [2] = 2 Duplicate/ re-roll:
1d10: [7] = 7 (Strong and Tough):
1d8: [7] = 7 Resilient: Heal S.D.C. and H.P. at double the normal rate & the effects of Toxins last only 1/2 as long and have 1/2 the normal effect