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Name | Bhurak Quickslayer | Quick Summary | Arrogant, Bloodthirsty Gunfighter for hire |
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IF | MARS | Subtype | Psi-slinger |
Advances | 12 | Rank | Heroic |
Attr | die | Attr | die | Attr | die | Attr | die | Attr | die |
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Smarts | 8 | Agility | 12 | Strength | 8 | Spirit | 8 | Vigor | 6 |
Die Cap | Die Cap | Die Cap | Die Cap | Die Cap | |||||||||||||||
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Smarts | Agility | Strength | Spirit | Vigor | |||||||||||||||
Skill | d | s | Skill | d | s | Skill | d | s | Skill | d | s | Skill | d | s | |||||
Academics | Athletics | 8 | Faith | ||||||||||||||||
Battle | Boating | Focus | |||||||||||||||||
Comm. Know. | 4 | Driving | Intimidation | 4 | |||||||||||||||
Electronics | Fighting | 12 | Performance | ||||||||||||||||
Gambling | Piloting | Persuasion | 4 | ||||||||||||||||
Hacking | Riding | ||||||||||||||||||
Healing | Shooting | 12 | |||||||||||||||||
Notice | 8 | Stealth | 6 | ||||||||||||||||
Occult | Thievery | 4 | 1 | ||||||||||||||||
Psionics | 10 | ||||||||||||||||||
Repair | |||||||||||||||||||
Research | |||||||||||||||||||
Science | |||||||||||||||||||
Spellcasting | |||||||||||||||||||
Survival | |||||||||||||||||||
Taunt | |||||||||||||||||||
Weird Science |
Die Cap | Die Cap | Die Cap | Die Cap | Die Cap | |||||||||||||||
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Smarts | Agility | Strength | Spirit | Vigor | |||||||||||||||
Skill | d | s | Skill | d | s | Skill | d | s | Skill | d | s | Skill | d | s | |||||
Athletics (urban climbing) | 8 | 1 | |||||||||||||||||
Stealth (urban) | 6 | 1 |
Hindrance | Type | Effect |
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Arrogant | Major | Likes to dominate his opponent, challenge the most powerful in combat. |
Bloodthirsty | Major | Never take prisoners. |
Can't Swim | Minor | -2 to athletics when swimming, every inch of movement in water costs 3“ of pace |
Overconfident | Major | Believes he can do anything. |
Racial Enemy (Dog Boy) | - | -2 to persuasion when dealing with each other |
Edge/Bonus | Source | Effect |
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Ambidextrous | chargen | ignore -2 penalty when making trait rolls with offhand. |
Agile | race | d6 agility |
Bite/Claws | race | fangs and claws are natural weapons that do str+d4 |
Lowlight vision | race | ignore penalties for dim and dark illumination |
Trademark Weapon | class | Cat-astrophe (TK Revolver) +1 to shoot and parry with weapon. |
Strong willed | class | Add +2 to total when resisting tests with smarts or spirit. |
Thief | class | +1 thievery, +1 athletics (climb) and stealth in urban environments. |
Adept | class | For each rank, choose power to become innate ability. N: Smite; S: Protection; V: Boost Trait; H: Warrior's Gift |
Arcane Background (Psionics) | subclass | Psionic |
Energetic Diminishment | subclass | While protection is active, -4 damage from energy attacks. |
Telekinetic Enhancement | subclass | When imbuing modern firearm or TW equivalent with smite, weapon does 1 additional die of damage. |
Marksman | subclass | if don't move in turn and fire no more than RoF 1 as first action, add +1 to athletics (thrown) or shooting, or ignore up to 2 points of penalties from called shots, cover, range, scale or speed |
Steady Hands | subclass | ignore unstable platform penalty, reduce penalty for running from -2 to -1 |
Danger Sense | subclass | +2 to notice when rolling for surprise. With a raise, start encounter on Hold. In situations not covered by surprise, can make a notice roll at -2 (or +2 if notice roll is allowed). If this an attack and notice roll succeeds, the attacker does not get the Drop. |
Quick | subclass | Whenever dealt an action card of 5 or lower, can discard and draw again until get card higher than 5 |
Two Gun Kid | advance | Make one extra shooting or athletics (thrown) roll with a second ranged weapon in the off-hand at no multi-action penalty |
Rich | advance | 15K starting credits, 2 table rolls |
Major Psionic | advance | Double ISP gained from the Arcane Background (Psionics) and Power Points Edges. Before attempting a psionics skill roll, spend 2 ISP to get +1 to roll, 4 ISP for +2 |
Sharpshooter | advance | When making ranged attacks at Rate of Fire 1, can gain +1 to hit or ignore up to 4 points of penalties from called shots, cover, illumination, range, scale or speed. May be used while moving up to pace (but not running). May be used in combination with Double Tap Edge and firing modes like three round burst. |
Master Psionic | advance | Gain access to Mega Damage modifiers to all known psionic powers. |
Trick Shooting | advance | Can make attack rolls with traditionally two handed ranged weapons (like rifles) one handed at no penalty, but minimum strength required is increased by one die type; Halves the multi-action penalty when only making sharpshooting ranged attacks in a round; ignore the penalty for running when using designated weapons and make sharpshooting attacks while running; May be used in combination with Double Tap Edge and firing modes like three round burst. |
New Powers | advance | New Powers: Healing, Warrior's Gift |
Current | Type | Total | |
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Power Points | ISP | 30 | 30 |
Power | Rank | Range | PP Cost | Duration | Trappings | Description | Modifiers |
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Bolt | N | 1 | instant | shoot a streak of fire from extended fingertip | Send damaging burst of energy towards foes. No range penalty but arcane skill roll is affected by cover, illumination and other modifiers. 2d6 damage, 3d6 on a raise | Damage (+2): 3d6 damage, 4d6 on a raise; Greater Bolt (+4): 4d6 Mega Damage, 5d6 on a raise; Onslaught (+2): Bolt attack made at RoF 2 (ignore recoil penalty and may be used for suppressive fire.) | |
Boost Trait | N | self | 1 | 5 | range limit: self only; aspect limit: boost only | Increase selected trait one die type, two on a raise | Greater Boost Trait (+2): Selected trait gets one re-roll per round, once per action with a raise. |
Elemental Manipulation | N | 1 | 5 | Pyrokinetic (Fire) | Power grants control over one of the four elements (fire). Conjure flame size of torch, hurl small blast of fire at someone (strength damage), spread existing flame. Acts if has d6 strength (d8 with a raise). | Elemental Fury (+2): Everyone in range (except caster) is harassed by elemental effect for power's duration, suffering -1 on all trait rolls, -2 with a raise; Exalted Manipulation (+2): Elemental effect lashes out at caster's opponent. Once per round caster may use a free action to test a target within range using arcane skill; One With the Elements (+1): duration is measure in minutes instead of rounds. | |
Healing | N | touch | 3 | instant | - | Remove wounds less than an hour old. Success removes one wound, raise removes two. Power can be cast additional times to remove additional wounds within that hour and as long as the healer has enough power points. | Greater Healing (+10): Restore any wound, even if they're more than an hour old; Crippling Injuries (+20); Neutralize Poison or Disease (+1); Mass Healing (+2/+3); |
Protection | N | self | 1 | 5 | range limit: self only; fur takes on texture of living obsidian | 2 points of armor on success, 4 on a raise, stacks with all other forms armor, negated by AP as usual. Energetic diminishment: -4 damage from energy attacks | More Armor (+1): 4 points of armor on success, 6 on a raise; Toughness (+1): Provide Toughness instead of Armor, and is not affected by AP (magic or otherwise); Greater Protection (+3): Provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with Toughness power modifier, but NOT More Armor. |
Smite | N | self | 1 | 5 | range limit: self only; Weapon is covered in glowing eldritch runes | Affects one “load” of ammunition. While power is in affect, weapon damage is increased +2, +4 with a raise. Telekinetic Enhancement: Weapon does an additional die of damage. | Greater Smite (+2): Weapon damage is increased by +4 or +6 with a raise. Also deals Mega Damage if it didn't already. |
Telekinesis | N | 1 | 5 | hand gesture | Move objects or creatures with arcane will. d10 strength, d12 on a raise. Unwilling opponents resist the caster's arcane skill with an opposed spirit roll when targeted and at the start of each turn until released. Can be moved up to the Caster's smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for str+d6 damage. Dropped creatures suffer falling damage as usual. Can wield tools (including weapons) using telekinesis as an action. Uses relevant skill, not arcane when attacking this way. | Exalted Telekinesis (+3): Strength of Telekinesis is d12, +2 str with each raise. Consult Super Strength Table to determine how much caster can lift and manipulate. Note that objects weighing 1000 lbs or more automatically deal Mega Damage when used as weapons. | |
Warrior's Gift | S | self | 3 | 5 | range limit: self only; | Gain benefits of a single combat edge chosen by caster. Caster must have same rank or higher as edge's requirements. Raise gains improved version of edge. | Greater Warrior's Gift (+4): Gain two combat edges at once. |
current credits | 86,169 |
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items | wt | description |
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Backpack | 5 | increase str by one die type for encumbrance purposes |
NG-52 Survival Pack | 20 | description here, plus wooden cross and stakes |
Psionic Mind Shield (TW) | 1 | installed in helmet, while powered +4 on opposed rolls against psionic powers, +4 armor vs damaging psionic powers. Cannot benefit from beneficial psionic powers, such as mind link. 3 PP per hour active |
Short E-clips (6 carried of 10) | - | spare E-clips for melee weapons and pistols. 1500 to recharge. |
Long E-clips x8 | - | spare E-clips for rifle. 2500 to recharge. |
Ammo stipend | - | 6 E-clip recharges per week, reduced cost beyond that. |
20% discount | - | 20% discount on equipment purchased from Chuck Jones' shop. |
Armor | AP | Tough | Min Str | Weight | Notes |
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Urban Warrior Tactical Medium EBA w/ Multi-optics Helmet, Armored Cloak* | 5(7) | 2(3) | d6 | 16 | EBA: Immunity to disease, poison, drowning; +4 to resist cold, heat, and radiation; radio (range ten miles), air filtration system, five hours of emergency air. Ignore illumination penalties, +2 to notice checks or to offset range penalties, +1 shooting with calibrated weapons. Megaphone voice projection system. Armored Cloak= +2 Armor, +1 Toughness |
CA-1 “Dead Boy” Heavy EBA w/ Multi-optics Helmet, Armored Cloak | 7(9) | 3(4) | d6 | 23 | EBA: Immunity to disease, poison, drowning; +4 to resist cold, heat, and radiation; radio (range ten miles), air filtration system, five hours of emergency air. Ignore illumination penalties, +2 to notice checks or to offset range penalties, +1 shooting with calibrated weapons. Public address loudspeaker, mini-computer. Armored Cloak= +2 Armor, +1 Toughness |
Weapon | Roll | Range | Damage | AP | RoF | Wt | Shots | Min Str | Template | Notes |
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Bite | STR+d4 | - | - | While having a creature grappled, can make a bite attack. | ||||||
Claws | STR+d4 | - | - | +2 to Athletics (climbing) checks on any rough or soft surface. | ||||||
Carmichael's Cavalry Saber* | STR+d6 | - | 2 | d6 | - | Silvered | ||||
Vibro-Blade Vambraces* | STR+2d4 | 8 | 2 | d6 | - | While powered: ignore min str, deals mega damage; +1 parry, count as claws, retractable | ||||
Cat-astrophe (TK Revolver)* | +2 | 12/24/48 | 3d6/2d6+1 ` | 3/1 | 1 | 4 | 6/6 | d4 | - | Can use normal ammo, or spend 2 PP to charge with 6 shots; Spend 2 PP to cause Mega Damage for 5 rounds; Trademark weapon: +1 to shooting and parry; Multi-optics scope: when aiming add +2 to notice checks or to offset range penalties. Also negates illumination penalties and +1 to shooting. 642 regular shots, 60 silver bullets |
Colt Peacemaker | +1 | 12/24/48 | 2d6+1 | 1 | 1 | 4 | 6 | d4 | - | |
Metal Water Gun | +1 | 4/8/12 | 1d10 | - | 1 | 2 | 12 | d4 | - | 1d10 vs Vampires |
NG-57 Heavy Ion Blaster* | +3 | 12/24/48 | 3d8/2d8/1d8+2 | - | 1 | 5 | 10 | d6 | - | Shotgun rules: Each skill die that rolls a 1 or 2 hits a bystander in the line of fire. +2 shooting, but lose one die of damage at medium range, 2 die at long range. +1 shooting from Multi-Optics Helmet; If get Crit Failure, can immediately make Common Knowledge Roll as Free Action. Success avoids any technical difficulty. |
Wilk's 320 Laser Pistol* | +3 | 15/30/60 | 3d6 | 2 | 1 | 2 | 20 | d4 | - | Ignores recoil penalty, anyone incapped by laser adds +2 to vigor checks to avoid bleeding out. +3 to shooting rolls (+2 integral, +1 from Multi-Optics Helmet). |
Resin Spike Gun | +1 | 20/40/80 | 2d6+1 | 3 | 3 | 20 | 18 | d6 | - | Mega Damage, 4PP to charge |
C-12 Heavy Laser Rifle* | +1 | 24/48/96 | 4d6 | 3 | 3 | 7 | 30/30 | d6 | - | ignores recoil penalty, anyone incapped by laser adds +2 to vigor checks to avoid bleeding out; Integrated Multi-optics scope: when aiming add +2 to notice checks or to offset range penalties. Also negates illumination penalties and +1 to shooting; Heavy Pulse: RoF 1, consume 3 shots for +1 shooting and +3 damage, Mega Damage, Snapfire; +30 shots when reserve E-Clip Slot is loaded, this reserve is Reload 3; +1 to Repair; |
C-14 Firebreather Assault Laser Rifle | +1 | 24/48/96 | 4d6 | 3 | 1 | 10 | 20 | d6 | - | ignores recoil penalty, anyone incapped by laser adds +2 to vigor checks to avoid bleeding out. Integrated Multi-optics scope: when aiming add +2 to notice checks or to offset range penalties. Also negates illumination penalties and +1 to shooting; Integral Grenade Launcher; +1 to Repair; |
C-14 Integral Grenade Launcher (Frag Grenade x10) | +1 | 18/36/72 | 5d6 | - | 1 | - | 12 | d6 | LBT | *As C-14 Rifle |
C-14 Integral Grenade Launcher (Plasma Grenade x1) | +1 | 18/36/72 | 3d12 | - | 1 | - | 12 | d6 | SBT | *As C-14 Rifle; On a raise, targets catch fire and take 3d6 damage per round and are distracted until doused. |
JA-9 Variable Laser Rifle | +1 | 30/60/120 | 4d6 | 3 | 1 | 3 | 30 | d4 | - | ignores recoil penalty and laser resistance, anyone incapped by laser adds +2 to vigor checks to avoid bleeding out; Integrated Multi-optics scope: when aiming add +2 to notice checks or to offset range penalties. Also negates illumination penalties and +1 to shooting; Heavy Beam: RoF 1, consume 3 shots for +4 damage, Mega Damage, Snapfire; +1 to Repair; |
L-20 Pulse Rifle | +1 | 24/48/96 | 4d6 | 2 | 3 | 7 | 40 | d6 | - | ignores recoil penalty, anyone incapped by laser adds +2 to vigor checks to avoid bleeding out; Heavy Pulse: RoF 1, consume 3 shots for +1 shooting and +3 damage, Mega Damage, Snapfire; If get critical failure, make common knowledge roll as free action- success avoids technical difficulties |
WI-GL4 Grenade Launcher | +1 | 18/36/72 | by grenade | by grenade | 1 | 15 | 24 | d6 | by grenade | If get critical failure, make common knowledge roll as free action- success avoids technical difficulties |
NG-E4 Plasma Ejector* | +1 | 24/48/96 | 3d12+3 | - | 1 | 16 | 12 | d8 | - | Mega Damage; It Burns: On Raise, target catches fire and takes 3d6 each round and are distracted until doused; If get critical failure, make common knowledge roll as free action- success avoids technical difficulties |
CR-1 Rocket Launcher (AP rocket x1) | +1 | 100/200/400 | 4d6 | 20 | 1 | 14 | 4 | d6 | - | Reload 2; multi-optics scope: when aiming add +2 to notice checks or to offset range penalties. Also negates illumination penalties and +1 to shooting. |
Initiative | Ace → Deuce | ||
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Armor Rating | 7 | Toughness | |
Pace | 6 | Run | d6 |
Parry | Parry (Trademark Weapon/Vambraces) | ||
Size | 0 | ||
Encumbered At (lbs) | Encumbrance Max (lbs) | ||
Encumbered (Backpack) At (lbs) | Encumbrance (Backpack) Max (lbs) |
[ Audit ]
To get:
13) Vigor d8 (heroic attribute increase)
14) Power Points
Wish list:
Vaqueros Heavy EBA armor- 40,000, -3 rarity
JA-12 “One Man Army” Laser Rifle- 50,000, -5 rarity