Player Name[/b]: Jon Neeper
Google Handle: jneeper@gmail.com
Dr. Danlack “Danny”
Rank:Vet 4
Advances Left: 0
Race: Grackletooth
Iconic Framework: Gunslinger
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ;
Parry:4 ;
Toughness:18(6)
Strain: 0
Skills: 15 skills, +3 smart skills get a 2 die type increase, +2 die types Perform, +1 die to survival, d8 research
- Common Kn: d6(1)
- Research d12 (d8 free, +2 die types)
- Survival d8(2, +1 die type)
- Notice d6(1, d4 free)
- stealth d8(2)
- Athletics d4
- Kn: Occult d8 (1, +2 die types)
- Kn: Science d8 (1, +2 die types)
- Shooting d12 (2, d8 free)
- Fighting d4(1)
- perform d10 (2+2 die types)
- Persuasion d6(1)
- Repair d6 (1, 1 HJ roll)
Hindrances
- Shamed (Minor): A photo shoot one Wednesday afternoon in Tolkien changed his life and fortune.
- PSTD(minor): Your hero is haunted by an experience, often one dealing with the loss of loved ones or comrades. This traumatic experience intrudes on their sleep and thoughts. At the beginning of each game session Minor PTSD sufferers must make a Spirit check. On a failure, they start with one less Benny.
- Curious (Major): If there is one grackle who needs to find out the meaning behind everything it is Danny. A magic stone with a reputed sword stuck in it, he is on the first train to see it and he just needs to be the first to probe it.
- Heroic! Danny is in it to win it.
- Overconfident: Is there anything this Grackletooth can’t do?
Edges
- Woodman (HJ): Woodsmen add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
- Quick(IF):Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
- Soldier(HJ):After a few days getting used to their gear (GM's call), they treat their Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66). (This stacks with the Brawny Edge.) They also get a free reroll on Vigor rolls made to survive environmental hazards (see Hazards, page 125).
- Fame(F&G):Double wages(perform), +1 Persuasion vs folks that know you, downside folks follow you and ask you for things.
- Marksman(IF):If she doesn't move in a turn and fires no more than a Rate of Fire of 1 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn't apply to additional attacks after the first.
- Dead shot(IF): When your Action Card is a Joker, double the total damage of your first successful Athletics (throwing) or Shooting roll this round.
- Danger Sense(IF): When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn't get The Drop against him.
- Sharpshooting(IF): Sharpshooters can move about and still focus their attention on aiming. They are experts at ricocheting shots, bulls-eying thrown moving targets, and other feats of skill using their ranged weapons. When making ranged attacks at Rate of Fire 1, the sharpshooter may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
- lvl Headed: A hero with this Edge draws an additional Action Card in combat and chooses which to use.
- Improved lvl Headed:hero draws two additional cards and chooses which to keep.
- Elan: When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling.
- Champion: Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they're evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
- Mcgyver(Bonus IF roll): A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM's call). This takes one entire turn, and he can't move or take any other actions while constructing the device. Failure means the device isn't ready. A Critical Failure means he doesn't have the right materials and can't create the device this encounter. Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a “zip gun” (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc. A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc. The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations.
- Reliable: People know they can depend on your hero when they need assistance. He gets a free reroll on any Support roll.
- Steady Hands: Firing from the back of a horse or moving vehicle is tricky business, but your adventurer has figured it out. She ignores the Unstable Platform penalty (see page 109). This also helps when running, reducing the usual penalty from −2 to −1 (see Movement, page 92).
- Monster Slayer: The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings. If successful, the Monster Slayer has identified the foe, the GM reveals the being's weaknesses (if any) and the Monster Slayer's advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target's special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
- Trick Shooting: Trick shooters are famous for accurate ranged attacks while standing on their heads, hanging upside-down, running, jumping, or tumbling. The trick shooter can:
- Make attack rolls with traditionally two-handed ranged weapons (like rifles) one-handed at no penalty, but the minimum Strength required is increased by one die type.
- Halve the Multi-Action Penalty when only making Sharpshooting ranged attacks in a round.
- Ignore the penalty for running when using her designated weapons, and make Sharpshooting attacks while running.