Rippers
Gromit Cunningham

Description

Bio

I am Wallaces Brother, to be correct “Younger” brother. During a failed experimentation into Temporal Science which by the way lead to the creation of the Self Patented Flux-Vortex Energy Generator I was exposed to large burse of unstable Temporal energy which prematurly aged me into the old man figure I am now, thanks to the Hellmind transplant in my earlier years I am still wise beyond my years even though not as old as I look.

Healing as Weird Science in Rippers – *
A *Self Body Time Reversal Bolt’s
(Shoot them in chest (needs to be close to center of body to cover all) to reverse any bodily effects that have taken within the last “golden” hour.
Note: *Work in progress – results vary per use, cannot bring someone back from the dead (Have tried – Messy ;) and even if does *(for RP purposes mixed with bennies maybe at GM discretion) will only be for limited time period due to unstable charge, say 1-5 min, 1 Use Per Bolts charge before exhausted and needs to be re-paired/recharge each time from my Self Patented Flux-Vortex Energy Generator that is kept in our Lodge’s Lab).

*In Development – Deflection – Close-proximity Probability-distortion Belt

Hawk
Hawks are used as hunting birds. A fwe are trained to attack larger prey (such as characters), but most are content to snatch rabbits and small birds.
Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Notice d12+4, Stealth d8
Pace: 2; Parry: 5; Toughness: 3
Special Abilities:

  • Blind: When attacking large prey (such as characters), hawks go for the eyes. if the hawk scores a raise on its Fighting roll, it has hit the characters face. The Character must make an Agility roll. On a failure, he suffers the One-Eye Hindrance until the wound heals. A roll of 1 on the Agility die, regardless of Wild Die, results in the victim gaining the Blind Hindrance until the wound heals.
  • Claws: Str +d4
  • Flying: Pace 12
  • Size -2: Hawks are rarely larger than 1-2’ (feet)
  • Small: Attackers suffer a -2 penalty to attack rolls against a hawk because of its size.

CROSSBOW AMMO
Trick Bolt (Binding): Anyone hit by this
crossbow bolt is entwined in thin metal cables,
and can perform no actions except to attempt to
escape. As an action, the target must make a
Strength roll (–1). On a success, he breaks free
but uses his action. On a raise, he can act normally.
Trick Bolt (Explosive): These crossbow bolts
explode when they hit, causing 2d8 damage in a
Medium Burst Template. Roll deviation normally
if the shot misses.
Trick Bolt (Grappling Line): These crossbow
bolts trail a fine, strong rope when fired,
and can be used to scale vertical surfaces or
bridge chasms. The firer cannot fire the bolt and
climb or swing on the same round. Anyone hit
by the Grappling Bolt takes 1d6 damage.
Trick Bolt (Knockout): When these crossbow
bolts hit, they release knockout gas. Any
living creature within a Large Burst Template
(including living supernatural creatures) must
make a Vigor roll or fall Incapacitated for 2d6
rounds. Others can automatically awaken the
sleeping person as an action, bringing the sleeper
to his feet, but Shaken.

Name:
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Quote:
Features:
Clothing:
Permanent Injuries:
Pace:
Run:
ENC Mod:
Parry:
Tough:
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Armor Details:
Shield Details:
Charisma:
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AGI:
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Boating:
Driving:
Fighting:
Piloting:
Riding:
Shooting:
Stealth:
Swimming:
Throwing:
o1:
o2:
Gambling:
Healing:
Investigate:
Lockpick:
Notice:
Repair:
Streetwise:
Survival:
Taunt:
Tracking:
o3:
kn0:
kn1:
kn2:
kn3:
kn4:
kn5:
kn6:
kn7:
kn8:
kn9:
o4:
Guts:
Intimidate:
Persuade:
o5:
o6:
Climbing:
o7:
o8:
Wpn Wt:
Armor Wt:
Gear Wt:
Total Wt:
Money:

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Weapon Name Skill Range ROF Shots Damage Wt.Ammo

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Total Power Points:
Power NameCost/Dur Range Effect
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Hindrances:
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Notes:
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N:
5:
10:
15:
S:
25:
30:
35:
V:
45:
50:
55:
H:
65:
70:
75:
L:
90:
100:
110:
120:
130:
140:
150:
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