Full Name |
Frankie Faro |
Race |
Quickflex |
Classes/Levels |
Gunslinger |
About Frankie Faro
Combat
discard any Action Card 5 or below (Quick)
double damage of first attack if Action Card is Joker (Dead Shot)
Pistols (no MAP or off-hand penalty)
TX-26 Semi-Auto d12+1 2d8+4 10/20/40
TX-22 Semi-Auto d12+2 2d6+1 18/36/72
TN to hit at Short Range: 4, Med Range: 4, Long Range: 4, Extreme Range: 8 (Sharpshooting)
if not moving, TN to hit at Short Range: 4, Med Range: 4, Long Range: 4, Extreme Range: 6 (Aim+Marksman)
Rifle
JA-11 Laser d12+1 3d6+1 30/60/120
JA-11 Laser Mega Damage d12+1 3d6+1 MD 30/60/120 (Snapfire; x10 ammo)
JA-11 Ion Beam d12+3 1-3d6+2 12/24/48 (shotgun)
-takes an action to switch between firing modes
TN to hit at Short Range: 4, Med Range: 4, Long Range: 4, Extreme Range: 6 (Sharpshooting+Scope)
if not moving, TN to hit at Short Range: 4, Med Range: 4, Long Range: 4, Extreme Range: 4 (Aim+Marksman+Scope)
Attributes
Agility d12+4 (max d12+4)
Smarts d6
Spirit d8
Strength d6
Vigor d6
Pace 8
Parry 5
Toughness 5 (8/15 in Vaqueros armor, 5/9 in armored clothes)
Skills
Athletics d4
Driving d4
Common Knowledge d6
Fighting d4
Gambling d6
Language (Spanish) d4
Notice d6
Persuasion d6
Riding d6
Running d8
Shooting d12
Stealth d6
Survival d6
Thievery d6
Edges
-Marksman (if doesn't move and only fires 1 RoF per action, may ignore 2 points of Shooting penalties from Called Shots/Cover/Range/Scale/Speed; stacks with Aim, applies to each Shooting action in a turn)
-Sharpshooting (+1 to hit or ignore up to 4 points of penalties from Called Shots/Cover/Range/Scale/Speed when making ranged attack with RoF 1; does not stack with Aim or Marksman)
-Danger Sense (+2 to Notice roll when rolling for Surprise or allows Notice roll at -2 for dangerous situations not covered by Surprise)
-Dead Shot (when action card is Joker double total dmg of 1st successful Shooting roll)
-Quick (discard any action card 5 or lower)
-Ambidextrous (ignores off-hand penalty)
-Strong Willed (+2 to resist Smarts or Spirit-based Tests)
-Luck (+1 Benny)
-Thief (+1 to Thievery/Athletics rolls to climb/Stealth in urban environments)
-Two-Gun Kid (may make second Shooting attack with off hand without multi-action penalty)
Seasoned (rank 4)
1: Agility +1
2: Fighting +1, Persuasion +1
3: Double Tap
4: Agility +1
Gear
NG-S2 Survival Pack
Infrared Distancing Binoculars (1200)
Active Night Vision Goggles (1000, ignores all Illumination penalties)
Lockpicks (200)
Nylon Rope 40 yards (120 feet) (10)
Translator (9600)
Armor
MI "Vaqueros" Heavy Environmental Body Armor +7 Armor, +3 Toughness, min Str d6, 20 lb.
Skein Body Armor Clothing +4 Armor, no Toughness, min Str d4, 4 lb. (reduces damage from Lasers by 4) (300)
Weapons
TX-26 Particle Beam Pistol 10/20/40 2d8+3 1 2 15 5 35,000 Notes: Semi-Auto.
TX-22 Precision 18/36/72 2d6 1 2 50 3 15,000 Notes: Semi-Auto, +1 to Shooting rolls.
JA-11 Energy Rifle 30/60/120 3d6 1 2 60 7 40,000 Notes: As an action, switch to fire ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty). Integrated scope offsets two points of Range and/or Darkness penalties.
-stats for Ion Beam: 12/24/48 1-3d6+1 1 - 10 5 18,000
Vehicles
Horse (2000) w/ Light Cavalry Barding (7500)
40000 credits
=7500 credits remaining