Race |
Inactive |
Age |
17 |
Special Abilities |
Semblance |
About Shamrock Duille
Name: Shamrock Duille Race: Human
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting (Agi) 1d12, Shooting (Agi) 1d10, Notice (Sma) 1d6, Knowledge (Weaponcrafting) (Sma) 1d6, Repair (Sma) 1d4
Charisma 0, Pace 8, Parry 8, Toughness 5, Bennies 3, Experience 5
Edges: Semblance, Weaponcrafting Mastery 1, Quick Draw, Fleet-Footed
Hindrances:
Curious (Major) - It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
Overconfdent (Major) - There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
Jinxed (Minor) - Your character is just cursed with bad luck. It will tend to be minor things, like always hitting red lights, more police around in an area, forgetting your umbrella when it rains. These setbacks might become more threatening in dramatic situations.
Loyal (Minor) - Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help
Semblance: Wormhole Teleport (Range 24)
Gear:
Freeze Cartridges (10 rounds) (Dust: Blue; -2dmg, slow, frozen on raise) 100
Armor Piercing Cartridges (10 rounds) (Dust: Brown; +2 AP) 150
Backstory:
Shamrock Duille comes from the family of Hunstsmen and Huntresses. Every member of Duille family fought Grimm, and it's no wonder that he, too, chose this vocation. Having finished a primary combat school in Vale, he applied to Beacon Academy, following his parents footsteps.
Appearance:
Like this, only dark green hair.
Unique Weapon - Twilight Whisper:
Two hands to use effectively; Significant item; Switchable; +3 points
Melee Form (Double glaive - something like this):
Damage: Str+d8, AP 1, Reach 1
+3: Reach (+1)
+2: High Damage (d6->d8)
+1: Penetrating (AP 1)
Total: 5/5 +1 extra
Ranged Form (Automatic shotgun - something like this, only with the 3rd barrel on top):
Damage 1-3d6, RoF 3, Range 4/8/16
+4: Automatic
+2: Medium Range
+1: Spread
Total: 5/5 + 2 extra