Combat Skill Levels: +2 with Martial Maneuvers , +1 Overall
COMBAT MANEUVERS
Maneuver
Phase
OCV
DCV
Effect
Fast Strike
1/2
+2
+0
5d6 Strike
Martial Dodge
1/2
—
+5
Dodge, Affects All Attacks, Abort
Martial Escape
1/2
+0
+0
30 STR vs. Grabs
Basic Shot
1/2
+0
+0
Strike, +2 DC
POWERS
Cost
Power
END
3
+1 PER with all Sense Groups
0
15
Luck 3d6
0
18
Total Powers Cost
EQUIPMENT
Equipment
END
Blaster Pistol: Energy Blast 8d6, STUN Only (+0), Autofire (3 shots; +1/4) (50 Active Points); OAF (-1), STR Minimum: 9 (STR Minimum Doesn’t Add to Damage) (-1), Limited Range: 50″ (-1/4), 12 Charges (-1/4), Real Weapon (-1/4)
Notes: Does 10d6 a shot due to martial maneuver. Carries two such blasters. She can fight with two weapons, one in each hand. (Hero System Fifth Edition Rule Book, page 51; Revised, page 73-75)
[12]
Shield Projector
1) Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points)
0
Ear bud ranslator
1) Universal Translator 12-
Brass Knuckles: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), Real Weapon (-1/4)
1
MARTIAL ARTS MANEUVERS
Cost
Maneuver
6
Pistols: Empty Hand, Fist-Loads, Gauss Guns, Handguns, Ion Blasters, Rifles
4
Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike
Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
Notes: 9 OCV, 8 DCV, 10d6 with Blasters. Two Shots!
22
Total Martial Arts Cost
SKILLS
Cost
Name
6
WF: Beam Weapons, Energy Weapons, Small Arms
6
+2 with Martial Maneuvers
4
Penalty Skill Levels: +2 vs. Range Modifier with Martial Maneuvers
3
+1 with Fast Draw, Persuasion & Tactics
10
+1 Overall
3
Breakfall 13-
3
Deduction 12-
5
Fast Draw 14-
3
Paramedics 12-
3
Persuasion 13-
5
Rapid Attack (Ranged)
3
Shadowing 12-
3
Stealth 13-
3
Streetwise 13-
4
Survival (Temperate/Subtropical, Desert) 12-
3
Tactics 12-
3
Tracking 12-
5
Two-Weapon Fighting (10 Active Points); Ranged Only (-1)
3
PS: Deputy 12-
3
PS: Rodeo Wrangler 13-
81
Total Skills Cost
PERKS
Cost
Name
3
Reputation: Not to be trifled with. (A large group) 14-, +1/+1d6
5
Contact: Doc Macdonald (Contact has useful Skills or resources, Very Good relationship with Contact) 11-
Notes: Good friends with the Doc. She has no clue of his secret past. He however recongnizes her raw talent and that she could one day surpass him in skill. Shoot, she might even be able to beat him in a fast draw right now! He is trying to mentor her without revealing his secrets.
8
Total Perks Cost
TALENTS
Cost
Name
6
Combat Luck (3 PD/3 ED)
2
Lightning Reflexes: +2 DEX to act first with Fast Draw
9
Ambidexterity (no Off Hand penalty)
17
Total Talents Cost
DISADVANTAGES
Cost
Disadvantage
0
Normal Characteristic Maxima
10
Psychological Limitation: Gunslinger Mentality, but will not pick a fight (Common, Moderate)
Notes: Like a general rivalry with anyone who thinks they are a hotshot with a gun. They’ll notice a bit of a chip on her shoulder, and that might goad ‘them’ into something they might regret.
20
Psychological Limitation: Fiercely loyal to Sheriff Bob (Common, Total)
BACKGROUND
An amazonian Town born ranch hand turned deputy, loves the action of law enforcement and really big guns, usually seen with two hand cannons on her hip and brass knuckles in her back pocket. Note, she can fire twice a phase without penalty, once with each pistol.