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Gunslingers
Roleplaying the Gunslinger Gunslingers of the Old West were in many ways precursors to modern shadowrunners. Both are hired guns for short-term jobs to accomplish another company’s or wealthy individual’s goals. Modern gunslingers just take more frequent showers and have access to fully automatic weapons... When not on the run, gunslingers take great care of their guns and enjoy the history of their predecessors. They also tend to like the simpler pleasures of a good beer in an old-fashioned, run down bar.
New Social Edge Evil Eye Value: +2 This edge makes people think that the character is a bad, bad man. Whether it’s an unblinking gaze or a casual glance that sends chills down someone’s spine, Evil Eye covers all those situations. Evil Eye lowers the target number by 1 for Facedown Tests and the Willpower Test when using the staredown power. It also adds 2 to the result of any Open Test using the Intimidation skill. New Mental Flaw Gunslinger Honor Value: -3 A character with this flaw cannot shoot a man in the back. Before the PC can fire a gun at a target, the target must be fully aware of his presence. This also means the PC can’t ambush, snipe, or participate in other activities that don’t give the target a chance to react. An additional condition of the flaw is that a character can’t shoot anyone who's unarmed, although this does not apply if the unarmed foe is engaged in melee combat with the PC. In game terms, the PC cannot make an intentional surprise attack. New Adept Power Staredown Cost: 2 This power allows the adept to engage a target in a contest of wills to cause hesitation. The adept and the target make opposed Willpower (4) Tests. Whoever wins causes the other to lose 1 phase per 2 net successes. If a tie occurs, the two are locked into the contest until somone wins or concedes, or until both end the mental duel. If used in conjunction with a Facedown (see sidebar) it will double the penalties for the loser if a fight breaks out, but will not cause hesitation.
Sample Gunslinger
Weapons
Colt Manhunter [SA, 9M] with custom finish, 100 rounds, 50 APDS rounds [9M; Reduce Ballistic Armor by half],
50 EX Explosive rounds [11M], 2 spare clips, and concealable holster (shoulder holster)
Mossberg CMDT [SA/BF, 9S] with ultrasound sight, 50 standard rounds and 100 flechette rounds [10D(f)] with 4
spare clips
Ruger Super Warhawk [SS, 10M] with custom finish, laser sight, 60 APDS rounds [10M; Reduce Ballistic Armor
by half], and 60 EX Explosive rounds [12M]
2 Walther Palm Pistols [SS, 4L] with 30 APDS rounds [4L; Reduce Ballistic Armor by half]
Armor
Gear
Contacts
Lifestyle
Optional Extras Edges: Bravery (1), Evil Eye (2), Lightning Reflexes +2 (4; Increase Reaction to 7 [11] and Initiative to 7 [11] + 1d6 [+3d6]), Perfect Time (1), Technical School (1) Flaws: Gunslinger Honor (-3), Hunted: 1 (-2; Any punk who thinks he’s faster...), Vindictive (-2) Common Gunslinger Adept Powers: Blind Fighting, Combat Sense, Improved Ability (any other firearm skills), Improved Physical ttribute (Quickness & Reaction), Improved Sense (any vision-based), Iron Will, Pain Resistance, Rapid Healing, Sixth Sense, Spell Shroud, True Sight Common Gunslinger Edges: Aptitude (Pistols), Blandness, Exceptional Attribute: Quickness, Exceptional Attribute: Willpower , High Pain Tolerance, Perceptive, Quick Healer, Toughness, Will to Live | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||