Age of Adventure

Jack "The Shadow" McCoy

Medium Humanoid, Human Rhine, Outlaw, Redclay Frontiers, Level 6

HP:

71

(1d6
5d10)

DgC/BC:

20/12

Speed:

Normal: 6

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

6

STR

1

VIT

4

CHA

2

INT

-1

WIS

-1

Skills

Acrobatics: 1, Block: 1, Bluff: 3, Bravery: 1, Diplomacy: 1, Dodge: 4, Exertion: 4, Focus: 2, Life Force: 1, Navigation: 1, Perception: 3, Precision: 6, Psionics: 2, Sleight: 1, Society: 1, Stamina: 3, Stealth: 3, Toughness: 2

Specialisations

Guns: +5, Initiative: +2, Ranged Attacks: +1, Rifles: +2

Languages

Common

Abilities

Dual-Wielder. This creature is dual-wielding if it is holding 2 one handed weapons. Whenever This creature is dual-wielding and fully hits an attack with one of its weapons, its next attack with the other on the same turn is done with advantage. If it uses ◆◆◆ or more on attacks with one of the weapons in a single turn it can make an attack with the other, costing no more than ◆ as a free action.

Gunslinger. Whenever This creature uses gun's reload action, it can reload 2 bullets instead.

Marksman. Whenever This creature completely hits with a ranged attack it deals one additional die of damage.

Metabolic Overcharge. At the beginning of This creature's turn it can use 1 PP to increase all of its movement speeds by 2 m for 1 minute, cumulative.

Psionic Vanguard. This creature gains 2 PP that it can use to power Psionic Abilities from Psychometabolism discipline. It regains half of PP at the end of every rest. If This creature uses more than 1 PP on a single ability, roll on Psionic Punishment table. Whenever This creature finishes a rest, it can select a number of Psychometabolism Psionic Abilities that it can use, equal to its Psionics bonus. Those are the abilities it can power until the end of its next long rest. This creature's psionic attack modifier equals its Psionics(VIT) check and its psionic difficulty class equals 8 + its Psionics(VIT) modifier.

Rhine Diplomacy. This creature adds 1d4 to all Society and Diplomacy checks.

Actions

◆: Aim. This creature gains advantage on its next ranged attack during this turn and the attack deals one additional die of damage.

Equipment

2x Revolver

Level 0 Weapon, Gun

Bullet: 6

Six-Shot Reflex. If This creature has at least one loaded bullet at the end of its turn it can immediately make another shoot attack with your revolver.

◆: Buttstroke. Melee weapon attack. Exertion(STR) to hit. STR bludgeoning damage.

◆, Bullet: Reload Bullet. This weapon gains 1 bullet.

◆, Bullet: Shoot. Ranged weapon attack. Range: 20 m. Precision(AGI) to hit. 1d6 + AGI piercing damage.

◆◆, 3 Bullets: Rapid Shots. Make 3 shoot attacks against the same target.

, Bullet, Whenever This creature is declared target of ranged attack by a creature within range: Quick Draw. Range: 10 m. This creature makes one shoot attack against the attacker. On full hit the attack is made with disadvantage.

Psionic Abilities

Psychokinetic Reload.

Cost: ◆◆◆◆, ⨂ PP
Passive: Until your next rest, whenever you use reload action, roll d6 on ⨂ or less that reload costs ◆ less to use.
Release: Fully reload one weapon you or a creature in your melee range holds. You can target one additional weapon for each PP you use in overcharge.

Sharpshooter's Zen.

Cost: ◆◆◆◆, ⨂ PP
Passive: Until your next rest, gain +⨂ to all Precision checks and all ranged attacks.
Release: For this turn, gain +⨂d4 to all Precision checks and all ranged attacks. If you overcharged, gain 1 level of advantage on all those attacks and checks for every 1 PP spent in overcharge.