SOD-Tina-Roberson

Name: "Two-Gun" Tina Roberson (Also "Two-Shot", "Too Sweet", and "Two-Timin'")
Race: Human
Class: Gear-Head

HP: 80 / 80
MP: 50 / 50
LP: 10 / 10
Weight: 2
Drive: 0 / 10
Initiative: 1d6+2

R: Air
W: Fire

ATTRIBUTES
Will (+10 MP, restores 5 MP upon winning a battle)
Patient (Whenever you defend, you deal +3 damage in the following round)

EQUIPMENT
[Weapon] Custom Special 'Snakebite' and 'Laura-Jean' (Gear-Head) - 1d8+8 damage, M-Pin, 10 Critical. 2 WGT
[Accessory] Jet Bead (40 Gella) - The user recovers +4MP. Mounted in the style of mourning jewelry.
[Charm] Gunner's Charm (30 Gella) - When reloading: Next attack with that firearm, +3 potency. All the same parts as a gun, put together nonsensically. Bullets loaded into it can't be retrieved. Tina's unspoken third gun.

INVENTORY
[1]
[2]
[3]
30 Gella (ed note: pick up Soldier's Beads for pin combos, because you're too fast!! Shield-Shroud if getting hit a lot. Lightning in a Bottle to pull turns from nowhere)

ABILITIES

[P] Pep: Gain +2 drive at beginning of battle.

[P] Custom Firearm: Gear-heads revolve around firearms, and more specifically, custom, self built experimental ones, which are constantly being tweaked and modified. When you create a new Gear-head, you get to create a customize firearm. These start with a base gun that's kind of crappy on its own, but you can select up to three modifications to apply to it at any given time, and can select the same mod multiple times if desired. Anytime the Gear-head takes a Full Rest, they can change which modifications are made to the customized gun.
- Gun Base: 6WGT, 1d8+8 damage. 2 Ammo. M-Pin.
Modifications:
- +10 Accuracy.
- +10 Critical.
- +2 Damage.
- +1 Ammo.
- -2WGT (down to a minimum of 2)

[P] Attachments: Many Gear-head abilities have an Attachment listing. When you use an ability with an attachment, you gain the benefits of the attachment for the rest of the battle after the attack is resolved. You can only benefit from an attachment once; further attempts to apply an additional attachment of the same type have no effect. Certain other abilities may consume attachments in order to power the ability up in some way. All attachments are removed at the end of the battle.

[P] Clean Barrel: The firs time the Gear-head uses a firearm in each battle, it deals +4 damage. Additionally, anytime the Gear-head reloads, their next attack with that weapon deals +4 damage.

[Q] Clip Explosion: If the Gear-head reloads on this turn, True Strike all enemies for 5 physical damage.

[T] Scope: 4MP. 100CoS. Deals weapon damage. M-Pin.
Attachment: +20 Accuracy.
C Air: The Gear-head recovers +1LP.
C Pin: This attachment counts as two attachments when discarded.

[T] Semi-Auto: 4MP. 80CoS. Deals weapon damage, and has +20 Critical. M-Rush.
Attachment: +20 Critical.
C Rush: This attack consumes no Ammo.
C Fire: Deals +4 damage.

[T] Wild Shot: 4MP. 70CoS. Deals weapon, and discards all attachments. For each attachment discarded, this ability targets an additional enemy. M-Rush.
C Launch: This attack can Push any number of hit targets as desired.
C Water: Lower all CoS check results by -30.

[T] Scrap Buster: 3MP. 80CoS. Deals weapon damage, and discards all attachments. For each attachment discarded, deal +3 damage. M-Launch.
C Pin: Roll an additional damage die for each discarded part, as well.
C Earth: +5 damage.

[T] Canister Shot: 4MP. 80CoS. Deals weapon damage, and True Strikes another enemy for 4 physical damage. M-Rush.
Attachment: True Strike another enemy for 4 physical damage.
C Water: True Strike two other enemies rather than one.
C Launch: +4 damage.

[OD][T] Overdrive: Desperado: 80CoS. Deals weapon damage to the entire enemy group. M-Rush.

[OD] Overdrive: Double Up: You can perform any normal ability you have slotted, and ignore any MP costs when doing so.

[D] Load 'em Up: Dazed. Reload a single equipped firearm. M-Rush

[D] Read the Manual: Dazed. Select a single enemy. Gain a listing of their abilities, then pick a single one. The Gear-head then learns exactly what that ability does. M-Recovery.

TRAITS
Outlaw
Swashbuckler

SKILLS
Agility 3
Streetsmart 3
Survival 2
(ed note: agi/streetsmart meshing with outlaw/swashbuckler— they either go together really well, or too well???????? what do)

BACKGROUND
If you see me comin', better step aside
A lotta men didn't, a lotta men died
One slug of iron, the other of steel
If the right one don't a-get you
Then the left one will

THE STRAT
scope, semi-auto, reload.
turn 4 is a 3 target Wild Shot with +10 damage from reloading (clean barrel, gunner's charm, patient).
if scope is used with pin, that's 4 target wild shot. probably requires soldier beads though unless repositioning
semi-auto again and then reload (again).
plink things to death
casual AoE is canister shot
fat hp monster killer is scrap buster +pin, but needs soldier beads to reliably do it without repositioning
OD turns are either good for sustaining (0 MP shots) or for not 'losing' a turn to reload while still giving sicknasty damage

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