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Johnny Alpha Johnny Alpha has white, incandescent eyes and multiple mutant abilities. 9 12 12 10 8 12 +1 +2 +2 +1 +0 +2 Admin 1, Advocate 1, Broker 2, Computers 1, Deception 1, Diplomat 0, Engineer (electronics) 0, Explosives 0, Flyer (grav) 0, Gambler 1, Gun Combat (blasters and combination weapons) 3, Investigate 1, Leadership 1, Melee (large blade) 3, Melee (unarmed) 3, Persuade 1, Pilot (spacecraft) 0, Special Weapons 1, Vacc Suit 0, Zero G 0 16 Mesh Suit, Leatherene Body Sash, Arm, Leg and Shoulder Pads and Tactical Helmet Light (Alpha Eyes – Johnny’s eyes emit mutated alpha rays that give him X-ray vision) Evil Eye - The mutant is able to penetrate the psyche of a living target, probing with his mind to determine any one of the following points if information: Accountability, Emotions, Future intentions, Guilt, Involvement, Motive, Past intention, Present Intentions The mutant selects which one of these he wants to probe for and may select a different information point with each new instance of Evil Eye. For the trait to work, the mutant must maintain unbroken eye contact for a full minute (10 Combat Rounds). He then makes an Influence 8+ roll and notes the Effect. Standard Blaster Pistol 4d6+3 N - 3.5 60 Variable Cartridge Blaster VCB 2 Armour Piercing (8pts) VCB 4 HE (grenade) Electroflare Electronux Pistol Melee 5d6+3 6d/4d/3d6 Blinding 3d6 N N 7 - 5 3 3

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Page 1: Print Strontium Dog Charsheet

Johnny Alpha

Johnny Alpha has white, incandescent eyes and multiple mutant abilities.

9 12 12 10 8 12+1 +2 +2 +1 +0 +2

Admin 1, Advocate 1, Broker 2, Computers 1, Deception 1, Diplomat 0, Engineer (electronics) 0, Explosives 0, Flyer (grav) 0, Gambler 1, Gun Combat (blasters and combination weapons) 3, Investigate 1, Leadership 1, Melee (large blade) 3, Melee (unarmed) 3, Persuade 1, Pilot (spacecraft) 0, Special Weapons 1, Vacc Suit 0, Zero G 0

16Mesh Suit, Leatherene Body Sash, Arm, Leg and Shoulder Pads and Tactical Helmet

Light (Alpha Eyes – Johnny’s eyes emit mutated alpha rays that give him X-ray vision) Evil Eye - The mutant is able to penetrate the psyche of a living target, probing with his mind to determine any one of the following points if information: Accountability, Emotions, Future intentions, Guilt, Involvement, Motive, Past intention, Present Intentions The mutant selects which one of these he wants to probe for and may select a different information point with each new instance of Evil Eye. For the trait to work, the mutant must maintain unbroken eye contact for a full minute (10 Combat Rounds). He then makes an Influence 8+ roll and notes the Effect.

Standard Blaster Pistol 4d6+3 N - 3.5 60

Variable Cartridge Blaster

VCB 2 Armour Piercing (8pts)

VCB 4 HE (grenade)

Electroflare

Electronux

Pistol

Melee

5d6+3

6d/4d/3d6

Blinding

3d6

N

N

7

-

5

3

3

Page 2: Print Strontium Dog Charsheet

Johnny Alpha

Standard Blaster x1 (3d6+3), (3 clips) Variable Cartridge Blaster(VCB) x1 (damage by cartridge type), VCB 2,4, Electroflare cartridges Electronux (Electric Knuckles)(3d6), Warrant Card, Binders Short Range Teleporter x 1 - Teleport one 200kg object up to 50m away. On random mode, anywhere in 500m. Must make Computers or Special Weapons 8+ roll to use.

Called Shot: before rolling, can call to do minimum damage to specific location on target - hands, leg, weapon, etc. Combat Acuity: Rolls Initiative on 3d6 instead of 2d6 Heart-Stopper: Can appear to be dead for # of minutes equal to END score.

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Durham Red

Beautiful and deadly, Durham Red is rated highly as a Search/Destroy agent but her need for fresh blood makes her a pariah even amongst her own kind. Her origins are sketchy; she did not fight in any of the mutant uprisings and she never discusses her past but her competence as a Strontium Dog is not in question.

8 13 9 10 3 0+0 +2 +1 +1 -2 +0

Admin 1, Advocate 1, Broker 1, Carouse 1, Flyer (grav) 0, Gun Combat (blasters and combination weapons) 2, Melee (unarmed) 2, Persuade 4, Pilot (spacecraft) 0, Survival 3

9Mesh Suit/Skirt, Leatherene Arm, Shoulder and Leg Pads

Light (Vampirism – requires blood) Blood Drain - Psychological compulsion to drain the blood of other living things, human, animal or alien. Must consume half-liter of blood every 1d6 days or get -1 DM to all rolls.

Slab Blaster x2 Pistol 4d6+3 N - 4 25

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Durham Red

2 Slab Blasters (6 clips), Warrant Card, Binders Wire Launcher (rocket grappling hook)

Two Weapon Use: Able to use two handguns or melee weapons simultaneously without any penalties and on the same action, as long as he is aiming at the same target. If he chooses to attack separate targets, he must nominate one target as primary and the other as secondary. Attacks at the secondary target are at a –2 DM. The Strontium Dog can change the target nomination at the beginning of a new Combat Round. Sixth Sense: If surprised or ambushed, the Strontium Dog always gets the chance to react, in a way most appropriate to the circumstances.

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Wulf Sternhammer

Originally from Egersund in Norway, Wulf Sternhammer is a true, 8th Century Viking accidentally transported to the 22nd Century. Owes Johnny Alpha a Life-Debt

12 8 11 7 4 8+2 +0 +1 +0 -1 0

Animals 2, Broker 1, Carouse 3, Diplomat 0, Flyer (grav) 0, Gambler 1, Gun Combat (blasters) 2, Leadership 0, Melee (bludgeon) 3, Melee (unarmed) 2, Persuade 2, Pilot (spacecraft) 0, Seafarer 2, Vacc Suit 0, Zero G 0

11Mesh Suit, Gronk Skin, Leatherene Body Sash, Arm and Leg Pads

Standard Blaster Pistol 3d6+3 N - 4 25

Happy Stick (Hammer) Melee 3d6+2

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Wulf Sternhammer

Standard Blaster x1 (3d6+3), Happy Stick (3d6+2), Warrant Card, Binders

Page 7: Print Strontium Dog Charsheet

Archibald ‘Middenface’ McNulty

"The Tartan Terror" - Former general for the Scottish mutants during the Mutant Uprising. A tenacious foe known for having a fondness for dogs

10 8 11 7 4 9+1 +0 +1 +0 -1 +1

Advocate 2, Broker 2, Carouse 3, Deception 2, Flyer (grav) 0, Gambler 1, Gun Combat (blasters) 2, Leadership 2, Melee (blade) 2, Melee (unarmed) 2, Persuade 3, Pilot (spacecraft) 0, Stealth 1, Survival 2

10Mesh Suit, Leatherene Body Sash, Arm and Leg

Light (Head Lumps)

Phased Standard Blaster (100m) Pistol 4d6+3 No - 4 60

Vibro-knife Melee 2d6+4 .25

Page 8: Print Strontium Dog Charsheet

Archibald ‘Middenface’ McNulty

Phased Standard Blaster x1 (4d6+3), (3 clips), Warrant Card, Binders Pulse Bomb - An ovoid bomb weapon that emits a powerful sonic oscillation, the pulse bomb is designed to confuse and debilitate rather than to wound, maim or kill

McNulty’s liking for hard liquor and impossible odds is infamous amongst the S/D agents. A tenacious foe but known for having a fondness for dogs (as well as good scotch whisky), he has traditionally been a popular figure, siding with younger agents from time to time. McNulty’s affability masks a serious side and he is every inch the ruthless killer his reputation suggests. But he does love his auld granny and his dug. And, occasionally, he speaks slowly enough for people to understand his Glaswegian brogue.

Combat Acuity: Rolls Initiative on 3d6 instead of 2d6 Formidable Presence: Any Non-Player Character within a number of metres equal to the Strontium Dog’s Infl uence characteristic must make a successful Endurance roll at 10+ or be rooted to the spot, paralysed with either fear and/or respect, for a number of minutes equal to the Strontium Dog’s Influence characteristic.

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Billy-Bob Gruff

Stubborn, single-minded rookie S/D agent. Goat-like features. Can eat anything. Likes Temporal Weapons

12 1 9 2 6 6+2 -3 +1 -2 +0 0

Advocate 0, Deception 0, Gun Combat (blaster) 1, Interrogate 1, Investigate 1, Leadership 1, Persuade 0, Pilot (spacecraft) 0, Special Weapons 1, Survival 0 and Zero G 0

13Mesh Suit, Leatherene Body Sash, Arm and Leg, Shoulder pads

Non-functional wings, Goat-like features. One hooved leg.

Standard Blaster x2 Pistol 3d6+3

Page 10: Print Strontium Dog Charsheet

Billy-Bob Gruff

Standard Blaster x2 (4 clips), Warrant Card, Binders Time Bomb x 2 - A time bomb throws a physical area (a bubble three m in diameter) either forward or backwards in time but not in space, by any time increment up to six hours Time Trap x 2 - throws anyone stepping on it between 2 and 12 seconds into the past so that they repeat their actions – which means stepping on the time trap again and being forced to repeat this action.

Recovery: Your Strontium Dog remains conscious, but physically inactive, if reduced to 0 in two physical characteristics – when unconsciousness is the result for most people. He is also considered to be Seriously Wounded if he has lost 2 points from each physical characteristic, instead of the normal 1 point