Ben Fletcher: Difference between revisions
No edit summary |
|||
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
[[ | [[Savage_X-COM#Characters|< < < Back to Main Page]] | ||
=Ben "Pops" Fletcher [Sniper]= | =Ben "Pops" Fletcher [Sniper]= |
Revision as of 18:18, 18 March 2024
Ben "Pops" Fletcher [Sniper]
If I can see you in my scope, I can put you in the ground.
Race :: Human
Racial Features: Adaptable
Bennies/Session 
Attributes
Agility || Smarts
|| Spirit
|| Strength
|| Vigor
Derived Stats
Pace || Parry
|| Size
|| Toughness
Core Skills
Athletics || Common Knowledge
|| Notice
|| Persuasion
|| Stealth
Other Skills
Electronics || Fighting
|| Healing
|| Repair
|| Shooting
|| Tradecraft
Hindrances
Mild Mannered - Minor - A trained soldier wouldn't mistake Fletcher for anything other than the same, but the average John or Jane just can't get past his wrinkled smiling face and low-key approach to everything. He typically clocks people's radar - even other soldier's - as harmless.
Bad Connections - Minor - Fletcher is a sniper. He is also a murderer. Few enough know about the first. No one knows about the second, all evidence of the act having been erased from existence. Fletcher has no idea who the Sons of Londinium are or why they chose to intervene on his behalf, but they did, and he's waited years for that chit to be called.
Elderly - Major - Fletcher is getting on in years. His active lifestyle has kept him fit, and there's nothing wrong with his mind, but there are aches in places there shouldn't be places, and he doesn't recover as quickly as he once did.
Edges
Luck: +1 Benny per session
- Greater Luck: +2 Benny per session
Demo Man: +2 to set, disarm, or improvise explosives and booby-traps; +1 die type and damage for planted explosives
Gear/Equipment
Armor
- Ghille Suit: Armor: +2 | Weight: 25 |
- Notes: Covers chest, arms and legs. Provides +4 to stealth checks, provided the user has not moved that round and is in an appropriate terrain for the Ghillie suit. -1 pace
Weapons
- Sniper Rifle: Range: 35/70/140 | Damage: 2d10 | AP: 1 | ROF: 1 | Shots: 10 | Min Str: d6 | Weight: 10 | Magazine Weight: 1
- Notes: Semi-Auto
- Magazines:4
- Mods: Bi-Pod | Scope
- Medium Pistol: Range: 8/16/32 | Damage: 2d6+1 | AP: 0 | ROF: 1 | Shots: 7 | Min Str: d4 | Weight: 5 | Magazine Weight: 0.5 |
- Notes: CQB
- Clips: 4
- Combat Knife: Damage: 1d6+STR | AP: 0 | Weight: 1
- Notes: Throwable
Weapon-Adjacent
- [3] Smoke Grenades:Range: 5/10/20 | Damage: 0 | AP: 0 | Weight: 1
- [3] C-4: Damage: 4d6 | AP: 5 | Weight: 1
- Notes: Medium burst template. Increase AP by 5 with a raise on the Repair check when planting. Each additional charge increases damage by 1d6 and the radius by 1". It can be detonated with a remote detonator or timed fuse.
Other Gear
- Tool Kit: Weight: 10
- Notes: Allows for the use of the repair skill with no penalties for missing tools