A Gunslinger is typically feared and renowned for their skill and reputation, which enables them to get what they want with a threat or a look (and occasionally a bullet). But it also makes them vulnerable, as targets or akin to modern day superstars, they stick out in a crowd and are often easily recognized. This makes the Auto-G, in my opinion, one of the best racial candidates to become a Gunslinger. Shapeshifting ability so they can perform their hits/jobs and then slip away from town to town with their pockets full of cash and a lingering reputation that is also shrouded with an air of mystery sounds like a great space western to me.
I ended up getting this posted later than expected due to some surprise appointments and a week’s worth of crankiness from my not-napping toddler. Also, this R.C.C. and O.C.C. combination was a lot bigger of an undertaking than I realized initially; I had to type up so many different equipment templates! Anyway, I think my hard work payed off.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book 30: D-Bees of North America, and Rifts World Book 14: New West.
Recommended Setting: New West, suitable for the role of a marksman, some forms of espionage, or as a hired assassin. Not recommended for pro-CS campaigns. Potentially suited for Mega Damage campaigns (with the right DNA to replicate that puts them on level) and either good or evil aligned adventures.
Exp. Level: One
Experience Table: Gunslinger
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: 55% (+5% when dressed to impress)
Health Points: 18 (+1D6/lvl)
S.D.C.: 60 (+1D6/lvl)
M.D.C.: Not applicable unless in the form of an M.D.C. creature.
P.P.E.: 88 (+1D6/lvl)
I.S.P.: 43 (+1D6+1/lvl)
Chi: Not applicable.
Horror/Awe Factor: 10 if revealed as an Auto-G. 8 for their natural prescence or known reputation as a Gunslinger (+1 at levels 2, 4, 5, 6, 8, 10, 11, 13, and 15, and +2 when dealing with ordinary folk.)
IQ: 18 (+4% one time bonus to all current and future skills.)
PS: 12 (Lift/Carry: 240/120 lbs.)
PB: 21 (+1 when dressed to impress)
SPD: 11 (Run: 7.5 mph.)
Hand to Hand: Assassin
Attacks: 3 (+1 attack per round when using a revolver for that whole round. +1 attack per round when using an revolver or a pistol at levels 5, 10, and 15.)
+Restrain Punch: 4
+Disarm: None (+2 on a called shot)
+Spell Strength: None
Fist Punch 1D4
Power Punch 1D4x2 (counts as 2 attacks)
Power Kick 1D8x2 (counts as 2 attacks)
Body Flip/Throw 1D6, the victim loses initiative and 1 melee attack.
Racial Natural Abilities
Accelerated Healing Heals ×3 as fast as humans, they are also very resistant to diseases.
Unusually High P.P.E. Auto-Gs have roughly ×10 to ×30 the P.P.E. of an average human adult. Despite this, they cannot perform magic of any kind (even if assumig the form of a magical being) and their P.P.E. cannot be siphoned away by sorcerers, Psi-Stalkers, or other P.P.E. vampires. Furthermore, for 24 hours after any transformation into a nonhuman form, their P.P.E. drops 70%; this indicates that their shapeshifter abilities are magical in nature, though it is not a cast spell or an ability influenced by the amount of P.P.E. they have.
General Auto Genetic Replication (Special) The Auto-G can assume the form and natural abilities of almost any living being by replicating their DNA perfectly. There are two different forms which they can take; their true human form and the form of the being they are genetically copying at the time. After abandoning a copied form, they revert back to their true form. They can change their human appearance if they consume regular human DNA.
DNA Sample Required: To assume the form of another race, the Auto-G must physically consume something of that being’s genetic signature. The shapeshifter must chew/swallow something with the subject’s DNA; saliva, hair, fingernails, blood, sweat, skin, and so on. DNA samples can be as little as a single hair follicle or a tiny drop of blood and still be effective.
Transformation: One minute (4 melee rounds) after consuming DNA, the Auto-G is able to replicate the exact genetic structure of that race and transform themselves into a convincing physical copy. They retain all of their own knowledge, skills, and memories, but now also have the natural abilities and instincts of the body which they assumed. The shapeshifter is immediately comfortable in their assumed forms, and instantly understands how the race’s abilities and body work on an intuitive level (wings and flight, psionics, natural M.D.C. armor, heightened senses, etc.). For example, if they turned into a Simvan they could control and comand animals, or know how to fly if they became a Lyn-Srial.
Limitations: They can copy any intelligent, humanoid creature, provided that it is mortal, whether it is an S.D.C. or M.D.C. being; this includes the creature’s size, appearance, additional limbs, etc – though no bionic implants. They can not replicate supernatural or undead creatures, beings of magic, animals, or incredibly alien races (blobs of goo, energy beings, those made of stone or plant matter, etc.). They also cannot be turned by a Vampire; a bite or the blood exchange ritual will kill them.
Note: This general ability only enables the Auto-G to transform into a member of the race, not a specific individual. See Magic/Special Gear for current DNA samples and the attributes and abilities of those races.
Specific Individual Auto Genetic Replication (Special) The Auto-G can assume the form and natural abilities of almost any living individual by replicating their DNA perfectly. This is a more intricate process for directly replicating a specific individual, though it follows the same limitations and immediate adaptation as a general transformation.
DNA Sample and Proximity Required: The shapeshifter must be able to thoroughly examine the subject (alive or dead) for at least 15 minutes (20-30 is better), consume a large amount of their DNA (1 ounce minimum is required), and be within 12 feet of the individual when the change takes place.
Transformation: After the appropriate amount of time, concentration, and DNA consumption, the Auto-G turns into an identical genetic replica of the target individual down to the smallest detail. This includes everything from fingerprints, voice, eye, skin color, hair, and natural moles, as well as any scars, missing limbs/appendages, and blemishes caused by injury or defect at a 99.7% genetic replication.
Limitations: Bionic implants, tattoos, and body piercings cannot be replicated – the Auto-G must be physically altered (i.e., get an identical tattoo, piercing, etc.) in order for the charade to be complete; for example, if the target has cybernetic limbs, the Auto-G will be missing the limb(s) upon transformation. Full bionic conversionis impossible for an Auto-G; if they replace more than 40% of their body with implants it will kill them.
Note: Any tattoos/piercings are removed from their body when they revert to their true form; any cybernetic/bionic implants will also be expelled harmlessly and they will regenerate any missing limbs or organs.
Occupational Natural Abilities
Expertise With All Handguns The Gunslinger has a W.P. in the use of all types of revolvers and pistols, whether they fire bullets or energy bolts. It is important to note that the Gunslinger is a master of close range combat with small arms, which makes them perfect for approaching and gunning people down in crowded streets and in confined areas like a saloon. This form of “city” combat gives this character an edge, because rifles and heavy weapons are often illegal and prohibited in most towns, cities, and places of business, while handguns are usually allowed or easily concealed. Furthermore, rifles and heavy weapons are extremely obvious because of their size, which, in turn, causes a commotion among everybody who sees him with the weapon and warns the assassin’s potential target and/or alerts the law of an impending gunfight. Handguns, on the other hand, can be easily concealed in the belt, behind the back, under one’s aim, in an ankle holster or boot, up a sleeve (if a Derringer), under a hat, in a book, in a backpack or saddlebag, and so on.
Quickdraw Initiative: Revolvers and Pistols (Special) This is a special P.P. bonus exclusive to the Gunslinger: +1 to initiative for every P.P. point 18 and above (maximum P.P. 30; for a bonus of +13). Remember, the winner of the initiative roll shoots first. The full bonus applies only to the use of handguns (i.e. Derringers, revolvers and pistols), reduce by half when using rifles (any kind), shotguns, archery, knife throwing, laser rods, or magic rods and staffs (round odd numbers down). Not applicable to the use of rail guns, artillery, explosives, hand grenades, power armor, or weapons built into vehicles (no bonus).
Paired Weapons: Revolvers and Pistols (Special) The Gunslinger can draw and shoot two handguns (or throw two knives) simultaneously at the same target, inflicting full damage from both weapons, but counts as 1 melee attack! In the alternative, the two-gun attack can be divided between two different targets visible to the shooter, and within their range of peripheral vision. The divided attack counts as one simultaneous melee action directed at two different foes. The quick-draw initiative bonus still applies, but the shooter must roll two separate times to hit each target (roll to strike for each), and the bonus to strike each is reduced by half because the attack is divided. Parrying is not possible when two handguns are being used as paired weapons, but the character can dodge (which uses up one of their attacks) and counter by shooting.
W.P. Sharpshooting Specialty: Revolver Sharpshooting is a combination of special expertise and trick shooting with a particular type of weapon (either revolver or energy pistol). Includes +1 melee attack when using that specific weapon for the entire melee round, shooting bonuses, and trick shooting, which includes:
■ Can fire a traditional two-handed weapon, like a rifle, one handed without penalty (normally the shooter loses all strike bonuses).
■ Can shoot over his shoulder by holding up a mirror and using the reflection to aim; no penalties, keep full bonuses to strike.
■ Accurately shoot while riding a horse or a moving vehicle (normally a wild shot), but strike bonuses are half and a called shot is impossible.
■ Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.
■ Dodge, roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties to strike; straight roll of the dice.
■ Ricochet shot! The shooter can bounce bullets, arrows, slings, and other fired projectiles (depending on the specific W.P.) off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/second target! Inflicts only one point of damage to the first surface and full damage to the second. Reduce bonuses to strike by half. This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished. Glitter Boys are excellent reflective surfaces for performing a ricochet laser shot. Particle beams, ion blasters, rail guns, mini-missiles and other types of weapons cannot be used.
Known Reputation and Horror Factor The mere occupation alone comes with a certain stigma and creates an element of fear, particularly among ordinary citizens. Opponents must roll to Save Vs. Horror Factor whenever the Gunslinger makes a serious threat, and again if and when they first draw their weapon on a character. Likewise, those who attack a Gunslinger must roll to Save Vs. Horror Factor whenever facing the Shootist in a one-on-one showdown, duel, or shootout, and whenever an opponent makes their first move to attack the Gunslinger, even if the ‘Slinger isn’t aware the character plans to attack. A failed roll means the Gunslinger’s opponent momentarily hesitates or freezes or fumbles with their weapon (slow-draw). Obviously, losing initiative and one melee attack against a Gunslinger, even for a melee round, is deadly, unless the Shootist retaliates by shooting to disarm or wound (or happens to roll poorly and misses). This reputation is a two-edged sword. While it may provide an intimidation factor, power, and an edge in combat, on the downside, famous and/or notorious Gunslingers are likely to be noticed whether they want to be or not, usually by other men at arms, outlaws, bounty hunters and lawmen, and sometimes by ordinary citizens. The most famous are modern day “superstars” and can not go anywhere without being recognized. This can become a deadly liability, and certainly makes anonymity impossible for those travelling in their company.
Horsemanship: General Knows basic riding skill as well as general care of a horse, is not trained for combat.
Combat Bonuses: +1 parry/dodge, +1D4 S.D. from attacks from melee weapons or kicks, a charge attack with polearm/spear +1D6 S.D./M.D. (depending upon the weapon damage, rider must roll successfully under the second percentile to prevent being knocked from horseback upon impact, counts as 2 melees), and horse attack is possible with no bonuses. All bonuses are in addition to applicable combat bonuses and only apply to the rider while on horseback, not the horse.
+Ritual Magic: 4
+Psionics: 3 (Need only achieve a 12 or higher to successfully save.)
+Harmful Drugs: None
+Possession: 2 (+2 at levels 2, 4, 6, 8, 11, and 15.)
+Horror Factor: 4 (+1 at levels 3, 4, 5, 7, 8, 9, 11, 12, 13, and 15.)
+Mind Control: 2 (Includes forms of magic, psionics, drugs, and possession involving mind control.)
R.C.C. Related Skills:
Language: Native: American 98% (maximum)
Language: Other: Spanish 98% (maximum)
Find Contraband 42% +4%/lvl
Basic Electronics 44% +5%/lvl
Horsemanship: General 44%/24% +4%/lvl (see Occupational Abilities.)
Interrogation 49% +5%/lvl
Streetwise 36% +4%/lvl
Palming 34% +5%/lvl
Prowl 39% +5%/lvl
Recognize Weapon Quality 59% +5%/lvl (Skill reduced by half if the weapon is not physically handled by the character.)
O.C.C. Related Skills: (+1 skill at levels 2, 4, 6, 8, 10, and 12.)
Forgery 44% +5%/lvl
Impersonation 46%/32% +4%/lvl
Tracking: Humans and Robots 39% +5%/lvl
Undercover Ops 56% +5%/lvl
Seduction 38% +3%/lvl (+5% when used against drunk/drugged characters. +5% to pick the pockets of, palm, or plant things on victim. +5% to Cardsharp, Sing, and Dance.)
Secondary Skills: (+2 skills at levels 3, 6, 9, and 11.)
Wardrobe and Grooming 54% +4%/lvl
Art 39% +5%/lvl
Weapon Proficiencies any
Handgun (+1 strike 2, 4, 6, 8, 10, 12, 14.)
Paired Weapons: Pistols and Revolvers (See Occupational Abilities.)
Revolvers (Includes Derringers, +1 strike 2, 4, 6, 8, 10, 12, 14.)
Automatic Pistols (+1 strike 2, 4, 6, 8, 10, 12, 14.)
Energy Pistol (+1 strike 2, 4, 6, 8, 10, 12, 14.)
Rifle (+1 strike 1, 3, 5, 7, 9, 11, 13.)
Knife (+1 strike 2, 4, 7, 10, 13. +1 parry 1, 3, 6, 9, 12. +1 strike when thrown 1, 3, 6, 8, 10, 13.)
Paired Weapons (see page 327 of Rifts Ultimate Edition for full description.)
LASER Scalpel: 1D6, intended for surgey not combat.
Throwing Knife: 1D4, 60 foot range, ×6.
Survival Knife: 1D6.
Wilk’s-Remi 104 Derringer: Walnut/Ivory/Pearl Handle: The palm gun is a small, easily concealed weapon designed to fire two simultaneous shots for greater damage. This weapon is usually used as either a backup weapon or a purse gun. A special “plug in” hookup allows for the use of an ordinary e-clip recharger to power up the empty weapon.
Mega Damage: 2D4 M.D.
Rate of Fire: Two simultaneous shots.
Range: 300 feet (91.5 m)
Payload: 4 shots per e-clip charge (×# extra e-clips).
Wilk’s-Remi 130 “Six Shooter” (2): A pair of revolvers. This is a beautiful revolver that has the look of a Pre-Rifts artifact from the late 1800s; a Remington New Model Army 1863, .45 caliber revolver. This weapon is a common sight across the New West.
Mega Damage: 2D6 M.D.
Rate of Fire: Standard, aimed, burst, wild.
Range: 1,000 feet.
Payload: 20 shots with a standard short E-Clip (×7 extra e-clips).
Bonus: +1 bonus to strike on an aimed shot because of the light weight and superior balance.
1878 Colt .45 (2): A double-action, .45 caliber revolver that is sturdy and reliable. Silver plated, matching pair.
Standard Damage: 4D6 per shot.
Rate of Fire: Each shot (pull of the trigger) counts as one melee attack.
Range: 150 feet.
Payload: 6 rounds (×288 extra regular ammo, ×96 extra silver ammo). It takes one melee round (15 seconds) to reload, unless a Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it take half a melee round and uses up half the character’s attacks that (or the next) melee round.
Bonus: +1 to strike on an aimed shot.
Wilk’s 320 LASER Pistol: A pair of 2.
Damage: 1D6 M.D.
Payload: 20 individual shots. ×7 extra e-clip.
Bonus: +2 to strike using aimed shot due to the lightweight nature and superior balance of the gun.
TW Spitfire Revolver: A large, heavy revolver based on the old Wells Fargo .31 caliber single action revolver, it shoots magical, M.D., mini-fire balls. Does not require the user to be a sorcerer, just that they possess the necessary P.P.E. or I.S.P. to recharge the weapon with magical energy.
Mega Damage: 3D6 M.D. per shot.
Rate of Fire: Each shot counts as one melee attack.
Range: 200 feet.
Cost to Recharge: To reload all six chambers with energy, all a character has to do is concentrate and pump 10 P.P.E. points (or 20 I.S.P.) into the weapon; counts as one melee action (2-3 seconds).
Payload: 6 energy blasts. Conventional bullets (6) can be fired from the weapon, but cannot be loaded or fired until all magic energy has been discharged. Using conventional bullets requires reloading by hand. When even one chamber is loaded with a conventional bullet, the weapon cannot be charged to fire magical energy.
Bonus Note: The character’s usual W.P. and/or O.C.C. bonuses to strike with a revolver apply.
NG “Maverick” Riding Armour: The entire body, arms and legs are covered in a light padded armor, with light polycarbonate and ceramic plates protecting the shoulders, chest, forearms, thighs and lower legs (the latter usually concealed by leather leggings or “chaps” that come standard with the armor). Comes standard with an M.D.C. Cowboy hat with a M.D.C. polycarbonate cap/top section.
M.D.C. By Location: Cowboy Hat: 10. Arms (2): 12 each. Legs (2): 16 each. Main Body: 36.
Mobility: Excellent mobility, no movement penalties.
Bandito Arms Medium Robot Horse: Alberta Can follow complex commands, recognize its owner and up to 96 of its owner’s friends/associates/enemies, is programmed to warn the rider about the approach of enemies, as well as identify and wing snakes/lions/alien predators/others without being afraid itself. Responds completely to the physical and voice commands of the rider (can be programmed to respond to and obey 6 others of the owner’s choice). This means the robot will not allow unauthorized people to ride or command it.
Crew: One humanoid rider with one additional rider possible in emergencies.
Power System: Nuclear, average life of 15 years.
Cargo: Can carry one rider and one companion (if both are roughly human-size, otherwise space may be tight for the companion rider, and this second seat is never comfortable for long periods; an hour or more), up to 1400 pounds. The robot horse can pull up to five tons!
Physical Description: Height: Usually about 15 hands (5 feet) at the shoulders. Width: 3 feet. Length: 8 feet. Weight: 1200 Ibs. Pinto Colored Hide: Also known as the Paint Horse/Calico, it is distinguished by its “blotches” of color – Tobiano pattern (white overall color with small splashes or blotches of brown or grey).
M.D.C. by Location: Head: 100. Legs (4): 100 each. Main Body: 250. Destruction of the main body will destroy the bot. Destruction of the head shuts it down. Destroying one leg will hobble the robot and reduce speed and leaping distance and height by 33%.
Speed: Maximum speed of 100 mph.
Leaping: 15 feet high and 40 feet lengthwise, with a running start.
Underwater Capabilities: Can function in/under water, able to walk along the bottom of the sea at about 25% its normal running speed, or swim at a speed of 3 mph (2.6 knots). Maximum Depth is 500 feet.
P.S.: 28 (Robot)
I.Q.: 9 (Equivalent)
Weapon Systems: None to start.
Attacks per Melee Round: 3.
Bonuses: +2 on initiative, +2 to strike, +4 to dodge when running, and +2 to roll with punch, fall or impact.
Damage: Restrained Hoof Strike: 1D4 M.D. Full Hoof Strike: 1D6 M.D. Rear Kick/Power Kick: 2D6 M.D. Stomp: 1D4 M.D. Running Body Block: 1D4 M.D. Head Butt: 1D4×10 S.D. Bite: 6D6 S.D.
Gear (All located in saddlebags unless stated otherwise.)
Tinted Goggles (in knapsack)
Quality Cowboy Hat
Riding Clothes ×2
Rich Quality Suit ×2
Fine Quality Dress ×2
Flashlight (in knapsack)
Pocket Language Translator
Gun Cleaning Kit
Cigarette Lighter (in pockets)
Makeup Kit, Small
Silver Cross, Small
Handcuffs ×2 (in knapsack)
Rope, Lightweight ×50ft
Two-Holster Gun Belt (worn)
Two-Holster Shoulder Brace (worn)
Utility Belt (worn)
Saddlebags (kept on Robot Horse)
Air Filter (in knapsack)
Canteen ×2 (×1 in knapsack, ×1 in saddlebags)
Trail Rations ×10 days (in knapsack)
Bar of Soap ×4 (×1 in knapsack, ×3 in lockable air tight container)
Wet Wipes ×15 (×3 in pockets, ×12 in knapsack)
Toothbrush ×3 (×2 unopened, ×1 in knapsack with cap over bristles)
Toothpaste (in knapsack)
Lockable Air Tight Container, Small (in knapsack)
Remington Speed Loader ×4 (quickly reloads Wilk’s/Remington weapons in 1 melee action, all loaded in utility belt.)
Leather Wallet (has a hidden pocket, kept in pocket)
Fake I.D. ×2 (both Human, ×1 male, ×1 female, in hidden pocket in wallet)
Art Supplies (mostly for forgery, also includes pens, sketchbook, markers, pencils, erasers, rulers, etc., kept in knapsack)
Silver Chain Necklace (always worn, key to lockbox hooked on)
DNA Sample: Dog Boy Fur Kept in special, labeled and sealed containers (which are then placed in a locked, air tight container.) Can form any breed.
Notable Stats/Abilities: P.S.: 25. P.E.: 28. PB: 14. Spd: 25. Sense Evil, Sense Magic, See the Invisible, Sense Supernatural, Telepathy, Sixth Sense, and Track By Smell.
Quantity: ×15 transformations.
DNA Sample: Human Hair Kept in special, labeled and sealed containers (which are then placed in a locked, air tight container.)
Notable Stats/Abilities: Same stats and abilities as their true form (sometimes higher P.S. if desired to be more muscular). Is used for the ability to change their human appearance, sex, voice, etc.
Quantity: ×50 transformations.
DNA Sample: Grackle Tooth Skin Kept in special, labeled and sealed containers (which are then placed in a locked, air tight container.)
Notable Stats/Abilities: P.S.: 34. P.E.: 28. PB: 10. Spd: 11. M.D.C.: 100. Prehensile tail (+1 attack using the tail), immunity to carcinogens and heat, and extremely resistant to diseases.
Quantity: ×10 transformations.
Salary: Not applicable; by job or target.
Credits: 1,000 credits.
Black Market Items: 10,000 credits worth (forged I.D.)
Other Currency/Accounts: None.
Magic (P.P.E. Cost)
Not applicable; the Auto-G cannot cast or perform magic (even if replicating a magical race), in fact, their body is resistant to magic (see Saves Vs. for bonuses.)
Psionics (I.S.P. Cost)
Alter Aura (2) All living beings possess an aura; a colorful energy field that is invisible to the naked eye and most forms of photography and conventional sensors. This does not allow the psychic to see auras, merely alter their own. They can manipulate their physical energy field to appear different in order to send out the wrong message to any humanoids or supernatural beings capable of seeing auras.
Duration: 1 hour per level.
■ Experience level can be made to seem lower (level 1 or 2) or much higher (1D4+3 level) than it really is.
■ Concealment of one’s true alignment with any other (false) one.
■ Concealment of the presence of psychic ability, either normal for their race or possessing little to no psionic abilities (this cannotbe made to seem higher.)
■ Conceal base P.P.E. (appears as only 1-2 points.)
■ Conceal the presence of magic.
■ Conceal true physical attributes, either making them seem half their true score or 30% higher.
■ Alter aura to appear weak, fatigued, or sickly.
■ Alter aura to appear mentally/emotionally agitated or depressed (not aggressive or alert.)
■ For 6 I.S.P., the psychic can make themselves appear to be possessed or terminally ill.
Death Trance (1) A state of mind of matter thatslows the metabolism to such a degree that it creates a temporary state of suspended animation, simulating death. Without medical facilities, even a doctor is likely to believe the character is dead (01-89% likelihood). The effects of drugs, toxins, and chemicals are slowed to a crawl, doing minimal damage or effect, but will immediately take full effect the instance the trance is ended (unless treatment is administered first.) While in the trance, the psychic cannot be roused or respind to stimulus, including psychic probes; they are incapable pf attacking or defending themselves until the trace is broken.
Duration: As long as the psychic sense they must feign death, up to a maximum of 4 days.
Mask P.P.E. (4) Enables the character to completely hide all but 1D4 of their total P.P.E. base amount. Those who can sense magic energy or see auras will regard this character as having an insignificant amount of P.P.E.
Duration: 10 minutes per level.
Mask I.S.P./Psionics (7) Can completely mask all spiritual aspects such as I.S.P., psychic ability, and aura. As a result, any creatures who can use Detect Psionics, Recognize Psychic Scent, or See Aura cannot sense them while masked. However, the caster cannot use any psionic senses or abilities (even innate or automatic ones), or receive psionic transmissions without first dropping the mask.
Duration: 10 minutes per level.
Mind Block (4) Can completely close/block their mind from psychic/mental emanations. While blocked, cannot sense anything, use psychic abilities, nor be influenced by others. Does not effect magic.
Bonuses: +1 to save vs. psionic/mental attack.
Night Vision (4) The character can adjust their visual abilities through a form of bio-maniplulation; the eyes are made to become much more light sensitive and work on the same principles as mechanical light amplification. The eyes simply amplify any existing light (a candle, moonlight, starlight, etc.) to see clearly. There must be some source of light to see (cannot be in total darkness.) This ability also can alter the eyes to become polarized, reducing glare like a pair of polarized sunglasses would.
Range: Self; visual range of up to 600 feet.
Duration: 10 minutes per level.
Note: If suddenly exposed to light brighter than a single candle, the character is temporarily blinded for 3D4 melee rounds.
Summon Inner Strength (4) This enables the psychic to draw upon their inner reserves of strength to ward off fatigue or pain.
Duration: 10 minutes per level.
Every time they call upon this ability, the following bonuses apply:
■ +10 S.D.C. (or 1 point of M.D.C. if they are an M.D.C. creature.)
■ Add +2 to Save Vs. Poisons and Toxins.
■ Add +5% to Save Vs. Coma/Death.
■ Any fatigue is temporarily forgotten and the character can function as if they were fully rested for the full duration of this ability.
Not applicable; implants are avoided whenever possible – if a specific target has implants, then their missing limbs are also missing for the Auto-G upon transformation and they need to be physically altered to complete the charade. When the Auto-G assumes their true form after having altered their body, any implants are expelled harmlessly. If they replace more than 40% of their body with implants, it will kill them.
Power Armour/Robot Vehicles
True Name: Willard Dario Hale
Gender: Gender Fluid
Occupation: Hired Gun/Assassin/Marksman
True Form Height: 5′ 8″
True Form Weight: 165 lbs.
True Form Description: Though they rarely appear in their true form (and will go to great lengths to only have to do so in private), they are ruggedly handsome in appearance. They have dark brown hair kept at a medium length, very tanned skin, bright green eyes, broad shoulders and thick haired arms, a trimmed full beard, all topped off with a meticulous care for their clothing and appearance. Wears a key on a silver chain kept tucked into their shirt, otherwise wears no jewelry, piercings, or tattoos.
Insanity(s): Compulsive Personal Cleanliness (see Vulnerabilities.)
Sentiments Toward Coalition State: Hatred and fear; the CS murdered most of the Auto-G population and is one of the few groups that still actively hunt them and acknowledge their existence. They will avoid CS territory at every chance and make efforts to leave an area where CS soldiers are spotted.
Sentiments Toward D-Bees: Wary respect; many D-Bees have abilities that can sense the presence of psionics and magic, and so could reveal them. Their natural abilities (which they could easily copy with a small amount of DNA) are usually quite impressive, though, and so they will sometimes make efforts to be close to D-Bees, if only to steal a DNA sample. Only really trust their own kind, have a hard time forming attachments due to their own suspicious nature.
Sentiments Toward Humans: Distrust and wariness; though they believe they are truly human, they know they will never be accepted by humankind for their natural abilities and so they are often bitter toward normal humans. Only really trust their own kind, have a hard time forming attachments due to their own suspicious nature.
Sentiments Toward Magic/Psionics: They cannot use magic and are resistant to its effects, but that doesn’t make it any less dangerous or unpredictable – what use is a gun against magic, anyway? Psionics are rather useful, especially their own abilities which can mask their powers.
Mutations: Not applicable.
Despised Like most shapeshifters, should their abilities be discovered they are most often distrusted, feared, and hated. To their favor, their race is very rare and most citizens (and even soldiers and some officials) do not believe in their existence. They are secretly one of the most hated and sought enemies to the Coalition State, who have very specific methods (psionic probing, keen observation, and blood/tissue tests for an enzyme unique to the race that takes only minutes) for detecting an Auto-G. However, due to their rarity and the impracticality of constant testing, these methods are typically reserved for high influence/rank operations and bases (it is nearly impossible to perform these reliably on the battlefield or in largely populated areas like the ‘Burbs.)
Reputation As a Killer Like the Bandit O.C.C., the Gunslinger, whether a lawman, mercenary or outlaw, is likely to have (or will build) a reputation and earn their share of enemies. Some communities respect and welcome ‘Slingers (those of good alignment) with a reputation for being lawmen and/or champions of the downtrodden, but most fear, distrust, and hate these paid killers and bullies. A Gunslinger is usually pretty obvious by their pair (sometimes more) of handguns, fancy clothing or ornate body armor, and by how they carries themself. In addition, since most use their reputation (and the reputation that the Gunslinger occupation brings) as a weapon, they don’t usually try to hide who or what they are. Furthermore, characters travelling in a Gunslinger’s company may be deemed equally undesirable and untrustworthy.
Compulsive Personal Cleanliness The character has a compulsive need to feel clean. They will wash their face and hands 2D4 times before they “think” they are clean, wash their clothes whenever they can, and bathe frequently. They hate being dirty or engaging something that will make them dirty and will try to avoid it (this does not mean that they will not engage in combat or dirty situations if they have to, but they will be irate and seek to be clean as soon as possible.) Will change into clean clothes whenever they can and often apologizes for the smallest stain on their clothes or for being dirty.
Background: Being born an Auto-G results in a unique skillset typically being passed on from the parents: espionage and assassination. Willard was no different, despite being born to a single Mother, Celestina, in the West – far out of the reach of the Coalition. Of Spanish-American descent, they were able to blend in well with most humans of the area, and when Willard started learning to handle guns and shoot at just 5 years old, that was considered normal, too. Until Willard turned 7 and finally manisfested their transformative and psionic abilities, the small family kept mostly hidden, Celestina relying on her amassed small fortune and a job as a Barmaid as a front while her child grew up. Willard loves guns, and as such became very skilled in them, and began helping their Mother get back into Bounty Hunting once they became a teenager and could hold their own. Once Willard reached adulthood, however, it was clear that they would possibly be in danger if the family stayed together too long. It was a tearful separation, though they still help Celestina with jobs and visit occasionally. Willard is genderfluid, and as such is comfortable in any gendered body; after they fully harnessed their ability to alter their form, they would swap between genders however they were most comfortable. As they got older, this natural trait became incredibly useful, as they could act naturally in any gender, only further lending to their deception as they enact hits or track down heads as a Gunslinger. Willard enjoys whistling, even in high pressure situations like a stand off, so they like to be called “Whistler”. As such, this is often something people remember of the jobs Willard completes, regardless of race or gender, “He/She/It was always whistlin’!”
Family Tree: Mother is Celestina Hale, a Spanish-American Spy turned Bounty Hunter. She is quite skilled in matters of espionage and even bank robbery, and though she took a break from tracking marks while Willard was young, she still brings in enough credits to live a tidy life wherever she wishes. Father is known as “Jericho” (his real name is Felix Esparza), he is a skilled Professional Theif who once ran a few high profit robberies with a team that included Celestina – they were attracted to one another and saw each other once in awhile, but preferred the single life. Once Willard was born, they agreed that they should mostly stay apart, to keep their child safe. Willard doesn’t know Jericho (though they know of him), but contacts their Mother frequently. No other siblings or known relatives.
Whistler the Auto-G (Anarchist, 1st level Gunslinger O.C.C.)
IQ: 18 ME: 21 MA: 14 PS: 12 PP: 18 PE: 18 PB: 21 (55% Charm/Impress) Spd: 11 HP: 18 SDC: 60 PPE/ISP: 88/43 Attacks: 3 (+1 if using a revolver the whole round.)
Arms: Wilk’s 320 LASER Pistol (2): 1D6 M.D., 1000ft, +2 aimed shot. Wilk’s-Remi “Six Shooter” (2): 2D6 M.D., 1000ft, +1 strike on aimed shot. Wilk’s-Remi Derringer: 2D4 M.D., 300ft. 1878 Colt .45 (2): 4D6, 150ft, +1 strike on aimed shot. TW Spitfire Revolver: 3D6 M.D., 200ft. NG Maverick Riding Armour: 102 M.D.C.
Abilities: Accelerated healing, unusually high P.P.E., General Auto Genetic Replication, Specific Individual Auto Genetic Replication, Expertise With All Handguns, Quickdraw Initiative: Revolvers and Pistols, Paired Weapons: Revolvers and Pistols, W.P. Sharpshooting Specialty: Revolver, Known Reputation and Horror Factor (10 if revealed as an Auto-G; 8 for their natural prescence or reputation as a Gunslinger.)
Psionics: Alter Aura (2), Death Trance (1), Mask P.P.E. (4), Mask I.S.P. and Psionics (7), Mind Block (4), Night Vision (4), Summon Inner Strength (4)
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