[@DeadbeatWalking] You head out on the manhunt and manage to find one of his gang members, receiving [b]100 XP[/b]. Would you like to spend a determination to reroll in an attempt to track down the Outlaw himself and get a reward? [center][b][h3][color=limegreen]Deputy Hawkeye Levels Up!!![/color][/h3][/b][/center] You immediately recover to [b]max HP/Sanity[/b] and recover [b]1 Determination[/b]. You will then: [indent]- Roll for your Gunslinger level up bonus - Gain a new Ability on the Gunslinger Upgrade Tree[/indent] Your current Bonus is: [b]+1 Max Determination[/b]. Would you like to spend a Determination to reroll? Rolled: 5 + 5. You can choose to reroll only one dice or both if you wish. [center][b][u]Gunslinger Bonus[/u][/b][/center] [color=darkgray]2: Vendetta - Choose a specific Enemey Type (Tentacles, Stranglers, ect) From now on, anytime you collect XP from that enemy type, gain +10 XP. 3: +1-6 Max Health 4: +1 Move 5: +1 Strength or +1 Initiative // +1-6 Max Sanity 6: +1 Cunning [b][u]or[/u][/b] +1 Spirit // +1-6 Max Sanity 7: +2 Max Health and +2 Max Sanity 8: +1 Lore [b][u]or[/u][/b] +1 Luck 9: +1 Side Bag Token Capacity // +1-6 Max Sanity[/color] 10: [b]+1 Max Determination[/b] [color=darkgray]11: + 1-6 Max Health 12: Dark Stone Resistance - You can now hold 2 more Corruption Points before gaining a Mutation.[/color] Pending Upgrade Tree... [center][img]http://i.imgur.com/dTO1Dib.png[/img] 10 / 10 HP || 12 / 12 Sanity || 2 / 2 Determination || 0 / 1000 XP || 1050 Gold || Level 2 || [color=mediumspringgreen][b]2 Corruption[/b][/color] [i]Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.[/i][/center] [hider=Deputy Hawkeye][hider=Skills][b]Quickdraw:[/b][indent] Anytime a new group of enemies appear, and you have one hand free, you may immediately make a free attack against them. [/indent] [b]The Quick and the Dead:[/b][indent] Start with 6 [i]Dead eye shot[/i] bullets. At any point you can choose to load one of these bullets into your gun. [/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]SHOWMAN[/b] • [b]LAW[/b] [/sub][/color] [b]Combat:[/b] Initiative 6 • Melee Combat 1 [color=gray]To Hit Melee 5+[/color] • [color=gray]To Hit Ranged 3+[/color] Defense 5+ • Willpower 4+ [b]Challenges:[/b] Agility 3 • [color=gray]Cunning 3[/color] [color=limegreen]+ 1[/color] • Spirit 2 [color=gray]Strength 2[/color] • Lore 2 • [color=gray]Luck 4[/color][/center][/hider][hider=Inventory] 0 x [b]Darkstone[/b] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Whiskey[/b][/indent] [b]6/6x Dead Eye Shot Bullets:[/b][indent] Each Bullet does +2 Damage.[/indent] [b]Trusty Pipe:[/b] [indent]You may take a puff of your pipe to Recover [b]1 determination[/b] any time you gain loot or successfully scavenge..[/indent] [center][b]2/7 Carryweight used[/b][/center] [b]Pistol:[/b] [indent][i]1 Handed[/i] Range: 6 Squares Shots: 2 Shot per round [i]Upgrade Slots: 0/2 used Weight: 1 Worth: 100gp[/i][/indent] [b]Peacekeeper Pistol:[/b] [indent][color=darkgray]Gear • Gun • Pistol • Law •[/color] [i]One-Handed[/i] Range: 6 Squares Shots: 3 Squares [i]Upgrade Slots: 0/1 used Weight: 1 Worth: 500gp[/i][/indent] [b]Deputized:[/b] [indent]Gain Keyword: [b]Law[/b] [b]+1 Cunning[/b] At the end of an [b]Adventure[/b], roll 1d6. On a roll of 1-3, lose this bonus.[/indent] [b]Marshal Badge:[/b] [indent][color=e50000]LAW ONLY | LIMIT 1 BADGE[/color] [color=darkgray][sub]GEAR • LAW • ICON[/sub][/color] Once per Adventure, give all Heroes +2 Shots with a [i]Gun[/i] OR +2 Combat (each character may choose for themselves) during their next turn.[/indent][/hider][/hider]