[hider=Currently Retired?][center]SCARE the LAW HOLDER, U.S. MARSHAL. [color=cccccc][i]created by Scarescrow.[/i][/color] [PENDING IMMEDIATE MUTATION] [center][img]https://i.imgur.com/0ZikRO7.png[/img] 15 / 15 HP || 12 / 12 Sanity || 2 / 3 [color=c14953]+1 / 1[/color] Determination || 665 / 1000 XP || 760 Gold || Level 2 [color=mediumspringgreen]Mutation: Tail with a Mouth[/color] [/center] [hider=Scare the Law Holder][hider=Skills & Mutations][b]Double-Shot:[/b][indent] Requires a Shotgun. Once per turn, when you kill an enemy with a Shotgun, you gain an extra shot with that Shotgun.[/indent] [b]The Quick and the Dead:[/b][indent] +2 Sanity. At any time you may use 1 determination to heal either 3 Wounds or 3 Sanity from yourself or a hero on your map tile. (Gain 5xp for every Wound or Sanity healed from another hero this way)[/indent] [b]Focus[/b]:[indent] You can fire your Gun while adjacent to Enemies.[color=darkgray][i]Taken at Lvl 2. 1/4 Bounty Hunter Tree. Passively gained: +1 Max Determination +5 Max HP, +1 Strength.[/i][/color] [/indent] [color=mediumspringgreen][b]Tail with a Mouth:[/b][/color][indent] Your tail nips and bites at any who move too close... Any time you or an adjacent character/monster rolls a [b]1[/b] on a [b]"To Hit"[/b] roll, they take 1 Wound as your Tail lashes out, ignoring defenses. You gain no [b]XP[/b] from hits given this way. [/indent][/hider][hider=Stats][center][color=darkgray][sub]• [b]LAW[/b] • [b]TRAVELLER[/b] •[/sub][/color] [b]Combat:[/b] Initiative 4 • Melee Combat 2 [color=gray]To Hit Melee 4+[/color] • [color=gray]To Hit Ranged 4+[/color] Defense 3+ • Willpower 4+ [b]Challenges:[/b] Agility 3 • [color=gray]Cunning 4[/color] • Spirit 2 [color=limegreen]+1[/color] [color=gray]Strength 3[/color] • Lore 1 • [color=gray]Luck 3[/color][/center][/hider][hider=Inventory] 8x [b]Darkstone[/b] [b]Sidebag:[/b] 4/5 Slots filled [indent]2x [b]Dynamite[/b] 2x [b]Flash Powder[/b] (-2 initiative to all enemies until the end of turn)[/indent] [b]Locket:[/b] [indent]You are slightly more spiritual. When you [b]catch your breath[/b] after battle (recovering health/sanity) you add +1 to the rolls.[/indent] [center][b]2/7 Carryweight used[/b][/center] [b]Marshal Badge:[/b] [indent][color=e50000]LAW ONLY[/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] [b]Shotgun:[/b] [indent][i]2 Handed[/i] Range: 5 Squares Shots: 1 Shot per round Use a D8 instead of a D6 for hitting and for damage. A roll of a 6, 7, or 8 count as a Critical Hit. [i]Upgrade Slots: 0/1 used Weight: 1 Worth: 300gp[/i] [/indent] [b]Executioner Shotgun:[/b] [indent][color=darkgray][i]Gear • Gun • Shotgun • 2 Handed • 1 Darkstone[/i][/color] [b]Range:[/b] 3 Squares [b]Shots:[/b] 3 Shots Use a D8 instead of a D6 for hitting and for damage. A roll of a 6, 7, or 8 count as a [b]Critical Hit[/b]. [b]+1 Damage[/b] if the target is adjacent. [i]Weight: 1 Worth: 2,400gp[/i] [/indent] [b]Rune of Darkness:[/b][indent] [color=darkgray][i]Upgrade • Rune • Darkness[/i][/color] Spend [b]1 Darkstone[/b] to attach. [b]Upgrade[/b]: Anytime the [b]Darkness[/b] moves forward, [b]heal 1 sanity[/b]. [i]Req. 1 Upgrade Slot Worth: 225gp[/i][/indent] [b]Matches:[/b] [indent][color=darkgray]Gear • Fire[/color] [b]Discard[/b] to ignore [b]Voices in the Dark*[/b] [color=darkgray][i]*(Triggers when too far away from a light source, and causes sanity damage)[/i][/color][i]Worth: 10gp[/i][/indent] [/hider] [/hider] [/center][/hider]