Jericho

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180px Jericho.jpg

Name Jericho
Allegiance Wallinger Ranch
Occupation Ranch-Hand
Status PC

Jericho (200 points)

ST 12 [20]; DX 14 [80]; IQ 10 [0]; HT 11* [10].
Damage 1d-1/1d+2; BL 29 lb; HP 12 [0]; Will 12 [10]; Per 12 [10]; FP 12 [3].
Basic Speed 6.25 [0]; Basic Move 6 [0]; Dodge 10†

Social Background

TL: 5 [0].
CF: Western (Native) [0].
Languages: English (Native) [0]


Advantages

Combat Reflexes [15]; Damage Resistance 1 (Tough Skin) [3]; Fit [5]; Hard to Kill 2 [4]; Night Vision 2 [2]; Signature Gear 1 (Pair of Whips) [1]; Stalker 2 [10]; Weapon Master (Whips; one specific weapon) [20]. Perks: Fearsome Stare; Form Mastery (Whip); Off-Hand Weapon Training (Knife); Off-Hand Weapon Training (Shortsword); Off-Hand Weapon Training (Whip); Quick-Sheathe (Flexible); Reach Mastery (Whip); Weapon Bond (Whip1); Weapon Bond (Whip2). [9]

Disadvantages

Mute [-25]; Pacifism (Cannot Harm Innocents) [-10]; Secret (Former Enforcer for Carlos Branson; Possible Death) [-30]; Sense of Duty (The Weak) [-5]. Quirks: Bloodlust (Against former coworkers or other really bad people); Glimpses of Clarity (Former Torture Situations); Solitary; SOP: Cleans and cares for whips daily; Ugly neck scar. [-5]

Skills

Acrobatics (H) DX-2 [1]-12; Animal Handling (Equines) (A) IQ [2]-10; Armoury/TL5 (Melee Weapons) (A) IQ+2 [8]-12; Armoury/TL5 (Small Arms) (A) IQ [2]-10; Brawling (E) DX [1]-14; Climbing (A) DX [2]-14; Fast-Draw (Flexible) (E) DX+2 [2]-16†; Flail (H) DX [4]-14; Gesture (E) IQ+2 [4]-12; Guns/TL5 (Pistol) (E) DX [1]-14; Hiking (A) HT+1 [1]-12‡; Intimidation (A) Will [2]-12; Jumping (E) DX [1]-14; Knife (E) DX [1]-14; Knot-Tying (E) DX [1]-14; Navigation/TL5 (Land) (A) IQ+2 [2]-12‡; Professional Skill (Ranch-Hand) (A) IQ [2]-10; Riding (Equines) (A) DX [2]-14§; Running (A) HT-1 [1]-10; Scrounging (E) Per [1]-12; Shortsword (A) DX [2]-14; Stealth (A) DX+1 [1]-15‡; Survival (Desert) (A) Per [2]-12; Tracking (A) Per+2 [2]-14‡; Whip (A) DX+4 [16]-18¶; Wrestling (A) DX [2]-14. Techniques: Arm Lock (Whip) (A) [0]-18; Armed Grapple (Whip) (H) [2]-17; Crack (Whip) (A) [4]-18; Disarming (Whip) (H) [0]-18; Dual-Weapon Attack (Whip) (H) [0]-14; Entangle (Whip) (H) [0]-14; Feint (Whip) (H) [0]-18; Hammer Fist (Brawling) (A) [1]-14; Retain Weapon (Whip) (H) [0]-18.

Footnotes

* Conditional +1 from 'Fit'.
† Includes +1 from 'Combat Reflexes'.
‡ Includes +2 from 'Stalker'.
§ Conditional +1 from 'Weapon Bond (Whip2)', +1 from 'Weapon Bond (Whip1)'.

Notes

His story, not that he can tell it, is that he was a (named) henchman for a stereotypically-douchey robber-baron, and did many bad things before he had a change of heart (probably over a girl). In the process of "resigning" the gang, he ended up left-for-dead in a ditch with his throat cut, only barely alive, when a wandering Shoshoni found him and took him in, got him healed up, and set back on the path to righteousness. He wandered, and ended up on Wallinger's ranch doing cowboy work, while he figures out how to right the wrongs he committed in Carlos Branson's name, which includes rescuing those he'd tortured and taking down those he'd worked for/with.