Intermediate Speedfreak (Speedfreak 4): HD 4d8+8; HP 29; Init +3; Spd 30 ft; Defense 17, touch 17, flatfooted 14 (+3 Dex, +4 Class); BAB +3; Atk +6 melee (1d4+1, Knife) melee or +7 ranged (2d10+10, Winchester 94); SQ Need for Speed; AL none; SV Fort +4, Ref +7, Will +2, Rec +3; Rep +6; Str 13, Dex 16, Con 14, Int 10, Wis 12, Cha 8.
Background: Law Enforcement
Occupation: Hunter: Perks (Weapons- Aggressive Stance; Professional Reputation)
Hobby: Streetwise
Skills: Acrobatics 6 (+9), Athletics 6 (+7), Firearms 6 (+9), Outdoorsman 4 (+9), Perception 4 (+9), Stealth 6 (+13), Streetwise 4 (+5), Weapons 4 (+5)
Feats: Acrobatic Defense (Defense 19 against ranged attacks when not flat-footed), Attack Focus (Winchester 94), Awareness, Defensive Roll, Far Shot, Night Vision, Talented (Outdoorsman and Stealth)
Contacts/Followers: Supply Contact (Wealth +8), 3 RP in favors
Wealth: 13
Possessions: Knife, Winchester 94, Light Undercover Shirt
Hmmm, another player who definitely learned from round 1, resulting in another shift in perks, this time toward Reputation, with an eye to buying a Supply contact. That was used to purchase the big boomer of the Winchester 94, which gave the Speedfreak a decided advantage with his improved Far Shot (from his Hunter occupation) and insanely high Stealth.
The player's strategy for taking that occupation has become clear. He's a frightening sniper.Also, in case you hadn't noticed, guns are more powerful in Modern 2.0, which works to this player's advantage.
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