CAREER SUPPLEMENT - VALKOSIAN GUNSLINGER
The Gunslinger, a tried-and-true warriors path. The Valkos have idolized the concept of Gunslingers since the height of the Imperium, having many films centred around gun-toting heroes saving damsels and defeating the villain. Many Valkos heroes emulate their style of quick-drawing, gun-twirling and faster-than-aspeeding bullet reflexes. But many do not live up to the legend. The Gunslinger is a special career for the Valkosian race and revolves around the use of high dexterity as well as charisma to pull off the guise of a mysterious gunman. It is After the fall of the Imperium, the idea was kept recommended you take this career if you enjoy alive by the sheer numbers of holovid copies, stylistic combat and using more weapons then especially of the classics such as: The Moral, are truly necessary - at the same time. the Morally Reprehensible and the Feledeen or The Magnificent Sect. The Gunslinger is a career in which you gain certain new skills, such as Dual-Wielding with These holovids were the key in keeping the idea Gunplay or shooting fast with Quickdraw. If your of Gunslinger heroics alive, and inspired many campaign errs on the side of practicality and to emulate the mysterious warriors. reality, rather than Fyrea’s traditional, pulpy style. Then this career may not fit your campaign. Around fifty years ago, the first Valkosian Gunslinger’s sect opened up, which caused HISTORY many who heard of the tales to migrate towards the slumworld of Bodun. The dirty world had The concept of the Gunslinger arose many years become a booming, bustling hub of Valkosian before the fall of the Imperium. It is believed culture and self-discovery until it was annexed to be started by famed holovid director, Serje by the Dominion less than five years ago. Lohne. His distinctive style and record breaking hit vids, had inspired an entire wave of so called Currently, it still has a larger-than-average “Rimward Tales”. population of Valkos gunslingers, and boasts a population of hundreds of millions. The vids usually starred a gruff, but charismatic hero who always walked the path of the Generate a Gunslinger using standard Valkosian good man, even when dealing with the most character generation rules as defined in the Alien despicable of villains. This style adapted over Module - Valkosian Remnants supplement. the years, and began focusing on many action vids involving terrorist plots, secret conspiracies and overwhelming amounts of explosions.
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GUNSLINGER (Coha’daeboiiha) You trained yourself to act like your holovid hero. You focused on doing good, impressing your friends or foes or executing rimward law.
Qualification: Dexterity 7+ Specialties: Choose one of the following:
• PISTOLERO: You were deadly with a pistol,
and could hit the wings off a fly at 20 paces. • MAN WITH NO NAME: You were quiet, reserved and dispensed silent justice upon the galaxies villains. • TRICKSHOOTER: You flipped, twirled, juggled and spinned every gun you could Basic Training: Unlike other careers, a Gunslinger get your hands on, and got good at it too. gains level 0 skills from the appropriate Specialist table instead of the Service Skills table in basic training.
SKILLS AND TRAINING
1D6
PERSONAL DEVELOPMENT
SERVICE SKILLS
ADVANCED EDUCATION (EDU 8+)
1 2 3 4 5 6
Jack of All Trades +1 Dexterity +1 Charisma Gambler +1 Renown Gun Combat (slug or laser pistol)
Gun Combat (any) Streetwise Persuade Gunplay Recon Vacc Suit
Computers Advocate Drive (any) Comms Pilot (any) Diplomacy
SPECIALTIES
1D6
SPECIALITY: PISTOLERO
SPECIALITY: MAN WITH NO NAME
SPECIALITY: TRICKSHOOTER
1 2 3 4 5 6
Gun Combat (any) Recon Quickdraw Gambler Gunplay Streetwise
Stealth Streetwise Gun Combat (any) Persuade Quickdraw Survival
Gunplay Gun Combat (any) Quickdraw Carouse Gunplay +1 Dexterity
RANK
0 1 2 3 4 5
RANKS AND BENEFITS GUNSLINGER
BENEFIT
Amateur
Quickdraw or Gunplay 1
Adept
Gunslinger’s Gear
Maestro
Titled Weapon
CAREER PROGRESS
SPECIALTY
SURVIVAL
ADVANCEMENT
PISTOLERO
Intelligence 7+ Dexterity 7+
Dexterity 6+
Endurance 6+
TRICKSHOOTER
Dexterity 6+
Dexterity 7+
MAN WITOUT A NAME
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CAREER SUPPLEMENT - VALKOSIAN GUNSLINGER
MISHAPS 1D6
MISHAP
1 2 3
Severely injured. Roll twice on the Injury table and take the lower result.
4 5 6
Excessive stress and training takes its toll on your body. Lose 1 Endurance
A rival harasses you and makes you lose confidence in your abilities. Lose 1 Dexterity and gain a Rival
While performing a stunning act of gunplay, you accidentally shoot yourself in the foot. Onlookers mock you and spread word of your fumbling. Roll on the Injury table and lose 1 Renown. During a showdown, you are promptly trounced and humiliated. Leave the Gunslinger career or lose 2 Renown and stay. Injured. Roll on the Injury table.
EVENTS 3D6
3 4
Disaster! Roll on the Mishap table, but you are not ejected from this career.
5 6
You gain a follow of admirers. Gain 1d3 Contacts, but also gain an Enemy who is jealous of your attention.
7 8 9 10
11 12 13 14 15 16 17 18
3
EVENT You are attacked by a highly dangerous animal. Roll either Stealth 8+, Gun Combat 8+ or Recon 8+ to deal with it, or Animals (training) 8+ to tame it. If you fail either roll, roll on the Injury table. If you tame it, gain the creature as a pet. Your gunplay is only matched by your card-play. Gain one level of Gambler. You may wager any number of Benefit rolls. Roll Gambler 8+; if you fail, lose all wagered rolls. If you succeed, gain half as many Benefit rolls as you wagered (rounded up) Your life takes a peculiar turn. Roll on the Unusual Events table in the Life Events section (page 34 of the Traveller Core Rulebook) During a particularly long trip in space, you are offered special safety training on the house. Gain one level of Vacc Suit or Zero-G.
You attempt to make your mark in the universe, and attempt to perform a stunning display of gun mastery. You may roll Gunplay 8+; if you fail, lose one Renown. If you succeed, gain 1 Renown and 1 Dexterity or Charisma.
Whilst wandering the stars for a new adventure, you intercept a transmission from a nearby planet. Roll 1d6 1: The transmission emanated from the hideout of pirates. You may use this opportunity to locate the pirate base, and automatically qualify for the Pirate career next term. Alternatively, you may roll Gun Combat 8+; if you fail, roll on the Injury table. If you succeed, you defeat the pirates and gain 1 Renown 2: It was a merchant, looking to buy supplies. Gain an additional Benefit roll. 3: It was a distress call from a crashed ship, you help them get back to running order. Gain Mechanic 1 or Engineer (any) 1. 4: It was a trap, but you easily fend off the greedy bandits. Gain one level of Melee (any) or Gun Combat (any). 5: It was a secret transmission. You fail to break the code, and the agents responsible seek to end your life. Gain an Enemy. 6: It is a distress call and you are able to help with the rescue. Gain an Ally amongst the survivors. You drift amidst the frontier world, and adapt to your surroundings. Gained Survival 1, Streetwise 1, Gunplay 1 or Athletics (endurance) 1, You have been there and back... and there again; your life has grown dull because of the constant adventure. You lose one point from either Strength or Dexterity, but gain 2 Endurance as a result of your rigorous life.
While on the search for villainy, you come upon a cache of equipment. Gain the Weapon, Armour or Armour Permutation benefit as defined in the Racial Supplement - Valkosian Remnants book. Alternatively, gain a set of Gunslinger’s Gear. You are sent a message, ordering you to join the local lords standing army. Roll Persuade 8+, Diplomacy 8+ or Advocate 8+; if you fail, you are forcibly drafted next term (using the draft table within the Racial Supplement - Valkosian Remnants book). If you succeed, stay in this career and gain one level in a skill you own. Your rising fame garners an invitation to an elite society. Gain carouse 1, Gambler 1, Broker 1 or a Contact amongst the club. During your travels, you come upon an old wreck of a ship. The ship is now under your possession, but you must roll 7 times on the Old Ships table in the Traveller Core Rulebook. The vessel has an exotic structure and displaces 100 tons.
You acquaint yourself with a fellow gunslinger, who teaches you a thing or two. Gain one level of Gunplay, Gun Combat (any) or Quickdraw or get a +4 DM to your next advancement roll thanks to his aid. Your skill with a gun is matched only by your dedication to it. You are automatically promoted.
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1
2 3 4 5 6
MUSTERING-OUT BENEFITS
of
THE TITLED WEAPON
CASH
BENEFITS
WEAPON
None 5,000cv 5,000cv 10,000cv 15,000cv 25,000cv
Gunslinger’s Gear
TECH LEVEL
Armour or Gunslinger’s Gear +1 Dexterity Titled Weapon +1d2 Dexterity
DAMAGE
+1 Intelligence
SPECIAL EQUIPMENT GUNSLINGER’S GEAR (TL10) - Equipment worn over the traditional Valkosian suit. Includes a long dustier of your own style and trim. The coat is tailored with a specially made ballistic cloth, and provides 2 Protection on top of your regular armour. The Gear also includes many pouches, holsters, a sword belt as well as many hidden compartments to hide knives and similar objects. Whenever you would be manually searched, you may opt to hide a total of two pistols and/ or small blades. To hide a weapon, roll a difficult Stealth Check with a negative modifier equal to the searchers Intelligence modifier. The Gear does not protect from equipment that would be able to detect hidden items. 1,000cv, 1.50kg
Fyrea: Blind Seraph
RANGE AUTO
RECOIL
MASS (KG.) MAGAZINE
AMMO COST (CV.)
SLUG
LASER
10 Ranged (pistol) 3d6 No 0 n/a 1.00kg 3.00kg 6 75 5.00cv 3,500cv (PowerPak)
Both instances of Titled Weapon’s come equipped with Secure Weapon (as defined on page 102 of the Traveller Core Rulebook). The Slug version is chambered for Revolver rounds. Both the Slug and Laser Titled Weapons cost 3,000cv.
NEW SKILLS Along with the Gunslinger, comes two new skills unique to the career:
GUNPLAY - The gunplay skill respresents
your characters finesse when twirling, spinning or performing tricks in general with their weapon. Gunplay typically uses only Dexterity. Gunplay covers the ability to dual-wield pistols.
TITLED WEAPON (TL10) - A specially crafted gun, hand crafted by the finest Valkos smiths. It requires a name, to unlock its true potential. Whenever you would miss a shot with your Titled Weapon, once per day you may opt to re-roll that shot and keep the higher result.
Performing an entertaining display of gun mastery: Dexterity, 10-60 seconds, Difficult (-2). Intimidating a foe with your gun-handling expertise: Dexterity, 1-6 seconds, Difficult (-2), Opposed.
The Titled Weapon can be modified with ease, and comes with a gun cleaning kit and sling you can loop in the guns grip-hoop. This will keep it from being knock out of your hand, and allows different ways of using Gunplay.
All attacks made while dual-wielding use the Burst Fire rules. For pistols without auto, treat both as having Auto 1. Add both pistols Auto Values together when determining damage.
When wielding two pistols, you are given a -4 DM to hit with each. For each rank in Gunplay, The Titled Weapon is a powerful revolver, reduce this penalty by 1. At Gunplay 4, you have with custom grip and a well grooved barrel. no negative modifier to hit with dual-wielded Alternatively, it is a finely crafted Laser Pistol weapons. Any possible further ranks in Gunplay with a unique compartmentalized PowerPak. have no effect on dual-wielding.
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CAREER SUPPLEMENT - VALKOSIAN GUNSLINGER
Weapons that already have a default Auto value, can be used in a full auto action. Combine all penalties associated with performing a Full Auto action. For full auto actions, double the ‘to hit’ penalty from dual-wielding e.g. a -2 DM to hit is a -4 DM. You can reduce this penalty to a minimum of -2.
ADDITIONAL EQUIPMENT
LOAD MANIPULATOR (TL9) - A tiny robotic limb attached near the wrist of the wearer. It is topped by a revolver’s speed-loader, hastening reload speed to a minor action. It must be linked to a power source to operate. It comes equipped with a small, forearm mounted bandoleer with QUICKDRAW - The Quickdraw skill reflects six slots for speed-loaders. It is not capable of your characters speed and prowess when fine manipulation. At every tech level after 9, shooting a target quickly and cleanly. The skill is halve the cost. 2,500cv, 0.50kg. vital against a tough situation or rival Gunslinger. TRICKHAT (TL7) - An unassuming piece of Defeat an expert shootist in a fair standoff: Dexterity, headgear that hides a small firearm behind it’s 1-6 seconds, Difficult (-2), Opposed. crown. The Trickhat is connected via a cord Knock the hat off a potential threat: Dexterity, 1-6 to the helmet of the wearer. The wearer may seconds, Very Difficult (-4). fire it off with a simple vocal command of her choosing. At purchase, you may opt to have the Your Quickdraw skill provides an optional +1 hats gun chambered for either micro-buckshot DM per skill rank when determining starting or pistol ammo. It is aimed using a low-fidelity Initiative. Additionally, having at least one rank camera attached to the barrel of the weapon. in Quickdraw makes equipping and holstering a The Trickhat comes equipped with a miniature pistol a free action. gyrostabiliser to mitigate the recoil of the shot. The Trickhat is a one-shot weapon and suffers If you lack either the Quickdraw or Gunplay skill, from a -1 DM to hit. 500cv, 1.00kg. and have taken part in the Gunslinger career for at least one full term. You may use Gun Combat OFF-HAND PISTOL (TL10) - A well-balanced, to supplant rolls. This does not allow you to take though weaker revolver designed for use in advantage of the skills associated benefits such a gunslingers off-hand. The Off-Hand pistol as dual-wielding or improved initiative. provides a +1 DM to hit using Gun Combat when used in tandem with another handgun. 250cv, 0.75kg. AUTOSKEWER (TL9) - A long-rifle that is designed to fire armour-piercing rods of glowing-hot metal. The Autoskewer uses a ‘lever action’ to manually charge the skewers using volatile chemical reactions. The skewers fired are designed to penetrate cover and lightly armoured vehicles, and as such ignores 5 points of armour, 1,000cv, 6.00kg. THE BLAZING STAR (TL10) - A fancy badge with a special crystal focus in its centre. Like the Trickhat, the Blazing Star is connected via wire to the wearer’s helmet and activates on vocal command. Once fired, the Star fires off a weak - but blinding laser. This quick distraction aids in the dispatching of your foe. The Blazing Star
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always deals stun damage to the targets Dexterity characteristic first. The miniature laser can only fire one shot off before it requires an hour of recharge. The Blazing Star comes with a rechargeable battery. 650cv, 1.00kg.
a backup in case you run out of ammo on the attached weapon or you desire to breach a door. The Under-barrel shotgun cannot be fired independently when detached. It requires one minor action per shot loaded. Both barrels can be fired at once, increasing the damage by SWIVELHOLSTER (TL7) - A specially-made +1d6 and recoil by 1. The Under-barrel shotgun mechanically powered holster for the kind can fire either buckshot or slug rounds. 125cv, of gunslingers who prefer dirty fighting. The 0.75kg. Swivelholster is linked to the wearers helmet, and activates on vocal command. Once activated, WEAPON SECURITY PROTOCOL (TL9) - By the holster will spin with its bottom towards the equipping the grip of your weapon with miniature front of the user, allowing a quicker fire at the shaped charges, anyone unrecognized to the draw. The bottom of the holster is uncovered, secure weapon program will be subject to a allowing for free shooting. In the event of its small, but deadly explosion. The explosion activation, the holster provides a +1 DM to does no damage to your pistol. Replacing the Quickdraw checks. Using the holster in combat special charges costs 400cv. The WSP deals provides a -2 DM to hit using Gun Combat. The 5d6 damage to the person attempting to use the Swivelholster otherwise acts as a normal gun- weapon. 1,000cv, negligible weight. holster. 150cv, 2kg. TARGET ACQUISITION SYSTEM (TL9) - By embedding micro-motors into your weapon, TITLED WEAPON OPTIONS attempting to aim down your sight is made PSIONIC AMP (TL12) - By integrating special easier. The TAS operates by using the microbiological amps to the barrel of the weapon, motors to ‘push’ the gun in alignment with the the user may conduct psionic energy and add users eye-sight, to facilitate quick acquisition of telekinetic force to each shot fired. A weapon targets using the iron-sights. To observers, it with a psionic amp adds half (round up) of the will appear as if you are flicking your weapon wielders Psionic Strength to the damage the smoothly into perfect alignment. By reducing weapon inflicts on a successful attack. 3,000cv, gun-sway, the TAS provides a +1 DM bonus to both aiming and aiming to kill actions. The TAS’ 0.25kg. (Slug only) bonus does not stack with itself and is lost once UNDER-BARREL SHOTGUN (TL6) - A the user stops aiming down its sight. 1,250cv, detachable, double-barreled shotgun that negligible weight. provides an alternative method of fire. It acts as AMMO COST (CV.)
WEAPON
TL
RANGE
TRICKHAT (PISTOL) TRICKHAT (MICROBUCKSHOT) OFF-HAND PISTOL AUTOSKEWER
7
Ranged
2d6-1
No
-2
1.00kg 1
1cv
Ranged
3d3
No
-1
1.00kg 1
5cv
Ranged
3d6-3
No
0
0.75kg 6
5cv
Ranged (rifle) 4d6+1
No
2
6.00kg 6
20cv
N/a
1.00kg 1
N/a
1
0.75kg 2
10cv
THE BLAZING STAR UNDER-BARREL SHOTGUN
7 9 10 10 6
(shotgun) (shotgun) (pistol)
Ranged
(shotgun)
Ranged
(shotgun)
DAMAGE
AUTO
1d6-1+1d6 No stun 3d6 No
RECOIL
MASS
MAGAZINE
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CAREER SUPPLEMENT - VALKOSIAN GUNSLINGER
Weapons that already have a default Auto value, can be used in a full auto action. Combine all penalties associated with performing a Full Auto action. For full auto actions, double the ‘to hit’ penalty from dual-wielding e.g. a -2 DM to hit is a -4 DM. You can reduce this penalty to a minimum of -2.
ADDITIONAL EQUIPMENT
LOAD MANIPULATOR (TL9) - A tiny robotic limb attached near the wrist of the wearer. It is topped by a revolver’s speed-loader, hastening reload speed to a minor action. It must be linked to a power source to operate. It comes equipped with a small, forearm mounted bandoleer with QUICKDRAW - The Quickdraw skill reflects six slots for speed-loaders. It is not capable of your characters speed and prowess when fine manipulation. At every tech level after 9, shooting a target quickly and cleanly. The skill is halve the cost. 2,500cv, 0.50kg. vital against a tough situation or rival Gunslinger. TRICKHAT (TL7) - An unassuming piece of Defeat an expert shootist in a fair standoff: Dexterity, headgear that hides a small firearm behind it’s 1-6 seconds, Difficult (-2), Opposed. crown. The Trickhat is connected via a cord Knock the hat off a potential threat: Dexterity, 1-6 to the helmet of the wearer. The wearer may seconds, Very Difficult (-4). fire it off with a simple vocal command of her choosing. At purchase, you may opt to have the Your Quickdraw skill provides an optional +1 hats gun chambered for either micro-buckshot DM per skill rank when determining starting or pistol ammo. It is aimed using a low-fidelity Initiative. Additionally, having at least one rank camera attached to the barrel of the weapon. in Quickdraw makes equipping and holstering a The Trickhat comes equipped with a miniature pistol a free action. gyrostabiliser to mitigate the recoil of the shot. The Trickhat is a one-shot weapon and suffers If you lack either the Quickdraw or Gunplay skill, from a -1 DM to hit. 500cv, 1.00kg. and have taken part in the Gunslinger career for at least one full term. You may use Gun Combat OFF-HAND PISTOL (TL10) - A well-balanced, to supplant rolls. This does not allow you to take though weaker revolver designed for use in advantage of the skills associated benefits such a gunslingers off-hand. The Off-Hand pistol as dual-wielding or improved initiative. provides a +1 DM to hit using Gun Combat when used in tandem with another handgun. 250cv, 0.75kg. AUTOSKEWER (TL9) - A long-rifle that is designed to fire armour-piercing rods of glowing-hot metal. The Autoskewer uses a ‘lever action’ to manually charge the skewers using volatile chemical reactions. The skewers fired are designed to penetrate cover and lightly armoured vehicles, and as such ignores 5 points of armour, 1,000cv, 6.00kg. THE BLAZING STAR (TL10) - A fancy badge with a special crystal focus in its centre. Like the Trickhat, the Blazing Star is connected via wire to the wearer’s helmet and activates on vocal command. Once fired, the Star fires off a weak - but blinding laser. This quick distraction aids in the dispatching of your foe. The Blazing Star
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AMMO COST (CV.)
WEAPON
TL
RANGE
TRICKHAT (PISTOL) TRICKHAT (MICROBUCKSHOT) OFF-HAND PISTOL AUTOSKEWER
7
Ranged
2d6-1
No
-2
1.00kg 1
1cv
Ranged
3d3
No
-1
1.00kg 1
5cv
Ranged
3d6-3
No
0
0.75kg 6
5cv
Ranged (rifle) 4d6+1
No
2
6.00kg 6
20cv
N/a
1.00kg 1
N/a
1
0.75kg 2
10cv
THE BLAZING STAR UNDER-BARREL SHOTGUN
7 9 10 10 6
(shotgun) (shotgun) (pistol)
Ranged
(shotgun)
Ranged
(shotgun)
DAMAGE
AUTO
1d6-1+1d6 No stun 3d6 No
RECOIL
MASS
MAGAZINE
6
CAREER SUPPLEMENT - VALKOSIAN GUNSLINGER
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PLACE
HOLDER FOR SHIP 8