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KID SIX-GUN
Identity: 'Winchester Colt'
Side: Evil
Age: 30
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Sex: Male
Level: 2 |
Powers:
- Heightened Agility B: +17. This is a mutation caused by the radiation accident that made him.
- Heightened Expertise: +4 to hit with all handguns, including his modified weapons and their effects. This is a combination of training and his already inhuman accuracy and reflexes.
- Six-Shooters: True to his name, Kid Six-Gun carries 6 revolvers, any of which he can load with his specialized bullets (constructed for him in large quantities by one of several illegal munitions dealers). Assume that
'the Kid' has 12 bullets of each type available, as well as 32 normal rounds. All of these are in speed loaders, so h can reload a gun with movement only on his action. With normal bullets the pistols are +3 to hit and 1d8 damage. These are not carrier attacks.
- Flame Powers: 1d12 damage as flame, one action to set up parry defense.
- Light Powers: 2d8 damage light attack.
- Light Powers: Flare burst for blindness attack in 5" radius from impact.
- Entangling: The target is encased in a cubic foot of SR 12 titanium bands if the bullets HTH attack hits.
- Devitalization: This attacks as a normal bullet, but instead does 3d10 power damage from a combination of the rubber bullet and the drugs contained in it.
Reduced Strength: The same mutation that increases is agility reduces his strength by 6 Colt's body also gives off a small background radiation, which has no effect other than fogging film around him and making it
possible for scientific type heroes to track him.
Weight: 165 lbs.
Strength: 7
Agility: 28
Charisma: 14
Reactions from Good: -1
Damage Mod.: +3
Accuracy: +5
Carrying Cap.: 152 lbs.
Movement Rate: 50 inches ground
Detect Hidden: 10%
Inventing Points: 2.4 |
Basic Hits: 4
Endurance: 15
Intelligence: 12
Hit Points: 18
Evil: +1
Healing Rate: 1.6
Power: 62
Basic HTH: 1d4
Detect Danger: 14%
Inventing: 36% |
Origin & Background: 'Winchester Colt' is obviously an alias, but that's the name that Kid Six-Gun has been jailed under multiple times. During one of these incarcerations Colt detailed his 'secret origin' to a fellow inmate, who then shared it with others. The accuracy of this account is exceedingly doubtful, but it is all we have to go on.
While in the US army, Colt was a bit of a troublemaker and discipline problem, but one with extraordinary combat potential. Placed in the Army little discussed 'Devil's Company', (to where such soldiers are often transferred), the young Colt was on one oft he armies most unpleasant and
dirty assignments: monitoring one of the islands in the pacific--a desolate hunk of rock with no strategic value. After 14 months on 'The Rock' doing nothing but receiving special and apparently useless training and keeping watch on a concrete bunker.
On a sultry night in August, Colt found out why they were there: the bunker collapsed as the containment fields holding the alien monster shorted out under the things relentless assault. Colt refused to explain the creatures appearance, save the phrase 'tentacular butterfly', but apparently a third of the company died in the initial terror and confusion. The remainder
managed to contain the thing for several hours, having been promised that assistance was on the way.
The assistance came in the form of a low yield atomic bomb. Colt was certain he was dead, but the destruction of the creature somehow also contained the explosion to a few dozen yards and a single burst of exotic radiation. Only seven members of the Devil's Company remained after incident. The government made the men disappear--all except 'Colt' who somehow escaped the holding facility with the development of his inhuman agility He doesn't know what happened to the other six, and doesn't really care. The government had declared him dead, so he developed a fake name and turned to crime as a means of supporting himself.
Combat Tactics / M.O.: Kid Six Gun has two goals--notoriety and an oblique desire for vengeance on the US government. Both of these stem form his origin, and his fear of being made to 'just vanish' again. Some of his activities are just high profile bank robberies or other capers designed to make it impossible for him to just 'vanish' and to bring in steady cash, others are assaults on government institutions--especially the US army and department of defense.
In a fight, Kid Six Gun uses his versatility to good advantage, and won't hesitate to threaten innocents if it will give him an edge. He'll use flares and devitilization to soften up opponents, then lay into them with the thermite bullets. He'll save the entangles for people who don't look
like they do a lot of damage, wrapping them up in something they can't break and getting on with the conflict. He has no problem with running away from the heroes, but hates the thought of capture by government forces.
Personality / Character Traits: Mostly Kid Six Gun is scared. He's scared of what he saw on that island, he's scared of the government agency (called Project Chrysalis) that made him disappear for a while, and he's scared of it happening again. He hides this fear through bluster and action, but it's still the core of his being. His flashy crimes are just a defense against that fear of being made to 'legally not exist' again, as are his shots against the US government.
This motivation, coupled with his actions to not kill people on his heists, might make GM's or Players think that he's a crook with a heart of gold. He's not. He can be mean cold and twisted in his fear, and he doesn't kill people because on Death Row there's too much of a chance of the government identifying him and making him 'go away' again. As long as he doesn't kill anyone (or at least not too many people) he's safe in the standard jail system.
His basic nature keeps him from trusting heroes, and he'd never tell any 'costume' his origin for fear that it might alert Project Chrysalis to his true identity and location, and then it would be all over. He's too scared to take the steps that he needs to defend himself, and is trapped in this destructive villainous rut. But it does make him a good returning adversary.
Physical Description: ?
GM Notes: Kid Six Gun started as just a way to tie together a lot of rolls on the
device tables but his origin made him more interesting that that. The GM can just use him as a returning criminal--sometimes with a group of 'desperados', sometimes with teams of other villains, sometimes on his own--and be perfectly within the character's background and personality. Alternately, the GM could tie his origin into one of the players, or introduce Project Chrysalis as an X-Files type shadowy government agency, doing things that man was not meant to know about. That depends on your needs for the game.
Kid Six-Gun is ©2000 Brian Rogers. All rights reserved.
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