![]() Dean lead the group well until one day he took a job which lead to his group being betrayed by their employer and slaughtered, only Dean and one other managed to get away.ĭeans life has been a life of violence and loss, his early life on Boros with his family and the Alliance taught him respect and discipline, whilst later life taught him about being honorable and battle hardened, but with the added effect of him being bitter and vengeful towards most. Unfortunately his brother was killed during the war leading to a complete division of the family Dean has not spoken to his father or mother since, but his mother regrets the situation.Īfter the war, Dean joined a mercenary group and stuck with them for a good few years until the day his commander was killed in which the group elected Dean to lead them. He ended up joining up with the independence and fought for his beliefs as well as getting revenge on the Alliance. This lead to him being discharged from the military and disowned by his father. He and his brother were already part of the Alliance by this time but Dean refused to fight against the Browncoats as he believed in the right to be independent from the Alliance. Everything changed for Dean when the unification war started. Raised by his parents along with his older brother Andy Riker on Boros after there father was stationed there, they were pre-disposed to the Alliance military and destined to join when they came of age. Riker of the Alliance, a decorated officer and commander on Boros. The item must be capable of being stored in the hero’s pocket or bag (assuming he has one), and the Game Master has the final word on what can be found.Dean Riker was a born on the planet Osiris to a prominent Alliance military family. Once per session the hero may “suddenly remember” that he has a much needed piece of equipment on his person. If the drunkard seeks inebriation he suffers –2 to Smarts and Agility-based rolls for as long as he continues to drink and the next 1d6 hours thereafter. The effect lasts for one hour after it begins. The hard drinker can also ignore one level of wound modifiers (which stacks with other abilities that do the same). The round after consuming a stiff drink (at least 8 ounces of hard liquor or equivalent), the character’s Vigour increases by one die type (increasing Toughness as well). Your hero processes alcohol far differently than most. Up to five companions traveling with a Healer add the bonus to their natural healing rolls as well. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable.Ī hero with this Edge adds +2 to all Healing rolls (including natural healing rolls for his own wounds). This means the hero is on Hold for the first round of a combat. If successful, the character knows something is about to happen and may take appropriate action against it. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. Your hero can sense when something bad is about to happen. If it should be killed, the hero finds a replacement in 2d6 days. This is typically a dog, wolf, or raptor, though the GM may allow other companions if it fits the setting. His “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. These characters may spend their own Bennies for any animals under their control, including mounts, pet dogs, familiars, and so on.Īnimals like your hero, and won’t attack him unless he attacks them first or they are enraged for some reason. Some individuals can exert incredible will over their animal companions. ![]() Weird Edges are slightly supernatural and only appropriate in games with those elements. ![]()
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