Ripped Phule

Champion
365
XP: 27 (Fast)
Advances: 5
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
5
4
3+
3
Ld
Cl
Wil
Int
8+
3+
5+
7+
Save
6+

New Skills: 1, M: +1, T: +1, Cl: +1, Wil: +2, Int: +1

Goliath Stimmer: This fighter is a Goliath Stimmer; any game effect referring to Goliaths or Champions is applicable to them. This fighter uses the Goliath Characteristic Maxima, may be equipped from the Goliath Stimmer Equipment List, and when they would choose a Primary Skill they may instead choose a Stimmer Skill. This fighter is not eligible to become a gang Leader if the current Leader is killed or retires.
Combat Stims: If this fighter is Active or Engaged they may use the following free action:
Auto-Stim (Free): Immediately discard up to D3-1 Flesh Wounds this fighter has suffered (if any), and until the end of the round this fighter's Move, Strength, Toughness, and Attacks characteristics are each increased by 2. At the end of the round before the Recovery phase this fighter suffers D3-1 Flesh Wounds; if this reduces the fighter to 0 Toughness or less the fighter goes Out of Action but will be available for the gang's next battle. This ability cannot be used in the same round as another drug stash such as a Stimm Slug Stash.When activated may discard D3-1 Flesh Wounds, and gain +2'' Move, +2 Strength, +2 Toughness, +2 Attacks until end of round. At end of the round before Recovery phase suffer D3-1 Flesh Wounds; if reduced to 0 Toughness go Out of Action. Not combinable with other drug stashes (such as Stimm Slug Stashes).
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Berserker: When this fighter could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does. The fighter automatically succeeds on any required Cool or Willpower checks that occur while resolving this action (if the target has the Fearsome skill, for instance).
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. If the fighter does Engage their target they may make a free Fight (Basic) action against them. If they do, in the Determine Attack Dice step of the close combat sequence the fighter gains two additional Attack dice for Charging (instead of one).
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.
Vat Enhancements
Grotesque Appearance

Enemy fighters within 6'' must make a Willpower check when they activate if this fighter is within line of sight and in their vision arc, or suffer -1 WS and -1 BS for the duration of their current activation.

Massive Physique

This fighter is very large. Their unarmed attacks have the Melee, Knockback, and Potent traits. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack. When this fighter is the target of an attack with the Knockback or Drag traits they are only knocked back or dragged on a natural 6, and when this fighter takes the Exert action they may add +1 to their Strength check. However, other fighters gain +1 to hit when attacking this fighter.

Powerful Arms

This fighter may use Unwieldy Weapons as if they were not Unwieldy. Additionally, this fighter's unarmed attacks are resolved at +1 Strength.

Powerful Fists

This fighter's unarmed attacks are resolved at +1 Strength. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack.

Powerful Legs

Whenever this fighter Charges or takes a Double Move, the fighter may move an additional 2''.

Superior Eyes

This fighter is unaffected by low-light conditions. When this fighter takes the Aim action they may extend the Short Range of the Ranged weapon they are aiming with by 2D3'' (up to but not higher than the maximum range of the weapon). Additionally, the fighter adds 1 to the result of any check to resist being blinded. Unaffected by low-light, Aim adds +2D3'' Long Range, +1 vs blinding.

Superior Physiology

When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result. Additionally, if this fighter is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 1 for the purposes of rolls to determine whether they are affected.

Thick Hide

This fighters armor save roll is improved by 1. If this fighter is not wearing any armor they have an armor save of 6+. This cannot be combined with an Armored Undersuit or similar item.

Thick Skull

If this fighter would be taken Out of Action in close combat with an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action.

Knuckleduster
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-
1
-
Knuckleduster
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-
1
-