Val CHA Cost Roll Notes 18 STR 8 13- Lift 303.1 kg; 3 1/2d6 HTH Damage  19 DEX 27 13- OCV: 6/DCV: 6 23 CON 32 14- 13 BODY 6 12- 13 INT 3 12- PER Roll 12- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 1/2d6 12 COM 1 11- 8 PD 4 Total: 8 PD (0 rPD) 8 ED 3 Total: 8 ED (0 rED) 5 SPD 31 Phases: 3, 5, 8, 10, 12 9 REC 0 46 END 0 35 STUN 1 Total Characteristic Cost: 140 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers & Skills 6 Keeps His Cool: +12 PRE; Only To Defend Against Presence Attacks (-1) Martial Arts: Brawling Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 28 STR to Disarm 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Headbutt +1 +0 5 1/2d6 Strike 5 Kick/Uppercut +1 -2 7 1/2d6 Strike 4 Punch +0 +2 5 1/2d6 Strike 1 Weapon Element: Blades 49 Caster Pistol: Multipower, 210-point reserve, No Conscious Control (Only Effects cannot be controlled; Gene can never be sure what charges and advantages/slots, if any, will be available; -1); all slots 8 Charges (Recovers Under Limited Circumstances; very difficult to obtain new shells; -1), OAF (-1), Extra Time (Delayed Phase, -1/4) 9u 1) Magic Spell I: EB 12d6, Variable Special Effects (Any SFX; +1/2), Variable Advantage (+1 Advantages; +2); OAF (-1), Extra Time (Delayed Phase, -1/4) 9u 2) Magic Shell II: RKA 4d6, Variable Special Effects (Any SFX; +1/2), Variable Advantage (+1 Advantages; +2); OAF (-1), Extra Time (Delayed Phase, -1/4) 9u 3) Anti-Magic Shell: Dispel 55d6, any magic power one at a time (+1/4); OAF (-1), Extra Time (Delayed Phase, -1/4) 1u 4) Singularity: Extra-Dimensional Movement (one location in space), Ranged (+1/2), Usable As Attack (+1); Side Effects, Side Effect occurs automatically whenever Power is used (3d6 BODY Drain; -1), OAF (-1), Extra Time (Delayed Phase, -1/4) 7 Combat Knife: HKA 1d6-1 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1) 10 Automatic Pistol: RKA 1d6+1, 2 clips of 9 Charges (+0); OAF (-1),  21 Double-Barreled Pistol: RKA 2d6-1, +1 Increased STUN Multiplier (+1/4); 8 clips of 1 Charge (-1), OAF (-1) plus RKA 2d6-1, +1 Increased STUN Multiplier (+1/4); 8 clips of 1 Charge (-1), OAF (-1), Linked (RKA; -1/2) plus +1 with OCV; OAF (-1),  33 Lightshield: FW (12 PD/12 ED), Reduced Endurance (0 END; +1/2); OIF (gloves; -1/2), No Range (-1/2), Self Only (-1/2), Restricted Shape (disc based on generator in gloves; -1/4) 8 Radio Comlink: Radio Perception/Transmission (Radio Group); IIF (-1/4) 15 The Luck Of Heroes: Luck 3d6 Perks 1 Contact: Clyde 8- 7 Contact: Fred Luo (Contact has useful Skills or resources, Good relationship with Contact) 14- 0 The Outlaw Star: Vehicles Talents 6 Combat Luck (3 PD/3 ED) Skills 16 +2 with All Combat 10 +2 with Small Arms 8 Penalty Skill Levels: +4 vs. Hit Location modifiers with Small Arms 5 +1 with Agility Skills 2 AK: Locust (Sentinel III) 11- 3 Combat Piloting 13- 5 Concealment 14-; Self Only (-1/2) 3 Demolitions 12- 3 Electronics 12- 3 Fast Draw (Small Arms) 13- 2 Gambling (Card Games) 12- 2 KS: Pirates 11- 0 Language: Galactic Standard (idiomatic; literate) 3 Mechanics 12- 3 Power: Lightshield 12- 3 PS: Mechanic 12- 3 PS: Welding 12- 1 SS: Magnetics 8- 3 Stealth 13- 2 TF: Grav Vehicles/Hovercraft, Military Spacecraft, Small Motorized Ground Vehicles 7 WF: Small Arms, Blades, Outlaw Star Grappler Arms, Outlaw Star Weapons, Shoulder-Fired Weapons, Thrown Sword 303 Total Powers & Skills Cost 443 Total Character Cost 200+ Disadvantages 10 Distinctive Features: Scarred Face And Body, Tattoo On Left Shoulder (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Hunted: Kei Pirates 14- (Mo Pow, Harshly Punish) 20 Normal Characteristic Maxima 10 Physical Limitation: Space Sickness (Infrequently, Greatly Impairing) 15 Psychological Limitation: Arrogance Of Youth (Common, Strong) 15 Psychological Limitation: Hates Pirates (Common, Strong) 20 Psychological Limitation: Really Likes The Ladies (Very Common, Strong) 20 Psychological Limitation: Reckless, Never Plans Ahead (Very Common, Strong) 5 Unluck: 1d6 103 Experience 443 Total Disadvantage Points
Background/History: When Gene Starwind was 14 his father took him up into space in a small starship. They were attacked by pirates, and Gene's father placed Gene into an ejection pod, sending Gene back to Sentinel III before the ship was destroyed. Since that traumatic moment, Gene has been on his own, dreaming of the time he will be able to return to space.
At some point, he met up with Jim Hawking and the formed Starwind and Hawking Enterprises ("repairs while you wait"). They did well enough to get by, but weren't going anywhere, until Gene has hired to be bodyguard to a pretty blonde-haired woman. This woman turned out to be "Hot-Ice" Hilda, who happened to have Melfina stored in a shipping case, as well as the hidden location of the XGP 15A-11. Under attack from Kei pirates, Gene (and Jim) joined with Hilda as she fled Sentinel III and ended up accompanying her to the recovery of the XGP. Afterwards, after dealing with one batch of Kei pirates (and witnessing Hilda's death), Gene took control of the XGP, renaming it the Outlaw Star, and deciding to use the ship to make it big in the galaxy. Along the way, he promised Melfina he'd discover her roots, and thus set himself on a course to track down and discover the Galactic Layline.
Gene first appears in Episode 1, Outlaw World, and appears in every episode afterwards.
Personality/Motivation: Gene is young, brash, overconfident, and more than willing to play life by ear. He rarely plans ahead, and never worries about what the future might bring, preferring to react to events as they happen, when they happen (these habits tend to drive Jim to distraction). He also has an eye for the ladies, and tends to, if not exactly chase, then at least pay close attention to attractive women. His experiences as a youth have led him to utterly hate pirates, and he will gladly exterminate any pirate types he finds, either with his fists, his guns, or with the Outlaw Star.
Although Gene wants to go into space, his aspirations (at for the first fourth or third of the series) are hampered by "space sickness," which in his case translates to dizziness, upset stomach, nausea, and vomiting. He ends up overcoming this later, and by the end of the series doesn't seem to suffer from it.
Quotes: "Bite me!"
"Hey, don't worry about it!"
"If I didn't act tough, I wouldn't be a man."
"My favorite color is red, my lucky number is 1."
Powers/Tactics: Gene is a tough brawler, a skilled gunman, and (eventually) an excellent pilot and Grappler fighter. He is rarely impressed for long by a show of force, and usually keeps his head and his wits about him, although he is no fool and will run from an encounter he doesn't think he can handle (such as an enraged Aisha or Suzuka on the hunt). When the time comes to fight, he can hold his own in a hand-to-hand rumble (he dodges very well), and is very skilled in a gunfight, often using Rapid Fire to hit multiple targets, or aiming for vital spots (such as the head) in a one-on-one match.
When needed, Gene can equip himself with an assortment of arms. He normally carries a simple autopistol (with at least one extra clip) at the small of the back, and a large, double-barreled break-action pistol on the hip. A knife is carried on the belt. He likes to use the double-barreled pistol, and will often fire both barrels at once, before ducking behind cover to reload.
Gene also carries what is called a "Caster Pistol" (or "Caster Gun") are rare antique weapon that fired enchanted shells with spells placed in them. There are 20 different Caster shells in existence, and Gene states he's never seen a number 4, 9, or 13 at one point. He uses (by name) a 3, 5, 10, 11, 12, and a 19, and does get his hands on some number 4, 9, and 13 shells. He also fires a lot of shells without stating what number they are. In general Caster Gun shells look to generate powerful energy bolts, and in one case the shot from a Caster virtually vaporizes a group of 5 or 6 men, leaving just a bloody smear.
The multipower listed is an attempt to simplify Gene's pistol (or any Caster for that matter). Attacks look to be either EBs or RKAs, with such advantages as Area of Effect, Armor Piercing, Double Knockback, Explosion, Indirect, NND, and so on. A Caster shot fired at another Caster will cause both shots to cancel each other, as will as Caster shot fired at a Tao magic spell. Shells numbered 4 and 13 look to create the singularity effect, and are nearly impossible to find. In fact, shells of any kind are difficult to find, and reloads depend what you can find and how much you are willing to pay. At no point in the series did Gene have more than 7 shells on hand, and once, one of those shells proved to be a dud.
Appearance: Gene Starwind stands roughly 5'10", weighs 154 pounds and is 20 years old. He has tanned skin, dark red hair (worn in a shaggy in-his-eyes cut), and dark green eyes. Fairly handsome, with a rangy, muscular build, Gene's left cheek is marred by two close-set scars, while his body is heavily scarred. He also has a large red star tattooed on his left shoulder.
Gene's normal costume is tight-fitting sleeveless jumpsuit in black, white gloves and boot, and a long tan duster/cloak with what looks like armored shoulders.
Designer's Notes: Can Gene Starwind beat Spike Spiegel in a fight? Not sure. Outlaw Star is by far more fantastic than Cowboy Bebop, and Gene is more cinematic than Spike. I actually think Spike would win, but it would be a tough fight, and Gene's incredible luck may swing things in his favor.
Gene is a good Han Soloish rogue-like character, well suited for fantastic science fiction games or even modern day settings. Take away his Caster and he's a more generic action hero and more adaptable to different settings.
(Gene Starwind created by Takehito Ito, character sheet created by Michael Surbrook)
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