Stat | Value | Notes |
---|---|---|
Strength (STR) | 16 | Strong enough to lift or break things with ease. |
Constitution (CON) | 15 | High endurance and durability. |
Size (SIZ) | 16 | A large and physically imposing presence. |
Dexterity (DEX) | 10 | Average agility, with occasional clumsy moments. |
Intelligence (INT) | 8 | Simple-minded and easily distracted. |
Power (POW) | 13 | His uncanny luck stems from a strong connection to fate. |
Appearance (APP) | 10 | A friendly, approachable appearance. |
Education (EDU) | 7 | Minimal formal education. |
Derived Attributes
- Hit Points (HP): 16
- Damage Bonus (DB): +1d4
- POW: 13
Skills
Skill | % | Notes |
---|---|---|
Rifle | 50 | Dependable with a long-range weapon. |
Handgun (Pistol) | 45 | Decent, though prone to misfires (usually not his fault). |
Brawling (Unarmed) | 70 | Favors throwing his weight around in fights. |
Intimidate | 60 | His size often does the talking. |
Luck | 85 | Exceptionally lucky, often surviving impossible odds. |
Dodge | 50 | Relies more on luck than reflexes. |
First Aid | 35 | Knows enough to stop bleeding. |
Ride | 40 | Comfortable on horseback but not an expert. |
Survival (Wilderness) | 40 | Decent at navigating the wilds when necessary. |
Cree Lore | 35 | Basic understanding of Cree traditions and stories. |
Abilities/Traits
- Luck Magnet: When Fat Rump rolls a critical failure, he has a 50% chance of turning it into a success through sheer luck, usually accompanied by a humorous twist.
- Immovable Object: Gains a +10% bonus to resist being shoved, grappled, or moved against his will due to his size and strength.
Weapons
- Rifle: (1d10+2 damage)
- Pistol: (1d8 damage)
Equipment
- Jerky, a broken compass, dice, and a armless doll.