Monday, January 12, 2026

Ambrose, Horsefolk Rebel

 

Name: Ambrose

Stock: Horsefolk / XP: 25 / Rank: Seasoned


Attributes
Agi: d8
Sma: d6
Spi: d6
Str: d8
Vig: d6

 

Skills: Drive: d8, Fighting: d6, Intimidate: d4, Notice: d6, Repair: d6, Shooting: d6, Streetwise: d4, Throwing: d6 

Info: Pace: 10 / Parry: 5 / Toughness: 7 (1 - Leather Jacket) / Size: +1


Uzi: Attk: d6 / D: 2d6 / R: 12/24/48 / AP: 1 / Special: SA, FA


Sword .45 Pistol: Attk: d6 / D: 2d6+1 / R: 12/24/48 / AP: 1 / Special: SA


Switchblade: Attk: d6 / D: d4+d8 / R: 3/6/12


Traits 

Horsefolk: Fleet Footed: Base Pace 10. Size: +1. Keen Hearing: +2 Notice checks when listening. Dull: Smarts costs 2 points to raise a Character Creation. Instinctive: Guided by bestial instinct over rationality.

 

Edges: Ace, Combat Reflexes, Quick

 

Hindrances: Impulsive (Maj), Instinctual, Loyal, Quirk 

Notes 

  • Ambrose is, like other survivors After the Bomb, born from mutant stock that has morphed and intermingled his DNA with that of a horse. He lives in a world where across the fallen and now recovering world, most citizens are bestial folk, often struggling against the bigoted Empire of Man. Ambrose lives out west near Sunset Township.
  • Works as a part-time driver and gunman for those looking to do jobs across the west. From Santa Angeles out to the Owl Hoot Trail, Ambrose is willing to drive or take care of problems if the coin is right. Since the fall of the old government, much of the western regions has become silver based as new veins have been struct and silver rounds have returned to circulation.
  • Lost his eye in an explosion when working with Quintrell and her 'Shockers' seemingly unmutated women who developed the power of electrical touch. He was helping them raid an Empire of Man base when an explosion lodged a large enough piece of metal in his eye. Despite the setback, Ambrose is still as strong and dangerous as ever.

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