Name: Marlo Barksdale
Ancestry: Pure Strain / Class: Examiner / Level: 3
Attributes
Str: 12 / Attk: +0
Dex: 13 / Attk: +1 / AC: 11 / Stealth: +1
Con: 14 /
Int: 15 / Remain Unseen: +2 / Robot Recognition: 21 / Use Artifacts: +7
MS: 15 /
Cha: 16 /
SN: 15 / Perception: 17
Defenses
AC (Leather): 13
Health: 11
Mental Defense: 12
Info
Melee: +0
Range: +2
Mental: +2
Stealth: +1
Remain Unseen: +2
HP: 55
Flintlock Pistol: Attk: +2 / D: 2d8 / R: Near
Assault Rifle: Attk: +6 / D: 3d6 / R: Far / Special: Burst
Dagger: Attk: Attk: +0 / D: 1d4 / R: Thrown (+1)
Gear: Protein Candy (x2), Sleeping Bag, Backpack, Canteen, Rations, Lantern, Oil, Mess Kit, Spare Ammunition, Tool Kit (Type III)
Traits
PSH: +2 Use Artifact. +2 Health vs. Radiation.
Skills: Avoid Artifact: 6 / Jury Rig: 5 / Read Schematics: 7 / Repair Artifact: 6
Notes
- Marlowe Barksdale is the nephew of Stanfield Barksdale, one of the mid-tier merchant families of BarterTown with connections to the Mid-Land Merchant Syndicate in the east and in-roads with the warlords to the north of the Oasis. Due to Marlowe's status, he has access to plenty of Corium pieces used as credits, at the same time, he is expected to act as his uncle's agent since being transferred from his original role as a clerk.
- Is expected to meet with the powerful warlord, Uncle Sam, who promises to 'MAKE WASTELAND GREAT AGAIN' by summoning his grand conclave of tribes people across the wastes, from packs of bikers, to horsemen, to infantry forces.
- Carries a flintlock pistol and, as a sign of his Uncle's Favor, enough scavenged parts and ammunition for an AK-47. Unfortunately the best Marlowe can do with it is fire on semi-auto due to a lack of proper handling.

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