
Character
The Ashcroft Guns
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Humanoid
- Race
- Human
- Gender
- male
- Alignment
- True Neutral
- Size
- Medium
- Armor class
- 16
- Hit points
- 200
- Speed
- 30
- Challenge
- 10
- Experience
- 5900
- Languages
- Common, Undercommon
- Senses
- Darkvision 60 ft., Passive Perception 22
- Skills
- Perception, Stealth, Survival, Intimidation
Biography
The Ashcroft name once carried weight in European scientific circles, a legacy of innovation and progress that George and Derek inherited like a curse wrapped in fine silk. Their parents were architects of something meant to save humanity—a biological solution to overpopulation and resource scarcity—but their creation became part of the very plague that consumed the continent. When the outbreak spread beyond containment, transforming entire cities into graveyards of the infected and undead, the brothers were quietly extracted and shipped across the Atlantic with nothing but a cryptic warning and false identities. George understood the message in that silence: their family's sins were too grave for redemption, their name now a liability worth erasing. He made peace with that reality faster than Derek, embracing the violence required to survive in a world their parents had helped destroy, convinced that some debts could only be paid in blood and bullets. Derek never fully accepted the family's guilt the way George did, his years as a London constable instilling a belief that justice and law could still matter in the wasteland. Yet the line between law and lawlessness blurred quickly in post-outbreak America, and Derek evolved into something harder—a bounty hunter who asked questions only after pulling the trigger, a pragmatist who kept his brother's rage directed toward threats rather than self-destruction. The twins became known as the Ashcroft Guns, a pair of dust-covered phantoms in tattered police uniforms and weathered coats, their shotguns and revolvers serving as both penance and purpose. Together they hunt those who exploit the desperate and the dying, neither fully believing they're heroes nor accepting they're villains, simply two men trying to carve out meaning from the ashes their family kindled. In the desert wastelands where they now roam, the Ashcroft name means nothing—and that suits them perfectly.
Attributes
Strength
16, modifier 3
Dexterity
18, modifier 4
Constitution
20, modifier 5
Intelligence
12, modifier 1
Wisdom
14, modifier 2
Charisma
10, modifier 0
Actions
Double Barrel Blast
Make two ranged attacks with a shotgun. Each attack deals 2d10 + 4 piercing damage.
Revolver Spin
Make a ranged attack with a revolver. On a hit, deal 3d8 + 4 piercing damage and the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Tactical Retreat
Move up to half your speed without provoking opportunity attacks. Gain advantage on your next attack.
Abilities
Perception
+12
Saving throws
strength
6
dexterity
7
constitution
8
wisdom
5
Legendary actions
Unrelenting Fury
Make a melee attack with a shotgun. On a hit, deal 4d10 + 6 damage. Can only be used once per round.
Brotherly Bond
Choose one ally within 30 feet. That ally can immediately make one weapon attack as a reaction.
Desperate Gambit
Roll a d20. On a roll of 10 or higher, regain 20 hit points. On a roll of 9 or lower, take 10 damage.