Dude • Stud 2 • Influence 0 • Cost 2 • Upkeep 2
Harrowed • Gadget 6 • Mystical

QUATERMAN PRIME must be invented, and enters play at the Mad Scientist's location.

QUATERMAN PRIME'S bullets cannot be modified except by his attached goods. Cards cannot boot or move QUATERMAN PRIME.

Each time a player reveals a cheatin' hand in QUATERMAN PRIME'S shootout, that player takes an additional casualty.

• Charles Urbach • Hell's Comin' With Me #29
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This one was a challenge. Step one - "Charles Urbach is doing art for an Experienced Quaterman" Step two - bump a card idea we were already looking at Step three - stare at QUATERMAN and think "what would an expererienced one Do?" Step four - read the Quaterman fiction piece and get inspired.

of course I had to keep the original's bullet protection and relentless boot resistance.

Now powered by the Essence of Armitage, Q-Prime has the durability of being Harrowed.

in a mental nod to ED-209 form Robocop, this gadget dude has a single minded pursuit of the law - in this case, legal hands. And he will turn on his master (controller) if he senses such a transgression.