Rifleman

In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
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Pursuit
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Rifleman

Post by Pursuit »

Ignore These
F&G:
  • [dice]6[/dice] Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
  • [dice]7[/dice] Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • [dice]8[/dice] Strong and Powerful: Your hero adds one die type to Strength and begins with the Brawny Edge.
HJ:
  • [dice]3[/dice] Experience & Wisdom: She always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
  • [dice]4[/dice] Education: The world was ended in war, reborn in war, and war remains the most prevalent truth of the age. Your character understands this better than anyone, and he gains a d8 in Knowledge (Battle) to prove it. He also has the Command Edge (or one Leadership Edge of her choice if she already has Command).
  • [dice]5[/dice] Training: While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.
  • [dice]0[/dice] M&M (if allowed by GM): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. (If not allowed, E&W and Luck).
  • [dice]1[/dice] Training: Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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