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Billy Kid (Orc Psi-Slinger)

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Billy
Posts: 35
Joined: Wed Mar 04, 2020 10:02 am

Billy Kid (Orc Psi-Slinger)

Post by Billy »

Rolls carried from this start: https://savagerifts.com/sr/viewtopic.php?f=236&t=4260

F&G
1: Up Close and Personal: Add two die types to Fighting. Your hero gains a personal Close Combat weapon of choice or Trademark Weapon for a starting melee weapon. (Applying to Flaming Sword below.)

12: Fortune Favors the Bold: Your hero begins with the Brave Edge (or Elan if he already has Brave). He also begins each session with one additional Benny.

HJ:
Enchanted Items: 20 selected 11
For up-close and personal encounters, a Flaming Sword is a good thing to have. It’s also great for barbecues, see page 100.

Ranged Weapons: 17
This weapon is a favorite of your character. Gain the Trademark Weapon Edge for it. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses).

Cash: [dice:2yet3bed]64073:0[/dice:2yet3bed] x 100: 2100
Gear & Goods: [dice:2yet3bed]64073:1[/dice:2yet3bed] x 500: 4000
Full Sheet
Parry: 7
Toughness: 12(5)
Size: +1
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Billy
Posts: 35
Joined: Wed Mar 04, 2020 10:02 am

Re: Billy Kid (Orc Psi-Slinger)

Post by Billy »

Player Name: Robert
Google Handle: Robert
Character Name Billy Kidd
Rank: Seasoned Advances: 7 Advances Left: 0
Race: Orc
Iconic Framework: Psi Slinger
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d6
Pace: 6; Parry: 7; Toughness: 12(5); Size: +1 Strain: 0
Skills:
  • Shooting d8
  • Psionics d10
  • Healing d6
  • Fighting d8
  • Athletics d8
  • Common Knowledge d6
  • Notice d8
  • Persuasion d4
  • Stealth d8
  • Riding d4
  • Survival d8
  • Intimidation d6
Hindrances
  • Bad Reputation (Major, Racial): Initial Reactions with Strangers are two levels worse than usual.
  • Disagreeable D-Bee (Racial): −1 Persuasion penalty, Human supremacists are immediately violent unless a social skill check is successful. Merchants will refuse to sell wares or provide services such as healing, repairs, etc.
  • Instinct Over Intellect (Racial): −1 penalty to all Smarts rolls, but not Smarts linked skills
  • Near-Human Physiology (Minor): -1 penalty to Healing
    skill rolls and cybernetics checks
  • Heroic (Major, IF): Never says no to a person in need.
  • PTSD (Minor): Start of (quarter) Spirit check or -1 bennie
  • PTSD (Major):: If Spirit check fails also start with one level of fatigue. (Story induced)
  • Stuborn (Minor): always want their way and never admit they’re wrong
  • Illiterate (Minor): Does not effect basic math
  • Shamed (Minor): the shameful circumstances aren’t generally known—it just haunts the hero.
Edges
  • Bite (Racial): Str+d4 damage and can bite grappled foes.
  • Big Brute (Racial): Begin with the Brute Edge and Size +1, gaining +1 Toughness and increasing maximum Strength one step.
  • Low Light Vision (Racial): ignore Illumination penalties for Dim and Dark lighting.
  • Physical Strength (Racial): start with a d6 Strength, which increases Trait maximum accordingly.
  • Brute (Racial): Athletics as linked to Strength, increase the Short Range of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range.
  • Psi (IF): Psionics d6, Arcane Background (Psionics), 10 ISP, plus bolt, protection, smite, and telekinesis as Innate Abilities. Protection and smite have the Range (Self) limitation. Use the standard Psionics list and choose one other power from it.
  • Slinger (IF): Shooting d6 plus the Marksman, Steady Hands, Danger Sense and Quick Edges.
  • Marksman (IF): doesn’t move in a turn and fires no more than a Rate of Fire of 1 she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed
  • Steady Hands (IF): ignores the Unstable Platform penalty, and when running, reducing the penalty from −2 to −1
  • Danger Sense (IF): When rolling for Surprise, add +2 to his Notice roll to act in the first round. With a raise, start the encounter on Hold. In situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get The Drop.
  • Quick (IF): Discard draw of 5 or less for new card.
  • Energetic Deminishment (IF): While protection is activated, take −4 damage from energy attacks (electricity, fire, ion, lasers, particle beams, plasma, etc.).
  • Telekinetic Enhancement (IF): When imbuing a Modern Firearm or TW equivalent with smite, the weapon does one additional die of damage.
  • Brave (F&G): +2 to Fear checks and subtract 2 from Fear Table results. F&G roll also grants +1 bennie.
  • Trademark Weapon (Flaming Sword) (F&G): +1 to Fighting rolls, and +1 to Parry when readied
  • Trademark Weapon (Colt Peacemaker) (HJ): +1 to Shooting rolls, and +1 to Parry when readied. HJ also adds +2 on any Trait re-roll, stacks with Elan.
  • Quick Draw: +2 to Agility checks to interrupt if drawing a weapon, when rolling for Surprise may check Agility instead of Notice to act first in the round. If the hero has the Danger Sense Edge (including Sixth Sense) it is unchanged, simply substitute Agility rolls for Notice rolls with the listed bonuses.
  • Major Psionic: double ISP gained from the Arcane Background (Psionics) and Power Points Edges. Before attempting a Psionics skill roll may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Sharpshooting: Can move about and still focus on aiming. When making ranged attacks at RoF 1, may either gain a +1 to hit or ignore up to 4 points of penalties from Called Shots, Cover, Illumination, Range, Scale, or Speed.
  • Reliable: Free reroll on any Support roll. (Story bonus)
  • Level Headed: Draw two (2) action cards and select which to use. Applies before Quick. (Story bonus)
  • Menacing: Being a brutish lout isn’t always a drawback if you know how to use it. Menacing allows a character to put her bad looks or worse attitude to good use. The goon adds +2 to her Intimidation rolls.
Cybernetics
None
Last edited by Billy on Tue Jan 05, 2021 4:37 pm, edited 9 times in total.
Full Sheet
Parry: 7
Toughness: 12(5)
Size: +1
User avatar
Billy
Posts: 35
Joined: Wed Mar 04, 2020 10:02 am

Re: Billy Kid (Orc Psi-Slinger)

Post by Billy »

Background

Billy Kid is a recent Rifter. The world he comes from is much like the “Wild West” of ancient Earth but mixed liberally with what most would call “fantasy” creatures. To Billy it was home.

Born to a small family his father was a miner but mom stayed at home. Early in his young life Billy's dad told him to find any other job than mining. It was back breaking, dangerous work that barely kept the family fed. Though Billy was not scared of the danger he understood not wanting to do hard labor for almost no pay. He tried a variety of jobs but between his anger and... difficulty thinking he ended up a deputy to the town sheriff. In that job his rough look and attitude was actually a benefit.

It did not take long for Billy to learn some of the special abilities the sheriff had. Soon the sheriff was willing to let Billy go solo on some of the jobs. However, when a large group of bandits set up in a box canyon not too far from town the sheriff actually deputized sever others to help bring them in. As they were closing in on where they believed the bandits were a strange storm kicked up. Almost no rain but lots of thunder to go with the odd blue lighting. Though Billy does not talk about it much he does admit to suddenly finding himself in a heavily wooded area that was obviously not home.

In time he ended up in Castle Refuge and decided to join the Tomorrow Legion. He has reticently been assigned to the 32nd SET which has been assigned a mission in Psyscape.
Last edited by Billy on Sat Mar 21, 2020 3:40 pm, edited 1 time in total.
Full Sheet
Parry: 7
Toughness: 12(5)
Size: +1
User avatar
Billy
Posts: 35
Joined: Wed Mar 04, 2020 10:02 am

Re: Billy Kid (Orc Psi-Slinger)

Post by Billy »

Gear
Flaming Sword
  • Damage: Str+1d12 AP 6
  • Trapping: Fire
  • Trademark Weapon
Colt Peacemaker (x2)
  • Range: 12/24/48
  • Damage: 2d6+1 AP 1
  • ROF: 1 Ammo:6
  • 6 Speed Loaders (two filled with silver bullets) and 200 rounds of ammo
  • Trademark Weapon: Applies to one, not both
Huntsman Medium Personal Armor
  • Armor: 5
  • Toughness: 2
NG-S2 Survival Pack
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
Trauma Kit
  • Requires Healing d4 to use
  • Provides +1 on all healing rolls
Infrared Distancing Binoculars
  • Two mile range
  • Infrared with targeting cross hairs
  • Continuous range and speed
Grenade, Armor Piercing x6
  • Damage: 3d8 Mega
  • AP: 16
  • Area: Small Burst
Credits: 900

Contacts
None
Last edited by Billy on Wed Aug 19, 2020 8:13 pm, edited 1 time in total.
Full Sheet
Parry: 7
Toughness: 12(5)
Size: +1
User avatar
Billy
Posts: 35
Joined: Wed Mar 04, 2020 10:02 am

Re: Billy Kid (Orc Psi-Slinger)

Post by Billy »

Advances
  • Initial Advances: (From Hindrances): Spirit increase to d6
  • Initial Advances: (From Hindrances): Smarts increase to d8
  • Novice 1 Advance: Quick Draw (TLFM 12)
  • Novice 2 Advance: Spirit increase to d8
  • Novice 3 Advance: Survival d8 / Fighting d8
  • Seasoned 1 Advance: Major Psionic (TLPG 79)
  • Seasoned 2 Advance: Sharpshooting (EoH 31)
  • Seasoned 3 Advance: Spirit increase to d10
  • Seasoned 4 Advance: Psionics d10
  • Veteran 1 Advance: Menacing (SWADE 50)
  • Veteran 2 Advance: Agility d10
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Billy on Tue Jan 05, 2021 4:38 pm, edited 7 times in total.
Full Sheet
Parry: 7
Toughness: 12(5)
Size: +1
User avatar
Koshnek
Diamond Patron
Diamond Patron
Posts: 347
Joined: Tue Jul 17, 2018 8:43 pm

Re: Billy Kid (Orc Psi-Slinger)

Post by Koshnek »

I don't see your powers posted anywhere, but nearly everything looks legit to me, @Kuikku.

As far as I can tell, you still have 4 skill points remaining:
+1 shooting, +2 Psionics, +2 Healing, +1 Athletics, +1 Notice, +1 Stealth, +1 Riding, +2 Survival = 11/15.
(If you accounted for points in Athletics, Common Knowledge, Notice, Persuasion, or Stealth, remember that those are Core Skills and all five start at d4 for free).

There is one problem with your advances, however. At Novice 3, you indicate that you're bumping Psionics 10/Fighting d8. Psionics is linked to Smarts and you only have a d6 in Smarts. You could raise Psionics to d10 or Fighting to d8 + one other skill below its linked attribute, but not both.
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Pursuit
Game Master
Posts: 1045
Joined: Thu Jan 04, 2018 9:21 am

Re: Billy Kid (Orc Psi-Slinger)

Post by Pursuit »

Looks like you incorporated @Koshnek's feedback already; thanks to you both.

He just needs a background and his powers, and Billy looks ready to go! Please let me know once you create an account for him and I will get him authorized to post on the forum.
32nd SET: The Dark Harvest 32nd GM Bennies 8/8

The Quick and The Dead(lands) Quick and the Dead GM Bennies 3/4
User avatar
Billy
Posts: 35
Joined: Wed Mar 04, 2020 10:02 am

Re: Billy Kid (Orc Psi-Slinger)

Post by Billy »

Powers

Bolt
  • PP: 1
  • Range: Smarts x2
  • Effect: 2d6/3d6 damage
Protection
  • PP: 1
  • Range: Self
  • Duration: 5
  • Effect: +2/+4 Armor, -4 damage from energy sources
Smite
  • PP: 1
  • Range: Self
  • Duration: 5
  • Effect: +2/+4 Damage, one additional damage die
Telekinesis
  • PP: 5
  • Range: Smarts x2
  • Duration: 5
  • Effect: Strength d10/d12
Environmental Protection
  • PP: 1
  • Range: Self
  • Duration: One hour
  • Effect: Protection from extreme temperatures and pressures, reduce damage from appropriate sources by 4/6
Full Sheet
Parry: 7
Toughness: 12(5)
Size: +1
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