Raddic Cliffe, Quick Flex Gunslinger

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Radecliffe
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Raddic Cliffe, Quick Flex Gunslinger

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F&G [dice:srqdfo9x]58495:0[/dice:srqdfo9x] Shiny and Chrome: Your hero is harder, better, faster, and stronger. Choose up to 2 Strain of Cybernetic Systems, and add two points to maximum Strain.
F&G [dice:srqdfo9x]58495:1[/dice:srqdfo9x] Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.

Training HJ [dice:srqdfo9x]58495:2[/dice:srqdfo9x] There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.
Training HJ [dice:srqdfo9x]58495:3[/dice:srqdfo9x] After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Training HJ [dice:srqdfo9x]58495:4[/dice:srqdfo9x] Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).

[dice:srqdfo9x]58495:6[/dice:srqdfo9x]
[dice:srqdfo9x]58495:7[/dice:srqdfo9x]
[dice:srqdfo9x]58495:5[/dice:srqdfo9x] N/A for Gunslinger

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Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Radecliffe
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Re: Raddic Cliffe, Quick Flex Gunslinger

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Character Sheet

Raddic Cliffe
Rank: Seasoned(4) Advances Left: 0
Race: Quick Flex
Iconic Framework: MARS Gunslinger
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d10, Vigor d10
Pace: 8 Parry: 8 Toughness: 17(7) Strain: 4\6
Skills:
  • Athletics d6
  • Common Knowledge d4
  • Notice d8
  • Persuasion d4
  • Stealth d6
  • Shooting d12+2
  • Fighting d8
  • Gambling d6
  • Taunt d8
  • Riding d6
  • Survival d6
Attributes & Skills
Attributes: Smarts 2, Spirit 2, Strength 1
Cybernetics Strength 2, Vigor 2
MARS Agility 2
F&G Vigor 1

Skills Shooting 2, Gambling 2, Taunt 3, Athletics 1, Notice 2, Stealth 1, Riding 2, Survival 2
HJ Fighting 3
Hindrances
  • Overconfident - I got this.
  • Heroic - Don’t worry, I’m here to help.
  • Impulsive - I said I got this, what could go wrong?
  • Quirk - Speaks in a drawl
  • Wanted [Minor] - Let’s just say the CS might have a passin interest in askin me about the odd piece of inventory they may have misplaced on occasion.
Edges
  • [IF] Marksman Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • [IF] Sharpshooting (Energy Pistols) Add +1 to an Athletics (throwing) or Shooting check, or ignore up to 4 points of penalties from Called Shots, Concealment, Cover, Illumination, Range, Scale, or Speed.
  • [IF] Danger Sense Notice roll at +2 to sense ambushes or similar events.
  • [IF] Dead Shot When Action Card is a Joker, double total damage of first successful Athletics (throwing) or Shooting roll this round.
  • [IF] Quick The hero may discard and redraw Action Cards of 5 or lower
  • [Racial] Ambidextrous Ignore -2 penalty when making Trait rolls with off-hand.
  • Expert (Shooting) The character’s Trait and its limit increases one step.
  • Master (Shooting) The character’s Trait and its limit increases one step.
  • Nerves of Steel Ignore one level of Wound penalties.
  • Elan +2 when spending a Benny to reroll a Trait roll.
  • Two Gun Kid Make one extra Shooting roll with a second ranged weapon in the off-hand at no MAP
  • Rich 15,000 credits and 2 HJ Rolls on Equipment tables
  • Luck +1 Benny at the start of each session.
  • Fast Draw When on Hold the character adds +4 to Agility checks to interrupt an opponent’s action if drawing a weapon, and 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, etc. The hero may ready up to four items per turn as a free action.
  • Level Headed/Imp Level Headed Draw two additional Action Cards each round in combat and choose which one to use.
  • Trademark Weapon +1 to Shooting total with NG-59 Heavy Ion Blaster; +1 Parry while weapon is readied
  • Trademark Weapon +1 to Shooting total with NE-4 Plasma Cartridge Pistol; +1 Parry while weapon is readied
Special Ability
  • The Quick and the Dead: In the first round of combat, immediately after initiative cards are dealt, a Gunslinger may spend a Benny to draw on an opponent. The Gunslinger and his opponent make an opposed Agility roll. If the Gunslinger succeeds, he immediately attacks the target and has the Drop. If he fails, the Benny is wasted with no effect. The Gunslinger still acts on his initiative card as normal
Cybernetics
Bionic Strength Augmentation - Strain: 2
  • Raise Strength one die step
Synthetic Organ Replacement - Strain: 2
  • Raise Vigor one die step
Last edited by Radecliffe on Fri Sep 27, 2019 5:13 pm, edited 5 times in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Raddic Cliffe, Quick Flex Gunslinger

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Background
Growing up on a ranch in the Colorado Baronies Raddic never met a fight he didn’t like. Not that Raddic particularly liked violence but it always seemed to find him nonetheless. Whether it was a bully picking on one of the smaller kids that he just couldn’t ignore or the kids that seemed to find amusement in making fun of is alien looks. Whatever the reason Raddic found out whether he enjoyed it or not he was pretty good at finishing a fight on top.

Growing up on a ranch meant that Raddic could shoot almost as soon as he could walk. By the time he was a young man he was one of the fastest and most accurate shots for miles around. Not every fight came up roses for Raddic though and he’s got the scars and synthetic organs to prove it. As painful as that reminder might have been, however, Raddic was determined to go out and make his own way.

When the Baron arranged for a Norther Gun rep and a Naruni Rep to hold a shooting competition at the Harvest Festival it wasn’t even close. At the end of the day Raddic found himself in possession of a brand new Ion Blaster and Plasma Pistol. Taking this as a sign he struck out on his own.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Re: Raddic Cliffe, Quick Flex Gunslinger

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Gear
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) provides +1 to Healing.
  • 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

Branaghan Armor (with Armored Duster)
  • Armor +5(+7) | Toughness +2(+3) | Min Strength d8 | 15 (21) lbs | 40,000 (52,000)
NG-57 Heavy Ion Blaster
  • Range 12/24/48 | Damage 1–3d8+2 | RoF 1 AP - | Shots 10 | Min Str d6 | 5 lbs | 18,000
NE-4 Plasma Cartridge Pistol
  • Range 10/20/40 | Damage 3d10 | RoF 1 | AP - | Shots 10 | Min Str d10 | 6 lbs | 30,000
  • Notes: Mega Damage, It Burns.
Peacemaker
  • Range 12/24/48 | Damage 3d6+2 | RoF 1 | AP 3 | Shots 6 | Min Str d4 | 4 lbs | 600
  • +1 Damage, +2 AP upgrade (damage and cost factored in)
  • 20 Silver Plated Rounds

Ammo: two E-clips or magazines for each weapon

Credits: 100
Ledger
  • Ledger
    • Sell Maverick Body Armor @ 50% +7,000
    • Rich Edge +15,000
    • Bionic Strength Enhancement x 2 (-18,000)
    • Peacemaker (600)
    • Box (20) of Silver Plated Ammo (-2000)



Contacts
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Radecliffe
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Re: Raddic Cliffe, Quick Flex Gunslinger

Post by Radecliffe »

Advances
Please list all Edges and Advances taken for your character here
Race
Agile: Quick-Flex start with a d8 Agility (and a Trait maximum of d12+2).
Ambidexterity: All Quick-Flex possess the Ambidextrous Edge.
Alien Physiology: Quick Flex are quite alien, giving those unfamiliar with their biology a -2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them. Compatible medical supplies/services and cybernetics cost double the listed price.
D-Bee (Major): The initial Reactions to Quick Flex typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
Elusive: Quick-Flex are difficult to pin down in close quarters, giving them a natural +1 to their Parry.
Fast: Quick-Flex have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
Quick: Begin play with the Quick Edge.
Restricted Path: Quick-Flex cannot take an Arcane Background or Iconic Framework using PPE.
Short Attention Span: Quick-Flex have a difficult time sitting still and focusing on intellectual pursuits. They suffer a -1 to all Smarts rolls, but not Smarts linked skill checks.
Supreme Confidence: All QuickFlex are inherently Overconfident in addition to any other Hindrances chosen by the player.

Iconic Framework
  • Begin with +2 Agility die types, adjust Trait maximums accordingly.
  • Begin with Shooting d8 and the Marksman and Sharpshooting Edges.
  • Begin with the Danger Sense, Dead Shot, and Quick Edges.
  • The Quick and the Dead: In the first round of combat, immediately after initiative cards are dealt, a Gunslinger may spend a Benny to draw on an opponent. The Gunslinger and his opponent make an opposed Agility roll. If the Gunslinger succeeds, he immediately attacks the target and has the Drop. If he fails, the Benny is wasted with no effect. The Gunslinger still acts on his initiative card as normal.
  • Begin with the Arrogant, Heroic, Overconfident, or Vengeful (Major) Hindrance for no added benefit.
  • Begin with standard Starting Gear substituting two ranged weapons of your choice and NG Maverick body armor.

Hero’s Journey
  • Training(1): After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • Training(15): Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (e.g. to take Improved Frenzy your character must have Frenzy first).
    • Two Gun Kid
  • Training(18): There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; gain the Elan Edge, Luck if you already have it, or Great Luck if you have Luck.
Rich
  • Trade rolls for Branaghan Armor

MARS Fortune & Glory
Fortune and Glory
  • (9): Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
  • (14): Shiny and Chrome: Your hero is harder, better, faster, and stronger. Choose up to 2 Strain of Cybernetic Systems, and add two points to maximum Strain.

Advances
  • Initial Advances: (From Hindrances): Expert (Shooting), Master (Shooting)
  • Cybernetic Modifications: +2 Vigor, +2 Strength
  • Novice 1 Advance: Rich
  • Novice 2 Advance: Luck
  • Novice 3 Advance: Alertness
  • Seasoned 1 Advance: Level Headed
  • Seasoned 2 Advance: Imp. Level Headed
  • Seasoned 3 Advance: Trademark Weapon (Ion Blaster)
  • Seasoned 4 Advance: Trademark Weapon (Plasma Pistol)
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • 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:
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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