Quick Flex Gunslinger

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GM: Pender Lumkiss
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The_Marshall
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Joined: Mon Dec 31, 2018 10:00 am

Quick Flex Gunslinger

Post by The_Marshall » Sat Nov 23, 2019 11:31 pm

Custom F&G
  1. Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.
  2. Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
  3. 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.
  4. 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.
  5. Choose Your Fate: Select any other result on this table, or gain two rolls on the Hero’s Journey tables of your choice.
  6. Spiritual and Determined: Add one die to Spirit and begin with Strong Willed.
  7. Strong and Powerful: Add one die to Strength and begin with the Brawny Edge.
  8. Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.
  9. Live, Die, Live Again: Your hero is a survivor. Begin with the Fast Healer Edge, gain a free reroll on the Death & Defeat Table, and halve all recovery times from the table.
  10. A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and one of the modifiers listed on the Body Armor table in the Hero’s Journey section.
  11. 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.
  12. A Bard's Tale: Add two die types to Performance, begin with the Fame Edge, and gain a free reroll when using Performance. Begin with a set of performance gear.
1d12: 5 Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
1d12: 8 Vigorous and Tough: Add one die to Vigor and begin with the Nerves of Steel Edge.

Custom HJ Table
  • 1-2 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. (1-3 Training)
  • 3-4 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. (18 Training)
  • 5-6 Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills. (17-18 Education)
  • 7 There are many killers in the world, but your character is a wetwork expert with a particular set of skills. He gains the Assassin Edge. (18 Underworld & Black Ops)
  • 8-9 There are times when no amount of skill, talent, or training is enough. Fortunately for your character, Lady Luck is in her corner. Take the Luck Edge, or Great Luck instead if she already has Luck.(14 Experience & Wisdom)
  • 10 Your hero wants to give that Juicer a run for his money, so he got a level of Cyber-Wired Reflexes installed, see page 115. (4 Cybernetics)
  • 11-12 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). (15-16 Training)
  • 13-14 There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and harnesses, granting him a die type increase to Athletics, and +2 on rolls made to climb. (12-13 Training)
  • 15 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.(8-9 Training)
  • 16 Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it. (10-11 Experience & Wisdom)
  • 17 A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead (9 Experience & Wisdom)
  • 18-19 He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America. (12-13 Experience & Wisdom)
  • 20 It is all about combat efficiency for your cyborg. He has Hand-to-Hand Reaction Wiring, see page 116.( 16 Cybernetics)

1d20: 10 Your hero wants to give that Juicer a run for his money, so he got a level of Cyber-Wired Reflexes installed, see page 115.

1d20: 4 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.

1d20: 13 There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and harnesses, granting him a die type increase to Athletics, and +2 on rolls made to climb.

1d20: 19He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.

1d20: 7 There are many killers in the world, but your character is a wetwork expert with a particular set of skills. He gains the Assassin Edge.

1d20: 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.

Bad Stuff Roll 1d16: 8

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