Jenny Bo’ Elvish Gunslinger

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Pender Lumkiss
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Jenny Bo’ Elvish Gunslinger

Post by Pender Lumkiss »

Elvish
  • D-Bee (Minor): The initial Reactions to Elves typically start at Uncooperative, or Unfriendly for human supremacists. Those with Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
  • Enchantingly Beautiful: Almost all other humanoid races find elves to be beautiful, though with the prevalence of slaving on Rifts Earth this is not always an advantageous trait (elves are frequently nabbed first because they fetch the best price at slave markets). Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
  • Driven: Elves have the Driven (Minor) Hindrance.
  • Impudent: Elven culture is often insular and elitist. All elves have the Quirk (Minor—Culturally Superior) Hindrance.
  • Low Light Vision: Elves ignore Illumination penalties for Dim and Dark lighting.
  • Near-Human Physiology: Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
  • Physical and Mental Prowess: Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
  • Racial Animosity: Ancient enemies, dwarves and elves are still coming to terms with their new circumstances on Rifts Earth (where they should be natural allies, as they were in eons past). Old habits die hard, though, especially for such long-lived races. Elves suffer −2 on Persuasion checks when dealing with dwarves
Gunslinger
  • 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 Action Cards are dealt for initiative, 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 Action 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.
Field Team Six Bennies
3/6
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Re: Jenny Bo’ Elvish Gunslinger

Post by Pender Lumkiss »

F and G: [dice:1lhfrlfb]62519:0[/dice:1lhfrlfb]
  • 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.
  • Wealthy and Connected: Begins with the Rich and Connections Edges.
Training [dice:1lhfrlfb]62519:1[/dice:1lhfrlfb]
  • 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). Trick Shooting
Experience and Wisdom[dice:1lhfrlfb]62519:2[/dice:1lhfrlfb]
  • Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it. Adept.
Training [dice:1lhfrlfb]62519:3[/dice:1lhfrlfb]
  • 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.
Field Team Six Bennies
3/6
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Re: Jenny Bo’ Elvish Gunslinger

Post by Pender Lumkiss »

Player Name: jon
Google Handle: Jonneeper@gmail.com
Mr. Figgy
Rank: Novice Experience: Novice 1Advances Left:
Race: Dwarve
Iconic Framework: Gunslinger
Attributes: Agility d12(2 IF, 1 race, 1), Smarts d8(1 race, 1), Spirit d8(2), Strength d4(0), Vigor d6(1)
Pace: run; Parry: ; Toughness:
Skills: 15
  • Athletics d4
  • Fighting d8(3)
  • Shooting d12(2)
  • Survival d6(1)
  • Persuasion d4
  • Stealth d8(2)
  • Notice d8(2)
  • Common kn d4
  • Psionics d10(4)
  • Perform d4(1)


Hindrances
  • Driven (minor):
  • Quirk (minor): Culturally Superior

Edges

Cybernetics:
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    Re: Jenny Bo’ Elvish Gunslinger

    Post by Pender Lumkiss »

    Advances

    Advances
    • Initial Advances: (Bonus from Hindrances): Professional Shooting, Expert Shooting
    • Novice 1 Advance:Vigor
    • Novice 2 Advance: Double Shot
    • Novice 3 Advance: AB Psionics: Boost Trait, Warriors Gift, Detect/Conceal Arcana
    • Seasoned 1 Advance:Ambedexterity
    • Seasoned 2 Advance:Two Gun Kid
    • Seasoned 3 Advance: Major Psionics
    • Seasoned 4 Advance: Vigor Increase
    • Veteran 1 Advance:Master Psionics
    • Veteran 2 Advance:Sixth sense
    • Veteran 3 Advance:More PPTS
    • 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:
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    Re: Jenny Bo’ Elvish Gunslinger

    Post by Pender Lumkiss »

    Gear:
    TW Nova Rifle, range: 30/60/120, damage: 4d8 AP8

    Battle Fury Blade (Rich)

    NG-EX10 Gladius Exoskeleton EBA
    Field Team Six Bennies
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