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 The Gunslinger

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PostSubject: The Gunslinger   The Gunslinger I_icon_minitimeTue Feb 16, 2021 6:59 pm

The Gunslinger
The Gunslinger Gunsli10

The enemies are gathering on the other side of the ridge and our heroes are preparing for their attack. If they manage to win the day, then they will possible save thousands of lives. Their enemy is a band of raiders that have been traveling the deserts of Gerdan for years: murdering, stealing and raping all those who stand in their ways. However, until this moment, no others have able to get the jump on them, there may not be another chance to stop them, save for this moment. Our heroes have a plan, they know who the most powerful fighter amongst the raiders is and they can see him standing at the back of their camp, he goes by the name Grendel. However, there are dozens of armed raiders between our heroes and their target. If Grendel is able to get himself into the fight, our heroes won't stand a chance. They select the best person for the job, the one with the best chance of fighting Grendel in a one on one fight. She is just a Gunslinger, she has no magical spells at her disposal, no ancient sword to give her powers. In fact, compared to everyone else, she is under-armored and her weapons seem insignificant. The only advantage she has on her side.. She knows what she has to do and if she fails, thousands more will suffer at the hands of these madmen.

Our heroes reach the top of the ridge and begin their decent toward the raiders. The fight begins: bullets begin to fly, swords clash and blood is shed, but our Gunslinger has yet to draw her weapon. She walks forward slowly, her eyes focused on her target. To her right, a friend of hers takes a sword through the stomach, her friend reaches out to the Gunslinger as if asking for help, but the Gunslinger steps past him. A stray bullet strikes the Gunslinger in the leg, she winces, but her eyes stay open. Grendel has retrieved his weapon and steps forward into the battle, he is looking for the biggest threat.. he does not suspect the woman who is currently staring him down from where she stands, hidden amongst the fighters. More friends begin to fall at her sides. She knows a few spells that could save them, she has a few tricks of her sleeve that could lay waste to the raiders that are cutting her friends down. But she was given a job to do and she knows the cost if she should fail. She senses the footsteps approaching from behind her. She can make out the sound of an enemy raider raising a sword in the air to cut her down, the metallic ringing, the grunt of the enemy as he puts all his effort into this attack which could easily cut her in half. She has the grace and ability to simply sidestep this attack that would have surely ended her life. But from where our Gunslinger is standing.. She knows she can finish her job, she watched her friends die so she could get this one shot. She feels the blade of her enemy hack into her rib cage just as she pulls her revolver from its holster and fires a shot. She gives into the pain and closes her eyes. Two more blades pierce her flesh, but even with the chaos going on around her, she hears the sound of her target dropping to the sand.. dead. Just as she is about to be.

The Gunslingers began as a subtle group of warriors who try to keep the peace between feuding factions. They were instructed by law & order to do this. Times change, in an uncertain and often dark world, it is hard to be honorable and always do the right thing. Many Gunslingers still cling to memories of the old days. They attempt to use their skills to help others. They fight for causes that they deem just. Protecting the weak, defending the innocent, slaying the wicked. These Gunslingers still divide themselves into Sects based on their knowledge and personal growth. Growth for these individuals is almost never gauged with their skill in combat. Other Gunslingers have lost their moral compass or have tossed it aside as a useless relic from a time near forgotten. They use their skills in any way they see fit, usually the most profitable way. They might be bandits, mercenaries, and assassins. These individuals have no use for Sects. They might attempt to better themselves however this improvement is almost always a measurement of their deadliness in combat.

There are three Factions within the Order of Gunslingers. The Oldest of which is known as The Sons of Seltec. It is controlled a small monarchy, a royal family within the Order known as The Family Seltec. The man who began the Gunslinger Order over 400 years ago was a man named Cort Seltec

Other Gunslingers have lost their moral compass or have tossed it aside as a useless relic from a time near forgotten. They use their skills in any way they see fit, usually the most profitable way. They might be bandits, mercenaries, and assassins. These individuals have no use for Sects. They might attempt to better themselves however this improvement is almost always a measurement of their deadliness in combat.

Neither faction of the Gunslinger class has lost their eagle eyes and steady hands. Like the cowboys of Earth's 'Old West' era their name describes them perfectly. They are masters of the firearm. A gunslinger requires no fancy amount of weaponry for his trade but will usually only use a one of a kind weapon custom built for him. If your going into a gun fight you'd be advised to have a Gunslinger on your side. At the very least, hope that the other side doesn't.

First Sect
Seeing to the Needs of Others
Learning and Growing Mentally
Acquiring Respect and Honor For Oneself

Second Sect
Learning Restraint and Understanding
Learning Forgiveness

Third Sect
Learning True Guilt
Acquiring Respect and Honor from Others

Fourth Sect
Honing Fighting Skills

Class Information

Primary Focus: Revolvers & Enchants

Attribute Restriction
20 Control
20 Arcane

Class Bonus
- The Gunslinger will receive a +1 to rolls involving Revolvers.
- The Gunslinger will receive a +1 to rolls involving Enchants.
- The Gunslinger will receive a -1 to rolls involving Melee Attacks.

Achievements
Remember: Being the first to earn an achievement will earn you x2 EXP.

Rank 1
You'll Be Fine.. I Promise: Use 'Silver Tongue' and convince a random NPC to die for you.
100 EXP - Completed By:
I Deal In Lead: Use 'Quickdraw' Win Initiative for party and win battle without enemies attacking once.
100 EXP - Completed By:
WOOT: Use 'Side Quest' to finish the important part of a quest by yourself and be voted MVP.
100 EXP - Completed By:


Rank 2
What about me?: Use 'The Highest Order', and have your mysterious friend aid you in a quest, but he gets voted MVP.
200 EXP - Completed By:

Triple Threat: Use 'Forever-Reloaded' and roll three Natural 20's in a Row and get your Reload Bonus x3.
200 EXP - Completed By:

Bufficide: Use 'Buff Bandit' to steal a fellow party's member defensive enchants. And then that party member dies while your still have enchant on.
200 EXP - Completed By:


Rank 3
Whatchuknowboutme?: Earn 'Legends Never Die' Status in 5 different locations.
300 EXP - Completed By:

Hurricane O'Bullets: Use 'Sleight-of-Hand', reload and get three successful attacks, to then attack again. And have party kill all enemies.
300 EXP - Completed By:

Hair & Toenail Collector: Use 'Scavenger' to make a potion/enchant/curse etc.. that is used to acquire an Epic/Legendary Weapon.
300 EXP - Completed By:



Rank 4
You Feeling Lucky Punk?: Duel another Gunslinger during a quest for the right to acquire an Epic Firearm. And win.
400 EXP - Completed By:

In Your Footsteps: Pass down an acquired Epic Revolver to a New Gunslinger.
400 EXP - Completed By:

Fifth Sect: Earn all 4 Sects. And be challenged to acquire the Fifth and Final Sect.
400 EXP - Completed By:



Rank 5
Order Restored: Reach Level 8. Acquire all Four Sects. Receive an invite to The Hall of Order. Finish Trials. Pass Into Legend
500 EXP - Completed By:
New Challenges to be added.. when a player becomes the first to achieve the 7 Possible Achievements.
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PostSubject: Re: The Gunslinger   The Gunslinger I_icon_minitimeTue Mar 23, 2021 5:36 pm

The Gunslinger Strand: Legend - Swift - Loner

Starting Point

The Starting Point, also known as The Level 1 Skill. Pick a path that best suits you. This does not affect what other skills you may choose down the road.

Legend 
Quicker With Words - Lets Rumors Do His Dirty Work
Sometimes a Gunslinger's reputation precedes them. They can often put an end to a fight or conflict without even putting their hands on their gun. The rumors and whispers of what they have done in battle.. whether they're true or not are on everyone's mind right now.

Legend: Silver Tongue - The Gunslinger is able to change an NPC's mind on helping the party or convinces them to do something. At GM Discretion.

Swift 
Speed Demon - Bullets Are Fast, So Hands Need To Be Faster
The quicker the battle ends, the better. You can fire a hundred bullets if you want, but you have to be quick off the draw or you're not going to fire a single God damned one. All Gunslingers are decent shots and better with the revolvers than the next man - what separates them is who is the fastest.

Swift: Quickdraw- Nobody can get the jump on a Gunslinger. When a it seems a battle is about to begin, a Gunslinger just knows it. If there is a Gunslinger in your party, they will take the Initiative Roll when a fight begins. So instead of both sides rolling a d20, the Gunslinger gets to use his/her non-combat roll bonuses. If there is a Gunslinger in the other party however, they have a draw and the winner gets a shot off and then gets their normal attacks.

Loner
Wolfpack of One - Works Better Alone
It's easy to see that you're the most important member of this party. The rest of these sad sacks are just cannon fodder, pawns to be used at your disposal while you get closer and closer to your goal of doing whatever random quest it is this week. Saving a princess? Neat.. I'll run through the motions, but someone else can do the saving of princess part. I just want the credit, the experience and some money. You're going out for drinks after the quest? Awesome.. I won't be there.

Loner: Side Quest - If there ever comes a need when a party has to break up into two or more groups. Chances are the Gunslinger will chose to divert from the group and go do his own thing. And if that group consists of three or fewer people (Gunslinger included) then the Gunslinger senses the pressure and adapts. His senses will become heightened and his skills sharper. The Gunslinger will receive a +1 to all Rolls for the rest of the quest as long as they're still few in numbers.. and a Levelx5 Bonus to DMG for the first round of attacks in every fight.


[size=32]Level 4 Skills[/size]

Legend: The Highest Order - A lot of Gunslingers like to talk about The Order and how it still exists even though they know nothing about it. However, you do know someone, who knows someone, who knows somebody that may be watching your back at the moment. Nobody but the Gunslinger knows he's out there, but a mysterious figure will be watching your back. Shadowing you. Helping you out of a bind. The idea is that true Gunslingers always watch out for one another. So if you venture to a new area where another Gunslinger spots you, he will follow you quietly and appear when the player needs him most. All the party members locked in a cell? Perhaps the mysterious figure will appear with a key. Is everyone being held up at gunpoint? The stranger will snipe the enemies or cause a distraction.
- Once Per Quest. - This skill does not need to be rolled for.

Swift: Forever-Loaded - You know that annoying thing that all people that use firearms have to do? You know, when you run out of bullets and have to reach into a pocket to find more bullets and then put them in your firearm? Well you never have to worry about failing those rolls again. Unless you're extremely unlucky. Now the Gunslinger will get three roll attempts the reload penalty and three chances to get the illusive natural twenty reload. However, if they miss all three rolls. They still suffer the Reload Penalty and only get one action the next round. For an entire battle, the Gunslinger gets three chances to attempt the Reload Penalty instead of just one.
- Once Per Quest. - This skill does not need to be rolled for.

Loner: Buff Bandit - Does your party member have an awesome enchantment or spell on that gives them some sweet bonus or protection? Well not anymore, because your Arcane Abilities as a Gunslinger has taught you how to absorb those spells and use them for yourself. An Enchant Spell, even if successful for party member who casted it, it will fizzle and die after a few seconds. And all will laugh at him. But he doesn't know is the Gunslinger was able to absorb that spell. So now he'll have a magic bubble shield around him that takes half damage. Or all of his attacks will be enchanted with fire and will blow up into small napalm bursts upon impact. And people will wonder when you learned magic. Twice Per Quest, a Gunslinger can roll to absorb an Enchant Spell cast by another party member. This can be done anytime after a Caster Rolls.. so there's no need to waste it on an unsuccessful roll.
- Twice Per Quest. - This skill does not need to be rolled for.


[size=32]Level 8 Skills[/size]

Legend: Legends Never Die - So, naturally when people hear you talk about The fabled Gunslinger Order. They assume you're making it up to make yourself look more important than you are. Or maybe you don't talk about it at all and people make up rumors about why they think you're so cool. Either way, at this point. You're a powerful Gunslinger in your own right and you have done some amazing things. Now everything you do after will server a purpose. If during a Quest, a GM thinks you have done something Legendary enough to be recorded in the history books. 'IT SHALL SO BE ADDED TO YOUR PAGE'. So, if you're ever in the same area again - the locals who may have heard of your legend will come to aid you in your new quest. Simply, if a GM thinks you did something of note to be remembered in a specific Land, City, or District of SANCTUM. Then he'll add it to your page. Like so.

Legendary Status: Kentwood District
Legendary Status: Gerdan Desert

So if another GM has you questing in either of those areas. There's a chance some locals may come to your rescue. Or come and give you clues. Or.. other stuff.
- Once Per Quest. - This skill does not need to be rolled for.

Swift: Sleight of Hand - The only thing quicker than a Gunslinger's hand is the bullet they shoot you down with. Your hands may be sweaty or they might even be covered in blood, but you see a chance to get a few more shots off while the enemy is thinking about what to do next. Once Per Quest, after attacking. The Gunslinger says they are using this skill and then they are able to reload quickly and have another round of attacks. If all bullets hit their mark, then the enemy is distracted and loses their chance to attack next round, meaning party goes again.
Twice Per Quest. - This skill does not need to be rolled for.

Loner: - Scavenger - The Gunslinger's enchanter side comes out over the course of a quest. The entire journey. Across deserts. Through caverns. The things the party kills and the people they meet. The Gunslinger has been gathering everything from a clump of sand from a sacred desert, moss from an ancient cave, a tooth from a wolf that the party killed and a lock of hair from that creepy guy who told you "I don't have any information.. did that guy just take my hair?" When he gets some down time to himself. He'll take out his alchemy kit and craft up an enchantment designed specifically for the battle ahead. The effects are sometimes random and can range from a +5 to rolls or double damage for the entire battle.. Or something weird and random. It all depends on the Quest and is up to the GM.
- Once Per Quest. - This skill does not need to be rolled for.
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