[X] Marksman - A Marksman is talented with the usage of bolt-action rifles, taking long-range over any other and able to score well placed shots further than anyone else. Adds a +2 on rolls favoring the usage of the bolt-action rifle.
 
I'd also like to take this moment as a thanks to everyone who is currently voting, reading, or simply following this quest. I've already gotten more of a turn out than I expected and the first vote by @veekie hit faster than I was even actually ready for.

You're a sneaky one Veekie. :p

Am ded sneky

[X] Bull - Skilled in the powerful blast of the shotgun, these gunslingers tend to like things up close and personal. As well as gorey. Adds a +2 on rolls favoring the usage of the shotgun.
[X] Marksman - A Marksman is talented with the usage of bolt-action rifles, taking long-range over any other and able to score well placed shots further than anyone else. Adds a +2 on rolls favoring the usage of the bolt-action rifle.
 
[x] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.
[x] Bull - Skilled in the powerful blast of the shotgun, these gunslingers tend to like things up close and personal. As well as gorey. Adds a +2 on rolls favoring the usage of the shotgun.

I want her to be the tank, she will protect her sister both emotionally and physically!
 
[x] Bull - Skilled in the powerful blast of the shotgun, these gunslingers tend to like things up close and personal. As well as gorey. Adds a +2 on rolls favoring the usage of the shotgun.
 
[X] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.
[X] Gunslinger - A gunslinger is skilled with the usage of all guns, and can make them all work in any given situation. Adds a +1 to the usage of all guns.

Not sure if we should vote for one or two, but I like up close and personal, and duel wielded revolvers give more opportunity, precision, and flexibility than a shotgun that probably has two bullets at most. If we get two votes, I'll edit to add Gunslinger. Generalization is good.

Edited to add gunslinger.
 
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Jeremiah and Jerome Valeska Valentine. I see what you did here v.v
[X] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.
[X] Marksman - A Marksman is talented with the usage of bolt-action rifles, taking long-range over any other and able to score well placed shots further than anyone else. Adds a +2 on rolls favoring the usage of the bolt-action rifle.
Good the long distance and in close combat, without going for low precision-low ammo that's the shotgun.
 
[X] Bull - Skilled in the powerful blast of the shotgun, these gunslingers tend to like things up close and personal. As well as gorey. Adds a +2 on rolls favoring the usage of the shotgun.
 
[X] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.
 
[X] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.
Adhoc vote count started by Gigaplex on May 24, 2019 at 5:20 AM, finished with 11 posts and 9 votes.

  • [x] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.
    [X] Bull - Skilled in the powerful blast of the shotgun, these gunslingers tend to like things up close and personal. As well as gorey. Adds a +2 on rolls favoring the usage of the shotgun.
    [X] Marksman - A Marksman is talented with the usage of bolt-action rifles, taking long-range over any other and able to score well placed shots further than anyone else. Adds a +2 on rolls favoring the usage of the bolt-action rifle.
 
Just for clarification, the shotgun means all types of shotguns, including pump action.

And vote as many options as you like. It is in your best interest because if you like two or more you have a higher chance of getting what you want if you vote like that for the mutli-class.
 
[X] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.
[x] Gunslinger - A gunslinger is skilled with the usage of all guns, and can make them all work in any given situation. Adds a +1 to the usage of all guns.
 
[x] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.
[x] Bull - Skilled in the powerful blast of the shotgun, these gunslingers tend to like things up close and personal. As well as gorey. Adds a +2 on rolls favoring the usage of the shotgun.
 
[X] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.
[X] Marksman - A Marksman is talented with the usage of bolt-action rifles, taking long-range over any other and able to score well placed shots further than anyone else. Adds a +2 on rolls favoring the usage of the bolt-action rifle.
Close in and far out, reasonable precision at any distance. That's what you want out of a gun character, yeah?
 
[X] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.

[X] Bull - Skilled in the powerful blast of the shotgun, these gunslingers tend to like things up close and personal. As well as gorey. Adds a +2 on rolls favoring the usage of the shotgun.

Scary overprotective sister who likes to get up close and personal!
 
And a vote tally.

As of current, it looks like people all agree on revolvers. The toss up may be for shotgun usage or rifle usage.

Keep in mind she can still use a rifle, she's just not going to start out with extras on her dice rolls for the weapon alone.

The vote is not closing just yet.

Also, edited the trait that Kaitlyn gained to PTSD.
Adhoc vote count started by OfSpaceandTime on May 24, 2019 at 3:26 PM, finished with 17 posts and 13 votes.

  • [x] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.
    [X] Bull - Skilled in the powerful blast of the shotgun, these gunslingers tend to like things up close and personal. As well as gorey. Adds a +2 on rolls favoring the usage of the shotgun.
    [X] Marksman - A Marksman is talented with the usage of bolt-action rifles, taking long-range over any other and able to score well placed shots further than anyone else. Adds a +2 on rolls favoring the usage of the bolt-action rifle.
    [x] Gunslinger - A gunslinger is skilled with the usage of all guns, and can make them all work in any given situation. Adds a +1 to the usage of all guns.

Adhoc vote count started by OfSpaceandTime on May 24, 2019 at 6:36 PM, finished with 19 posts and 14 votes.

  • [x] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.
    [X] Bull - Skilled in the powerful blast of the shotgun, these gunslingers tend to like things up close and personal. As well as gorey. Adds a +2 on rolls favoring the usage of the shotgun.
    [X] Marksman - A Marksman is talented with the usage of bolt-action rifles, taking long-range over any other and able to score well placed shots further than anyone else. Adds a +2 on rolls favoring the usage of the bolt-action rifle.
    [X] Gunslinger - A gunslinger is skilled with the usage of all guns, and can make them all work in any given situation. Adds a +1 to the usage of all guns.
 
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Just to campaign a bit for marksman: what kind of stuff are you doing in a gang as marksman? Lookout. Also perimeter eliminations.

If you want to go inside with sis you have revolvers for that.

Any problem you can't solve with revolver or long rifle is not likely to be better solved by shotgun.

And any kind of specific shenanigans alternative shotgun load will still be as effective if that's the mission profile.
 
[X] Marksman - A Marksman is talented with the usage of bolt-action rifles, taking long-range over any other and able to score well placed shots further than anyone else. Adds a +2 on rolls favoring the usage of the bolt-action rifle.

[x] Gunslinger - A gunslinger is skilled with the usage of all guns, and can make them all work in any given situation. Adds a +1 to the usage of all guns.

I like the versatility, and also a little bit of strategic voting, since I like rifle better than shotgun.
 
Marksman and Bull are so close to each other. I'm going to hold this round open for another hour to see if anyone decides to vote for something else.
 
Character Gen Part 3: Kaitlyn's Class.
Winning Votes:

  1. [x] Duelist - Skilled in the handling and usage of revolvers, a duelist gains the ability to dual wield revolvers by default and can even tak long range into account with their go to weapons. However, they only have six shots per gun, allowing them up to a maximum of twelve. Adds a +2 on rolls favoring the usage of the revolver.
    Number of voters: 9
    Astaroh-M, GGreader, Plausitivity, Sugnez, john fox, Abyssien, Barondoctor, LordKill90908, Gigaplex
  2. [X] Bull - Skilled in the powerful blast of the shotgun, these gunslingers tend to like things up close and personal. As well as gorey. Adds a +2 on rolls favoring the usage of the shotgun.
    Number of voters: 6
    veekie, Astaroh-M, GGreader, Plausitivity, Nevill, Cornix Argentus

Keira shall be a duelist/bull, specializing in the usage of her twin revolvers at short-medium range as well as being skilled in CQC with a shotgun of various types.


Now, onto her sister, Kaitlyn.

___________________________________________________________________________________________________________________

What kind of magic has Kaitlyn specialized in? EDIT: Once again, multi-classing and approval voting is allowed. Follows the same format as the previous vote, allowing her to have learned two fields of magic.


[ ] Geomancy - This allows Kaitlyn to perform magic based upon the land and the dirt around her. For an example, she could conjure up cover in the midst of a shoot out. This also will allow her to have a general lay of the land through the use of her magic by touching the ground and channeling her mana. Adds a +2 to dice rolls involving rocks and geography.

[ ] Pyromancy - This allows Kaitlyn to be unburned by her own magical flames. She can have various uses for flame spells, such as to light the camps fire or to even cauterize a wound if she were to use it specifically for that. Adds +2 to dice rolls utilizing flame based magic.

[ ] Hydromancy - Covering both water and ice, Kaitlyn would be able to channel both water and ice to her command. This will allow her to make pathways across a river that she could walk across, as well as refill her canteen whenever she so pleases.

[ ] Write-In


If you have something in mind that makes sense for a type of magic to specialize in, please feel free. However, I will be analyzing every single write-in to see if they make sense to the world. Almost, almost, anything will go. However, necromancy will be a no go.


QM's Note: I have managed to get a working version of both Keira and Kaitlyn's character sheets up. I have also edited the NPC list to include pictures for most of the gang members.


You may vote/discuss at your leisure.
 
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[X] Geomancy - This allows Kaitlyn to perform magic based upon the land and the dirt around her. For an example, she could conjure up cover in the midst of a shoot out. This also will allow her to have a general lay of the land through the use of her magic by touching the ground and channeling her mana. Adds a +2 to dice rolls involving rocks and geography.

I like the idea of her as an earthbender, it's very grounded. That said, I'm open to changing my vote if someone comes up with a better headcanon. For instance, fire might mean she's changeable while her sister is more stand-your-ground grounded.
 
[X] Geomancy - This allows Kaitlyn to perform magic based upon the land and the dirt around her. For an example, she could conjure up cover in the midst of a shoot out. This also will allow her to have a general lay of the land through the use of her magic by touching the ground and channeling her mana. Adds a +2 to dice rolls involving rocks and geography.

Because I love Geomancy and I think that it's woefully underrepresented, and because DIRT.
 
[X] Lignimancy - This allows Kaitlyn to perform magic based on plants, especially trees. She can twist nearby trees to cover her and deny others cover by warping wooden structures. This also allows her to get a general sense of the area's ecosystem and geography by touching a plant and channeling her mana, though this is more useful in places with more vegetation or with plants that have extensive root systems. She can also use her skills to isolate useful chemicals directly from plants. Adds a +2 to dice rolls involving wood and vegetation.

Honestly this isn't that different from geomancy in application, but I've always liked unconventional elemental magic. If I had more time to think, I might have tried to make up something a bit more unique (vitremancy? halimancy?), but lignimancy it is.

EDIT: fixed a typo in the vote :(
 
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[X] Lignimancy - This allows Kaitlyn to perform magic based on plants, especially trees. She can twist nearby trees to cover her and deny others cover by warping wooden structures. This also will allows her to get a general sense of the area's ecosystem and geography by touching a plant and channeling her mana, though this is more useful in places with more vegetation or with plants that have extensive root systems. She can also use her skills to isolate useful chemicals directly from plants. Adds a +2 to dice rolls involving wood and vegetation.

Honestly this isn't that different from geomancy in application, but I've always liked unconventional elemental magic. If I had more time to think, I might have tried to make up something a bit more unique (vitremancy? halimancy?), but lignimancy it is.
I was thinking of something along the lines of this, so I'm going to approve this as an option. I didn't quite know the name to use, as well. :p
 
[X] Geomancy - This allows Kaitlyn to perform magic based upon the land and the dirt around her. For an example, she could conjure up cover in the midst of a shoot out. This also will allow her to have a general lay of the land through the use of her magic by touching the ground and channeling her mana. Adds a +2 to dice rolls involving rocks and geography.
 
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