Hucksters in Rifts

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steelbrok
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Joined: Mon Mar 30, 2020 12:33 pm

Hucksters in Rifts

Post by steelbrok »

hope this is the right place to post this. I was toying with building a Huckster who got transported to Rifts Earth and did some thinking about how Hucksters might be:

Rifted Hucksters

Hucksters can be clever magicians. In the magic rich environment of Rifts Earth they can still fling their mojo and trick a little extra out of the manitous when they need to (Shifters might call manitou by different names).

Rules
In DLWW it states that Hucksters can use edges requiring AB (Magic). In rifts, AB (Magic uses PPE so let’s keep it simple and say that Hucksters deal in PPE

Hucksters can Deal with the Devil but not Short or spend bennies for Power Points.

In Rifts, AB (Magic) requires the use of gestures and speech. It seems reasonable for gestures to be a shuffling action (or having to hold/point their Rune gun for Hexslingers). Let’s add a requirement to speak their spells to keep them in line with other Savage Rifts magic users.

Manitou can be tricky, though. If a Huckster attempts to use a ritual (or support someone attempting one), they suffer a -2DM. The other problem they encounter is if they try to use TW items. They can use them, but gain the All Thumbs hindrance whilst doing so.

Mega Power Modifier for the Ammo Whammy power (based on that of Warrior’s Gift)

Extra Whammy (+4)
While the power is active, the Hexslinger can choose two effects from the Ammo Whammy list to each shot fired from his weapon (three effects with a raise).

(It might be thematically appropriate to allow Hucksters to take the Diabolist edge (FM) at Seasoned instead of Veteran)
Steelbrok
Steel's Vital Statistics
Bennies 4 (Q3 reset, now have Luck))
Wounds 0 (ignore 1 point of penalties)
Parry 6 (7 with Vlad), Toughness 23(8) in light cyborg plate

'Vlad' The Impaler d12+2d8+2 MD AP16 (Harmonic Blade, REACH 2! +1 Fighting, +1 Parry
'Velma' the Vibro Longsword d12+d10+2 MD AP10
'Violet' the NG-56 Light Ion Pistol 10/20/40 3d8/2d8/1d8 +2 to Shooting 12 Shots (ROF3 with Imp Rapid Fire)
'Vera' the NG303 Railgun 30/60/120 Damage 2d10+2 MD AP6 20 Shots of 5* bursts each Ignore Sloped Armour *from Imp Rapid Fire
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Danger Sense, First Strike, Steady Hands (no Unstable Platform Penalty, Running penalty -1)
Don't Forget Elan!

Fighting d6+2 (+1 with Vlad), Shooting d8, Notice d6+4
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