Savage Worlds: Tesla Rangers – Pregen Characters

TeslaRangersPinnacle has a setting book for Savage Worlds Adventure edition called Mini Settings. It’s available on it’s own or as part of a package with a GM screen.

It includes 4 short settings, one of which is Tesla Rangers – a fun steampunk Wild West setting. It’s described as follows:

It’s been 11 years since America lost the Robot War and ceded everything west of the Mississippi to the automatons. Now a fresh young scientist with a government contract and a load of new experimental devices is outfitting a voluntary expeditionary force to cross the ol’ Miss and head deep into No Man’s Land.
Tesla Rangers is a high-octane action adventure pitting cowboys with lightning guns against cast-iron killer robots in a battle for the Wired West.

The setting includes new equipment, edges, and enemies. It also has a short adventure – Milk Run.

Unfortunately, it doesn’t include any pregenerated characters to use, so I’ve made my own (using the character creator at savaged.us):


Josiah Stark

Seasoned Male, Tesla Ranger

Background

Served in the Union army in the Civil War. Fought as a Buffalo soldier in the Robot Wars.

Description

Cool, calm and collected. Head Ranger. Man of few words. Distrusts technology, and doesn’t like to use gadgets. Believes the only and best way to kill a robot is with cold iron.

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Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d4
Skills: Athletics d6, Battle d6, Common Knowledge d6, Intimidation d6, Language (English) d8, Notice d8, Persuasion d6, Riding d8, Shooting d8, Stealth d6, Survival d6
Pace: 6; Parry: 2; Toughness: 4
Edges: Command, Inspire
Weapons: Unarmed (Range Melee, Damage Str), Derringer (.41) (Range 5/10/20, Damage 2d4, ROF 1), 2x Dragoon Pistol (Range 12/24/48, Damage 2d6 / 2d6 / 2d6+2), Knife/Dagger (Range 3/6/12, Damage Str+d4)
Gear: Bedroll (sleeping bag; winterized), 4x Cast-Iron Cartridges (Pistol), Horse (Contains: Rope, nylon (10”/20 yards), Canteen (waterskin), Saddle, 3x Trail Rations, Handcuffs (manacles), 5x Cast-Iron Cartridges (Rifle), Thunderbolt Rifle, 4x Cast-Iron Cartridges (Pistol), First Aid Kit (basic supplies)), Tesla Rangers Badge
Language: English (native, d8)
Current Wealth: $40

Special Abilities

  • Cast-Iron Cartridges: Damage 2d6, RoF 2, AP2, Heavy Weapon

Aurora Speed

Novice Female, Tesla Ranger

Background

Grew up as part of a circus family. Performed as Aurora the Lady Shootist for P.T. Barnum.

Description

Young impulsive ranger on her first mission. She’s quick on the draw and even quicker to get into trouble.

ad79c07746f6cada1663c90d8888f3daAttributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d4, Healing d4, Intimidation d4, Language (Native) d8, Notice d4, Persuasion d4, Riding d6, Shooting d10, Stealth d4, Survival d6, Taunt d4
Pace: 6; Parry: 4; Toughness: 5
Hindrances: Impulsive
Edges: Two-Gun Kid
Weapons: Unarmed (Range Melee, Damage Str), Bottled Lightning (Range Melee, Damage 3d6/2d6/1d6), 2x Dragoon Pistol (Range 12/24/48, Damage 2d6 / 2d6 / 2d6+2), Thunderbolt Rifle (Range 24/48/96, Damage 2d8 / 2d8 / 2d8+2)
Gear: 6x Cast-Iron Cartridges (Pistol), Horse (Contains: 2x Magnetic Cartridges (Rifle), Bedroll (sleeping bag; winterized), 4x Cast-Iron Cartridges (Rifle), Lantern (four hours, 4” radius), 2x Oil (for lantern; one pint), Flint and Steel, Handcuffs (manacles))
Language: English (native, d8)
Current Wealth: $37

Special Abilities

  • Cast-Iron Cartridges: Damage 2d6, RoF 2, AP2, Heavy Weapon
  • Magnetic Cartridges: Damage 2d6, RoF 2, Ignores cover for metal targets
  • Teslic Cartridges: Damage 2d6+2, RoF 1, heavy Weapon, Ignores Armor

Winnemucca Sam

Novice Cog, Tesla Ranger

Background

One of the oldest cogs in existence.

Before the Robot Wars, Sam served a trail guide for western wagon trains. His job was to guide the wagon trains, and entertain the settlers.

Description

Rickety, but wily old Cog. He knows the West better than most humans. Often provides useless historical and natural history trivia when traveling. Has a near-endless catalog of western tall tales.

8c90ea8c788a4a39af12062ee4dcc48bAttributes: Agility d6-1, Smarts d8, Spirit d4, Strength d8-1, Vigor d6-1
Skills: Academics d4, Athletics d6, Common Knowledge d8, Fighting d6, Healing d8, Language (English) d8, Notice d8, Performance d6, Persuasion d4, Repair d6, Riding d4, Science d4, Shooting d6, Stealth d4, Survival d8
Pace: 5; Parry: 5; Toughness: 5
Hindrances: Elderly, Loyal, Outsider (major)
Weapons: Unarmed (Range Melee, Damage Str), Dragoon Pistol (Range 12/24/48, Damage 2d6 / 2d6 / 2d6+2), Knife/Dagger (Range 3/6/12, Damage Str+d4), Thunderbolt Rifle (Range 24/48/96, Damage 2d8 / 2d8 / 2d8+2)
Gear: 3x Cast-Iron Cartridges (Pistol), Horse (Contains: Magnetic Cartridges (Rifle), 3x Cast-Iron Cartridges (Rifle), Saddle, Lantern (four hours, 4” radius)), Tesla Rangers Badge
Language: English (native, d8)
Current Wealth: $10

Special Abilities

  • Construct: Due to their mechanical nature, cogs receive +2 to recover from being Shaken; ignore 1 point of Wound penalties; do not breathe or suffer from disease or poison. Cogs don’t heal naturally from Wounds, but instead must be repaired. Due to the intricate nature of their inner clockworks, Repairs made outside of a dedicated workshop or without the proper tools receive a −2 to the roll (on top of Wound penalties).
  • Mistrusted: The general public doesn’t see a difference between a cog and any other robots, even when assured of their loyalty. So cogs tend to be treated with suspicion and distrust out along the frontier, sometimes even in the ranks of the rangers themselves. All cogs have the Outsider (Major) Hindrance.
  • Selfless: Cogs are hard-coded to protect and serve. Therefore they risk life or limb for their friends without hesitation.
  • Cognition Flywheel: Cogs can recalibrate their mechanical processors to raise any skill by one die type for a scene. Recalibration requires 10 minutes of preparation and the offset (lowering by one die type) of another existing skill is governed by the same trait.
  • Depedency: Cogs must receive one hour of upkeep every 24 hours or become automatically Fatigued each day until they are Incapacitated. The day after Incapacitation from lack of upkeep they cease functioning. Each hour spent receiving proper maintenance (winding gears, cleaning and oiling joints, etc.) restores one level of Fatigue. Cogs can’t properly perform upkeep on themselves.
  • Cast-Iron Cartridges: Damage 2d6, RoF 2, AP2, Heavy Weapon
  • Magnetic Cartridges: Damage 2d6, RoF 2, Ignores cover for metal targets
  • Teslic Cartridges: Damage 2d6+2, RoF 1, heavy Weapon, Ignores Armor

Oilcan Joe

Novice Male, Tesla Ranger, Tinkerer

Background

Served for years as one of Nikola Tesla’s engineers. He was one of the first to sign up for the new Ranger organizations. He hopes to find the secret of the robot uprising.

Description

Curious, fussy man. Fastidious dresser and obsessed with neatness. Gifted Galvanic engineer. Fascinated by robots of all types.

Absolutely massive collection of Character ArtAttributes: Agility d6, Smarts d8, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d4, Healing d4, Language (English) d8, Notice d6, Performance d4, Persuasion d4, Repair d8, Riding d6, Shooting d6, Stealth d4, Survival d4, Taunt d4, Weird Science d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: Bad Eyes (minor)
Edges: Galvanic Engineer (Weird Science) (Galvanic Engineer)
Weapons: Unarmed (Range Melee, Damage Str), Bottled Lightning (Range Melee, Damage 3d6/2d6/1d6), Dragoon Pistol (Range 12/24/48, Damage 2d6 / 2d6 / 2d6+2), Knife/Dagger (Range 3/6/12, Damage Str+d4)
Gear: 3x Cast-Iron Cartridges (Pistol), 2x Eyeglasses, Goggles, Horse (Contains: Trail Rations, Bedroll (sleeping bag; winterized), Canteen (waterskin), Thunderbolt Rifle, Teslic Cartridges (Rifle), 2x Magnetic Cartridges (Rifle), 3x Cast-Iron Cartridges (Rifle), Harmonic Magneto-Shield, 3x Galvanic Coil, Photonic Electro-Dazzler, Tool Kit, 3x Trail Rations, Rope, hemp (10”/20 yards)), 2x Magnetic Cartridges (Pistol), Pocket Watch, Tesla Rangers Badge, Teslic Cartridges (Pistol)
Language: English (native, d8)
Current Wealth: $10
Arcane Background: Galvanic Engineer (undefined)

  • Power Points: 15
  • Powers: Confusion (SWADE pp157), Protection (SWADE pp165-166)
  • Arcane Items: Photonic Electro-Dazzler (5 PP; Confusion, SWADE p157), Harmonic Magneto-Shield (5 PP; Protection, SWADE p165-166)

Special Abilities

  • Galvanic Coils: All Tesla Science devices run off a compact power source called a galvanic coil. Galvanic coils look something like a radio tube crackling with electrical energy. Starting inventors have three coils, and each coil holds 5 Power Points. Each to function. Swapping charged coils from one device to another is an action.
  • Recharging: Galvanic Engineers recharge their coils by attaching them to a Teslic Dynamo—a device about the size of a toaster that collects electrical energy passively from the Earth’s magnetic field. Teslic dynamos generate 5 Power Points per hour in the wilderness, or every 15 minutes when within 100 yards of a Tesla tower. Dynamos can also be used to transfer power points between coils.
  • Malfunctions: If a character rolls a Critical Failure when using a device, it Malfunctions. All of the device’s active powers terminate instantly and it loses 1d4 of its remaining Power Points, spread out evenly across attached coils. Coils can be targeted with a Called Shot (−4) and have an equivalent Toughness of 4 if hit. Shaking a coil generates the same effect as a Malfunction. A Wound causes it to overload and explode in a Medium Burst Template, inflicting 1d6 electrical damage for each charge the coil still holds. Safety measures ensure that an overload is not instantaneous, however, so this explosion is subject to Evasion (see Savage Worlds). Alternatively, a character can attempt to toss the device away
  • Cast-Iron Cartridges: Damage 2d6, RoF 2, AP2, Heavy Weapon
  • Magnetic Cartridges: Damage 2d6, RoF 2, Ignores cover for metal targets
  • Teslic Cartridges: Damage 2d6+2, RoF 1, heavy Weapon, Ignores Armor

Dan Doggins

Novice Male, Tesla Ranger

Background

Former mountain man, fur trapper, and prospector. Dan was driven East during the Robot Wars.

Description

Hulking, bearded mountain man. Tough, but clumsy. Boisterous and crude.

6e2069be628ef4a21533839962c03a1fAttributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d6
Skills: Athletics d6-2, Common Knowledge d4, Fighting d6, Intimidation d4, Language (English) d8, Notice d4, Persuasion d4, Riding d6, Shooting d8, Stealth d6-2, Survival d6
Pace: 6; Parry: 5; Toughness: 6; Size: Normal (1)
Hindrances: Clumsy
Edges: Brawny
Weapons: Unarmed (Range Melee, Damage Str), Bottled Lightning (Range Melee, Damage 3d6/2d6/1d6), 4x Dragoon Pistol (Range 12/24/48, Damage 2d6 / 2d6 / 2d6+2), 2x Galvanic Knuckles (Range Melee, Damage Str+1d8)
Gear: 6x Cast-Iron Cartridges (Pistol), Horse (Contains: Bedroll (sleeping bag; winterized), Canteen (waterskin), Saddle, 4x Trail Rations, Magnetic Harpoon, Thunderbolt Rifle), 5x Magnetic Cartridges (Pistol), Tesla Rangers Badge
Language: English (native, d8)
Current Wealth: $60

Special Abilities

  • Cast-Iron Cartridges: Damage 2d6, RoF 2, AP2, Heavy Weapon
  • Magnetic Cartridges: Damage 2d6, RoF 2, Ignores cover for metal targets
  • Teslic Cartridges: Damage 2d6+2, RoF 1, heavy Weapon, Ignores Armor

3 thoughts on “Savage Worlds: Tesla Rangers – Pregen Characters

  1. I tried to generate “Stark” but I came up 1 skill upgrade short:

    Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d4

    Skills: Athletics d6, Battle d6, Common Knowledge d6, Intimidation d6, Language (English) d8, Notice d8, Persuasion d4, Riding d8, Shooting d8, Stealth d6, Survival d6

    Pace: 6; Parry: 2; Toughness: 4

    Edges: Command, Inspire

    Weapons: Unarmed (Range Melee, Damage Str)
    Language: English (native, d8)
    Current Wealth: $500

    Special Abilities
    Adaptable: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.

    Advances
    Raise Skills: Shooting/Riding
    Raise Skill: Shooting
    Raise Skill: Riding
    Raise Skill: Notice
    Edge: Inspire

    Any Ideas?

    Thanks!
    Brian Caldwell

    Like

  2. Good catch. I took a second look at the savged.us page I used to generate Stark, and I think I probably made a small error when adding the advances. I probably should have just added another advance to get the skills to add up correctly.

    Like

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