Grackle Monster Hunter (No Game Yet, But Ready for Comments)

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Hardin
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Grackle Monster Hunter (No Game Yet, But Ready for Comments)

Post by Hardin »

Fortune and Glory:
  • [dice]0[/dice]
    [dice]1[/dice]
    [dice]2[/dice]
Training:
  • [dice]3[/dice]
    [dice]4[/dice]
Body Armor:
  • [dice]5[/dice]
    Rerolling result of 4, as he already gets this benefit from his IF (Merc Soldier): [dice]6[/dice]
    [dice]8[/dice]
    Rerolling result of 2: [dice]9[/dice]
    [dice]10[/dice]
    Rerolling duplicate result: [dice]11[/dice]
    Man, it really wants me to pick any armor again. :) Rerolling, again: [dice]12[/dice]
Narrative Hook:
  • [dice]7[/dice]
Starting Funds:
  • [dice]13[/dice] + 5000 (from Rich) = 19,000
Last edited by Hardin on Tue Nov 14, 2017 7:08 am, edited 2 times in total.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: Grackle Tooth M.A.R.S. Monster Hunter

Post by Hardin »

Character Sheet

Player Name: Tim
Google Handle: MyDogIsAnEquestrian
Roosevelt
Rank: Seasoned Experience: 25xp Advances Left: 0
Race: Grackle Tooth
Iconic Framework: MARS Merc Soldier
Attributes: Agility d8 (1), Smarts d6 (0), Spirit d6 (1), Strength d12+2 (4), Vigor d10 (2)
Charisma: 0, -4 with CS; Pace: 8, d10 running; Parry: 7; Toughness: 23(11); Strain: 0; Size: +2
Skills:
  • Shooting d12 (7)
  • Fighting d10 (5)
  • Throwing d6 (2)
  • Stealth d8 +2 (urban or wild) (3)
  • Swimming d6 (2)
  • Notice d8 (2, d6 from F&G)
  • Healing d6 (0, d6 from F&G)
  • Repair d6 (0, d6 from F&G)
  • Survival d10 +2 (wild) (4, including die type increase from HJ)
  • Tracking d8 +2 (wild) (2, including die type increase from HJ)
  • Climbing d8 (3)

Hindrances
  • Overconfident (racial): There’s just about nothing he can’t handle. At least, that’s how he sees it.
  • Curious: It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what's behind a potential mystery. For him, this especially comes into play where a new or mysterious monster might be involved.
  • Death Wish (Minor): Having a death wish doesn't mean your adventurer is suicidal—but he does want to die after completing some important goal. He won't throw his life away for no reason, but when there's a chance to complete his goal, he'll do anything—and take any risk—to achieve it. He's looking for the ultimate challenge: to bag a truly epic monster.
  • Loyal: Your character may not be a hero, but he'd give his life for his friends. This character can never leave a man behind if there's any chance at all he could help.

Edges
  • Giant Killer (IF): He’s big, but plenty of monsters are bigger. He adds 1d6 to damage rolls against targets three sizes or more larger than himself (anything sized +5 or above).
  • Marksman (IF): Gains the Aim effect (+2 to Shooting) if he does not move in the same round he shoots.
  • Quick (F&G): Whenever he is dealt a 5 or lower in combat, he may discard and draw again until he gets a card higher than 5.
  • Trademark Weapon (F&G): NG-310 Giant Killer.
  • Woodsman (HJ): Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground).
  • Brawny (Hindrance Points): His bulk resists damage better than most and adds +1 to his Toughness. In addition, the character can carry more than most proportional to his Strength. Multiply load limit and max weight by 1.6.
  • Rich (10xp Advance): +5,000 credits and two rolls on HJ gear tables of choice.
  • Brave (15xp Advance): +2 to Fear tests.
  • Fleet Footed (25xp Advance): The hero's Pace is increased by 2 and he rolls a d10 instead of a d6 when running.

Cybernetics: N/A
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: Grackle Tooth M.A.R.S. Monster Hunter

Post by Hardin »

Background

Narrative Hook: From Out of a Rift
Roosevelt used to roam with a band of mercenaries who would take care of towns’ monster problems for a reasonable fee. They made a name for themselves in the magic zone for a time, but ultimately their numbers dwindled through attrition; monster hunting is dangerous work.

After a particularly nasty encounter with a swarm of gigantic, organic-metal parasites that popped out of a Rift, most of the remaining members of Roosevelt’s company decided to call it quits. He and one other merc, a burster with an unfortunate penchant for starting forest fires nicknamed “Smokey”, decided they hadn’t quite had enough and made their way to the Tomorrow Legion looking for work. The Legion was only too happy to hire them on and get them back out into the field.
Last edited by Hardin on Tue Nov 14, 2017 7:06 am, edited 1 time in total.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Hardin
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Re: Grackle Tooth M.A.R.S. Monster Hunter

Post by Hardin »

Gear
Item
  • NG - 310 Giant Killer Rail Gun Sniper Rifle: 100/200/400; 2d8+6 MD; ROF 1; AP 6; Shots 11 (10 per magazine, and 1 can be loaded in the chamber; starts with 2 spare magazines); Mods 2 (requires d12+2 Strength to wield, weighs 200 lbs); Snapfire; built in scope negates 2 points of darkness and/or range penalties; fold out bipod adds +2 to Shooting, but takes an action to set up; initial load out is with silver/wood rounds (similar to the NG Gunwolf’s rail gun). Link to approved item here: http://savagerifts.com/sr/viewtopic.php?f=86&t=1473
  • NG-E4A Heavy Plasma Ejector: 30/60/120; 3d10+3 MD; ROF 1; 42 shots; 50 lbs; Snapfire; ignores non-sealed armor; plasma tends to ignite targets (1 in 6 chance), doing 1d10 continuous MD until doused.
  • Giant-Sized Vibro-Sword: Strength+d12+1 MD; AP 4. 20 lbs.
  • Cazador Armor (custom armor based on C&S Crusader Heavy Combat Armor): Full Environmental Protection, providing +11 Armor and +2 Toughness, +2 Stealth in urban settings from specialized paint and camo patterns, and +2 on all ranged attacks. It weighs 24 lbs and has a Strength Minimum of d10. (Includes results of HJ and Rich rolls on the Body Armor Table).
  • NG-S2 Survival Pack: See TLPG page 105 for contents. 30 lbs.

Load: 324 lbs

Load Limit: 400 lbs (250 lbs for Strength d12+2 x 1.6 for Brawny)

Max Weight: 1,600 (1,000 lbs for Strength d12+2 x 1.6 for Brawny)

Credits: 19,000 - 18,000 (for vibro-sword) = 1,000

Contacts: None
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: Grackle Tooth M.A.R.S. Monster Hunter

Post by Hardin »

Advances

Iconic Framework
  • 3 Fortune & Glory Rolls
  • 3 Hero’s Journey Rolls
  • Begin with +5 skill points
  • Begin with any 2 Combat Edges, ignoring Rank Requirements
  • Select any two weapons of choice
  • Begin with any one Body Armor, an NG-S2 Survival Pack, and 3d6 x 1,000 credits

Hero’s Journey
  • Training
    • 3: +5 Skill points for Fighting, Throwing and/or Shooting
    • 9: Woodsman Edge and die type increases in Survival and Tracking
  • Body Armor
    • 15: +2 to Stealth in urban settings

MARS Fortune & Glory
Fortune and Glory
  • 1: Choose any single weapon, or gain the Trademark Weapon Edge for a starting weapon. Chose Trademark Weapon for the Giant Killer Sniper Rifle.
  • 4: Add one die type to Agility and gain the Quick or Ambidextrous Edge. Chose Quick.
  • 5: Add one die type to Smarts and begin with a d6 in any 3 Smarts-linked skills (Notice, Healing, and Repair).

Advances
  • Initial Advances: (From Hindrances): Raise Strength one die type, Brawny Edge
  • Novice 1 Advance: Increase Strength
  • Novice 2 Advance: Rich
  • Novice 3 Advance: Brave Edge
  • Seasoned 1 Advance: Increase Strength
  • Seasoned 2 Advance: Fleet Footed
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • 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:
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: Grackle Monster Hunter (No Game Yet, But Ready for Comme

Post by Pender Lumkiss »

Kn: arcana would seem to be a staple of monster hunters.
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Re: Grackle Monster Hunter (No Game Yet, But Ready for Comme

Post by Corrigon »

Survival is the skill for identifying creatures and species
GM bennies 6/8
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Re: Grackle Monster Hunter (No Game Yet, But Ready for Comme

Post by Pender Lumkiss »

Corrigon wrote:Survival is the skill for identifying creatures and species
Not all creatures

Knowledge (Arcana): This skill includes understanding the principles of all magical and mystical powers, items, and creatures as well as dealing with ley lines and Rifts.

Surivival: Knowing how to survive on Rifts Earth goes far beyond finding food, water, and shelter. This skill allows characters to identify the more commonly encountered monsters and other threats found in the wilderness between communities. Game Masters should apply penalties for rare creatures, and bonuses for those commonly encountered in an area.

As you can see both skills would be required to know about all creatures. Of course if the monsters beimg hunted are of the non magical veriety then Survival will sufice.
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Re: Grackle Monster Hunter (No Game Yet, But Ready for Comme

Post by Hardin »

Pender Lumkiss wrote:
Corrigon wrote:Survival is the skill for identifying creatures and species
Not all creatures

Knowledge (Arcana): This skill includes understanding the principles of all magical and mystical powers, items, and creatures as well as dealing with ley lines and Rifts.

Surivival: Knowing how to survive on Rifts Earth goes far beyond finding food, water, and shelter. This skill allows characters to identify the more commonly encountered monsters and other threats found in the wilderness between communities. Game Masters should apply penalties for rare creatures, and bonuses for those commonly encountered in an area.

As you can see both skills would be required to know about all creatures. Of course if the monsters beimg hunted are of the non magical veriety then Survival will sufice.
I figured I would work this out with whoever the eventual GM is. Ideally, he could make a survival roll with appropriate penalties (at GM discretion) to identify magical monsters. The additional Knowledge (Arcana) stuff (understanding powers, items, etc.) could certainly be useful, but aren't where I see his specialty; it would be akin to a Knowledge (Monsters) skill for him, which is fine, but I prefer the Survival mechanic (seems simpler). If it doesn't work with the GM, then it doesn't work and I'll reallocate some skill points (he's got plenty), but that's how I'd prefer to do it if possible.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Re: Grackle Monster Hunter (No Game Yet, But Ready for Comme

Post by Pender Lumkiss »

I guess if you can find a gm to do that sure. It does seem pretty laid out what skill does what.
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