Olard - Grackle Tooth Vagabond

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Krozog
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Olard - Grackle Tooth Vagabond

Post by Krozog »

Roll Sheet for M.A.R.S. Vagabond

F&G Table
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]

HJ Tables
HJ Experience & Wisdom [dice]3[/dice]
HJ Experience & Wisdom [dice]4[/dice]
HJ Experience & Wisdom [dice]5[/dice]

Narrative Hook
[dice]6[/dice]

Credits
[dice]7[/dice]
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Re: Olard - Grackle Tooth Vagabond

Post by Krozog »

(If anyone is interested, I have my own char sheet format for Olard in google docs here.)

Grackle Tooth Racial Statistics
  • Cyber Resistant: Grackles cannot take any Iconic Framework that includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer), nor may they roll on the Cybernetics benefits table.
  • Distinctive D-Bee: With their monstrous appearance and powerful frames, Grackles face prejudice. They suffer −4 Charisma with CS citizens.
  • Issues With Cold: Grackles don’t enjoy the cold. They suffer −4 to resist cold environment effects and take +4 damage from cold-based attacks.
  • "Just How I Was Raised": Grackles have the Heroic or Overconfident Hindrance for no additional points (the other may be chosen as normal).
  • Natural Weapons: Grackles do Str+d6 damage with their bite, claws, or tail slap.
  • Powerful: Grackles start with Strength d8 (Trait maximum d12+2) and Vigor d6 (Trait maximum d12+1).
  • Prehensile Tail: A Grackle’s tail can hold most melee weapons and pistols, granting an extra non-movement action per round at no multi-action penalty.
  • Restricted Paths: A Grackle Tooth has no capacity for magic or psionics. They cannot take any Arcane Background using PPE or ISP, nor any Iconic Framework that includes it.
  • “Stuff Ain’t Built for Me”: A Grackle Tooth’s unique physiology and proportions make it difficult for him to find armor he can use. Purchases and repairs are at least tripled in cost, and there’s no way he can manage a Glitter Boy suit or any other power armor built for a normal-sized humanoid frame. He also suffers a −2 to any checks made to operate a vehicle or its weapons not refitted for his race. Any gear gained from an Iconic Framework is assumed to be custom-built for the character.
  • Size +2: Grackles run eight to 10 feet tall and weigh from 600 – 800 lbs. Their size grants them +2 Toughness.
Last edited by Krozog on Sun May 06, 2018 6:26 pm, edited 5 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Re: Olard - Grackle Tooth Vagabond

Post by Krozog »

Character Sheet

Player Name: Derrick
Google Handle: DSmith8807
Character Name: Olard
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Grackle Tooth
Iconic Framework: M.A.R.S. Vagabond
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+1, Vigor d8
Charisma: 0; Pace: 6; Parry: 5; Toughness: 14(5); Strain: 0
Skills:
  • Climbing d8
  • Fighting d6
  • Intimidation d4+2 (Unskilled)
  • Notice d6
  • Shooting d6
  • Stealth d6+2
  • Streetwise d8+2 (in NA)
  • Survival d8+4 (in NA)
  • Tracking d8+2
  • Taunt d4+2 (Unskilled)
Hindrances
  • Big Mouth (Minor): Talk alot/Cant Keep Secret/Reveals things at worst possible times
  • Curious (Major): Easily dragged into any adventure/intrigued by mysteries
  • Heroic (IF): Cant say no to someone in need/first in, last out/etc
  • Enemy (Minor): Glen the "Bandit Lord?" wants Olard dead
Edges
  • Battle Hardened (Hindrance 1): +2 to all Soak rolls
  • Brave (FG): +2 vs Fear
  • Elan (Hindrance 2): +2 on any Benny roll (including Soak)
  • Gifted (IF): All unskilled checks at d4 (instead of d4-2)
  • Linguist: Begin with Smarts languages; Smarts-2 to speak language heard for a week.
  • Luck (IF): +1 Benny
  • Great Luck (HJ): +1 Benny
  • Quick (FG): Discard Initiative cards 5 or lower, redraw until 6+
  • Hard to Kill (IF): Ignore wound modifiers when rolling for Incapacitation/death.
  • Scrounger (Advance 5): Streetwise (-2 in small towns) to find various things in town. TLPG p 74
  • Woodsman (Hindrance 2): +2 Tracking/Survival/Stealth in wilderness (not town/ruins/underground)
Last edited by Krozog on Sun May 06, 2018 5:54 pm, edited 1 time in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Re: Olard - Grackle Tooth Vagabond

Post by Krozog »

Background
Olard was born free. His earliest memories were of him and his family living in the wilds, and he never desired to be a part of any community. He always had an itch for adventure however. Once he came of age Olard set out to make a name for himself.

Olard spent years travelling and learning without ever settling down with any group or community. One thing became more and more apparent through his travels; the little guy has it rough. He began stopping to help those in need and even began seeking them out. What was needed may have been something as simple as repairing a fence or as difficult as defending a village against bandits, as long as he was helping.

Do-gooding ran Olard afoul of Glen. Glen operated a small-but-growing group of bandits terrorizing local villages away from any sort of real law enforcement. He interfered with Glen’s group several times, but his luck ran out. While defending a village, Olard was grievously wounded and left for dead.

Olard had always had the luck of a devil and he was tough as nails to boot, so he pulled through. However, Glen was still out there and definitely not be happy to hear that Olard survived. Olard, however, wasn’t stupid. He knew that he couldn’t take on Glen’s group alone, so he joined up with <the group>.

Olard hopes to do more good with <the group> than he could ever do alone, but he also hopes when the time comes, his new friends will have his back.
Last edited by Krozog on Sun May 06, 2018 6:06 pm, edited 4 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Re: Olard - Grackle Tooth Vagabond

Post by Krozog »

Gear
Vibro-Sword
  • 9 lbs
  • Str+d10 Mega Damage
  • AP 4
Wlk's 447 Laser Rifle
  • 5 lbs
  • 10/80/160
  • 3d6 Damage
  • 2 AP
  • RoF 1
  • Shots 16
  • SA (Double Tap)
Wilk's 237 Laser Pistol
  • 3 lbs
  • 15/30/60
  • 2d6+1 Damage
  • 4 AP
  • RoF 1
  • Shots 16
  • SA (Double Tap)
SFD Huntsman Lightweight Personal Armor
  • 16 lbs
  • Covers all locations
  • +5 Armor, +1 Toughness
  • Basic (5mi) comms
  • Offset illumination penalties by 2
  • +2 to resist blinding attacks
NG-S2 Survival Pack
  • 30 lbs - Not listing the huge number of things in this here unless asked :p.
Credits: 600
Last edited by Krozog on Sun May 06, 2018 6:24 pm, edited 3 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Re: Olard - Grackle Tooth Vagabond

Post by Krozog »

Advances
Iconic Framework: M.A.R.S. Vagabond
Ability and Bonuses
  • +5 skill points
  • Gifted: Vagabonds make all unskilled checks at d4 (instead of d4−2).
  • Hard to Kill: This adventurer has more lives than a truckload of cats. When forced to make Vigor rolls due to Incapacitation, he may ignore his wound modifiers. This only applies to Vigor rolls called for to resist Incapacitation or death (see page 68). He still suffers from wound modifiers for other Trait rolls normally.
  • Luck: The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!) He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
  • Crazy's starting gear
Narrative Hook
The Evil That Men Do: The world of Rifts Earth is exceedingly dangerous, and there’s no greater threat to survival than that of human beings willing to commit all manner of violence and atrocities. Your character’s been out there, fighting bandits, raiders, and the soldiers of would-be warlords and conquerors. Alternately, he might have been such a person, robbing and hurting others for his own ends until one day the truth of who he’d become hit him and he decided to make a change. Joining the Legion is the start of that new journey.

M.A.R.S. Fortune & Glory
  • 4: Agile and Dextrous - Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • 6: Spiritual and Determined - Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
  • 11: Fortune Favors the Bold - Fortune Favors the Bold: Your hero begins with the Brave Edge. He also begins each session with one additional Benny.
Hero’s Journey
Experience & Wisdom
  • 10: Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
  • 10: Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements, so long as it makes sense and the GM agrees with it.
  • 12: He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
Advances
  • Initial Advance 1: Battle Hardened
  • Initial Advance 2: Woodsman
  • Novice 1 Advance: Elan
  • Novice 2 Advance: Strength d12+1
  • Novice 3 Advance: Streetwise d4
  • Seasoned 1 Advance: Streetwise d8
  • Seasoned 2 Advance: Scrounger
  • 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:
(If anyone is interested, I have my own char sheet format for Olard in google docs here.)
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Re: Olard - Grackle Tooth Vagabond

Post by Krozog »

I'm done filling him out.

Luck-Based, Vagabond, Jack-of-All-Trades/Master-of-None, Do-Gooder, Grackle Tooth

He looks fun to play. Not the best at combat, though. An early goal would probably some new armor and improving Toughness/Parry.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
Edit Signature
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