Vagabond Genius

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Venatus Vinco
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Vagabond Genius

Post by Venatus Vinco » Sat Sep 28, 2019 5:31 pm

HJ
1d20: 16
1d20: 16
Experience & Wisdom 1d20: 15

FG
1d20: 18
1d20: 2
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Re: Vagabon Genius

Post by Venatus Vinco » Sat Sep 28, 2019 6:25 pm

Philonous Fink
AKA Phil The Fink

Rank: Seasoned 1 Advances Left: 0
Race: Mutant Rat
Iconic Framework: MARS Vagabond
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 6; Toughness: 11 (5); Strain: 0
Skills:
  • Athletics d6
  • Common Knowledge d10
  • Notice d10
  • Persuasion d8
  • Stealth d8
  • Research d8
  • Shooting d8
  • Fighting d8
  • Driving d8

Hindrances
  • Jealous (Minor):
  • Mutant (Major): Humans and most others instinctively distrust and are repulsed by mutant rats. They suffer –2 on Persuasion rolls with everyone except other products of the GED’s experiments, other repulsive D-Bees, or intelligent monsters they may feel a kinship with.
  • Small: Reduce Size and Toughness by 1
  • Wanted (Major): The rodent experiments have been shut down, and all remaining mutant rats slated for eradication with extreme prejudice. Even non-CS factions have taken to exterminating them
  • Greedy (Major):Wants to get rich, doesn’t want to work for it
  • Cautious (Minor): A schemer and planner
  • Suspicious (Minor): You’re not paranoid if everyone really is out to get you.
Racial Abilities
  • Bite/Claws: Mutant rats have claws and teeth dealing Str+d4 damage
  • Keen Sense of Smell: +2 bonus to Notice checks based on smell, and +2 on Survival (tracking) rolls.
  • Near-Human Physiology: Created from Rifts Earth genetic stock, those unfamiliar with the mutant's physiology suffer only a –1 penalty to Healing and cybernetics checks.
  • Oddly Built: Rifts Earth armor and clothing must be custom-tailored at double normal cost
  • Restricted Paths: Cannot take any Arcane Background using PPE or Iconic Framework including it.
Edges and Iconic Abilities
  • Acrobat (Race): Free reroll on acrobatic Athletics attempts.
  • Gifted Learner (IF): Make all unskilled checks at d4 (instead of d4-2)
  • Elan (IF): +2 when spending a Benny to reroll a Trait roll.
  • Luck (IF): +1 Benny at the start of each session.
  • Hard to Kill (IF): Ignore Wound penalties when making Vigor rolls to avoid Bleeding Out.
  • Scrounger (HJ): Scrounger can roll to Network, once per session, in any city or large town (−2 in smaller urban areas
  • Combat Acrobat (HJ): −1 to hit with ranged and melee attacks.
  • Command (FG): +1 to Extras’ Shaken recovery rolls in Command Range.
  • Followers (FG): The hero has five followers.
  • Trademark Weapon (FG): +1 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +1 Parry while weapon is readied.
  • Genius (Hindrances): Make all unskilled checks at d6 (instead of d4-2)
  • Charismatic (N1): Free reroll when using Persuasion.
  • I Know a Guy (S1): Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares a mutual interest or motivations (whether personally or as a group).
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Re: Vagabon Genius

Post by Venatus Vinco » Sat Sep 28, 2019 6:26 pm

Background
A fast talking, backstabbing, information broker with a nose for finding out things people would rather stay hidden.
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Re: Vagabon Genius

Post by Venatus Vinco » Sat Sep 28, 2019 6:26 pm

Gear
NG-S2 Survival Pack (20 lb)
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
  • Survival Knife
  • Wooden Cross
  • Mallet and wooden stakes
  • 1 set extra clothes
Huntsman Medium Personal Armor
  • Armor: +5 Toughness: +2
  • Weight: 16 lbs (Min Str: d6)
  • Rarity: +1; Cost: 24,000
Wilk’s 320 Laser Pistol
  • Range: 15/30/60; Dmg: 3d6 AP: 3; ROF: 1; Shots: 20
  • Weight: 4 lbs. (Min Str: d4)
  • Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
  • Rarity: +1 Cost: 11,000
  • Two E-clips
Credits: 4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables

The Rat Pack, 5 mutant rat followers.
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Re: Vagabon Genius

Post by Venatus Vinco » Sat Sep 28, 2019 6:27 pm

Advances
Iconic Framework
  • Begin with +4 skill points.
  • Gifted Learner: Vagabonds make all unskilled checks at d4 (instead of d4-2).
  • Begin with the Elan, Luck, and Hard to Kill Edges.
  • Begin with one additional roll on the Experience & Wisdom Hero’s Journey Table.
  • Begin with standard Starting Gear.
Hero’s Journey
  • Experience & Wisdom 15: one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it.
  • Underworld & Black Ops (16): With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge.
  • Education (16): Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Research skill at d8.
MARS Fortune & Glory
  • 18 - A Merry Band: Your hero has proven himself as a leader of the downtrodden, earning the Command and Followers Edges. Your followers roll for Allied Personalities and use the Experienced Soldier profile, see Allies in Savage Worlds.
  • 2 - Reach Out and Touch Someone: Add two die types to Shooting. Gain a Personal Ranged weapon of choice or Trademark Weapon for a starting ranged weapon.
Advances
  • Initial Advances: (From Hindrances): Genius, +1 Vigor
  • Novice 1 Advance: Charismatic
  • Novice 2 Advance: +1 Strength
  • Novice 3 Advance: +1 Notice, +1 Common Knowledge
  • Seasoned 1 Advance: I Know a Guy
  • Seasoned 2 Advance:
  • 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:
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