Extra - Kar'ak - Orc Marine

Post Reply
User avatar
Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Extra - Kar'ak - Orc Marine

Post by Ellisto »

Orc
Low Light Vision (+1)
  • Orcs’ eyes are attuned to habitats with dim lighting. They ignore attack penalties for Dim and Dark Illumination.
Size +1 (+1)
  • Orcs are larger than humans. Their maximum Strength is d12+1 and they have a +1 Toughness.
Primal Intuition (+2)
  • Orcs start with a d4 (or a d6 if Notice) in two of the following skills: Healing, Intimidation, Notice, Survival. If the chosen skill is a core skill, it starts at d6 and the skill’s maximum increases to d12+1.
Attributes
Agility(1)
Smarts(0)
Spirit(1)
Strength(2)
Vigor(1,H,H)
  • Agility: d6
    Smarts:d4
    Spirit: d6
    Strength: d8
    Vigor: d10
Toughness: 9
Skills
Athletics(C,1)
Boating(C)
Common Knowledge(C)
Fighting(6)
Intimidation(Orc,3)
Notice(C)
Persuasion(C)
Piloting(C)
Repair(C)
Shooting(2)
Stealth(C)
Survival(Orc)
  • Athletics: d6
    Boating: d4
    Common Knowledge: d4
    Fighting: d10
    Intimidation: d8 (+2 due Menacing)
    Notice: d4
    Persuasion: d4 (-2)
    Piloting: d4
    Repair: d4
    Shooting: d6
    Stealth: d4
    Survival: d4
Languages
  • Common: d6
    Orcish:d8
    Goblin: d6
Edges
Brawny
Your bruiser is very large or very fit. Her Size increases by +1 (and therefore Toughness by 1) and she treats her Strength as one die type higher when determining Encumbrance (page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (page 66).
Brawny can’t increase a character’s Size above +3.
Menacing
Being a brutish lout isn’t always a drawback if you know how to use it. Menacing allows a character to put her bad looks or worse attitude to good use. The goon adds +2 to her Intimidation rolls.
Hindrances
Bloodthirsty (M)
Your hero never takes prisoners unless under the direct supervision of a superior. His cold-blooded ruthlessness causes enemies to respond in kind, often costs vital information, creates constant enemies, and may get him in trouble with his superiors or the authorities, depending on the setting.
Mean (m)
This curmudgeon is ill-tempered and disagreeable. He has trouble doing anything kind for anyone else, must be paid for his troubles, and doesn’t accept awards or favors graciously. Besides the obvious roleplaying issues, Mean characters subtract 1 from Persuasion rolls.
Ugly (m)
Attractive people get all the breaks. This unfortunate individual isn’t one of them. He subtracts 1 from his Persuasion rolls.
Last edited by Ellisto on Fri Sep 10, 2021 10:16 am, edited 3 times in total.
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
User avatar
Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Re: Kar'ak - Orc Marine Extra

Post by Ellisto »

Equipment
  • Maul
    Backpack
    2 Waterskins
    Bedroll
    Blanket



Money
$5
Last edited by Ellisto on Fri Sep 10, 2021 10:17 am, edited 1 time in total.
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
User avatar
Technospawn
Diamond Patron
Diamond Patron
Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: Kar'ak - Orc Marine Extra

Post by Technospawn »

Looks good
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Re: Extra - Kar'ak - Orc Marine

Post by Ellisto »

N1 - Brawny
N2 - Menacing
N3 -
S1 -
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
User avatar
Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Re: Extra - Kar'ak - Half Orc Marine (Barbarian)

Post by Ellisto »

Kar'ak

Darkvision: Half-orcs ignore penalties for Illumination up to 10” (20 yards).
Intimidating: By their very nature, half-orcs inspire fear and awe. They start with a d4 in Intimidation. This increases maximum Intimidation to d12 + 1.
Orc Ferocity: Half-orcs are as tough as old boots. They gain +1 Toughness.
Outsider (Minor): Most cultures are suspicious of half-orcs, and orcish societies distrust their human sides. They subtract 2 from all Persuasion rolls and are often resented or belittled by others.
Strong: Half-orcs possess some of the might of their orcish ancestry. They start with a d6 in Strength instead of a d4. This increases maximum Strength to d12 + 1.
Barbarian

Agi: d4 -> d6 (1)
Sma: d4
Spi: d4 -> d6 (1)
Str: d6 (Race) d4 -> d8 (1) -> d10 (H)
Vig: d4 -> d8 (2) -> d10 (H) -> d12 (N1)
  • Agi: d6
    Sma: d4
    Spi: d6
    Str: d10
    Vig: d12
Athletics: d4 -> d6 (1)
Common Knowledge: d4
Fighting: -> d12 (8)
Intimidation: -> d4 (R) -> d6 (1)
Notice: d4
Persuasion: d4
Stealth: d4 -> d6 (1)
Survival: -> d4 (1)
  • Athletics: d6
    Common Knowledge: d4
    Fighting: d12
    Intimidation: d6
    Notice: d4
    Persuasion: d4
    Stealth: d6
    Survival: d4
Edges



Hindrances



Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
User avatar
Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Re: Extra - Kar'ak - Orc Marine

Post by Ellisto »

Equipment


  • 8




    Bedroll
    Backpack
    Blanket
    Beltpouch
    2 Waterskins
    4 Days Trail Rations
Coins
  • 4 SP
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
Post Reply

Return to “Crew”