Bonesaw <Ready for Review>

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Heracles
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Bonesaw <Ready for Review>

Post by Heracles »

Ogre1.jpg
Character Sheet

Player Name: Alan
Google Handle: Ignuspyre
Character Name: Grygnak Rockeater
Aliases: Bonesaw; Doc; Doc Bonesaw; MEDIIIIIIC!!!; Pleasedon'teatme!; etc.
Race: Ogre
Iconic Framework: MARS Merc Soldier
Rank: Seasoned Experience: 25 Advances Left: 0

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12, Vigor d12
Pace: 8 (run die d8); Parry: 6; Toughness: 18(6); Strain: 0
Charisma: -2 (+0 with Ogres & goblinesh, -6 with Coalition)

Skills
  • Climbing (Str): d4
  • Fighting (Agi): d10
  • Healing (Sma): d6+2 (d6 free) (+2 for first aid with armor)
  • Intimidation (Spi): d6
  • Knowledge (Cybernetics) (Sma): d6 (d6 free)
  • Knowledge (Medicine) (Sma): d6 (d6 free)
  • Notice (Sma): d8 (d6 free) (+2 for smell)
  • Persuasion (Spi): d4-2
  • Psionics (Sma): d8
  • Shooting (Agi): d10
  • Stealth (Agi): d6
  • Streetwise (Sma): d6-2 (d6 free)
  • Survival (Sma): d4
  • Throwing (Agi): d4

Hindrances
  • Outsider (Minor): (Racial) See Racial Features below. -2 to Charisma.
  • Overconfident (Major): There’s nothing out there he can’t defeat - or CURE!
  • Phobia (Minor): Fear of being buried alive or trapped by a cave-in/landslide/avalanche.
  • Vengeful (Minor): He always attempts to right a wrong he feels was done to him. Don't piss him off and then later need to be healed...

Edges
  • Arcane Background: (Hindrances) Psionics.
  • Brawny: (Fortune & Glory) Adds +1 to his Toughness; can carry 8 times his Strength in pounds without penalty.
  • Healer: (Hero's Journey) Adds +2 to all Healing rolls (including natural healing rolls for his own
    wounds), whether natural or magical in nature. Up to five companions traveling with a Healer add the bonus to their natural healing rolls as well.
  • Iron Jaw: May roll his Vigor instead of Spirit when recovering from Shaken.
  • New Power: An arcane character may learn a new power by choosing this Edge.
  • Quick Draw: (Iconic Framework) This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon, he adds +2 to the roll.
  • Major Psionic: (Hero's Journey) Double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge. Can spend ISP for bonuses, and gain extras effects on ley lines as well.
  • Power Points: Grants +10 ISP (can only be taken once per Rank).
  • Quick: (Fortune & Glory) Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Rapid Recharge: Allows him to regain 1 Power Point every 30 minutes.
  • Rock and Roll!: (Iconic Framework) If he doesn't move, he may ignore the recoil penalty for firing a weapon on full automatic.

Racial Features: Ogre
  • Bad Eyes: Ogres are mighty, except where their eyes are concerned; they suffer a -2 on all Trait rolls dealing with anything more than 5” (thirty feet) away without corrective eyewear.
  • Big Target: -1 Parry, and attackers gain +1 to ranged attack rolls made against ogres as well.
  • Great Strides: Pace is increased by +2 and the Running die is increased a die type.
  • Keen Sense of Smell: Ogres begin with Notice d6, and +2 to Notice rolls based on smell.
  • Mighty and Resilient: Ogres begin with an impressive starting Strength and Vigor of d8. Furthermore, their natural maximum for each attribute is d12+2. They can reach these ratings with normal Advances without applying the Professional or Legendary Edges.
  • Distinctive D-Bee: The race is notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident.
  • Outsider: All goblinesh face some social stigmas, no matter how progressive the society they are in..
  • Reach: Ogres have Reach 1.
  • Size +2: Ogres add 2 to their natural Toughness due to their great bulk.
  • Slow and Pliable: Ogres take a penalty of -1 to all Spirit rolls and -2 to all Smarts rolls.
  • Thermal Vision: Ogres have the Infravision Ability. This allows it to halve penalties for bad lighting when attacking creatures that radiate heat.

Iconic Framework: MARS Merc Soldier
  • Begin with +5 skill points.
  • Begin with any two Combat Edges, ignoring Rank Requirements.
  • Select any two weapons of choice from Close Combat and/or Ranged Weapons—Personal. If one of the choices is grenades, take an assortment of eight of any type.
  • Begin with any one Body Armor, an NGS2 Survival Pack and 3d6 × 1,000 credits (12).
  • Gain 3 rolls on the MARS Fortune & Glory table.
  • Gain 3 rolls on any Hero's Journey tables.
Last edited by Heracles on Thu Oct 18, 2018 6:47 pm, edited 4 times in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Re: Bonesaw 2.0

Post by Heracles »

Powers

I.S.P.: 30
  • Boost/Lower Trait
    • Power Points: 2
    • Range: Smarts
    • Duration: 3 (1/round)
    • Trapping: Psionic Jazz (Boost); Psionic Fatigue (Lower)
    • Effect:
      • This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
      • The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
      • Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
  • Greater Healing
    • Power Points: 10/20
    • Range: Touch
    • Duration: Instant
    • Trapping: Psionic energy channeled through crystals.
    • Effect:
      • Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness.
      • Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent.
  • Healing
    • Power Points: 3
    • Range: Touch
    • Duration: Instant
    • Trapping: Psionic energy channeled through crystals.
    • Effect:
      • Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old.
      • For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
      • For Extras, the GM must first determine if the ally is dead (see Aftermath on page 88). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.
      • Healing can also cure poison and disease if used within 10 minutes of the event.
  • Succor
    • Power Points: 1
    • Range: Touch
    • Duration: Instant
    • Trapping: Psionic energy channeled through crystals.
    • Effect:
      • Succor removes one Fatigue level, two with a raise. It can also remove a character’s Shaken status.
      • Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Re: Bonesaw 2.0

Post by Heracles »

Gear

Items
  • Battle Fury Blade (TW)
    • Damage: Str+2d8.
    • Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
    • Weight: 7.
    • Cost: 13,000,000 credits.
  • NG-S2 Survival Pack
    • Weight: 30.
    • Cost: 3,000 credits.
  • Neural Mace
    • Damage: Str+d6.
    • Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
    • Weight: 9.
    • Cost: 8,000 credits.
  • Triax T-12 Field Medic armor
    • +6 Armor and +1 Toughness.
    • Full Environmental Protection.
    • Notes:
      • Wearer gains a +2 bonus to all Healing rolls for first aid.
      • Helmet has a pair of directional lights, as well as additional optics enhancement with 10× magnification and thermal vision mode.
      • Full medical and surgical kit is attached to the waist belt.
      • Built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers, and a laser distancer.
      • The helmet of his armor has exceptional embedded targeting enhancements, granting +2 on all ranged attacks.
    • Weight: 17.
    • Cost: 65,000 credits.
  • TX-50 Light Rail Gun
    • Range: 75/150/300.
    • Damage: 2d8+2, AP 4.
    • RoF: 3.
    • Shots: 20 (shots = bursts).
    • Notes: Min Str d10. Mega Damage, no Snapfire penalty.
    • Weight: 70.
    • Cost: 50,000 credits.
Credits: 4,000.

Contacts
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Re: Bonesaw 2.0

Post by Heracles »

Advances

MARS Fortune & Glory
  • Agile and Dexterous:
    • Roll result: 4
    • Description: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • Smart and Learned:
    • Roll result: 5
    • Description: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • Strong and Powerful:
    • Roll result: 8
    • Description: Your hero adds one die type to Strength and begins with the Brawny Edge.

Hero’s Journey
  • Body Armor
    • Roll result: 16.
    • Description: The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
  • Education
    • Roll result: 4
    • Description: Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d6.
  • Training
    • Roll result: 6
    • Description: Part of your character’s extensive training including full understanding of a
      particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.

Attributes
Agility: d4 > d6 (F&G) > d10 (2)
Smarts: d4 > d6 (F&G) > d8 (1)
Spirit: d4 > d6 (Hindrance)
Strength: d8 > d10 (F&G) > d12 (1)
Vigor: d8 > d10 (1)


Advances
  • Initial Advances: (From Hindrances): Edge (Arcane Background); +1 die to Spirit.
  • Novice 1 Advance: Edge (Iron Jaw).
  • Novice 2 Advance: +1 die type to Vigor.
  • Novice 3 Advance: Edge (Power Points).
  • Seasoned 1 Advance: Edge (New Power)
  • Seasoned 2 Advance: Edge (Rapid Recharge)
  • 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:
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
User avatar
Heracles
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Joined: Wed Apr 26, 2017 8:09 pm
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Re: Bonesaw 2.0

Post by Heracles »

Background

Grygnak was born on a planet of primitive life and very low technology levels. Ogres there were plentiful, dumb and strong - but not the single or most dominant lifeform on the planet, simply one of many. At first, Grygnak's life was normal and he began to learn how to fight and hunt, and the ways of Ogres. But then he was shunned even among other Ogres once he began to show signs of strange powers and sometimes causing headaches among other Ogres nearby. He was cast out of the tribe and forced to wander on his own.

He was on his own for a little while but was found starving by a group of adventurers that took pity on him rather than kill him. They fed him, nursed him back to health and took him with them on their travels. One in particular was a bear-like humanoid the others just called Ursa. Grygnak and Ursa slowly became good friends, both somewhat 'monstrous' in appearance, very large and very strong. And when they teamed up in a fight, they were hard to beat! But there was also a human healer named Jania who saw something in Grygnak and began to teach him the healing arts and knowledge - which he was fascinated to learn!

During their travels, they were exploring a cave that supposedly held a missing child they were hired to find. The monsters that took the child fought and the battle was so mighty it caused a cave-in. Most everyone got out except for Ursa and Grygnak who tried to hold up some of the stones from falling on and trapping their friends. But Ursa died in the cave and Grygnak became increasingly frantic and mad trapped in there until he was dug out. He took Ursa's magic sword for himself, to honor his best friend.

After a few years, a flux of magical energy caused a portal to open, and Grygnak was shoved through the portal by an enemy's magic. He found himself in completely new and alien environs. It was staggering and mind-blowing, but at least he wasn't the most strange thing around anymore. He eventually found someone who was friendly, and explained where he was. After finding out how lost Grygnak was, they suggested enlisting in one of the militaries or mercenary groups so that he could receive pay, room & board, as well as training and a place to belong.

Grygnak joined a mercenary unit called the Steady Brotherhood, run by a dwarf called Fenry Stonemug. Fenry was greedy, had a temper, a mean streak, a loud mouth and liked to insult - but he had a soft spot for children and lost causes, and his gruff outside hid a somewhat gooey inside. He belittled and called the Ogre names, but he took him under his wing and taught him all about modern day, modern warfare, and much more. One of the mercenaries was a psychic named Alexa, and she helped Grygnak get a better hold on his psionic powers, and develop them more. It was one of the best experiences of his life, but after a job gone bad the remnants of the Brotherhood slowly drifted apart.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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