Thunder Duck

In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
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Pender Lumkiss
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Thunder Duck

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A mellenia ago the mystical avatar that protected the world disapeared. It was lost for much time and space, and said to have been reborn in someone when the cosmic forge so deemed it.

I give you Thunder Duck!
Race
„ „ Cyber Resistant: Lyn-Srial can't take cybernetics of any kind.
„ „Distinctive D-Bee: Lyn-Srial suffer −4 Charisma with CS citizens.
„ Flight: Lyn-Srial fly at Pace +6 (12).
„ „Four Arms: Extra arms grant an additional non-movement action each round at no multi-action penalty.
„ Hunted by the Coalition: Lyn-Srial have the Wanted (Major) Hindrance with the CS for saving refugees of the Tolkeen war.
„ Inherent Nature: All Lyn-Srial have the Heroic Hindrance and count as supernaturally good.
„ Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting.
„ Non-Standard Physiology: Armor purchase/repair is double cost. Can't use a Glitter Boy suit or other standard humanoid power armor. Suffer a −2 to operate a vehicle or its weapons not refitted for the race. Iconic Framework gear is custom-built.
Poor Ground Speed: Lyn-Srial have −2 Pace (ground only) and a d4 running die.
Regeneration: Lyn-Srial make natural healing rolls once a day and may regenerate lost limbs. If a Lyn-Srial gains a permanent injury, she makes a Vigor roll after recovering from Incapacitation. On success, the injury heals after 1d6 days.
Strong: Lyn-Srial start with d6 Strength.
PERSONAL CONCEPT OPTION If none of the classic OCC packages in this section works for what you want, simply use this package's benefits to structure a framework to your liking.
Begin with +5 skill points.
Begin with two Edges of your choice, ignoring Rank requirements. AB Psionics ( Damage Field, Quickness, TK)
Make one additional roll on the M.A.R.S. Fortune & Glory Table.
Begin with the starting gear of any one Iconic Framework of your choosing.

F and G Roll: A Strong Suit of Armor: Your hero may choose any one suit of Body Armor and add two of the modifiers listed under Body Armor in the Hero's Journey section. They must be two different modifiers, not the same one twice.
F and G Roll: Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
F and G Roll: Smart and Learned 3 smarts skills at d6 and die increase in smarts
F and G Roll:12 (2 HJ Rolls)

HJ Rolls:
Psionics:
Training: 1
  • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Training: 4
  • Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero's picked up some serious fighting skills. He's got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
Experience and wisdom: Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval and it making at least some kind of sense. Major Psionic
Field Team Six Bennies
3/6
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Re: Thunder Duck

Post by Pender Lumkiss »

Thunder duck
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Thunder Duck
Thunder Duck
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Thunder Duck

Post by Pender Lumkiss »

Player Name: Your first name is fine
Google Handle: Your google hangouts username
Character Name (Name your character)
Rank: Experience: Advances Left:
Race:
Iconic Framework:
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Charisma: 0; Pace: 0; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0
Skills:
  • Skill d4
Hindrances
  • Hindrance (Major): brief description
  • Hindrance (Minor): brief description
  • Hindrance (Minor): brief description
Edges
  • Edge: brief description
  • Battle Hardened: +2 to recover from Shaken.
  • Upgrade: +1 Cybernetic system or upgrade (Targeting Eye)
  • Connections (Black Market): Has contacts in the underworld.
  • Strong Willed: +2 Intimidation and Taunt, +2 to resist tests of will.
  • Nerves of Steel: Ignore 1 point of wound penalties
  • Quick: Discard draw of 5 or less for new card.
  • Combat Reflexes: +2 to soak rolls
Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses



Background (post background as a reply to character sheet)

Gear (post gear as a reply to character sheet)
Item
  • Info
Credits:

Contacts

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Benefits, table rolls, etc
Hero’s Journey
  • Table
  • Roll result
  • Description
MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • Roll result
  • Description
Advances
  • Initial Advances: (From Hindrances):
  • Free Edge (Human): Delete if not human
  • Cybernetic Modifications:
  • Novice 1 Advance: Elan
  • Novice 2 Advance:More Ppts
  • Novice 3 Advance: Vigor
  • Seasoned 1 Advance:New Power
  • Seasoned 2 Advance:Energy control Air
  • 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:
Field Team Six Bennies
3/6
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