MARS SWADE Test Build - Vagabond

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Pursuit
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MARS SWADE Test Build - Vagabond

Post by Pursuit » Thu Jun 20, 2019 5:11 pm

F&G: 1d12: 1

HJ:
  • Training: 1d20: 13 There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and harnesses, granting him a die type increase to Athletics, and +2 on rolls made to climb. He also has a good set of climbing gear for a party of four.
  • Underworld & Black Ops: 1d20: 13 Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +1 Skill Point to spend on Athletics, Stealth, or Thievery as he chooses.
  • Cybernetics: 1d20: 18 Let’s face it, everyone expects your hero to take point, so that extra level of Armor Plating is always a good idea.
  • Experience & Wisdom: 1d20: 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.
Narrative Hook: 1d20: 10 Grudging Respect. You and someone out there had one or more run-ins on opposite sides of an issue. There’s a mutual admiration that runs under this rivalry and any animosity. The next time you run into each other again should be…interesting.

Starting Monies:
  • 4d6+100 = 110: 2, 3, 4, 1 in credits (I accidentally used a + instead of a *, but that should've been 4d6*100, for 1,000 credits)
  • 2d4*500 = 3500: 3, 4 in equipment

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Pursuit
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Posts: 795
Joined: Thu Jan 04, 2018 9:21 am

Re: MARS SWADE Test Build - Vagabond

Post by Pursuit » Sat Jun 22, 2019 5:07 pm

Character Sheet
Max
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: MARS Vagabond
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6; Parry: 6; Toughness:12(6); Strain: 3
Skills: 20 points to spend total (including HJ)
  • Athletics (Ag) d8 (1) (+3 to Climb)
  • Common Knowledge (Sm) d8 (1)
  • Fighting (Ag) d8 (3)
  • Notice (Sm) d8 (1)
  • Persuasion (Sp) d10+1 (4)
  • Shooting (Ag) d8 (3)
  • Stealth (Ag) d8+1 (in cities) (3)
  • Survival (Sm) d6 (2)
  • Thievery (Ag) d6+1 (2)

Hindrances
  • Impulsive (Major): He goes with his gut. I mean, it’s gotten him through so far, right? Unfortunately, sometimes this means he leaps before he looks. Good thing he’s so darn hard to kill.
  • Mild Mannered (Minor): He’s a nice guy at heart. Max is at –2 to Intimidation rolls.
  • Phobia (Minor): Dogs (but not dog boys). -1 to Trait rolls.

Edges
  • 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.
  • Thief (HJ): +1 Thievery, Athletics rolls made to climb, Stealth in urban environments.
  • Charismatic (HJ): Free reroll when using Persuasion.
  • Attractive (Human): +1 to Performance and Persuasion rolls.
  • Marksman (S1): Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
  • Streetwise (S2): +2 to Common Knowledge and criminal networking.

Cybernetics
Armor Plating (1)- Strain: 1
  • +2 Armor (stacks with worn armor)
Nano-Repair System (1)- Strain: 2
  • Heal one Wound per day, +4 to resist Bleeding Out. 50% chance to reject Poison or Disease in the system.

Background
Max is a former infiltration and acquisition specialist for a merc company, and he now plies his trade for the Legion. He’s a grease guy; he makes things go smoother for the rest of whichever team he’s on.
Gear
Item
  • NG-P7 Particle Beam Rifle w/Multi-Optic Scope
  • Wilk’s 320 Classic Laser Pistol
  • EBA Plastic Man Body Armor
  • NG-S2 Survival Pack
  • High Explosive Grenade (1)

Credits: 750
  • 4,500 starting value in credits and equipment
  • -3,000 for multi-optic scope
  • -750 for high explosive grenade
Contacts: N/A

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Begin with +4 skill points.
  • Gifted: 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.


Advances
  • Initial Advances: (From Hindrances): +1 Agility, +1 Spirit
  • Free Edge (Human): Attractive
  • Cybernetic Modifications: Armor Plating (1), Nano-Repair System (1)
  • Novice 1 Advance: Smarts +1
  • Novice 2 Advance: +2 skill points
  • Novice 3 Advance: Upgrade
  • Seasoned 1 Advance: Marksman
  • Seasoned 2 Advance: Streetwise
  • 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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