Karvag (Juicer Ogre)

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Kidemonas
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Karvag (Juicer Ogre)

Post by Kidemonas »

Here is another idea I had. He would be better built as a super hero or a Titan juicer, but as they are not listed in the accepted house rules section yet I used the normal Juicer template.

Five Rolls on Heroes Journey
  • Training: [dice]0[/dice]
  • Training: [dice]1[/dice]
  • Underworld & Black Ops: [dice]2[/dice]
  • Experience & Wisdom: [dice]3[/dice]
  • Experience & Wisdom: [dice]4[/dice]
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Kidemonas
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Re: Karvag (Juicer Ogre)

Post by Kidemonas »

Karvag
Race: Shaintar Ogre Iconic: Juicer
Rank: Novice (5 XPs) Credits: 1,500
Attributes: Agility d10, Smarts d4, Spirit d4, Strength d12+6, Vigor d12+2
Skills: Climbing d4 [1], Fighting d10 [4], Notice d4+2* [0], Repair d4 [0], Shooting d6 [2], Stealth d8 [3], Swimming d6 [2], and Throwing d8 [3]
Charisma: -2/-4; Pace: 18” (d10 run); Parry: 8*; Toughness: 19 (6)
* Normal sized attackers are -1 to hit, attackers his own size or larger are -2
Hindrances: Overconfident, Stubborn, Loyal
Iconic Hindrances: Cybernetic intolerance, Death wish, Drug Induced Euphoria (-1 to smarts rolls out of combat), Cannot learn Psionics or Magic. Burning Out

Ogre Racial Package
  • 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.
  • Big Target: Attackers gain +1 to attack rolls made against ogres.
  • Great Strides: Ogres have a natural Pace of 7” instead of 6”.
  • Keen Sense of Smell: Ogres begin with Notice d4 at the start and +2 to Notice rolls based on smell.
  • Mighty and Resilient: Ogres begin with an impressive starting Strength and Vigor of d8.
  • Monstrous Size and Appearance: Ogres suffer a -2 Charisma.
  • 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 must spend double points to raise Smarts and Spirit at character creation. Furthermore, their Smarts can never be higher than d8.
  • Thermal Vision: Ogres have the Infravision Monstrous Ability.
  • Enemies of Coalition: Ogres suffer an additional -4 charisma when dealing with the Coalition.


Iconic Edges
  • Burn Dice: 8, Each burn may be used a single time to add d10 to any attack or damage roll with no limit.
  • Internal Repair System: Natural healing roll once per day. May make a healing roll at +2 - 3x before refilling the unit.
  • Super Endurance: +2 Vigor, requires only half the normal amount of sleep, and gain +2 on all Fatigue checks.
  • Super Reflexes: +2 Agility,
  • Super Reflexes: Quick: Draw again if final initiative card is 5 or less
  • Super Speed: Double Pace (18”) and rolls d10 for running.
  • Super Speed: Fleet Footed
  • Super Strength: +2 Strength
  • Super strength: Brawny: Toughness +1, may lift 1.6x normal load.
  • Uncanny Reflexes: granting them −2 to be hit by all attacks.


Selected Edges
  • Strength: Raised Strength +2 die types


Equipment
  • Juicer Assassin Plate Armor: Non-environmental, +1 Toughness, +6 Armor, Strength minimum d10*
  • Wilk’s 320 Laser Pistol: 18/36/72, 2d6 damage, RoF 1, AP 2, Shots 20
  • JA-9 Variable Laser Rifle: 40/80/160, 3d6+1 damage, RoF 1, AP 3, Shots 30, Notes: Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties).
  • Vibro-Sword Str+d10 Mega Damage, AP 4
  • NG-S2 Survival Pack


Experience & Advancement
  • Hindrance Points: +2 Strength
  • HJ Brave (+2 versus fear checks)
  • HJ Dirty Fighter (+2 to Agility Tricks), & +1 Parry
  • HJ McGyver (improved gear), & +1d Repair
  • HJ Luck (4 bennies per session)
  • HJ Level Headed (better of two cards per initiative)
  • 05- Strength +1 die type


Five Rolls on Heroes Journey
  • Training: [dice]0[/dice] 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.
  • Training: When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge. She also gains +1 to Parry.
  • Underworld & Black Ops: When all else fails, your hero knows how to take any available resources and jury-rig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair. (This does not match the character at all and I would ask the GM to veto it.)
  • Experience & Wisdom: There are times when no amount of skill, talent, or training is enough. Fortunately for your character, she has a bit of Luck (as in the Edge) on her side.
  • Experience & Wisdom: A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If he already has that Edge, he gains the Level Headed Edge instead.


Notes & Description
Karvag, came to Rifts earth as a refuge. His gathering was attack by a band of Grey Rangers, mistaking them for a war band that had been raiding recently. Somehow in the conflict the Sorcerer’s magic did something that sent Karvag to this strange world. On his own world Karvag was always a great warrior strong and powerful. But in this world he was just another d-bee. He could not handle it, taking on various mercenary jobs Karvag saved the credits needed and as soon as possible got a Juicer conversion.
Soon after though Karvag’s views began to change. It was awesome knowing he was stronger than everyone else, but now he knew he was running out of time. What was his life, he had no offspring, and he was going to die soon. Karvag decided he would not die for nothing, if he is going to die, it will be making a name for himself as a great hero.
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