Graunk- Orc Vampire slayer

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Jesse (Graunk)
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Joined: Sat May 02, 2020 10:00 pm

Graunk- Orc Vampire slayer

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Graunk
Legendary Orc, MARS Vampire Hunter

Iconic Framework: MARS Vampire Hunter

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d10

Skills: Athletics d8, Common Knowledge d6, Driving d4, Fighting d12, Healing d4, Intimidation d4, Language (American) d8, Notice d8, Occult d6, Persuasion d4-1, Riding d4, Shooting d6, Spellcasting d8, Stealth d6, Survival d6, Thievery d4

Pace: 6; Parry: 8; Toughness: 18 (6); Size: Normal (1): Strain: 8/8

Hindrances: Death Wish, Ruthless (minor), Suspicious (minor), Vengeful (major)

Edges: Adept (5), Ambidextrous, Arcane Background (Magic), Arcane Resistance, Brave, Brawler, Brute, Champion, Elite Vampire Killer, Frenzy, Marksman, Martial Artist, Master of Magic, New Powers (Healing, Boost/Lower Trait), New Powers (Smite, Puppet), Power Points, Rich, Streetwise, Strong Willed, Trademark Weapon (Vibro-Blade Vambraces), Two-Fisted, Vampire Killer

Armor: Combat Mage Heavy EBA (TW) (Armor 6)

Weapons: Unarmed (Range Melee, Damage Str+d6, +1 to Hit), Bite (Range Melee, Damage Str+d4), Billy Club/Baton (Range Melee, Damage Str+d4), Colt Peacemaker (.45) (Range 12/24/48, Damage 2d6+1, ROF 1, AP 1), Desert Eagle (.50) (Range 15/30/60, Damage 2d8, ROF 1, AP 2), Metal Water Rifle (Range 8/16/32, Damage 2d10 to vampires, ROF 1), NG-33 Laser Pistol (Range 12/24/48, Damage 3d6, ROF 1, AP 2), Survival Knife (Range Melee, Damage Str+d4), Vibro-Blade Vambraces (Range Melee, Damage Str+2d4, AP 8, M.D.C.), Vibro-Blade Vambraces (Range Melee, Damage Str+2d4, AP 8, M.D.C.), Wilk’s 237 Backup Pistol (Range 10/20/40, Damage 3d6+3, ROF 1, AP 4), Wooden Stakes (Range Melee, Damage Str+d4)

Gear: Holy Symbol (Silver), NG-S2 Survival Pack (Contains: Bushman Medium EBA), Wooden Cross

Languages: American (native, d8), American

Current Wealth: 15,000 cr

Arcane Background: Magic (Rifts® TLPG)PPE: 15Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Darksight (Savage Worlds: Adventure Edition p157), Farsight (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Light/Darkness (Savage Worlds: Adventure Edition p164), Protection (Savage Worlds: Adventure Edition p165-166), Puppet (Savage Worlds: Adventure Edition p166), Smite (Savage Worlds: Adventure Edition p168)

Special Abilities
Bad Reputation (Minor): Initial Reactions with Strangers are two levels worse than usual.
Bite: Orcs can bite grappled foes for Str+d4 damage.
Big Brutes and Physical Strength: Begin with the Brute Edge and Size +1, gaining +1 Toughness and increasing maximum Strength one step.
Disagreeable D-Bee: Orcs suffer a −1 Persuasion penalty; initial Reactions are typically Hostile at best. Human supremacists are immediately violent unless a social skill check is successful. Merchants will refuse to sell wares or provide services such as healing, repairs, etc.
Instinct Over Intellect: Suffer a −1 penalty to all Smarts rolls, but not Smarts linked skills.
Low Light Vision: Orcs ignore Illumination penalties for Dim and Dark lighting.
Near-Human Physiology: Those unfamiliar with orcish physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
Magic: Power Points: 15; Powers: Arcane Protection (Savage Worlds: Adventure Edition p148), Boost/Lower Trait (Savage Worlds: Adventure Edition p156), Darksight (Savage Worlds: Adventure Edition p157), Farsight (Savage Worlds: Adventure Edition p161), Healing (Savage Worlds: Adventure Edition p162), Light/Darkness (Savage Worlds: Adventure Edition p164), Protection (Savage Worlds: Adventure Edition p165-166), Puppet (Savage Worlds: Adventure Edition p166), Smite (Savage Worlds: Adventure Edition p168)
Power Activators: Magic users must be able to gesture and speak to cast spells.
MARS Advances: Vampire Hunters begin as Seasoned heroes
Vampire Hunter Skills: Begin with Fighting d6, Notice d6, Occult d6, and Driving or Riding d4
Vampire Hunter Edges: Begin with the Brave, Champion, Streetwise, and Vampire Killer Edges.
Vampire Hunter Training: Begin with either the Reid’s Ranger or Elite Vampire Killer Edge.
Spellslinger: ["light / darkness"] (Hero's Journey): Spellslinger:Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.


Advances:
Novice Advances
Raise Attribute: Strength
Edge:Two-Fisted
Edge:New Powers (Healing, Boost/Lower Trait)
Seasoned Advances
Edge: Master of Magic
Raise Attribute: SmartsRaise
Skills: Spellcasting/Survival
Edge: Adept (5)
Veteran Advances
Edge: Martial Artist
Edge:Brawler
Edge:Frenzy
Edge:Marksman
Heroic Advances
Raise Attribute: Spirit
Raise Skill: Fighting
Edge: Power Points
Edge: Strong Willed
Legendary Advances
Raise Attribute: Vigor
Edge: New Powers (Smite, Puppet)
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Current Load (normal/combat): 108.75 / 71.75 (126)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthSetting Modlines: add_edge:RichValidity: Character appears valid and optimal
Graunk- Orc Vampire Slayer
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