NEEDS REVIEW FOR LOST JUNGLES - Bluund

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AaronDedich
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Joined: Fri Aug 05, 2022 6:48 am

NEEDS REVIEW FOR LOST JUNGLES - Bluund

Post by AaronDedich »

Player Name: Aaron Dedich
Character Name: Bluund
OCC: Bio-Borg

mod=modifiers applied by edges/armor
Attributes: Agility d12, Smarts d6, Spirit d4, Strength d12, Vigor d12
Pace 10 (4mod) Running die d10, Parry 8 (1mod), 29(12) (10mod)

Skills 15:
Fighting d10, Athletics d10, Common Knowledge d4, Intimidation d6, Notice d6, Persuasion d4-2, Stealth d10, Survival d6

Hindrances:
Bioborg Insanity: Phobia (Major)- Bio-wizardry and Bio-Borgs Vengeance (Major)- Violent over small slights.
Full Transformation: Can take extra strain through edges however cannot take any more bio-wizardry strain.
Strange Build:-2 trait rolls when using gear not designed for him. Equipment and food costs triple. Can't wear power armor.
Ugly: -2 all persuasion rolls
Wanted (Minor): Spluguurth and allies want to capture/kill for bounty.
Wierd Physiology: Use lower of healing or occult at -2 for healing
Compatible healing/cybernetics/services are found at -2 rarity if at all.

Edges:
Physical Enhancement: +4 Toughness
Retractable spikes: +2 damage with natural weapons and unarmed.
Armored Hide: +12MDC Armor
Extra Appendages: Fast - Pace +2 Increase Running Die One Step, Bite - (See Weapons), Pincer: (See Weapons) - Leaper: Can jump 2x as far and add +4 to wild attack as part of action.
Fear: Anyone seeing it for the first time must make a fear check
Supernatural Transformation:+4 toughness and exudes a supernatural aura for the purposes of weaknesses and abilities. Ignore Gritty Damage.
Acrobat: Free reroll on acrobatic athletic checks.
Block: +1 parry and reduce gang up bonus by one.
Brawler: +1 toughness and reduce gang up bonus by one
Bruiser: +1 toughness and reduce gang up bonus by one

Advancements (hopefully that is the right amount of advances):
Novice 1: Block/Smarts Die Increase
Novice 2: Brawler
Novice 3: Increase vigor One Die step
Seasoned 4: Bruiser
Seasoned 5: Agility die Increase

Weapons:
Bite fighting melee str+1d10+2 AP 2
Pincers fighting melee str+1d12+4 AP 12

Hero's Journey:
Training (6): Get a professional Edge (acrobat)
Experience and Wisdom (1) Gain a background Edge (Fleet-Footed)
AaronDedich
Posts: 3
Joined: Fri Aug 05, 2022 6:48 am

Re: Bluund (Ready Awaiting Approval), lost jungle (FOM or Tomorrow Legion whatever makes most sense)

Post by AaronDedich »

I used the Savage Worlds Atlantis Rifts expansion, in addition to swade and rifts players guide.
AaronDedich
Posts: 3
Joined: Fri Aug 05, 2022 6:48 am

Re: NEEDS REVIEW FOR LOST JUNGLES - Bluund

Post by AaronDedich »

Every Modifier Break down where applicable:
Pace (2 Fleet-Footed + 2 Extra appendages: Fast)
Parry (1 Block)
Toughness (4 Supernatural Toughness, +4 Physical Enhancement + 1 Brawler + 1 Bruiser)

Pincer str+1d12+(1 Brawler)+(1 Bruiser)+(2 Retractable Spikes)
Bite (2 die type increases because of Brawler and Bruiser, and +2 for Retractable spikes.)

I decided not to choose 4 points worth of hindrances and edges to keep it a little simpler.

In the complications of Bioborg, there was an ability called dark hybrid which allowed me to choose an attribute to increase by one die type and choose an edge instead of choosing a race. It didn't feel like a hindrance to me so I put it in Novice 1 instead (idk why I didn't just put it in Edges.)
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Technospawn
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Re: NEEDS REVIEW FOR LOST JUNGLES - Bluund

Post by Technospawn »

@Ndreare Please review this.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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