Bonesaw (MARS Merc Medic)

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Heracles
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Bonesaw (MARS Merc Medic)

Post by Heracles »

Ogre1.jpg
Character Sheet

Player Name: Alan
Google Handle: Ignuspyre
Character Name: Bonesaw (Grygnak Rockeater)
Race: Ogre
Iconic Framework: MARS Merc Soldier
Rank: Seasoned Experience: 25 Advances Left: 0

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d12, Vigor d12
Pace: 7; Parry: 7; Toughness: 18(6)
Charisma: -4 (+0 with Ogres & goblinesh); Strain: 0

Skills
  • Climbing (Str): d4
  • Fighting (Agi): d10
  • Healing (Sma): d6+2 (d6 free) (+2 for first aid with armor)
  • Intimidation (Spi): d4
  • Knowledge (Cybernetics) (Sma): d6 (d6 free)
  • Knowledge (Medicine) (Sma): d6 (d6 free)
  • Notice (Sma): d8 (d4 free) (+2 for smell)
  • Persuasion (Spi): d4-4
  • Psionics (Sma): d8
  • Shooting (Agi): d10
  • Stealth (Agi): d6
  • Streetwise (Sma): d6-4 (d6 free)
  • Survival (Sma): d4
  • Taunt (Sma): d4
  • Throwing (Agi): d6

Hindrances
  • Outsider (Minor): (Racial) See Racial Features below. -2 to Charisma.
  • Overconfident (Major): There’s nothing out there he can’t defeat - or CURE!
  • Phobia (Minor): Fear of being buried alive or trapped by a cave-in/landslide/avalanche.
  • Vengeful (Minor): He always attempts to right a wrong he feels was done to him. Don't piss him off and then later need to be healed...

Edges
  • Arcane Background: (Hindrances) Psionics.
  • Brawny: (Fortune & Glory) Adds +1 to his Toughness; can carry 8 times his Strength in pounds without penalty.
  • Healer: (Hero's Journey) Adds +2 to all Healing rolls (including natural healing rolls for his own
    wounds), whether natural or magical in nature. Up to five companions traveling with a Healer add the bonus to their natural healing rolls as well.
  • Quick Draw: (Iconic Framework) This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon, he adds +2 to the roll.
  • Major Psionic: (Hero's Journey) Double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge. Can spend ISP for bonuses, and gain extras effects on ley lines as well.
  • Iron Jaw: (Hindrances) May roll his Vigor instead of Spirit when recovering from Shaken.
  • Power Points: Grants +10 ISP (can only be taken once per Rank).
  • Quick: (Fortune & Glory) Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Rapid Recharge: (Hero's Journey) Allows him to regain 1 Power Point every 30 minutes.
  • Rock and Roll!: (Iconic Framework) If he doesn't move, he may ignore the recoil penalty for firing a weapon on full automatic.

Racial Features: Ogre
  • 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. Furthermore, their natural maximum Strength is d12+4, while their natural maximum Vigor is d12+2. They can reach these ratings with normal Advances without applying the Professional or Legendary Edges.
  • Monstrous Size and Appearance: Ogres suffer a -2 Charisma due to their appearance and bearing with
    non-goblinesh.
  • 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.

Iconic Framework: MARS Merc Soldier
  • Begin with +5 skill points.
  • Begin with any two Combat Edges, ignoring Rank Requirements.
  • Select any two weapons of choice from Close Combat and/or Ranged Weapons—Personal. If one of the choices is grenades, take an assortment of eight of any type.
  • Begin with any one Body Armor, an NGS2 Survival Pack and 3d6 × 1,000 credits ([dice:3l7olbgp]44369:0[/dice:3l7olbgp]).
  • Gain 3 rolls on the MARS Fortune & Glory table.
  • Gain 3 rolls on any Hero's Journey tables.

Powers

I.S.P.: 30
  • Greater Healing
    • Power Points: 10/20
    • Range: Touch
    • Duration: Instant
    • Trapping: Psionic energy channeled through crystals.
    • Effect:
      • Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness.
      • Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent.
  • Healing
    • Power Points: 3
    • Range: Touch
    • Duration: Instant
    • Trapping: Psionic energy channeled through crystals.
    • Effect:
      • Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old.
      • For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
      • For Extras, the GM must first determine if the ally is dead (see Aftermath on page 88). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.
      • Healing can also cure poison and disease if used within 10 minutes of the event.
  • Succor
    • Power Points: 1
    • Range: Touch
    • Duration: Instant
    • Trapping: Psionic energy channeled through crystals.
    • Effect:
      • Succor removes one Fatigue level, two with a raise. It can also remove a character’s Shaken status.
      • Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.

Gear

Items
  • Battle Fury Blade (TW)
    • Damage: Str+2d8.
    • Notes: AP 4, enchanted silver, Mega Damage for 1 Power Point; for +4 PPs also gain +2 Fighting, the Improved Frenzy and Berserk Edges, and +4 Armor for three rounds.
    • Weight: 7.
    • Cost: 13,000,000 credits.
  • NG-S2 Survival Pack
    • Weight: 30.
    • Cost: 3,000 credits.
  • Neural Mace
    • Damage: Str+d6.
    • Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
    • Weight: 9.
    • Cost: 8,000 credits.
  • Triax T-12 Field Medic armor
    • +6 Armor and +1 Toughness.
    • Full Environmental Protection.
    • Notes:
      • Wearer gains a +2 bonus to all Healing rolls for first aid.
      • Helmet has a pair of directional lights, as well as additional optics enhancement with 10× magnification and thermal vision mode.
      • Full medical and surgical kit is attached to the waist belt.
      • Built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers, and a laser distancer.
      • The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
    • Weight: 17.
    • Cost: 65,000 credits.
  • TX-50 Light Rail Gun
    • Range: 75/150/300.
    • Damage: 2d8+2, AP 4.
    • RoF: 3.
    • Shots: 20 (shots = bursts).
    • Notes: Min Str d10. Mega Damage, no Snapfire penalty.
    • Weight: 70.
    • Cost: 50,000 credits.
Credits: 4,000.

Contacts


Advances


MARS Fortune & Glory
  • Agile and Dexterous:
    • Roll result: 4
    • Description: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • Smart and Learned:
    • Roll result: 5
    • Description: Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
  • Strong and Powerful:
    • Roll result: 8
    • Description: Your hero adds one die type to Strength and begins with the Brawny Edge.

Hero’s Journey
  • Education
    • Roll result: 4
    • Description: Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d6.
  • Body Armor
    • Roll result: 16.
    • Description: The helmet of his armor has exceptional embedded targeting enhancements, granting your hero +2 on all ranged attacks.
  • Training
    • Roll result: 6
    • Description: 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.

Attributes
Agility: d4 > d6 (F&G) > d10 (2)
Smarts: d4 > d6 (F&G)
Spirit: d4
Strength: d8 > d10 (F&G) > d12 (1)
Vigor: d8 > d12 (2)


Advances
  • Initial Advances: (From Hindrances): Edge (Arcane Background); Edge (Iron Jaw).
  • Novice 1 Advance: +1 die type to Smarts.
  • Novice 2 Advance: +1 to Notice and Psionics.
  • Novice 3 Advance: Edge (Power Points).
  • Seasoned 1 Advance: +1 die type to Spirit.
  • Seasoned 2 Advance: Edge (Rapid Recharge).
  • 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:

Background

Grygnak was born on a planet of primitive life and very low technology levels. Ogres there were plentiful, dumb and strong - but not the single or most dominant lifeform on the planet, simply one of many. At first, Grygnak's life was normal and he began to learn how to fight and hunt, and the ways of Ogres. But then he was shunned even among other Ogres once he began to show signs of strange powers and sometimes causing headaches among other Ogres nearby. He was cast out of the tribe and forced to wander on his own.

He was on his own for a little while but was found starving by a group of adventurers that took pity on him rather than kill him. They fed him, nursed him back to health and took him with them on their travels. One in particular was a bear-like humanoid the others just called Ursa. Grygnak and Ursa slowly became good friends, both somewhat 'monstrous' in appearance, very large and very strong. And when they teamed up in a fight, they were hard to beat! But there was also a human healer named Jania who saw something in Grygnak and began to teach him the healing arts and knowledge - which he was fascinated to learn!

During their travels, they were exploring a cave that supposedly held a missing child they were hired to find. The monsters that took the child fought and the battle was so mighty it caused a cave-in. Most everyone got out except for Ursa and Grygnak who tried to hold up some of the stones from falling on and trapping their friends. But Ursa died in the cave and Grygnak became increasingly frantic and mad trapped in there until he was dug out. He took Ursa's magic sword for himself, to honor his best friend.

After a few years, a flux of magical energy caused a portal to open, and Grygnak was shoved through the portal by an enemy's magic. He found himself in completely new and alien environs. It was staggering and mind-blowing, but at least he wasn't the most strange thing around anymore. He eventually found someone who was friendly, and explained where he was. After finding out how lost Grygnak was, they suggested enlisting in one of the militaries or mercenary groups so that he could receive pay, room & board, as well as training and a place to belong.

Grygnak joined a mercenary unit called the Steady Brotherhood, run by a dwarf called Fenry Stonemug. Fenry was greedy, had a temper, a mean streak, a loud mouth and liked to insult - but he had a soft spot for children and lost causes, and his gruff outside hid a somewhat gooey inside. He belittled and called the Ogre names, but he took him under his wing and taught him all about modern day, modern warfare, and much more. One of the mercenaries was a psychic named Alexa, and she helped Grygnak get a better hold on his psionic powers, and develop them more. It was one of the best experiences of his life, but after a job gone bad the remnants of the Brotherhood slowly drifted apart.
Last edited by Heracles on Wed Oct 17, 2018 9:57 am, edited 1 time in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

Re: Bonesaw (MARS Merc Medic)

Post by Tribe of One »

I don't know where that race write up is from, but it's nowhere near balanced, using either the old racial trait values from SWD or the current version in TLPG. I'd start from scratch building a new race using TLPG. Positive and negative traits need to sum to 2 (back of the hand, I came to 10 or so with what you currently have).
GM Bennies: 7/7
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Re: Bonesaw (MARS Merc Medic)

Post by Ndreare »

Tribe of One wrote: Wed Oct 17, 2018 6:37 am I don't know where that race write up is from, but it's nowhere near balanced, using either the old racial trait values from SWD or the current version in TLPG. I'd start from scratch building a new race using TLPG. Positive and negative traits need to sum to 2 (back of the hand, I came to 10 or so with what you currently have).
It is a Shaintar race and has been approved on the site. There is no desire or effort to up convert all the races from previous sources.

However he has More than Muscle and edges from Shaintar (including Racial edges) have been banned from site. Even more specifically Humble as an example is the same race and was even declined being able to take More than Muscle both in character creation and when taking an advance earned on Shaintar this last Q.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Bonesaw (MARS Merc Medic)

Post by Ndreare »

PS: This would be cool to go in the Phase World Game Mike is starting, and I am sure he would let you keep them. I plan on playing a Magneto clone (obviously weaker) and having a huge tough guy to save me from dying would be nice.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Heracles
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Diamond Patron
Posts: 334
Joined: Wed Apr 26, 2017 8:09 pm
Location: 3rd Set "The Losers"

Re: Bonesaw (MARS Merc Medic)

Post by Heracles »

I didn't realize those feats were banned since Humble had Behemoth. I will see if I can salvage the concept.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Bonesaw (MARS Merc Medic)

Post by Ndreare »

Heracles wrote: Wed Oct 17, 2018 7:58 am I didn't realize those feats were banned since Humble had Behemoth. I will see if I can salvage the concept.
They may not be anymore, a lot has changed in the last year and people are generally more comfortable stepping out of the box.


PS: I still think it would be acceptable in the Phase World game and think asking Mike would get it okayed.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Bonesaw (MARS Merc Medic)

Post by Tribe of One »

Ah, Shaintar. Yeah, all of the races I've seen pulled from that have been pretty unbalanced, and use the old versions of several traits that are pretty significantly undercosted (or overvalued, in the case of some of the negative traits). It's a big old No-Go from me without reworking it using the TLPG race-building rules.

I don't know how the blanket pseudo-approval of Shaintar races got through, but I'd be in favor of removing it. Because that Ogre write-up is busted (although much of the problem seems to be that Edge).

Positive Traits:
Great Strides (1)
Keen Sense of Smell: (1) (More like 1.5, as +2 on smell + 1d6 Notice would be 2)
Mighty and Resilient: (6 per SWD, 8 per TLPG)
Reach (1)
Size +2 (4 per SWD, 2 per TLPG)
Thermal Vision (1)

Negative Traits:
Big Target (-3) (-1 Parry is -2, so we'll boost this since it also applies to Ranged)
Monstrous Size and Appearance: (-1)
Outsider: (-1)
Slow and Pliable (-2 per SWD --- should be replaced with -1 to Spirit rolls from TLPG)
Bad Eyes (-2 in Shaintar, only worth -1 in Rifts)
Stupid or whatever it's called that makes Smarts cost double (-3 -- should be replaced with -2 to Smarts rolls from TLPG)



So, it's a 14/12 race in a fantasy setting using the old SWD race-building rules, with access to an Edge that removes -5 points of drawbacks (which is ... outrageous). Using the TLPG rules and accounting for using it in Rifts, it's 14/11, if you don't include that Edge and use the updated versions for the negative ability mods. I'd swap in Distinctive D-Bee (the -2, no disguises version) in place of "Monstrous Size and Appearance" and call it good to go, even though it exceeds the unofficial limit of 12/10 that we usually set for custom races.
GM Bennies: 7/7
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Heracles
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Re: Bonesaw (MARS Merc Medic)

Post by Heracles »

Ok. I'm not looking to build a custom race from the ground up. I dropped the Edge but if the race has to be changed then I'm out. I would have taken a Grackletooth but they can't be anything but MARS which is stupid.
Last edited by Heracles on Wed Oct 17, 2018 11:07 am, edited 1 time in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Tribe of One
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Re: Bonesaw (MARS Merc Medic)

Post by Tribe of One »

Heracles wrote: Wed Oct 17, 2018 9:58 am Ok. I'm done. I'm not looking to build a custom race from the ground up. I dropped the Edge but if the race has to be changed then I'm out. I would have taken a Grackletooth but they can't be anything but MARS which is stupid.
You don't have to build from the ground up, you just need to update to the current rules and account for the lesser value of some drawbacks -- I even did it for you. You can use it (the race, not the crazy Edge) as is, with the following tweaks:
  • Replace Monstrous Size and Appearance with the 2-point version of Distinctive D-Bee
  • Update the mechanics of Slow and Pliable to be in line with TLPG: Ogres suffer a -1 to all Spirit rolls and a -2 to all Smarts rolls.


Then the race complies with the accepted race-building rules.
GM Bennies: 7/7
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Heracles
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Posts: 334
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Re: Bonesaw (MARS Merc Medic)

Post by Heracles »

Sorry, you're right, not 'from the ground up'. But it apparently uses a bunch of out-dated rules and some of the things you mentioned for the changes aren't the right numbers but close enough (-1 Parry is only 1pt not 2, for instance) - but otherwise you were spot on. It does lower their maximum Strength cap, which was higher previously. Shrug. I don't know. I don't like custom races much so was trying to grab a big strong dumb race from the books (and didn't think anything of it since the Ogre character "Humble" was on the site already and approved). That was my mistake apparently.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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