Mac
Seasoned Male Ogre, MARS Operator
Iconic Framework: MARS Operator
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d10
Pace: 6; Parry: 5; Toughness: 16 (5); Size: Normal (1); Strain: 8/10
Skills:
Agility
Athletics d4-2
Boating d6+2
Driving d8+2
Fighting d6
Piloting d8+2
Shooting d6
Stealth d4-2
Thievery d6
Smarts
Common Knowledge d6+2
Electronics d6+4
Hacking d6+2
Healing d8+2
Language (American) d8
Notice d6
Repair d12+4
Science d6
Spirit
Persuasion d6
Hindrances: Clumsy, Loyal, Stubborn, Thin Skinned (minor)
Edges: Ace, Brawler, Combat Ace, Healer, McGyver, Mr. Fix It, Soldier
Armor: Huntsman Medium Personal Armor (Armor 5)
Weapons:
Unarmed (Range Melee, Damage Str+d4)
Survival Knife (Range Melee, Damage Str+d4)
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
Wilk’s Laser Torch (Range Melee, Damage 4d4+4, AP 16, M.D.C.)
Wooden Stakes (Range Melee, Damage Str+d4)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: 0 cr
Special Abilities
Bad Reputation (-1): It's widely known that some Ogres—but not all— enjoy the taste of humanoid flesh. The initial Reactions of strangers are one level worse than usual (factored in below).
D-Bee (-1): The initial Reaction to Ogres typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services. Failed social checks with Hostile parties often result in violence.
Low Light Vision: The being ignores penalties for Dim or Dark lighting (but not Pitch Darkness).
Near-Human Physiology: Those unfamiliar with Ogre physiology suffer only a −1 penalty to Healing.
Powerful: Ogres start with Strength d6 and Vigor d6, raise Trait maximums accordingly.
Surly: Ogres are either Mean, Stubborn, or Vengeful (Minor) for no extra bonus.
Size 1 (Normal): Ogres stand 7’–9’ tall and weigh 250 – 400 lb. Their Size grants them +1 Toughness.
Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
Vehicle Interface Package* (1 strain, Custom): Grants +2 to related Boating, Driving, Piloting, and Electronics checks
Languages Known: Native (native, d8)
Repairman: Begin with Electronics d6, Repair d8, and the McGyver Edge.
Gearhead: Gain a free reroll on all Electronics and Repair checks.
4 Advances: MARS Packages start with 4 advances at Seasoned
Ace: Begin with Boating d4, Driving d4, Piloting d4, and the Ace Edge.
Hacker (Hero's Journey): +1 when dealing with electronic security using Thievery
Cyberware
Core Electronics Package (1 strain, Custom): A computer with universal jack—grants +2 to Common Knowledge, Electronics, Hacking, Research, and Repair rolls. Radio (20-mile range), gyro-compass, clock-calendar. CEP is required for all other mods in this category.
Vehicle Interface Package* (1 strain, Custom): Grants +2 to related Boating, Driving, Piloting, and Electronics checks
Advances
Novice Advances
Edge: Soldier
Raise Attribute: Spirit
Raise Skill: Repair
Seasoned Advances
Edge: Combat Ace
------------------
Current Load: 41.25 (101)
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 Manual
Setting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super Strength
Validity: Character appears valid and optimal
Mack the Truck Driver
- Technospawn
- Diamond Patron
- Posts: 599
- Joined: Thu Mar 12, 2020 9:28 pm
Re: Mack the Truck Driver
Post by Technospawn »
Approved
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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