Uralok
M.A.R.S. Vagabond
Portrait of Uralok
Portrayed by Ogre (by J. S. Marantz)
Name: Uralok
Aliases: Uralok Stonebiter,
Uralok the Wise,
Uralok the Foolish
Race: Ogre
Birthplace: Palladium
Occupation: Wanderer
Rifts

Background

Not much is known yet about the elderly ogre called Uralok, save that he will no longer allow Seraphina to stand behind him.

Sessions

(A Future Strange and Terrible 05) CouncilSummary: The leaders of the fugitives meet in council to discuss their current situation and how they will provide safety for everyone.

(A Future Strange and Terrible 04) LessonsSummary: Ohanzee teaches Seraphina about hunting like a Sioux. What they find isn't what they expected.

(A Future Strange and Terrible 03) EscapeSummary: The heroes lead a mass exodus of the prisoners from the slave ship.

Relationships

Ohanzee

Ohanzee

Geenya Krut

Eshk dumag gishkruva geenya, kahy po'hut branko wai.

Seraphina

Seraphina

Halgrakh vuhk Boog

Juqua paragh ohk bavrush!

wildcard_rifts.png

Uralok

Attributes

Agility: Dice_Fill-ins_d8.jpg
Smarts: Dice_Fill-ins_d8.jpg
Spirit: Dice_Fill-ins_d8.jpg
Strength: Dice_Fill-ins_d12.jpg +1
Vigor: Dice_Fill-ins_d12.jpg +1

Languages

  • Ogre
  • Gobblely

Secondary Statistics

Charisma
Add to Persuasion and Streetwise rolls
-2/-4
Pace
Run: +d6; -2 on other actions this round
6
Parry
2 + half Fighting die type
8
Toughness
2 + half Vigor die type
16 (5)
Awareness
2 + half Notice die type
5

Permanent Injuries

Skills

Driving (Agility): Dice_Fill-ins_d0.jpg
Fighting (Agility): Dice_Fill-ins_d12.jpg
Healing (Smarts): Dice_Fill-ins_d0.jpg
Intimidation (Spirit): Dice_Fill-ins_d6.jpg
Investigation (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Arcana) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Battle) (Smarts): Dice_Fill-ins_d8.jpg
Knowledge (Computers) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Cybernetics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Electronics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Engineering) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (History) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Medicine) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Politics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Science) (Smarts): Dice_Fill-ins_d0.jpg
Notice (Smarts): Dice_Fill-ins_d6.jpg
Perform (Spirit): Dice_Fill-ins_d0.jpg
Persuasion (Spirit): Dice_Fill-ins_d6.jpg
Piloting (Agility): Dice_Fill-ins_d0.jpg
Repair (Smarts): Dice_Fill-ins_d0.jpg
Riding (Agility): Dice_Fill-ins_d0.jpg
Shooting (Agility): Dice_Fill-ins_d0.jpg
Stealth (Agility): Dice_Fill-ins_d0.jpg
Streetwise (Smarts): Dice_Fill-ins_d0.jpg
Survival (Smarts): Dice_Fill-ins_d8.jpg
Taunt (Smarts): Dice_Fill-ins_d0.jpg
Thievery (Agility): Dice_Fill-ins_d0.jpg
Throwing (Agility): Dice_Fill-ins_d8.jpg
Tracking (Smarts): Dice_Fill-ins_d6.jpg

Iconic Framework

M.A.R.S. (Vagabond) Abilities and Bonuses

  • The character gets 20 Experience Points and the four Advances that come with them, beginning play at Seasoned Rank.
  • Begin with +5 skill points.
  • Gifted: Vagabonds make all unskilled checks at d4 (instead of d4−2).
  • Begin with the Luck and Hard to Kill Edges.
  • Begin with the Crazy’s starting gear.
M.A.R.S. Fortune & Glory Type Description
Strong and Powerful M.A.R.S. Your hero adds one die type to Strength and begins with the Brawny Edge.
Vigorous and Tough M.A.R.S. Your hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
Spiritual and Determined M.A.R.S. Your hero adds one die type to Spirit and begins with the Strong Willed Edge.

Racial Benefits and Drawbacks

  • Powerful: Ogres start with Strength d8 (Trait maximum d12+2), and Vigor starts at d6 (Trait maximum d12+1).
  • Size +2: Ogres are typically 7-8’ tall with thick builds.
  • Bad Reputation: -2 Charisma when dealing with the average person in most towns and cities.
  • Distinctive D-Bee: –4 Charisma when dealing with Coalition soldiers, officials, and most citizens.
  • Bloodthirsty: Ogres begins with this Hindrance.

Hindrances

Hindrance Type Description
Bloodthirsty Major This character never takes prisoners unless under the direct supervision of a superior. Your killer suffers –4 to his Charisma, but only if these cruel habits are known.
Illiterate Minor The character cannot read any language (regardless of how many are spoken), and doesn’t know much about math beyond basic addition and subtraction.
All Thumbs Minor Some people just aren’t good with modern devices. Characters with this drawback suffer a –2 penalty to the Repair skill at all times. In addition, when a hero uses a mechanical or electronic device, a roll of 1 on his skill die (regardless of his Wild Die) means the device is broken. The damage usually requires a Repair roll at –2 and 1d6 hours to fix.

Included page "savage-worlds:hindrance-habit-major" does not exist (create it now)

Edges

Edge Type Description
Woodsman Professional Woodsmen gain +2 to Tracking, Survival, and Stealth rolls made in the wilderness.
Martial Artist Combat Martial artists are never considered unarmed in combat, thus are never subject to the Unarmed Defender rule. With a successful unarmed attack, they add +d4 to their Strength rolls (as if using a small weapon).
Brawler Combat When hitting a foe with a successful bare-handed Fighting roll, add +2 to damage.
Combat Sense Combat Opponents halve any Gang Up bonuses (round down).
Brawny Background Brawny characters' bulk resists damage better than most and adds +1 to Toughness. In addition, such characters can carry more than most proportional to their Strength. They can carry 8 times their Strength in pounds without penalty instead of the usual 5 times their Strength.
Nerves of Steel Combat The character has learned to fight on through the most intense pain. Ignore 1 point of wound penalties.
Strong Willed Social Add +2 to Intimidation and Taunt rolls, as well as when resisting Test of Wills attacks.
Luck Background The character is blessed with good fortune. Draw one extra Benny at the beginning of each game session.
Hard to Kill Combat Gain +2 to Vigor rolls made to resist Incapacitation or death.
Combat Reflexes Combat The character recovers quickly from shock and trauma. Add +2 to Spirit rolls to recover from being Shaken.
Block Combat The character is more skilled in personal defense than most, gaining +1 to Parry.
Bruiser Combat When the bruiser gets a raise on his bare-handed Fighting attack, roll a d8 instead of a d6.
First Strike Combat Once per turn the character (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent. This interrupts the opponent’s action and does not cost the character's action this round.
Improved First Strike Combat As First Strike but the character may make one free attack against each and every foe who moves adjacent.
Extraction Combat The character is adept at retreating from an engagement. Make an Agility roll. If successful, one opponent doesn’t get a free attack anytime you disengage.
Improved Extraction Combat As Extraction but with a raise all opponents currently in melee lose their free attack as the character withdraws.
Counterattack Combat Respond instantly to an enemy’s mistakes. Once per round (if not Shaken), the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against them. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense.
Killer Instinct Combat This character wins ties on an opposed roll of any sort. If the skill die on an opposed skill roll is a 1, reroll it (but keep the second result, even if it’s another 1).

Weapons

Weapon Range Damage RoF AP Shots Weight Notes
Wilk's 237 Laser Pistol 15/30/60 2d6+1 1 4 16 3 lb. Semi-Auto
Wilk's 447 Laser Rifle 40/80/160 3d6 1 2 20 5 lb. Semi-Auto
Vibro-Sword - Str+d10 - 4 - 9 lb. -

Armor

Many body armor suits and all power armor have Full Environmental Protection, which includes fully sealed systems; self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems.

Armor Type Armor Bonus Toughness Min Str Weight
SFD Huntsman Lightweight Personal Armor +5 - d6 16 lb.
Notes: No environmental systems

Gear

  • NG-52 Survival Pack: Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
    • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    • One sleeping bag, also insulated.
    • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range radio, five-mile range.
    • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished.
    • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    • One survival knife, one small hatchet, and one wooden cross.
    • Four signal flares.
    • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    • One bar of soap and a sterilized cloth.
    • One canteen.
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.

Wealth and Currency

Savings 700 credits
Valuables

The Hero's Journey

Benefits Table Result
{$benefitsTable} {$result}

Advances

Total XP: 75 Rank: Heroic
XP Rank Advance
5 Novice Vigor d12+1
10 Novice Fighting d10
15 Novice Combat Reflexes
20 Seasoned Strength d12
25 Seasoned Block
30 Seasoned Bruiser
35 Seasoned First Strike
40 Veteran Strength d12+1
45 Veteran Extraction
50 Veteran Improved Extraction
55 Veteran Counterattack
60 Heroic Fighting d12
65 Heroic Improved First Strike
70 Heroic Killer Instinct
75 Heroic Improved Nerves of Steel

Gallery

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License