Orrucks - Grackle Tooth Safecracker

The Resident Team Evil - If you hear them coming, they're not after you.
GM: Underguard (Temporary)
AGM: Spirit of the Moon (Soon-to-be GM)
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Orrucks
Posts: 10
Joined: Tue Jun 25, 2024 8:23 am

Orrucks - Grackle Tooth Safecracker

Post by Orrucks »

Player Name:Joseph
G-Mail: Joseph.h.brady13
Discord: Iamtheborger
Link to Ledger: Ledger Link

Character Name: Orrucks
Alias: Killer Croc, Korrork, the Nutcracker, and even 'AAAAAH giant crocodile', among others
Race: Grackle Tooth
O.C.C.: Safecracker
Alignment: Aberrant
XP Level: 3
XP Points: 4,801
Next Level @ XP: 9,601
Sentiments/Non-Humans: Most are okay after a while.
Sentiments/Coalition: They hate me, I can hate them too.
Disposition: As fun as any Grackle but also an ornery croc.
Insanity: None

ATTRIBUTES
I.Q.: 9
M.E.: 12
M.A.: 23
P.S.: [Supernatural] 29
P.P.: 22
P.E.: 13
P.B.: 9
Speed: 18

PHYSICAL DATA
P.P.E.: 13
H.P.: (For SDC environments) 40
S.D.C.: (For SDC environments) 33 and natural AR 9
M.D.C.: 83, +3d6 per level.
Age: 25
Sex: Male
Height: 8 feet 4 inches
Weight: 720lbs
Description: A croc that walks on two feet and the scars of being to close to an explosion or five at one point or another.

Racial Abilities
Sharp vision, incredible strength, excellent reflexes, quick wit, faster healer: recovers lost MDC at a rate of 2d6 per 12 hours.

Prehensile Tail: All Grackle Tooth have a long, tapering, 12-15 feet prehensile tail. Adds one extra attack per melee round and can use hand held melee weapons to strike, and even handguns. However, a weapon fired by the tail is -3 to strike even for a aimed shot. If damaged or lost, the tail will regenerate at a rate of one foot per month until it reaches its full length.

R.C.C. Skills: Mechanical aptitude automatically gives the Grackle Tooth character one extra WP: Modern, and the skills Basic Electronics and Basic Mechanics, both at +10%. Furthermore, all mechanical and repair/building skills taken under an O.C.C. enjoy a further +10% skill bonus. These skills and bonuses are in addition to those from a chosen O.C.C..

HF: 12

Finds the cold uncomfortable, and skill performance is -5%, and combat are -1 when forced in temperatures below 35 degrees Fahrenheit. Freezing temperatures feel like below zero to Grackle Tooth. The D-Bees' large size and reputation as warriors make them prime targets in an attack.

Natural Abilities
Perception: 60% /an additional +20% on Perception rolls to determine if an explosive device or ordnance is “live” or a “dud” see rules here
Charm/Impress: (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 75% (M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: 720lbs see rules here
Max. Carrying Weight: 1450lbs
Max. Lifting Weight: 2900lbs
Max. Jumping Ability: 55.1 feet across and 21.75 feet high see rules here

Special Abilities
1. Black Market Benefits: All three Black Market Benefits are available to this character. Many Safecrackers operate legitimate “Locksmith” businesses on the side, or as a cover, for their nefarious activities.
Professional Courtesy & Connections
Black Marketeers tend to see each other as brothers and sisters in the same big, underground organization. As a courtesy, even members of rival factions are, as a general practice, regarded as comrades-in-arms rather than enemies and treated with respect and courtesy. Sure, competition and rivalries can get heated at times, but the Five Factions have each carved out their place in the market and support each other for the most part. This means a fellow Black Marketeer will generally take the word of his brother over that of an outsider or “mark” (customer) and certainly over that of the authorities.

Bonuses: +10% to the skill Find Contraband when it is through the Black Market. Most Black Market Fences pay 5% more to fellow Marketeers than outsiders, and most sell goods and services to fellow Black Marketeers at a 10% discount.


Black Market Loans & Credit Loans
Black Market Book, pg. 74-76


Black Market Enterprises
Eventually run a Black Market Business. Results may vary. BM pg. 76


2. Black Market Special Abilities of the Safecracker: The Safecracker begins play with B&D Man and Fence. The Safecracker may pick two additional Black Market Special Abilities of choice at level one, and one more at levels 3, 7, 10 and 13.

B&E Man: The Black marketeer got his start with breaking and enter robberies and he remains a skilled burglar. Bonuses: Automatically gts the skills Basic Electronics and Locksmith at +20% and gets a +5% bonus on the skills Computer Operation, Prowl, Pick Locks, and Surveillance.

Fence: The character has a background in recognizing the value in items and knowledge of what they sell for on the open market. Bonuses: Automatically gets the Appraise Goods and Gemology at +10% and enjoys a +5% bonus to the skills Barter, Forgery, and Recognize Weapon Quality.
Appraise Goods 50% (+5%)
Gemology 45% (+5%)

Slippery: +5% to perception, +1 dodge, automatically gets Escape Artist at +15%, and a +5% bonus to the skills Detect Ambush, Disguise, Impersonation, I.D. Undercover Agents, Law [General], and Undercover Operations.
Escape Artist 60% (+5%)

Steady Nerves: Many Black Marketeers are accustomed to keeping their heads under fire, bluffing authorities, and walking past security and checkpoints with a smile on their face even when packing heat or transporting a trunk full of contraband. This practiced skill at remaining calm during stressful and even terrifying moments provides the character with nerves of steel and calm resolve. Bonuses: No penalties to perception apply under duress , +2 save vs horror factor, driving penalties for trick/evasive manuvers are half, +6% to all Demolitions skills and +5% to the skills Disguise, Impersonation, Undercover Ops, and a +1 to MA.

3. Safecracker: The Safecracker’s skill with explosives and locks reaches considerably deeper than the mere Safe-Cracking, Locksmith or Demolitions skills. A talented Safecracker possesses highly sensitive hands and ears, a delicate sense of touch, and a knack for opening the most difficult locks. In fact, many Safecrackers view locks that are claimed to be “impossible” to open as a challenge to be overcome. Some Safecrackers possess an uncanny, almost supernatural ability to coax a lock open, even going so far as to talk to the lock whilst working on it. Safecrackers may choose ONE of the following abilities at level 1, and one additional ability at levels 5, 10 and 13:

- Safecrackers who learn this ability can “shape” an explosive charge so that the explosive force released upon detonation damages only a specified area targeted. The precise amount of area affected is subject to the G.M.’s discretion, though typically, a Safecracker will target hinges, locking mechanisms, or, on a larger safe or vault, locking bolts or bars. Upon a successful Demolitions or Safe-Cracking roll, the Safecracker gains the advantage of causing no damage to any areas other than those targeted by the character. The Safecracker can literally stand only a foot away from the detonation, and neither she, nor anything she carries, will be damaged by the blast, regardless of how powerful it is. This ability can only be used with malleable explosive materials designed for this purpose. It cannot be used on military ordnance such as bombs, missile warheads, grenades, or any non-malleable substance used for demolitions purposes. A failed roll means that damage occurs normally upon detonation- sometimes resulting in the Safecracker unintentionally destroying or damaging goods (or themselves!). Unlike the Safe-Cracking skill, this ability is not restricted to safes, security doors, or safe deposit boxes - this special ability translates to anything the Safecracker wishes to target with an explosive blast of surgical precision (wheels, engines, brakes, sensory arrays, antennae, etc.)


O.C.C. Skills
W.P. Heavy M.D. Weapons
Basic Mechanics 50% (+5%)
Basic Electronics 65% (+5%)

Language: Native Tongue 105% (+1%)
Literacy: Native Language 65% (+5%)
Language: Other: Dragonese 66% (+3%)
Literacy: Other: Dragonese 50% (+5%)
Mathematics: Basic 75% (+5%)
Computer Operation 60% (+5%)
Demolitions 87% (+3%)
Demolitions Disposal 87% (+3%)
Locksmith 50% (+5%)
Mechanical Engineer 45% (+5%)
Pick Locks 55% (+5%)
Safe-Cracking 48% (+4%)
Pilot: Hover Craft (Ground) 70% (+5%)
Radio: Basic 65% (+5%)
W.P. Handguns
Hand to Hand: Martial Arts

O.C.C. Related Skills
Brewing: Basic 35%/40% (+5%)
Chemistry 50% (+5%)
Streetwise 39% (+5%)
Damage Control and Disaster Response 50% (+5%)
[Level One] General Repair & Maintenance 45% (+5%)
[Level One] Pilot: Truck 45% (+4%)

Secondary Skills
Cook 45% (+5%)
Climbing/Rappelling 50/40% (+5%)
Prowl 40% (+5%)
Swimming 60% (+5%)
Wilderness Survival 40% (+5%)
[Level One] Land Navigation 36% (+4%)
[Level One] Law: General 40% (+5%)

MGP Skills:
Secondary: Play Musical Instrument 35% (+5%) Guitar
Secondary: Lore: Demons & Monsters 30% (+5%)
Usually Unavailable: Paramedic 40% (+5%)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +5
Parry Bonus: +9
Dodge Bonus: +8
HTH Damage Bonus: +14 SDC
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +6
Bonus to Disarm: none
Other:
Body flip/throw does d6 SDC, victim loses initiative and one attack
May perform Karate and any hand strikes/punch
Karate-style kick
May perform any foot strike except Leap Kick
Bite does 2D6 MD
Tail strike do the same damage as a punch
Restrained Punch: 5d6+14 SDC
Full Strength Punch: 3d6 MD
Power Punch: 6d6 MD and counts as 2 attacks

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Heavy M.D. Weapons: +2 to strike
  • +1 to Strike at levels 2, 4, 7, 10, and 13.
W.P. Handguns: +2 to strike
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
Saving Throw Bonuses
Coma/Death:
Magic (varies): +1
Lethal Poison (14+):
Non-Lethal Poison (16+): +2
Insanity (12+):
Psionics (varies): +1
Horror Factor (varies): +7
Impervious to carcinogens
Last edited by Orrucks on Wed Jul 03, 2024 7:54 pm, edited 23 times in total.
Orrucks / Ledger

STATS:
MDC: 83/83
PPE: 13

Conditions: Prehensile Tail, faster healer: recovers lost MDC at a rate of 2d6 per 12 hours. HF: 12

Worn:
NG-A12 Anti-Ballistic Body Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 35 each
  • Legs: 45 each
  • Main Body: 80

Weight: 25 lbs.
Modifiers: -10% to Climb and -15% to other physical skills
Features:
  • All standard environmental features
  • Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
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Orrucks
Posts: 10
Joined: Tue Jun 25, 2024 8:23 am

Re: Grackle Tooth for Spooks

Post by Orrucks »

Equipment



Carried/In Hand

Worn on Person
black clothing
tinted goggles
blah-blah

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: pocket laser distancer
• Attachment: pocket flashlight
• Attachment: canteen
• Attachment:

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: set of dress clothing
• Space: fine leather gloves
• Space: box of disposable surgical gloves (100 per box)
• Space: ski-mask
• Space: doctor's stethoscope
• Space: Wilk's laser scalpel
• Space: PDD pocket audio recorder
• Space: two additional E-clips or loaded magazines for each modern weapon proficiency
• Space: automatic lock pick/release gun
• Space: lock picking set

Stored in Vehicle
PC-3000 hand-held computer
portable tool kit
4 Explosive hand grenades
5 Smoke grenades
4 Shaped charges
Acoustic guitar

How to list Credits/Valuables:
Secure Universal Card: 101,000 (UG 8/11/2024)
Non-Secure Black Card: 3000 credits


Gear Stats

NG-AT46 Road Buster
Image
M.D.C. by Location:
  • *Plexiglass Cab Windshield: 40
  • *Plexiglass Cab Windows (2 on each side): 20 each
  • *Doors (2): 50 each
  • Rear Hatch: 50
  • *Sliding Roof Hatch: 40
  • *M.D.C. Armored Back Wheels (4): 30 each
  • *M.D.C. Armored Front Wheels (4): 50 each
  • *Rearview Mirrors (2): 5 each
  • *Headlights (2): 10 each
  • *Roof Lights (4): 5 each
  • *Winch (2, front and back): 15 each
  • Main Body: 245

*Requires a called shot at -4 to strike
Statistical Data:
Maximum Speed: 90 mph
Range: Solid Oxide: 12 hours before required 4 hour cool down
Flying: None
Underwater Capabilities: drive through water up to 5'
Modifiers: -5% to piloting on sand & in mud to 1', -10% through water or snow from to 5' deep or on ice
Crew: 1 driver +3 passengers
Class: All-Terrain Armored Truck and Reconnaissance Vehicle
Dimensions: 10' tall, 11' wide, 24' long,
Cargo: The truck bed measures 8' long, 5' wide, with 2' high walls.
Power System: Solid Oxide
Weapon Systems: None
Features of Note:
  • All standard features common to robot vehicles (p.273, R:UE)

Book Reference: p.233-234, WB34


NG-A12 Anti-Ballistic Body Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 35 each
  • Legs: 45 each
  • Main Body: 80

Weight: 25 lbs.
Modifiers: -10% to Climb and -15% to other physical skills
Features:
  • All standard environmental features
  • Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Book Reference: p.52, WB34


Wilk's 1000 Pulse Laser Cannon
Image
  • Range: 3000'
  • Damage: 5D6+3 M.D. per shot or 3D4x10 M.D. per 3-pulse burst
  • Rate of Fire: Single shots or 3-pulse bursts only
  • Payload: 240 shots with a portable generator
  • Weight: 40 lbs.; portable generator weighs 70 lbs.
  • Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
  • Modifiers: None
  • Book Reference: p.104, MercOps


Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14


Handheld Portable Computer (Standard programs)

Wilk's Portable Laser Scalpel
  • Range: 6"
  • Damage: 1 to 1D6 (variable)
  • Weight: 1 oz.
  • Payload: 50 uses per Mini-E-Clip (high-powered use costs 2 charges)
  • Modifiers: +5% to applicable skill checks (required for precision surgical work)
  • Book Reference: p.269, R:UE


Portable Tool Kit
  • General purpose tool kit in a carrying case includes:
    • Electric screwdriver, socket wrench, 36 impact & conventional tools
  • Weight: 12 lbs.
Coalition States Light High Explosive Grenade (4)
  • Range: 120' thrown
  • Damage: 3D6 M.D. to 6' AoE


Coalition States Smoke Grenade (5)
  • Range: 120' thrown
  • Damage: -5 to combat actions in a 20-30' AoE


K-HEX Plastique Cubes (4)
  • Range: 60' thrown
  • Damage: 1 lb Planted: 1D6x10 M.D. to a 20' AoE (If shaped around object, double damage to object); 1 lb Thrown: 5D6 M.D. to a 10' AoE
Last edited by Orrucks on Sun Jun 30, 2024 8:04 am, edited 5 times in total.
Orrucks / Ledger

STATS:
MDC: 83/83
PPE: 13

Conditions: Prehensile Tail, faster healer: recovers lost MDC at a rate of 2d6 per 12 hours. HF: 12

Worn:
NG-A12 Anti-Ballistic Body Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 35 each
  • Legs: 45 each
  • Main Body: 80

Weight: 25 lbs.
Modifiers: -10% to Climb and -15% to other physical skills
Features:
  • All standard environmental features
  • Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
User avatar
Orrucks
Posts: 10
Joined: Tue Jun 25, 2024 8:23 am

Re: Grackle Tooth for Spooks

Post by Orrucks »

"I was born out west, my Paw bein' a 'trucker wit' a gun', least dat's how he described it, he got plenty stories of near misses an' quarky routes. My Maw shot some people. She ain't give no kinda why, just that she did. I know she liked the old westerns, we heard people call 'em. I'll blame those. These days I know thems were Merc jobs they were up to. Pretty sure they're still kickin' and somewhere.

As fer me, when I was a lot smaller, It was hot an' wanted in a garage but that door ain't budge, so I made it move. Alarms were loud, so hurried up and got the hell out. First time I made a way in a place. Been times others needed in a place and were bad at it, so I helped 'em. That was before I found out some places you shouldn't enter, even if you wants to. The last five years of my 'explosive' life is just me figuring out bombs an' gettin' good at usin 'em to open a way fer them others-"


He's interrupted by the proctor of the interview, "I thought you said there's places you shouldn't enter, even if you want to?"

"That's right." Orrucks answers, "Didn' say I don't do it anyway. If the price is right."

The croc that is Orrucks was born in a savannah of New West to a mercenary truck gunner and a gunslinger and once broke into a garage for shade one particularly hot summer day even if he inevitably didn't stay for the shade. From there on, he would kindly 'get the door' for many who needed a hand opening a door without many questions. Sometimes his services include more than just opening doors and creating openings when one does not exist; it could as easily could be 'simply' clearing a path of explosives or some other thing hindering the group that hired him from getting to their destination.

If he wasn't getting good at the various ways of explosive use and even simply just moving more dangerous cargo, he'd probably just go town to town, bar to bar, and stop to stop with a guitar and rock or strum his days away until some one managed to keep the big lizard in one place. Since his services are in demand, he'll put keep his pipe dream on the sideline.

Where his chosen business sounds simple externally, he would assure anyone that ask it is not so easy to run and not give all the information. Who to talk to, where to go, even how to buy things he is almost certain no one needs to know and you don't get good without 'shopping around' on your own. He is a professional and conducts business accordingly, expecting on-time pay and proper communication when there's a change in contract and doesn't take discrepancies lightly.

Outside of business, the Grackle Tooth would spend his time spinning a tale, drinking in good company, or casually strumming away a guitar.

Experience table
1; 0,000 - 2,400
2; 2,401 - 4,800
3; 4,801 - 9,600
4; 9,601 - 19,200
5; 19,201 - 28,400
6; 28,401 - 35,600
7; 38,601 - 52,200
8; 52,201 - 72,400
9; 72,401 - 98,600
10; 98,601 - 140,200
11; 140,201 - 200,400
12; 200,401 - 260,600
13; 260,601 - 310,200
14; 310,201 - 410,400
15; 410,401 - 510,000
Last edited by Orrucks on Thu Jun 27, 2024 9:47 am, edited 1 time in total.
Orrucks / Ledger

STATS:
MDC: 83/83
PPE: 13

Conditions: Prehensile Tail, faster healer: recovers lost MDC at a rate of 2d6 per 12 hours. HF: 12

Worn:
NG-A12 Anti-Ballistic Body Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 35 each
  • Legs: 45 each
  • Main Body: 80

Weight: 25 lbs.
Modifiers: -10% to Climb and -15% to other physical skills
Features:
  • All standard environmental features
  • Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
User avatar
Orrucks
Posts: 10
Joined: Tue Jun 25, 2024 8:23 am

Re: Orrucks - Grackle Tooth Safecracker

Post by Orrucks »

MGP Buys:


2MGP Secondary Skill Download for Orrucks [Play musical Instrument: Guitar]
2MGP Secondary Skill Download for Orrucks [Lore: Demons and Monsters]
5MGP Skill Download: Normally Unavailable Skill [Paramedic]
Orrucks / Ledger

STATS:
MDC: 83/83
PPE: 13

Conditions: Prehensile Tail, faster healer: recovers lost MDC at a rate of 2d6 per 12 hours. HF: 12

Worn:
NG-A12 Anti-Ballistic Body Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 35 each
  • Legs: 45 each
  • Main Body: 80

Weight: 25 lbs.
Modifiers: -10% to Climb and -15% to other physical skills
Features:
  • All standard environmental features
  • Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.

Book Reference: p.52, WB34

Weapon:
Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14
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