Grimloq (Grackle Tooth Bandit Highwayman) (Level Up)

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Grimloq (Grackle Tooth Bandit Highwayman) (Level Up)

Post by Grimloq »

Player Name: Philip B
Link to Ledger: Philip B

Character Name:Grimloq
Alias: Grimloq
Race: Grackle Tooth (WB30:97)
O.C.C.: Bandit Highwayman (WB14:85)
Alignment: Aberrant
XP Level: 5
XP Points: 17,839 (The Apothecary 20JUN2021)
Next Level @ XP:24,501
Sentiments/Non-Humans: We are all sentient creatures. I don’t need to play favorites when fate already does.
Sentiments/Coalition: They are rather racist and xenophobic. I have been trying to avoid them as best as possible- not a bad mark however if the opportunity arises.
Disposition:Always jovial. For living such a rough life, Grimloq has never been down or depressed. Even in the most trying times he is annoying his comrades with his positivity.
Insanity: Obsession (Hates) CS

Anything this color has been purchased or modified by EP

I.Q.: 11
M.E.: 12
M.A.: 20
P.S.: 32 (Supernatural)
P.P.: 22
P.E.: 17 (Supernatural)
P.B.: 11
Speed: 17

P.P.E.: 7
M.D.C.: 130/130
Age: 50
Sex: Male
Height: 9’8”
Weight: 750 lbs.
Horror/Awe Factor: 12
Description: An intimidating brute of a D-Bee, Grimloq exhibits many of the stereotypes of his species. A mottled beige pattern adorns his tough skin. Grimloq’s resting expression appears to be actively hostile to many unfamiliar with his kind. A number of scars running from the edge of his left eye, down to his neck and across to his right shoulder does not help first impressions.

Racial Abilities
Fast Healing:Recovers M.D.C. at a rate of 2d6 per 12 hours
Bite:2d6 M.D.
Prehensile Tail (special): 14 ft tail. Can hold one-handed weapons. -3 for ranged strike. If lost, will regenerate at a rate of one foot per month.

Natural Abilities
Perception: 34%
Charm/Impress: 5%
Invoke Trust/Intimidate: 60%
Max. Encumbrance: 110% of weight= 825 lbs.
Max. Carrying Weight: 1600 lbs.
Max. Lifting Weight: 3200 lbs.
Max. Jumping Ability: 48 feet long & 24 high.
Vulnerabilities: -5% to skills and -1 to combat rolls when in environments below 35 degrees Fahrenheit

O.C.C. Skills
Camouflage -- 55% (+5%)
Demolitions -- 86% (+5%)
Detect Ambush -- 60% (+5%)
Find Contraband -- 52% (+4%)
Horsemanship: Exotic: -- 55% | 45% (+5%)
Horsemanship: Cowboy: -- 75% | 59% (+3%)
Land Navigation: -- 59% (+4%)
Radio: Basic -- 70% (+5%)
Streetwise: -- 42% (+4%)
Speak Language: American: -- 99% (+1%)
Speak Language: Spanish: -- 79% (+3%)
Trap Construction: -- 52% (+4%)
Trap/Mine Detection: -- 45% (+5%)
Trick Riding
W.P. M.D. Heavy Weapons
W.P. Rope
HtH: Martial Artist

O.C.C. Related Skills
Prowl -- 45% (+5)
Herding Cattle -- 45% (+5%)
Roping: -- 35% (+5%)
W.P. Quick Draw
Breaking/Taming Wild Horses -- 35% (+5%)
Zoology -- 45% (+5%)
Trick Shot (EP)

Racial Skills
Basic Electronics: -- 55% (+5%)
Basic Mechanics: -- 55% (+5%)
W.P. Shotgun

Secondary Skills
Lore: Cattle and Animals: -- 45% (+5%)
Track and Trap Animals: -- 35% | 45% (+5%)
Wilderness Survival -- 50% (+5%)
Skin and Prepare Animal Hides: -- 45% (+5%)
Animal Husbandry: -- 50% (+5%)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 7
Initiative Bonus: +8
Strike Bonus: +7
Parry Bonus: +11
Dodge Bonus: +9
HTH Damage Bonus: +15
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +9
Bonus to Disarm:

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
W.P. Rope +4 | +2 Disarm (Includes Roping Bonus)
W.P. Shotgun: +2

Saving Throw Bonuses
Coma/Death: 5%
Magic (varies): +1
Lethal Poison and toxin (14+): +3
Non-Lethal Poison and toxin (16+): +3
Insanity (12+):
Psionics (varies): +1
Horror Factor (varies): +7
Disease: +6
Mind Control and Magical Illusions: +1
Impervious to carcinogens and heat
Last edited by Grimloq on Sat Oct 17, 2020 8:35 am, edited 35 times in total.
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Grimloq's Inventory

Post by Grimloq »

Head: 50/50 136/136 | Small Center Horn: 15/15
L. Front Leg: 18/18 103/103 | R. Front Leg: 18/18 103/103
L. Rear Leg: 25/25 103/103 | R. Rear Leg 25/25 103/103
Tail: 116/116 | Main Body: 90/90 180/180
Thumpers' Carrying Weight:0/875

Carried/In Hand
  • Bandit BigBore Sawed-Off w/ Ammo Drum (12/12)

    Worn on Person
    •Titan Juicer Armor
    •MDC Lasso
    •Bandoleer (20/20 BigBore shells)

    CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
    • 12 attachment points
    • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)

    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: Compass (Mercops, 116)
    • Attachment: 1x Full E-clip
    • Attachment: vibro-knife (skinning) (1d4 M.D.)
    • Attachment: Parachute Flare
    • Attachment:1x Full E-clip
    • Attachment:1x Full E-clip
    • Attachment:1x Full E-clip
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:

    Utility Belt
    • Attachment: Non-Secure Black Card: 1640 Credits (CaPD 11 November 2020)
    • Attachment: Unsecured Cred Chit: 9,000 UC (Grimloq 13 Mar 2020) (250,000 Owed to Vheld)
    • Attachment: Walkie-Talkie with secure capability
    • Attachment: 28 yards Mega-Rope Lasso

    Backpack (On Mount)
    • Space:
    • Space:
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    Stored on Mount Saddlebags
    • Space:
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    • Space: 28 yards Mega Rope
    • Space: Parachute Flare
    • Space:
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    • Space:
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    [insert image here: 200 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
    Dinostang Dinosaur
    Alignment: Considered good or selfish
    I.Q.: 11 (High Animal Intelligence)
    M.E.: 14
    M.A.: 19
    P.S.: 35 (Robotic Equivalent)
    P.P.: 20
    P.E.: 20
    P.B.: 14
    • Full Gallop: 70 mph for up to 58 minutes
    • 50mph for up to 3 hours
    • 20mph for up to 8 hours
    • 3-5 mph walking

    Physical Data
    • Legs (4): 103
    • Small Center Horn: 15
    • Head: 136
    • Tail: 116
    • Main Body: 180

    P.P.E.: 28
    Dimensions: 5.4' tall at the shoulder, 2.5' wide; 8' long from nose to rump with 7' long tail; 1500 pounds
    Average Life Span: 35 Years

    Natural Abilities
    • Leap 6' high and 15' across (+30% with running start)
    • Nightvision: 1000'
    • Communicates similar to a dog with grunts, whines, growls, barks, and whimpers
    • Recovers from damage at 4d6 per 24 hours and can bio-regenerate lost tail, toe, horn, or spike in 2d4+14 days. Cannot regenerate entire limb or eyes.
    • Density Bubble (Special):
      • Can emit energy field around self and rider which protects against bullets, arrows, thrown objects, lasers, ion blasts, and similar attacks
      • 20' radius and refracts light like water
      • provides +3 bonus to dodge to mount and rider, and either takes half damage if struck by one of the above attack forms
      • has no effect on powerful M.D. weapons like plasma blasts, particle beams, lightning bolts, electrical blasts, rail guns, cannon rounds, rockets, mini-missiles, or missiles
      • also affects weapons fired by rider; -4 to strike and reduce range and damage by half; heavy weapons like rail guns, mini-missiles, plasma, or particle beams are -3 to strike and range is half
      • melee combat is not impaired; roll normally
      • duration is 7 seconds and counts as two attacks, but the animal can use while running
      • maximum duration is the entire round and uses up 4 attacks
    • Max. Encumbrance: 1200
    • Max. Carrying Weight: 875
    • Max. Lifting Weight: 1750

    Combat Data
    • Attacks Per Melee: Five
    • Bite/Nip, Restrained: 3d6 S.D.C.
    • Bite, Full Strength: 1d4 M.D.
    • Head Butt/Swat, Restrained: 1d4 M.D.
    • Head Butt, Full Strength: 2d4 M.D.
    • Power Head Butt/Short Ram: 4d4 M.D. (2 APM)
    • Stomp (front legs): 1d4 M.D.
    • Kick (hind legs): 2d4 M.D.
    • Mule Kick (both hind legs): 3d6 M.D. (1 APM)
    • Spiked Tail Swat, Restrained: 1d4 M.D.
    • Spiked Tail Strike, Blunt: 2d4 M.D.
    • Spiked Tail Strike, Full Strength: 3d6 M.D.
    • Short Ram Attack: 2d6 M.D. (1 APM)
    • Trotting Ram Attack: 3d6 M.D. (2 APM), and 50% knockdown opponent up to 12' tall & <1000 pounds (lose init + 1 APM)
    • Running Head Ram Attack: 4d6+4 M.D. (3 APM), and 60% knockdown up to 12' tall & <2000 pounds (lose init + 1 APM)
    • Full Gallop Ram Attack: 1d4x10+8 M.D. (4 APM), and 80% knockdown up to 12' tall & <4000 pounds (lose init + 2 APM)

    • +1 Perception to spot predators, danger, and escape routes, +1 init, +3 strike, +1 to parry with head or tail, +2 to dodge while standing still or trotting, +4 to automatic dodge when running >25mph, +2 to roll, +2 to save vs. Horror Factor, rider gets +10% bonus to Horsemanship: Exotic skill due to calm, steady, and cooperative demeanor

    • Includes custom M.D. saddle (40 M.D.C., can only be hit when targeted, -3 to strike due to size and orientation) which provides +10% to Horsemanship skills and allows rider to use any Horsemanship riding skill they have with the animal
    • Very loyal, will stand ground and fight attackers; more aggressive than a horse, hates captivity and will try to escape or starve itself if confined to cage for more than one month, refuses to work as plow-horse or pulling wagons/weights for >1d4 minutes

    Skill Equivalents
    • Climbing -- 55%/0%
    • Dowsing -- 50%
    • Herding/Cutting -- 75%
    • Identify Edible Food and Plants -- 90%
    • Land Navigation -- 90%
    • Prowl -- 20%
    • Swimming -- 75%
    • Tailing -- 50%

    Book Reference: p177, Rifts Bestiary, Volume 1

    Gravity Wave Maul (Patron Item)
    • Range: Close Combat
    • Damage:
      • Gravitic Blast Wave Damage: 1D4x10 to a 20' AoE
      • Direct Strike Damage: 3D6+P.S. bonus (if any)
        • Does M.D. to M.D. targets and S.D.C. to S.D.C. targets
        • 1/3 damage to creatures of magic, magic armor & magic barriers
        • 1/2 damage to SN beings from gravitic blast
        • No effect to wielder from gravitic blast
    • Features:
    • Modifiers: two-handed weapon, P.S. 18+ required to wield without penalties (all combat bonuses & APM are halved)
    • Dimensions: 4' long, 24" long head, 15 lbs.

    NG-B50 "Thunderer" BigBore Combat Hammer
    • Range: Close combat
    • Damage:
      • Blunt Weapon: 2D6 +P.S. bonus (if any)
      • Blunt M.D. Weapon: 1D6 M.D. +P.S. M.D. punch damage
      • Shotgun Blasts: 2D4 M.D. (explosive shells), 4D6 (buckshot), and 5D6 (solid slug)
      • Melee w/Silver Rounds: 5D6, double damage to vampires & werebeasts
      • Melee w/Wood Rounds: 2D6+2, double damage to vampires
    • Rate of Fire: Breech-loaded; 1D4 rounds discharged on impact
    • Payload: 8 total, 4 each side; reloading takes 2 APM per shell
    • Weight: 14 lbs.
    • Features: Silver-plated; can hold BigBore, silver, or wood shells; successful melee strike results in discharge
    • Modifiers: None
    • Book Reference: p.208, WB33

    Bandit BigBore Sawed-Off
    • Range: 150'
    • Damage: 2D4 M.D.+knockdown, 4D4 M.D. double barrel blast+knockdown
    • Rate of Fire: Single or double blasts only
    • Payload: 2 shells if breech loaded, 12 shells with ammo drum
    • Weight: 6 lbs.
    • Features: H.F." 12 if pointed at mortal
    • Modifiers: requires P.S. 18 to fire w/o self-knockdown, P.S. 22 required to fire 1-handed

    Book Reference: p.174, WB14

    NG-E4 Plasma Ejector
    • Range: 1,600'
    • Damage: 6D6 M.D.
    • Rate of Fire: Single shots only
    • Payload: 10 shots per E-Clip, 20 shots per LE-Clip
    • Weight: Block I: 20 lbs. Block II: 16 lbs.
    • Features: None
    • Modifiers: None

    Book Reference: p.203, WB33

    Maverick Riding Armor
    M.D.C. by Location:
    • Hat: 10
    • Arms: 12 each
    • Legs: 16 each
    • Main Body: 36

    Weight: 10 lbs.
    Modifiers: None
    • Non-environmental

    Book Reference: p.49, WB34

    Titan Plate Armor
    M.D.C. by Location:
    • Helmet: 70
    • Arms: 50 each
    • Legs: 60 each
    • Main Body: 195

    Weight: 250 lbs.
    • If Supernatural P.S. 30+: -5% to Prowl
    • If Supernatural P.S. of 21-29: -15% to Prowl, and -5% to other physical skills, -10% to speed
    • If Robotic P.S. of 25+: -15% to Prowl, and -5% to other physical skills, -10% to speed
    • If Augmented P.S. of 30+: -15% to Prowl, and -5% to other physical skills, -10% to speed
    • If Normal P.S. of 40+: -15% to Prowl, and -5% to other physical skills, -10% to speed
    • If Supernatural P.S. 15-20: -30% to Prowl, and -15% to other physical skills, -40% to speed
    • If Robotic P.S. of 19-24: -30% to Prowl, and -15% to other physical skills, -40% to speed
    • If Augmented P.S. of 22-29: -30% to Prowl, and -15% to other physical skills, -40% to speed
    • If Normal P.S. of 25-39: -30% to Prowl, and -15% to other physical skills, -40% to speed
    • If Strength is below any above listed the wearer is immobile while wearing the armor.

    • N-50B Superheavy Integrated Forcefield (160/160)
    • None beyond standard environmental features if the EBA version is purchased

    Book Reference: p.59, WB34

    Stored for safe keeping at The Haunt:

    Homespun Armor (Special)
    M.D.C. by Location:
    • Helmet: 33
    • Arms: 15 each
    • Legs: 15 each
    • Main Body: 31

    Weight: 40 lbs
    Modifiers: -10% to Prowl, Swim, and other skills that require ample freedom of movement.
    • Non-enviornmental
    • Book Reference:WB26:63

    Head: 50/50 |
    L. Front Leg: 18/18 | R. Front Leg: 0/18
    L. Rear Leg: 25/25 | R. Rear Leg 25/25
    Tail: | Main Body: 30/90

    [insert image here: 300 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
    M.D.C. by Location:
    • Head: 50
    • Legs: 18 each (front); 25 each (rear)
    • Main Body: 90

    • Not environmental

    Weight: 30 pounds
    Modifiers: Very good mobility, no movement penalties, reduce speed by 5%
    Book Reference: p181, New West

    • Box of Ammo for Shotgun (114//144)
    • Box of Ammo for Shotgun (144//144)
    • Weapon Cleaning Kit
    • 14x Meal Bars
Last edited by Grimloq on Thu Jan 07, 2021 9:59 am, edited 76 times in total.
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Posts: 92
Joined: Tue Feb 25, 2020 2:27 pm

Grimloq's Backstory

Post by Grimloq »

Grimloq is just the much the product of his two vastly different parents as he is the trajedy that befell them. The Grackle Tooth grew up in a small, relatively peaceful valley on the border of the Lone Star state and the New Frontier.

His mother was a woman of the lands, growing up in a peaceful period for her family as herders and hunters. Grimloqs father was a mercenary who was originally trained by the Coalition as part of a suicide kill-squad. They met when Grimloqs father was sent on a routine mission to clear out a designated area of locals. When he arrived, he found the first example of a peaceful Grackle settlement he had ever come across. The locals would have perished if Grimloqs father had not turned on his own squad that day, killing them and vowing to protect the tribe as long as he could. He eventually found Grimloqs mother, a healer and herder of the tribe and they married, bearing one child.

Growing up, Grimloq learned how to shoot and fight from his father and how to interact with animals from his mother. she introduced him to the baby dinosaurs hatching in her mother’s pens and he learned how they all could be worked with and trained if given enough time and patience. One young Dinosaur bonded with Grimloq almost immediately. The two became rather inseparable.Grimloq named the young beast Thumper even though the dinosaur was small, she quickly began to grow into her name.

Grimloqs peaceful childhood lasted until his 14th year. He spent most of his time hunting with Thumper and his father or helping his mother with her animals. One fateful day, the Coalition caught up to Grimloqs father. They struck without warning and without discretion. It was only by his father’s quick thinking and self-sacrifice that Grimloq and Thumper survived the onslaught. Left alone and destitute, Grimloq used all the skills he was taught to flee the coalition's kill teams. He ended up in the deep forests west of the Coalition states, where few bothered to travel.

Twenty years passed and the young Grackle became a well-honed part of the forest. Along with Thumper, who was growing exponentially compared to her companion, the two fell into a comfortable, if rather dangerous life. They would find a suitable grotto or cave to claim as home and hunt nearby wildlife for food. As the seasons and migrations changed, they would pick up and find a new camp in a new valley or wood.
The trappers were more of a surprise than the loggers, but they both arrived around the same time as each other. The trappers came in and killed or scared away all the threatening fauna before the loggers arrived, setup shop, and mowed everything down. One tracker caught Thumpers trail and tracked her back to their current camp. Assuming they were tracking a single dinosaur, the trappers were ill prepared to face Grimloq as well. Half of the trapper team did not survive the first encounter, and the rest fled back to camp. Grimloq and Thumper easily followed their trail.

What they found was a scene of torture and useless neglect from the eyes of the Grackle Tooth. Cages upon Cages were filled with dinosaurs and other vicious beasts, captured and waiting to be transported to who knows where. The animals were angry, malnourished and kept under control via electrical stimulation and sedative. Grimloq was a seasoned tracker and hunter, but he always used his prey. He never caged them just to cage them. He had kept a few animals to farm and train, but his mobile lifestyle always meant he had to leave them behind eventually. The disregard for the caged animals’ lives threw Grimloq into a rage, something Thumper was happy to follow Grimloq into.

Grimloq and Thumper killed every single trapper in the camp, freeing all the beasts that they could. During the fight, Grimloq had happened to witness one of the caged dinosaurs get free and attack the trappers along side Thumper. Seeing that inspired Grimloq. After the battle, Grimloq dismantled his camp and raided the trappers camp for every piece of useful gear he could strap to Thumpers back. Thus began a protracted guerilla war on the Trappers and their allies. Grimloq would use the invader sown gear against them, knowing the terrain and wildlife better than his enemies. He also began weaponizing the local fauna. One or two at first, but he would wrangle and stable a raptor for a number of months, training it in very basic attack patterns and tactics, then release it back into the wild.

Grimloqs machinations did not prove that useful immediately, but as new boots began to arrive in the forest replacing those Grimloq had already dealt with, they found themselves sorely underprepared for the increasingly militarized wildlife. The Grackle tooth began to slowly push the encroachers out of the forest. Grimloq soon found himself at the edge of his wild domain, looking upon the edge of civilized farmlands- something he had not seen in nearly three decades.

Sitting upon Thumper, fully armed and flush with the adrenaline of battle, Grimloq decided to press forward. He never looked back. He always stayed close to the forests, and never struck the same location twice. Stealing from farmhouses and ransacking livestock operations was fun, but soon people began to take note. Bounties were placed. Attention was gained.

Grimloq had always taken kindly to the other D-Bees he came across in pillaging, aiding them when he could and avoiding them when he couldn’t He soon found a few like minded bandits and spent a number of years raiding the western Coalition states.

A life like his however leads to a short life expectancy and one by one, all of Grimloqs allies have either been captured or killed, all but Thumper. Alone and hunted, the two headed East. Apparently, a city-state in the area welcomed anyone willing to keep their head down. So Grimloq and Thumper rode East, to MercTown…

Highwayman O.C.C.
1. 0,000 -2,000
2. 2,001 -4,000
3. 4,001 -8,200
4. 8,201 -16,400
5. 16,401 -24,500
6. 24,501 -34,600
7. 34,601 -49,700
8. 49,701 -69,800
9. 69,801 -94,900
10. 94,901 -129,000
11. 129,001 -179,100
12. 179,101 -229,200
13. 229,201 -279,300
14. 279,301 -329,400
15. 329,401 -389,500
Last edited by Grimloq on Thu Jun 11, 2020 5:36 am, edited 7 times in total.
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