Garrick Thorne
Garrick Thorne is a man shaped by the unforgiving wastelands and tempered by the fires of survival. Once a mercenary, he left behind a life of violence to become a vital member of the Rust Keepers, a faction dedicated to salvaging and rebuilding in the desolate remnants of civilization. Garrick’s sharp mind and calm demeanor make him a natural strategist, but his real strength lies in his adaptability and resourcefulness. Whether wielding his dual Harmonic Blades in combat or using his encyclopedic knowledge of medicine and technology, he is a force to be reckoned with. Fiercely loyal to his faction and his wife, Ironclad Quinn, Garrick is a man of principles—though his trust is hard-won and his biases against the unknown run deep. Beneath his pragmatic exterior lies a steadfast determination to carve out a future in the chaos, one step at a time.
Rust Keepers Rank 6: Founder
- Prerequisite: Rank 5, Renown 50 with the Rust Keepers, Engineering +12
Founders are the highest honor within the Rust Keepers. They are visionaries who shape the future of the faction and ensure its survival for generations to come. Founders lead the faction’s most ambitious projects and are responsible for maintaining the secrecy and security of the Rust Market. They work directly with the Forge Master. If the position of the Forge Master becomes vacant, someone from within the ranks of the Founders will be chosen to fill it.
- You gain full access to all tools, blueprints, and resources available within the Rust Keepers.
- You can call upon 4d4 Scavengers to assist with your projects. Use the Common Person with Engineering +4 for their stat block.
- Crafting items costs you 60% less time and money.
Physical Description
General Physical Condition
STR 12 (+1) DEX 14 (+2) CON 11 (+0) INT 24 (+7) WIS 24 (+7) CHA 10 (+0) VIG 8 (-1) SAN 13 (+1)
Saving Throws
STR +1 DEX +2 CON +0 INT +14 WIS +14 CHA +0 VIG -1 SAN +1
- You automatically pass Survival checks with a DC of 20 or less unless you have disadvantage on the check.
- resistance to cold and fire damage.
Stat Block
- Hit Points 120
- Armor Class 17
- Movement 30
- Initiative +2
Ultra Max Modifications
- Hit Points 5/4/4/4
- Armor Class 13
Special abilities
Skills
Survival +13, Animal Handling +13, Medicine +19, Computer Use +13, Insight +13, Investigation +13, Nature +13, Perception +13, Engineering +13, Sciences +13, Arcana +10, Demolitions +10, History +10, Religion +10
- advantage with any checks to recall memory or lore.
Specialized Equipment
Harmonic Blade
Has two and can dual wield them.
- Hit 1d20+2 , off hand (bonus action) attack 1d20
- Damage 1d4+2 slashing / piercing, off hand (bonus action) attack 1d4
Ultra Max Modifications
- Damage 1d6+2 slashing / piercing, off hand (bonus action) attack 1d6
Armor Piercing
This weapon ignores a target's resistance to the weapon's damage type (e.g. a piercing weapon ignores resistance to piercing). If the target has fantasy damage resistances, the weapon also counts as magical, silver, and adamantine.
If an opponent has immunity to the weapon’s damage type and the weapon has the AP property, the opponent has only resistance to that weapon instead of immunity. Certain weapons unlock the AP property at indicated character levels while others gain them immediately.
Finesse
When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Reload (20-M)
Carries 2 additional M Cells
A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).
Mental characteristics
Personal history
From a mercenary seeking redemption to a key member of the Rust Keepers, Garrick’s life has been marked by resilience and adaptability. His survival in the harsh wastelands, combined with his pragmatic approach, has made him an invaluable asset to his faction. However, his past still haunts him, fueling his deep-seated biases and driving his quest for purpose alongside Quinn.
Intellectual Characteristics
- I always have a backup plan, even for situations that seem like a lost cause.
- Ingenuity. I believe that anything can be fixed, repurposed, or improved—there’s always a way to make something old work again, no matter the cost. (Good)
- Everything I do is for the people who see value where others see waste.
- I remember every slight, every wrong that’s been done to me, and I keep a list of names in my mind, waiting for the right moment to settle the score.
Personality Characteristics
Motivation
Garrick Thorne is driven by a deep-seated need to bring order to the chaos that surrounds him. Having lived a life of violence as a mercenary, his greatest desire is to build a safer, more stable world for those he cares about, particularly his wife, Quinn, his children and the Rust Keepers. He prioritizes survival, not just in the sense of staying alive but in ensuring his faction thrives amid the wasteland’s harsh realities. Garrick also has an unrelenting curiosity about the remnants of the old world, often seeking out forgotten knowledge and technology to improve the Rust Keepers' efforts. Despite his disdain for those who wield the Dark, he values fairness and will reluctantly set aside his biases when the greater good demands it. Above all, Garrick strives to be a cornerstone of support for Quinn, seeing their partnership as a beacon of hope and stability in a fractured world.
Virtues & Personality perks
Garrick Thorne is a man of unwavering discipline and quiet resolve, qualities that make him an invaluable member of the Rust Keepers. His eidetic memory is one of his greatest assets, allowing him to recall even the smallest details of past events, maps, or technical schematics, which makes him a masterful tactician and problem solver. Garrick’s medical expertise is unparalleled, often earning him the trust and admiration of those he treats, and his natural equilibrium enables him to endure both physical and mental hardships with exceptional fortitude. His calm demeanor in tense situations often acts as a stabilizing force, especially for Quinn, whose intensity he balances with his grounded perspective. A natural survivor, Garrick has the ability to push past his own limits when necessary, using his resourcefulness and deep knowledge of the wasteland to turn dire circumstances into opportunities for success. His virtues make him not only a capable individual but also a dependable ally.
Vices & Personality flaws
Despite Garrick Thorne's many strengths, he is not without his flaws. His deep distrust of those who wield the Dark often leads to strained relationships and snap judgments, making it difficult for him to work alongside individuals who rely on such abilities, even when their intentions align with his own. Similarly, his bias against those outside the Rust Keepers can manifest as an inflexible worldview, leaving him resistant to new perspectives or alliances that could benefit his cause. Garrick’s reliance on discipline and logic can make him overly rigid, struggling to adapt when plans fall apart or when faced with unpredictable emotional challenges. His tendency to shoulder the burden of survival alone often isolates him, as he hesitates to share vulnerabilities or delegate responsibility. Furthermore, while his capacity to endure hardship is remarkable, it sometimes pushes him to neglect his own well-being, leaving him physically and emotionally drained at critical moments.
Relationships
History
Quinn met Garrick Thorne during a salvage mission gone awry in the barren wastes. She had been hunting for rare components in an abandoned tech bunker when a rival group of scavengers ambushed her. Pinned down and outnumbered, Quinn was prepared to go down swinging until Garrick appeared, a lone wanderer with a knack for improvisation and a rifle slung over his shoulder. Together, they fought off the scavengers, Quinn impressed by his calm under pressure and sharp tactical mind. After the dust settled, Garrick revealed he was a former mercenary turned drifter, seeking purpose beyond the violence of his past. Their partnership began out of mutual respect, but late-night conversations by campfires and shared triumphs over adversity eventually forged a bond neither could ignore. Garrick’s steady demeanor balanced Quinn’s intensity, and his quiet wit became her favorite reprieve from the chaos of their world.
English, Spanish, Language Translator Cybernetic, Rusted Code
Eidetic Memory.
You remember nearly everything. You automatically pass any Intelligence checks to recall any information you have been exposed to.
Extra Fatigue.
You’ve always been running. You can ignore level 1 and 2 exhaustion effects.
Natural Equilibrium
You can use an action and make a DC 15 Constitution ability check to reduce your exhaustion level by 1. Each time you attempt this save, the DC increases by 5. When you finish a long rest and have a chance to eat and drink something, the DC resets to 15.
Tough it Out
You can increase your exhaustion level by 1 and select one of the bonuses below. Once you use one of the following abilities, you cannot use that same one again until you finish a long rest (though you can select the others, each time increasing your exhaustion level).
- Hit Points. As an action, you gain temporary hit points equal to your primary survivor modifier + your level.
- Critical Hit. As part of an Attack action, you can turn a hit into a critical hit and inflict additional damage equal to twice your level.
- AC Bonus. As an action, you gain a +1 bonus to AC for 1 minute (10 rounds).
- Combat. As an action, you gain a +1 bonus to attack rolls for 1 minute (10 rounds).
Dead Man Walking
You can be reduced to less than 0 hit points (counted as being negative hit points) but remain conscious and standing at the cost of your minimum exhaustion level. If you already have levels of exhaustion, they increase accordingly. Though you can remove additional levels, the minimum cannot be removed until your hit points are raised back above 0.
- If your hit points are reduced to 0 hit points but more than -10, your minimum exhaustion level is 1
- Between -11 and -20 hit points, your minimum exhaustion level is 2.
- Between -21 and -30 hit points, your minimum exhaustion level is 3.
- Between -31 and -40 hit points, your minimum exhaustion level is 4.
- Between -41 and -50 hit points, your minimum exhaustion level is 5.
You can voluntarily fall unconscious and not compound exhaustion levels; additionally, after –50 hit points, your minimum exhaustion level increases to 6, and you die.
Unnatural Survival
When you finish a long rest and ingest some food and drink, you reduce your exhaustion level by 2.
Positive Bias
Trusts medic more then other people. Anyone with an Medical skill of +10 or more is effected by this bias.
He is biased towards anyone within the Rust Keepers . This bias triggers if a character has rank 1 or more with the Rust Keepers.
Negative Bias
They distrust those who wield the Dark. This bias triggers for anyone that he sees using the Dark.
He is biased against those who are not within the Rust Keepers. This bias triggers if a character does not have at least 1 Rank with the Rust Keepers.
Comments
Author's Notes
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