Half Orc Dragon Slayer
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d12, Gambling d4, Intimidation d8, Notice d4, Shooting d6, Taunt d4
Pace: 6, Parry: 7, Toughness: 10, Charisma: -2
Gear: Greatsword d12 (Str+d10), Elvish Longbow d6 (2d6+1, 18/36/72), Unarmed Strike d12 (Str), Sovereign Plate (3)
•Overconfident: Believes he can do anything; Accepts all challenges
•Quirk (Carries stuffed dead brother around): Minor humorous foible
•Combat Reflexes: + 2 on Spirit roll to recover from Shaken
•Frenzy: + 1 attack and -2 on Fighting rolls
•Giant Killer: + 1d6 damage vs. creatures 3+ sizes larger
•Mighty Blow: Joker doubles total damage when Fighting
•Nerves of Steel: Ignore 1 point of wound penalties
•No Mercy: Spend a Bennie to reroll one damage roll
•Trademark Weapon: +1 attack with one unique weapon
•Infravision: Half penalty (round down) for bad lighting vs. live targets
•Outsider: Half-orcs aren’t trusted by most other civilized races, and so subtract 2 from their Charisma.
•Strong: Start with d6 Strength
Consider making a Dragon Slaying sword. I would say with this build, its extra damage but also helps with Initiative (go earlier, and more cards to get a Joker).
Note: He was a plain old 1e fighter. This is a Savage World conversion to capture the spirit of the build.
Zork and his Brother Mork adventured with the infamous Eddie von Haven, Animal, Sloth, and Hawk (or someother Hawk-like PC). They specialized in killing dragons (because in 1e, two handed swords did horrible damage to dragons). At one point, only Zork survived a near TPK, establishing him as the stronger twin (the battle was with some weird flying skulls with a death shriek – a Craig special). Eventually, Mork was permanently killed. Zork had him stuffed and hauls his brother around in a Bag of Holding.