Snake Game the Psi-Hound ( Dog boy Crazy)

In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
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Pender Lumkiss
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Snake Game the Psi-Hound ( Dog boy Crazy)

Post by Pender Lumkiss »

Undercover Black ops [dice]1[/dice]
  • Your character has a knack for taking full advantage of his opponents. He has
    the Dirty Fighter Edge (or Tricky Fighter, if he already has Dirty Fighter), and
    whenever he gets a raise on a Trick attempt, he may spend a Benny to gain The
    Drop on his opponent on that round.
Training [dice]0[/dice]
  • When it gets up-close and ugly, your hero knows how to set up her opponents for
    a nasty fall, while protecting herself. She has the Dirty Fighter Edge (or Tricky
    Fighter, if she already has Dirty Fighter). She also gains +1 to Parry.
Training [dice]2[/dice]
  • After serving in a military, paramilitary, militia, or security force for some time,
    your hero has some solid combat training. She gains +5 Skill Points, which may be
    spent on Fighting, Shooting, or Throwing in any combination.
Experience and Wisdom [dice]3[/dice]
  • Some experiences take a person back to the beginning, reconnecting her to her
    foundations. Select one Background Edge, regardless of requirements, so long as
    it makes sense and the GM agrees with it.
    • Alertness
Experience and Wisdom [dice]4[/dice]
  • Your hero knows how to make the most of second chances. He has Elan.

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Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Snake Game the Psi-Hound ( Dog boy Crazy)

Post by Pender Lumkiss »

Character Sheet

Player Name: Jon Neeper
Google Handle: jonneeper@gmail.com
Snake Game
Rank: Experience: Advances Left:
Race: Dog Boy
Iconic Framework: Crazy
Attributes: Agility d10, Smarts d10, Spirit d4, Strength d8, Vigor d10
Charisma: 0; Pace: 12; Parry: 7 (½ Fighting +2); Toughness: 7 (½ Vigor+2 plus armor); Strain: 0
Skills: 15pts, 5pts combat
  • Fighting d10(4)
  • Shooting d4(1)
  • Notice: d10(4)+4, +2 with smell
  • Tracking d8(3)+2, +2 with smell
  • Psionics d10(2,d6 free)
  • Survival d8(3)
  • streetwise d4(1)
  • Climb d4(1)
  • Stealth d4(1)

Hindrances
  • Hindrance (Major): Bloodthirsty, when it comes to going after the supernatural or arcane no one likes it more thr Snake Game. He was bred for this, he was made for it. Once he is on the hunt or confronted with such a foe he does not stop until he kills his man.
  • Outsider (Minor, Race): brief description
  • Hindrance (Minor): He was born a slave, raised a slave, he has no idea what the real world is like and is pretty much incapable of understanding. Just point him in the direction of the target and he will be happy. Clueless.
  • Hindrance (Minor): A hold hover of his wolfen heritage. The pride of the pack runs strong with him. He will not leave any member of the team behind under any circumstance. If he is assigned to gaurd you, he will be attached to your hip.
  • Hindrance (Minor): brief description
  • Hindrance (Minor): Psyche Degradation: Barking like a raving lunitic or an insessant series of growl racks Snake Game as his mind reverts to a dog like primal state. Monologuer Hindrance. [dice]0[/dice]brief description
  • Hindrance (Minor): brief description
  • Hindrance (Minor): brief description

Edges
  • Dirty Fighter(HJ): +2 to tricks
  • Tricky Fighter(HJ): Agility tricks do not suffer MAP
  • Elan(HJ): +2 to trait roll when spending a benny
  • Alertness(HJ): +2 notice roll
  • Bio regeneration: Natural Healing Once per day
  • Ab psionics: (Entangle, Slumber, teleport)
  • Enhanced Speed: Crazies double their base Pace.
  • Heightened Senses: Crazies gain +2 to Notice and Tracking rolls. They also ignore two points of Range penalties.
  • Edge: brief description
  • Edge: brief description
  • Edge: brief description
Field Team Six Bennies
3/6
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