Super Spy- 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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Re: Super Spy- Crazy

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Crazy
CRAZY EASY COPY TEMPLATE
For Savagerifts.com
ATTRIBUTES
Agility: +2 Agility die types, with no Trait maximum
Strength: +2 Strength die types, with no Trait maximum.
Vigor: +2 Vigor die types, with no Trait maximum.
SKILLS
Psionics d6
EDGES AND ABILITIES
Bio-Regeneration: Awakening certain portions of the brain via the Mind Over Matter implants grants the Crazy a natural healing roll once every 24 hours.
Enhanced Attributes: Crazies have no trait maximum with Agility, Strength, and Vigor.
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.
Minor Psionic: Unlocking the brain’s potential grants a Crazy the Arcane Background (Psionics) Edge.
Super Endurance: Crazies require only half the normal amount of sleep, and gain +4 on all checks to resist Fatigue.
Super Reflexes: Crazies have the Quick Edge and Uncanny Reflexes, granting them a −2 to be hit as long as they are aware of the attack.
DRAWBACKS
Cybernetics: Crazies suffer −1 to Psionics per point of Strain (page 108).
Distinctive Appearance: The protrusions from the skull alone mark a Crazy for what she is. Most also indulge in tattoos, body piercings, and other means of declaring themselves to the world.
Magic: M.O.M. implants jumble the mind in such a way as to make the use of magic impossible.
Needs Action: Crazies live in a constant state of heightened adrenaline and awareness, even those suffering from depression cannot escape the feeling. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Crazy gains −2 Charisma as she becomes irritable and impatient. She also suffers a −1 to all Trait rolls from the distraction of her frenzied mind, until some kind of high alert status or action kicks in.
Unstable Psyche: From the start (and for no added benefit), the character gains a psychological or emotional Hindrance determined by rolling on the Psyche Degradation Table. Representing the constant degradation of the Crazy’s psychological state, the character gains an additional Hindrance from the table each time she achieves a new Rank.

POWERS
ISP: 10
Choose three powers from: armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift.
GEAR
Get it here: http://savagerifts.com/sr/viewtopic.php ... 877#p27925
Altara
Attractive: The forced-e volut io n p r o c e s s administered to the Warrior Women includes genetically engineering them for beauty. Altara have the Attractive Edge.

„ „ Bad Reputation: The Altara Warrior Women are infamous as servants of Splugorth Slavers worldwide. The average person hates and fears Altara; they suffer a −4 Charisma penalty with most folks who discover who and what they are.

„ „ Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending 1,200 feet (200”) which compensates for the penalties. They cannot read, see colors, or otherwise detect purely visual information.

„ „ Genetic Engineering: Crafted through bio-wizardry to be perfect warriors, Altara begin with a starting Agility, Strength, and Vigor of d6. This increases their natural maximums in these attributes to d12+1.

„ „ Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. They suffer a −2 to all Smarts rolls.

„ „ Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.

„ „ Superior Senses: Altara Warrior Women begin with the Alertness Edge, as all of their other senses are exceptional.

„ „ Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
Signature armor, TW spy armor
Base item: Triax exoskeletal T-11 armor
Triax T-11 Enhanced: A bulkier version of Triax's T-10, this armor has an exo-skeleton to augment the wearer's strength and speed. It's not quite as powerful as true power armor, but the T-11's enhancements increase the wearer's strength and improve his speed. The T-11 armor provides +7 Armor and +2 Toughness, as well as providing Full Environmental Protection. It also has all the same electronic and communications systems of the T-10. The T-11 grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, ignores the d8 Strength Minimum for physical actions but not arcane skill rolls. The suit is restricted to 96 hours of continuous use before needing to be recharged (taking 2 hours at any power source). (40 lb, 200,000 credits)
  • Major, magical climbing= Wall Walker
    Major, magical adrenaline rush= boost lower trait
    Major, magical HUD= detect/conceal arcana
    Major, magical cloaking system= invisibility
    Minorx2=10 ppts
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Super Spy- Crazy

Post by Pender Lumkiss »

Character Sheet

Player Name: Your first name is fine
Google Handle: Your google hangouts username
Character Name (Name your character)
Rank: Experience: Advances Left:
Race:
Iconic Framework:
Attributes: Agility d12(1race, 2IF, 1)), Smarts d8(2), Spirit d8(2), Strength d10(1 race, 2IF), Vigor d10(1 race, 2IF)
Charisma: 0; Pace: 0; Parry: (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0
Skills: 15, +5 combat
  • Fighting d12(5)
  • psionics d8(d6 free, 1)
  • Notice d8(3)
  • intimidate d8(3)
  • stealth d8(3)
  • Kn arcana d4(1)
  • kn electronics d4(1)
  • lock pocking d8(3)
Hindrances
  • Hindrance (Major): brief description
  • Hindrance (Minor): brief description
  • Hindrance (Minor): brief description
Edges
  • Edge: brief description
  • Battle Hardened: +2 to recover from Shaken.
  • Upgrade: +1 Cybernetic system or upgrade (Targeting Eye)
  • Connections (Black Market): Has contacts in the underworld.
  • Strong Willed: +2 Intimidation and Taunt, +2 to resist tests of will.
  • Nerves of Steel: Ignore 1 point of wound penalties
  • Quick: Discard draw of 5 or less for new card.
  • Combat Reflexes: +2 to soak rolls
Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses



Background (post background as a reply to character sheet)

Gear (post gear as a reply to character sheet)
Item
  • Info
Credits:

Contacts

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Benefits, table rolls, etc
Hero’s Journey
  • Table
  • Roll result
  • Description
MARS Fortune & Glory (delete if not applicable)
Fortune and Glory
  • Roll result
  • Description
Advances
  • Initial Advances: (From Hindrances):
  • Free Edge (Human): Delete if not human
  • Cybernetic Modifications:
  • Novice 1 Advance:
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Field Team Six Bennies
3/6
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