The Super Spy (retrapped Crazy)

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Pender Lumkiss
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The Super Spy (retrapped Crazy)

Post by Pender Lumkiss »

5 HJ roll
Training [dice]0[/dice]
  • Though lots of folks can jump behind a wheel or grab a stick, your hero understands the nuances of guiding a machine effectively through the worst conditions. She gains the Ace Edge (or Combat Ace, if she already has Ace), as well as a one die type increase in her choice of Boating, Driving, or Piloting.
Under cover ops [dice]1[/dice]
  • Though few and far between, the cites of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of their streets and alleyways, gaining a d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she's got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks.
Under cover ops [dice]2[/dice]
  • Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.
Undercover ops [dice]3[/dice]
  • She's done more and traveled more than anyone, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge, and she gains +2 on all Connections rolls to contact and gain assistance.
Experience and wisdom [dice]4[/dice]
  • Your hero knows how to make the most of second chances. He has Elan.
Field Team Six Bennies
3/6
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Re: The Super Spy (retrapped Crazy)

Post by Pender Lumkiss »

Player Name: Jon Neeper
Google Handle: Jonneeper@gmail.com
X-7
Rank: Novice Experience:5 Advances Left:
Race:Human
Iconic Framework: Super Spy
Attributes: Agility d10(1), Smarts d8(2), Spirit d6(1), Strength d8, Vigor d10(1)
Charisma: 0; Pace: 0; Parry: 0 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0
Skills:
  • Piloting d8(2, 1 die free)
  • Fighting d8(3)
  • Shooting d8(3)
  • Notice d8 (3)
  • Stealth d8 ( d8 free)
  • Climb d4 (1)
  • Tracking d4(1)
  • Persuation d4(1)
  • Kn: Electronics d4(1)
  • Psionics d8(d6 free, 1)
  • Streetwise d8 (free)
Hindrances
  • Hindrance (Major): Code of HonorScrew the rules, I am going to do what is right.
  • Hindrance (Minor): Vengful It’s personal.
  • Hindrance (Minor): Loyal Married to the job and a sense of undying loyalty
  • Hindrance (Bryonic Hero Novice): [dice]0[/dice] Delusion (Major) “Paranoia” Everyone is out to get you!! Or are they? Sometimes its hard to tell and so best to just assume the worst case.


Edges
  • major psionics(hindrence): brief description
  • Split the Seconds(hindrence): brief description
  • New Power (Mind Reading)(Human): brief description
  • AB Psionic(IF): X=7 was trained to use his mind to get in and get out undetected. Intangibility(Getting In), Disguise(A man with 1000 faces), Teleport(Getting out).
  • Quick: Spy guy is a fast actor, redraw his initiative card at a 5 or lower.
  • Edge: brief description
  • Edge: brief description
  • Edge: brief description
  • Edge: brief description
  • Edge: brief description


Cybernetics
Name (how many times selected, i.e. 1) - Strain: 0
  • Abilities and bonuses


Iconic Framework Super Spy
  • Berserking Button
    • Super Spy always enjoys a certain level of preternatural capabilities, but she also has moments where she can completely unleash her potential by Going just ape shit on her quarry. Throwing caution to the wind and shoving rational thought to the back of her mind, a Super spy sees red gaining the effects of being Berserk (as per the Edge). This can be done at will, as an action. While she in this heightened combat state, the Super Spy is Fearless (see Monstrous Abilities in Savage Worlds), making her immune to Fear and Intimidation. While in this state, she cannot use her psionic abilities, nor anything requiring concentration.
  • What Have I Become
    • A Super Spy comes out of using the Beserking Button with a standard Smarts roll for Berserk. Then she's critically hampered by one or more psychological Hindrances. The game effect is a −2 to all Trait rolls for the duration of Getting It Together. From a roleplaying perspective, this could be wracking guilt, crippling depression, irrational fear, rampaging delusions, or any number of other effects which fit the character's various Hindrances and other issues. The duration of the penalty is based on the results of the Smarts roll made to come out of the Beserking Button state in the first place:
      • Raise: She only spends 1d6 minutes Getting It Together.
      • Success: She spends 1d6 × 10 minutes in the Getting It Together state.
      • Failure: She spends 1d6 hours Getting It Together.
      • Critical Failure: She spends the next 24 hours Getting It Together.

      A Super Spy may not employ Beserking Button while in the What Have I Become state.
  • Thought You Were Dead: After a good night sleep and a sensual massage this super spy is ready for more despite the poinding he has taken. Make a natural healing roll once every 24 hours.
  • Heroic Build: Super Spies gain +2 die types to Agility, Strength, and Vigor. These traits have no maximum.
  • Unstoppable: Super Spy’s double their base Pace.
  • Sherlock Scan: Super Spies gain +2 to Notice and Tracking rolls. They also ignore two points of Range penalties.
  • The S in super: Choose 1 of the below:
    • (Chosen)ab psionics and d6 in psionics
    • spell casting and d6 in spell casting
      • Spell list for any AB is the following :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.
    • 4 pts in cybernetic system they qualify for.
    • Or alternately 4 pts worth of super powers from the SPC.
  • Combat Pragmatist: Super Spies begin with the Quick Edge.
  • Made of iron: Super Spies require only half the normal amount of sleep, and gain +4 on all checks to resist Fatigue.
  • Double Entendre: Super Spies have uncanny way of make everything have a double meaning, granting them a −2 to be hit as long as they are aware of the attack.
  • Complications:
    • Perpetual Frowner: Super Spies have a scowl even when they try to smile.
    • Only 1 S in super. Once their super path is chosen they are locked into it. Cybernetics adversely affects arcane backgrounds and does not work with super powers. Super powers and arcane backgrounds do not work.A Super Spy who has chosen super powers may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or new ones.
    • Nerveous Wreck: Super Spies live in a constant state of heightened adrenaline and awareness desperately trying to out adventure some kind of deep seeded trama. Perhaps something from their childhood or their past. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Super Spy 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.
    • Bryonic Hero: Super Spies suffer from severe emotional problems often brought on from a dark troubled past, revenge served too cold, morality of the job, and or lost loved ones. 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 Super Spies psychological state, the character gains an additional Hindrance from the table each time she achieves a new Rank.
      • 1 Bloodthirsty: “Bathing in the blood of my enemies” has the potential to become a disturbing reality for a Super Spy with this Hindrance. Her friends may need to keep her on a tight leash in some cases. Re-roll if the character already has this Hindrance.
      • 2 Delusional (Major): This can be fun and wacky, but it can also lead to some very dire circumstances with tragic results. Super Spies may suffer from more than one delusion.
      • 3 Mania (Major): A fairly full catalog of potential psychological or emotional issues can emanate from this result, which the Super Spy may get multiple times over the course of her career. Mania is explained in the New Hindrances section (see page 66).
      • 4 Monologuer: Snappy patter or constant raving can sometimes take a Super Spy’s mind completely over for a moment, stopping her from accomplishing anything else. Re-roll if the character already has this Hindrance. Monologuer is explained in the New Hindrances section (see page 66).
      • 5 Overconfident: A Super Spy with this Hindrance makes adrenaline junkies look positively sedate. Re-roll if the character already has this Hindrance.
      • 6 Phobia (Major): Fearless in most circumstances, a Super Spy can have one or more things that absolutely terrify her beyond any rational understanding.
Field Team Six Bennies
3/6
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