SWADE Psi-Druid Test

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Pursuit
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SWADE Psi-Druid Test

Post by Pursuit »

F&G:
  • [dice:34oywybu]56566:0[/dice:34oywybu] Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.
  • [dice:34oywybu]56566:1[/dice:34oywybu] Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.


HJ:
  • [dice:34oywybu]56566:2[/dice:34oywybu] Psionics
  • [dice:34oywybu]56566:3[/dice:34oywybu] Training

Ignore These
Rich:
  • [dice:34oywybu]56566:5[/dice:34oywybu] This weapon is extra deadly, granting a +1 to all damage rolls made with it. This result may be applied up to two times.
  • [dice:34oywybu]56566:6[/dice:34oywybu] Your hero has a rare and coveted suit of TW Combat Mage Armor, which may or may not place him on a few bounty lists in both the Coalition and the Federation of Magic. Alternately, if he's a Cyber-Knight, he gains a suit of TW Cyber-Knight Heavy Armor.

Narrative: [dice:34oywybu]56566:4[/dice:34oywybu]
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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Pursuit
Game Master
Posts: 1217
Joined: Thu Jan 04, 2018 9:21 am

Re: SWADE Psi-Druid Test

Post by Pursuit »

Character Sheet
Thro’k
Rank: Seasoned Advances Left: 0
Race: Orc
Iconic Framework: Psi-Druid
Attributes: Agility d10 (3), Smarts d8 (1), Spirit d8 (1), Strength d10 (2), Vigor d8 (2)
Pace: 6; Parry: 8 w/pike; Toughness: 12(4); Strain: 0
Skills:
  • Athletics (Str) d8 (2)
  • Common Knowledge d8 (2)
  • Fighting d10 (4)
  • Healing d6
  • Notice d8 (2)
  • Persuasion d4 (0)
  • Psionics d10 (0) F&G
  • Occult d8 (1) F&G
  • Shooting d6 (2)
  • Stealth d8 (2)
  • Survival d10 (0) F&G

Hindrances
  • Shamed (Major): He was a raider, until the atrocities he’d helped commit became too much to live with. He abandoned his former life to instead protect the wilds.
  • Illiterate (Minor): Not much use for book-learnin.
  • Wanted (Minor): Deserters are not looked upon fondly.

Edges
  • Brawny (Orc)
  • Brute (Orc)
  • Arcane Background (Psionics)
  • Beast Master (Psi-Druid)
  • Healer (Psi-Druid)
  • Woodsman (Psi-Druid)
  • Strong Willed (F&G)
  • Trademark Weapon (Psi-Pike) (HJ)

Racial Characteristics
  • Bite: Orcs have canine-like teeth that cause Str+d4 damage and can be used on a Bound or Entangled foe.
  • Brawny Brutes: Orcs are burly and built for physical power—begin with the Brawny and Brute Edges.
  • Disagreeable D-Bee: Orcs are infamous throughout the Megaverse®. Due to their violent appearance and history, orcs suffer a −4 penalty on Persuasion checks when dealing with human supremacists plus most elves and dwarves. With more tolerant or unfamiliar groups, their reputation for destruction and mayhem incurs only a −2 Persuasion penalty. Their brutish mannerisms are offputting to comrades as well, earning a −1 to Persuasion checks made amongst allies...and even other orcs!
  • Instinct Over Intellect: Orcs act on their instincts, intellectual pursuits are not common for them. They suffer a −1 penalty to all Smarts rolls, but not Smarts linked skills.
  • Low Light Vision: Orcs ignore Illumination penalties for Dim and Dark lighting.
  • Near-Human Physiology: Those unfamiliar with orcish physiology suffer only a –1 penalty to Healing skill rolls and cybernetics checks.
  • Physical Strength: Orcs start with a d6 Strength, which increases Trait maximum accordingly.
Powers
Arcane Background: Psionics
ISP: 20- Recovery: 5/hour of rest

Powers: detect/conceal arcana, healing, entangle (auto-raise from HJ), protection, elemental manipulation


Background
He worked as a blade for hire, until he tired of committing atrocities in the name of others and sought solitude in nature.


Gear
Standard Starting Gear
TW Adventure Armor
Psi-Pike (traded two rolls via Rich)

Credits: +15,000 from Rich

Contacts


Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Begin with Psionics d6 Arcane Background (Psionics), 10 ISP, as well as detect/conceal arcana, healing, and three other powers chosen from the Mystic's Miracles or Psionics lists. In the Psi- Druid's case, all powers are psionic and use ISP.
  • Begin with the Beast Master, Healer, and Woodsman Edges.
  • Begin with Healing d6 and Survival d6
  • Begin with standard Starting Gear substituting Adventure Survival Light Armor.

Advances
  • Initial Advances: (From Hindrances): Raise Attribute x2
  • Novice 1 Advance: Raise Attribute
  • Novice 2 Advance: Power Points
  • Novice 3 Advance: Rich
  • Seasoned 1 Advance: Raise Attribute
  • Seasoned 2 Advance: Major Psionic
  • 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:
Curse of the Crimson Throne GM Bennies: 6/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
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