Character Seeds (open to all, useable by all)

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Lucretia
Posts: 347
Joined: Tue Dec 20, 2016 10:41 pm

Character Seeds (open to all, useable by all)

Post by Lucretia »

I always have way more ideas than I ever get to play, so instead of creating a thread of my own possible future characters. I'm creating an open thread where anyone can post character ideas. However, this thread is for ideas that are not reserved for future use. In other words, anyone can grab one of these ideas and run with it.

To that extent, I would suggest not making any rolls, and keep the mechanics minimal - Race, IF, and maybe an edge, skill, or critical piece of gear. The idea is for these to be the seeds of a character, not fully fleshed out character.

The elite officer
Description: This is the sort of officer that everyone thinks could be running the place in the future, either as a high ranking military officer or as a politician.
Race: Any
IF: MARS Rogue Scholar
Key Features: Knowledge(Battle), Knowledge(Politics)
Further Development: Wide open. A field commander might take Command and Tactician, one with political aspirations might crank Persuasion/Charisma way up. You could do pretty much anything, from picking up an AB to rocking some power armor.

The John Woo
Description: Because one gun just isn't enough
Race: Any
IF: Any
Key Features: Shooting, Two-Fisted (Ambidexterity recommended)
Further Development: depends on your IF. Split the Seconds is great because three attacks are better than two. Quickness is even better, because 4 attacks are better than 3. For true insanity, wear power armor and use two mini-railguns, because 8 attacks are better than 4.

The "G"
Description: Actual name protected by copyright.
Race: Any that allow Psionics (Quick-Flex kinda look the part)
IF: Any Psionic ([Fallen] Cyber-Knight, Mind Melter or Mystic are the best fit)
Key Features: Psi-Blade or Battle Fury Blade(good luck getting your hands on one though), Sidekick edge (make a Flame Wind Dragon)
Further Development: You're a psychic that rides a dragon into battle and you want MORE? Good, because you've only taken 1-2 edges...

Air Support
Description: When they call in an air strike, you're the one who responds.
Race: Any
IF: MARS Power Armor Jock
Key Features: Flying Titan or Predator (or a SAMAS)
Further Development: A variety of weapons means you have the right tool for the job - long range to snipe, high ROF to strafe, missiles for big damage. There are plenty of edges, equipment, and cybernetics that can add bonuses or offset various penalties - missing is bad. With your mobility, you make an excellent scout, so don't forget Notice and sensor packages.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Zed
Posts: 134
Joined: Sat Apr 01, 2017 12:02 pm

Re: Character Seeds (open to all, useable by all)

Post by Zed »

Here's a new one, inspired by talk of TW converting Mica's Power Armor.

The New Type "Gundam" pilot
Description: A Robot Armor Jock whose psychic powers give great advantages on the battlefield.
Race: Any
IF: MARS Robot Armor Jock
Key Features: AB(Psionics), Major Psionic, Master Psionic, Telemechanics, at least d10 in Psionics, Telepathy power; Ace and high piloting & shooting recommended.
Further Development: For power selection, remember that for the most part your psionic powers will not reach outside your robot, but some, like Boost Trait can be used on yourself. Clairvoyance would be thematic, and Fly or Teleport may help you get into the cockpit faster if you are caught by surprise. For edges, Danger Sense and Sixth Sense are thematic. Combat Ace, Steady Hands, and Rock and Roll edges are good for eliminating penalties so that your shooting is as epic as your piloting.
Zed, Human Techno-Wizard Alt of Lucretia
Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
Ammo:
  • Vera - 17/20 full bursts
    Josephine - 6/6 shots

10/20 PPE; 3/4 Arcane Machinist
Current Arcane Machinist Gizmos:
  • none

Active effects:
  • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
    [2/3] Exalted Quickness w/ +1 toughness from trapping
    [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
    [3/3] Greater Boost Strength (+4 steps to d12+6)
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Sayeen Gabbersleaf
Posts: 218
Joined: Sat Sep 24, 2016 10:20 pm

Re: Character Seeds (open to all, useable by all)

Post by Sayeen Gabbersleaf »

Maybe making a transforming personal armor would work better. PA do not all allow magic or psionics. It says they are impossible to use on page 81.
Sayeen Gabbersleaf
ISP :30/2
Active Psionic Powers: None
    Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
    Worn Armor:
    • Cyber Knight medium armor(TW): +6Armor, +1 toughness
    • Cyber Armor: +2 toughness
    Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
    Combat Abilities
    • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
    • Cyberkenetic Combat: -2 to hit if attack is purely technology based
    • Champion: +2 damage & toughness vs supernatural evil
    • Giant Killer: +1d6 damage vs creatures size 3 and larger
    OOC Comments
    Bennies:2 Spent:2
    -reroll to avoid brain burn
    -reroll fighting attck vs beasty in power plant
    +1 for group posting quickly
    Adventure deck cards: Cutting in Line: 3 initiative cards
    Accounts: Sayeen (primary), Iron Tick (secondary)
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    High Command
    The Savage Inquisition
    Posts: 1943
    Joined: Sun Jun 12, 2016 6:10 am

    Re: Character Seeds (open to all, useable by all)

    Post by High Command »

    Another of those rules I wish they had kept to source on. Extremely light power armors DO allow use of psionics in classic. You could probably turn it into an iconic seasoned edge though for Bursters, Mind Melters, and MARS characters with psionics, allowing them to use psionic powers in size 1 power armors.
    Tales of the 17th SOG
    "In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
    User avatar
    Sayeen Gabbersleaf
    Posts: 218
    Joined: Sat Sep 24, 2016 10:20 pm

    Re: Character Seeds (open to all, useable by all)

    Post by Sayeen Gabbersleaf »

    in a way they do allow you to cast using those "light power armors", like the ng-ex10 and triax t-11.
    Sayeen Gabbersleaf
    ISP :30/2
    Active Psionic Powers: None
      Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
      Worn Armor:
      • Cyber Knight medium armor(TW): +6Armor, +1 toughness
      • Cyber Armor: +2 toughness
      Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
      Combat Abilities
      • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
      • Cyberkenetic Combat: -2 to hit if attack is purely technology based
      • Champion: +2 damage & toughness vs supernatural evil
      • Giant Killer: +1d6 damage vs creatures size 3 and larger
      OOC Comments
      Bennies:2 Spent:2
      -reroll to avoid brain burn
      -reroll fighting attck vs beasty in power plant
      +1 for group posting quickly
      Adventure deck cards: Cutting in Line: 3 initiative cards
      Accounts: Sayeen (primary), Iron Tick (secondary)
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      Zed
      Posts: 134
      Joined: Sat Apr 01, 2017 12:02 pm

      Re: Character Seeds (open to all, useable by all)

      Post by Zed »

      Sayeen Gabbersleaf wrote:Maybe making a transforming personal armor would work better. PA do not all allow magic or psionics. It says they are impossible to use on page 81.
      Telemechanics specifies that it is an exception to that, and I do not see the same prohibition against magic/psionics in the Robot Armor section, which is why I built it around them. Robot Armor is more in line with the source inspiration (Gundam series) anyway. The line in my write-up about powers not reaching is simply pragmatics about how far away your robot armor is from others.
      Zed, Human Techno-Wizard Alt of Lucretia
      Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
      Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
      Ammo:
      • Vera - 17/20 full bursts
        Josephine - 6/6 shots

      10/20 PPE; 3/4 Arcane Machinist
      Current Arcane Machinist Gizmos:
      • none

      Active effects:
      • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
        [2/3] Exalted Quickness w/ +1 toughness from trapping
        [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
        [3/3] Greater Boost Strength (+4 steps to d12+6)
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      Sayeen Gabbersleaf
      Posts: 218
      Joined: Sat Sep 24, 2016 10:20 pm

      Re: Character Seeds (open to all, useable by all)

      Post by Sayeen Gabbersleaf »

      Makes sense. Did not catch that it was a robot armor.
      Sayeen Gabbersleaf
      ISP :30/2
      Active Psionic Powers: None
        Pace: 7/7; Parry: 8 ,; Toughness: 13/13(6); Notice D8, Stealth D6,
        Worn Armor:
        • Cyber Knight medium armor(TW): +6Armor, +1 toughness
        • Cyber Armor: +2 toughness
        Weapon in Hand: Psychic Maul: 1d4 +3d10 AP 8
        Combat Abilities
        • improved dodge: -2 ranged attack, +2 to evade area affect attacks when appropriate
        • Cyberkenetic Combat: -2 to hit if attack is purely technology based
        • Champion: +2 damage & toughness vs supernatural evil
        • Giant Killer: +1d6 damage vs creatures size 3 and larger
        OOC Comments
        Bennies:2 Spent:2
        -reroll to avoid brain burn
        -reroll fighting attck vs beasty in power plant
        +1 for group posting quickly
        Adventure deck cards: Cutting in Line: 3 initiative cards
        Accounts: Sayeen (primary), Iron Tick (secondary)
        User avatar
        High Command
        The Savage Inquisition
        Posts: 1943
        Joined: Sun Jun 12, 2016 6:10 am

        Re: Character Seeds (open to all, useable by all)

        Post by High Command »

        Sayeen Gabbersleaf wrote:in a way they do allow you to cast using those "light power armors", like the ng-ex10 and triax t-11.
        I had a psi-nullifier who regularly used a SAMAS and have a psychic NGR agent who regularly uses the Night Reaper stealth power armor from NG2. While you can make a poor case for the stealth PA being an exoskeleton, that is not the case for the SAMAS. If it has 250 MDC or less, psychics can use their powers in Classic. Note that limit applies to tech body armor as well (not that there are any examples of body armor over 200). Magic body armor could go above it and not affect anything.

        That's why I was suggesting an Iconic Edge - because that is definitely not in the realm of normal for Savage Rifts.
        Tales of the 17th SOG
        "In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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        Zed
        Posts: 134
        Joined: Sat Apr 01, 2017 12:02 pm

        Re: Character Seeds (open to all, useable by all)

        Post by Zed »

        A few more ideas, mostly less grounded in specific mechanics, but also quick-and-dirty conversions of Psyscape RCCs.

        Grackletooth Merc Soldier: I keep seeing Grackle Operators, but they can make for pretty effective soldiers, too.

        Psyscape: - general note: IFs in SR put a little bit of CR's class-structure on top of a classless system. Most IFs are extremely flexible, so can easily be used for a variety of OCCs.

        Mind Bleeder, Nega-Psychic, Psi-Druid, Psi-Nullifier - Mind Melter with appropriate powers, trappings, edges, and skills.

        Psi-Ghost: Human with AB(Psionics), takes Clairvoyance (trapping: detect observers), Invisibility, and of course Intangibility.

        Psi-Slayer: Psi-Slayer (may be "trapped" as being human) Mind Melter.

        Psi-Warrior: Cyberknight, take Psi-Shield. Replace Code of Honor with Heroic or Overconfident. May not use Cyberknight Heavy Armor.

        A couple Crazy ideas (couldn't resist the pun - these can work with other IFs too, but i thought of them as Crazies)

        The Big Lug - Ogre Crazy with Delusional (major) - they think they are human. This frequently causes minor problems when trying to use human-sized vehicles/gear or human-sized doors, but they never learn. Causes bigger problems when they encounter the CS, as the Lug doesn't think to hide from them or use a disguise.

        The Bad Dog - Dog Boy Crazy. Probably has the Mean hindrance and maybe Strong Willed Edge. Very proud of not being a Good Boy. May bite if asked to play fetch.
        Zed, Human Techno-Wizard Alt of Lucretia
        Bennies: 3/3 Parry: 5; Toughness: 16(8); Pace: 8; Charisma: +0
        Weapon in hand: Vera (TW modified TX-50 Light Rail Gun)
        Ammo:
        • Vera - 17/20 full bursts
          Josephine - 6/6 shots

        10/20 PPE; 3/4 Arcane Machinist
        Current Arcane Machinist Gizmos:
        • none

        Active effects:
        • [1/3] Greater Boost TechnoWizardry (+4 steps to d12+3)
          [2/3] Exalted Quickness w/ +1 toughness from trapping
          [2/3] Greater Smite on Vera (+8 damage, ice/fatigue trapping)
          [3/3] Greater Boost Strength (+4 steps to d12+6)
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        Pender Lumkiss
        Diamond Patron
        Diamond Patron
        Posts: 3648
        Joined: Thu Mar 09, 2017 9:00 pm

        Re: Character Seeds (open to all, useable by all)

        Post by Pender Lumkiss »

        Ahh the psi ghost, my favorite RCC. I was thinking about doing this one once Sayeen or Iron Tic dies. I was thinking AB Superpowers intangability and danger sense, d4 intangability, d8 notice. With the stipulation the AB will substitute in for edges that require major psionics, and if master of magic is obtained it would substitute in for edges that require master psionic. I realize it would be a bit of a stretch on how the psi-operator substitutes weird science for psionics for edge qulification. I think I could just trap the danger sense as a form of clairvoyance. Anyways, I like yours too, very much more straight forward.
        Field Team Six Bennies
        3/6
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