Crazy Frame Work
Iconic Framework Super Spy
- License to Kill
- 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 finishes License to Kill 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 License to Kill 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 comes finishes License to Kill 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 License to Kill state in the first place:
- 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,
- ab psionics and d6 in psionics
- 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.
- 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: No magic allowed.
- 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.