Pryce (Songjuicer)

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Heracles
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Pryce (Songjuicer)

Post by Heracles »

Original Community Project Concept.

Hero's Journey
#1: [dice:3j6xx56w]44433:0[/dice:3j6xx56w] - Training
#2: [dice:3j6xx56w]44433:1[/dice:3j6xx56w] - Magic & Mysticism
#3: [dice:3j6xx56w]44433:2[/dice:3j6xx56w] - Enchanted Items & Mystic Gadgets
#4: [dice:3j6xx56w]44433:3[/dice:3j6xx56w] - Training
#5: [dice:3j6xx56w]44433:4[/dice:3j6xx56w] - Magic & Mysticism

Rich (Body Armor)
[dice:3j6xx56w]44433:6[/dice:3j6xx56w]
[dice:3j6xx56w]44433:7[/dice:3j6xx56w]

Starting Credits: [dice:3j6xx56w]44433:5[/dice:3j6xx56w] x 100 = 1400.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Re: Pryce (Songjuicer)

Post by Heracles »

PsiBlade.jpg

"Like my dear ol' da used t'say, there's always a Pryce t'pay."

Character Sheet

Player Name: Alan
Google Handle: Ignuspyre
Character Name: Pryce (Leonard Vincent Pryce)
Race: Human
Iconic Framework: Songjuicer
Rank: Novice Experience: 5 Advances Left: 0

ATTRIBUTES: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d10
Charisma: +2; Pace: 16 (run die d10); Parry: 6; Toughness: 15(6); Strain: 0

SKILLS
  • Climbing (Str): d4
  • Fighting (Agi): d8
  • Knowledge (Arcana) (Sma): d6
  • Notice (Sma): d6
  • Persuasion (Spi): d6+2
  • Shooting (Agi): d8
  • Spellcasting (Sma): d8+1 (d6 free)
  • Stealth (Agi): d6
  • Streetwise (Sma): d6+2
  • Survival (Sma): d4

HINDRANCES
  • Addiction (Major): (Iconic Framework) Songjuice.
  • Death Wish (Minor): (Iconic Framework) Go out in a blaze of glory doing something awesome before he gets too old or weak.
  • Overconfident (Major): There’s nothing out there he can’t defeat! He's got MAGIC on his side!
  • Greedy (Minor): He needs the most loot so he can feed his habit.
  • Stubborn (Minor): This stubborn individual always wants his way and never admits he’s wrong. Even when it’s painfully obvious he’s made a mistake he tries to justify it with half-truths and rationalizations.

EDGES
  • Arcane Background: (Iconic Framework) Magic.
  • Attractive: (Iconic Framework) It’s no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2 to Charisma.
  • Brawler: (Hero's Journey) Adds +2 to his damage to unarmed attacks.
  • Brawny: (Iconic Framework) Adds +1 to his Toughness; can carry 8 times his Strength in pounds without penalty.
  • Fleet-Footed: (Iconic Framework) +2 Pace and d10 run die.
  • Martial Artist: (Hero's Journey) Never subject to the Unarmed Defender rule. Adds +d4 to his Strength roll on unarmed attacks.
  • Master of Magic: (Hindrances) Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
  • Quick: (Iconic Framework) Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Rapid Recharge: (Hero's Journey) Allows him to regain 1 Power Point every 30 minutes.
  • Rich: He’s managed to accumulate a bit of money, but more important, extra gear. He begins with 5,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one vehicle of his choice.
  • Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword again. It cannot, however, be used for movement, such as Running.

RACIAL FEATURES: Human
  • Free Edge: One free edge of choice.

ICONIC FRAMEWORK: Songjuicer
Original Community Project Concept.
  • Songburn
    • In a standard campaign, a Songjuicer’s Burn begins at 8. At the start of each session, the player rolls his Burn Die, a d10, and if the roll is equal to or greater than the Songjuicer’s current Burn (Bennies may not be spent on this), he must reduce his Burn by one point or he dies, irrevocably, by the end of the session. If he chooses to spend the Burn, he goes on normally until the next session, repeating the process each time. If he chooses not to spend the Burn to keep on living, he’ll probably want to go out in a Blaze of Glory (see Setting Rules), Songjuicers have the ability to declare Blaze of Glory at any time, regardless of whether they’ve taken any damage or not.
    • For those willing to risk an even earlier death, Burn can be spent for rather amazing purposes. Spending Burn gives the Songjuicer a d10 Burn Die to add to any Trait or damage roll. This die can Ace like any other, and if a Benny is spent to re-roll anything a Burn Die was spent on, the Burn Die is re-rolled too.
    • Obviously, spending Burn means being able to make a huge impact in combat, but it also means hastening the process of completely burning out. The lower a Songjuicer’s Burn rating, the more likely the player is forced to spend Burn to avoid dying. Between the inevitable rolls over the rating and the temptation to spend Burn for moments of greatness, a day comes when the player faces a fateful decision for his Songjuicer character.
  • Abilities and Bonuses
    • Magically Supercharged: The PPE ingested in the system of the Songjuicer, for a time anyway, keeps the body in good health, repair and good looks. The Songjuicer gains Slow Regeneration (a natural healing roll once per day). They also gain the effects of the Attractive Edge (this effect is lost and even reversed in to the Ugly Hindrance once the character's Burn drops to three or below).
    • Minor Magic User: Unlocking the body's potential grants a Songjuicer the Arcane Background (Magic), 10 PPE, three powers, and Spellcasting d6. Songjuicers have access to the following powers: 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.
    • Super Endurance: Songjuicers begin with +2 Vigor die types, with no Trait maximum. They require only half the normal amount of sleep, and gain +2 on all Fatigue checks.
    • Super Reflexes: Songjuicers begin with +2 Agility die types, with no Trait maximum. They have Uncanny Reflexes, granting them -2 to be hit by all attacks. Finally, they begin with the Quick Edge.
    • Super Speed: Songjuicers cover enormous ground quickly, doubling their base Pace. They also have the Fleet-Footed Edge (meaning they have Pace of 16" with a d10 running die).
    • Super Strength: Songjuicers begin with +2 Strength die types, with no Trait maximum. They also begin with the Brawny Edge.
  • Complications
    • Addiction: As the Major Hindrance of Habit, the Songjuicer is addicted to the debilitating and eventually deadly songjuice. A character who doesn’t get his fix must make a Fatigue check every 24 hours thereafter (see Fatigue on page 99). The first failed roll makes the character Fatigued, then Exhausted. The final result is a coma. Medical care may ease the symptoms temporarily, but the addiction cannot be 'kicked', only managed and lived with.
    • Cybernetics:
      • Although it is possible to add cybernetics to the Juicer’s already enhanced biology, there is a severe drawback: each point of Strain removes a point of Burn!
      • Also, just like other magic users, they suffer -1 to Spellcasting per point of Strain (page 108).
    • Death Wish: The Songjuicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by. He has the Death Wish Hindrance (Minor).
    • Enemies: As with all wielders of magic, Songjuicers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
    • Magic-induced Euphoria/Tranquility: When not in combat, the Songjuicer wants to conserve their pool of magic energy. Their body and magic abilities go in to a lower state, allowing the character to relax and to keep him from burning out too quickly. This results in a Songjuicer living in a constant state somewhere between mildly ecstatic and stoned, especially right after a 'fix', which causes -1 to all Smarts or Smarts-linked skill rolls in non-combat or low stress situations. On the first round of any combat, he doesn’t gain the benefits of Uncanny Reflexes or Quick.
    • Psionics: The use of magic and buildup of magical energy inside the Songjuicer makes it impossible for him to use psionics in any way.
    • Unstable Psyche: Over time, the magical energy starts to build up in the body of the Songjuicer, causing physical changes and insanity as well. At each rank beyond Novice, the character gains a psychological or emotional Hindrance determined by rolling on the Crazy's Psyche Degradation Table. Representing the constant degradation of the Songjuicer’s psychological state, the character gains an additional Hindrance from the table each time she achieves a new Rank.
Contacts


POWERS

PPE: 10
  • The Shadowed Embrace (Armor)
    • Power Points: 2
    • Range: Touch
    • Duration: 3 (1/round)
    • Trapping: Darkness (Shroud)
    • Effect:
      • Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
  • Midnight's Dark Armor (Greater Armor)
    • Power Points: 5
    • Range: Touch
    • Duration: 3 (1/round)
    • Trapping: Darkness (Shroud)
    • Effect:
      • Success grants +5 M.D.C. Armor, a raise grants +10.
  • The Spark of Life (Boost/Lower Trait)
    • Power Points: 3/2
    • Range: Smarts
    • Duration: 3 (1/round)
    • Trapping: Electricity (Jazz)/Electricity (Spasms)
    • Effect:
      • This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
      • The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
      • Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
  • The Body Electric (Greater Boost/Lower Trait)
    • Power Points: 5/4
    • Range: Smarts x2
    • Duration: 3 (1/round)
    • Trapping: Electricity (Jazz)/Electricity (Spasms)
    • Effect:
      • This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
  • The Cleansing Fire (Smite)
    • Power Points: 2
    • Range: Touch
    • Duration: 3 (1/round)
    • Trapping: Heat (Fatigue).
    • Effect:
      • This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition. While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
      • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
  • The Purity of Pain (Greater Smite)
    • Power Points: 4
    • Range: Touch
    • Duration: 3 (1/round)
    • Trapping: Any
    • Effect:
      • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
      • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.

STAFF (10 PPE)
  • The Rune of Seeing (Detect/Conceal Arcana)
    • Power Points: 2
    • Range: Sight
    • Duration: 3 (1/round) or 1 hour (1/hour)
    • Trapping: Glowing runes on the staff.
    • Effect:
      • Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
      • The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer - 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s
        skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
  • The Rune of Sight and Unseen (Exalted Detect/Conceal Arcana)
    • Power Points: 4
    • Range: Sight
    • Duration: 3 (1/round) or 1 hour (1/hour)
    • Trapping: Glowing runes on the staff.
    • Effect:
      • This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
        • What kind of magic is at work.
        • Currently active powers.
        • General type of supernatural creature (vampire, werewolf, dragon, etc).
        • Any enchantments present on an item.
        • How much PPE or ISP a target possesses.
        • Other information the GM thinks appropriate.
      • When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located.
      • This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it.
      • There is a drawback, however. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.
  • The Rune of Portals (Summon Ally)
    • Power Points: 3+
    • Range: Smarts
    • Duration: 3 (1/round)
    • Trapping: Elementals.
    • Effect:
      • This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned. All Allies are Extras, even Mirror Selves.
  • Opening The Door Wide (Force Multiplication)
    • Power Points: +2 per ally
    • Range: Smarts
    • Duration: 3 (1/round)
    • Trapping: Elementals.
    • Effect:
      • With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time.

GEAR

Items
  • Flaming Sword TW
    • Damage: Str+d10 Md, AP 4.
    • Notes: Ignore minimum Strength, and targets may catch fire. Looks like a normal sword hilt until activated (free action).
    • Weight: 1.
    • Cost: 90,000 credits.
  • NG-S2 Survival Pack
    • Weight: 30.
    • Cost: 3,000 credits.
  • Ley Line Walker Medium Armor
    • +6 Armor and + 1 Toughness.
    • Notes:Though not fully covering, they come with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP).
    • Weight: 8.
    • Cost: 12,000 credits.
  • JA-9 Variable Laser Rifle
    • Range: 40/80/160.
    • Damage: 3d6+1, AP 3.
    • RoF: 1.
    • Shots: 30.
    • Notes: Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties).
    • Weight: 6.
    • Cost: 20,000 credits.
Credits: 1,400.


ADVANCES

Hero’s Journey
  • Enchanted Items & Mystic Gadgets
    • Roll result: 1.
    • Description: Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.
  • Magic
    • Roll result: 11.
    • Description: Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge if he already has the former.
  • Magic
    • Roll result: 14.
    • Description: Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
  • Training
    • Roll result: 3.
    • Description: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Training
    • Roll result: 5.
    • Description: Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge.
Rich
  • Body Armor
    • Roll result: 9.
    • Description: Good for all combat situations, this armor suit has +1 embedded Toughness to handle the sharpest blades and most piercing lasers.
  • Body Armor
    • Roll result: 13.
    • Description: Extraordinary craftsmanship and lightweight materials mean your adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor.
Attributes
Agility: d8 > d10 (1)
Smarts: d4 > d6 (1)
Spirit: d4 > d6 (1)
Strength: d8 > d10 (1)
Vigor: d8 > d10 (1)


Advances
  • Initial Advances: (From Hindrances): +1 die type to Smarts; Edge (Master of Magic).
  • Human Free Edge: Edge (Split the Seconds).
  • Novice 1 Advance: Edge (Rich)
  • 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:

Background
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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