Simvan Crazy (SWADE)

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Simvan Crazy (SWADE)

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HJ
Training [dice:10dr3mbh]55135:0[/dice:10dr3mbh]
Psionics [dice:10dr3mbh]55135:1[/dice:10dr3mbh]

Psyche Degradation
[dice:10dr3mbh]55135:2[/dice:10dr3mbh]
[dice:10dr3mbh]55135:3[/dice:10dr3mbh]
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Re: Simvan Crazy (SWADE)

Post by Venatus Vinco »

Snarly
Rank: Novice Advances: 0
Race: Simvan
Iconic Framework: Crazy
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Pace: 12; Parry: 8; Toughness: 6; Strain: 0

Skills:
  • Athletics d6 (1)
  • Common Knowledge d4
  • Notice d6+2 (1)
  • Persuasion d4
  • Stealth d8 (2)
  • Riding d4
  • Psionics d10 (3)
  • Fighting d12 (4)
  • Shooting d8 (3)
  • Survival d4 (+2 Tracking) (1)

Hindrances
  • Bloodthirsty (Race): The ultimate victory is defeating and consuming a worthy opponent.
  • Monologuer (IF):
  • Vengeful (Major): The adventurer seeks payback for slights against her. As a Major Hindrance, she’ll cause physical harm to get it.
  • Ruthless (Major): The character does what it takes to get her way.

Edges
  • Beast Master (Race): Animals like your hero and he has a pet of some sort. See text.
  • Arcane Background (Psionics): beast friend +4 powers, +35 ISP
  • Nerves of Steel (IF): Ignore one level of Wound penalties.
  • Quick (IF): The hero may discard and redraw Action Cards of 5 or lower.
  • Major Psionic (HJ):
    • Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge.
    • Major Psionics may also:
    • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
    • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the range × 10.
    • This ability does not affect powers that have Range of Self or Touch.
    • The two effects can be combined, but the decision to spend ISP for either must be made before the roll.
    • While on a ley line, all above bonuses are doubled in effect.
  • Power Points (HJ): +10 ISP
  • Master Psionics (Hind): Mega Modifiers
Iconic Framework Abilities & Complications
  • Losing It: Berserk Edge & Fearless Ability
  • Bio-Regeneration: Natural healing roll once every 24 hours. Permanent injuries may be recovered once all other Wounds are regenerated; treat each injury as an additional Wound for purposes of recovery (the Crazy may try once per week).
  • Enhanced Attributes: +2 die types to Agility, Strength, and Vigor; increase Trait maximums an equal amount.
  • Enhanced Endurance: Nerves of Steel Edge, require only half the normal amount of sleep, and gain +4 on checks to resist Fatigue.
  • Enhanced Speed: Double base Pace and move twice the normal distance, horizontally and vertically, when Jumping.
  • Heightened Senses: +2 to Notice and Survival (tracking) rolls, and ignore two points of Range penalties.
  • Minor Psionic: Unlocking the brain’s potential grants Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6.
  • Quick: Quick Edge.
  • Uncanny Reflexes: A Crazy’s reflexes are superhuman, granting them -2 to be hit by any attack they are aware of as well as +2 on Evasion rolls.
  • Cybernetics: -1 to Psionics per point of Strain
  • Distinctive Appearance: The protrusions from the skull alone marka Crazy, but this Simvan also wears bone trinkets made from those he’s consumed.
  • Magic: Use of magic impossible.
  • Needs Action: During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Crazy gains −1 Persuasion 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.
  • Unstable Psyche: 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 Crazy’s psychological state, the character gains an additional Hindrance from the table each time she achieves a new Rank.
Racial Abilities & Complications
  • Animal Empathy: Beast Master Edge and Riding d4.
  • Bad Reputation: -1 Persuasion when dealing with most people.
  • Bloodthirsty: The ultimate victory is defeating and consuming a worthy opponent.
  • Distinctive D-Bee: -2 Persuasion when dealing with groups the dislike non-humans.
  • Instinct Over Intellect: -1 penalty to all Smarts rolls, but not Smarts linked skills.
  • Low Light Vision: Ignore penalties for Dim and Dark conditions.
  • Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts
  • Natural Psionics: Start with Arcane Background (Psionics), beginning with speak language and two powers chosen from the standard psionic list on page. If a Simvan chooses a framework providing Arcane Background (Psionics), he starts with beast friend as one of his starting powers and adds two powers to his starting total (e.g., a Simvan Burster starts with five powers). Simvan have a bonus of +5 ISP naturally; this bonus ISP is not part of their base ISP nor is it modified by other Edges or Abilities (e.g., a Simvan Mind Melter would begin with 35 ISP).
  • Near-Human Physiology: –1 penalty to Healing skill rolls and cybernetics checks.
  • Racial Enemy: −2 Persuasion with Psi-Stalkers.
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Re: Simvan Crazy (SWADE)

Post by Venatus Vinco »

Powers
Animal Empathy (beast friend)
Stuff
Bio-Regeneration (healing)
Stuff
Summon Inner Strength (boost trait)
Stuff
TK Force FIeld (protection)
Stuff
Nightmare (fear)
Stuff
TK Acceleration (smite)
Stuff
I.S.P.: 35/35
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Re: Simvan Crazy (SWADE)

Post by Venatus Vinco »

Background
Vengeful killer looking for whoever did this to him.
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Re: Simvan Crazy (SWADE)

Post by Venatus Vinco »

Gear
  • NG-S2 Survival Pack
  • Huntsman
  • Wilk’s 237 Backup Laser Pistol
  • Wilk’s 447 Laser Rifle
  • Vibro-Shortsword

Ostrosaurus (Beast Master)

Credits: [dice:n4c1n9ll]55140:0[/dice:n4c1n9ll] Universal Credits, and [dice:n4c1n9ll]55140:1[/dice:n4c1n9ll] credits worth of gear or valuables
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Re: Simvan Crazy (SWADE)

Post by Venatus Vinco »

Advances
Iconic Framework: Crazy

Hero’s Journey
  • Training 19 - Free Professional Edge Ignoring Requirements. Major Psionic
  • Psionics 6 - Power Points Edge
Advances
  • Initial Advances: (From Hindrances): Master Psionics, +1 Fighting
  • Novice 1 Advance:
  • 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:
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