Satchmo, Sasquatch Zapper

In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
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Pender Lumkiss
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Satchmo, Sasquatch Zapper

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Psionics [dice:2yhx3epm]57933:0[/dice:2yhx3epm]
  • Variety of techniques is a power all its own; your psionic knows one power of any Rank from her own list or one Novice power normally unavailable.
Experience and wisdom [dice:2yhx3epm]57933:1[/dice:2yhx3epm]
  • There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements.
Field Team Six Bennies
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Re: Satchmo, Sasquatch Zapper

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Name: Satchmo
Alias: Unknown
Race: Sasquatch
Sex: Male
Starting Bennies: Three
Physical Description: XXXXX
Hindrences, 4 pts worth: XXXXX

Attributes

Vigor Agility Str
XXXXX XXXXX XXXXX
Smarts Spirit
XXXXX XXXXX


Racial Abilities and Complications
Sasquatch race
  • Animal Appearance
    Though gentle in demeanor, most people still fear Sasquatch due to their more animal-like appearance and lifestyle. They suffer a −1 to Persuasion.
  • Cyber Resistant
    Sasquatch never acquire cybernetics. It may be physiology, but it is clear their distaste is also philosophical. They cannot take any Iconic Framework that includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer), nor may they roll on the Cybernetics benefits table.
  • D-Bee
    Sasquatch suffer −2 to Persuasion when dealing with most humans, and hostility often leads to violence with the slightest incident. Their rolling gait and unusual height make it impossible to hide their species.
  • Natural Woodsman
    All Sasquatch learn how to navigate forests in their tender years. They begin with the Woodsman Edge and a d6 in Survival.
  • Low-tech
    The worldly Sasquatch knows the need for a good weapon and occasional armor; they use simple melee weapons— including those that do Mega Damage like Vibro-Blades—and non-powered body armor. Most do not use guns, but a few make use of simple rifles. They dislike vehicles, choosing not to learn to drive and preferring not to ride inside of them.
  • Na t u r a l P s io n ic s
    Sasquatch possess an innate aptitude for Psionics. They begin with the Arcane Background (Psionics) Edge and start with the following three powers: detect/conceal arcana, empathy, and mind link. If a Sasquatch chooses an Iconic Framework providing Arcane Background (Psionics), he follows all the normal rules for the Framework except three of his starting powers are the ones listed above (even if not normally allowed to that Framework) and the Sasquatch gains two additional power to his starting total (so a Sasquatch Burster starts with five powers, for example).
  • Near-Human Physiology
    Those unfamiliar with Sasquatch biology are at a −1 penalty to Healing skill rolls.
  • Non-Standard Build
    Sasquatch have a unique build. Subtract 2 from Trait rolls when using equipment not designed for them, and they cannot wear commonly available armor or clothing, which must be custom-designed and fitted, tripling purchase and repair costs. Glitter Boy armor (and the Iconic Framework) is not an option, neither is most power armor. Equipment and food cost double the listed price.
  • Pacifist
    Sasquatch detest violence but fight when needed. This philosophy impacts their entire lives; they are even vegetarians. They have the Pacifist (Minor) Hindrance.
  • Powerful
    Sasquatch start with Strength d8 (Trait maximum d12+2) and Vigor d6 (Trait maximum d12+1).
  • Restricted Paths
    Arcane magic is impossible for a Sasquatch. They cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
  • Size +2 (Normal)
    The Sasquatch could easily be confused for a bear, especially with a height of 9–12 feet. Their size grants them +2 Toughness.
  • Wild Men of the Woods
    You cannot take the forest out of a Sasquatch. Though worldly Sasquatch live peacefully among humans and can live in small communities, they cannot stand life in the city. When in the city for more than a day, they grow irritable and depressed and suffer a −2 to all Trait rolls. They must make a Spirit roll every day to remain calm; if they fail, they must leave the city for the nearest natural habit.
Zapper Iconic Framework
XXXXX

Skills
Persuasion Stealth Notice
1d4 1d4 1d4
Athletics Common Knowledge Psionics
1d4 1d4 1d6


Powers
Power Cost Notes
XXXXX XXXXX XXXXX


Contacts
Contact C/L
XXXXX XXXXX
Field Team Six Bennies
3/6
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Re: Satchmo, Sasquatch Zapper

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Gear (XXXXX¥)
XXXXX XXXXX¥
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Re: Satchmo, Sasquatch Zapper

Post by Pender Lumkiss »

  • Initial Advances: (From Hindrances):
  • Free Edge (Human): Delete if not human
  • Cybernetic Modifications:
  • 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:
Field Team Six Bennies
3/6
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