Drake, Elderly One-Shot Crazy

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Koshnek
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Drake, Elderly One-Shot Crazy

Post by Koshnek »

Psyche Degradation
  • 1d10: [10] = 10
  • 1d10: [2] = 2
  • 1d10: [7] = 7
  • 1d10: [4] = 4
Impulsive, Suspicious (Major), Clueless, Overconfident, Habit (Major)

Crazy HJ
  • Crazy Training 1d20: [7] = 7
  • Crazy Training 1d20: [20] = 20
Gear HJ
  • Body Armor 1d20: [17] = 17
  • Body Armor 1d20: [5] = 5
  • Body Armor 1
Extra HJ
  • Extra Training 1d20: [18] = 18
  • Extra Training 1d20: [1] = 1
  • Extra Training 1d20: [16] = 16
  • Extra Training 1d20: [6] = 6
Unstable Psionics
  • 1d20: [6] = 6
  • 1d20: [1] = 1
  • 1d20: [16] = 16
Universal Credits: 4d6: [4, 2, 5, 5] = 16 x 100 = 1600
Gear or Valuables: 2d4: [2, 2] = 4 x 500 = 2000

Grenades
  • 1d4+2 AP: [2]+2 = 4
  • 1d4+2 Frag: [4]+2 = 6
Last edited by Koshnek on Wed Jan 06, 2021 5:50 pm, edited 1 time in total.
Reason: 1d4+2 AP
IZ3 GM Bennies 5/5
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Koshnek
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Re: Drake, Elderly One-Shot Crazy

Post by Koshnek »

Drake
Heroic Male Human, Crazy
Iconic Framework: Crazy
Background
Drake is an old coot who once helped take down the biggest of bads. He was once a dragon, despite what his friends might say, but he has since forgotten how to metamorph into his true form. He doesn't let it bother him much, but he knows once he remembers how to return to his true form he will once again be neigh unstoppable.

Attributes: Agility d10-1, Smarts d8, Spirit d8, Strength d12+2+1, Vigor d8-1
Skills: Athletics d8, Common Knowledge d6, Electronics d6, Fighting d12, Language (Native) d8, Notice d8+2, Persuasion d8, Psionics d8, Stealth d6, Survival d8+2, Thievery d6
Pace: 12; Parry: 8; Toughness: 27 (9)
Hindrances: Clueless, Delusional (major, Drake believes that he is a Dragon trapped in his human metamorph form.), Elderly, Habit (major, Cigars), Impulsive, Overconfident, Suspicious (major)
Edges: Ambidextrous, Brawler, Brawny, Bruiser, Chi, Conditioned, Elan, Improved Frenzy, Martial Artist, Martial Warrior, Monster Slayer, Nerves of Steel, Off The Handle, Quick, Rich, Split the Seconds, Sublime Chaos
Armor: Armored Cloak (Armor 2), N-F50A Superheavy Force Field (), T-11 Enhanced Heavy EBA (Armor 7)
Weapons: Unarmed (Range Melee, Damage Str+d10, +2 to Hit), Armor Piercing Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.), Armor Piercing Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.), Fireburst Rifle (Range 24/48/96, Damage 4d6, ROF 3), Fragmentation Grenade (Range 5/10/20, Damage 5d6, ROF 1), Fragmentation Grenade (Range 5/10/20, Damage 5d6, ROF 1), Vibro-Blade Vambraces (Range Melee, Damage Str+2d4, AP 8, M.D.C.), Vibro-Longsword (Range Melee, Damage Str+d10, AP 10, M.D.C.), Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)
Gear: NG-S2 Survival Pack, Wooden Cross
Language: Native (native, d8)
Current Wealth: $350
Arcane Background: Psionics (Rifts® TLPG)
  • I.S.P.: 10
  • Powers: Arcane Protection (Savage Worlds: Adventure Edition p148; Limitations: Self (limited)), Boost Trait (Savage Worlds: Adventure Edition p156; Limitations: One Aspect, Self (limited)), Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Limitations: Self (limited))
Special Abilities
  • Bio-Regeneration: Awakening certain portions of the brain via the Mind Over Matter implants grants the Crazy a 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: Crazies gain +2 die types to Agility, Strength, and Vigor; increase Trait maximums an equal amount.
  • Enhanced Endurance: Crazies begin with the Nerves of Steel Edge, require only half the normal amount of sleep, and gain +4 on checks to resist Fatigue from sleep deprivation.
  • Enhanced Speed: Crazies double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping.
  • Heightened Senses: Crazies gain +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),
  • Quick: Begin with the 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.
  • Losing It: Aas an Innate Ability
    the Crazy gains the effects of being Berserk (as per the Edge, but Strength and Agility are increased two die types instead) and is immune to Fear and Intimidation. Cannot use Psionics or other skills requiring concentration except Intimidation, Taunt, Shooting, and Athletics
  • Cybernetics: Crazies suffer -1 to Psionics per point of Strain (page 69).
  • Distinctive Appearance: The protrusions from the skull alone mark a Crazy, but most also indulge in tattoos, body piercings, and other means of declaring themselves to the world.
  • Magic: M.O.M. implants jumble the mind in such a way as to make the use of magic impossible.
  • Needs Action: Crazies live in a constant state of heightened adrenaline and awareness, even depressed Crazies can't escape the feeling. During particular slow periods, the GM may call for a Spirit roll. Failure means she becomes irritable or impatient gaining −1 Persuasion, and suffering a −1 to all Trait rolls in this distracted state until a high alert status or action kicks in.
  • Unstable Psyche: From the start (and for no added benefit), the character gains Impulsive and a Hindrance rolled on the Psyche Degradation Table. Representing the constant degradation of the Crazy’s psychological state, she gains a Hindrance from the table each time she achieves a new Rank. Simultaneously, her abilities chaotically expand—each new Rank also roll once on the Psionics Hero's Journey table.
  • Unstable Psyche (Seasoned): From the start (and for no added benefit), the character gains Impulsive and a Hindrance rolled on the Psyche Degradation Table. Representing the constant degradation of the Crazy’s psychological state, she gains a Hindrance from the table each time she achieves a new Rank. Simultaneously, her abilities chaotically expand—each new Rank also roll once on the Psionics Hero's Journey table.
  • Unstable Psyche (Veteran): From the start (and for no added benefit), the character gains Impulsive and a Hindrance rolled on the Psyche Degradation Table. Representing the constant degradation of the Crazy’s psychological state, she gains a Hindrance from the table each time she achieves a new Rank. Simultaneously, her abilities chaotically expand—each new Rank also roll once on the Psionics Hero's Journey table.
  • Unstable Psyche (Heroic): From the start (and for no added benefit), the character gains Impulsive and a Hindrance rolled on the Psyche Degradation Table. Representing the constant degradation of the Crazy’s psychological state, she gains a Hindrance from the table each time she achieves a new Rank. Simultaneously, her abilities chaotically expand—each new Rank also roll once on the Psionics Hero's Journey table.
  • Unstable Psyche (Legendary): From the start (and for no added benefit), the character gains Impulsive and a Hindrance rolled on the Psyche Degradation Table. Representing the constant degradation of the Crazy’s psychological state, she gains a Hindrance from the table each time she achieves a new Rank. Simultaneously, her abilities chaotically expand—each new Rank also roll once on the Psionics Hero's Journey table.
  • Getting it Together: A Crazy comes out of Losing It using the standard Smarts roll for Berserk, but she’s hampered and overwhelmed by her psychological Hindrances. See page 22 for details

Advances
Novice Advances
  • Edge: Brawler
  • Edge: Ambidextrous
  • Raise Attribute: Agility
Seasoned Advances
  • Edge: Split the Seconds
  • Edge: Off The Handle
  • Edge: Bruiser
  • Edge: Frenzy
Veteran Advances
  • Edge: Sublime Chaos
  • Edge: Improved Frenzy
  • Edge: Chi
  • Raise Attribute: Strength
Heroic Advances
  • Raise Attribute: Strength
Current Load: 99 (501)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Rifts® M.D.C., Super StrengthValidity: Character appears valid and optimal

Created with Savaged.us
IZ3 GM Bennies 5/5
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