Heracles
Posted: Sun Apr 30, 2017 8:29 pm
Character Sheet
Player Name: Alan
Google Handle: ignuspyre
Character Name Heracles
Rank: Veteran Experience: 42 Advances Left:
Race: Dog Boy
Iconic Framework: Crazy
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d8(d12+2), Vigor d10
Charisma: -2 (0 with Dog Boys); Pace: 12(14); Parry: 7; Toughness: 18(7); Strain: 8
Skills:
ISP: 20
Credits: 900
Contacts
Player Name: Alan
Google Handle: ignuspyre
Character Name Heracles
Rank: Veteran Experience: 42 Advances Left:
Race: Dog Boy
Iconic Framework: Crazy
Attributes: Agility d12, Smarts d10, Spirit d8, Strength d8(d12+2), Vigor d10
Charisma: -2 (0 with Dog Boys); Pace: 12(14); Parry: 7; Toughness: 18(7); Strain: 8
Skills:
- Climbing (Str): d6 (d6 free)
- Fighting d10
- Notice (Sma): d8+2 (+2 with smell)
- Psionics (Sma): d10 (d6 free)
- Shooting (Agi): d6
- Stealth (Agi) : d6
- Survival (Sma): d6 (+2 in N. America)
- Tracking (Sma): d6+4
- Delusional (Major): (Iconic Framework) He is Heracles, reborn! The Deadboys and Skelebots are obviously the minions of his Uncle Hades, Lord of the Underworld. Monsters and evil spellcasters he faces are obviously working for his stepmother Hera. Etc.
- Enemy (Minor): "Gragnir The Greater" (Federation of Magic Shifter)
- Heroic (Major): This noble soul never says no to a person in need. He doesn’t have to be happy about it, but he always comes to the rescue of those he feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
- Loyal (Minor): Your character would give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
- Outsider (Minor): (Racial) See Racial.
- Overconfident: There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
- Phobia (Major) - Ophidiophobia: (Iconic Framework)
- Whenever a character is in the presence of his phobia, he subtracts 4 from all his Trait tests as a Major Hindrance.
- Due to the some of his Twelve Labors (among other things, like almost being killed as a child by one), Heracles has an irrational (some would say healthy) fear of snakes of all shapes and sizes.
- Wanted (Minor): (Racial) Coalition
- Elan: When this spirited hero puts his heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
- First Strike: Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his
action if he is on Hold or has not yet acted this round.- Improved First Strike: (when wielding his Club) As above but the hero may make one free
attack against each and every foe who moves adjacent to him.
- Improved First Strike: (when wielding his Club) As above but the hero may make one free
- Jack-of-all-Trades: Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4–2.
- Major Psionic: 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 base 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.
- Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
- Off The Handle: A Crazy with this Edge can start Losing It as a free action. Interestingly, such a Crazy also has an easier time coming out of it. He doesn’t suffer the usual −2 penalty to his Smarts roll when trying to recover.
- Quick (IF): Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5. Characters with both the Level Headed and Quick Edges draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
- Split The Seconds: 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.
- Sublime Chaos: While Losing It, a Crazy with this Edge is able to perform actions not normally allowed by Berserk, including using her psionics. She also only suffers a -1 to Trait rolls during her Coming Back period.
- Breed Advantage (Strong and Tough): A Dog Boy begins with the Breed Advantage Edge (see sidebar). The player decides what breed (or breeds) the character is influenced by. After creation, the Dog Boy may take the Edge again at Novice Rank.
- Keen Sense of Smell: Dog Boys have a sense of smell similar to their canine counterparts. They gain a +2 bonus on Notice checks based on smell, as well as +2 on all Tracking rolls.
- Natural Weapons: Dog Boys bite for Str+d6 damage.
- Outsider: Dog Boys are awkward around human populations, and people outside the CS may be frightened of them because they are so closely identified with that regime. They have the Outsider Hindrance and a -2 Charisma with everyone except other Dog Boys.
- Psychic Sense: Dog Boys have the inherent ability to detect arcana, interpreting it as a scent. They use the Notice skill (with their Keen Sense of Smell bonus) to detect the presence and location of psychic or magic energies, beings, or items. They can also use the Tracking skill (also with the Keen Sense of Smell bonus) to follow a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles. Cybernetic implants also cause problems; every point of Strain imposes a -1 penalty when the Dog Boy uses his Psychic Sense (the Cyber-Psychic Alignment Edge can negate this penalty).
- Restricted Paths: Inherent psionic limitations make arcane magic impossible. Dog Boys cannot take any Arcane Background using PPE, nor any Iconic Framework that includes it.
- Wanted Hindrance (Minor): Dog Boys operating outside of CS control are wanted by the Coalition, and there’s always a fair bounty for bringing one in.
- Weakness (Ley Line Hypersensitivity): Dog Boys lose their Psychic Sense on or close (within 2" or 4 yards) to a ley line. Ley Line storms cause a level of Fatigue from severe headaches and distress as for a psychic (which does not stack if they have the Arcane Background), but their Fatigue requires an hour to recover after the storm ends.
- −4 Target within 10” (20 yards) of a ley line or source of supernatural energy.
- −2 Target within 25” (50 yards) of ley line or source of supernatural energy.
- −2 Target within a large group of living beings (a bustling city street or herd of animals).
- −2 Target or sensing character near a powerful supernatural entity (a dragon or greater demon).
- −2 Tracking target 24–48 hours since in area.
- −4 More than two days since target was in area (targets cannot be tracked after a week).
- Losing It: The Crazy always enjoys a certain level of preternatural capabilities, but he also has moments where he can completely unleash his potential by Losing It. Throwing caution to the wind and shoving rational thought to the back of his mind, a Crazy gains the effects of being Berserk (as per the Edge). This can be done at will, as an action.
While he is Losing It, the Crazy is Fearless (see Monstrous Abilities in Savage Worlds), making him immune to Fear and Intimidation. While in this state, he cannot use her psionic abilities, nor anything requiring concentration.- While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls, and Toughness. The warrior ignores all wound modifiers while Berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation.
- Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses.
- The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at –2.
- Getting It Together: A Crazy comes out of Losing It using the standard Smarts roll for Berserk. Then he’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 Losing It state in the first place (and a Crazy may not employ Losing It while in the Getting It Together state):
- Raise: He only spends 1d6 minutes Getting It Together.
- Success: He spends 1d6×10 minutes in the Getting It Together state.
- Failure: He spends 1d6 hours Getting It Together.
- Critical Failure: He spends the next 24 hours Getting It Together.
- 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.
- Enhanced Attributes: Crazies gain +2 die types to Agility, Strength, and Vigor. These traits have no maximum.
- Enhanced Speed: Crazies double their base Pace.
- Heightened Senses: Crazies gain +2 to Notice and Tracking rolls. They also ignore two points of Range penalties.
- Minor Psionic: Unlocking the brain’s potential grants a Crazy Arcane Background (Psionics), 10 ISP, 3 powers, and Psionics d6.
- Quick: Crazies begin with the Quick Edge.
- Super Endurance: Crazies require only half the normal amount of sleep, and gain +4 on all checks to resist Fatigue.
- Super Reflexes: Crazies have uncanny reflexes, granting them a -2 to be hit as long as they are aware of the attack.
- Cybernetics: Crazies suffer -1 to Psionics per point of Strain (page 108).
- Distinctive Appearance: The protrusions from the skull alone mark a Crazy for what she is. 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 those suffering from depression cannot escape the feeling. During particular slow periods, the Game Master may call for a Spirit roll. Failure means the Crazy 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.
- 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.
ISP: 20
- Boost/Lower Trait (with Jazz trapping as the target feels invigorated)
- Deflection (with Stealth trapping)
- Healing (with Jolt trapping)
- Smite (with Sunlight trapping)
Credits: 900
Contacts