- Strong and Powerful: Add one die to Strength and begin with the Brawny Edge.
F and G: [dice:2pdqsktf]60591:1[/dice:2pdqsktf]
- A Merry Band: Your hero has proven himself as a leader of the downtrodden, earning the Command and Followers Edges. Your followers roll for Allied Personalities and use the Experienced Soldier profile, see Allies in Savage Worlds.
- Your character's innate understanding of computers makes him one of the most valuable people in the world. He gains Hacking at d6, as well as +1 when dealing with electronic security using Thievery.
- Begin with +1 Spirit and +1 Vigor, adjust Trait maximums accordingly.
- Begin with Athletics d6, Fighting d4, Shooting d4, and Survival d4.
- Begin with the Assassin, Brawler, Conditioned, Dodge, Marksman, and Soldier Edges.
- Who Dares, Wins: Commandos can use the Battle, Boating, Driving, Electronics, Healing, Piloting, and Riding skills at no untrained penalty. In addition, they gain a +2 bonus to checks involving parachuting, rappelling, and similar daring maneuvers.
- Make two fewer rolls on the Hero's Journey tables.
- Begin with either the Loyal or Quirk Hindrance for no added benefit.
- Begin with standard Starting Gear substituting a set of Urban Warrior Tactical Medium EBA and an NG-57 Heavy Ion Blaster, plus a Vibro-Bayonet and L-20 Pulse Laser Rifle.
- Addictive Personality: Some genetic switch flipped—all Psi-X Aliens suffer from Habit (Major).
- Dissociative Disorder: Psi-X Aliens instinctively dissociate with humanity, doubting their true origins—they gain the Quirk (Minor) Hindrance.
- H y p e r - I n t e l l i g e n t : Known to be extremely cunning, Psi-X Aliens start with a Smarts d8, adjust Trait maximum to d12+2.
- Light Sensitive: Sensi-tive to daylight and bright lighting, Psi-X Aliens must wear goggles or other protective eye wear to avoid a −2 penalty to Notice checks and ranged attacks in bright light conditions.
- Little Green Men: With their striking appearance and infamous psionic gifts, Psi-X Aliens face prejudice from the Coalition and others—as D-Bees! Initial Reactions to them typically start at Uncooperative.
- Low Light Vision: Psi-X Aliens ignore Dim and Dark Illumination penalties.
- Mind Over Matter: The diminutive beings detest physical labor—even walking—and suffer a −1 penalty to all Strength (including damage) and Vigor rolls, and a −1 to Toughness.
- Natural Psionics: Psi-X Aliens begin with the Arcane Background (Psionics) and Power Points Edges, 15 ISP, a Psionics skill of d6, and start with three powers: mind link, telekinesis, and one other power from the Mind Melter's list of psionics. They naturally telekinetically hover and move a few feet above the ground at their base Pace— at no cost as a free action— and must concentrate to walk on their own two legs. If a Psi-X Alien chooses an Iconic Framework providing A r c a n e B a c k g r o u n d (Psionics), he follows all the normal rules for the Framework except three of his starting powers are those listed above (even if not normally allowed by that Framework) and he gains two additional powers to his starting total (e.g., a Psi-X Burster starts with five powers, etc.).
- Obsessive Interest: Psi-X Aliens begin play with one Smarts based skill of their choice at d4 and gain +2 when using that skill.
- Out of It: The Psi-X Aliens suffer from a developmental disorder leaving them struggling to understand societal interactions and norms. They suffer a −2 to all Common Knowledge rolls.
- Owl-Eyed: Keen vision comes with the bug-eyes, Psi-X Aliens gain +2 on sight-based Notice checks.
- Psychic Sight: Psi-X Aliens can see electromagnetic energy and auras, giving them Expanded Awareness per the Mind Melter ability, see The Tomorrow Legion Player's Guide. If they also choose a Framework with that ability, they gain +2 on all associated rolls.
- Restricted Path: Psi-X Aliens, because of their peculiar genetic makeup, cannot access PPE. The race cannot take any Arcane Background which uses PPE or any Iconic Framework which includes such an Arcane Background.
- Touch of Madness: The Psi-X's manipulated DNA creates a chemical imbalance in the mind that causes them to roll once on the Crazy's Psyche Degradation table