Jose Kerske Martinez
Rank: Vet 1
Advances Left: 3
Race: Human
Iconic Framework: Werecat
Attributes:
- Agility d8
- Smarts d8
- Spirit d8
- Strength d10
- Vigor d8+2
- Agility +2
- Strength +2
Skills:
- Athletics d6,+1, +2 on Athletics checks to climb
- Common Knowledge d4, SM +2 dice
- Battle 6
- Electronics d4, SM
- Fighting d8, +2 Improved Martial art,+1 when striking
- Intimidation d4, SP
- Language (American) d6, SM
- Language (Dragonese/Elven) d6, SM
- Language (Demongogian:) d6, SM
- Language (Spanish) d8, SM
- Language (Euro:) d6, SM
- Notice d6+2, SM
- Persuasion d4, SP
- Piloting d4, A
- Psionics d8, SM +2 dice
- Shooting d4, A
- Spellcasting d8, SM +2 dice
- Stealth d6, +1in city A
- Thievery d6 +1, +2 A
Hindrances
From Frame Work
- Enemy (Major, The CS and supernaturally evil creatures),
- Habit (Minor, Hunters’ Instinct),
- Heroic, Vow (Major, Monster Hunter)
- Curious, Minor
From Creation - Heroic Major Honor is very important to your character. He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior
- Cautious, Minor This planner personifies restraint and carefulness. He never makes rash decisions and likes to plot things out in detail long before any action is taken
- Greedy (Minor) A miser measures worth in material possessions or wealth. If a Minor Hindrance, he argues bitterly for more than his fair share of any loot or reward the party might come across. As a Major Hindrance, he fights over anything he considers unfair, and may even kill for it if he feels slighted or covets something he cannot have
- Iconic Framework Werecat
Benefits, table rolls, etc - Cats Land on Their Feet: All Werecats start with the Acrobat edge.
- Invulnerable: Attacks— even those causing Mega Damage —which don't use one of the Werecat's vulnerabilities can only Shake them. Wounds from magic, psionics, silver, and the natural attacks of a supernatural creature may only heal through natural healing or the use of the healing power.
- Keen Senses: Like all cats, Werecats are attuned to their surroundings. They benefit from a +2 to Notice rolls in cat and manmonster forms.
- Low Light Vision: Werecats in all forms ignore Dim and Dark Illumination penalties. Man-Monster Form: Werecats' supernatural gift bestows two additional die types to Agility and Strength while in cat or half-cat/halfhuman form. Their racial maximum for Agility in human form is d12+2, rising to d12+4 in man-monster form. Their Strength has no maximum.
- Natural Magic: Werecats begin with Arcane Background (Magic), a d4 Spellcasting skill, 10 PPE and three powers from the list above.
- Natural Psionics: Werecats begin with Arcane Background (Psionics), a d4 Psionics skill, 10 ISP and three powers from the list above
- Red in Tooth and Claw: In manmonster form, Werecats have claws and fangs doing Str+2d4 Mega Damage, and AP equal to Agility. The claws grant +2 on Athletics checks to climb, and they may Bite grappled opponents—see Natural Weapons in Savage Worlds.
- Regeneration: Werecats make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed.
- Shape Change: As an action, a Werecat may assume her human, animal, or man-monster form; this costs no Power Points. Werecats retain the capacity for speech and can use psionic powers in all forms, and magic in human or man-monster form. The change to cat form confers the natural abilities inherent to that form—use the Cat, Small entry for ocelots and the Lion entry for jaguars and panthers (see Savage Worlds). While in cat form, the Werecat retains her Smarts, Spirit, Hindrances, Edges, and linked skills. She gains the cat’s Agility, Strength, Vigor, and linked skills but cannot cast spells or use humanoid devices.
Drawbacks, etc - Arcane Duality: Werecats get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Werecats can take the Power Points Edge twice per Rank but only gain PPE with one use of the Edge and ISP with the other
- Cyber Resistant: Can't use cyberware due to change shape and regenerate.
- Distinctive Appearance: Werecats in their non-human forms suffer −2 to Persuasion. They are misunderstood outside of the Yucatan. Reactions to known Werecats typically start at Unfriendly, or Hostile for human supremacists.
- Enemies (Major): The CS and supernaturally evil creatures will react violently to known werecats, attacking on sight if they can win.
- Human Mutant: True werebeasts are part animal, part human, part monster. Their Race must be Human and they cannot choose another.
- Hunters’ Instinct: Werecats cannot resist the instinctual urge to engage in hunting or fighting regularly, gain the Habit (Minor) Hindrance.
- Monster Hunter: Werecats dedicate their lives to the elimination of vampires and supernatural evil, as the Vow (Major) Hindrance.
- Power Activators: Werecats must have their hands free (and have hands—no cat form) to perform gestures and have the power of speech to cast spells; if Entangled, Bound, silenced or otherwise muted they cannot activate magic powers.
- Racial Enemy: The old saying about cats and dogs is true. Werecats and werewolves are enemies, and suffer −2 on Persuasion checks with them.
- Weakness (Garlic and Wolf’s Bane): A Werecat must check Spirit when coming into contact with these herbs or become Shaken. Attacks against those wearing them are at −2 penalty.
- Weakness (Magic and Psionics): As a creature of magic, a Werecat can be affected by magic and psionics.
- Weakness (Silver): Werebeasts are vulnerable to silver. Were]cats suffer +4 damage from silver weapons.
- Weakness (Supernatural): Werecats can be hurt by the natural attacks of vampires, werebeasts, creatures of magic and other supernatural beings.
- Wild Beast: Their connection to nature makes Werecats uneasy in cities. When in a city for more than a day, they grow irritable and depressed suffering a −2 to all Trait rolls. They must check Spirit every day to remain calm; if they fail they must leave the city for the nearest natural habit.
- Example (-2): add if applicable
- Two Fisted, : If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104)
- Acrobat, : from Framework The Acrobat gets one free reroll on Athletics totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw.
- Martial Artist : from Framework The fighter has trained in basic martial arts. Her fists and feet are weapons (see Natural Weapons, page 104) so she’s always considered armed. She adds +1 when striking with them and causes Strength+d4 damage. If she already has a Strength damage die from the Claws racial ability (page 18) or the Brawler Edge, increase the damage a die type. Martial Artist does not add to damage from other Natural Weapons such as fangs or horns.
- Werecat : from Framework
- Master of Magic : True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.
boost/lower Trait, disguise, healing, invisibility, light/darkness, relief, and speak language. - Brawler, :His fists hit like hammers or his talons cut like scythes. His body feels like it’s made of stone. Brawlers increase their Toughness by 1 and roll Strength +d4 when hitting with their fists or feet (or claws if they have them). If they already have a damage die from Claws (page 18), the Martial Artist Edge, etc., increase the damage die type by one instead. The Brawler Edge doesn’t make the character’s fists Natural Weapons (page 104).
- Bruiser, : The fighter increases his Toughness an additional +1, and the damage caused with his fists or claws another die type.
- Ambidextrous, : Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104).
If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons - Improved Martial Artist : From HJ training 4-5 Whether via formal training in a dedicated school, learning at the hands of a
master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge, or Improved Martial Artist, if he already had Martial Artist. : Seasoned, Martial Artist Increase the warrior’s Fighting bonus to +2 and her damage die an additional step - Iron Jaw: From Talisman of Marduk Iron Jaw edge The hero can shrug off even extreme blows.
He adds +2 to Soak rolls and Vigor rolls to avoid Knockout Blows (see page 100). - linguist Edge : From Talisman of Marduk Linguist This world-traveler has an ear for languages. She begins play knowing half her Smarts die type in different Language skills of her choice at d6 (see the Language skill on page 31)
- Arcane Background (Psionics) Unlike other Arcane Backgrounds, the psionic powers available to minor, major, and
master psionics can be quite different; unless otherwise specified (Iconic Framework, Race entry, etc.), psionics have access to
the following powers (Rank permitting):
arcane protection, detect/conceal arcana, empathy, mind link, and mind reading
Powers marked with an asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked
with a dagger (†) have both the Range (Self) and Aspect limitation - Arcane Background (Magic): When putting together a particular style of magic, the Game Master and players should focus on common Trappings and use the Ley Line Walker’s spell list as a starting point. They have access to almost all spell types commonly known to mortals and gain access to Mega Power Modifiers by taking the Master of Magic Edge
- Free Runner: Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles she can bound on, bounce off, or swing on, she moves at her full Pace on Difficult Ground when on foot. She also adds +2 to her Athletics rolls when climbing and in foot
- ADEPT: Upon taking this Edge, for each of his current Ranks and at each new Rank, the adept may choose one power
to become an Innate Ability with the Range (self) limitation. The adept must already have the power to begin with— chosen normally from his power list. The following powers may be upgraded to Innate Abilities this way: arcane protection, boost Trait, deflection, healing, protection, smite, speed, and warrior's gift. All other aspects of the character's Arcane Background and powers remain the same. - Edge: Thief: Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked. Thieves know how to use protrusions on walls and window ledges to climb the tallest of buildings, scampering through streets and back alleys like cats. They add +1 to Athletics rolls made to climb in urban areas. Thieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to
Stealth rolls when in an urban environment. Finally, these rogues are—not surprisingly—adept at Thievery itself, adding +1 to those rolls in all circumstances. - Edge: Frenzy A character with Frenzy may roll a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately
- EDGE: Common Bond: The hero may freely give her Bennies to others.
- Edge Command Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken and Vigor when attempting to recover from being Stunned.
- EDGE: I KNOW A GUY: +2 on all Networking rolls to contact and gain assistance.
Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares
a mutual interest or motivations (whether personally or as a group). Make a Smarts roll at −2 (or an opposed Smarts roll for powerful contacts) to see if they can be leveraged or convinced to help in any way. A failure on the check expends that session’s use of the Edge. If successful, the favor depends on the nature of the contact (GM’s call) but might include loaning useful gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker, occultist, or scholar.
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