Mars (Psi-Slayer Crazy)

A chartered company of explorers, commissioned by the City of Lazlo and other partners, sets off to pass over the Rocky Mountains and see what lies beyond.
GM: Venatus Vinco
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Mars
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Mars (Psi-Slayer Crazy)

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HJ
  • [dice:2uyzk4ze]56412:0[/dice:2uyzk4ze] Psionics: Your psionicist gains either the New Powers Edge or one power chosen from the Mind Melter's list (Rank permitting).
  • [dice:2uyzk4ze]56412:1[/dice:2uyzk4ze] Training: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Narrative: [dice:2uyzk4ze]56412:2[/dice:2uyzk4ze] Alistair Dunscon’s “True Federation.” Dunscon’s madness is only exceeded by his obsession with forcing all to fall under his rule. He’s engaged in a campaign of political pressure and terror against reluctant factions. Maybe his agents hurt you, or you served with Federation forces—until you realized you were working for a diabolical madman.
EP Equipment Table Rolls No Longer Needed
Body Armor:
  • [dice:2uyzk4ze]56412:3[/dice:2uyzk4ze] Choose any armor.
  • [dice:2uyzk4ze]56412:4[/dice:2uyzk4ze] +1 embedded Toughness
  • [dice:2uyzk4ze]56412:5[/dice:2uyzk4ze] If your suit is not Environmental Body Armor, this result provides that benefit. If it is EBA, this result provides significant environmental system improvements granting a total of +6 to resist cold, heat, and radiation while wearing this suit. (Spending EP to switch result to +1 die type to Strength)
Psionics Table
Seasoned: 1d20: [3] = 3 With deep concentration, meditation, or prayer, your hero regains her ISP at a faster rate than most. She gains the Rapid Recharge Edge, or improved Rapid Recharge if she already has that Edge.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Mars
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Re: SWADE Crazy Test

Post by Mars »

Character Sheet
Mars, Goddess of War (formerly Lace)
Rank: Novice Advances Left: 0
Race: Psi-Slayer (site test build)
Iconic Framework: Crazy
Attributes: Agility d10 (1) | d12+1 when Losing It, Smarts d8 (2), Spirit d8 (2), Strength d10 | d12 in armor | d12+2 when Losing It (1), Vigor d10 (1)
Pace: 12; Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol]); Toughness: 17 (7) w/o tactical plates |20 (9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects when ring is active AND reduce damage from arcane powers and effects by 2); Strain: 0
Skills: +3 from HJ
  • Athletics d8 (2)
  • Battle d4 (1)
  • Common Knowledge d6 (1)
  • Fighting d10 (4)
  • Intimidation d4 (1)
  • Notice d6 +2, +2 more from helmet (unless one-eye applies) (1)
  • Persuasion d4 (0)
  • Psionics d10 (3, d6 from IF)
  • Shooting d10, +1 from helmet, +2 more w/Backup (4)
  • Stealth d6 (1)
  • Survival d6 (from IF) (+2 to tracking)

Hindrances
  • Bloodthirsty (Major) (Slayer): She never takes prisoners.
  • Curious (Major): She can’t leave mysteries unsolved and always wants to know more.
  • One Eye (Major): This veteran lost an eye and has trouble with depth perception. She subtracts 2 from any Trait roll dependent on vision and more than 5″ (10 yards) distant.
  • Delusional (Major) (IF): She is the human embodiment of Mars, the ancient Roman god of War.
  • Multiple Personalities (IF): Mars and Lace are both stuck in the same body. Is there room enough for both?

Edges
  • No Mercy (Slayer): +2 damage when using a Benny to reroll damage.
  • Nerves of Steel (IF): Ignore 1 point of wound penalties.
  • Arcane Background (Psionics) (IF and Race): Starts with 5 powers, one of which must be smite, and 10 ISP.
  • Quick (IF): Redraw Action Cards of 5 or less.
  • Berserk (From Losing It, IF): Going Berserk has the following effects:„ „
    • FURY: The character's Strength and Agility each increase two die types and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM's call). She may scream out threats and use Intimidation, for example.„ „
    • ENRAGED: Adrenaline and rage fuel the berserker's muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).„
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    • After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it's incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • New Powers (HJ): Learn 2 new powers.
  • Sublime Chaos (Hindrances): Can use Psionics and other skills requiring concentration while Losing It. +1 to Getting it Together.
  • Split the Seconds (Hindrances): Ignores -2 of MAP.
  • Arcane Resistance (Signature Item): Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!) and magical damage is reduced by 2 as well. Does not apply to self-cast powers (special).
  • Trademark Weapon (Wilks Backup Pistol): +1 to Shooting and Parry.
  • Ambidextrous (N1): No offhand penalty.
  • Swashbuckler (N2): Make one extra attack roll with a second weapon in the off-hand at no Multi-Action penalty as long as the character is wielding a melee weapon in one hand and a ranged weapon in the other.
  • Rapid Recharge (Seasoned Psionics Table): Moar power!
  • Gun Nut (S1): Losing It works with pistols.
Racial Features:
  • Instinctive Hunters: These potent psychics train early as killers, assassins, and trackers. Their instincts just drive them to it. They begin play with a d6 in Survival and the No Mercy Edge.
  • Natural Psionics: Psi-Slayers begin with Arcane Background (Psionics) beginning with smite (self only) and two powers chosen from the standard psionic list. If a Psi-Slayer chooses a framework providing Arcane Background (Psionics), he starts with smite as one of his starting powers and adds two powers to his starting total.
  • Psi-Dagger: One of the defining moments of a Psi-Slayer's Training is the formation of his Psi-Dagger. The goal is that a Psi-Slayer should never be unarmed or unable to feed. The psi-slayer simply activates her smite power, summoning the Psi-Blade instead of putting the power on another weapon. The smite bonus adds directly to the Psi-Blade’s base damage. The psi-blade is a Mega Damage melee weapon dealing Strength + Smarts damage, with AP equal to Psionics ×2.
  • Mutant (Minor): These mutants are treated with distrust in most communities. Even in places where their reputation as Ruthless Killers might be overlooked, most find people at minimum uncooperative because they are mutants.
  • Psychic Vampires: Though Psi-Slayers can absorb PPE from ley lines, the energy is distasteful. The wilds of Rifts Earth teem with supernatural critters, demons, faerie folk, entities, and elemental beings which constitute a veritable buffet for Psi-Slayers. They must consume at least 25 Power Points (PPE or ISP) a week or suffer a level of Fatigue—they starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP consumed restores a level of Fatigue—these Power Points cannot fuel psionic powers.
    As an action at a range equal to Spirit, the Psi-Stalker makes an opposed Spirit roll against an injured supernatural target (must be successfully Shaken or Wounded with an attack, fully Soaked attacks don’t count). On a success they consume their Spirit in Power Points from the target. With a raise—or when the target is Incapacitated/killed — they consume all of their target’s Power Points; any excess is available for nearby comrades (this is how groups of Psi-Slayers can feed on one large kill).
    Further, every Psi-Slayer knows how to do a Blood Sacrifice (TLPG 118-119) and have, at least a few times. This is one of the most well known facts about Psi-Slayers. Disappearances have a bad habit of being blamed on Psi-Slayers. Too often, the authorities are right.
  • Restricted Paths: Psi-Slayers cannot take an Arcane Background or Iconic Framework using PPE.
  • Ruthless Killers: Even the best intentioned Psi-Slayers have trouble controlling their animal instinct to hunt and kill, and that reputation precedes them wherever they go. Reactions start at Unfriendly (see Reactions in Savage Worlds) with anyone who knows the reputation of a Psi-Slayer and Psi-Slayers suffer from the Bloodthirsty Hindrance for no additional benefit.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Mars
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Re: SWADE Crazy Test

Post by Mars »

Powers
Arcane Background: Psionics
PPE/ISP: 10- Recovery: 5/hour of rest

Hone [smite] (1 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Range (Self) limitation for -1 ISP (factored in above). Mars focuses her thoughts and imbues weapons with a bit of her “divine” aura, which causes them to glow ever so faintly red.
  • Effect: This power is cast on a weapon of some sort. If it's a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon's damage is increased by +2, or +4 with a raise.
  • Modifiers:
    • Heavy Weapon (+2) The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy Weapon.
    • Armor Piercing (+1 to +3) The attack is focused to defeat armor or seeks out a foe's exposed areas. Each Power Point spent grants the power AP 2 (see page 65), to a maximum of AP 6.

Boost [boost Trait] (0 ISP, minimum 1) [Novice]
  • Range: Self
  • Duration:
  • Trapping: Aspect (boost) and Range (self) limitations for -2 ISP to activate (factored in above). Mars' eyes glow faintly red for a moment.
  • Effect: On a success, the power increases the selected Trait one die type, or two with a raise, for five
    rounds. Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
  • Modifiers:
    • Glow/Shroud (+1) Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
    • Hurry (+1) A caster can Hurry the recipient. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of this modifier aren’t cumulative.
Technique [warrior's gift] (3 ISP) [Seasoned]
  • Range: Self
  • Duration: 5
  • Trapping: Range (self) limitation for -1 ISP to activate (factored into cost above). Mars' eyes glow faintly red for a moment as she "learns" a new Edge.
  • Effect: With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).
  • Modifiers: She does not often use modifiers with this power.
Battle Instincts [deflection] (2 ISP) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Range (self) limitation for -1 ISP to activate (factored into cost above). Mars's eyes glow briefly red as she becomes aware of every movement on the battlefield, giving her a sort of precognition so as to avoid incoming attacks.
  • Effect: Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
  • Modifiers:
    • Glow/Shroud (+1) Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
    • Hurry (+1) A caster can Hurry the recipient. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of this modifier aren’t cumulative.
Night Raider [darksight] (0 ISP, minimum 1) [Novice]
  • Range: Self
  • Duration: One hour
  • Trapping: Range (self) limitation for -1 ISP to activate (factored into cost above). Mars's eyes glow briefly red and she becomes hard to focus on, as she blends into the darkness a little better than should be possible.
  • Effect: Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
  • Modifiers:
    • Shroud (+1) Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Godly Aura [fear] (2 ISP) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: She suddenly appears overwhelming to her foes, and difficult to even look upon.
  • Effect: This power causes overwhelming dread and horror. The affected make a Fear roll. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at −2 and Wild Cards add +2 to Fear Table results.
  • Modifiers:
    • AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template
    • Range (+1/+2) Double the power’s listed Range for 1 Power Point, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
    • Selective (+1) With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
Bolster [relief] (2 ISP) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: She suddenly appears overwhelming to her foes, and difficult to even look upon.
  • Effect: Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status
    with a raise.
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1
      additional Power Point each.
    • Selective (+1) With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Mars
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Re: SWADE Crazy Test

Post by Mars »

Background
Lace was raised a killer from her youth. She was taken as a child and prepared for war, taught to hunt, and taught to kill without mercy. She took a wound on one particular that left her scarred, and left her less capable at infiltration (what was once a strength of hers). Undeterred, she honed other skills instead.

But her psionic abilities slowed in their development as she got older, making it difficult to keep pace with some of her classmates, who began exhibiting power on an epic scale.

Not one to be left behind, she submitted to MOM implants; if she could not match her contemporaries in psionic strength, she would surpass them in physical might instead. She came out of the process reborn, understanding herself to be the physical embodiment of Mars, the ancient Roman god of war. She left her enclave and signed up with Adventure, Inc., eager to spread her doctrine across North America.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Mars
Posts: 98
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Re: SWADE Crazy Test

Post by Mars »

Gear
Warmaker Combat Armor (Customized NG Peacekeeper EBA)
  • +5/7Armor; +2/3 Toughness; d4/d8 Min Str; 16/27 lbs
  • HJ Body Armor table adds +1 Toughness (factored in above), +1 die type to strength
  • Attaching/removing “tactical” plates adds/removes weight and +2 Armor +1 Toughness, takes 4 actions.
  • Includes body camera, language translator, and vital monitor options.

Multi-Optics Helmet
  • Includes a targeting sight, magnification, thermal, infrared, ultraviolet, and night optics.
  • The wearer ignores Illumination penalties, gains +2 to sight-based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons.
  • The helmet includes a hands-free radio (10-mile range) and megaphone voice-projection system.
  • It provides +4 Armor and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits).

Hooded Coat (retrapped Patron duster)
  • +2 Armor, +1 Toughness
  • Stacks with non-MDC armor
  • Has lots of pockets
  • 5 lbs, no Strength minimum

Hekate’s Ring of Protection (Signature Item)
  • Base item: a delicate silver ring in the design of two crossed torches
  • Major: Arcane Resistance Edge
  • Major: Embedded Arcane Resistance does not affect self-cast powers (whether known or self-cast via TW or other devices). Arcane Resistance does still apply to powers (even friendly ones) cast by others.
  • Minor: Free reroll to resist poisons.
  • Minor: +2 Armor vs damaging arcane powers and effects
  • Description: This ring, designed in one of the traditional symbols of the Roman goddess of magic, Hekate, provides the wearer with modest resistance to arcane attacks and hostile arcane effects. Mars discovered this ring on one of her first expeditions, back when she was still Lacey, and it played right into her fascination (some would say obsession) with pre-Rifts Greek and Roman history. Following her M.O.M. procedure, she rarely takes it off.

Vibro Longsword
  • Strength+1d10 MD; AP 10; Min Str. d8; 4 lbs; 11,000
  • HJ Notes:
    • An unarmed foe is much less of a concern. Your weapon is designed with that in mind—opponents are –2 on Strength rolls to resist your Disarm attempts.
    • The superior balance of this weapon allows you to ignore up to 2 points of penalties to Fighting rolls, including those from Called Shots and Off-Hand Penalties.

Grenades: Armor Piercing (x10)
  • 5/10/20; 3d8 MD; AP 16; SBT; 0.25 lbs; 700

Wilks 237 Backup Laser Pistol
  • 10/20/40; 3d6+3; ROF 1; AP 6; Shots 12; 3 lbs; Min Str d6; 24,000; +1 Shooting from Wilks manufacture (see EOH)
  • HJ Notes:
    • This weapon is a favorite of your character. Gain the Trademark Weapon Edge for it. In addition, when you spend a Benny to reroll any Trait roll made using this weapon, add +2 to the total (stacks with Elan and similar bonuses).
    • Advanced technology makes this weapon extra effective against armor, giving it +2 AP (included in stats above).
    • 5 e-clips

TW Fireburst Rifle
  • 24/48/96; 4d6; ROF 3; AP 2; Shots 20; Min Str d4; 9 lbs; 150,000
  • SBT, It Burns
  • It Burns: On a raise targets catch fire, they take 3d6 damage each round and are Distracted until doused (see Fire in Savage Worlds).
  • 2 PP to reload
  • 2 PP to cause MD for 5 rounds

WI23 Rocket Launcher
  • 100/200/400; 7d6; ROF 1; Shots 6; Min Str d8; 26 lbs;
  • Mini Missile; Snapfire
  • It Burns: On a raise targets catch fire, they take 3d6 damage each round and are Distracted until doused (see Fire in Savage Worlds).
  • Loaded with plasma mini missiles

NG-S2 Survival Pack (20 lb)
Image
  • • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    • Fire starter kit with pocket lighter and flint sparker.
    • First aid kit with three uses (each refill costs 100 credits).
    • Flashlight and radio (five-mile range), crank and solar powered.
    • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 1 set extra clothes
Bag of Holding (Patron Item) (Bronze, SWADE)
Image
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and remove items from it.
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.

Credits: Wealth die d10

Contacts: N/A.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Mars
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Re: SWADE Crazy Test

Post by Mars »

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Losing It. The Crazy always enjoys a certain level of preternatural capabilities, but she also has moments where she can completely unleash her potential by Losing It. Throwing caution to the wind and shoving rational thought to the back of her mind, as 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). While Losing It, she's Fearless (see Special Abilities in Savage Worlds)— becoming immune to Fear and Intimidation— but she can't use her psionics or other skills requiring concentration; Intimidation, Taunt, Shooting, and Athletics are all unaffected.
  • Getting It Together. A Crazy comes out of Losing It using the standard Smarts roll for Berserk. Then she'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:
    • Raise: She only spends 1d6 minutes Getting It Together.
    • Success: She spends 1d6 ×10 minutes in the Getting It Together state.
    • Failure: She spends 1d6 hours Getting It Together.
    • Critical Failure: She spends the next 24 hours Getting It Together.
    • A Crazy may not employ Losing It while in the Getting It Together state.
  • 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.
  • 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), 10 ISP, three powers, and Psionics d6. Crazies have access to the following powers (Rank permitting): arcane protection*, boost Trait†, confusion, darksight*, detect/conceal arcana*, disguise*, divination, empathy, environmental protection*, farsight*, fear, healing, mind link, relief, warrior's gift*. Powers marked asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked dagger (†) have both the Range (Self) and Aspect limitation s (see Trappings in Savage Worlds).
  • 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.
  • Cybernetics: Crazies suffer −1 to Psionics per point of Strain (page 71).
  • 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 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 −1 Persuasion 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. Simultaneously, her abilities chaotically expand—each new Rank also roll once on the Psionics Hero's Journey table.

Hero’s Journey
  • Training: After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
  • Psionics: Your psionicist gains either the New Powers Edge or one power chosen from the Mind Melter's list (Rank permitting).


Advances
  • Initial Advances: (From Hindrances): Split the Seconds; Sublime Chaos
  • Free Edge from Human: N/A
  • Novice 1 Advance: Ambidextrous
  • Novice 2 Advance: Swashbuckler
  • Novice 3 Advance: Raise Vigor
  • Seasoned 1 Advance: Gun Nut
  • Seasoned 2 Advance: Raise Strength
  • 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:
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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Mars
Posts: 98
Joined: Sat Aug 31, 2019 4:30 pm

Re: Mars (Psi-Slayer Crazy)

Post by Mars »

Trackers
Bennies 3
3 to start
ISP Personal 9
Personal Reserve- 10 to start
-1 for psi blade
Ammo Tracker
Wilks 237 Backup Laser Pistol- 11 shots, 5 spare e-clips
AP Grenades- 3
Wounds/Fatigue 0/0
Wounds- 0
Fatigue- 0
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state), Multiple Personalities
Mars Character Sheet

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