Savage Worlds: Neuropozyne Blues

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Player Characters[edit]

Doe: Korona[edit]

  • Race: Human (Augmented)
  • Rank: Novice
  • Background

Attributes

  • Agility: d8
  • Smarts: d6
  • Spirit: d4
  • Strength: d6
  • Vigor: d6

Derived

  • Charisma: 0
  • Pace: 6
  • Parry: 7
  • Toughness: 7 (2)

Skills

  • Fighting: d10
  • Intimidation: d6
  • Notice: d6
  • Piloting: d4
  • Repair: d4
  • Shooting: d6
  • Stealth: d6


Edges

  • Geared Up (racial)
  • Cyborg

Hindrances

  • Code of Honour (major)
  • Enemy (minor)
  • Vengeful (major, augmentation result)

Gear

  • $50 in cash
  • Neuropozyne (4 doses)
  • Thing
    • Rules
  • Thing
    • Rules
  • Thing
    • Rules

Cyberware

  • Strain: 3/8
  • Armour
    • Subdermal plates granting +2 protection all over.
  • Combat Speciality
    • Assassin: +2 damage to unaware opponent, stacks with getting the Drop.

Meriss: Morgan Stanley[edit]

  • Race:
  • Rank: Novice
  • Background

Attributes

  • Agility
  • Smarts
  • Spirit
  • Strength
  • Vigor

Derived

  • Charisma
  • Pace
  • Parry
  • Toughness

Skills

Edges

Hindrances

Gear

  • Thing
    • Rules
  • Thing
    • Rules
  • Thing
    • Rules
  • Thing
    • Rules

Reality Glitch: Eugene Linus Ingman[edit]

  • Race:
  • Rank: Novice
  • Background

Attributes

  • Agility
  • Smarts
  • Spirit
  • Strength
  • Vigor

Derived

  • Charisma
  • Pace
  • Parry
  • Toughness

Skills

Edges

Hindrances

Gear

  • Thing
    • Rules
  • Thing
    • Rules
  • Thing
    • Rules
  • Thing
    • Rules

Psi

  • Power Points:
  • Power Name
    • Rules
  • Power Name
    • Rules
  • Power Name
    • Rules


VampGuy: Samson Frizzle[edit]

  • Race:
  • Rank: Novice
  • Background

Attributes

  • Agility
  • Smarts
  • Spirit
  • Strength
  • Vigor

Derived

  • Charisma
  • Pace
  • Parry
  • Toughness

Skills

Edges

Hindrances

Gear

  • Thing
    • Rules
  • Thing
    • Rules
  • Thing
    • Rules
  • Thing
    • Rules


Wyzard: Vincent Blackwell[edit]

  • Race: ESPer
  • Rank: Novice
  • Background: Vincent comes from bad circumstances, and his devout wish is to never go back to that kind of lifestyle. He plans to trade on his competence, professionalism, and reputation to earn a life where he has respect and financial stability.

Attributes

  • Agility d6
  • Smarts d8
  • Spirit d8
  • Strength d6
  • Vigor d6

Derived

  • Charisma 0
  • Pace 6"
  • Parry 4
  • Toughness 4(8)

Skills

  • Fighting 1d4
  • Investigation 1d6
  • Notice 1d6
  • Persuasion 1d4
  • Power: Psionics 1d8
  • Shooting 1d6
  • Stealth 1d6
  • Streetwise 1d6

Edges

  • Psionic

Hindrances

  • Code of Honor (Major)
  • Vow: Professionalism (Minor)
  • Cautious (Minor)

Gear: $95 in cash.

  • Body Armor
    • +4 armor, -4AP from ballistic attacks. 4#.
  • Heavy Pistol
    • SA. 12/24/48. 2d6+1. AP 4. Magazine 12. 4#.
    • 1x Extra magazine. 1#.
    • Box of 26/50 rounds, kept at home.
  • Collapsible Baton
    • Str+1d4. 1#.
  • Fancy Smartphone
    • Costs 250. Has lots more functions than normal, at least equivalent to a modern one.


Psi

  • Power Points: 10
  • Mind Reading
    • PP 3, Range: Smarts, Duration 1, Psionics v. Smarts to gain one truthful answer. Target is aware unless user succeeds with a raise.
  • Analyze Foe
    • PP 1-2, Range: Smarts x 2, Duration 3 (1/round), Psionics v. Spirit to get +1 against target. Target receives -1 against caster. +/-2 on a raise. Spend 2 PP to learn 1 Immunity, Invulnerability or Weakness also. A raise gives 2.
  • Confusion
    • PP (# of targets up to 5), Range: Smarts x 2, Duration Instant, On a success targets must roll smarts -2 or be shaken. On a raise, the roll is smarts -4.

Blank Sheet[edit]

  • Race:
  • Rank: Novice
  • Background

Attributes

  • Agility
  • Smarts
  • Spirit
  • Strength
  • Vigor

Derived

  • Charisma
  • Pace
  • Parry
  • Toughness

Skills

Edges

Hindrances

Gear

  • Thing
    • Rules
  • Thing
    • Rules
  • Thing
    • Rules
  • Thing
    • Rules

Psi

  • Power Points:
  • Power Name
    • Rules
  • Power Name
    • Rules
  • Power Name
    • Rules

Cyberware

  • Strain
  • Implant
    • Rules
  • Implant
    • Rules
  • Implant
    • Rules

House Rules[edit]

New Equipment[edit]

  • Smartphones: A cyberpunk equivalent to the modern-day smart phone is $250.
  • Neurozopyne: A medication that prevents neurological damage due to rejection of cybernetic implants. A dose is $250 and is required every week for characters who have augments.

Setting Information[edit]

Megacorps[edit]

Cities[edit]

NPCs[edit]

Game Notes[edit]

Important Links[edit]

Important Posts[edit]