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Squiggit the Magnificent
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===Special Abilities=== *Infravision- The creature detects and “sees” heat, either through eyes or other sensory organs. This allows it to halve penalties for bad lighting when attacking creatures that radiate he *Losing it- 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 her immune to Fear and Intimidation. While in this state, he cannot use his psionic abilities, nor anything requiring concentration. *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 (+4 if visual based) to Notice and Tracking rolls. They also ignore two points of Range penalties. * Super Endurance: Crazies require only half the normal amount of sleep, and gain +4 on all checks to resist Fatigue * 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. *Your character gains a +2 on any Common Knowledge rolls related to Geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America. *Expert at breaking the influence others have on people. As an action, your character can give an ally an immediate attempt to break out of illusion (and deadly illusion) or puppet (and mind control) at +2, and he can do this once per round until they break free. This benefit also aids anyone under the mind walk Mega Power.
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