Squiggit the Magnificent

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Revision as of 04:02, 1 August 2019 by 90.196.77.59 (talk) (Hinderances)
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A character in What Was Once Lost.


Background

Fill in as needed

Stats

Attributes

  • Agility-d12
  • Smarts-d8
  • Spirit-d6
  • Strength-d10
  • Vigor-d10

Skills

  • Athletics-d6
  • Shooting-d10
  • Notice-d8
  • Fighting-d8
  • Stealth-d10
  • Tracking-d4
  • Investigation-d8
  • Streetwise-d8
  • Psionics-d8
  • Language (Gobbley)-d6
  • Language (Fae Speech)-d4

Derived Stats

  • Pace 16" (Run d8)*
  • Toughness: 7 (5)
  • Parry: 6 (8 if I see it coming)
  • Charisma: -2 (-6 with Dwarves or CS Citizens)

Edges

  • Quick
  • Rapid Recharge (ISP)
  • Investigator
  • Common Bond
  • Arcane Background-Psionics

Hinderances

  • Monologuer (Major)
  • Overconfident
  • Enemy (Minor)- Fae in general
  • Vengeance (Minor)- As above
  • Cybernetics: Crazies suffer −1 to

Psionics per point of Strain

  • Distinctive Appearance: The

protrusions from the skull alone mark a Crazy for what she is. 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 −2 Charisma 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.

Psionics

ISPs: 20

  • Clairvoyance
  • Disguise
  • Divination

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
  • Super Reflexes: Crazies have uncanny reflexes, granting them a −2 to be hit as long as they are aware of the attack.
  • 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.

Hero's Journey

  • 2x Experience & Wisdom table rolls: 13,6
  • 3x Psionics table rolls:12,3,20 with the 20 I chose +10 ISP

Weapons

  • Wilks 237
    • Range: 15/30/60
    • Damage: 2d6+2
    • AP:3
    • ROF:3
    • Shots: 24
    • Min Str: d6
    • Weight: 3
  • Wilks 447
    • Range: 24/48/96
    • Damage: 3d6
    • AP:4
    • ROF:1
    • Shots: 20
    • Min Str: d4
    • Weight: 5
  • Vibrosword
    • Damage: Str+1d10
    • AP:4
    • Min Str: d8
    • Weight 6


Gear

  • Lightweight Huntsman Armor