SWADE Human Psi Druid

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Radecliffe
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SWADE Human Psi Druid

Post by Radecliffe » Thu Aug 08, 2019 1:41 pm

F&G 1 1d12: 4
F&G 2 1d12: 6

NEW F&G 1d20: 14
NEW F&G 1d20: 10

HJ 1 1d20: 17
HJ 2 1d20: 8
HJ 3 1d20: 8

Gear Credits: 2d4: 4, 1

Cash Credits: 4d6: 5, 1, 6, 4
Last edited by Radecliffe on Tue Sep 24, 2019 6:03 am, edited 1 time in total.
Ancient wisdom from the Golden Age: Don't Panic.

Radecliffe
Radecliffe
Player: James

Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Pace: 6 Parry: 6 Toughness: 11(4) Strain: 0

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Radecliffe
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Re: SWADE Human Psi Druid

Post by Radecliffe » Sun Aug 11, 2019 2:45 pm

Character Name
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: MARS - Psi Druid
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Pace: 6 Parry: 6 Toughness: 11(4) Strain: 0

Skills:
  • Athletics d6
  • Common Knowledge d4
  • Notice d6+2
  • Persuasion d4
  • Stealth d8
  • Psionics d10
  • Survival d8 + 2
  • Healing d8 + 2
  • Fighting d8
  • Shooting d6
  • Occult d4
Skill Points
Athletics 1, Notice 1, Stealth 2, Psionics 3, Survival 1, Healing 1, Fighting 3, Shooting 2, Occult 1
Hindrances
  • Stubborn (Minor) - Why don't you go argue with that tree, you'll make more progress. When yer ready to admit I'm right I'll be over here.
  • Illiterate (Minor) - What do I need with books and other fool things. I know everything I need to know.
  • Vow (Minor) - Protect the wilderness
  • All Thumbs (Minor) - Machines and me don't get along so good.
Edges
[IF] AB(Psionics) -
[IF] Beast Master - Animals won’t attack him unless attacked first or enraged for some reason. Gain a loyal animal of some sort as well. The beast is an Extra and doesn’t Advance in Rank or abilities. If a pet is dismissed or killed, the hero gains a replacement in 1d4 days.[/size]
[IF] Healer - adds +2 to all Healing rolls, whether natural or magical in nature.[/size]
[IF] Woodsman - adds +2 to Survival rolls, Stealth rolls made in the wild.[/size]
[F&G] Ambidextrous - ignores the Off-Hand penalty[/size]
[F&G] Strong Willed - adds +2 to total when resisting Tests with Smarts or Spirit.
[HJ] Danger Sense - When rolling for Surprise, add +2 to Notice roll to act in the first round. With raise, start encounter on Hold. In other situations not covered by the Surprise rules Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the Notice roll is successful, the foe doesn’t get The Drop.
[HJ] Master Psionic - Gain access to mega modifiers
[H1] Major Psionic - Double the ISP gained from AB (Psionics) and Power Points Edges. Before attempting a Psionics skill roll, spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
[Human] Elan - When spending a Benny to reroll a Trait, add +2 to the total.[/size]
[N2] Alertness - Add +2 to Notice rolls
[N3] New Powers - Beast Friend, Shape Change
[S1] New Powers - Smite, Protection
[S2] Rapid Recharge - Recover 10 Power Points per hour.
Last edited by Radecliffe on Tue Sep 03, 2019 3:41 pm, edited 6 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

Radecliffe
Radecliffe
Player: James

Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Pace: 6 Parry: 6 Toughness: 11(4) Strain: 0

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Radecliffe
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Re: SWADE Human Psi Druid

Post by Radecliffe » Sun Aug 11, 2019 2:48 pm

Powers
Arcane Background:
PPE/ISP: 20 - Recovery: 10/hr

Standard Power Modifiers
  • 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.
  • Fatigue (+2) - Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
  • 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.
  • Heavy Weapon (+2) - The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy Weapon.
  • Hinder/Hurry (+1) - The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of either modifier aren’t cumulative.
  • Lingering Damage (+2) - The target is hit by fire, intense cold, acid, gnawing insects, or some other Trapping that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). If hit with a 2d6 bolt, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.
  • 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).
Nature’s Revelations [Detect Arcana] (2) [Novice]
  • Range: Smarts
  • Duration: 5 rounds
  • Trapping: Psychic Senses
  • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
  • Modifiers:
    • Additional Recipients (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional PP each.
    • [Mega] Presence Sense (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.
    • [Mega] Exalted Detect Arcana (+2): Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
      • Active powers and arcane abilities.
      • Type of supernatural creature (vampire, werewolf, dragon, etc.).
      • Enchantments present on an item.
      • Amount of PPE or ISP possessed by a target.
      • Other information the GM allows.
      • When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.


Nature’s Shroud [Conceal Arcana] (2) [Novice]
  • Range: Smarts
  • Duration: 1 hour
  • Trapping: Psychic Obscurement
  • Effect: Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour.
  • Modifiers:
    • Additional Recipients (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional PP each.
    • Area of Effect (+1/+2): Conceal only. The power affects everything in a sphere the size of a MBT for +1 points, or a LBT for +2.
    • Strong (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
    • [Mega] Exalted Conceal Arcana (+2): The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
Nature’s Balm [Healing] (3) [Novice]
  • Range: Touch
  • Duration: Instant
  • Trapping: Biomanipulation
  • Effect: Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points. For Extras, the GM must first determine if the ally is still alive. If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
  • Modifiers:
    • Greater Healing (+10): Greater healing can restore any Wound, including those more than an hour old.
    • Crippling Injuries (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, the caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
    • Neutralize Poison or Disease (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
    • [Mega] Mass Healing (+2/+3): For +2 PP healing affects all allies within a MBT centered on the caster (or a LBT for +3). Ignore individual wound penalties of the treated and apply a flat −2 instead.
Gaia’s Voice [Divination] (5) [Heroic]
  • Range: Self
  • Duration: A brief conversation of about five minutes.
  • Trapping: Psychic Communication
  • Effect: Divination allows the caster to contact otherworldly beings or forces to gain information. Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted.
  • Modifiers:
    • [Mega] Communion (+1): The caster may conduct a lengthy conversation with every entity or spirit in the area, Duration is doubled.
Nature’s Wrath [Elemental Manipulation] (1) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: Ectoplasm
  • Effect: This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise
  • Modifiers:
  • Elemental Fury (+2): Everyone within Range (except the caster) is harassed by the elemental effect for the power's Duration, suffering a –1 penalty on all Trait rolls, or –2 with a raise.
  • Exalted Manipulation (+2): The elemental effect lashes out at the caster's opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
  • One With The Elements (+1): The power’s duration is measured in minutes instead of rounds.
Nature’s Grasp [Entangle] (2) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Ectoplasmic Tendrils
  • Effect: Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he’s Bound. Victims may attempt to break free on their turn.
  • Modifiers:
    • Area of Effect (+2/+3): For +2 points the power affects everyone in a MBT. For +3 points the area of effect is increased to a LBT.
    • Strong (+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Hardness increases to 7.
    • [Mega] Greater Entangle (+4): Rolls to break free are made at −4 and the entangling material’s Hardness increases to 10.
Nature’s Friendship [Beast Friend] (Special) [Novice]
  • Range: Smarts
  • Duration: 10 minutes
  • Trapping: Psychic communication
  • Effect:This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature). Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders. Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3. Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
  • Modifiers:
    • Mind Rider (+1): The caster can communicate and sense through any of the beasts he’s befriended.
    • [Mega] Bestiarium (+1): The caster may now affect magical and mythical beasts; such creatures must still have only animal intelligence to be influenced.
    • [Mega] Deeper Bond (+1): The base Duration increases to 30 minutes
Beast Form [Shape Change] (Special) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Biokinesis
  • Effect: allows the caster to take the form of any animal (including fantastic creatures such as dragons and hippogriffs if they exist in that setting, but not humanoids, undead, etc). What a character can change into depends on his Rank,
With a raise on the roll, the character transforms into a particularly large version of its type—increase its Strength and Vigor by one die type each.
Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.
While transformed, the character retains his own Smarts, Spirit, Hindrances, Edges, and linked skills (though he may not be able to use some or all of them depending on the form - GM’s call). He gains the animal’s Agility, Strength, Vigor, and linked skills and cannot use devices that require humanoid form. He has no capacity for speech and cannot activate powers, though he may continue to maintain powers previously activated.
A creature’s natural abilities inherent to its form are conferred, but magical ones aren’t. A dragon can fly and breathe fire in a traditional fantasy setting, for example, so a character who shape changes into one may do so as well. If dragons also cast spells in that world, however, shape change would not grant that ability because it’s not inherent to the physical form.
Size: The caster does not inherit extra Wounds when transforming into creatures of Large or Huge Scale.
  • Modifiers:
    • Speech (+1): The recipient retains the power of speech (but still cannot activate powers).
    • [Mega] Extended Change (+1): The power’s Duration is measured in minutes instead of rounds.
    • Greater Shape Change (+2): The caster can take on the form of any type creature: humans, humanoids, and even magical monsters and beings. Only natural, inherent abilities to the form are gained, not anything derived from technology or training.
Force of Nature [Smite] (2) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: TK
  • 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:
    • Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
    • [Mega] Greater Smite (+2): The weapon’s damage is increased by +4, or +6 with a raise - it also deals Mega Damage, if it didn’t already
Nature’s Shield [Protection] (1) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: Ectoplasmic Armor
  • Effect: Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise.
Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.
Protection stacks with all other armor, natural or worn, and is negated by AP as usual
  • Modifiers:
    • Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
    • More Armor (+1): Success grants 4 points of Armor (+6 with a raise).
    • Toughness (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).
    • [Mega] Greater Protection (+3): Protection provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with the Toughness Power Modifier.
Last edited by Radecliffe on Sat Aug 17, 2019 11:47 pm, edited 10 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

Radecliffe
Radecliffe
Player: James

Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Pace: 6 Parry: 6 Toughness: 11(4) Strain: 0

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Radecliffe
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Re: SWADE Human Psi Druid

Post by Radecliffe » Sun Aug 11, 2019 2:48 pm

Background

Until the age of twelve the boy led a relatively normal existence, at least as normal as anyone can in the Chi-Town Burbs. A quiet boy he always seemed to prefer the company of the stray animals that roamed the neighborhood more than other people. His mother had her suspicions about latent gifts but she always hoped they would stay hidden. Those hoped were crushed the day she saw the Dog Boy Squad headed down the street, Psi-Stalker squad leader on point. Hurrying inside she threw what meager supplies they had into a rucksack and thrust it into the boy's arms. Hustling him to the rear of their quarters she helped him climb out of the small window, a window much to small for her. She admonished him to flee the Burbs into the countryside and hide. She lied and told him that she would follow and find him when it was safe. Closing the window she turned and waited for the soldiers to invade and hoped she could delay them long enough for her psychic son to get away.

When the window closed the boy turned and began to make his way to the outskirts of town. He did not know why his mother was sending him away like this but he trusted her and would do as she asked. Before too long a large Mastiff he had named Mouse fell in at his side and they made their way towards the outer edge of the Burbs and the unknown world at large. With Mouse's help the boy successfully exited the city and successfully managed to avoid the seemingly never ending patrols. Eventually he and the dog found their way to the forests lining the eastern shore of what was once know as Lake Michigan.

Over the years the boy learned to use his psychic gifts and became attuned to Nature in a way that few could. Today Radecliffe roams across the Mississippi valley guarding the wilderness against interlopers. Still more comfortable around animals than humans he is still quick to help those in need just so long as they do not were the uniform of the Coalition States. The anger from losing his long, lost mother still burns in his core and he will destroy any patrols foolish enough to intrude on his domain if he can. Lately he has heard the rumors of the Castle to the Southwest where potential allies against the CS may reside. He is hesitant about forging new bonds with humans (or D-Bees for that matter) after so long alone but perhaps it is time for this dog to learn a new trick.
Last edited by Radecliffe on Tue Aug 20, 2019 3:11 pm, edited 3 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

Radecliffe
Radecliffe
Player: James

Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Pace: 6 Parry: 6 Toughness: 11(4) Strain: 0

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Radecliffe
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Re: SWADE Human Psi Druid

Post by Radecliffe » Sun Aug 11, 2019 2:49 pm

Gear
NG-S2 Survival Pack
  • 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) provides +1 to Healing.
  • 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
Trauma Kit
  • A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions. It requires a Healing skill of at least d4 to use. The trauma kit grants a +1 on all Healing rolls, and it also offsets up to 2 points of penalties. Frequent use requires replenishing the supplies, as dictated by the GM (3 lb, 2,600 credits).
Adventure Survival Light Armor (TW)
  • Armor/Toughness 4/1 | Min Strength d4 | 5 lbs | 10,500 credits
Sawed-Off DB Shotgun (2)
  • Range 5/10/20 | Damage 1-3d6 | RoF 1 | AP - | Shots 2 | Min Strength d4 | 6 lbs | 150 credits
  • Staff | Damage Str + 1d4 | Min Strength d4 | 4 lbs | 10 credits
    • Parry +1, Reach 1, two hands
Ammo: 50 Buckshot, 50 Slugs

Credits: 1,130 Universal Credits

Contacts:
Last edited by Radecliffe on Sat Aug 17, 2019 10:04 pm, edited 8 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

Radecliffe
Radecliffe
Player: James

Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Pace: 6 Parry: 6 Toughness: 11(4) Strain: 0

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Radecliffe
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Re: SWADE Human Psi Druid

Post by Radecliffe » Sun Aug 11, 2019 3:24 pm

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

Iconic Framework
  • Begin with Psionics d6 Arcane Background (Psionics), 10 ISP, as well as detect/conceal arcana, healing, and three other powers chosen from the Mystic’s Miracles or Psionics lists. In the Psi-Druid’s case, all powers are psionic and use ISP.
  • Begin with the Beast Master, Healer, and Woodsman Edges.
  • Begin with Healing d6 and Survival d6
  • Begin with standard Starting Gear substituting Adventure Survival Light Armor.

Hero’s Journey
  • Experience & Wisdom (8, 17 => 16): Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it.
    • Choose: Master Psionics
  • Experience & Wisdom (8): She always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge

MARS Fortune & Glory
  • (4): Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
  • (6): Spiritual and Determined: Your hero adds one die type to Spirit and begins with the Strong Willed Edge.

Advances
  • Initial Advances: (From Hindrances): +1 Smarts, Major Psionics
  • Free Edge (Human): Elan
  • Cybernetic Modifications:
  • Novice 1 Advance: +1 Vigor
  • Novice 2 Advance: Alertness
  • Novice 3 Advance: New Powers - Beast Friend, Shape Change
  • Seasoned 1 Advance: New Powers - Smite, Protection
  • Seasoned 2 Advance: Rapid Recharge
  • 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:
Ancient wisdom from the Golden Age: Don't Panic.

Radecliffe
Radecliffe
Player: James

Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Pace: 6 Parry: 6 Toughness: 11(4) Strain: 0

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