It's time for another Digital Shoebox entry! This is the series where I post a complete, usable character, both for my own archives and so that you, dear reader, might take it and make of it what you will.
Today's entry is a bit of a departure from the usual model. Although Gregor is "my" character, I did not make him. This is because whenever Sean Patrick Fannon runs a demo of Savage Rifts, he lets his players keep their sheets with the explicit understanding that these are now persistent characters in his campaign world; should the player ever sit down to play in another of Fannon's games, the player can bring that character back in. And, with his kind permission, I'm posting a transcription of the sheet here.
(This idea strikes me as a fun ode to the earliest days of the hobby--or, more recently, FLAILSNAILS--when players could take their favorite D&D characters from one DM's table to another, amassing items and experience that counted for all future games.)
I showed up at the session right before it was due to start after receiving a summons from Sean Tait Bircher of the Wine and Savages blog, so the other players had already made their selections from a pile of pre-generated characters. I was pleased to see that a Crazy was still available, as it has always been one of my favorite O.C.C.s while also being one of those most in need of fixing--I was quite curious to see how Crazies would play in Savage Rifts.
I'm happy to report that I think a sweet spot was located. Gregor complemented the party's Juicer, Rod Gritt, while still maintaining his own distinctive niche (gotta love those grenades!) and personality.
Novice (0 points*)
* I received 5 Experience Points at the end of the session, but am waiting to make my Advance until after the Savage Rifts PDFs come out.
* Gregor is at -1 to Parry when using his Chainsword.
Unstable Psyche (Delusional, Major)
Acrobat (+2 related Agility)
Arcane Background (Psionics)
Frenzy (2 melee attacks @ -2)
Gun Nut (Can use guns while Losing It, +2 Shooting)
Wilk's 447 Rifle, Wilk's 237 Pistol, Chain Greatsword, SFD Huntsman Armor, NG-S2 Survival Pack, 4 AP Grenades, 6 Frag Grenades, 4 HE Grenades, 2 Plasma Grenades, 700 Credits
Heroic Journey Rolls
Narrative Hook: Siege of Tolkeen
Psionics: Spend a Bennie to substitute Spirit for any Trait roll
Weapons: Grenades--always start a session with 1d4 Frag Grenades
Training: 1 Combat Edge (Frenzy)
Close Combat Weapons: Great Chainsword
Underworld & Black Ops: Streetwise d8, Forgery (Common Knowledge +2)
- Losing It: Go Berserk (+2 Fighting, Damage, Toughness; -2 to Parry; Ignore Wound Levels) at will as an Action. Also Fearless for duration.
- Getting It Together: Shake off "Losing It" condition; Smarts roll at -2. All Trait rolls suffer a -2 (due to wracking guilt, depression, fears, delusions, etc.) for a duration dependant on the outcome of the Smarts roll: 24 hours (Critical Failure), 1d6 hours (Failure), 1d10x10 minutes (Success), 1d6 minutes (Raise).
- Bio-Regeneration: Natural healing roll once per day.
- Enhanced Speed: Pace is doubled (factored in).
- Enhanced Strength: Increase Strength by two die types (factored in). No maximum.
- Heightened Senses: Investigation, Notice, and Tracking rolls are at +2. Ignore the first two points of Range Penalties (no penalty at Medium, -2 at Long).
- Minor Psychic: Factored in.
- Super Endurance: Increase Vigor by two die types (factored in). No maximum. Only half-normal amount of sleep required. All Fatigue resistance rolls are at +4.
- Super Reflexes: Increase Agility by two die types (factored in). No maximum. Uncanny Refelxes (-2 to be hit in combat). Quick Edge (factored in).
- Distinctive Appearance: M.O.M. implants, tattoos, piercings, etc.
- Needs Action: During "slow" times, make a Spirit roll. Failure means -2 Charisma and -1 all Trait rolls (presumably until things pick up again).
Playing Gregor was a lot of fun, and I can see how getting to play a Crazy over the course of a campaign would be even more interesting and rewarding.
The name "Gregor" just popped in my head, so I went with it. I gave him a comical Russian accent based on his having seen pre-Rifts footage of the wrestler Nikolai Volkoff--I figure Gregor is actually just a run-of-the-mill farmboy from Iowa, but he thinks he's actually a Soviet soldier.
Every Crazy starts with a Major Delusion, and Gregor's strange personality was how I represented it. Sean said that he had one play tester decide that his Crazy saw the whole world like a Disney cartoon. You can't really beat that!
This iteration of Crazies reminds me a lot of the "boosted vets" in the Underground RPG, and I love that (particularly since I always wanted to play Underground but could never get into the Mayfair house system).
I decided that when Gregor is "getting it together," his natural Loyal and Heroic Hindrances are magnified, turning him into something of a mother hen who dotes on his companions and tries to solve everyone's problems. Fun stuff.
And this was all coming out of making stuff up on the fly on an empty stomach. There's a lot of potential for fun with Delusions and Losing It with a bit more thought, I'm sure.
(An interesting note on Losing It: it's pretty much in the Crazy's best interest to indulge every combat. Combined with "Getting It Together" penalties afterwards, this means the Crazy is going to be swinging wildly between hyper-competence in combat and crippling penalties outside. It'll be a rare time, I'm sure, that a Crazy isn't under the effects of some sort of bonus or penalty!)
Astute readers will have noted the "Heroic Journey" section. This is one of the elements of Savage Rifts I'm most excited about. Not only do you get some instant baked-in background ("Siege on Tolkeen"--interesting!) but you also get a suite of randomly-determined equipment and other goodies that have a real mechanical effect on your character. I can't wait to pore over all the tables and write some additional entries of my own.
All in all, a most satisfying treatment of one of my favorite classes!