NPC Lars - Crazie



Lars, Dan plays him online here


Narrative Hook

Roll 14. Description: The Coalition: The Coalition. Either through prior service or residence, or by having friends or colleagues living in the right place, your hero has or had some dealings with one or more of the Coalition States at an important level. (Col. Lyboc was his commander). This can be very useful, but it can also lead to some difficult questions needing answers, as well as suspicions on the part of those who discover his ties. Now that he’s with the Tomorrow Legion, he’ll have to work out both relationships. SEE THE BLOODY HISTORY OF LARS BELOW.


Beginning PD: Roll 1 Description: Bloodthirsty: “Bathing in the blood of my enemies” has the potential to become a disturbing reality for a Crazy with this Hindrance. His friends may need to keep him on a tight leash in some cases. Never take prisoners.

Hero’s Journey

(FIVE ROLLS) Crazies gain three rolls on any of the following tables: Body Armor, Close Combat Weapons, Psionics, Ranged Weapons, Training, and Underworld & Black Ops. Crazies gain two additional rolls on any tables except those dealing with magic. Roll 3 Training: After serving in the Coalition States military for some time, your hero has some solid combat training. He gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination. Roll 4 Psionics: More ISP means more power to work with, and your character has it. He gains +10 ISP to his base. Roll 4 Body Armor: You may trade the starting Armor from your Iconic Framework for any other body armor (not power armor or robot armor) listed in this book. Roll 6 Body Armor: Extra high-density plating and other design factors grant +3 Armor to your hero’s starting armor. Roll 9 Psionics: Variety of techniques is a power all its own; your psionic knows one power of any Rank from his own list or one Novice power normally unavailable.

Character Sheet

Player Name: Dan (Fell)
Google Handle:
Character Name: Lars
Rank: Novice Experience: 5 Advances Left: 0
Race: Human
Age: 28

Iconic Framework: Crazie

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d12

Charisma: 0;
Pace: 12;
Parry: 8;
Toughness: 8 ((Reflexes, others are -2 to hit the Crazie)) In Armor: 19 (11) ;
Strain: 0

Skills: (15 plus 5)

Fighting d12 (cost 5 from Training HJ roll) Shooting d12 (cost 5) Psionics d10 (cost 2, starts as a 6) Stealth d4 (cost 1) Pilot d4 (cost 1) Tracking d4 (cost 1) Climbing d4 (cost 1) Notice d4 (cost 1) Healing d4 (cost 1) Lock picking d4 (cost 1) Persuasion d4 (cost 1)


Overconfident (Major): Lars believes he can do anything, he is superhuman. Quirk (Minor): Often talks to himself out loud. (Did I say that last part out load? Oh Sorry). Phobia (Minor): -2 to Trait tests when near phobia: Ants! They are so tiny and gross. One ant, slam, kill it! An entire ant hill, oh shit run. A result of being buried underground, under rubble and corpses, during the final siege on Tolkeen. He was burned, scarred and injured…ants crawled all over him. Mania (Minor, occurs infrequently): Arithmomania: Obsessive preoccupation with numbers. On occasion Lars basically become the Count from Sesame Street. “One Deadboy. Two Deadboys, hahaha, three! Three. Three! Look there are three birds over there. Three!” Lars casts THREE Bolts at the Deadboys. “One, two, three! Hahhaa” Walking over to the dead Deadboys Lars dips three fingers into their blood and wipes three red bloody lines across his armor in three places. Looking up at the rest of the party he says, “What? … what, what?” Three is his favorite number, but sometimes other numbers occupy his mind. Bloodthirsty (PD: Major): “Bathing in the blood of my enemies” has the potential to become a disturbing reality for a Crazy with this Hindrance. His friends may need to keep him on a tight leash in some cases.


Split the Seconds: Juicers and Crazies often find themselves living between the ticks of the clock. This Edge grants an extra action to the character each round. There is no multi-action penalty for this action, and it can be a repeat action, such as firing a gun or swinging a sword again. It cannot, however, be used for movement, such as Running. Sublime Chaos: The tumultuous storm of neuroses, psychoses, and other issues crashing about in a Crazy’s head sometimes swirl into a beautiful rainbow of total disconnection from reality. The Crazy with this Edge understands how to ride the waves of her insanity like a surfer masters those of the sea. The greater part of her mind is simply elsewhere, leaving behind a nearly machine like entity that gets the job done. While Losing It, a Crazy with this Edge is able to perform actions not normally allowed by Berserk, including using his psionics. He also only suffers a −1 to Trait rolls during his Coming Back period. Major Psionics: A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge. Major Psionics may also: Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2. Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch. Master Psionics: Superhuman powers of the mind and spirit become the purview of the Master Psionic, making her a true threat against the most powerful foes in the world. Upon taking this Edge, the character gains the Mega Power option for all the powers she knows. Each time she takes the New Power Edge, she gains both the power and its Mega Power version. Crazie Starts with: Quick: Discard draw of 5 or less for a new & higher card for Initiative. Crazie Berserk details (when in a state of Losing It): While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls, and Toughness. The warrior ignores all wound modifiers while Berserk, with Sublime Chaos he can still shoot, cast and do skills. Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses. See Losing It and Getting It Together below.

ISP: 30
Psionics – Master Psi “Mega Powers”:


Power Points: 2– 8 or 4 Range: 18/36/72 Duration: Instant The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.


Power Points: 4 Range: Smarts × 2 Duration: 3 (1/round) This Mega Power doubles the power’s effect; two die types for a success, four with a raise.


Power Points: 4 Range: Touch Duration: 3 (1/round) This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.


Power Points: 4 Range: Touch Duration: 3 (1/round) This Mega Power version of smite confers two effects: 1.) The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage. 2.) The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.

Body Armor

+3 Armor NG Heavy Peacemaker Armor +6 and grants +2 Toughness, as well as providing Full Environmental Protection, though Strength Minimum becomes d8. Modified results: +9 Armor and +2 Toughness.

Weapons (See Note at bottom)

Pistol: Wilk’s 237

Range: 15/30/60 Damage: 2d6+1 RoF: 1 AP: 4 Shots: 16 Weight: 3 lbs Cost: 24,000 Notes: Semi-Auto

Rifle: Wilk’s 447

Range: 40/80/160 Damage: 3d6 RoF: 1 AP: 2 Shots: 20 Weight: 5 lbs Cost: 18,000 Notes: Semi-Auto

Sword: Vibro-Sword

Damage: Str+d10 Weight: 9 lbs Cost: 11,000 Notes: AP 4

NG-S2 Survival Pack

Weight 30 One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%. One sleeping bag, also insulated. One flashlight, with a concealed pocket knife. One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled overtime (+2 to Survival rolls related to land navigation). A mirrored back allows for re reflective signaling to others if the sun is out. One short-range radio One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits). One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned. Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals. One fire starter One survival knife, one small hatchet, and one wooden cross. Four signal flares. One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet. One bar of soap and a sterilized cloth. One canteen. Two weeks’ worth of minimal sustenance survival rations in sealed pouches. Bug spray, ant repellent, can of “RAID”.


M.O.M. Implants Crazies suffer −1 to Psionics per point of additional Strain (page 108).

Iconic Framework “Powers/Abilities”

LOSING IT The Crazy always enjoys a certain level of preternatural capabilities, but she also has moments where she can completely unleash her potential by Losing It. Throwing caution to the wind and shoving rational thought to the back of her mind, a Crazy gains the effects of being Berserk (as per the Edge). This can be done at will, as an action. While she is Losing It, the Crazy is Fearless (see Monstrous Abilities in Savage Worlds), making her immune to Fear and Intimidation. While in this state, she cannot use her psionic abilities, nor anything requiring concentration. GETTING IT TOGETHER A Crazy comes out of Losing It using the standard Smarts roll for Berserk. Then she’s critically hampered by one or more psychological Hindrances. The game effect is a −2 to all Trait rolls for the duration of Getting It Together. From a roleplaying perspective, this could be wracking guilt, crippling depression, irrational fear, rampaging delusions, or any number of other effects which fit the character’s various Hindrances and other issues. The duration of the penalty is based on the results of the Smarts roll made to come out of the Losing It state in the first place: -Raise: She only spends 1d6 minutes Getting It Together. -Success: She spends 1d6 × 10 minutes in the Getting It Together state. -Failure: She spends 1d6 hours Getting It Together. -Critical Failure: She spends the next 24 hours Getting It Together. A Crazy may not employ Losing It while in the Getting It Together state. CRAZY ABILITIES AND BONUSES Crazies are super commandos, difficult to lead, but fantastically capable in high risk situations. Their steadily degrading mental state makes many of them inevitably impossible to work with, even as they become masters of their combat and physical skills. The rare ones who manage to hold onto enough sanity to remain effective with a team are invaluable. 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 to Notice and Tracking rolls. They also ignore two points of Range penalties. Minor Psionic: Unlocking the brain’s potential grants a Crazy Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6. Crazies have access to the following powers: armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift. Quick: Crazies begin with t he Quick Edge. 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. CRAZY COMPLICATIONS Crazies have that name for a reason, which many of the following complications demonstrate clearly. Cybernetics: Crazies suffer −1 to Psionics per point of Strain (page 108). 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. Unstable Psyche: From the start (and for no added benefit), the character gains a psychological or emotional Hindrance determined by rolling on the Psyche Degradation Table. Representing the constant degradation of the Crazy’s psychological state, the character gains an additional Hindrance from the table each time she achieves a new Rank.

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

Initial Advances: (From Hindrances): Sublime Chaos / Master Psionics Free Edge (Human): Major Psionics Cybernetic Modifications: NA other than M.O.M. Implants As a Crazie automatically get: Quick and Berserk Edges Novice 1 Advance: Split the Seconds Novice 2 Advance: Novice 3 Advance: Novice 4 Advance: Seasoned 1 Advance: Seasoned 2 Advance: 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:

THE BLOODY HISTORY OF LARS HOLTE (Background – still adding to this):

The bloody history of CS Captain Lars Holte.

Placing the field goggles down Lieutenant Holte flipped their power switch to off deactivating the distance and night vision capabilities of the goggles. Taking a deep breath the veteran CS officer brushed his calloused hands down his uniform smoothing it and removing any creases that might have tried to make a home on his meticulously clean shirt. He placed his hands behind his back afterward at parade rest and made a point of sighing. Not truly out of anger but to keep his platoon alert.

The view through the goggles had actually unsettled the CS officer but he was damned if he’d show it to these enlisted men behind him awaiting orders. These were the last days of the war with Tolkeen and no amount of last ditch effort was going to save the once powerful city of magic.

Standing behind a fortified CS outpost deep in the city limit Lieutenant Holte and his men had burned, killed, blown up and absolutely destroyed any resistance or defenders in their way as they barreled deeper into the heart of the city. With a Mark V, fully loaded with Special Forces troops, two SAMAS power armor units as air support and a absolutely insane and bloodthirsty Psi Stalker on his team, Lars Holte was safely on his way to victory and promotion.

Now at the onset of finishing off these mages and demons a new creature was, presumably summoned by evil Shifters, about to launch an attack on his troops. Behind him he knew the others could see it even without field goggles, it was rapidly approaching and the blasted thing was massive.

Before his troops had too much time to think about it the CS Lieutenant barked orders, “Defensive positions – unleashed hell on that thing!”

His men knew the Lieutenant well enough to know that he wasn’t talking to them. He had just given orders to the outpost troops, part of the 133rd To hunker down and use their powerful anti aircraft guns on the giant black demon.

Turning smartly around the Lieutenant strapped on his Deadboy armor chest plate and walked briskly to the rear of the CS Mark V and held out his gloved hand. The Military Specialist handing out personal jet packs promptly handed the Lieutenant a MJP to strap on. Donning the jet pack with trained precision and speed the Lieutenant toggled on the MJP and lifted up over the backend of the Mark V.

Lifting higher up he was followed into the air by two SAMAS and twenty one Special Forces troops each with their own MJP. The veteran CS soldiers each knew what their mission was even without the Lieutenant calling orders out to them. They were Special Forces and they would attack the enormous demon barreling closer to them.

The private communications channel crackled in Lars helmet. Officer communications channel six was used by Col. Lyboc and Lieutenant Holte recognized the voice of his boss.

“Holte this is Lyboc! My Juicer team is inbound along with a squadron on SAM’s. This is it Lieutenant Holte. After we destroy that big ass demon they’re done for. Intelligence says this is King Creeds final defense. You and your men must now waver. Keep that thing occupied until we arrive! Good luck, I want you on my staff after today as Captain so don’t fail.”

Holte grinned. Nothing could stop the might of the CS. Time to die demon. I’ll take your head off Creed. I’m coming for you mage.

Pointing at the demon Holte and his troops speed towards the creature opening fire on it. The troops below joining in in the fray. Massive meaty hands of the hundred foot tall demon smashed and crushed. Swatted troops out of the air and cried out angrily as blast after blast lanced into the creature tearing holes though its armored hide.

Forty minutes later Col. Lyboc stood in the airlock of the Deaths Head transport looking down at the remains of the ginormous demon. Shredded and torn asunder the creature had taken nearly thirty minutes to kill. Other than newly arriving SAMAS buzzing around the transport there did not appear to be a single man, Stalker, dog boy or vehicle alive or not destroyed below. The mass of men and machine lay in heaps scattered about the left overs of the demon.

About to turn away and return to the inside of the mobile command center within the Deaths Head the Colonel stopped. Holding tight to the straps attached to the airlock the Colonel leaned out further to get a better view.

“Well I’ll be damned.”

Far below an officer was pushing dead troops off his broken and bruised self. Standing up wobbly the CS Lieutenant shook then yelled insults at the dead demon. Pulling out his CP-40 energy pistol the Lieutenant fired another blast off at the dead creatures eye.

More insults followed from below. Lyboc grunted and smiled. Activating his radio to channel six the Colonel called down to Lars Holte, “I think you got it son. I’ll send a SAM down to pick you up. You can follow me in from up here. Time to hit Creeds stronghold and take down the filthy mage.”

Less than ten minutes later Lieutenant Lars Holte stood next to Col. Lyboc and his elite commandos starring down at the dead mage king and his former protectors. They had done it. The CS had won. Destroyed a vulgar enemy and obliterated the city of Tolkeen.

The only thing left now was mopping up the refugees fleeing the city.

Six months later the newly promoted Captain Lars Holte saluted Col. Lyboc one last time and made his way out of the CS city of Chi Town into the surrounding burbs. Nothing the Colonel could say would sway the Captain from turning in his commission and forfeiting his CS citizenship. Lars was determined to see his plan through. A plan he would not share with anyone. Within days, through his contacts, Lars had M.O.M. surgery and implants and was resting and recovering preparing for his new life outside the CS and as a super soldier, coined a Crazie Warrior.

In under a month the former CS Captain was out of the burbs and standing atop the hill looking down at Castle Refuge. Looking down at his new life.

He finished burying his personal possessions and weapons in the hill top. Taking care to hide the items and commit the location to his mind.

The Crazie looked at the dirt on his hands and shrugged. In another life the dirt would have bothered him. He made his way down towards the Castle and was met by the closest Legion patrol. After a lengthy interview, which all Legion SET team members undergo, Lars joined the Legion as a protector of mankind and D-Bees.

No mention of his former profession with the CS was made during the interview, not asked, not volunteered. He’d simply stated he bought and paid for implants in the burbs prior to deciding to join the Legion as a savage savior.

Maybe it’s crazy, Legionnaire Private Lars is seriously glad to be a part of the Legion and to bath in the blood of his enemies – whoever that may be – he feels right at home living with his former enemies. Crazy right?


NPC Lars - Crazie

Savage Rifts Dan_Frederick