Tempest (Rising Star IF)

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Heracles
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Location: 3rd Set "The Losers"

Tempest (Rising Star IF)

Post by Heracles »

Hero's Journey
[dice:1ymlvjqx]43872:0[/dice:1ymlvjqx] - Training
[dice:1ymlvjqx]43872:1[/dice:1ymlvjqx] - Underworld & Black Ops
[dice:1ymlvjqx]43872:2[/dice:1ymlvjqx] - Body Armor
[dice:1ymlvjqx]43872:3[/dice:1ymlvjqx] - Underworld & Black Ops
[dice:1ymlvjqx]43872:4[/dice:1ymlvjqx] - Close Combat Weapons

Starting Credits: [dice:1ymlvjqx]43872:5[/dice:1ymlvjqx] x 100.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Heracles
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Posts: 334
Joined: Wed Apr 26, 2017 8:09 pm
Location: 3rd Set "The Losers"

Re: Tempest (Rising Star IF)

Post by Heracles »

Character Sheet

Player Name: Alan
Google Handle: Ignuspyre
Character Name: "Tempest" (Cyrus "Cy" Durning)
Race: Human
Iconic Framework: Super Powered Heroes of Rifts Earth and Beyond!
Rank: Novice Experience: 5 Advances Left: 0

ATTRIBUTES: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (Flight 12); Parry: 6; Toughness: 15(6); Strain: 0

SKILLS
  • Climbing (Str): d4+2 (d4 free)
  • Fighting (Agi): d8
  • Lockpicking (Agi): d4+2 (d4 free)
  • Notice (Sma): d8
  • Persuasion (Spi): d6+2
  • Shooting (Agi): d10 (+2 when not moving)
  • Stealth (Agi): d6 (+2 in urban) (d4 free)
  • Streetwise (Sma): d6+2

HINDRANCES
  • Base
    • Curious (Major): Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
    • (Minor):
    • Loyal (Minor): Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
    • Wanted (Minor): (Iconic Framework) Coalition.
    • Wanted (Minor): (Iconic Framework) Federation of Magic.
  • Achilles Heel
    • Hard of Hearing (Minor): Characters who have lost some of their hearing subtract 2 from all Notice rolls made to hear, including awaking due to loud noises.
    • Quirk (Minor): Storms of Emotion. The weather around him tends to reflect his moods. This is an unconscious effect and something he has to actually think about to restrain.
    • Wanted (Major): The inter-dimensional corporation called P.U.R.E Corp (Power Universal Research and Enlightenment Corporation) that gave him his powers (through terrible and painful (as well as unwanted) experiments) still wants him back. They use sonic tech and make all their creations vulnerable to them. One of their super-agents is called Soundbite (a fast bruiser with a mouth that can bite through steel, plus a sonic scream).
    • Weakness (Major): Sonic/Sound. Your character is more susceptible to a specific Power. He is –4 to resist those types of effects and damage is doubled.

EDGES
  • Arcane Background (Super Powers): (Iconic Framework)
  • Elan: (Hero's Journey) When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
  • I Know a Guy: (Hero's Journey) Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
  • Marksman: The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the Aim maneuver. Marksman may never be used with a Rate of Fire greater than 1. Marksman works with both Shooting and Throwing.
  • Power Points: (Rising Star) This grants +5 power points, and may not be taken more than once per rank.
  • Thief: (Hero's Journey) Thieves add +2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment - only in urban areas.

RACIAL FEATURES: Human
  • Free Edge: One free edge of choice.

ICONIC FRAMEWORK: Super Powered Heroes of Rifts Earth and Beyond!
  • Superhero Abilities and Bonuses
    • Awesome Power: Gain the Arcane Background (Super Powers - SPC). The character is a Heavy Hitter Rising Star, and starts with 40 Power Points with a power limit of 30 points in any single power, after any modifiers.
    • Rising Stars: Super Heroes may take the Power Points Edge (no more than once per Rank as usual) to add 5 additional points to their existing abilities, or purchase new ones (there is no New Power Edge) These points may be saved, but must be recorded clearly on the advancement record.
  • Superhero Complications
    • Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. The player must chose 6 points of Hindrances or Negative Racial Traits as follows:
      • 2 Points - A Major Hindrance
      • 1 Point - A Minor Hindrance
      • X Points - Negative Racial Traits from those listed in The Tomorrow Legion Player Guide. Where X is the number of points suggested.
      The character however does not relieve any point for these additional Hindrances or Negative Racial Traits.
    • Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
    • Enemies Everywhere!: The Coalition States and Dunscon's Federation of Magic see these beings as dangerous aberrations at best and off-world scum at worst. Regardless, no matter how human looking or how magical their abilities, these beings with great and mysterious powers are dangerous and to be destroyed or studied - in a lab. This counts as the Wanted (Minor) hindrance with each organization.
    • Restricted Paths: Supers cannot take any other Arcane Background. As mentioned in the edge's description, cybernetics are simply not a good option for a Super Powered character, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a -1 penalty to any activation trait test or to the use of a skill with a power (such as shooting with a ranged attack). Cyber-Psychic Alignment can overcome this limitation to a degree.
    • Special Hindrances There are specific, special ones available to Super Powered Heroes.

Contacts


POWERS
  • Attack, Ranged (Level 2; Dmg 3d10 MD, AP 4; Range 24/48/96) (13pts)
    • Enhanced Damage; Heavy Weapon; Increased Range
  • Danger Sense (Sensitive to changes in air flow, pressure, etc, as well as the computing probabilities of the system) (2pts)
  • Gifted (Broad education) (2pts)
  • Flight (Level 2; Pace x2; Climb 1) (5pts)
  • Matter Control (Air) (1 level; Str D10; Range 24" (+2) (4pts)
  • Storm (3pts)
  • Super Attribute Agility (2), Vigor (1) (6pts)
  • Uncanny Reflexes (-2 to be hit; Swirling Solid Air Protections) (4pts)
  • Whirlwind (Large Template; Twister) (6pts)

GEAR

Items
  • Bandito Arms Branaghan Armor (re-trapped Triax T-10 Cyclops)
    • +6 Armor and +2 Toughness.
    • Full Environmental Protection.
    • Built-in mini-computers; 10-mile communication system; public-address loudspeakers; laser distancer; nightvision mode; light-sensitive eye lenses.
    • Strength Minimum: D6.
    • Wt: 25.
    • Cost: 60,000 credits.
  • Bandito Arms Branaghan Armored Overcoat
    Image
    The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
    • +1 Toughness
    • Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
    • No Minimum Strength Requirement (10 lbs.)
    • Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
      • Attachment:
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  • Impact Hammer
    • Damage: Str+2d6 MD, Raise damage d10.
    • Wt: 11.
    • Cost: 11,000 credits.
  • JA-9 Variable Laser Rifle
    • Range: 40/80/160.
    • Damage: 3d6+1, AP 3.
    • RoF: 1.
    • Shots: 30.
    • Notes: Integrated scope with night vision and laser targeting (offset two points of Range and/or darkness penalties).
    • Wt: 6.
    • Cost: 20,000 credits.
  • NG-S2 Survival Pack
    • Wt: 30.
    • Cost: 3,000 credits.
  • Vibro-Sword
    • Damage: Str+d10 MD, AP 4.
    • Wt 9.
    • Cost: 11,000 credits.
  • Wilk’s 320 Laser Pistol
    • Range: 18/36/72.
    • Damage: 2d6, AP 2.
    • RoF: 1.
    • Shots: 20.
    • Notes: Semi-Auto.
    • Wt: 2.
    • Cost: 11,000 credits.
Credits: 1000 credits.


ADVANCES

Hero’s Journey
  • Body Armor
    • Roll result: 4.
    • Description: 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.
  • Close Combat Weapons
    • Roll result: 4.
    • Description: You may add any non-TW Close Combat Weapon listed in this book to your character’s gear list.
  • Training
    • Roll result: 15.
    • Description: Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).
  • Underworld & Black Ops
    • Roll result: 7.
    • Description: She’s done more and traveled more than anyone, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge, and she gains +2 on all Connections rolls to contact and gain assistance.
  • Underworld & Black Ops
    • Roll result: 13.
    • Description: Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses.
Attributes
Agility: d4 > d8 (Super) > d10 (1)
Smarts: d4 > d6 (1) > d8 (Hindrances)
Spirit: d4 > d6 (1)
Strength: d4 > d6 (1)
Vigor: d4 > d6 (Super) > d8 (1)


Advances
  • Initial Advances: (From Hindrances): +1 die type to Smarts; Edge (Marksman).
  • Human Free Edge: Edge (Power Points)
  • Novice 1 Advance: +1 die type to Spirit
  • Novice 2 Advance:
  • Novice 3 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:

Background

Cy was orphaned at a young age - or at least that's what he's been told. He doesn't remember his parents. He spent a short time in an orphanage sort of place, but was quickly paid for and scooped up by P.U.R.E Corp. The corporation wanted test subjects, research material and soldiers - orphans could full one, two or all three roles over time. Cy was placed in a nursery / lab group. He was educated at least partially on a large variety of subjects over several years. He was trained how to fight and shoot, taught discipline, given daily injections and blood was drawn daily.

As he grew older, tests were more prevalent, the routine was harder, the training more intense. And they began taking each of the subjects in to specific rooms, always the same room for each subject. For Cy, over years, he was subjected to all types of weather, gentle rain at first, some clouds overhead, then more and more, high winds, hail, some of it very brutal. Through most of it, they connected him to various weather sensing systems, trying to find ways to integrate it in to the young man. During one particularly terrifying and loud session of thunder, he lost some of his hearing, and they almost scrapped the project (which would have meant turning him into either material or a solider).

Finally, they had a breakthrough in miniaturization and integration, and ended up installing several small pieces of sensors inside of him. This combined with the daily chemical cocktails, the implanted alien organs and DNA, and the training granted him the ability to affect the weather and eventually the very air around him. They trained him even harder to learn greater control and greater heights of power. They were keenly interested, and therefore began to slant his training towards, the ability to create what amounted to bolts of lightning, or possibly something more akin to ionization. They were weaponizing him.

But they had grown a bit lax in his security over the years. He had stopped trying to escape during his first and second years with them. He had been a good worker and test subject for many years. Things only changed when he learned through an accidental eavesdrop of a conversation between two of the lab technicians that another subject had failed her final exam and been turned to stock materials. He had liked Athena; she had been nice to him. He began planning his escape, securing codes, swiping a keycard, and gathering materials he could use to pick locks. He made his escape one night and has been on the run since, but trying to make a living along the way.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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