Stretch Armstrong

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Radecliffe
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Stretch Armstrong

Post by Radecliffe »

Dave Mason aka Stretch Armstrong
Novice Male Human

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8

Pace: 6; Parry: 7; Toughness: 14(2)
Language: Native (English, d8)
Current Wealth: $550

Skills
Athletics d12+1
Common Knowledge d6
Fighting d10
Language (Native) d8
Notice d6
Persuasion d6
Research d6
Science d6
Stealth d6
Taunt d6

Hindrances
Environmental Weakness (SPC, minor, Cold)
Quirk (Smartass)
Secret Identity (SPC, major)
Vengeful (major)

Edges
Ambidextrous
Brawler
Bruiser
Two-Fisted
The Best There Is (Altered Form)

Weapons
Unarmed (Range Melee, Damage Str+d8, +1 to Hit)

Armor
Body Suit +2 Armor, Min Str d6, Wt. 8, Cost $200

Advances
Human: Edge: The Best There Is
H1: Raise Attribute: Agility
H2: Raise Attribute: Strength
H3: Raise Attribute: Vigor

Novice Advances
Edge: Ambidextrous
Raise Attribute: Agility
Raise Skills: Fighting/Athletics

Seasoned Advances

------------------

Current Load: 0 (61)
Books In Use: Savage Worlds: Adventure Edition
Setting Rules: Born a Hero
Validity: Character appears valid and optimal
Last edited by Radecliffe on Mon Jun 06, 2022 9:52 pm, edited 10 times in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Radecliffe
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Super Powers

Post by Radecliffe »

10 Altered Form (Base 2, Fall Proof +1, Grappler +1, Reach (4) +4, Viscous +2)
4 Toughness +4
2 Super Edge: Brawler
2 Super Edge: Bruiser
2 Super Edge: Two-Fisted
2 Super Skill Athletics +2d
2 Pace +2
Last edited by Radecliffe on Mon Jun 06, 2022 9:45 pm, edited 6 times in total.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Radecliffe
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Joined: Fri Mar 31, 2017 4:18 pm

Re: Stretch Armstrong

Post by Radecliffe »

Dave found out he was a super suddenly and violently. Crossing the street in MidTown one afternoon a van making it's getaway from an armed robber slammed into him without warning. A few seconds later sat up to find himself a half block away and unharmed. Dave came to find his body had transformed into a rubber like consistency that allowed him to stretch himself to incredible lengths. He was also stronger, more agile and a lot more resistant to damage than a normal person. Pulling off his T-Shirt to use as a makeshift bandana Dave quickly subdued the robbers that had tried to kill him.

Now calling himself Stretch Armstrong after an old toy from decades before he uses his powers to take down criminals, especially those that show a disregard for innocent bystanders. Not wanting to put his own friends and family in danger Dave judiciously guards his identity.
Radecliffe
Player: James
Active Alts: Jim Cannon, Jame Graeme, Dorn GiantSlayer, Steele


Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: 8; Running Die: d8; Parry: 6; Toughness: 11(4); Strain: 6/6; Bennies 4 of 4

Skills
Agility: Athletics d8, Fighting d8, Shooting d6, Stealth d8, Thievery d8
Smarts: Common Knowledge d4, Healing d6+2, Language (American) d8, Notice d8, Occult d10, Psionics d10, Survival d10+2
Spirit: Persuasion d4

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Ndreare
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Location: Skagit County, Washington
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Re: Stretch Armstrong

Post by Ndreare »

Nice, I love it.

With a reach 5 you are going to have to add "Sweep" with your seasoned advance. Imagine, everyone knows if we give you room you can 'clear the room'.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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