Spectre

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Radecliffe
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Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Spectre

Post by Radecliffe »

Spectre

Novice Male Human, Vigilante

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8
Pace: 6; Parry: 8; Toughness: 14 (2)
Current Wealth: $85

Bennies: 2 of 2

Skills
Athletics d12
Common Knowledge d6
Driving d6
Fighting d12
Healing d6
Intimidation d6
Language (American English) d8
Notice d6
Persuasion d4
Shooting d12+2
Stealth d6
Thievery d4

Hindrances
Bad Luck
Grim
Ruthless (major)
Vow (minor, Won't kill "normals" unless necessary. Supers are his true prey.)

Edges
Brawler
Bruiser
Martial Artist

Armor
Ballistic Helm (Armor 4*)
Body Suit (Armor 2)

Weapons
Unarmed (Range Melee, Damage Str+d8, +1 to Hit)
Ninjato (Range Melee, Damage Str+3d6)
Compound Bow (Range 12/24/48, Damage Str+2d6, ROF 1, AP 1)

Gear
Quiver (holds 20 Arrows) (Contains: 20x Arrow)

Storage Locker
Medic Kit
100x Arrows
10x Smoke Grenades
10x Stun Grenades


Current Load: 31 (61)

Advances
Human: Edge: Brawler
H1: Bruiser
H2: Raise Attribute: Vigor
H3: Raise Attribute: Vigor

Novice Advances
  • Raise Attribute: Agility
  • Raise Skills: Intimidation/Thievery
  • Edge: Martial Artist
Seasoned Advances
------------------

Books In Use: Savage Worlds: Adventure Edition, Super Powers Companion (2014)
Setting Rules: Born a Hero, Super Hero!, Super Strength
Extra Perk Points: 2
Supers Campaign Level: Pulp Heroes
Validity: Character appears valid and optimal
Attachments
Spectre2.png
Spectre2.png (66.51 KiB) Viewed 1825 times
Last edited by Radecliffe on Thu Jun 09, 2022 3:01 pm, edited 18 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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Posts: 489
Joined: Fri Mar 31, 2017 4:18 pm

Super Powers

Post by Radecliffe »

4 Additional Actions (1) Base 5, Physical Only -1
2 Deadeye
2 Super Skill (Fighting +2d)
4 Super Skill (Shooting +2d)
2 Super Skill (Athletics +2d)
4 Melee Attack Str + 3d6 (Base 0, Special Weapon[Ninjato] +4)
2 Super Attribute (Agility +1d)
4 Toughness +4
Last edited by Radecliffe on Wed Jun 08, 2022 7:50 pm, edited 7 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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Background

Post by Radecliffe »

Max Hunter had been a student of archery and the martial arts almost since he could walk. By the time he was 19 he had qualified for the 2028 Summer Olympics in Archery, Fencing and Boxing. That all ended when the explosion tore through hotel killing his parents and his little sister who had all come to cheer him on. Max miraculously survived the blast virtuously unharmed but to the world Max Hunter died with his family that day and so Spectre was born.

What Max didn't realize at the time was that something in his DNA had enhanced his natural abilities to a superhuman level. He could shoot the pip of an Ace as it fluttered to the ground at 50 paces or slice a dozen cards one at a time before they hit the ground. Now that everyone thought that Max was dead he decided to become an avenging Spectre who could get vengeance for his family. Having tracked down and dispatched the supers that had actually been responsible for the destruction of the hotel Max continues to be the Spectre hunting any criminal but especially those responsible for the deaths of others. He survives by stealing what he needs from the criminals he hunts. For many the last thing they hear is the Spectre's rasp "Prepare to be Judged!"
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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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Spectre

Post by Ndreare »

Nice
  • 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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