Food of the Gods: 1955 (Mark II)

Ribhus - India
PERSONA
Hero name:
Ribhus
Real name: Akhil Arya
Sex: Male
Age: 85 (b. 1870)
Bio: Born in British India in the thirty-third year of Victoria's reign as the second son of one of the rulers of the minor Princely States, Akhil's early life was that of great pampering and wealth. He was born with great intelligence, his curiosity as a child drawing the attention of his carers and tutors, which was nurtured by the finest tutors his father's wealth could source. While his curiosity would see him learning a wide variety of sciences it would be engineering that would really spark his interest, particularly when he was tutored by a former British Artillery Officer. In addition to this education, he would be taught to shoot, often attending hunts with his father and his father's retainers and using a wide variety of rifles, shotguns, pistols, and other weapons. He would also show an early talent for languages that would see him picking up many of the Indian tongues in addition to English.

Upon reaching eighteen he would take ship to England, where he enrolled in one of the earliest available engineering courses at University of London. Here he was the subject of much curiosity, being one of the few Indian students in the university, and his incredible talent for engineering would see him repeatedly lead the class. It was during this time that he would first meet Mohandas Gandhi, Akhil's search for vegetarian dishes leading to his introduction to the London Vegetarian Society where his fellow Indian was a member of the Executive Committee. The two would interact little in this time, their shared heritage minimal despite them both being Indian, but the two would maintain an infrequent correspondence.

Upon the completion of his degree, Akhil would return to India where he would be involved in a number of attempts to establish infrastructure projects to improve the Raj. These attempts would find little success, institutional opposition stifling his attempts to bring about industrialisation beyond his father's lands. He would not cease his attempts, but would grow more weary and disheartened over the years, mirroring the same trend Mohandas would speak about in his letters that had grown increasingly regular between the two. Akhil would reach out to the nascent Indian National Congress around this point, though would refrain from public support due to his father's distrust of the group.

In 1915 Mohandas Gandhi would return to India, and Akhil would be one of the first to host the increasingly-famous man. Mohandas would spend several days with Akhil, and it was then that the seeds of nationalism and anti-colonialism that had been growing for the past years would begin to bloom. As Mohandas travelled around India protesting Akhil would accompany him, a display that would strain the relationship between Akhil and his family and would eventually end with a split following his father's death. As Mohandas would lead India in satyagraha Akhil was by his side, only narrowly avoiding arrest in 1922.

The following years would see Akhil somewhat marginalised. While he had been a close ally of Mohandas, he did not share the man's charisma or political skills, and while he would be a major figure in the campaigns for Mohandas' release they would consume much of his attention. The two years that would pass would be harsh to Akhil, who would partake in his own hunger strikes in pursuit of Mohandas' release, and an image of Gandhi embracing an emaciated Akhil following his release would become one of the most famous ones of the 1920's. In later years, Akhil would be one of those who marched alongside Mohandas in the famous Salt March, and when Gandhi was detained prior to the protest at Dharasana salt works Akhil would be one of those who would be beaten in the square.

The following years would see Akhil remain a steady member of the movement, and would see him spend years in and out of prison. Unlike Mohandas, whose health waxed and waned repeatedly, Akhil's would remain steady. He would be released for the final time shortly before Indian independence, where he would express disappointment at the divide of India into religiously-defined states. Following independence, he would take a leading role within India's fledgling scientific establishment, his mind sharp even with his body's growing frailty. Following Mohandas' assassination in 1948 Akhil wept for three days and three nights, mourning the loss of his friend of nearly sixty years.

As India developed its Ambrosia program, Akhil would be one of the leading scientists, and when the call was put out for test subjects it was to great surprise that Akhil would put his own name forward - citing that while Ambrosia was seen to strengthen the body in physically capable subjects, one who was of sharp mind might find themselves similarly blessed, and that India needed great thinkers in these days much more than it needed more soldiers. He would prove to be highly susceptible to Ambrosia, and in 1952 he would undergo the final procedure to "activate" his newfound abilities.

The first tests would appear disappointing; for all their Ambrosia reserves Akhil appeared little changed beyond appearing slightly less burdened by age. However, when he awoke the intelligence in his eyes was said to glow, and his body would rapidly develop distinctive blue markings along his Chakra pathways and his eyes softly glowing blue. The next three years would be spent by Akhil, now christened Ribhus, in seclusion with some of India's top scientists and engineers, developing the technical marvels that would make up Ribhus's distinctive super-armour. This process would produce a number of one-of-a-kind components, with the end result that only Akhil was able to even begin to control the armour, though he would do so with great skill.

Public persona: Frail and pacifistic, Akhil represents the image of the elder burdened by his sacrifices, while in his suit he presents a much more confident and powerful image.
Appearance:


STATS
XP: 0
Advances: 0/0
Level: Novice
Attributes:
7 Attribute Points (5 Base, +2 for 4 Trait Points)
  • Agility: d8 (2 Points)
  • Strength: d4 (0 Points)
  • Smarts: d12 (4 Points)
  • Spirit: d6 (1 Point)
  • Vigor: d4 (0 Points)
Statistics:
  • Charisma: 0 Points
  • Parry: 2
  • Toughness: 4+14
Skills: 20 Skill Points (15 Base, +5 for Elderly)
  • Knowledge (Engineering): d12 (5 Points)
  • Knowledge (Science): d8 (3 Points)
  • Notice: d10 (4 Points)
  • Piloting: d8 (3 Points)
  • Repair: d6 (2 Points)
  • Shooting: d8 (3 Points)
Edges: 1 Edge (1 Human)
  • Arcane Background (Super Powers) (Free): This Edge replaces the version from Savage Worlds in a supers campaign and is a free Edge (on top of the usual free Edge for being human). It grants a number of Power Points equal to the Power Level of the campaign. No arcane skill is required. Super powers work "at will" and require no roll unless the specific power says otherwise.
  • Linguist: Speaks Hindi, English, Mandarin, Spanish, Arabic, Bengali, Portuguese, Russian, Japanese, Punjabi, Marathi, Telugu.
Hindrances: (+4 Trait Points)
  • Elderly (Major) - Your adventurer is getting on in years, but he's not quite ready for the nursing home. His Pace is reduced by 1, and his Strength and Vigor drop a die type to a minimum of d4, and cannot be raised thereafter. On the plus side, the wisdom of his years grants the hero 5 extra skill points that may be used for any skills linked to Smarts.
  • Distinctive Appearance (Minor) - Your super's appearance is somewhat different from others of his race (a blue- skinned human, a talking gorilla, etc.), and is relatively easy to spot, even out of costume. This makes the character easier to track down and pick out of a crowd and can even cause troublesome social problems among his own people. The appearance must be present in and out of costume to count as a Hindrance—all supers are distinctive in costume.
  • Pacifist (Minor) - Your hero absolutely despises violence. Minor pacifism means he only fights when given no other choice, and never allows the killing of prisoners or other defenseless victims.
POWERS & ABILITIES
Invested AP:
40
Powers:
  • Power Name (AP Cost): Ageless (2, 1+1 Points). Ribhus is not affected by the ageing process or powers that reference ageing.
    • Trappings: None
    • Modifiers: Very Old (+1). Ribhus is already old, with his life experiences giving him a +2 to common knowledge rolls.
  • Power Name (AP Cost): Armour (13, 7+3+4-1 Points). Ribhus wears a heavy set of power armour, giving him incredible resistance to damage.
    • Trappings: A large suit of distinctive powered armour.
    • Modifiers:
      • Hardy (+3). The character is so tough only the most serious damage can harm him. If he is Shaken, additional Shaken results have no effect.
      • Heavy Armour (+4). The armor is considered Heavy Armor, and can only be damaged by Heavy Weapons.
      • Device 1 (-1). The Power comes from the Powered Armour, and offers no protection without it.
  • Power Name (AP Cost): Attack, Ranged (A Form) (12, 6+4+1+2-1 Points). Ribhus' armour has a built-in powerful energy cannon, allowing it to emit powerful blasts that deal 4 dice of damage.
    • Trappings: Energy Bolts
    • Modifiers:
      • Enhanced Damage (+4). For +4 points, the attack uses d10s for damage.
      • Heavy Weapon (+1). The attack counts as a Heavy Weapon.
      • Switchable (+2). This Modifier allows a character to switch between different powers or sets of powers.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
  • Power Name (AP Cost): Attack, Ranged (B Form) (Free, 4+6+1+2-1 Points). Ribhus' armour has a built-in powerful energy cannon, allowing it to emit powerful blasts that deal 3 dice of damage.
    • Trappings: Energy Bolts
    • Modifiers:
      • Rate of Fire 2 (+6). The hero can fire an extra missile each action, up to a maximum Rate of Fire of 5.
      • Heavy Weapon (+1). The attack counts as a Heavy Weapon.
      • Switchable (+2). This Modifier allows a character to switch between different powers or sets of powers.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
  • Power Name (AP Cost): Broadcast (2, 2+1-1 Points). Ribhus' armour has a built-in radio receiver and decryption device, allowing it to tap into radio and television signals from a distance.
    • Trappings: Power Armoured Helmet
    • Modifiers:
      • Range (+2). The hero can tap into networks up to 100 miles distant.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
  • Power Name (AP Cost): Deflection (A Form) (11, 10+2-1 Points). Ribhus' armour has built in thrusters that can be redirected to form a powerful attack-deflecting field.
    • Trappings: Thrusters on Powered Armour
    • Modifiers:
      • Switchable (+2). This Modifier allows a character to switch between different powers or sets of powers.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
  • Power Name (AP Cost): Flight (B Form) (Free, 10+2-1 Points). Ribhus' armour has built in thrusters that can be used to propel him through the air at speeds of up to 120mph.
    • Trappings: Thrusters on Powered Armour
    • Modifiers:
      • Switchable (+2). This Modifier allows a character to switch between different powers or sets of powers.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
 
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I think that would be more than helpful for everyone. And if we need to look up any details, we can then use the rulebook.
As it turns out, the rulebook has something similar to that - the power, the cost, and a very short little summary. Would this work?
Hmm. So one thing I'm curious about is if there are any modifications that might want to be added here to make these super-heroes relevant on an international scale? Because the Savage Worlds rules for these things seem to assume a very personal scale of adventure, so you get stuff like "spend two points to have the ability to control a single animal within one mile" which is kinda... underwhelming? Especially since there's no actual way to extend the effective ranges of a lot of powers which makes them extremely limited for a gsrp.
I considered this - though my rationale is that a lot of the combat and larger-scale use of supers in this is more abstracted than base SW would normally have; in cases like that, I'd rationalize them as being swarms of said animals rather than simply single ones, for example. The stats may say things are on an individual scale, but "storywise" and in terms of how it affects things globally, the effect is amplified. It's not a perfect system - as you said, SW is meant to be a more "personal" adventure - but for now I think it should work. If it does end up becoming a problem, we can change things if needed.
PERSONA
Hero name:
Ribhus
Real name: Akhil Arya
Sex: Male
Age: 85 (b. 1870)
Bio: Born in British India in the thirty-third year of Victoria's reign as the second son of one of the rulers of the minor Princely States, Akhil's early life was that of great pampering and wealth. He was born with great intelligence, his curiosity as a child drawing the attention of his carers and tutors, which was nurtured by the finest tutors his father's wealth could source. While his curiosity would see him learning a wide variety of sciences it would be engineering that would really spark his interest, particularly when he was tutored by a former British Artillery Officer. In addition to this education, he would be taught to shoot, often attending hunts with his father and his father's retainers and using a wide variety of rifles, shotguns, pistols, and other weapons. He would also show an early talent for languages that would see him picking up many of the Indian tongues in addition to English.

Upon reaching eighteen he would take ship to England, where he enrolled in one of the earliest available engineering courses at University of London. Here he was the subject of much curiosity, being one of the few Indian students in the university, and his incredible talent for engineering would see him repeatedly lead the class. It was during this time that he would first meet Mohandas Gandhi, Akhil's search for vegetarian dishes leading to his introduction to the London Vegetarian Society where his fellow Indian was a member of the Executive Committee. The two would interact little in this time, their shared heritage minimal despite them both being Indian, but the two would maintain an infrequent correspondence.

Upon the completion of his degree, Akhil would return to India where he would be involved in a number of attempts to establish infrastructure projects to improve the Raj. These attempts would find little success, institutional opposition stifling his attempts to bring about industrialisation beyond his father's lands. He would not cease his attempts, but would grow more weary and disheartened over the years, mirroring the same trend Mohandas would speak about in his letters that had grown increasingly regular between the two. Akhil would reach out to the nascent Indian National Congress around this point, though would refrain from public support due to his father's distrust of the group.

In 1915 Mohandas Gandhi would return to India, and Akhil would be one of the first to host the increasingly-famous man. Mohandas would spend several days with Akhil, and it was then that the seeds of nationalism and anti-colonialism that had been growing for the past years would begin to bloom. As Mohandas travelled around India protesting Akhil would accompany him, a display that would strain the relationship between Akhil and his family and would eventually end with a split following his father's death. As Mohandas would lead India in satyagraha Akhil was by his side, only narrowly avoiding arrest in 1922.

The following years would see Akhil somewhat marginalised. While he had been a close ally of Mohandas, he did not share the man's charisma or political skills, and while he would be a major figure in the campaigns for Mohandas' release they would consume much of his attention. The two years that would pass would be harsh to Akhil, who would partake in his own hunger strikes in pursuit of Mohandas' release, and an image of Gandhi embracing an emaciated Akhil following his release would become one of the most famous ones of the 1920's. In later years, Akhil would be one of those who marched alongside Mohandas in the famous Salt March, and when Gandhi was detained prior to the protest at Dharasana salt works Akhil would be one of those who would be beaten in the square.

The following years would see Akhil remain a steady member of the movement, and would see him spend years in and out of prison. Unlike Mohandas, whose health waxed and waned repeatedly, Akhil's would remain steady. He would be released for the final time shortly before Indian independence, where he would express disappointment at the divide of India into religiously-defined states. Following independence, he would take a leading role within India's fledgling scientific establishment, his mind sharp even with his body's growing frailty. Following Mohandas' assassination in 1948 Akhil wept for three days and three nights, mourning the loss of his friend of nearly sixty years.

As India developed its Ambrosia program, Akhil would be one of the leading scientists, and when the call was put out for test subjects it was to great surprise that Akhil would put his own name forward - citing that while Ambrosia was seen to strengthen the body in physically capable subjects, one who was of sharp mind might find themselves similarly blessed, and that India needed great thinkers in these days much more than it needed more soldiers. He would prove to be highly susceptible to Ambrosia, and in 1952 he would undergo the final procedure to "activate" his newfound abilities.

The first tests would appear disappointing; for all their Ambrosia reserves Akhil appeared little changed beyond appearing slightly less burdened by age. However, when he awoke the intelligence in his eyes was said to glow, and his body would rapidly develop distinctive blue markings along his Chakra pathways and his eyes softly glowing blue. The next three years would be spent by Akhil, now christened Ribhus, in seclusion with some of India's top scientists and engineers, developing the technical marvels that would make up Ribhus's distinctive super-armour. This process would produce a number of one-of-a-kind components, with the end result that only Akhil was able to even begin to control the armour, though he would do so with great skill.

Public persona: Frail and pacifistic, Akhil represents the image of the elder burdened by his sacrifices, while in his suit he presents a much more confident and powerful image.
Appearance:


STATS
XP: 0
Advances: 0/0
Level: Novice
Attributes:
7 Attribute Points (5 Base, +2 for 4 Trait Points)
  • Agility: d8 (2 Points)
  • Strength: d4 (0 Points)
  • Smarts: d12 (4 Points)
  • Spirit: d6 (1 Point)
  • Vigor: d4 (0 Points)
Statistics:
  • Charisma: 0 Points
  • Parry: 2
  • Toughness: 4+14
Skills: 20 Skill Points (15 Base, +5 for Elderly)
  • Knowledge (Engineering): d12 (5 Points)
  • Knowledge (Science): d8 (3 Points)
  • Notice: d10 (4 Points)
  • Piloting: d8 (3 Points)
  • Repair: d6 (2 Points)
  • Shooting: d8 (3 Points)
Edges: 1 Edge (1 Human)
  • Linguist: Speaks Hindi, English, Mandarin, Spanish, Arabic, Bengali, Portuguese, Russian, Japanese, Punjabi, Marathi, Telugu.
Hindrances: (+4 Trait Points)
  • Elderly (Major) - Your adventurer is getting on in years, but he's not quite ready for the nursing home. His Pace is reduced by 1, and his Strength and Vigor drop a die type to a minimum of d4, and cannot be raised thereafter. On the plus side, the wisdom of his years grants the hero 5 extra skill points that may be used for any skills linked to Smarts.
  • Distinctive Appearance (Minor) - Your super's appearance is somewhat different from others of his race (a blue- skinned human, a talking gorilla, etc.), and is relatively easy to spot, even out of costume. This makes the character easier to track down and pick out of a crowd and can even cause troublesome social problems among his own people. The appearance must be present in and out of costume to count as a Hindrance—all supers are distinctive in costume.
  • Pacifist (Minor) - Your hero absolutely despises violence. Minor pacifism means he only fights when given no other choice, and never allows the killing of prisoners or other defenseless victims.
POWERS & ABILITIES
Invested AP:
40
Powers:
  • Power Name (AP Cost): Ageless (2, 1+1 Points). Ribhus is not affected by the ageing process or powers that reference ageing.
    • Trappings: None
    • Modifiers: Very Old (+1). Ribhus is already old, with his life experiences giving him a +2 to common knowledge rolls.
  • Power Name (AP Cost): Armour (13, 7+3+4-1 Points). Ribhus wears a heavy set of power armour, giving him incredible resistance to damage.
    • Trappings: A large suit of distinctive powered armour.
    • Modifiers:
      • Hardy (+3). The character is so tough only the most serious damage can harm him. If he is Shaken, additional Shaken results have no effect.
      • Heavy Armour (+4). The armor is considered Heavy Armor, and can only be damaged by Heavy Weapons.
      • Device 1 (-1). The Power comes from the Powered Armour, and offers no protection without it.
  • Power Name (AP Cost): Attack, Ranged (A Form) (12, 6+4+1+2-1 Points). Ribhus armour has a built-in powerful energy cannon, allowing it to emit powerful blasts that deal 4 dice of damage.
    • Trappings: Energy Bolts
    • Modifiers:
      • Enhanced Damage (+4). For +4 points, the attack uses d10s for damage.
      • Heavy Weapon (+1). The attack counts as a Heavy Weapon.
      • Switchable (+2). This Modifier allows a character to switch between different powers or sets of powers.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
  • Power Name (AP Cost): Attack, Ranged (B Form) (Free, 4+6+1+2-1 Points). Ribhus armour has a built-in powerful energy cannon, allowing it to emit powerful blasts that deal 3 dice of damage.
    • Trappings: Energy Bolts
    • Modifiers:
      • Rate of Fire 2 (+6). The hero can fire an extra missile each action, up to a maximum Rate of Fire of 5.
      • Heavy Weapon (+1). The attack counts as a Heavy Weapon.
      • Switchable (+2). This Modifier allows a character to switch between different powers or sets of powers.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
  • Power Name (AP Cost): Broadcast (2, 2+1-1 Points). Ribhus armour has a built-in radio receiver and decryption device, allowing it to tap into radio and television signals from a distance.
    • Trappings: Power Armoured Helmet
    • Modifiers:
      • Range (+2). The hero can tap into networks up to 100 miles distant.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
  • Power Name (AP Cost): Deflection (A Form) (11, 10+2-1 Points). Ribhus armour has built in thrusters that can be redirected to form a powerful attack-deflecting field.
    • Trappings: Thrusters on Powered Armour
    • Modifiers:
      • Switchable (+2). This Modifier allows a character to switch between different powers or sets of powers.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
  • Power Name (AP Cost): Flight (B Form) (Free, 10+2-1 Points). Ribhus armour has built in thrusters that can be used to propel him through the air at speeds of up to 120mph.
    • Trappings: Thrusters on Powered Armour
    • Modifiers:
      • Switchable (+2). This Modifier allows a character to switch between different powers or sets of powers.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
I like what I see so far. I'll give it a once-over before I threadmark and confirm it, but it looks like everything's in order at first glance. Good on you for making use of the Switchable modifier.
 
Good on you for making use of the Switchable modifier.
I wanted to make a hero who used tech for versatility, so it was either that or mass use of Invent. Unfortunately Invent falls foul of the "no power stronger than 1/3 your total power points" which limits how useful it can actually be, so I ended up with Switchable for the powerful bits of kit that make up his main arsenal.

Oh, one question I had, do we all count as having the "Arcane Background (Super Powers)" edge for the purposes of Edge prerequisites? i.e. can we take the "The Best There Is", "Mastery", and "Dynamic Duo" edges if we want to since they require it as a prerequisite?
 
I wanted to make a hero who used tech for versatility, so it was either that or mass use of Invent. Unfortunately Invent falls foul of the "no power stronger than 1/3 your total power points" which limits how useful it can actually be, so I ended up with Switchable for the powerful bits of kit that make up his main arsenal.

Oh, one question I had, do we all count as having the "Arcane Background (Super Powers)" edge for the purposes of Edge prerequisites? i.e. can we take the "The Best There Is", "Mastery", and "Dynamic Duo" edges if we want to since they require it as a prerequisite?
Yeah, everyone starts with Arcane Background: Superpowers.
 
Zmaj - Czechoslovakia
Hero name: Zmaj

Real name:Ales Novak

Sex: Male

Age: 26

Bio: Ales was raised in a state run orphanage until the state needed testing subjects for the Superhuman trials. Ales along with most of the other orphans were taken to a facility outside of Prague where they were taught that the state was the only thing that kept them alive and that they owed the state their lives. Ales was the only success of the program.

Public persona: Zmaj is calm and polite to all even his opponents.



Appearance:




Powers & Abilities:
STATS
XP:0
Advances:0
Level: Novice
Attributes:
-Agility:d6
-Strength:d10
-Smarts:d4
-Spirit:d6
-Vigor:d10
Statistics:
Charisma:0
Parry:8
Pace:6
Toughness:13
Skills:
Skills: 15 Base

Fighting: d12 (5 Points)

Notice: d6 (2 Points)

Taunt: d6 (2 Points)

Stealth: d4 (1 Points)

Shooting: d6 (2 Points)

Tracking: d8 (3 points)

Edges:
-The Best There Is

Hindrances:
-All Thumbs.
-Code of Honor.
-Distinctive Appearance.


POWERS & ABILITIES
Invested AP:
Powers:
Power Name (AP Cost):
Armor(10)
-Heavy Armor.
Attack Melee. (7)(Strength+2d8 attack with 3 ranks of Armour Piercing)
-Armor Piercing.
-Extra Limb. (3) (Tail)

Armor:19
Trappings:
Modifiers: (If applicable)



Unless I have seriously misunderstood what I'm supposed to do and what the powers do this is My super.

@inquisition
 
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1. Saudi Arabia (Strong Preference)
2. Iraq
3. Egypt
 
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Unless I have seriously misunderstood what I'm supposed to do and what the powers do this is My super.
You're missing some edges and all your skills from what I can see, and you've made some errors with your powers unless I'm missing something.

Armor(10)
-Heavy Armor.
This appears to be spending half your points on 6 levels of armour and a 4 point modifier. Unless you take the "The Best There Is" edge, you can't spend more than 1/3 your power points on a single power after modifiers are applied. "The Best There Is" brings it up to 1/2 your power points on a single power, so that edge would make this spending okay.
Attack Melee. (7)
-Armor Piercing.
Armour Piercing is a modifier that you choose the level of, with it ignoring two points of armour per level. As it stands you could have a Strength+1d8 attack with 5 ranks of Armour Piercing, Strength+2d8 attack with 3 ranks of Armour Piercing, or Strength+3d8 attack with 1 rank of Armour Piercing, and this doesn't specify which. You're also right on the edge of the 1/3 limit there (1/3 of 20 being 6.67) , but I think it rounds up so that should be fine.
-Extra Limb. (3) (Tail)
This is fine, but just to clarify your Attack, Melee power only applies to one attack per turn, so it's either your weapon or your tail that would get the bonus.
 
You're missing some edges and all your skills from what I can see, and you've made some errors with your powers unless I'm missing something.


This appears to be spending half your points on 6 levels of armour and a 4 point modifier. Unless you take the "The Best There Is" edge, you can't spend more than 1/3 your power points on a single power after modifiers are applied. "The Best There Is" brings it up to 1/2 your power points on a single power, so that edge would make this spending okay.

Armour Piercing is a modifier that you choose the level of, with it ignoring two points of armour per level. As it stands you could have a Strength+1d8 attack with 5 ranks of Armour Piercing, Strength+2d8 attack with 3 ranks of Armour Piercing, or Strength+3d8 attack with 1 rank of Armour Piercing, and this doesn't specify which. You're also right on the edge of the 1/3 limit there (1/3 of 20 being 6.67) , but I think it rounds up so that should be fine.

This is fine, but just to clarify your Attack, Melee power only applies to one attack per turn, so it's either your weapon or your tail that would get the bonus.

Thank you. This is my first time using savage worlds. Changed and Added what I needed.
 
Thank you. This is my first time using savage worlds. Changed and Added what I needed.
My other notes are that a) you lack any real mobility powers, so you probably want to think about how you travel about, and that b) each rank of Armour you take gives you 2 points of armour, so your toughness is 2+5+12 for a total of 19. Since armour can be bypassed by the right abilities you get 2 per point you spend, while the toughness power only gives 1 per point because it cannot be bypassed.
 
Weltraum Kaninchen - West Germany
Hero name: Weltraum Kaninchen ( English Translation: Space Rabbit)

Real name: Hubert Felder

Sex: Male

Age: 29 (B. 1926)

Bio: Born to a single mother, young Hubert had difficulties growing up. These difficulties stemmed from the economic catastrophe that all of Germany was facing at the time, but Hubert and his mother lived as well as they could, when the war began his mother begged him to not join as it was the war prior that took his father from her, he promised he would not join. while he faced some judgement from his "peers" it was a decision that Hubert took pride in, as who would take care of his mother if he was to die, and after the war things were tense but Hubert and his mother found life to be while different, they still made things work.

However things took a turn for the worse when his mother began to get sick, they did not have the money needed for treatment, Hubert had no ide what he could do, that's when one old doctor said there was something he could do. The doctor was doing some "experiments" and needed test subjects, and while Hubert wan not the best subject, he did fit the criteria for being able to participate. In exchange for his participation he will be payed very handsomely.

In the end Hubert exceeded all of the expectations and was given an offer, become one of the new German Heroes and he and his mother would be well taken care of, or he could take his payment and be on his way.

He chose the former, thus a new hero for a new Germany was born.

Public persona: A sharp witted lad who can't keep his mouth shut, Known for his tendency to rush into things and live life like it was his last day.

Appearance:



STATS

XP: 0

Advances: 0/0

Level: Novice

Attributes:

Agility: d10

Strength: d6

Smarts: d6

Spirit: d6

Vigor: d6

Statistics:

Charisma: 0

Parry: 2

Toughness: 5



Skills: 15 Base

Fighting: d8 (3 Points)

Notice: d6 (2 Points)

Taunt: d8 (3 Points)

Stealth: d6 (2 Points)

Shooting: d6 (2 Points)

Tracking: d8 (3 points)

Edges:

Quick: Quick characters have lightning-fast reflexes and a cool head.

Arcane Background (Super Powers) (Free): This Edge replaces the version from Savage Worlds in a supers campaign and is a free Edge (on top of the usual free Edge for being human). It grants a number of Power Points equal to the Power Level of the campaign. No arcane skill is required. Super powers work "at will" and require no roll unless the specific power says otherwise.

Hindrances:

Curious (Major): It killed the cat, and it might kill your hero as well. 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.


Distinctive Appearance (Minor): Your super's appearance is somewhat different from others of his race (a blue-skinned human, a talking gorilla, etc.), and is relatively easy to spot, even out of costume. This makes the character easier to track down and pick out of a crowd and can even cause troublesome social problems among his own people.



POWERS & ABILITIES

Invested AP: 40

Powers:

Attack, Ranged- Energy Blast (9): 2d10 Damage
  • Trappings: condensed light energy
Energy Control: Light (5)
  • Trappings: Mutation to produce light from body
Leaping (5)
  • Trappings: Strong Legs
  • Modifiers: Bounce (1)

Speed (12)
  • Trappings: Genetic alterations to body
Attack, Melee- Lagomorph Kick (8): Strength+ 4d6
  • Trappings: Genetically Enhanced leg Muscles

(Hope this is good please tell me if I need to make any changes.)
 
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Hindrances:

Curious (Major): It killed the cat, and it might kill your hero as well. 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.


Monologuer (Major): Some villains are known for gloating over their foes when they should be killing them, and some heroes can't resist a chance to lecture or chastise evil-doers.
I don't think you're allowed two major Hindrances, it specifically says "You can take one Major Hindrance and two Minor Hindrances."

Other than that, you've got a very fast bunny there. Mach 1 Bunny.

I'm struggling to come up with a super-hero concept for the PRC, so if someone would like to take it please feel free.
Want me to pitch you the concept I had for a PRC hero when I had it on my list?
 
My other notes are that a) you lack any real mobility powers, so you probably want to think about how you travel about, and that b) each rank of Armour you take gives you 2 points of armour, so your toughness is 2+5+12 for a total of 19. Since armour can be bypassed by the right abilities you get 2 per point you spend, while the toughness power only gives 1 per point because it cannot be bypassed.

I did have flight but, I dropped it to make my attack more powerful. I also don't want to make myself less tanky.
 
Hero name: Zmaj

Real name:Ales Novak

Sex: Male

Age: 26

Bio: Ales was raised in a state run orphanage until the state needed testing subjects for the Superhuman trials. Ales along with most of the other orphans were taken to a facility outside of Prague where they were taught that the state was the only thing that kept them alive and that they owed the state their lives. Ales was the only success of the program.

Public persona: Zmaj is calm and polite to all even his opponents.



Appearance:




Powers & Abilities:
STATS
XP:0
Advances:0
Level: Novice
Attributes:
-Agility:d6
-Strength:d10
-Smarts:d4
-Spirit:d6
-Vigor:d10
Statistics:
Charisma:0
Parry:2
Pace:6
Toughness:13
Skills:
Skills: 15 Base

Fighting: d10 (4 Points)

Notice: d6 (2 Points)

Taunt: d6 (2 Points)

Stealth: d6 (2 Points)

Shooting: d6 (2 Points)

Tracking: d8 (3 points)

Edges:
-The Best There Is

Hindrances:
-All Thumbs.
-Code of Honor.
-Distinctive Appearance.


POWERS & ABILITIES
Invested AP:
Powers:
Power Name (AP Cost):
Armor(10)
-Heavy Armor.
Attack Melee. (7)(Strength+2d8 attack with 3 ranks of Armour Piercing)
-Armor Piercing.
-Extra Limb. (3) (Tail)

Armor:19
Trappings:
Modifiers: (If applicable)



Unless I have seriously misunderstood what I'm supposed to do and what the powers do this is My super.

@inquisition
Hero name: Weltraum Kanin ( English Translation: Space Rabbit)

Real name: Hubert Felder

Sex: Male

Age: 29 (B. 1926)

Bio: Born to a single mother, young Hubert had difficulties growing up. These difficulties stemmed from the economic catastrophe that all of Germany was facing at the time, but Hubert and his mother lived as well as they could, when the war began his mother begged him to not join as it was the war prior that took his father from her, he promised he would not join. while he faced some judgement from his "peers" it was a decision that Hubert took pride in, as who would take care of his mother if he was to die, and after the war things were tense but Hubert and his mother found life to be while different, they still made things work.

However things took a turn for the worse when his mother began to get sick, they did not have the money needed for treatment, Hubert had no ide what he could do, that's when one old doctor said there was something he could do. The doctor was doing some "experiments" and needed test subjects, and while Hubert wan not the best subject, he did fit the criteria for being able to participate. In exchange for his participation he will be payed very handsomely.

In the end Hubert exceeded all of the expectations and was given an offer, become one of the new German Heroes and he and his mother would be well taken care of, or he could take his payment and be on his way.

He chose the former, thus a new hero for a new Germany was born.

Public persona: A sharp witted lad who can't keep his mouth shut, Known for his tendency to rush into things and live life like it was his last day.

Appearance:



STATS

XP: 0

Advances: 0/0

Level: Novice

Attributes:

Agility: d10

Strength: d6

Smarts: d6

Spirit: d6

Vigor: d6

Statistics:

Charisma: 0

Parry: 2

Toughness: 8



Skills: 15 Base

Fighting: d8 (3 Points)

Notice: d3 (2 Points)

Taunt: d8 (3 Points)

Stealth: d6 (2 Points)

Shooting: d6 (2 Points)

Tracking: d8 (3 points)

Edges:

Quick: Quick characters have lightning-fast reflexes and a cool head.

Arcane Background (Super Powers) (Free): This Edge replaces the version from Savage Worlds in a supers campaign and is a free Edge (on top of the usual free Edge for being human). It grants a number of Power Points equal to the Power Level of the campaign. No arcane skill is required. Super powers work "at will" and require no roll unless the specific power says otherwise.

Hindrances:

Curious (Major): It killed the cat, and it might kill your hero as well. 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.


Distinctive Appearance (Minor): Your super's appearance is somewhat different from others of his race (a blue-skinned human, a talking gorilla, etc.), and is relatively easy to spot, even out of costume. This makes the character easier to track down and pick out of a crowd and can even cause troublesome social problems among his own people.



POWERS & ABILITIES

Invested AP: 40

Powers:

Attack, Ranged- Energy Blast (9): 2d10 Damage
  • Trappings: condensed light energy
Energy Control: Light (5)
  • Trappings: Mutation to produce light from body
Leaping (5)
  • Trappings: Strong Legs
  • Modifiers: Bounce (1)

Speed (12)
  • Trappings: Genetic alterations to body
Attack, Melee- Lagomorph Kick (8): Strength+ 4d6
  • Trappings: Genetically Enhanced leg Muscles

(Hope this is good please tell me if I need to make any changes.)
With the changes proposed by @Bevillia those work fine - though I should note that Parry, barring other modifiers, is going to be half of your Fighting skill plus 2, rounded down.
 
I did have flight but, I dropped it to make my attack more powerful. I also don't want to make myself less tanky.
Yeah. You've got a relatively small country anyway, so just making sure your hero is assigned a fast transport car or the like might be your best bet, with him getting a jet if he's taking part in international team-ups.

Notice: d3 (2 Points)
Just noticed this myself. Unless I'm missing something, investing two points into a skill should make it d6. d3 isn't a thing AFAIK.
 
Hero name: Weltraum Kanin ( English Translation: Space Rabbit)

Real name: Hubert Felder

Sex: Male

Age: 29 (B. 1926)

Bio: Born to a single mother, young Hubert had difficulties growing up. These difficulties stemmed from the economic catastrophe that all of Germany was facing at the time, but Hubert and his mother lived as well as they could, when the war began his mother begged him to not join as it was the war prior that took his father from her, he promised he would not join. while he faced some judgement from his "peers" it was a decision that Hubert took pride in, as who would take care of his mother if he was to die, and after the war things were tense but Hubert and his mother found life to be while different, they still made things work.

However things took a turn for the worse when his mother began to get sick, they did not have the money needed for treatment, Hubert had no ide what he could do, that's when one old doctor said there was something he could do. The doctor was doing some "experiments" and needed test subjects, and while Hubert wan not the best subject, he did fit the criteria for being able to participate. In exchange for his participation he will be payed very handsomely.

In the end Hubert exceeded all of the expectations and was given an offer, become one of the new German Heroes and he and his mother would be well taken care of, or he could take his payment and be on his way.

He chose the former, thus a new hero for a new Germany was born.

Public persona: A sharp witted lad who can't keep his mouth shut, Known for his tendency to rush into things and live life like it was his last day.

Appearance:



STATS

XP: 0

Advances: 0/0

Level: Novice

Attributes:

Agility: d10

Strength: d6

Smarts: d6

Spirit: d6

Vigor: d6

Statistics:

Charisma: 0

Parry: 2

Toughness: 8



Skills: 15 Base

Fighting: d8 (3 Points)

Notice: d6 (2 Points)

Taunt: d8 (3 Points)

Stealth: d6 (2 Points)

Shooting: d6 (2 Points)

Tracking: d8 (3 points)

Edges:

Quick: Quick characters have lightning-fast reflexes and a cool head.

Arcane Background (Super Powers) (Free): This Edge replaces the version from Savage Worlds in a supers campaign and is a free Edge (on top of the usual free Edge for being human). It grants a number of Power Points equal to the Power Level of the campaign. No arcane skill is required. Super powers work "at will" and require no roll unless the specific power says otherwise.

Hindrances:

Curious (Major): It killed the cat, and it might kill your hero as well. 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.


Distinctive Appearance (Minor): Your super's appearance is somewhat different from others of his race (a blue-skinned human, a talking gorilla, etc.), and is relatively easy to spot, even out of costume. This makes the character easier to track down and pick out of a crowd and can even cause troublesome social problems among his own people.



POWERS & ABILITIES

Invested AP: 40

Powers:

Attack, Ranged- Energy Blast (9): 2d10 Damage
  • Trappings: condensed light energy
Energy Control: Light (5)
  • Trappings: Mutation to produce light from body
Leaping (5)
  • Trappings: Strong Legs
  • Modifiers: Bounce (1)

Speed (12)
  • Trappings: Genetic alterations to body
Attack, Melee- Lagomorph Kick (8): Strength+ 4d6
  • Trappings: Genetically Enhanced leg Muscles

(Hope this is good please tell me if I need to make any changes.)
Its "Kaninchen " for a rabit not Kanin fellow middle european , and who is not representing all of Germany here. (Bunnys in general would be "Hase " or "Löffler " for a male rabbit.
 
Bushranger - Australia
PERSONA

Hero name:
Bushranger
Real name: Michael Tyrell
Sex: Male
Age: 34
Bio:

A veteran of the Second World War and one of the Rats of Tobruk, Michael Tyrell's newfound status as a superhero has not come by mere chance. Handpicked for the job and put through rigorous testing to confirm his suitability, Tyrell is the end result of the Australian Government's new push to create it's own, native superheroes fashioned out of the heroes of yesteryear. Without any family or next of kin, Tyrell's transformation into the Bushranger, the veritable embodiment of the Australian way of life - ignoring the connotations of a superhero named bushranger - has been a seamless one with the veteran throwing his all into his role as Australia's protector.

Public Persona: Bushranger is perceived as the embodiment of the Digger spirit, a good natured lad who would go to hell and back for his mates and can do no wrong nor ill.
Appearance (If a picture, please keep it SFW):


STATS
XP:
0
Advances: 0/0
Level: Novice
Attributes: 5 Points
  • Agility: d10 (3 Points)
  • Strength: d4
  • Smarts: d6 (1 Point)
  • Spirit: d6 (1 Point)
  • Vigor: d4
Statistics:
  • Charisma: 0 Points
  • Parry: 2
  • Toughness: 4
Skills: 15 Points (+1 For Loyal)
  • Intimidation: d6 (2 Points)
  • Notice: d8 (3 Points)
  • Persuasion: d4 (1 Point)
  • Survival: d6 (2 Points)
  • Tracking: d8 (3 Points)
  • Shooting: d10 (4 Points)
  • Swimming: d4 (1 Point)
Edges: 3 (1 Human, 1 From Hindrance, 1 From Super Edge)
  • Quick Draw: This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon (see page 66), he adds +2 to the roll.
  • Trademark Weapon (Revolver; Thunderbolt): The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn't kick in for two game weeks.
  • Trademark Weapon (Revolver; Moonlite): The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn't kick in for two game weeks.
Hindrances:
  • Code of Honor (Major): Honor is very important to your character. He keeps his word, won't abuse or kill prisoners, and generally tries to operate within his world's particular notion of proper gentlemanly or ladylike behavior.
  • 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.
POWERS & ABILITIES
Invested AP:
20
Powers:
  • Attack, Ranged - Revolvers (Thunderbolt & Moonlite) (7, (8 - 1)): Bushranger's trusty revolvers, Thunderbolt and Moonlite, are the cutting edge of Australian technology. Created using what can only be assumed to be stolen Nazi gold and alien technology, as well as a healthy helping of duct tape, are an irreplaceable part of Bushranger's arsenal. They're also pretty damn lethal but then, that's firearms for you.
    • Trappings: High Tech Gun
    • Modifiers:
      • Lethal (-1): The supers' attacks are inherently deadly. He can attempt a nonlethal attack but suffers the standard –1 penalty to the attack roll, and damage is reduced a die type.
  • Danger Sense (2): Bushranger has a remarkable talent for sensing when trouble is coming. Attempts to copyright "a bad feeling about this" as his catchphrase are ongoing.
    • Trappings: Uncanny Senses
    • Modifiers:
  • Heightened Senses (3):
    • Trappings: Mutated Senses
    • Modifiers:
      • Eagle Eyes: The character can see details twice as far as most members of his species. Range penalties are halved (–1 for Medium –2 for Long, –4 for Extreme range).
      • Low Light Vision: The character can see in Dim and Dark conditions, but not in total darkness. If he also has Infravision, he ignores all illumination penalties.
      • Perception: The hero has a highly developed sense of detection. He adds +2 to Notice and Investigation rolls made to find clues or notice details.
  • Regeneration (6): While Bushranger may not be as tough or as strong or as fast or as smart as the superheroes fielded by other, larger nations, he does have one thing going from him; he heals pretty damn fast.
    • Trappings: Mutant Healing Factor
    • Modifiers:
  • Super Edge (2): When the time came to give Bushranger his weapons, the scientists revealed that they had gone above and beyond and crafted two superb revolvers for the superhero to use. Unlike Thunderbolt, however, Moonlite was made using a sliver of the Ark of the Covenant and the skull of King Arthur. We think. (Trademark Weapon, Moonlite)
    • Trappings:
    • Modifiers:
 
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Well working on my hero, how does the name Minerva Moriarty sound? (Don't ask about her grandfather... no storyline there)
 
1. Iran (Very strong preference)
2. Denmark
3. France

Iran is a cool country and I am a half-Iranian, so I have the advantage of knowing stuff about it. I currently live in Denmark, so I have that advantage as well there. Either way, I will be deeply embroiled in the Cold War from the sidelines as a buffer state against the Soviet Union, torn between the blocks

and some madman gave me super heroes
Oh hey an Iran player, well I'll be sure to avoid Mossadegh this Time around. That mistake won't happen again, no siree, That was what... 1959? Let me check

... Bugger... so... uh... Friends? No hard feelings? It's not like my nation was uh... involved...er...Yeah... What's that behind you! <runs>
 
Edges:
  • Trademark Weapon (Revolver; Thunderbolt): The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn't kick in for two game weeks.
  • Trademark Weapon (Revolver; Moonlite): The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn't kick in for two game weeks.
What have you spent your free edge from being human, and your two points from your major hindrance on?

Well working on my hero, how does the name Minerva Moriarty sound? (Don't ask about her grandfather... no storyline there)
Sounds like you're going to have an interesting backstory to describe why your first superperson was female in the 1950's.
 
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