The Architect (aka Thomas Steel)

    Novice Male Human, USACE Civil/Mechanical Engineer

    Background

    Thomas Steel, a Second Lieutenant and Civil/Mechanical Engineer in the United States Army Corps of Engineers joined the armed forces in 1963 and was deployed to serve in the Vietnam War from 1966 through 1967. Unfortunately, in early 1968, he suffered a devastating loss when he lost his left arm in an enemy ambush. After his return to the United States, he began working as an Army Consultant at Nova Industries. However, fate had a different plan for him, as an unexpected incident gifted him heightened intelligence allowing him to create amazing mechanical toys, including a new cybernetic arm and his handy utility belt. He embraced his newfound powers and took on the moniker of The Architect.

    Description

    Thomas Steel is a man of average height, standing at around 5'9". He has a muscular build, which suggests that he has always been physically active and in good shape. His short, dark hair is usually well-groomed and neatly combed to one side. His face has strong, defined features, including a sharp jawline and high cheekbones. His eyes are a deep shade of brown and exude a sense of determination and focus.

    Unfortunately, due to the ambush that led to the loss of his left arm, Thomas now has a cybernetic prosthetic limb in its place. Despite this setback, he has learned to adapt to his new circumstances and has become just as capable and strong as he was before. He is often seen wearing well-fitted and practical clothing, which is indicative of his pragmatic nature.


    Attributes: Agility d6, Smarts d12, Spirit d6, Strength d8, Vigor d4
    Skills: Athletics d4, Common Knowledge d4, Focus d8, Language (English) d8, Notice d10, Persuasion d4, Repair d10, Science d12, Shooting d10, Stealth d4
    Pace: 6; Parry: 5; Toughness: 8 (4)
    Hindrances: Cautious, Dependency, Distinctive Appearance (Missing left arm.), One Arm (Missing left arm.)
    Edges: Luck, Super Powers (30)
    Armor: Ballistic Shield (Reduces damage from firearms by 4 when an attacker tries to shoot through it.. +3 Parry, -4 Cover), Battle Helmet w/ Energy Skin (Armor 6), Body Armor w/Energy Skin (Armor 4)
    Weapons: Unarmed (Range Melee, Damage Str), Cybernetic Arm Blast (Range 12/24/48, Damage 3d6, AP 8), 2x Knives/Daggers (Range Melee, Damage Str+d4)
    Gear: Backpack (Contains: Auto Grapnel, Flashlight (10” beam), Camera (regular), Lighter, Whistle, Tool Kit, First Aid Kit (basic supplies), Handcuffs (manacles), Goggles, Telephone Tap), Camouflage Fatigues
    Language: English (native, d8)
    Current Wealth: $2,086

    Special Abilities

    • Languages Known: English (native, d8)
    • Cybernetic Arm Blast (Ranged Attack; 2): 3d6 Damage - Must use the Cone Template, emanating from the super., Can “charge up” her attack as a limited action, adding +1d6 to the first damage roll made in her next action (or +1d10 if combined with an All Out Attack (page 30)., Device (-2): Cybernetic Arm, +8 AP - The super has a ranged attack with a Range of 12/24/48. See the table below for cost and damage. The hero decides which Trait her attack uses when it’s purchased, typically Athletics for thrown weapons, Focus for energy blasts, Shooting for devices, or Spellcasting for magical attacks. RANGED ATTACK DAMAGE COST 2d6 3 Ranged Attack Modifiers: Whatever skill is used for this power is affected by all the usual rules for ranged attacks, including Range, Cover, Illumination, and so on. MODIFIERS ● ARMOR PIERCING (+1): Every point in this modifier gives the attack two points of AP, to a maximum of 10. ● CONE (+0/+1): For no points, the attack must use the Cone Template, emanating from the super. For 1 point, the attack can switch between the Cone Template and other uses as usual.
    • Jump Conduit (Teleport; Electricity): Character teleports up to 12″ distant. - Range is 48", Device (-2): Wrist Jump Device, Can open an entry and exit portal within her teleport Range, allowing anyone adjacent to the entry portal to act as if adjacent to the exit portal. This allows them to make melee attacks, angle ranged attacks from different directions, pass items, etc. It does not grant a Gang Up bonus for melee attacks, If the hero is on Hold while being attacked, he may make an opposed Focus roll at −2 versus an opponent’s Smarts. If successful, the enemy’s attack is redirected through the portal at himself. If the Focus roll is successful, use the enemy’s attack roll against his normal defenses. - ● PORTAL (+2): The hero can open an entry and exit portal within her teleport Range, allowing anyone adjacent to the entry portal to act as if adjacent to the exit portal. This allows them to make melee attacks, angle ranged attacks from different directions, pass items, etc. It does not grant a Gang Up bonus for melee attacks, however. ● RANGE (+1/+2): For +1 point, the teleporter’s range is increased to 24”, and for +2 points, her range increases to 48”. ● REDIRECT (+4): The hero must have the Portal modification to take this ability. If the hero is on Hold while being attacked, he may make an opposed Focus roll at −2 versus an opponent’s Smarts. If successful, the enemy’s attack is redirected through the portal at himself. If the Focus roll is successful, use the enemy’s attack roll against his normal defenses.
    • Techno Engineer (Super Science; Mental): May use a "device" Power Stunt based on any power in the book. - Technological prowess. Super scientists create fantastic technology on the fly, cobbling together gizmos and gadgets far beyond the tech level of the ordinary world she lives in! When a super scientist spends a Benny on a Power Stunt (page 30), she doesn’t have to base the new power on one of her existing powers like other heroes—she can “invent” a device based on any power in the book. The cost of the invention in Super Power Points may not exceed the campaign’s Power Limit, as usual. She can also use active powers for two rounds instead of one, and passive powers for five rounds instead of three.
    • Mental Focus (Super Skill; 3; Mental; Focus): Boost selected skill by 3 - Focus reflects a hero’s ability to use those abilities that aren’t covered by other Traits. Sometimes this is called for by a specific power, other times the hero might use it for some minor or mundane effect called for by the Game Master.
    • Bionic Strength (Super Attribute; 2; Electricity; Strength): Boost Selected Attribute by 2 - Device (-2): Cybernetic Arm - Uncanny Power Arm (Strength). This power increases a chosen attribute one die type per level. This affects Derived statistics as well, such as Toughness. Round down if this exceeds d12 (d12+1 Vigor is Toughness 8). Each level in super attribute also raises the attribute’s maximum a like amount.Each attribute affected is a separate power and thus subject to the campaign Power Limit individually.
    • Auto Aim Add-On (Super Skill; 3; Electricity; Shooting): Boost selected skill by 3 - Device (-2): Bionic Arm
    • Gravity Belt (Flight; 1): Pace 6 (4 MPH), 0 Attack Penalty - Device (-2): Gravity Belt, Pace 180 MPH or lower only. The flyer doesn’t actually fly, but can glide at his Pace, dropping roughly 10 vertical feet for every 100 horizontal feet traveled, This modifier may only be taken if the super’s flight is Pace 45 or above. She can fly straight easily enough but has trouble turning and maneuvering, reducing her attack penalty by 2. If she moves at Super Sonic Speed, for example,
    Starting Bennies: 4

    Current Load: 41 (61)
    Books In Use: Savage Worlds: Adventure Edition, SWADE Super Powers Companion (2021), Science Fiction Companion
    Setting Rules: Super Strength
    Validity: Character appears valid, but not optimal
    Ross
    rossrc
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