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Gurvan Landrein
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Savage Worlds Superheroes Test Rules

Rules of the Genre:

New Edge: Arcane Background: Superhuman. This is the only AB in this genre. All differing power
types are determined by trappings. This background starts with 20 Power Points.

Bennies: A Bennie can also be spent to perform Special Power Feats.

The first is a Creativity Feat, this is a use of a power or trait not covered by the rules, that while
implausible is not impossible. Examples would be The Indelible Bulk using his Strength to create a
shockwave that knock people off their feet or Arachnid-Man using his webbing to create a glider. The
GM’s ruling on whether such uses are possible is final.

The second is the Force Feat, this is pushing an ability beyond its normal limitations. When a Bennie is
spent in this manner, the character may add the results of a Spirit roll to any one Trait or damage roll.
Alternatively, where effectiveness is not based on a roll, each success and raise on the Spirit roll can add
+1 for determining success. The downside is that they must immediately make a Vigor roll or be unable
to take any actions or movement for the next 3 rounds due to exhaustion. Each success and raise on this
roll reduces the duration by 1 round to a minimum of 0.

Example: Superior-man is fighting Doomsdey (the evil clone of Susan Dey). He’s taken 3 wounds, has
only one Bennie left, and knows he has to take out his opponent with this hit. He hits Doomsdey and
spends his Bennie for a Force Feat. He now rolls his Strength and Spirit plus all bonuses and adds them
together to determine total damage. He follows this with an immediate Vigor roll to see how long he’ll be
unable to act.

Example: Superior-man has to lift a cruise ship and move it out of the way of an approaching waterspout.
The cruise ship is too heavy for him to lift normally, so he spends a Bennie and makes a Force Feat roll.
He gets a success and two raises on his Spirit roll and adds a +3 to his Strength which is enough to lift the
cruise ship. He then takes his movement for this round, carrying the ship with him. If he can roll well
enough on his Vigor check, he can try to spend a Bennie next round to continue carrying the ship.

Powers: The first difference from the standard power rules is that powers do not cost Power Points to
activate. Powers are instead purchased with Power Points, and the superhero has them permanently from
that point on. This necessitates a few clarifications.

? The purchase cost of any power is the initial cost to use the power.

? There is no minimum rank to purchase a power.

? When a power has a variable effect dependent on points spent, the points represent the maximum
effect that can be achieved. (Example: Artemis buys Bolt for 4 points to represent her fiery
arrows. She can shoot up to three 2d6 bolts or two 3d6 bolts, the maximum for 4 Power Points.)

? Any power that has the option to affect self or others must be chosen as one or the other when
purchased. This is represented by putting “(self)” or “(others)” beside the power name.
? Any power that affects another requires its own specific skill to use. (Example: Bolt requires the
Throw Bolt skill.)

? Any power that only affects self does not require a skill roll to use. While this precludes any
bonus from raises, these powers can often be purchased multiple times for stacked effects.

? When Raise/Lower Trait is taken, the specific Trait (and whether you can raise or lower it if it
affects others) must be chosen then.

? When the following powers are bought as affecting self, they can be purchased multiple times for
stacked effects. Armor, Deflection, Raise Trait, and Smite.

? When the following powers are bought as affecting self, they can be purchased a second time
times to get the effect of a raise on the skill roll. Healing, Invisibility, Quickness, and Speed.

? Any power that affects others can be purchased multiple times to allow additional uses in one
actions. Any use of such powers follows the rules for multiple actions in a round. (Example:
Psi-clops shoot energy beams from his eyes. He pays 18 power points to buy Bolt 3 times at full
power. During his action he could fire nine 3d6 bolts, but he would be at –4 to all his rolls.)

Combat: Introduced to combat is the concept of Knockback, this is the chance of a powerful blow
sending an opponent flying backward. Each raise on a damage roll, indicates 1” of Knockback. If the
character knocked back should hit an obstacle, figure damage as for a fall. Otherwise, they must make an
Agility roll at –1 for each inch of Knockback or fall prone.
As an action, a character can “stand their ground.” Any time they suffer Knockback they can
make a Strength roll with each success and raise reducing Knockback by 1”. If the character still ends up
knocked back, they must use another action to “stand their ground” again.

Attributes: Superhumans can easily have attributes above a d12. For every +2 (round up) above a d12
that a character has, they get an additional ability.

Strength +1 AP on melee attacks and carrying capacity is multiplied x4 (x16, x64, etc.)
Agility -1 to be hit if aware of the attack
Vigor +1 to recover from being Shaken and natural healing time is reduced by half
Smarts +1 to all default and Common Knowledge rolls
Spirit +1 Bennie per session
Races:
Human
Talented: 1 Bonus Edge
By their Wits: Humans must take all powers as gadgets except for Raise Trait (Self) which can be taken
up to a d12 maximum as inherent.

Alien
“Aliens” can represent any non-human character not just beings from other planets, anything from an
ancient Norse god to a Demon from the lower planes.
Beyond Mortal Men: Aliens start the game with 5 extra Power Points (they can still take Power Points
as an Edge during Novice Rank).
Strange Visitor: Aliens suffer a –2 penalty to heal or be healed by humans.

Altered Human
Legacy: Altered humans get a bonus Edge to reflect their heritage.
Mutant Freak: Altered humans can optionally take a second bonus Edge by having an obvious mutation
that makes them an Outsider.

New Professional Edges:


Brute
Requirements: Arcane Background: Superhuman, Vigor d10
Brutes get a +2 to Soak Rolls. They also get a free Strength roll to reduce the effects of
Knockback. If a Brute “stands his ground,” he gets a +2 to the Strength roll.

Vigilante
Requirements: Arcane Background: Superhuman, Spirit d8, Intimidation d8, Stealth d8
Vigilantes get a +2 bonus to Intimidation and Stealth.

Elementalist
Requirements: Arcane Background: Superhuman, all of an Elementalist’s powers must have the same
trapping.
Elementalists only have to purchase one skill for all of their powers; however, this means that a
single dispel roll can drop all of their powers until they can be reactivated.

Martial “Artiste”
Requirements: Arcane Background: Superhuman, Agility d8, Spirit d8, Strength d8, Vigor d8, Fighting
d10.
Martial “Artistes” ignore 2 points of penalties to their Fighting skill. They also get a +2 bonus to
Parry.

One Trick Wonder


Requirements: Arcane Background: Superhuman, Spirit d8, can only have one power though it may be
purchased multiple times and no others (including their chosen power with a different trapping)
A One Trick Wonder must still spend a Bennie to perform a Power Feat for their chosen power,
but on a successful Smarts roll, they get that Bennie back.
New Powers:

Alter Size

Rank: Seasoned
Power Points: 2
Range: Touch
Duration: 3(1/Round)
Trappings: get bigger, get smaller

This power can either increase or decrease the subject’s size. A success indicates a 1 step change in size
with a raise allowing 1 more step of change. For each increase in size, the subject gets a +1 bonus to
Strength rolls and Toughness, and opponents receive a +1 bonus on attack rolls against the character. For
each decrease in size, the subject suffers a -1 penalty to Strength rolls and Toughness, and opponents
experience a -1 penalty on attack rolls against the character.

If the subject of this power is unwilling, then the effects are resolved by an opposed test between the
power’s skill and the subject’s Spirit.

Enhance Senses

Rank: Novice
Power Points: 1
Range: Touch
Duration: 10 minutes(1/Minute)
Trappings: Glowing eyes, animal-like nose, enlarged ears

This power either provides a bonus to Notice rolls or negates Trait roll penalties due to an inability to
sense the target (darkness, invisibility, etc.). The subject can either have a +2 bonus to Notice rolls or
negate 4 points of penalties. The decision of which the power does must be made before it is activated.
With a raise, the effects are doubled, +4 to Notice or negate 8 points of penalties.

Power Pool

Rank: Novice
Power Points: 2 per 1 point in Power Pool
Range: Self
Duration: Permanent
Trappings: Gadgets, power ring, mastery of magic, cosmic power

This power allows a character to have any powers by purchasing them with the points in his Power Pool.
These powers can be changed by making a Power Pool skill roll. It takes 1 round per Power Point to
change a power. Each raise on the skill roll reduces this time by 1 round to a minimum of 1 round. Any
powers being changed are unavailable during this time. Powers taken through this pool require separate
skills as normal to use.
Example: Mr. Fantast-Tick has insect powers, but also has a genius intellect. He buys a 5 Point Power
Pool for 10 Power Points to represent his various gadgets. During combat, he decides to cannibalize his
jet pack (Flight) to make a flamethrower (Bolt). He’s changing 3 Power Points, so it will take him a base
3 rounds to make the alteration. He ends up rolling a whopping 4 raises on his skill roll. It still takes him
1 round, the minimum, to make the change, but Dr. Dune better watch out.
Example Characters

Nighthawk

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d4, Driving d4, Fighting d10, Guts d6, Intimidation d8, Investigation d4, Notice d4,
Persuasion d4, Stealth d8, Streetwise d4, Throwing d6
Pace: 6; Parry: 9; Toughness: 6(10)
Race: Human
Hindrances: Cautious, Loyal, Vow: Deliver Justice
Edges: AB: Superhuman, Martial “Artiste,” Vigilante
Powers: Raise Trait: Each Attribute Level 1 (self) [Total Cost: 10 PP], Raise Trait: Fighting (self) Level
2 [Cost: 4 PP], Raise Trait: Guts (Self) Level 1 [Cost: 2 PP], Raise Trait: Intimidation (self) Level 2
[Cost: 4 PP]
Equipment: Kevlar costume (+4 Armor), Baton (Str+1 damage), Throwing Talons (Str+1, Range
3/6/10/15)

Hothead

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4, Vigor d8
Skills: Element Control d10, Fighting d8, Guts d6, Intimidation d6, Notice d6
Pace: 6; Parry: 6; Toughness: 8
Race: Altered Human
Hindrances: Heroic, Mean, Vengeful, (Outsider: flames around head)
Edges: AB: Superhuman, Extra Power Points, Elementalist (all powers have fire trappings), Nerves of
Steel
Powers: Armor (self) Level 1 [Cost: 2 PP], Blast [Cost: 4 PP], Bolt [Cost: 6 PP], Deflection (self) Level
2 [Cost: 4 PP], Fly [Cost: 3 PP], Light [Cost 2 PP], Smite (self) Level 2 [Cost: 4 PP]

Major Force

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d8, Guts d8, Knowledge (Earth culture) d4, Notice d6, Persuasion d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 12
Race: Alien (-2 to heal or be healed, +5 Power Points)
Hindrances: All Thumbs, Heroic, Loyal
Edges: AB: Superhuman, Brute, Power Points
Powers: Armor (self) Level 2 [Cost: 4 PP], Bolt [Cost: 2 PP], Fly [Cost: 3 PP], Quickness (self) [Cost: 3
PP], Raise Trait: Strength (self) Level 5 [Cost: 10 PP], Raise Trait: Vigor (self) Level 4 [Cost: 8 PP]

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