[S2P10501] Savage Worlds - Super Powers Companion.pdf

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SUPER POWERS
Explorer’s Edition
COMPANION
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Super Powers
Companion
Writen and developed by Shane Lacy Hensley, Clint Black,
Piotr Korys, and Paul “Wiggy” Wade-Williams
Cover Art by Cris de Lara
Interior Art by Storn Cook, Robin Elliot, Kieron O’Gorman, Cheyenne Wright
Layout and Typeseting by Joel Kinstle
Additional Material and Editing by Jodi Black, Mat Cuter,
Norm “No Relation” Hensley, Joel Kinstle,
Zeke Sparkes, and Scot Pyle
© 2009 Pinnacle Entertainment Group. Savage Worlds, Smiling Jack, and all related
marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved.
Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark
of Studio 2 Publishing, Inc. © 2009. All rights reserved. Printed in Thailand.
The mention of or reference to any company or product in this
book is not a challenge to the copyright or trademark concerned.
i
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Contents
Chapter one: Characters 1
New HiNdraNces � � � � � � � � � � � � � � � � � � � � � � � � 3
New edges � � � � � � � � � � � � � � � � � � � � � � � � � � � � 6
eNviroNmeNtal optioNs � � � � � � � � � � � � � � � � � � � 8
Chapter Four: powers 24
power modifiers � � � � � � � � � � � � � � � � � � � � � � 26
switcHaBle � � � � � � � � � � � � � � � � � � � � � � � � � � 27
devices � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 31
elemeNtal tricKs � � � � � � � � � � � � � � � � � � � � � � 37
superHumaN streNgtH � � � � � � � � � � � � � � � � � � � 52
cHewiNg tHe sceNery � � � � � � � � � � � � � � � � � � � � 53
BacKlasH taBle � � � � � � � � � � � � � � � � � � � � � � � 55
Chapter two: Seting Rules 8
geNre coNveNtioNs� � � � � � � � � � � � � � � � � � � � � � � 9
eNviroNmeNtal movemeNt optioNs � � � � � � � � � � � � � 9
commoN comic campaigNs � � � � � � � � � � � � � � � � � � 10
Heroic BeNNies � � � � � � � � � � � � � � � � � � � � � � � � �11
power poiNts optioNs � � � � � � � � � � � � � � � � � � � 12
super Karma � � � � � � � � � � � � � � � � � � � � � � � � � 12
Chapter Five: HeadquarterS 60
gettiNg aN HQ � � � � � � � � � � � � � � � � � � � � � � � � � 60
Builders � � � � � � � � � � � � � � � � � � � � � � � � � � � � 63
example HQs � � � � � � � � � � � � � � � � � � � � � � � � � 64
Chapter Thre: gear 13
moderN armor � � � � � � � � � � � � � � � � � � � � � � � � 14
Heavy armor � � � � � � � � � � � � � � � � � � � � � � � � � 14
HaNd weapoNs � � � � � � � � � � � � � � � � � � � � � � � � 15
raNged weapoNs � � � � � � � � � � � � � � � � � � � � � � � 16
special weapoNs � � � � � � � � � � � � � � � � � � � � � � � 17
ammo � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 19
tricK projectiles � � � � � � � � � � � � � � � � � � � � � 19
weapoN accessories � � � � � � � � � � � � � � � � � � � � � 19
veHicular weapoNs � � � � � � � � � � � � � � � � � � � � � 21
Chapter Six: Rogue’s galery 66
Novice � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 66
seasoNed � � � � � � � � � � � � � � � � � � � � � � � � � � � � 83
veteraN � � � � � � � � � � � � � � � � � � � � � � � � � � � � 101
Heroic � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 117
legeNdary � � � � � � � � � � � � � � � � � � � � � � � � � � �125
tHe graveyard sHift � � � � � � � � � � � � � � � � � � � �128
Chapter Seven: Other Enemies 133
assorted eNemies � � � � � � � � � � � � � � � � � � � � � �133
diNosaurs � � � � � � � � � � � � � � � � � � � � � � � � � � �135
rigellaNs, roBots, aNd reaNimates � � � � � � � � � � �137
Index
139
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Chapter one:
Characters
Welcome to the Savage Worlds
Super Powers Companion! There are
few setings as popular or as exciting
as those of the super heroes. From
the shadowy pulp champions of the
past to the complicated villains and
vigilantes of the present, this
Companion provides you with
additional rules, new Edges
and Hindrances, common
gear, and a mega-ton of
customizable super powers!
This irst chapter helps you
construct your hero or iendish
villain. It helps to begin with
an idea of who or what your
character is rather than jumping
right into the superpowers, but
skimming through the lists and
checking out the art may give
you some great ideas as well.
What sort of powers does your
hero have? Is he a super-tough and
super-strong brick? A mad magician
with a multiplicity of
mystical might?
A gadgeteer
1) concept
How did your character
get his powers? Was she
the victim of a horrible
accident? An experiment
gone horribly wrong? An
alien from another planet?
Or is it the mastery of
arcane magic or high-tech
gadgets that gives your hero
her powers?
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with rocket-packs for lying and a death
ray pistol?
What moves your character to do
what he does? Is he avenging some
past wrong? Does she simply have a
strong sense of responsibility? Was he a
pety crook who found the means to be
something more? An evil genius bent on
world domination? A feared and hated
mutant who wanted to lash back at the
world that turned its back on him?
It costs 2 points per die type to raise a
skill over its linked atribute.
All skills from the Savage Worlds rule
book are allowed in a supers campaign
unless your GM says otherwise. If you’re
running supers in a Victorian seting,
for example, it wouldn’t make much
sense to have Knowledge (Computers).
4) Hindrances
Hindrances allow you to deine
the personal weaknesses and laws
of your character. They also give you
more points with which to build your
character. You may take up to two Minor
Hindrances (worth 1 point each) and
one Major Hindrance (worth 2 points).
For 2 Points you can:
Raise an atribute one die type.
Choose an Edge.
For 1 Point you can:
Gain another skill point (max d12).
Gain an additional $1000.
Characters with Arcane Background
(Super Powers) can also use their Power
Points to further increase their atributes
or take new Edges. See the next chapter
for details.
2) race
Most super heroes and villains are
human, but many are not. Humans
begin play with a free Edge of their
choice, and must meet the requirements
of the Edge as normal.
Other races—undead, constructs, or
even aliens from other worlds—are also
possible, but you’ll create those with
the appropriate superpowers so that
you can tailor your race exactly as you
see it. Just like humans, custom races
get a Free Edge of their choice at the
beginning of play and must also meet
the requirements of the Edge as normal.
3) traits
Every character starts with a d4 in
each of his ive Atributes: Agility,
Smarts, Spirit, Strength, and Vigor. You
then have 5 points to distribute among
them as you choose. Raising an atribute
costs 1 point per die type. Raising a d4
to a d8, for example, costs two of these
points (one point to a d6, and one more
to a d8).
You can’t raise an atribute above d12
here, but you’ll be able to exceed that
limitation when you choose your super
powers.
You also have 15 points to buy your
skills. Raising a skill by a die type costs
1 point as long as it’s no higher
than the atribute it’s linked to.
5) gear
Your character starts with $1000 to
spend on gear. A list of items found
in most modern super hero setings is
found in the Gear Chapter.
6) secondary statistics
Once you’ve inished raising your
basic Traits with Power Points and
advances, it’s time to determine your
secondary statistics.
Charisma is a measure of your hero’s
likability, and is added to Persuasion
and Streetwise rolls. Your Charisma
modiier is +0 unless changed by Edges,
Hindrances, or Powers.
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