Saturday, July 30, 2016

Setting the Stage New Setting Rules in Savage Worlds.



Heroes of Cinema  

Ever feel at times staring Savage Worlds pc's are not as bad ass as you would like? Ever want to do a game that's closer to a movie in over the top action than normal games? If so I have a couple of options you might wish to look at below....

Cinematic Hero

A cinematic hero gains the following additional resources during Character Creation:

+2 Attribute Points

+2 Edges

+5 Skill Points

Dark Hero

PC may take an additional Major and two (2) additional Minor Hindrances for Hindrance Points.

Experienced Hero

Gain 20xp and with it 4 advances starting play as a seasoned PC.

Super Normal

Instead of receiving the Arcane Background (Superpowers) your hero instead gains a number of Hindrance Points equal to the number of Super Power points given by the Rising Star option of the player's power lever. Pulp will give 5, Street Fighters 10, Four Color 20, Heavy Hitters 30, and Cosmic 50! Please note the hero may NOT take the Arcane Background (Superpowers) at a later date. Remember in most Savage Super Games the only Arcane Background is Superpowers so spend those points wisely because you most likely got no powers to back you up.  However if the Super Karma rule is in play a super normal may take the extra Major Hindrance for 2 more Hindrance Points as normal regardless of power level.

And a special note if you own a copy of the Savage Setting Slip Stream from Pinnacle Entertainment the Heroism Setting rule is always a great one to throw into almost any game.  

Tuesday, July 26, 2016

Fantastically (Super) Races and Where to Find Them Part I



Welcome to the first in a series of short articles where I introduce some new races for Savage Worlds Supers games. 

The Necessary Evil supplement Necessary Races by Pinnacle Entertainment introduced the idea of building aliens using Super Power Points. I really like this idea for building races that would be very hard to build using the normal race building rules from the Explores Guide or the Science Fiction Companion, like Giants and Vampires. Use these as a basic building block for your super to give them some background.

Now for some common Super Hero races:

Name: Amazon
Minimum Power Level: Pulp
Suggested Hindrances: Arrogant, Code of Honor, Loyal
Suggested Edges: Attractive, Brawny
Super Powers:
Growth(Lvl1)•Monster (1pt), Super Charisma(Lvl2)• (2pts), Super Skill•Fighting [+2], Shooting [+1] (3pts)

These warrior women are a staple of fiction.

Name: Atlantean
Minimum Power Level: Pulp
Suggested Hindrances: Dependency (Dehydration)
Super Powers:
Aquatic• (2pt), Super Attribute(Lvl1)[Smarts]• (2pts), Super Skill•Swimming [+1] (1pt), Toughness(Lvl1)• (1pt)

Atlantis may be gone but not forgotten as the survivors continue on under the sea. This build is based on the one from the Explores Guide.  

Name: Sentient Ape
Minimum Power Level: Pulp
Suggested Hindrances: Distinctive Appearance (Talking Ape), Loyal, Mean
Suggested Edges: Acrobatic, Berserk, Brawny
Super Powers: Growth(Lvl1)•Monster (1pt), Super Attribute(Lvl1)[Strength] (2pts), Super Attribute(Lvl1)[Vigor] (2pts), Super Skill•Climbing [+2] (2pts), Toughness(Lvl2) (2pt)

Talking Apes were so common in the Silver Age of Comics DC Comics had a one Gorilla on a cover a month policy.

Sunday, July 24, 2016

More power!



The Second Edition of the Super Power Companion is a great book. However it seems to be missing a few powers. Here are two that add some flavor.

Gear [2/Level]

Trappings: Billionaire playboy, Gadgeteer, Selling out

Many supers have gadgets, weapons, and vehicles that are integral to there character. As such when this character takes this power she gains amount of cash to buy gear allowed by the GM according to the chart below. You many only take 5 levels of this power and this power may not have any modifiers on it.  

Level                Cash
1                      $10,000
2                      $50,000
3                      $500,000
4                      $1,000,000
5                      $5,000,000

Super Charisma [1/Level]

Trappings: Impossibly Attractive, Pheromones, The "look".

Many Supers are much more charismatic than normal characters. Each level gives the super +2 Charisma with a maximum of 5 levels for a +10.

Modifiers:

Pheromones (-1): Your Charisma bonus from this power only applies to some one that would be sexually attracted to you. 

If your looking for even more powers cheek out Omni Super Skill in the Kerberos Club book by Arc Dream Publishing.


The curtan opens.....

Welcome to the random ideas of a Gonzo Savage Worlds GM.

So I finally went and did it. I started a blog. Welcome to it. In this blog you will see new and altered Archetypes, Races, Edges, Hindrances, Gear, and Powers, along with mini-settings and conversions of non-Savage World settings. I also plan to create Hero Lab files for the stuff I post.

So on with the show.........