SWADE SupersGame

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This wiki is to test out some character ideas and buildings using the new Savage Worlds Adventure Edition - Super Power Companion. SWAE.SuperTeam.jpg

Character Creation

This game is going to use the Super Powered Companion (SPC) for the Savage Worlds Adventure Edition (SW). All notes will refect these rules.


For the first game I am going a bit Gritty Hour Color supers.
Power Level: 3 (45 base, no more then 10 points in any one power)
SETTING RULES: Born a Hero (SW), Comic Book Combat (SPC), Conviction (SW), Creative Combat (SW), Death & Defeat (SPC), Fanatics (SPC), Gritty Damage (SW), High Adventure (SW), Larger than Life (SW), Mega Destruction (SPC), More Skill Points (SW), Never Surrender (SPC), No Finishing Moves (SPC), Throwdown (SPC), Villainous Conviction (SPC), Wound Cap (SW)


CHARACTER CREATION

Traits: gain 5 attribute traits points and 15 skill trait points, including the free skill levels.
The Super Attribute and Super Skills Powers allows attributes and skills to exceed a race's normal limits. If the increase are permanent, it counts for Advancement.
The Focus (X) Skill is used to control many powers listed in the SPC. Normally this tied to Spirits for the hero can choice any Attribute Trait to use this skill. Once chosen it cannot be changed.
Adaptable: As a human, at character creation start with a bonus Edge that you qualify for for free. If the GM allows you to play a non-Human (alien or otherwise) work with him to create the race (such as listed in SW).
Super Powered: Gain this Edge for Free. This grants you 45 points for super powers, no more then 10 in any one power set.
Update for The Best There Is Edge allows you to invest up to 15 points in any one power set instaed of only 10, but only for one power set (others are restricted to 10 points).
Hindrances: start with one Major and two Minor Hindrances. The Larger then Life setting rule allows the hero to take one additional Major Hindrance for free. Speed this points per the rules in SW.

World Setting

Some Builds

ADAM GREY

SWADE.SPC.AdamGrey.jpg

Undead Brick/Weaponist/Detective, Male, Age 100?
Attributes: Agility d6, Smarts d6, Spirits d8, Strength d12+1, Vigor d12
Pace 6, Parry 6, Toughness 14
Skills: Academics d6, Athletics d6, Common Knowledge d8, Fighting d8, Intimidate d6+2, Notice d6, Occultism d6, Persuasion d4, Research d6, Shooting d6, Stealth d4
Edges: Iron Jaw, Menacing, Nerves of Steel (with undead, ignores 2 wound penalty)
Hindrances: Distinctive Appearance (Minor), Driven (Minor), Outsider (Major), Ugly (Minor)
Super Powers (Undead, long life?)

  • Ageless [1 point]
  • Deadeye: gains +1d6 damage with all guns, bows, etc. [2 points]
  • Doesn't Sleep: Tireless. Requires no sleep at all [2 points]
  • Environmental Resistance (Lightning): minus 4 from lightning trapping damaeg and +4 to resistance checks that involve lightning/electricity [1 point]
  • Fearless [2 points]
  • Growth: +1 step to Strength die and Size +1. Permenant [2 points]
  • Gifted: character gains a free reroll each round for Smarts tests and all Smarts based skills [2 points]
  • Hardy: if Shaken a second shake does not deal you a Wound [2 points]
  • Heightened Senses: Infravision (can see heat sources. He halves darkness penalties against targets with heat ignatures (or lack thereof in normal environments) [1 point]
  • Melee Attack: Str+d6 [2 points]
  • Super Attributes: Strength +3, Vigor +3 [12 points]
  • Super Skills: Academics +1, Common Knowledge +1, Fighting +1 [3 points]
  • Toughness: +3 [3 points]
  • Undead: gain +2 to Toughness, add +2 to recover from being Shaken, don’t breathe or eat, are immune to disease and poison, and don’t suffer additional damage from Called Shots. Undead Wild Cards ignore one point of Wound penalties and don’t Bleed Out. Undead don’t benefit from the Healing skill, natural Healing. Spark of Life (can benefit from the Healing power [10 points]

Gear: Sword (Str+d8+d6), Musket Pistol (Range, Damage 3d6, AP, ROF)


ARCUS

SWADE.SPC.Arcus.jpg

Heroic Archer, Detective. Human Male, Age 30
Attributes: Agility d12, Smarts d8, Spirits d8, Strength d8, Vigor d8
Pace 6, Parry 6, Toughness 12 (4)
Skills: Athletics d8, Common Knowledge d8, Fighting d8, Notice d8 (+2), Persuasion d6, Research d8+2, Shooting d12, Stealth d8, Thievery d8
Edges: Investigator, Marksman, Nerves of Steel
Hindrances: Heroic (Major), Loyal (Minor), Secret Indentity (Major), Suspicious (Minor)
Super Powers (Training, Super-Bow and Mutant)

  • Additional Action: Ignores one Multi-Action penalty a round (normally -2) [3 points]
  • Armored: +4 with Toughness +2 (Device/Custume -1/-1) [2 points]
  • Awareness: Ignores up to 3 penalties impossed by target. [3 points]
  • Deadeye: gains +1d6 damage with all guns, bows, etc. [2 points]
  • Dodge: -4 to be hit by ranged Attacks (shooting, athletics/throwing etc.) [4 points]
  • Heightened Senses: Eagle Eyes (can see twice as far and reduces range penalties by 1), Infravision (can see heat sources. He halves darkness penalties against targets with heat ignatures (or lack thereof in normal environments), Low-Light (ignores Dim and Dark illumination penalties; with IR only penalty for Pitch Black and Invisibility), Microscopic Vison (can see down to the molecular level. This adds a +1 bonus to any roll where that might prove useful, such as a Healing roll to treat a disease, Science to analyze the composition of a substance, or Survival to track tell-tale particles through otherwise untrackable terrain), X-Ray Vision (can see through any substance x-rays can penetrate (they're usually blocked by thick metal or particularly dense materials). He can ignore up to 2 points of Cover penalties if he can see through the intervening obstacle) [5 points]
  • Ranged Attack: Ranged 24/48/96, Damage 2d6, AP 4. Range, Lethal (Device/Combat Bow & Hunting arrows -2) [4 points]
  • (switchable) Entangle: Range 24" with successful Shooting vs. target's Athletics check -2 (-4 with a raise on Shooting test) or target is Entangled. If the attacker wins with a raise, the victim is Bound. Alterative Trait (Shooting), Stronger (Device/Snare Arrow) [1 point]
  • (switchable) Stun: Range 24". A successful Shooting vs. Vigor check (-2 with a raise on the Shooting test). If the victim fails, he's Stunned. Alterative Trait (Shooting), Range. (Device/Flash-Bang Arrows) [1 point]
  • (switchable) Swinging: Range 48", Pace 12. Range, Strong (holds 2,000lbs) (Device/Swing Line arrow) [1 point]
  • Super Attributes: Agility +3, Spirits +1, Vigor +1 [10 points]
  • Super Edges: Marksmen [2 points]
  • Super Skills: Athletics +1, Fighting +1, Research +2, Shooting +3, Stealth +1 [8 points]


BUG

SWADE.SPC.Bug.jpg

Insect Themed Hero. Male, Age 24
Attributes: Agility d8, Smarts d6, Spirits d6, Strength d12, Vigor d8
Pace 6 (flight 24), Parry 9, Toughness 10 (2)
Skills: Academics d6, Athletics d10, Common Knowledge d4, Electonics d4, Fighting d10, Focus d8, Hacking d4, Notice d6, Persuasion d6, Repair d4, Science d4, Stealth d10, Survival d4, Taunt d6
Edges: Acrobat, Dodge, Frenzy (Improved)
Hindrances: Distintive Appearance (Minor), Idealistic (Minor), Impulsive (Major), Overconfidence (Major)
Super Powers (Mutant)

  • Armor: +2 [1 point]
  • Flight: Pace 24", Attack Penalty -1 for full speed [6 points]
  • Heightened Senses: Infravision (can see heat sources. He halves darkness penalties against targets with heat ignatures (or lack thereof in normal environments) [1 point]
  • Melee Attack, Claws: Damage Str+d6, AP 2, Athletics (Climb) +2 [4 points]
  • Poison (Spit): Range 6", Focus test vs. Vigor -2 (-4 with a Raise) [4 points]
  • Super Attributes: Agility +1, Strength +3, Vigor+1 [10 points]
  • Super Skills: Athletics +2, Fighting +3, Focus +2, Notice +1, Stealth +2 [10 points]
  • Parry: +2 [2 points]
  • Toughness: +2 [2 points]
  • Uncanny Reflexes: Ignores the usual –2 Agility penalty when making Evasion attempts (see SW), and gets a regular Evasion attempt against area attacks that don't usually allow it (at the usual –2 penalty). [3 points]
  • Wall Walker: Can move Pace on walls. Also Strong Grip (If they choose to stick their ground, they halve the distance of any Knockback dealt them) [ 2 points]


CHESHIRE CAT

Super! ChesireCat.jpg

Teleporter/Martial Artist/Trickster, Female, Age 18
Attributes: Agility d10, Smarts d6, Spirits d8, Strength d6, Vigor d10
Pace 6, Parry 8, Toughness 7
Skills: Athletics d10, Common Knowledge d6, Fighting d12 (+2), Focus d10, Notice d6 (+2), Persuasion d6, Stealth d8, Taunt d6, Thievery d4
Edges: Acrobatic, Dodge, Free Runner, Matial Arts & Master (Str+d6), The Best Their Is (Teleport)
Hindrances: All Thumbs (Minor), Curious (Major), Quirk (Reckless) (Minor), Secret Indentity (Major)
Super Powers (Experiment)

  • Additional Action: Ignores one Multi-Action penalty a round (normally -2) [3 points]
  • Dodge: -2 to be hit by ranged Attacks (shooting, athletics/throwing etc.) [2 points]
  • Heightened Senses: Hearing (+2 to Notice with hearing), Infravision (can see heat sources. He halves darkness penalties against targets with heat ignatures (or lack thereof in normal environments), Low-Light (ignores Dim and Dark illumination penalties; with IR only penalty for Pitch Black and Invisibility) [3 points]
  • Melee Attack: Str+d6 [2 points]
  • Super Attributes: Agility +2, Vigor +2 [8 points]
  • Super Edges: Acrobatics, Martial Arts, Matrial Master [6 points]
  • Super Skills: Athletics +2, Fighting +2, Focus +2 [6 points]
  • Teleport: base 48". Portal, Range +2, Rapid Teleport, Teleport Others, Traverse [15 points]


JERICHO

SWADE.SPC.Jericho.jpg

Matter Controller/Destroyer, Male, Age 29
Attributes: Agility d6, Smarts d10, Spirits d6, Strength d6, Vigor d8
Pace 6 (Flight 24), Parry, Toughness 16 (10)
Skills: Athletics d4, Common Knowledge d4, Focus d8, Notice d4, Persuasion d4, Shooting d4, Stealth d4
Edges: The Best There Is (Matter Conctrol)
Hindrances: Mean (Minor), Overconfidence (Major), Quirk (bit of a braggart) (Minor), Secret Indentity (Major)
Super Powers (Mutant)

  • Armor: +10. Requires Activation (with a Focus skill roll and minimum Concentration to maintain). Force Field [4 points]
  • Flight: Pace 24 [4 points]
  • Matter Control: Range 24", Large Burst Template. Control of Earth, Metal, Fire, Water. Additional Power Types (3), Area Effect, Cone options, Range, Tough (base 14) [14 points]
  • Ranged Attack: Range 24/48/96, Damage 4d6. Range [8 points]
  • Super Attribute: Smarts +2, Vigor +1 [6 points]
  • Super Skills: Focus +3, Shooting +1 [4 points] 40


JYNN

SWADE.SPC.Jyn.jpg

Psychic Mentalist & Manipulator/Propobility Master, Male, Age 26
Attributes: Agility d6, Smarts d10, Spirits d10, Strength d6, Vigor d6
Pace 6 (fly 12), Parry 5, Toughness 15 (10)
Skills: Academics d4, Athletics d4, Common Knowledge d6, Fighting d8 (+1), Focus d12, Notice d6, Persuasion d8, Science d6, Stealth d6, Taunt d8
Edges: Dodge, Humiliate, Martial Arts (Str+d4), Quick
Hindrances: Code of Honor (Major), Secret Indentity (Major), Stubborn (Minor), Vengful (Minor)
Super Powers (Empowered?/Experiment)

  • Armor: +10. Requires Activation (with a Focus skill roll and minimum Concentration to maintain). Force Field [4 points]
  • Jinx: anyone who failed on a test against you is Vulnerable until the end of their next turn [4 points]
  • Manufactor: Within 12" of a Medium Burst Template, can make a Focus check to cause technology to stop worker. Area Effect [5 points]
  • Mind Control: within 12" (24 yards) by making a Focus roll. If successful, the target must make a Smarts roll to resist (at –2 with a raise on the Focus roll) [5 points]
  • Mind Reading: The character to read another’s surface thoughts and perhaps even peer into her past memories. To read someone's mind, the super chooses a target within 6" (12 yards) and makes a Focus roll. If he's successful, the target makes a Smarts roll -2 to resist (at –4 with a raise on the Focus roll). Stronger [5 points]
  • Mind Shield: The hero's mind is particularly difficult to tamper with for some reason. Mind reading and mind control attempts against her are made at –2. Further, if the hero successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well. [1 point]
  • Super Attribute: Smarts +2, Sprits +2 [8 points]
  • Super-Skills: Gighting +1, Focus +3 [4 points]
  • Telepathy: can mentally communicate with another sentient mind of choice. Range (1 miles), Mind Rider (The telepath can see, hear, taste, touch, and feel through the senses of any willing mind in Range. Once the power is activated the telepath is Distracted until he terminates Mind Rider. "Riding" an unwilling target is an opposed roll of the telepath's Focus vs the target's Smarts. If successful, the telepath can ride the target for one hour. With a raise, the target is unaware of the intrusion) and Switchboard (The telepath can link all friendly, intelligent minds in Range. Everything the individuals consciously "say" is communicated to the entire group) [9 points]


THUNDERSTRIKE

SWADE.SPC.Thinderstrike.jpg

Brick/Engery Projector (lightning), Female, Age 19
Attributes: Agility d6, Smarts d6, Spirits d8, Strength d12+3, Vigor d8
Pace 6, Parry 6, Toughness 14
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidate d6, Notice d6, Persuasion d6, Shooting d8, Stealth d6 (5)
Edges: First Strike, Frenzy, Iron Jaw, Sweep
Hindrances: Grim (Minor), Heroic (Major), Loyal (Minor), Secret Indentity (Major)
Super Powers (Empowered by Thunder god/spirit??)

  • Leaping: Vertial distance 8" (16 yards), Horizonal distance 16" (32 yards). Death from Above (as long as she's not restricted from leaping, the character's Wild Attacks cause +4 damage instead of +2) [4 points]
  • Melee Attack: Damage Str+d6, AP 2 [3 points]
  • Ranged Attack: Ranged 12/24/48, Damage 4d6 (lighting), can fire as Cone or individual bolt [10 points]
  • Super Attributes: Strength +5, Vigor +1 [12 points]
  • Super Edge: Iron Jaw [2 points]
  • Super Skills: Athletics +2, Fighting +2, Shooting +2 [6 points]
  • Toughness:+8 [8 points]


VORTEX

SWADE.SPC.Vortex.jpg

Speedster, Female, Age 21
Attributes: Agility d10, Smarts d6, Spirits d6, Strength d6, Vigor d8
Pace lots, Parry 7, Toughness 8
Skills: Academics d6, Athletics d8, Common Knowledge d8, Fighting d10, Gambling d6, Healing d6, Notice d6, Persuasion d6, Stealth d8
Edges: Extraction (Improved), Level Headed (Improved), The Best their Is (Speed)
Hindrances: Bad Eyes (Minor), Impulsive (Major), Mild Mannored (Minor), Secret Indentity (Major)
Super Powers (Experiment?/Mutant)

  • Additional Actions: Ignores two Multi-Action penalty a round (normally -4) [6 points]
  • Intangible: makes a character unable to affect or be affected by physical attacks, like a phantom or spirit. Energy Power Types affect intangible characters normally [5 points]
  • Speed: Sonic Speed (768 mph), Attack Pen to hit you -6 (full speed). Surface Tension (at full speed can run across water and up and down sides of buildigs) [15 points]
  • Super Attributes: Agility +2, Vigor +1 [6 poits]
  • Super Edges: Extraction, Imroved Extraction, Improved Level Headed, Level Headed, [8 points]
  • Super Skills: Fighting +3 [3 points]
  • Toughness: +2 [2 points]





PAGAN

SWADE.SPC.Pagan.jpg

Hero Theme/Archetype, Male/Female, Age
Attributes: Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6
Pace, Parry, Toughness
Skills: Athletics d4, Common Knowledge d4, Notice d4, Persuasion d4, Stealth d4
Edges:
Hindrances:
Super Powers (Magical Cursed/Training)

  • Super Sorcerery [points]


XX
Hero Theme/Archetype, Male/Female, Age
Attributes: Agility d, Smarts d, Spirits d, Strength d, Vigor d
Pace, Parry, Toughness
Skills: Athletics d4, Common Knowledge d4, Notice d4, Persuasion d4, Stealth d4
Edges:
Hindrances:
Super Powers (origin)

  • X [points]