TEXT: 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] 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Supers/Savage Worlds - Superheroes.pdf