TEXT: Shark Nibbles #3 
  THE UNOFFICIAL MONTHLY SAVAGE WORLDS NEWSLETTER 
   
   
   
  IN
  IN
  IN
  INSIDE THIS ISSUE
  SIDE THIS ISSUE
  SIDE THIS ISSUE
  SIDE THIS ISSUE… 
   
  With the Roll of a Die: A few new Edges from the Savages 
  ...................... 
  2 
  Savage Traps: Classic dungeon traps—Savage style 
  ...................... 
  3 
  Team Dynamo: An Omega resistance cell for Necessary Evil 
  ...................... 
  5 
  The Monster Mash: More beasties from Mark Swafford 
  ...................... 11 
  It Looks Like Snow:  A FFF way to determine the weather 
  ...................... 12 
  Savage Fu: A FFF martial arts system for Savage Worlds 
  ...................... 13 
   
  
   
  This month’s installment of With the roll of a die... introduces several new combat Edges from the fevered mind of Matthew Mather (the 
  man behind the Savage Yahoos and Keeper of the Savage Worlds FAQ). Gordon Lawyer also kicks in a couple of new Edges inspired by 
  the Necessary Evil setting. To close things out, Byron Molix presents the Arcane Adept and Arcane Master Edges—two new Arcane Edges 
  that give spellcasters a few more options without cluttering up the existing arcane power rules. 
  Accurate Strike/Aim 
  Novice, Fighting d8 (Strike), Notice d8, 
  Throwing d8 or Shooting d8 (Aim) 
  You may reduce the penalties for Called 
  Shots (including Disarm attempts) and 
  Cover by 1 point. For example, if your 
  hero is attempting a Head Shot, the 
  penalty is –3 instead of –4. Other 
  penalties to Fighting, Throwing and 
  Shooting 
  such 
  as 
  darkness, 
  range 
  penalties, and unstable platform are not 
  affected by this Edge. 
   
   
   
  Improved Accurate Strike/Aim 
  Veteran, Accurate Strike/Aim 
  The penalties for Called Shots and Cover 
  may be reduced by 2 points. 
   
  Deadly Technique 
  Seasoned, Wild Card, Agility d8, Fighting 
  d8 or Shooting d8 
  Your hero is able to do more damage 
  when striking an opponent's vital spots. 
  Your hero rolls a d8 for bonus damage 
  instead of a d6. If the old +2 damage per 
  raise rule from the first printing of the 
  rulebook is being used he gains a flat +1 
  to bonus damage instead. 
   
  Defensive Fighting 
  Seasoned, Agility d8, Fighting d8 
  When taking a Defend action, your 
  character may either make other actions 
  (with whatever Multiple Action Penalties 
  may apply) or focus wholly on  trying to 
  Defend himself, gaining an additional +2 
  bonus for a total of +4 to Parry for the 
  Defend action. Your hero's Parry bonus is 
  only +2 if you choose to Defend and take 
  other actions in the same round. 
   
  Extra Soak 
  Seasoned, Vigor d8 
  Your character gains a Soak Benny, a 
  Benny that may only be used for Soak 
  rolls. Soak Bennies should be tracked with 
  a different kind of token than regular 
  Bennies. Though it’s usually Wild Cards 
  that have this Edge, it can also be given to 
  Extras that are “just a bit tougher”. This 
  Edge may be taken multiple times. 
   
  Weight Training 
  Novice, Strength d8, Vigor d6 
  Your hero may ignore 1 point of Load 
  Limit penalties.  
   
  Advanced Weight Training 
  Novice, Weight Training 
  Your hero may ignore 2 points of Load 
  Limit penalties.  
   
  Wild Wild Attack 
  Wild Card, Seasoned, Fighting d8 
  Instead of a flat +2 bonus to Fighting and 
  damage, your hero adds the results of the 
  Wild Die to his Fighting and damage rolls 
  when making a Wild. The Wild Die roll for 
  Fighting is added to Fighting and the Wild 
  Die roll for damage is added to damage. 
  Your hero still suffers a –2 penalty to 
  Parry when making a wild wild attack. 
   
  Evil Laugh 
  Seasoned, Spirit d8+ 
  Many super villains are noted for their 
  impressive laughing abilities (which can 
  cause lesser men to quake in their boots). 
  Assuming there's nothing impeding your 
  character from giving off a good evil 
  laugh, this Edge provides a +1 to 
  Intimidation rolls. 
   
  Really Evil Laugh 
  Veteran, Evil Laugh 
  The bonus granted by Evil Laugh is 
  increased to +2. 
   
  Arcane Adept 
  Seasoned, any Arcane Background, 
  Spellcasting d8 
  By taking this Edge, the character can 
  increase the power and scope of any 
  arcane powers he knows by doubling the 
  listed Power Point cost and choosing an 
  enhancement. 
  Possible 
  enhancements 
  include: doubling the listed range (Touch 
  powers gain a Range of Smarts or Spirit 
  as appropriate), increasing the listed 
  duration by one step (e.g., rounds to 
  minutes), increase the area of effect by 
  one step, impose a –2 penalty on all rolls 
  to resist the effect of the power, or 
  increase any damage caused by 1d6 
  points. 
   
  Arcane Master 
  Heroic, Arcane Adept, Spellcasting d12 
  This 
  Edge 
  essentially 
  doubles 
  the 
  enhancements allowed by the Arcane 
  Adept Edge. As an alternative, the 
  character 
  may 
  choose 
  from 
  the 
  enhancements as given above, but instead 
  choose to apply two to any given power 
  to reflect their mastery. 
   
   
  2
  
   
  Not just another spike-lined pit, by Simon Carryer and Joel Sparks 
   
   
   
  Finding and Removing Traps 
  Finding a trap is accomplished through the use of the Notice skill. Attempts at removing a trap use Lockpicking. The Thief 
  Professional Edge grants a +2 bonus to both Notice and Lockpicking rolls when used in this manner. The All Thumbs Hindrance 
  imposes a –2 penalty on all attempts to remove a trap and rolling a 1 on the skill die indicates that the trap has been triggered. 
   
  SAVAGE TRAP #1: The Gas Corridor 
  This trap is best used in conjunction with an encounter with gas-immune bad guys, be they undead, robots, or gasmask-wearing 
  goons, and is located in what seems to be a normal corridor, at the bottom of a flight of steps or a natural incline.  The corridor is 
  long, at least 72 feet (12”) and has another stairway or slope at its far end, this one leading up again.  Characters who successfully 
  make Notice rolls at –2 may detect a faint murky quality to the air, and perhaps a bad smell as well.  The entire corridor is filled with a 
  heavier-than-air gas, three versions of which are presented hereafter.   
   
  • Stale Air: Whether by leeching natural chemicals, age, or run-off from a bizarre experiment, the air in this corridor is stale 
  and unbreathable.  The first sign of this will be any torches sputtering and going out in the oxygen-depleted air.  Then 
  characters begin to “drown”, as per the standard rules.  These effects become noticeable after one round in the corridor.  To 
  prevent the characters from simply going back the way they came, have the entry become locked or barred once the last 
  character enters the corridor.  Now would be a good time for a zombie attack! 
  • Flammable Gas: A common hazard in mines and sewers, as methane and other flammable gasses leach out of rock, or 
  are produced by decomposing organic matter.  Probably the first sign of the presence of such a gas will be a bad smell, 
  followed shortly thereafter by a loud explosion as any lit torches or lamps ignite the gas.  Treat this explosion as a blast 
  centered on the torch or other source, doing 2d6 points of damage to everyone in an area covered by a Large Burst 
  Template.  Should the characters enter the gas without igniting it, they’ll encounter foes, which ambush them inside the gas.  
  Any blow from a weapon can potentially cause a spark, which will ignite the gas.  Should someone roll snake eyes on their 
  attack roll, the gas ignites and everyone is engulfed in a fiery explosion. 
  • Poisonous Gas: A nefarious trap or a bizarre natural hazard, the air in this corridor has been poisoned with a soporific 
  gas.  After the first round in such an environment, the characters must make a Vigor roll at –2 at the start of their action or 
  suffer a level of Fatigue every round.  A Fatigue level is recovered for every 5 minutes spent in a clean air environment. 
   
   
  3
  
  SAVAGE TRAP #2: The Water Room 
  The trigger for this trap is located in the centre of a smallish room, with one entrance and one exit, which take the form of archways 
  without doors.  The trigger is often disguised, taking the form of a statue or gem on a pedestal, which triggers the trap when tampered 
  with.  Characters investigating the trigger may make a Notice roll at –2 to discover the mechanical apparatus hidden in the pedestal. 
  Once triggered, a mechanical apparatus in the walls begins to rumble.  Allow the players to draw initiative cards, and draw two for the 
  trap.  Characters who act before the trap’s first card may leave the room freely, but they are aware of nothing more than the rumbling 
  noise of the apparatus.  Characters who act before the trap’s second card, but after the first one, see huge stone blocks rolling from 
  the ceiling to block both doorways.  These characters may make Agility rolls to scamper under the blocks and escape the room.  On 
  the trap’s second card, the stone blocks slam into place, preventing further egress from the room. 
  Those left in the room discover the second, more fiendish part of the trap.  Through vents near the ceiling of the room, water 
  begins to pour, quickly flooding the room.  The room fills with water at a rate of one-half foot per round.  The ceiling is ten feet high.  
  Once a character is “out of his/her depth” (i.e. the water is above the character’s head), they must tread water to keep their head 
  above water.  There is room for one character to stand on the narrow pedestal, which is three feet high.  Once the water reaches the 
  ceiling, all characters will be unable to breathe. 
  The stone boulders that block the doorways are extremely heavy, and cannot be shifted by even the strongest of heroes without 
  concerted effort, some sort of levering tool, and help from both sides.  
  The only way to disarm the trap is for the characters who escaped the room to locate the trap’s control mechanism, and reset the 
  trap.  The mechanism can be found in the room above the trap room.  The room is usually heavily guarded, and the mechanism itself 
  requires a raise on a Strength roll in order to turn the massive wheel which raises the stone blocks. 
   
  SAVAGE TRAP #3: The Rolling Boulder 
  The touch plate for this trap is located at the end of an extremely long (75”, 150 yards), slightly sloped corridor with no doors.  This 
  corridor can be straight or curved, and often has an uneven floor, either from natural cavern formations, or roots busting through the 
  walls and floor.  The touch plate is well concealed (Notice –2), and is often placed near some obvious lure, such as an piece of treasure 
  or a false door.  The touch plate triggers the release of a huge (many tons) boulder, which begins to roll, first quite slowly, then faster 
  and faster, down the sloped corridor. 
   
  The boulder starts 10” away from the touch plate.  All characters may move up to their pace, plus a running die, away from the 
  boulder.  For the entirety of this scene, players may spend bennies to re-roll their running die.  At the end of the round, the boulder 
  rolls 3” down the slope.  The boulder increases in speed every round, moving 6” the next round, then 9”, then 12”, then 15” every 
  round until it crashes into the wall at the end of the corridor. 
  Running down the rough slope is hazardous. Anyone who rolls the maximum (six usually) on their running die must make an 
  Agility roll or fall prone at the end of their movement. If they roll snake eyes, they fall and are Shaken. 
  If the Boulder overtakes a character, they may (if the player asks) throw themselves into the corner of the corridor to avoid the 
  worst of the damage.  Make an Agility roll at –2, a success means the character takes only 2d6 damage.  Otherwise, the boulder does 
  an amount of damage based on how fast it’s moving:  3d6 in the first round, then an extra d6 every round to a maximum of 7d6. 
   
  SAVAGE TRAP #4: The Corridor of Blades 
  A diabolical trap, almost certainly used more for amusement than practicality, this trap takes the form of a long corridor filled with 
  scythe blades, which swing in a seemingly random order.  This trap could also represent a conveyer belt in a modern factory, or the 
  inner workings of a space ship in the far future. This trap should be employed in a “time-limited” situation, since the counterweights 
  and springs which drive it will eventually run out of power. 
  When entering the corridor, those who succeed on a Notice roll will be aware of the narrow slits in the walls and ceiling of the 
  corridor.  Those who succeed with a raise notice touch plates located all along the length of the corridor floor.  When one is 
  depressed, a catch is released which allows huge scything blades to swing through the corridor, emerging from the slits in the walls.  If 
  a character is hit by a blade they suffer d10+3 points of damage.  As long as any of the plates are depressed, these blades will 
  continue to swing.  The roll to avoid the first blade is a straight Agility roll (–2 if the character was not expecting the blade).  However, 
  if the character opts to continue down the corridor, things get more difficult.  Blades emerge at seemingly random heights and 
  intervals, and the character becomes increasingly off balance and unprepared.  To reach the end of the corridor, the character must 
  make four successful Agility rolls, incurring a cumulative –1 penalty after the first.  The Acrobat edge provides a +2 bonus to this roll.  
  By watching the swinging blades for a short time and making a Smarts roll, it is possible to predict the timing of the blades. This 
  negates the cumulative penalties on the Agility roll to avoid the blades. 
  The mechanism that deactivates the trap is located in an alcove on the far side of the corridor of blades. 
   
  ADDITIONAL RESOURCES FOR TRAP-BUILDING INSPIRATION AND IDEAS... 
   
  • The Grimtooth’s Traps Series: Grimtooth’s Traps, Grimtooth’s Traps Too, Grimtooth’s Traps Lite, Grimtooth’s Traps Fore, 
  Grimtooth’s Traps Ate, Grimtooth’s Traps Bazaar, and Grimtooth’s Dungeon of Doom. Unfortunately, all of these are currently 
  out of stock according to the Flying Buffalo webpage; however, they are available at Noble Knight Games. 
  • The Grimtooth’s Traps Message Board: http://p096.ezboard.com/fnecromancergamesfrm27.  
  • All Hazards Great and Small: Written by Ian Johnson and available from Silverthorne Games. 
  • Traps and Treachery I/II: Both books are part of the Legends and Lairs series available from Fantasy Flight Games. 
  • Blue Troll’s Netbooks: http://www.fortunecity.com/victorian/byzantium/55/dmbooks.htm. Scroll down to the bottom for a 
  couple of trap collections culled from various roleplaying newsgroups. 
  4
  
  Team Dynamo 
   
  An Omega Resistance Cell for Necessary Evil, by Bob Bretz 
   
   
  The History of Team Dynamo 
   
  Back in the glory days of the superhero lived a mild-mannered 
  technician named William Gardner. One day, an experimental 
  power generator he was working on malfunctioned, engulfing 
  him in strange energies. Awaking from a coma weeks later, he 
  discovered that he had developed the ability to move at 
  superhuman speed. He designed a costume, as all superheroes 
  are wont to do, and assumed the name Dynamo. After several 
  months of amazing deeds as a solo hero, his existence was 
  brought to the attention of The Champion, who invited him to 
  join Alpha Force. He quickly joined the team and began the 
  next step in his illustrious career. 
  Dynamo, both as a solo operator and as a member of 
  Alpha Force, gained many enemies. The most notorious banded 
  together into a loosely organized team called the Death 
  Dynamos; taking on the name of their enemy to help tarnish it’s 
  meaning. The motivating force behind the Death Dynamos was 
  a genius, by way of nuclear mutation, gorilla named Agor (also 
  known as The Atomic Ape). Agor saw his team as having two 
  main goals. Obviously, the first was the destruction of their 
  enemy, Dynamo. The second was to provide support to each 
  member in times of need. Agor also had a third ulterior motive, 
  namely to assemble a power base from which to launch his evil 
  plans and eventually support his claim to overlordship of the 
  Earth. But I digress... 
  Super-villains who gained a reputation by battling Dynamo 
  (and usually being defeated by him) were recruited into the 
  Death Dynamos. It became an inside joke amongst the 
  members of this “exclusive club”, that in order to become a 
  member of the team, you had to be defeated by their arch-
  enemy! Membership crested at twenty villains; however, those 
  active at any given time depended on who was currently in 
  prison. 
  One of the Death Dynamos, known as Professor Proteus, 
  traveled to New York City to save his family when the K’tharen 
  forces first attacked Earth. During the fight to retrieve them, he 
  was overwhelmed, and just before they fired on him, Dynamo 
  appeared on the scene and rescued them. After defeating 
  several of the aliens, the hero was finally overcome by sheer 
  weight of numbers. Proteus, after having been saved by 
  Dynamo, simply watched him die at the hands of the alien 
  invaders. Ironic, isn’t it? With the K’tharen’s attention diverted, 
  Proteus and his family fled New York City. 
  As the invasion continued its course, Proteus realized the 
  inevitable outcome and decided that it would be in his best 
  interests to gather the remaining Death Dynamos for mutual 
  support. 
  Unfortunately, Agor and several other members were being 
  held at a high-security prison in upstate New York. Proteus 
  gathered fellow members Charger, Leaper, Ramrod, and 
  Smasher, and prepared to make a good old-fashioned prison 
  break; however, shortly after they arrived, the K’tharen attacked 
  the facility hoping to kill as many of the super-villains as possible. 
  Proteus’ Team was able to free all their captured members, but 
  Charger, Ramrod and Smasher were killed by the K’tharen in 
  the process. Leaper was badly injured and would later have to 
  have his left arm amputated. 
  Now free, the Atomic Ape resumed his role as leader and 
  organized the remaining team members into a resistance cell.  
  After a few raiding missions to gather supplies, their 
  existence came to the attention of Dr. Destruction. The Doctor 
  requested that the Death Dynamos become an Omega Cell. 
  Although some team members wanted to refuse the offer, Agor 
  agreed to the Doctor’s terms—after all, mutual support had 
  always worked for them, and Agor figured that belonging to any 
  organization put together by Doctor Destruction would probably 
  be worth it in the long run. 
  In light of their new role and to in some way honor the 
  sacrifice Dynamo made for Professor Proteus, Agor renamed 
  their cell Team Dynamo... 
   
  Team Dynamo: Key Members 
   
  The current roster of the Team Dynamo Omega Cell consists of 
  fourteen super-villains. Many are original members, dating back 
  to the pre-invasion days, but just as many are fairly new to the 
  team. Detailed hereafter are seven villains which the GM can 
  use as NPCs (or players could use a Player Characters; given 
  GM approval). The other seven members are left for the GM to 
  develop as needed or as “open slots” for players to insert their 
  own creations.  
   
  Agor, the atomic ape 
  When an experimental, nuclear-powered satellite malfunctioned 
  and crashed into the City Zoo’s Ape House, it drew the 
  attention of one of the resident gorillas. The inquisitive ape was 
  mutated by the radioactivity leaking from the damaged device, 
  increasing its brain (and intelligence) and granting it some 
  limited form of control over radiation. 
  Developing a form of sentience, the ape grew to hate 
  humanity for the way it treated him and the other gorillas. 
  5
  
  When the opportunity presented itself, he made his escape; 
  however, the sight of a large gorilla walking down the middle of 
  Main Street drew the attention of the authorities. The ape 
  defended itself with its newly gained powers, which caused the 
  hero Dynamo to respond. Ultimately defeating the ape, 
  Dynamo became the target of his anger and of an unquenchable 
  thirst for revenge. The ape would take the name Agor, the 
  Atomic Ape and after several failed attempts to kill the hero, 
  which only resulted in lengthy prison terms, he decided to form 
  a team of like-minded villains to aid him in defeating his hated 
  foe. And so The Death Dynamos were formed. 
  Agor was in prison when the K’tharens attacked Earth. 
  After being rescued by Professor Proteus, Agor re-organized the 
  team into a resistance cell. He named the group Team Dynamo, 
  with the idea of honoring their former enemy for his sacrifice 
  and to help make it clear they were organized to “fight the good 
  fight.” This, of course, is all a ruse; Agor hopes to position 
  himself as a “reformed villain” so when they ultimately defeat 
  the invaders, he can take over. He still acts in a villainous 
  manner, just not going so far as to be perceived as a threat to 
  the human population. 
  Agor is self-centered and a bit megalomaniacal, but 
  generally has good relationships with his team. Most of the 
  Dynamos respect him and will follow his orders, but may 
  question them. He views Professor Proteus as a sort-of second-
  in-command and highly respects his intelligent opinions; but his 
  decision is final. 
   
  Race: Gorilla 
  Rank: Veteran 
  Attributes: Agility d10, Smarts d12+2, Spirit d10, Strength 
  d12+1, Vigor d6 
  Skills: Fighting d8, Healing d6, Intimidation d6, Investigation 
  d8, Knowledge (Biology) d12, Knowledge (Chemistry) d10, 
  Knowledge (Physics) d12, Persuasion d8, Repair d8, Shooting 
  d8 
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 5 
  Gear: $1000 
  Hindrances: Curious, Distinctive Appearance, Gloater, 
  Heartless 
  Edges: Ambidextrous, Arcane Background (Super Powers), 
  Brainiac, Charismatic, Power Points (x3), Scholar (Knowledge: 
  Biology and Knowledge: Physics) 
  Super Powers: 
  Decay (3) 
  Energy Control (5): Radiation, Elemental Trick 
  Lair (2) Research Lab 
  Leaping (2) Pace 4” Vert./ 8” Horiz. 
  Super Attribute (3) (Super Agility) 
  Super Attribute (4) (Super Smarts) 
  Super Attribute (4) (Super Strength) 
  Super Skills (2) Biology and Physics 
   
  Charger II 
  When Charger died during the disastrous prison break mission, 
  he left behind a teenage son, John. Unknown to his father, 
  John had developed the ability to control and project electrical 
  energy. When he learned that his father had died trying to save 
  others, John tried to deal with the loss by convincing himself his 
  father died a hero.  
  He took on the role of Charger and decided to take 
  revenge on the alien invaders; making his way to attack a 
  K’tharen Armory. Destined for certain death, John was 
  fortunately noticed by Agor, the Atomic Ape; who detected a 
  large electrical disturbance in the area.  John was discovered on 
  the street outside the armory by Agor and recruited into Team 
  Dynamo before he came to the attention of the V’sori.  
  Agor realized that John believed his father was a hero. 
  Using this diluted belief; Agor was able to convince John that 
  Team Dynamos’ goals were heroic. Apparently it worked, as 
  John has convinced himself they are fighting the good fight; 
  even though they must occasionally use villainous tactics to 
  survive. 
   
  Race: Human 
  Rank: Novice 
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, 
  Vigor d8 
  Skills: Climbing d6, Fighting d6, Guts d8, Notice d6, 
  Persuasion d4, Shooting d8 
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 
  Gear: $1000 
  Hindrances: Clueless, Delusional (believes Team Dynamo are 
  heroes), Loyal, Power Negation (water) 
  Edges: Arcane Background (Super Powers), Fast Healer, Luck 
  Super Powers: 
  Attack, Ranged (12) 3d6, Elemental Trick (Electricity) 
  Energy Control (2) Electricity 
  Super Attribute (1) (Super Agility) 
   
  Comp-U-Tron 
  Comp-U-Tron was created by Dr. Michael Miller, one of the 
  lead scientists for Dynotech Industries, a robotics company. 
  When Dr. Miller realized that the company was going to sell his 
  creation to the military, he tried to smuggle the robot, and all of 
  his notes and files relating to its creation, out of the facility; 
  however, as they made their escape, Dynotech Guards 
  intercepted them. In the ensuing melee Miller was shot and 
  mortally wounded. His death caused something within Comp-U-
  Tron’s programming to trip and he killed the guards and made 
  good his escape.  
  These events caused Comp-U-Tron to view all humanity as 
  a danger. The logical outcome, in his incomplete programming, 
  was that humanity should be destroyed. He began pursuing this 
  goal in earnest by destroying a dam which caused massive 
  flooding. But the Dynamo appeared on the scene and was able 
  to stop him.  
  After this defeat, Dynamo became Comp-U-Tron’s primary 
  focus as his robotic programming rated him as the highest 
  threat in the area. After several failed attempts to kill Dynamo, 
  he was recruited into the Death Dynamos by Agor. Although he 
  didn’t want to work with humans, the fact that Agor was a 
  gorilla allowed the ape to convince him to work with the team. 
  Agor also convinced him that his fellow super-villains were being 
  persecuted by humanity and were actually allies. Apparently, 
  6
  
  this tactic worked as Comp-U-Tron became an active member; 
  modifying his programming to see some humans as worthwhile. 
  However, this would all change when the K’tharen attacked 
  Earth. His contempt for most of humanity evolved to include the 
  attacking aliens. Comp-U-Tron attempted to Interface with a 
  V’sori Man O’ War Spacecraft and take control of it. He 
  succeeds for a while, but the V’sori noticed him and sent a 
  power surge through the interface damaging his programming. 
  The result was that his personality programming reverted back 
  to when he was little more than a remote-controlled automaton. 
  He retained all his knowledge, just none of the personality he 
  developed. The Atomic Ape found him and took him back to 
  his base to try and reprogram him.  
  Comp-U-Tron now serves as Agor’s lackey and will follow 
  the other teammate’s orders as long as they don’t contradict the 
  ape’s orders. Whether or not any of his more evolved 
  personality returns remains to be seen. 
   
  Race: Robot 
  Rank: Seasoned 
  Attributes: Agility d6, Smarts d10, Spirit d4, Strength d12+3, 
  Vigor d10 
  Skills: Fighting d6, Intimidation d6, Knowledge (Electronics) 
  d10, Knowledge (Physics) d8, Notice d6, Repair d10, Shooting 
  d6 
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 7 
  Gear: $1000 
  Hindrances: Disabled (Major, see description above), 
  Distinctive Appearance, Gloater, Heartless, Vengeful (Major) 
  Edges: Arcane Background (Super Powers), Brainiac, Power 
  Points  
  Super Powers: 
  Armor (8): Heavy Armor 
  Construct (5) 
  Darkvision (2) 
  Interface (2). 
  Super Attribute (1) (Super Smarts) 
  Super Attribute (5) (Super Strength) 
  Super Attribute (2) (Super Vigor) 
   
  The Gaunt  
  Jason McCowen, an ordinary scientist retained by Astor 
  Chemicals to conduct research on contagious diseases, was 
  exposed to an unknown alien bacterium brought to the lab for 
  testing. Jason employed a number of advanced techniques in an 
  effort to unlock its secrets; however, all of them failed. 
  Becoming frustrated, he subjected the samples to high levels of 
  radiation, and in doing so caused a containment breach. The 
  exposure infected him with a disease-causing touch and 
  enhanced recuperative abilities; at the cost of causing him to 
  look like a zombie.   
  Unfortunately, the process had also made him terminally ill. 
  Not willing to trust the authorities (possibly a mistrust caused by 
  his condition); he took up a life of crime to gain resources in 
  order to fund his search for a cure for his condition. Raiding a 
  power plant for parts where Dynamo was working in his civilian 
  identity, he was taken into custody by the hero. After escaping 
  from prison, he was recruited into the Death Dynamos. 
  Jason was egotistical, selfish and arrogant before the 
  accident, and became even more so after it. He cares virtually 
  nothing for his fellow teammates, but understands that there is 
  strength in numbers. Jason is always on the hunt for a cure to 
  his condition and may even abandon his teammates during 
  battle if he believes there is a lead to a cure. The Dynamos 
  generally don’t like him, but recognize his brilliance and are 
  willing to tolerate him in exchange for his services. 
   
  Race: Human 
  Rank: Novice 
  Attributes: Agility d6, Smarts d8, Spirit d4, Strength d6, Vigor 
  d10 
  Skills: Fighting d6, Intimidation d8, Investigation d8, 
  Knowledge (Biochemistry) d8, Notice d6, Shooting d6, Stealth 
  d6 
  Charisma: -2; Pace: 6; Parry: 5; Toughness: 8 
  Gear: $1000 
  Hindrances: Disabled (Major, Epilepsy), Distinctive 
  Appearance, Mean, Terminally Ill 
  Edges: Arcane Background (Super Powers), Nerves of Steel  
  Super Powers: 
  Fear (3) 
  Infection (3) 
  Regeneration (5). 
  Super Attribute (2) (Super Vigor) 
  Toughness (1) 
   
  Soundwave 
  David Ramon was always good with communications equipment. 
  He became a successful disc jockey who figured out how to take 
  control of the city communications systems. Becoming mad 
  with power, he tried to hold the city hostage. The hero Dynamo 
  was able to get past David’s sound-controlling devices. 
  Once free, he was contacted by Agor to join the Death 
  Dynamos; which he did immediately as he was in need of a 
  hideout. David created a sonic control suit and took the name 
  Soundwave. 
  He 
  now 
  serves 
  as 
  Team 
  Dynamos’ 
  communications expert and is frequently called upon to decode 
  V’sori communiqués.  
   
   
  Race: Human 
  Rank: Novice 
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor 
  d6 
  Skills: Fighting d6, Knowledge (Electronics) d12, Knowledge 
  (Communications Systems) d12, Notice d8, Repair d12, 
  Shooting d8, Streetwise d6 
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 3 
  Gear: $1000 
  Hindrances: Arrogant, Greed (minor), Hard of Hearing 
  (minor), Phobia (major, Claustrophobia)  
  Edges: Arcane Background (Super Powers), Power Points  
  Super Powers: 
  The following are all part of his sonic manipulating suit: 
  Attack, Ranged (7): 3d6, Elemental Trick (Sound) 
  Broadcast (4): Manipulation 
  Force Control (8): d12, Force Field, Bind 
  Speak Language (1) 
  7
  
  Professor Proteus 
  Anthony Wortham was always a whiz with technology. At the 
  age of 12 he disassembled the family car; much to the dismay of 
  his father. He earned his PhD in engineering at age 17. After 
  witnessing several power-armored heroes and villains, he knew 
  it was within his ability to build a better suit of armor then any of 
  the one’s he had seen. 
  He had come up with a brilliant design; but unfortunately, 
  the money ran out. With remote-controlled robots, Anthony 
  was able to break into banks and get away with millions. After 
  completing his armor, there was a news report that showed the 
  hero Dynamo building a scratch-built machine in a split second. 
  The news commentator said that Dynamo must be the best 
  engineer on the planet. That was enough to convince Anthony 
  to hunt down the hero and challenge him to a duel.  
  He took the name Professor Proteus and challenged 
  Dynamo. Unfortunately for Proteus, Dynamo was able to 
  disable his armor at super-human speed. Taken into custody, he 
  was released shortly thereafter on a technicality. Agor was 
  impressed with Proteus’ technical knowledge and invited him to 
  join the Death Dynamos. He accepted, so he could one day get 
  revenge on Dynamo. 
  Proteus would never get the chance to defeat Dynamo in 
  battle. Dynamo saved Proteus and his family before being killed 
  by the invading aliens. Escaping from the aliens, Proteus 
  decided it would be best to pool together as many of the Death 
  Dynamos he could find and so organized the prison raid mission. 
  He made it through the disastrous raid, but some of his fellow 
  teammates were not so lucky. Proteus now works as the teams’ 
  resident technology expert. Deciphering the secrets of V’sori 
  technology is his primary focus these days. 
  Anthony knows he is the best human engineer on the 
  planet; however, the alien invaders have proven to be even 
  more technologically advanced and as such, he now has a new 
  goal, to be the best engineer in the universe. His association 
  with the Dynamos puts him in a position to steal and study the 
  alien’s technology. Eventually, he will master it.  
   
  Race: Human 
  Rank: Seasoned 
  Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, 
  Vigor d6 
  Skills: Fighting d6, Knowledge (Electronics) d12, Knowledge 
  (Engineering) d12, Notice d8, Repair d12, Shooting d8, 
  Streetwise d6 
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5 
  Gear: $1000 
  Hindrances: Arrogant, Cautious, Dependent, Heartless 
  Edges: Arcane Background (Super Powers), Brainiac, 
  Mechanical Genius, Power Points  
  Super Powers: 
  Invent (10) 
  Super Attribute (2) (Super Smarts) 
  Super Skills (3): Electronics, Engineering, Repair 
  The following are all part of his armor: 
  Armor (3): Heavy Armor 
  Attack, Ranged (4): 3d6 
  Broadcast (1) 
  Flight (2): 6” 
  Leaper 
  Brad Jenkins was born with incredibly muscular legs. While in 
  high school, he learned that he could leap extreme distances. 
  The son of a poor family, Brad decided to use his new found 
  abilities to earn money. When crime turned out to be his best 
  option, he became the super-villain Leaper and began to rob 
  armored cars while they were in route to their destinations. This, 
  of course, brought him to the attention of Dynamo. Leaper 
  would prove to be one of few super-villains able to escape 
  capture by the hero. This would bring him to the attention of 
  Agor and the Death Dynamos. 
  When the K’tharen attacked Earth, Leaper assisted 
  Professor Proteus in attempting to rescue their teammates from 
  prison. During the disastrous raid his left arm was severely 
  injured and later had to be amputated. Leaper now serves as a 
  member of Team Dynamo and is wanted by the V’sori 
  authorities. 
  Brad’s goals used to revolve solely around the accumulation 
  of wealth, but following the invasion and subsequent massacres, 
  have somewhat changed. Although greed still motivates him, he 
  has grown to view his teammates as a sort of family. As such, 
  he will frequently be seen looking after them in a “fatherly” sort 
  of way. 
   
  Race: Human 
  Rank: Novice, with 3 advances 
  Attributes: Agility d12+2, Smarts d6, Spirit d6, Strength d8, 
  Vigor d6 
  Skills: Fighting d10, Notice d6, Shooting d6, Stealth d8, 
  Streetwise d6, Taunt d6 
  Charisma: 0; Pace: 6; Parry: 7 (+1 unencumbered) 
  Toughness: 5 
  Gear: $1000 
  Hindrances: Distinctive Appearance, Greed (Minor), One Arm 
  Edges: Acrobat, Arcane Background (Super Powers), First 
  Strike  
  Super Powers: 
  Attack, Melee (5): +2d6, Knockback 
  Leaping (5): 16” Vertical / 32” Horizontal, Bounce 
  Super Attribute (4) (Super Agility) 
   
   
   
  8
  
  Notable former members 
   
  Charger I 
  John Greene, Sr. was an electrical power line worker who, 
  while working atop a line pole, was struck by a power surge. 
  Unknown to John at the time, an experimental power 
  generator had an overloaded and back surged through the lines.  
  Knocked unconscious, he awoke to discover that he now was 
  able to generate and project massive amounts of electrical 
  energy. Suddenly he had power unlike anything he’s ever 
  known. 
  Dynamo, in his civilian identity, was present when the 
  generator surged. He changed into costume and investigated 
  what had happened along the power lines. Coming upon the 
  scene he discovered John, who proclaimed “I am Charger, feel 
  my power!” A battle ensued, but Dynamo was able to defeat 
  him. When he was released from prison, Agor recruited him 
  into the Dynamos.  
  Somehow, his son would also develop similar powers, and 
  after his death as a hero, a least in his son’s eyes, John, Jr. 
  would take up the role to continue his father’s heroic career.  
   
  Lady Dynamo 
  Lady Dynamo appeared on the scene claiming to be from an 
  alternate dimension where the roles of women and men had 
  been reversed. Those who are men in this dimension are 
  women in her dimension and vise versa, or so she would have 
  the world believe. While claiming to be the alternate world’s 
  version of Dynamo, she was in fact a criminal from that 
  dimension. 
  Masquerading as a hero alongside Dynamo for a short 
  while, she gained the public trust in order to later take 
  advantage of an adoring public. Dynamo would be forced to 
  stop her attempt to rob the First National Bank and had her 
  imprisoned. Agor, naturally, recruited her into the Death 
  Dynamos after breaking her out of prison. 
  During an attempt to kill Dynamo with her new teammates, 
  she was caught in an Anti-Gravity Trap that caused her to 
  disappear from this dimension. What became of her has never 
  being determined and she has yet to resurface, if indeed she 
  ever will. 
   
  Mind Maiden 
  Kathy Kinder was always able to get a “feel” for what folks were 
  thinking. She seemed able to guess what her bosses and co-
  workers were plotting and how best to exploit that information. 
  As a stock broker, she was uncanny in her ability to get the 
  jump on others and made a lot of money on Wall Street. 
  Eventually, she slipped up and revealed her psionic gifts. She 
  was soon arrested for insider trading. 
  After her release from prison, she was contacted by Agor 
  to join the Dynamos; the first such recruit who had not first 
  battled the hero Dynamo.  
  During the K’tharen invasion, Kathy was able to read the 
  mind of a K’tharen Commander and learned his plans to attack 
  the prison holding Agor and several other Dynamos. By this 
  point, Professor Proteus’ attack on the facility was already 
  underway. Kathy mentally contacted Agor and warned him of 
  the coming attack, but during the transmission she was 
  apparently shot from behind by a K’tharen Soldier. 
  The assumption is that she died, but her dying thought to 
  Agor was how to evade K’tharen Patrols; she died saving the 
  lives of her teammates. 
   
  Ramrod 
  Jason Rodderick was a colleague of William Gardner’s 
  (Dynamo’s alter-ego) and was engulfed and altered by the same 
  experimental energies. Jason, however, in addition to super 
  speed, also manifested the ability to generate a field of energy 
  around himself (thus allowing him to ram opponents at high 
  speed and emerge uninjured). 
  Always a competitive person, Jason took the name 
  Ramrod and challenged Dynamo to a race. He was fast, just not 
  fast enough. Enraged, he attacked Dynamo, and in doing so, 
  revealed his true nature. He was sent to prison for assault and 
  when released was recruited into the Dynamos, lured by a 
  chance for revenge. 
  During the prison raid, he tried to block a K’tharen heavy 
  weapons blast that was aimed at his friend Smasher, but the 
  blast proved too powerful for his protective field. He died saving 
  the life of his friend, who ironically would die soon afterwards. 
   
  Smasher 
  John Swafford was a thief hired to steal blueprints from the 
  facility William Gardner worked at. Using an exo-frame power 
  suit, he was making good his escape when he ran into Dynamo. 
  A battle inevitably ensued. During the melee, John tried to 
  punch Dynamo, but struck the experimental generator that 
  granted Gardner his powers instead. The device was destroyed 
  (and thus no more people would be mutated by it) but John was 
  covered in its energies. He didn’t develop super speed powers, 
  but was instead granted super strength and invulnerability. He 
  was ultimately defeated by Dynamo and imprisoned. On his 
  release, he was recruited into the Dynamos. 
  During the prison raid, he was saved by his friend, Ramrod; 
  but at the cost of his friend’s life. Enraged, he went berserk and 
  killed several K’tharen. But in his rage he failed to dodge several 
  powerful blasts. He died, but took many of the enemy with him. 
   
  Using Team Dynamo in your campaign 
   
  Team Dynamo is an example of an “old school”-style villain 
  team that has survived the initial invasion. If used in a campaign 
  it should be made clear that the team has suffered greatly during 
  the invasion and afterwards and has been scarred—both 
  physically and spiritually—in the process. In order to maintain 
  this style, by the end of the campaign several more of the team 
  should die or be severely injured. They are the forbearers of the 
  next age of super-humans, the phoenix of a new age of villains. 
  The team is available for use by both the players (as Team 
  Dynamo members) and the GM (to use as a source for 
  adventures and background information). 
  The team stands at fourteen members; the seven 
  mentioned above and seven empty slots available for the 
  9
  
  Gamemaster to populate with player characters or NPCs of 
  their own design. 
  The players could have a pre-existing connection to the team or 
  be recruited by Agor. As mentioned earlier, this material is 
  adaptable as needed to suit a Necessary Evil Campaign. 
  The exact location of Team Dynamo’s base has been left 
  vague so the game can be set wherever the campaign dictates. 
  If the game follows the Plot Point Adventures detailed in 
  Necessary Evil, then the team could travel to Star City to 
  conduct their missions and return to their base upon completion. 
  Be as flexible with the material as is needed. 
   
  Team Dynamo Plot Points 
   
  The ten plot points provided by the Necessary Evil Sourcebook 
  are, naturally, the best place to start for adventures for Team 
  Dynamo, but following are a few Mini-Plot Points that are more 
  directly related to the backgrounds and stories related to the 
  team. It might be a good idea to run one of these adventures 
  between those provided by Necessary Evil. Feel free to devise 
  daring adventures for your campaign set within the Team 
  Dynamo Story as you see fit. After all, these Plot Points are 
  intended to help aid your campaign and get the most fun out of 
  your Necessary Evil game. 
   
  Episode A: Splinter in the mind. 
  The word on the street is that people all over the city have been 
  acting strangely for the past few days. Soundwave breaches 
  V’sori Communications and uncovers intelligence reports about 
  a special project called Mindwave. The project’s goal is to find a 
  way to gain control of super-humans via mind control 
  technology. However, something seems to have gone wrong. 
  If the team decides to investigate, they will find the facility 
  lightly guarded, with some of the K’tharen and Drone Guards 
  dead. 
  Traveling through the facility, the players will be attacked 
  by inanimate objects suddenly coming to life.  
  Eventually, the players will come to a woman who is 
  encased in a suspended animation system. It is, in fact, the 
  Dynamos former teammate Mind Maiden. She was not killed, 
  but instead was wounded and captured. If Agor is on the 
  mission, he will be enraged by the treatment of his friend, who 
  he seems to care about more than anyone would have believed. 
   
  If revived, she will reveal that she can use the project’s 
  technology to cause a surge of psionic energy that will kill 
  hundreds of K’tharens and V’soi within a mile radius, but 
  possibly at the cost of her life. If they players try to stop her, she 
  will prevent them and use the technology. Immediately 
  afterwards, she will fall, apparently dead.  
  After the team returns to their base, they learn that Kathy 
  has projected her mind into the base computer. Possibly, 
  someday, she will be able to return to her body. In the 
  meantime, the players may be able to find a way to contact her 
  within the circuitry of the computer. 
   
   
   
   
  Episode B: The Gauntlet 
  The team gets a lead that a powerful superhuman is being held 
  at a secret prison. If the players go to the rescue, they will find 
  that it is a trap set by a V’sori Warlord name G’ter. 
  The players must travel through the facility (which is filled 
  will all kinds of vicious traps). If they survive the traps, G’ter will 
  attack them himself in a powerful armor suit (use the Armor-
  Clad Super, but double the armor value and increase the Super 
  Attributes 3 steps). 
   
  Episode C: Ghost in the machine 
  A 
  freak 
  thunderstorm 
  strikes 
  Comp-U-Tron, 
  somehow 
  rebooting his memory and returning him to his former 
  personality. Enraged by being, effectively, a slave to his 
  teammates, he will attempt to take control of any computer in 
  the team base. The players must defeat the robot before he 
  draws the attention of the V’sori. If at all possible, the players 
  should be encouraged to find a way to defeat him without 
  destroying him, possibility even scrambling his circuitry again so 
  he returns to his pre-awakened state. 
   
  Episode D: The traitor within 
  The satellite that granted Agor sentience has a secret; it was 
  actually carrying the digitized mind of a V’sori Scientist named 
  Agor. Apparently, he was punished by the Overmind for a 
  failure and had his mind stripped from his body and placed 
  within the device. When it crashed on Earth, Agor’s intelligence 
  escaped and found the closest empty mind it could, the ape’s! 
  Mutating the creature with the radiation of the satellite, he now 
  had the perfect body to get his revenge on his former master.  
  Over the course of the campaign, the players should be 
  given clues to Agor’s true nature. Once they discover the truth, 
  the campaign may take a dramatic turn.  
   
   
   
  10
  
   
   
  Continuing to populate the Savage Worlds with nasty brutes, by Mark Swafford 
   
  The Crypt Guardian 
   
  The crypt guardian is a summoned undead being that defends 
  tombs from treasure seekers and others who would dare defile its 
  sanctity. They appear as humanoid skeletons clothed in dark 
  flowing robes. Their eyes are pinpoints of intense glowing light. 
  They cannot leave the confines of their tomb and daylight instantly 
  destroys them. They are not violent by nature and will only enter 
  into melee if they believe their tomb to be in danger. 
   
  Attributes: A d6; Sm d8; Sp d8; St d6; V d8 
  Pace: 6”; Parry: 6; Toughness: 8 
  Skills: Fighting d8, Notice d8, Stealth d8 
  Special Abilities: Claws (Str+2), Fearless, Undead, Immune to 
  all powers that affect the mind as well as non-magical weapons. 
   
  The Behir 
   
  Behir are enormous (up to 40’ long), ten-legged, reptilian 
  creatures.  They usually move around snake-like to try and take 
  their target by surprise although they can walk when necessary.  
  The preferred method of attack is to Grapple with their prey and 
  squeeze the life out of them while shredding them with their claws.  
  Their sheer strength, magical abilities and immunities make the 
  behir a most dangerous adversary indeed.  
   
  Attributes: A d8; Sm d6; Sp d6; St d12+7; V d10 
  Pace: 6” (Slither 8”); Parry: 6; Toughness: 16 
  Skills: Fighting d8, Guts d10, Stealth d8 (when walking d4) 
  Special Abilities: Armor+2, Bite (Str+1), Claws x2 (Str+2), 
  Hardy, Huge (Size +7), Immune to electrical attacks and poison, 
  and Lightning Bolt (once per encounter may discharge bolt of 
  electricity at a single target; Range 15” and Damage 4d6). 
   
  The Heucuva 
   
  Monks who are less than faithful to their vows are punished to 
  roam the dark as undead creatures.  They live in lairs that bear a 
  mocking resemblance to their former monasteries.  Their touch 
  causes disease and their hate for the faithful drives them to 
  tirelessly seek out and destroy them. 
   
  Attributes: A d6; Sm d4 (Insane); Sp d4; St d6; V d6 
  Pace: 5”; Parry: 5; Toughness: 7 
  Skills: Fighting d6 and Notice d6 
  Hindrances: Slow and Enemy (Anyone possessing AB: Miracles) 
  Special Abilities: Claws x2 (Str+1; AP1), Disease (If wounded by 
  Heucuva, target must make Vigor roll at –2 at the start of each 
  day or lose one die type of Strength and Vigor; greater healing 
  can stop disease and additional castings each restore one lost die 
  type of either Strength or Vigor), Fear, Immune to all but silver or 
  magical weapons, Shape Change (May take form of any 
  humanoid for up to one hour three times per day), and Undead. 
   
   The Shadow Dragon  
   
  Massive, deadly, and cunning these creatures prove themselves a 
  fearsome foe when fighting from their dark lair.  Oddly enough, 
  these evil creatures usually attack from hiding or from out of the 
  shadows, evidently preferring to use guile over strength. Their 
  scales are a dark pearlescent color giving them the illusion of 
  being a mass of shadows when viewed from a distance. They 
  covet dark gems and artifacts that produce darkness or shadows. 
   
  Attributes: A d8; Sm d12; Sp d8; St d12+8; V d10 
  Pace: 6” (Fly 15”; Climb 4”); Parry: 6; Toughness: 18 
  Skills: Fighting d8, Guts d10, Spellcasting d10 
  Edges: Arcane Resistance (Magic), Arcane Background (Magic) 
  Hindrances:  Weakness to Sunlight (-4 to all trait rolls) 
  Powers: 30 Power Points; obscure, stun, teleport 
  Special Abilities: Armor+3, Bite/Claws x2 (Str+3), Fear, Hardy, 
  Huge (Size +8), Immune to the obscure power, Shadow Breath 
  (Medium Burst Template; Range 12”, in place of normal attack; 
  all within area of effect must make Smarts roll or suffer –2 to all 
  actions for remainder of round, with snake eyes, they’re Shaken 
  instead), and Tail Lash (as per Savage Worlds dragon). 
   
   
  11
  
  It looks like snow
  It looks like snow
  It looks like snow
  It looks like snow...
  ...
  ...
  ...    
  A Fast, Furious, and err... Fun Method for Determining the Weather on any Given Day 
   
  Of course, the GM is always free to simply determine the day’s weather according to whatever criteria he feels appropriate; 
  however, it’s sometimes more fun to just let the dice decide how things are going to turn out. When using this system, the 
  GM should roll on the following table once per day. Unless it is raining or snowing, each day’s weather has a 60% chance of 
  continuing for d6 days (at the end of which time the GM should roll on this table again). Poor conditions, such as heavy rain 
  or snow, should reduce daily overland travel rates accordingly as well as possibly limiting or hindering normal movement 
  rates as well. Wind, refers to “gusts”, normal wind flow would be half or less or maximum gusts. 
   
  D10  
   
  Summer 
  Fall 
  Winter 
  Spring 
  1 
  Cool, 65°, slightly 
  overcast with no wind. 
   
  Cool, 65°, overcast, 15-
  20 mph wind. 
  Cold, 20°, cloudy skies, 
  15 mph wind. 
  Warm, 65°, clear skies, 
  15 mph wind. 
  2 
  Warm, 75°, clear skies, 
  no wind. 
   
  Very cool, 45°, overcast 
  skies, 20-30 mph wind. 
  Very cold, 0°, clear skies, 
  10-20 mph wind. 
  Muggy, 75°, overcast, no 
  wind. 
  3 
  Very warm, 85°, clear 
  skies, no wind 
   
  Cold, 40°, overcast sky, 
  30-40 mph wind. 
  Extremely cold, –20°, 
  overcast, 20 mph wind. 
  Warm, 70°, clear skies, 
  5-10 mph wind. 
  4 
  Hot, 95°, clear skies, no 
  wind. 
   
  Warm, 65°, clear skies, 
  no wind. 
  Cold, 15°, overcast, 3-5 
  mph wind. 
  Warm, 65°, 20 mph 
  wind, sporadic showers. 
  5 
  Very hot, 105°, clear 
  skies, no wind. 
   
  Very warm, 75°, clear 
  skies, 10mph wind. 
  Cold, 20°, cloudy skies, 
  hail for d10 minutes. 
  Warm, 75°, clear skies, 
  no wind. 
  6 
  Extremely hot, 110°, 
  clear skies, no wind. 
   
  Cool, 55°, on-and-off 
  showers. 
  Very cool, 45°, clear 
  skies, no wind. 
  Cool, 45°, overcast, 20 
  mph wind. 
  7 
  Hot and muggy, 85°, 
  overcast, slight breeze. 
   
  Unseasonably hot, 80°, 
  clear skies, no wind. 
  Unseasonably warm, 55°, 
  no clouds or wind. 
  Hot, 85°, clear skies, no 
  wind. 
  8 
  Cool morning fog, 
  becomes warm, 80°, 
  clear skies, no wind. 
   
  Unseasonably cold, 30°, 
  clear skies, no wind. 
  Cold, 35°, 10-20 mph 
  winds, light snowfall (d6” 
  total) all day. 
  Warm, 65°, showers off 
  and on all day (duration 
  of 2d10 minutes each). 
  9 
  Unseasonably cold, 50°, 
  slightly overcast, 10-15 
  mph winds. 
   
  Cool, 50°, low, fast 
  clouds, and 30-50 mph 
  wind. 
  Cold, 20°, slight wind, 
  heavy snowfall (6+d6” 
  total) all day. 
  Warm, 65°, low fast 
  clouds, 30-40 mph wind. 
  10 
  Summer rain storm (lasts 
  d10x6 minutes, roll again 
  for day’s weather and 
  have storm occur 
  whenever appropriate. 
   
  Unseasonably cold, 30°, 
  snowfall of 1” per hour 
  for d10 hours, 20-30 
  mph wind. 
  Very Cold 0°, 40-60 
  mph wind, blizzard 
  conditions (12+d6” total 
  snowfall; severely reduced 
  visibility, no travel 
  possible without severe 
  risk of cold injury). 
   
  Muggy, 80°, cloudy skies, 
  no wind, rain all day 
  (2d4” total). 
  This article is based on a chart that originally appeared in The Arduin Adventure, a roleplaying game by David Hargrave 
  which is currently a property of Empire Press. No challenge to its copyright is intended or inferred. 
   
   
  12
  
  Savage Fu
  Savage Fu
  Savage Fu
  Savage Fu    
  A Simple Martial Arts System for 
  Savage Worlds, by Matthew Mather 
   
  In the real world, the martial arts encompass dozens of different 
  disciplines, philosophies and styles. In Savage Worlds terms, all that 
  can be summed up as "beating up other people and looking cool 
  while doing it".  
   
  THE BASICS OF HITTING STUFF 
   
  It can be assumed any character can make an unarmed attack using 
  their Fighting skill. Characters without the Fighting skill simply use 
  the “unskilled” default of d4–2. Damage, unless declared otherwise 
  before making the attack, is treated as lethal damage (just like any 
  other melee attack). If the attack succeeds, a simple Strength roll 
  determines the amount of damage scored against the target.  
  Statistically-speaking, unarmed attacks can be thought of as a 
  distinct type of melee weapon, the statistics of which change as the 
  character gains certain Edges: 
   
  Type 
  Dmg. 
  Weight 
  Cost 
  Min. Str 
  Notes 
  Unarmed 
  Attack 
  Str 
  0 
  0 
  — 
  Counts as 
  Unarmed 
   
  With the GM's approval, "Unarmed Attack" can be selected as 
  a character's Trademark Weapon and count as two weapons for the 
  purpose of attacking with two weapons and the Two Fisted Edge. 
  Obviously, the GM also has the final say over whether hitting 
  something will actually have any effect (an untrained person hitting 
  someone else in plate armor will only get a sore hand). 
   
  Roundhouse Kicks and Other Neat Moves 
   
  Many nifty martial arts moves are already covered by existing rules 
  or Edges. For example, a “roundhouse kick” can be thought of as a 
  Wild Attack (+2 Fighting, +2 damage, –2 Parry). Tricks and the 
  Defensive Fighting Edge cover half of Jackie Chan’s stunts in the 
  movies. Combination attacks are covered by Frenzy and Two Fisted 
  or Pugilist. “Psyching out” your opponent is covered by Tests of 
  Will. The ability to break stuff easily with bare fists is covered by Fist 
  of Iron (see below). 
   
  ADVANCED GRAPPLING 
   
  As well as the basic grapping technique described in the Savage 
  Worlds rulebook, characters may also attempt to knock their 
  opponents feet out from under them (this is called “sweeping”) or 
  throw them to the ground. Both of these are resolved similar to 
  Grappling, but the result is more like a Trick. 
   
  The attacker rolls the Fighting die and if the result is more than 
  the defender’s Parry, the opponent is knocked prone. On a raise, 
  the defender is Shaken as well. A successful Sweep lands the 
  defender in the same spot. A successful throw lands the defender 
  next to the attacker, but in a different position. It’s the GM’s call 
  whether a hero can throw an opponent to a particular spot (like, 
  over a cliff) or not. See Grappling, Tricks and Prone in the Special 
  Rules section of the Combat chapter in the revised rulebook. 
   
  Flying Leaps 
  A GM running “Martial Arts Heavy” or “Cinematic” campaign may 
  allow Wild Cards to be able to jump around farther than in the 
  standard rules (see the Combat section in the Game Rules chapter). 
  The following is suggested: Instead of just 1” extra for a success on 
  a Strength roll, Wild Cards may jump an extra inch for a success 
  and each raise. Additionally, they may jump 1” vertically with a 
  successful Strength roll. Martial Arts Masters also increase the 
  minimum distance for horizontal or vertical jumps by 1”. 
   
  MARTIAL ARTS EDGES 
   
  "I refer to my hands, feet and body as the tools of the trade. The 
  hands and feet must be sharpened and improved daily to be 
  efficient." - Bruce Lee 
   
  In the movies, every fighter carefully choreographs fights in 
  advance. In-game, the heroes with the following Edges are simply 
  extremely well-trained and lucky, but not beyond what's possible in 
  real life with a lot of practice and a good stunt coordinator. Super-
  human stunts are represented by Mystic Martial Arts. 
  By the way, the Martial Artist edge doesn't need to necessarily 
  represent Asian martial arts exclusively. Martial Artist could simply 
  mean "Elite Trained Fighter". Defensive Fighting, Fist of Iron and 
  Merciful Touch are Combat Edges, while Fist of Legend is a 
  Legendary Edge. All the rest are Professional Edges. 
   
  Defensive Fighting 
  Requirements: Novice, Agility d8, Fighting d8 
  When taking a Defend action (+2 to Parry), your hero may make 
  other actions with whatever Multiple Action Penalties may apply. 
  Alternately, your hero gains an additional +2 bonus, for a total of 
  +4 to Parry, if Defend is the only action (other than free actions, 
  like normal movement) taken in a round. 
  (Normally, the Defend action gives you a +2 bonus to Parry 
  and your hero can’t make other actions.) 
   
  Fist of Iron 
  Requirements: Seasoned, Martial Artist or Pugilist, Agility d8, 
  Strength d8 
  Your hero's unarmed attacks gain AP+2. 
   
  Fist of Legend 
  Requirements: Legendary, Iron Fist 
  Your hero's unarmed attacks gain AP+4 and count as Heavy 
  Weapons. 
   
  Martial Artist 
  Requirements: Novice, Agility d8, Fighting d8  
  While anyone can try to hit their opponents with their fists, Martial 
  Artists have trained for years in a style or two and untrained fools 
  are no match for them. Your hero does an additional +1 damage 
  with unarmed attacks and is considered armed for the purpose of 
  the Unarmed Defender rule (see the Special Rules section of the 
  Combat chapter). "Unarmed Attack" is considered a weapon for the 
  purpose of the Trademark Weapon edges and two weapons for the 
  purposes of any Edge that requires two weapons. Additionally, the 
  hero has no Off-hand Penalty with unarmed attacks, similar to the 
  Ambidextrous Edge. A Martial Artist's unarmed attack, written as a 
  "weapon", looks something like this: 
   
  Type 
  Dmg. 
  Weight 
  Cost 
  Min. Str 
  Notes 
  Unarmed 
  Attack 
  Str+1 
  0 
  0 
  — 
  No offhand 
  penalty 
  13
  
  Martial Arts Master 
  Requirements: Seasoned, Martial Artist, Acrobat 
  A Martial Arts Master is a master of many different styles. Your hero 
  does an additional +1 damage with his unarmed attacks and an 
  additional +1 to Parry with no encumbrance penalty (see the 
  Acrobat Edge).  
   
  A Martial Arts Master's Unarmed Attack, written as a "weapon" (and 
  assuming the Pugilist Edge isn’t taken), looks something like this: 
   
  Type 
  Dmg. 
  Weight 
  Cost 
  Min. Str 
  Notes 
  Unarmed 
  Attack 
  Str+2 
  0 
  0 
  — 
  Counts as 
  Armed; Parry 
  +2 
   
  Merciful Touch 
  Requirements: Seasoned, Martial Artist or Pugilist 
  Your hero may make an unarmed non-lethal attack as a touch 
  attack (+2).  
   
  Pugilist 
  Requirements: Novice, Agility d6, Strength d8, Fighting d6 
  Your hero deals an extra point of damage when attacking unarmed. 
  Your hero also ignores the multiple action penalty for attacking with 
  both fists in a round, similar to the Two Fisted Edge. A Pugilist’s 
  unarmed attack, written as a "weapon" (and assuming the character 
  doesn’t have any other Edges that affect unarmed attacks), looks 
  something like this: 
   
  Type 
  Dmg. 
  Weight 
  Cost 
  Min. Str 
  Notes 
  Unarmed 
  Attack 
  Str+1 
  0 
  0 
  — 
  No M.A.P. for 
  attacking with 
  both fists; 
  Counts as 
  Unarmed 
   
  Wrestler 
  Requirements: Novice, Strength d8, Fighting d6 
  Your hero gains a +1 bonus to Fighting and Parry when grappling.  
   
   
  MARTIAL ARTS STYLES 
   
  “Too much horsing around with unrealistic stances and classic 
  forms and rituals is just too artificial and mechanical, and doesn't 
  really prepare the student for actual combat. A guy could get 
  clobbered while getting into this classical mess." - Bruce Lee 
   
  In spite of Mr. Lee's stance, a player may wish for their hero to have 
  a classical style. In Savage Worlds, many martial arts styles can be 
  represented by a combination of Edges and optionally, Hindrances 
  (such as Code of Honor, Pacifist, Vow, etc.) The Acrobat Edge 
  covers the basics of “soft” defensive styles, Martial Artist covers the 
  basics of “hard” aggressive styles and Wrestler covers the basics of 
  grappling styles. 
   
  Edges 
  The list below contains edges recommended for any Martial Artist 
  hero to take, but certain ones may be taken to represent a particular 
  style. 50F stands for Fifty Fathoms, 50FC stands for Fifty Fathoms 
  Companion, BoNE stands for my Bunch of New Edges found in 
  this month’s installment of With the roll of a die., DLC (Deadlands 
  conversion), EN (Evernight), NE (Necessary Evil), SF (Savage Fu), 
  and ZR (Zombie Run).  
   
  • Accurate Strike & Improved Accurate Strike (BoNE) 
  • Acrobat 
  • Ambidextrous 
  • Berserk 
  • Block & Improved Block 
  • Brawny 
  • Champion 
  • Combat Reflexes 
  • Combat Sense (NE) 
  • Danger Sense 
  • Deadly Technique (BoNE) 
  • Defensive Fighting (SF) 
  • Dirty Fighter & Really Dirty Fighter (50F) 
  • Dodge & Improved Dodge 
  • Don’t get ‘im riled! (DLC) 
  • Fast Healer 
  • First Strike & Improved First Strike 
  • Fist of Iron and Fist of Legend 
  • Fleet Footed 
  • Florentine 
  • Frenzy & Improved Frenzy 
  • Giant Killer 
  • Hard To Kill 
  • Level Headed & Improved Level Headed 
  • Martial Artist & Martial Arts Master 
  • Merciful Touch 
  • Mighty Blow 
  • Nerves of Steel & Improved Nerves of Steel 
  • Oversized Weapons Master (50FC) 
  • Power Lifter (ZR) 
  • Quick 
  • Sweep & Improved Sweep 
  • Strong Willed 
  • Take The Hit (NE) 
  • Thief 
  • Two Fisted 
  • Trademark Weapon & Improved Trademark Weapon 
  • Weapon Master & Master of Arms 
  • Wild Wild Attack (BoNE) 
  • Whirlwind & Improved Whirlwind (EN) 
  14
  
  Example Styles 
  Here are a few examples of styles that can be emulated with 
  existing combinations of Edges. Bear in mind that the following are 
  just loose guidelines for Savage Worlds and have little to do with 
  how the styles are practiced in real life (plus, the author has little 
  first hand knowledge of most of these).  
   
  Aikido 
  Aikido is a grappling style that emphasizes soft techniques and 
  pinning opponents rather than striking them.  
  Edges: Acrobat, Defensive Fighting, First Strike, Wrestler 
   
  Karate 
  The “Empty Hand” traditions employ a variety of strikes and 
  blocks.  
  Edges: Acrobat, Level Headed, Martial Artist, Pugilist 
   
  Kung Fu, Wing Chun 
  Wing Chun is a style that emphasizes both hard and soft 
  techniques.   
  Edges: Acrobat, Block, Defensive Fighting, Martial Artist  
   
  Kick Boxing 
  While not a “traditional” style in that it is a recent development 
  (1970s), Kick Boxing is a popular sport that emphasizes hard 
  techniques. 
  Edges: Martial Artist, Nerves of Steel, Frenzy, Pugilist 
   
  Ninjitsu 
  Since Savage Worlds is Savage Worlds, Ninjas just shouldn’t be left 
  out of an article on martial arts. 
  Edges: Acrobat, Alertness, First Strike, Thief 
   
  Shinto Ryu 
  This style is taught in self-defense classes all over the world.  
  Edges: Alertness, Defensive Fighting, Dirty Fighting, Wrestler 
   
  Sumo Wrestling 
  Sumo Wrestling is a popular sport in Japan, a lifestyle and a martial 
  art. Most of the techniques used involve using the wrestler’s mass 
  against his opponent’s. 
  Edges: Brawny, Martial Artist, Power Lifter, Wrestler 
   
  MYSTIC MARTIAL ARTS 
   
  In real life, many martial arts styles have a spiritual side to them, 
  incorporating principles of Taoism, Buddism, Shintoism or (rarely) 
  even Christianity and other Western religions. However, for the 
  purpose of Savage Worlds, we're going to ignore all that and look to 
  Japanese manga and over-the-top Hong Kong action movies filled 
  with special effects. GMs should allows players to take this Arcane 
  Background after character creation as long as they meet the 
  requirements. 
   
  Arcane Background (Mystic Martial Arts) 
  Arcane Skill: Chi Manipulation (Spirit) 
  Starting Power Points: 10 
  Starting Powers: 2 
  Requirements: Martial Artist or Acrobat 
    
  The mystic martial arts represent a hero's ability to tap into his or 
  her own chi (basically "life force" or “spirit energy”) to produce 
  amazing effects. The actual range of powers varies depending on 
  just how "flashy" the player and GM want to get. There are no 
  restrictions rules-wise on taking bolt, for example, but if the GM 
  doesn't think the hero could fire lightning from his palms at Novice 
  rank in his campaign, the player should at least try to come up with 
  reasonable trappings.   
  Flashy Chi (optional): Some chi manipulators have trouble 
  disguising their powers and may even have to speak or yell the 
  name of some of their powers to use them. A little chi leaks into 
  their surroundings whenever they use their powers, making wind 
  swirl around them, their punches sound like firecrackers and their 
  bodies might even give off a glowing aura. Other characters with 
  Mystic Martial Arts can even sense the use of "flashy" powers from a 
  long way off. These effects can only be suppressed by the hero 
  using the conceal arcana power on themselves. The upside is that 
  those with Flashy Chi start with 5 extra Power Points.  
  Chi Powers: Any Mystic Martial Artist may use the following 
  powers from the revised rulebook: armor, blast, bolt, boost trait1, 
  burst, deflection, detect/conceal arcana, elemental manipulation, 
  environmental protection, fly, greater healing, healing, lower trait, 
  quickness, smite, speed, stun and telekinesis.  
  Iron form, leap, and mind link from Casting Without the Cape in 
  Shark Bytes #3 may also be used. They are reprinted below for 
  reference. Armor, deflection, quickness, smite, and speed may only 
  be used on the hero; boost trait, environmental protection, and 
  healing may not be used on others until Veteran rank. One or two 
  powers not mentioned above may be learned as the hero's 
  "trademark power" at the GM's discretion. 
  Trappings: Since mystic martial arts styles vary wildly from 
  manga to manga and movie to movie, imaginative trappings should 
  be chosen and powers should be renamed whether their names are 
  shouted out or not. Bolt could represent glowing "energy" bolts, 
  invisible force or very sharp cherry blossoms shot at high speeds. 
  Armor could be a force field, translucent dragon scales or just a 
  particular stance. Even the Chi Manipulation skill can be renamed 
  as "Psychic Fu", "Heiten Mitsurugi Style", "Matrix Control" or 
  whatever.  
   
   
   
   
   
   
                                                   
  1 Boost trait and lower trait are considered separate powers for 
  Mystic Martial Artists. 
  15
  
  New Power Edges 
   
  Focused Mind 
  Requirements: Seasoned, Arcane Background (Mystic Martial Arts) 
  Your hero gains a +1 bonus to arcane skill rolls when using and 
  maintaining powers and a +2 bonus when maintaining 
  concentration.  
   
  Supremely Focused Mind 
  Requirements: Heroic, Arcane Background (Mystic Martial Arts), 
  Focused Mind 
  Your hero gains a +2 bonus to arcane skill rolls when using and 
  maintaining powers and a +4 bonus when maintaining 
  concentration.  
   
  New Powers 
   
  IRON FORM 
  Rank: Veteran 
  Power Points: 4 
  Range: Self 
  Duration: Instant 
  Based on: Absorption 
  Trappings: Strike a pose! 
  Effect: Casting iron form is as simple as flinching. Just before a 
  melee blow lands, the caster becomes completely rigid, like a 
  statue, and takes no damage from the blow. Instead, he is knocked 
  back 1” (more for extremely powerful blows; such as when the 
  attacker achieves a raise on the Fighting roll) and must make an 
  Agility roll or fall prone. The caster must see the attack coming, so 
  iron form is not usable against missiles, spells, surprise attacks, or 
  when the opponent has The Drop. It can be used against physical 
  impacts that are not strictly attacks, such as hitting the ground 
  after a long fall or being struck by a car. In all cases, the caster 
  must cast iron form before the damage for the blow is known. 
   
  LEAP 
  Rank: Seasoned 
  Power Points: 1 
  Range: Self 
  Duration: Instant 
  Based on: Leaping 
  Trappings: Eating a dried grasshopper 
  Effect: With this spell, the caster makes a single prodigious jump 
  in any direction. He can leap 4” horizontally (with at least a 10’ 
  ceiling), or 3” straight up. The leap can come before, during, or 
  after the caster’s normal Pace. If he runs at least 6” before 
  jumping, the horizontal distance increases to 5”. 
   
   
  MIND LINK 
  Rank: Veteran 
  Power Points: 6 
  Range: Sight 
  Duration: 3 (2/round) 
  Based on: Telepathy 
  Trappings: Concentration; a meaningful meeting of the eyes 
  Effect: Mind link establishes full two-way, silent communication, 
  in words or images, between the caster and one target. The target 
  can choose to resist the spell with Spirit, or can simply allow the 
  link to take place. If the target is out of sight, but known to the 
  caster and within one mile, the caster can make a single Smarts 
  roll to establish the link. If he fails, Power Points are expended 
  regardless. 
   
   
   
  Shark Nibbles is a fanzine—nothing in it (unless 
  specifically noted as such) should be construed as being an 
  official part of the Savage Worlds system. All opinions 
  expressed are those of their author and are not necessarily 
  endorsed by the Editor or anyone else connected with the 
  production of this product. Neither the Pinnacle 
  Entertainment Group, Inc. nor Great White Games, Inc. 
  supports or endorses this product. Articles authored by Mr. 
  Shane Hensley or anyone else associated with either entity 
  should not be seen as an endorsement. Savage Worlds is © 
  2003 by Great White Games, Inc. 
   
   
  EDITOR 
  William Littlefield 
   
  CONTRIBUTORS 
  Bob Bretz 
  Simon Carryer 
  Bill Littlefield 
  Matthew Mather 
  Byron Molix 
  Joel Sparks 
  Mark Swafford 
   
   
  ARTWORK 
  Except for the 
  graphics in Savage 
  Fu, which were 
  obtained from 
  Clipart.Com, 
  everything else was 
  culled from the 
  Internet—no 
  copyright challenge 
  intended or inferred. 
   
   
   
   
   
   
   
  LOOK FOR THE RETURN OF SHARK BYTES AND 
  SHARK NIBBLES THIS AUGUST – STOP BY THE SHARK 
  BYTES WEBSITE FOR REGULAR “NIBBLES” ... 
  16
  
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