To help with character creation, here is a breakdown of the process.
Humans are, by far, the most common residents of Century City. As such, most supers are (or were) human. Humans are described on page 16 of the Savage Worlds Adventure Edition.
Other beings, however, are occasionally known to call the city home: aliens, sapient robots, mutants, supernatural creatures, etc. A sample template for Androids is found on page 12 of SWADE, while a template for Aquarians (analogues to Marvel's/DC's Atlanteans) is found on page 13.
Making Races: Page 18 of the Savage Worlds Adventure Edition has guidelines for creating a Race from scratch. This is not recommended if you are new to the system. If you do choose to build a Race for your character, please note the following:
• Positive Racial Abilities are capped at 6.
• Positive Racial Abilities must be balanced out by an equal number of Negative Racial Abilities. For instance, having 4 points of Positive Abilities means you must also have 4 points of Negative Abilities.
• The "Power" and "Super Power" Racial Abilities are NOT permitted.
• Be sure to run any player-made race by the GM for final approval.
Humans are, by far, the most common residents of Century City. As such, most supers are (or were) human. Humans are described on page 16 of the Savage Worlds Adventure Edition.
Other beings, however, are occasionally known to call the city home: aliens, sapient robots, mutants, supernatural creatures, etc. A sample template for Androids is found on page 12 of SWADE, while a template for Aquarians (analogues to Marvel's/DC's Atlanteans) is found on page 13.
[u]Making Races:[/u] Page 18 of the Savage Worlds Adventure Edition has guidelines for creating a Race from scratch. This is not recommended if you are new to the system. If you do choose to build a Race for your character, please note the following:
• Positive Racial Abilities are capped at 6.
• Positive Racial Abilities must be balanced out by an equal number of Negative Racial Abilities. For instance, having 4 points of Positive Abilities means you must also have 4 points of Negative Abilities.
• The "Power" and "Super Power" Racial Abilities are NOT permitted.
• Be sure to run any player-made race by the GM for final approval.
Characters start with a free d4 in each of the five attributes: Agility, Smarts, Spirit, Strength, and Vigor.
You have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you like. No attribute may ever be raised above a d12, unless the character's Race states otherwise.
Characters can also exceed their Race's attribute limits with Super Attributes.
Characters start with a free d4 in each of the five attributes: Agility, Smarts, Spirit, Strength, and Vigor.
You have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you like. No attribute may ever be raised above a d12, unless the character's Race states otherwise.
Characters can also exceed their Race's attribute limits with Super Attributes.
Select up to four points of Hindrances. Major Hindrances are worth 2 points, and Minor are worth 1 point. Hindrance points may be spent on the following:
For 2 points worth of Hindrances you can:
• Raise an attribute one die type, or
• Choose an Edge
For 1 point worth of Hindrances you can:
• Gain another skill point
Hindrances are listed in the Savage Worlds Adventure Edition, starting on page 22. There are also some new Hindrances in the Super Powers Companion, starting on page 6.
Secret Identity: This Major Hindrance, described on page 8 of the Super Powers Companion, is an obvious choice for those heroes trying to keep their civilian identities a secret. However, this Hindrance may only be selected if having her identity revealed would cause the character serious problems. For second-string superheroes without families or enemies, the revelation of a secret identity likely wouldn't have much of an effect on their daily lives. They aren't famous enough to be pestered by paparazzi, no dependents who become endangered, and no arch-nemesis to come after them.
Select up to four points of Hindrances. Major Hindrances are worth 2 points, and Minor are worth 1 point. Hindrance points may be spent on the following:
For 2 points worth of Hindrances you can:
• Raise an attribute one die type, or
• Choose an Edge
For 1 point worth of Hindrances you can:
• Gain another skill point
Hindrances are listed in the Savage Worlds Adventure Edition, starting on page 22. There are also some new Hindrances in the Super Powers Companion, starting on page 6.
[u]Secret Identity:[/u] This Major Hindrance, described on page 8 of the Super Powers Companion, is an obvious choice for those heroes trying to keep their civilian identities a secret. However, this Hindrance may only be selected if having her identity revealed would cause the character serious problems. For second-string superheroes without families or enemies, the revelation of a secret identity likely wouldn't have much of an effect on their daily lives. They aren't famous enough to be pestered by paparazzi, no dependents who become endangered, and no arch-nemesis to come after them.
Characters start with a free d4 in each of the following Core Skills: Athletics, Common Knowledge, Notice, Persuasion, and Stealth.
You have 12 points to put into these or any other skills. Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it’s linked to (see the skill list in Savage Worlds). If you exceed the linked attribute, the cost becomes 2 points per die type.
Focus: The Focus skill is important for supers, since it governs the use of certain powers. When a super power calls for an activation roll, the player usually rolls for Focus. Consequently, do not skimp on this skill.
Languages: Characters get a free d8 in English, plus a free d4 in a number of additional languages equal to half the character's Smarts (i.e., a Smarts of d6 means the super gets three extra languages).
Skill Maximums: Skills may not be increased above d12 during character creation.
Characters start with a free d4 in each of the following Core Skills: Athletics, Common Knowledge, Notice, Persuasion, and Stealth.
You have 12 points to put into these or any other skills. Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it’s linked to (see the skill list in Savage Worlds). If you exceed the linked attribute, the cost becomes 2 points per die type.
[u]Focus:[/u] The Focus skill is important for supers, since it governs the use of certain powers. When a super power calls for an activation roll, the player usually rolls for Focus. Consequently, do not skimp on this skill.
[u]Languages:[/u] Characters get a free d8 in [i]English[/i], plus a free d4 in a number of additional languages equal to half the character's Smarts (i.e., a Smarts of d6 means the super gets three extra languages).
[u]Skill Maximums:[/u] Skills may not be increased above d12 during character creation.
Edges may be purchased with Hindrance points. A Major Edge costs 2 points, and a Minor Edge costs 1 point.
Edges are described in the Savage Worlds Adventure Edition, starting on page 37. Additional Edges are featured in the Super Powers Companion, starting on page 10.
Starting Edges: All superhero characters automatically start with the Super Powers Edge described on page 10 of the Super Powers Companion. This is in addition to the free Edge received by humans, and any Edges purchased with Hindrance Points.
Born a Hero: This game uses the "Born a Hero" setting rule (page. 136 of Save Worlds Adventure Edition). At character creation, Rank requirements for Edges are ignored, but characters must still meet all other requirements an Edge might have. After character creation, Rank requirements must be observed as normal.
Banned Edges: No Arcane Backgrounds. No Power Edges. Since your characters are meant to be D-List superheroes, it would also make sense to avoid Edges such as Famous.
Edges may be purchased with Hindrance points. A Major Edge costs 2 points, and a Minor Edge costs 1 point.
Edges are described in the Savage Worlds Adventure Edition, starting on page 37. Additional Edges are featured in the Super Powers Companion, starting on page 10.
[u]Starting Edges:[/u] All superhero characters automatically start with the [i]Super Powers[/i] Edge described on page 10 of the Super Powers Companion. This is in addition to the free Edge received by humans, and any Edges purchased with Hindrance Points.
[u]Born a Hero:[/u] This game uses the "Born a Hero" setting rule (page. 136 of Save Worlds Adventure Edition). At character creation, Rank requirements for Edges are ignored, but characters must still meet all other requirements an Edge might have. After character creation, Rank requirements must be observed as normal.
[u]Banned Edges:[/u] No Arcane Backgrounds. No Power Edges. Since your characters are meant to be D-List superheroes, it would also make sense to avoid Edges such as [i]Famous[/i].
The Campaign Power Level is II. All characters start with 30 points to spend on super powers. No more than 10 points may be spent on any single power.
Second-Stringers often have super powers that are quirky, unpredictable, or possessed of bizarre side effects. There are a number of Hindrances and power modifiers that can help reflect this. Some powers might even appear useless at first glance... until the right situation comes along, that is. Alternately, some Second-Stringers have "normal" powers but employ them in oddball ways.
The Campaign Power Level is II. All characters start with 30 points to spend on super powers. No more than 10 points may be spent on any single power.
Second-Stringers often have super powers that are quirky, unpredictable, or possessed of bizarre side effects. There are a number of Hindrances and power modifiers that can help reflect this. Some powers might even appear useless at first glance... until the right situation comes along, that is. Alternately, some Second-Stringers have "normal" powers but employ them in oddball ways.
Pace: Standard Pace is 6" (12 yards/meters), but this may be changed by Edges and/or Hindrances. In Savage Worlds, 1" equals 2 yards/meters.
Parry: 2 plus half of Fighting. For example, a character with Fighting d8 would have a Parry of 6.
Size: Default Size is 0, unless modified by Edges, Hindrances, or Race. Cannot be less than -1 or more than 3.
Toughness: 2 plus half of Vigor, plus Armor and Size bonus (if any).
[u]Pace:[/u] Standard Pace is 6" (12 yards/meters), but this may be changed by Edges and/or Hindrances. In Savage Worlds, 1" equals 2 yards/meters.
[u]Parry:[/u] 2 plus half of Fighting. For example, a character with Fighting d8 would have a Parry of 6.
[u]Size:[/u] Default Size is 0, unless modified by Edges, Hindrances, or Race. Cannot be less than -1 or more than 3.
[u]Toughness:[/u] 2 plus half of Vigor, plus Armor and Size bonus (if any).
Unless your characters have Edges or Hindrances that modify their personal wealth (such as Rich, Filthy Rich, or Poverty), you are assumed to be middle class. You automatically start with everything that would make sense for a typical middle class individual to own. This includes a small house or apartment, furniture, decent car, smart phone, laptop, basic electronics and appliances, full wardrobe of clothes, etc. As in real life, most of your character’s wealth is wrapped up in his or her property and belongings. It’s also very likely your character has debt in the form of a mortgage, car payment, student loans, etc. This isn’t stuff that will necessarily having a bearing in the game, but something to keep in mind.
Characters have $500 to spend on specific starting gear (this amount may be modified by Edges or Hindrances). Gear is detailed in the Savage Worlds Adventure Edition, starting on page 65. There is also gear in the Super Powers Companion, starting on page 13. Since this game takes place in the United States, it’s also feasible for your character to own firearms (for which your character might or might not have permits).
There exists advanced technology beyond the normal tech level for Earth - some developed by super-intelligent gadgeteers or mad scientists, and some brought by extraterrestrials or time travelers. These devices can take the form of directed energy weapons, power armored suits, anti-grav packs, portable force fields, giant robots, and much more. Most of these items are one-of-a-kind devices, and they are typically in the hands of the superheroes or villains who built them. Many hyper-tech creations are also restricted to the government, military, corporations, or supers teams, or only availble through criminal connections and the black market.
Unless your characters have Edges or Hindrances that modify their personal wealth (such as [i]Rich[/i], [i]Filthy Rich[/i], or [i]Poverty[/i]), you are assumed to be middle class. You automatically start with everything that would make sense for a typical middle class individual to own. This includes a small house or apartment, furniture, decent car, smart phone, laptop, basic electronics and appliances, full wardrobe of clothes, etc. As in real life, most of your character’s wealth is wrapped up in his or her property and belongings. It’s also very likely your character has debt in the form of a mortgage, car payment, student loans, etc. This isn’t stuff that will necessarily having a bearing in the game, but something to keep in mind.
Characters have $500 to spend on specific starting gear (this amount may be modified by Edges or Hindrances). Gear is detailed in the Savage Worlds Adventure Edition, starting on page 65. There is also gear in the Super Powers Companion, starting on page 13. Since this game takes place in the United States, it’s also feasible for your character to own firearms (for which your character might or might not have permits).
There exists advanced technology beyond the normal tech level for Earth - some developed by super-intelligent gadgeteers or mad scientists, and some brought by extraterrestrials or time travelers. These devices can take the form of directed energy weapons, power armored suits, anti-grav packs, portable force fields, giant robots, and much more. Most of these items are one-of-a-kind devices, and they are typically in the hands of the superheroes or villains who built them. Many hyper-tech creations are also restricted to the government, military, corporations, or supers teams, or only availble through criminal connections and the black market.
Please answer the following questions about your character:
• Why did you become a superhero? What motivated you to choose that kind of life?
• What is your superhero alter ego?
• How did you develop your super powers? Were you born with them, or did they manifest due to external factors (a freak accident, experiment, etc.)?
• Do you keep your civilian identity a secret (like most supers), or is your civilian identity known to the public (like Tony Stark or the Fantastic Four)?
• What is it about you that makes you a Second-Stringer? What exactly keeps you from being recognized or taken seriously by the supers community? Is it your powers? Your costumed persona? An embarrassing failure?
• Are you a vigilante, or are you officially sanctioned by Century City to fight crime? What is your relationship with local law enforcement?
• What is your costume like?
• What is your profession outside of crimefighting? How do you support yourself?
• Do you have a major vulnerability? What is your kryptonite, so to speak?
• Do you have a spouse, children, or other dependents? If so, do they know that you are a superhero?
• Do you have an arch-nemesis?
• What is your catch phrase?
Please answer the following questions about your character:
• [i]Why did you become a superhero? What motivated you to choose that kind of life?[/i]
• [i]What is your superhero alter ego?[/i]
• [i]How did you develop your super powers? Were you born with them, or did they manifest due to external factors (a freak accident, experiment, etc.)?[/i]
• [i]Do you keep your civilian identity a secret (like most supers), or is your civilian identity known to the public (like Tony Stark or the Fantastic Four)? [/i]
• [i]What is it about you that makes you a Second-Stringer? What exactly keeps you from being recognized or taken seriously by the supers community? Is it your powers? Your costumed persona? An embarrassing failure?[/i]
• [i]Are you a vigilante, or are you officially sanctioned by Century City to fight crime? What is your relationship with local law enforcement?[/i]
• [i]What is your costume like?[/i]
• [i]What is your profession outside of crimefighting? How do you support yourself?[/i]
• [i]Do you have a major vulnerability? What is your kryptonite, so to speak?[/i]
• [i]Do you have a spouse, children, or other dependents? If so, do they know that you are a superhero?[/i]
• [i]Do you have an arch-nemesis?[/i]
• [i]What is your catch phrase?[/i]
Sample Character: The Milkman
"The milk of justice does a body good!"
Joseph Charles Findlay, aka "The Milkman," is an example of the odd heroes one finds operating in the lower ranks of Century City's supers community. Dressed in a classic milk delivery uniform, the Milkman weaponizes dairy products to fight crime. In his hands, yogurt and shredded cheese are deadly weapons, and 2% milk shoots from his outstretched palms in high-pressure blasts of creamy destruction. Because he can't create milk from nothing, Findlay always carries some dairy with him, usually in the form of a rack of old school milk bottles. In addition to his lactokinetic abilities, the Milkman can also fly, shrug off small arms fire, and even transform his entire body into milk.
In terms of personality, Findlay is polite, professional, and usually willing to work with other supers. His penchant for speaking like a 1950s sitcom character, however, sometimes grates on people's nerves, as does his perpetually upbeat attitude. Aside from crime, the only thing that seems to draw the Milkman's ire is the needless wasting of dairy products. While some view Findlay's passion for dairy as a charming quirk, other supers are concerned that there's something very wrong with the man.
Real Name: Joseph Charles Findlay
Height: 5 feet, 11 inches (180.34 cm)
Weight: 170 lbs. (79.3 kg)
Age: 35
Sex: Male
Nationality: American
Rank: Novice
Attributes
Agility d8
Smarts d4
Spirit d6
Strength d12 (four lvls of Super Strength)
Vigor d8
Derived Stats
Pace: 6"
Parry: 7
Size: 0
Toughness: 14 (8)
Skills
Athletics d6
Common Knowledge d6
Notice d6
Persuasion d6
Stealth d8
Fighting d8
Focus d8
Language (English) d8 (free)
Language (Spanish) d4 (free)
Language (French) d4 (free)
Hindrances
Heroic (Major)
Habit (Minor; speaks like he's in the 1950s)
Vulnerability (Minor; spoiled milk)
Edges
Super Powers (free)
Combat Reflexes (free)
Liquid Courage (milk instead of alcohol)
Block
Super Powers
Lactokinesis [1]
• Telekinesis with Limitation -2 (Dairy only)
Flight [6]
Super Attribute (Strength) 4 lvls [8]
Armor 4 lvls [4]
Ranged Attack (Milk) [8]
• 3d6 damage
• Requires Material -2
• Cone +1
• Armor Piercing +3
Altered Form (Milk) [3]
• Requires Activation -1
• Viscous +2
Notable Gear
Milk truck
Milk rack with six bottles of milk