Character Creation & Discussion

Sep 15, 2022 9:27 pm
Here are some links to the books that are needed for the game. Please use this material responsibly. I kindly ask that no one share these PDFs with individuals outside of the game.

Savage Worlds Adventure Edition

Super Powers Companion

Use this thread to discuss your character concepts and ask questions.
Sep 15, 2022 9:46 pm
To help with character creation, here is a breakdown of the process.


Race

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.



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.



Hindrances

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.



Skills

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.



Edges

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.



Super Powers

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.



Derived Stats

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).



Starting Gear

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.



Finishing Touches

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?

https://i.postimg.cc/Dz495Sz2/JLA-Doom-Patrol-Special-Vol-1-1-Textless.webp

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
Sep 16, 2022 1:46 pm
Alright, so I'm going to put this out there...

I have roughly 4 character ideas (with an inkling of a fifth), and I would be perfectly happy to try out any of them.

Why do I bring this up, you may ask? Well... I don't want to step on toes or overlap too much. If the other players give a general idea of what they want to play, I can pick a character that would be different.
Sep 16, 2022 2:46 pm
MaJunior says:
Alright, so I'm going to put this out there...

I have roughly 4 character ideas (with an inkling of a fifth), and I would be perfectly happy to try out any of them.

Why do I bring this up, you may ask? Well... I don't want to step on toes or overlap too much. If the other players give a general idea of what they want to play, I can pick a character that would be different.
Ok sounds good. I’d pick the one that interests you the most and put it out there first.
Sep 16, 2022 3:06 pm
They're all interesting, which is why I'm willing to see what others are looking at playing and base my choice on what's "left" so to speak.

If no one has any character ideas similar to any of mine... I may just 1d4 it to pick a build. Lol
Sep 16, 2022 3:58 pm
Well I'm unsure yet. Trying to digest the Super Powers companion as I hadn't given it more than a quick leaf through when I got the PDF. My first thought was someone with invisiiblity, but it doesn't extend to his suit, but still he refuses to go without one so the power really does nothing.

My other idea was someone with bad luck powers so powerful they affect himself as well as everyone around him.
Sep 16, 2022 5:54 pm
Furmyr says:
Well I'm unsure yet. Trying to digest the Super Powers companion as I hadn't given it more than a quick leaf through when I got the PDF. My first thought was someone with invisiiblity, but it doesn't extend to his suit, but still he refuses to go without one so the power really does nothing.

My other idea was someone with bad luck powers so powerful they affect himself as well as everyone around him.
haha the invisibility concept is pretty great
Sep 16, 2022 6:33 pm
Invisibility was like 8 poitns, and -2 for not affecting gear. So need to find some use for the last 24 points :P
Sep 16, 2022 6:35 pm
I had, in my opinion, a couple of hilarious ideas Today.

Hero - AdBlock
Archenemesis - The advertiser...

Another one is the mood swing, his powers are Serotonin and Tryptophan based ones, basically one makes you happy the other one depressed...

Then there's bob the digger and garden gnome.

Tho idk how to make it work though, haven't read the supplement yet...

Do you have a preference that i should focuse on?
Last edited September 16, 2022 6:36 pm
Sep 16, 2022 7:04 pm
Bubbles says:
I had, in my opinion, a couple of hilarious ideas Today.

Hero - AdBlock
Archenemesis - The advertiser...

Another one is the mood swing, his powers are Serotonin and Tryptophan based ones, basically one makes you happy the other one depressed...

Then there's bob the digger and garden gnome.

Tho idk how to make it work though, haven't read the supplement yet...

Do you have a preference that i should focuse on?
They all sound like they have potential. What specifically would AdBlock be able to do?
Sep 16, 2022 7:30 pm
I could imagine that the AdBlock could make people snap out of hypnosis or from under mental influence. Basically makes people woke... Something similar to irl AdBlock...
The mood swing archenemesis would be balance man, hellbent to put everyone in perfect balance, basically block neuromediators...

Bob has shovel and digging themed powers, and wears a steel bucket on his head.

Garden gnome is park / gerden themed + extremely short, grumpy old man with a beard that wears overalls and a red cone hat.
Last edited September 16, 2022 7:35 pm
Sep 16, 2022 7:47 pm
That's kinda cool, but... hyper specific. (Re: AdBlock)
Last edited September 16, 2022 7:52 pm
Sep 16, 2022 8:42 pm
Bubbles says:
I could imagine that the AdBlock could make people snap out of hypnosis or from under mental influence. Basically makes people woke... Something similar to irl AdBlock...
The mood swing archenemesis would be balance man, hellbent to put everyone in perfect balance, basically block neuromediators...

Bob has shovel and digging themed powers, and wears a steel bucket on his head.

Garden gnome is park / gerden themed + extremely short, grumpy old man with a beard that wears overalls and a red cone hat.
For AdBlock, Mind Shield would fit for the power, with the Area Effect modifier so you can use it on other people.
Sep 16, 2022 8:53 pm
My initial idea, though I’m not settled on it, is a person who can take on the skills of whatever hat he’s wearing. So put on a soldier helmet, and he knows how to shoot guns. Put on a chef’s hat and he knows how to cook, etc.

Knock the hat off though, and he’s got problems.

Another option is the ability to smell into the future. Not see, but smell.
Last edited September 16, 2022 9:00 pm
Sep 16, 2022 10:49 pm
I too need to find some time to sit and peruse the supers companion this weekend. I'd like to play a character with ice powers, but I don't know if the powers are natural, alien, or tech based. I may look at some ice based heros to see which one I want to rip off for pay homage to with my character. (mind you, he'll have no where near the talent, fame or reliability of the charater he's based on.)
Last edited September 16, 2022 10:50 pm
Sep 17, 2022 9:43 pm
The four loose character concepts I'm looking at:

1 & 2. Tanky bruiser OR energy blaster. Either build should be potentially A-List level power, but either build has sort of the Major Bummer vibe... they don't really want to be a hero, but things keep happening and they keep having to get involved.

3. Absolute ghost character who is actively avoiding any sort of notice. Not scared per se, but timid. Wallflower, nervous, etc.

4. Hyperspeed and duplication character who isn't taken seriously because he doesn't take things seriously himself.
Sep 18, 2022 12:57 am
Interesting, would the Ghost be hiding by possessing people? I don't know how ghost work in this setting.

I could definitely see a character that can move fast and make duplicates not caring much about things. lol. Running late? Nope. Need help moving that couch? Nope. Parents divorced and both insist you spend Thanksgiving with them? Sure
Sep 18, 2022 1:10 am
The ghost character? Phasing, invisibility, and flight as base powers. Can't see him, can't touch him, doesn't even need to walk (so, less noise and less disturbance to the area like grass or snow underfoot, etc.).
Sep 18, 2022 3:57 am
I was thinking of a character with ice powers, but with a suit that enhances his abilities. Like Mr freeze but the blasters are built into the palms of the suit. But the list of powers and hindrances are getting unwieldy. I may have to simplify it a bit.
Sep 18, 2022 3:36 pm
How can you tell apart minor and major edges?

Cuz, either I am missing something or the core book has just edges...

Btw I decided to change the concept a bit, I will be attempting the hispanic grandma meme, though I really like the idea of the mind-related powers..

another question what's with elderly hinderance, is the smarts bonus applicable to all skills or is it a pool to be distributed?
Last edited September 18, 2022 3:39 pm
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