Professional Documents
Culture Documents
(Savage Worlds) The Super Villain Handbook Deluxe Edition Conversion Pack
(Savage Worlds) The Super Villain Handbook Deluxe Edition Conversion Pack
(Savage Worlds) The Super Villain Handbook Deluxe Edition Conversion Pack
SAVAGE WORLDS
EXPANSION
3
Yann EECKHOUDT (Order #41231308)
Table 2: Attribute Conversion Note that some skills, despite a similarity of
names, are quite different in each system. In
Savage Attribute particular, Investigation in Savage Worlds is
ICONS Attribute
or Skill specifically the use of written materials to
research a question or problem, while
Prowess Fighting Streetwise governs face-to-face information
Coordination Agility gathering. An ICONS character with
Investigation is trained in “being a detective,” a
Strength Strength combination of skills which includes gathering
Intellect Smarts information, analyzing crime scenes, and even
tailing a suspect (Stealth). Some ICONS
Awareness Notice specialties (like Power) are better represented
Willpower Spirit with Savage Worlds edges (like Mastery). This
is a good reminder not to get too strict when
converting one version of a character to
SPECIALTIES AND SKILLS another. Give the character a “best guess”
ICONS specialties are easy to convert to
based on his or her description, qualities, and
Savage Worlds. An ICONS character with a
knacks.
specialty treats his attribute as higher in level,
so in Savage Worlds the corresponding skill
also has a higher die type. In ICONS a EDGES AND HINDRANCES
character effectively has every skill at the level ICONS players create unique narrative qualities
of his relevant attribute; this is not true in for their characters, and these qualities act as
Savage Worlds. As you run through the list of tags which can be invoked by the player or the
skills in Savage Worlds, give the character you GM for game or story effect. Most of the
are converting appropriate skills up to the limit characters in this book also have knacks, the
of the character’s attribute, but not higher equivalent of “special moves” which give the
unless the ICONS version of the character has character a reliable advantage in a very narrow
the appropriate specialty. Don’t feel obliged to application. Savage Worlds, in contrast,
give the character every skill, though, just provides a list of Edges and Hindrances from
because he or she is automatically good at which players choose. This provides for
everything in ICONS! consistency and helps regulate balance, but it
means that it is essentially impossible to create
In ICONS, Coordination covers ranged attacks, a clear conversion from ICONS qualities and
so Savage Worlds characters with ranged knacks to Savage edges and hindrances.
powers will need Shooting or Throwing, usually
equal to their Agility attribute but possibly higher Instead, run through the list of edges and
if the character has specialties like Power or hindrances and assign to the NPC whatever
Weapons. Along the same lines, Willpower is seems appropriate. Knacks and qualities can
used for all social interactions in ICONS, so suggest particular edges or hindrances, but a
your Savage Worlds version may need Savage Worlds character will probably have
Persuasion, Intimidation, or Taunt (which has several hindrances and many edges, not limited
specific game mechanics in Savage Worlds by his or her qualities and knacks. In this
that are entirely absent in ICONS). Some expansion, edges and hindrances have been
Savage Worlds characters will need particular taken only from the Deluxe Explorer’s Edition
skills as a requirement for certain edges or and the Super Powers Companion. If you have
powers; for example, the Invent power requires additional books and see an edge or hindrance
Knowledge (Engineering), Super Sorcery which seems appropriate to a character, add it
requires Spellcasting, and the Tactician edge or substitute it for an edge or hindrance already
requires Knowledge (Battle); you will need to go listed.
back and add these skills.
4
7
Yann EECKHOUDT (Order #41231308)
Super Powers: Toughness: 24 (14).
• Absorption (9): Matter/Energy Master
(Foreman can absorb any attack that includes Gear: Jupiter Queen wears Battle Frame Juno,
physical force, including Kinetic energy, Force which amplifies her strength, makes her nearly
or Solid Light, Wind, etc.). Transference. impervious to harm, and regenerates her
• Attack, melee (14): +5d6. Focus, Heavy wounds via sustainocircuits. Its built-in
Weapon, Stackable. Contingent (-2). Foreman quarkommunicator allows her to keep in contact
gains +1d6 damage for each step of increased with Galileans anywhere in the solar system.
Strength or Vigor his Absorption has given She can arm herself with any other weapon or
him. device her legion of scientists devise for her.
• Super Attribute (4): Strength 1, Vigor 1.
• Super Edge (14): Brave, Command, Hard to Hindrances: Arrogant, Monologuer, Ruthless
Kill, Level Headed, Nerves of Steel, Take the (Minor), Stubborn.
Hit, Team Leader.
• Super Skill (4): Fighting 1, Intimidation 1, Edges: Arcane Background (Super Powers),
Stealth 1, Streetwise 1. Attractive, Command, Counterattack, Filthy
Rich, Killer Instinct, Martial Artist, Mastery
(Storm), Noble, Strong Willed.
CONQUEROR
Consider giving the Conqueror the Extra Super Powers:
Actions power, so that she can threaten groups • Ageless (2): Very Old.
of heroes. Arrogant, Overconfident, and • Armor +14 (13): Hardy, Heavy Armor. Device
Monologuer are all good hindrances for the (armor).
Conqueror. This is also one of the archetypes • Attack, melee (17): +5d6. Focus, Heavy
that best takes advantage of the Savage Weapon, Stackable. Switchable (Storm, Gale
Worlds rules for minions and other allies on the Force, Lightning Strike). Device (-1 armor).
battlefield; give the Conqueror the Command • Doesn’t Breathe (1): Device (-1 armor).
edge and additional edges that allow her to • Flight (10): Pace 48.
capitalize on her Faceless Minions. The • Regeneration (9): Natural healing roll every
Vehicles on p16 of the Super Powers round. Device (-1 armor).
Companion are a good place to start when a • Resistance (4): Space.
Conqueror is trying to take over the city. • Super Attribute (3): Strength 2, Device (-1
armor).
Jupiter Queen is a Cosmic antagonist. To better • Super Attributes (16): Spirit 4, Vitality 4.
represent her cosmic storm powers, waive the
restrictions on storms summoned in areas
which are not prone to them. COSMIC MENACE
Antagonists like Galactus and the Anti-Monitor
HER MAJESTY TANITH III, THE are really “off the charts” when it comes to
Savage Worlds. The game is simply not
QUEEN OF JUPITER intended to model such beings, at least not with
Conqueror, Cosmic Menace, Supremacist
numbers. If you want to throw a Cosmic
Attributes: Agility d10, Smarts d10, Spirit
Menace at your Savage protagonists, it’s
d12+4, Strength d12 (d12+2), Vigor d12+4.
probably best to handle it with GM fiat rather
than dice.
Skills: Fighting d10, Intimidation d12,
Knowledge (Battle) d12, Notice d10,
The Maw is a good example: an elemental
Persuasion d12, Shooting d10, Taunt d12,
force, not a super villain, and not the sort of
Throwing d8.
entity Savage Worlds is intended to
mechanically describe. The powers and
Cha: +4; Pace: 6 or flight 48; Parry: 7;
8
Cha: -6; Pace: Near Light Speed; Parry: — ; Skills: Fighting d8, Intimidation d12,
Toughness: . Investigation d12, Knowledge (Business) d12,
Knowledge (Psychology) d12, Notice d10,
Gear: None. Persuasion d10, Shooting d10, Streetwise d12,
Taunt d12, Throwing d10.
Hindrances: Alien Form.
Cha: 0; Pace: 5 or flight 48; Parry: 6;
Edges: Arcane Background (Super Powers). Toughness: 20 (4).
Super Powers: Gear: Peril keeps his smart phone handy. His
• Ageless (1). suits are made of Body Armor (Armor +4 and
• Awareness (5). resists 4 AP from ballistic attacks).
• Doesn’t Breathe (2).
• Doesn’t Sleep (2). Hindrances: Cautious, Elderly, Wanted (Minor)
• Fear (3): Scary, Terror.
• Fearless (2). Edges: Arcane Background (Super Powers),
• Flight (20): Near Light Speed. Connections (Super Villains), Improvisational
• Immune to Poison/Disease (2). Fighter, Level Headed, Mastery, Rich, Strong
• Intangibility (10): Phase. Willed.
• Mind Reading (3).
• Resistance (4): Space. Super Powers:
• Super Attribute (40): Smarts 2, Spirit 18. • Doesn’t Breathe (1): Requires Activation.
• Super Skill (12): Notice 12. Telekinetic Force Field.
• Telepathy (3): Broadcast. • Flight (10): 120 MPH, Pace 48.
• Immune to Poison/Disease (1): Requires
Activation. Telekinetic Force Field.
CRIME BOSS • Mind Control (5).
If his gang is especially well organized, or if he
• Mind Reading (3).
has a military background, the Crime Boss is
• Resistance (5): Mental.
another likely candidate for the Command
• Resistance (3): Space. Requires Activation.
edge, Charisma, and a small cadre of
Telekinetic Force Field.
9
Yann EECKHOUDT (Order #41231308)
• Telekinesis (18): d12+4. Focus, Heavy Edges: Arcane Background (Super Powers),
Weapon. Attractive, Command, Fervor, Filthy Rich,
• Telepathy (5): Broadcast (+3). Improved Dodge.
• Toughness +10 (9): Requires Activation.
Telekinetic Force Field. Super Powers:
• Attack, Ranged (13): Range 12/24/48,
Damage 5d10, RoF 1, Lethal.
CULT LEADER • Damage Field (15): Fire. Damage 6d6.
The Savage Worlds Horror Companion has
• Fear (3): Use the regular mechanics for Fear,
resources for your Cult Leader, including stats
but the Cardinal induces Greed instead.
for cultists and priests, monsters the cult might
Fearless provides no benefit against Greed.
summon or control, and occult treasures which
• Super-Attributes (12): Smarts 2, Spirit 4.
the cult seeks out or uses against heroes.
• Super Skill (2): Persuasion 2.
Super heroes being what they are, ordinary
cultists will be no match for them without the
advantage of numbers or the benefit of DARK MIRROR
surprise. The Dark Mirror is probably an Enemy of the
hero whom she mirrors, and is Wanted because
As written, Cardinal Sin is a Four Color Villain. of it. She is probably Bloodthirsty, Greedy,
He is, however, easily adjusted downward for Ruthless, Vengeful or Mean, all traits which the
Street Fighter or Pulp games; simply remove hero avoids.
his Attack and Damage Field powers. Use the
Dark Brood for the Cardinal’s demonic minions, The Woman in Red is a Pulp Villain with a lot of
supplemented when necessary with villains like edges, some big pistols, and no real powers.
Ghoul, Brimstone, Hell’s Angel, Nocturne or She needs to have a plan, and that plan will
Dark Angel as Servitor lieutenants (all of these include avoiding most super-heroes. Where she
are detailed in the Super Powers Companion). excels is in her war on street criminals, whom
she executes with mirthless efficiency. Barbara
HIS EMINENCE GREGORY, is bloodthirsty but not ruthless; she doesn’t
harm “civilians”, by which she means law-
THE THIRD CARDINAL SIN abiding citizens. If she finds out someone has
Cult Leader, Crime Boss
committed a crime, however, she considers
Attributes: Agility d10, Smarts d12+2, Spirit
their punishment to be her duty. Serious crimes
d12+4, Strength d6, Vigor d6.
require serious, usually fatal, punishment.
Skills: Driving d8, Fighting d8, Gambling d12,
Intimidation d12, Investigation d10, Knowledge THE WOMAN IN RED
(Finance) d12, Knowledge (Occult) d12, Notice Dark Mirror, Vigilante
d12, Persuasion d12+2, Shooting d10, Stealth Attributes: Agility d12, Smarts d10, Spirit d12,
d8, Streetwise d12, Taunt d12. Strength d8, Vigor d10.
Cha: +2; Pace: 6; Parry: 6; Toughness: 5. Skills: Climbing d10, Driving d10, Fighting d12,
Healing d8, Intimidation d12, Investigation
Gear: Pistol, concealed knife, smart phone, d12+2, Lockpicking d10, Notice d12,
anything money can buy or which he can take Persuasion d10, Piloting d8, Repair d8,
from a follower. Shooting d12+4, Stealth d12+3, Streetwise
d12+2, Survival d8, Swimming d10, Taunt d10,
Hindrances: Enemy (Major), Greedy (Major). Throwing d10, Tracking d12.
Quirk: Insists on the best of everything (Minor), Cha: +3; Pace: 8; Parry: 8; Toughness: 11
Wanted (Minor). (4).
10
Edges: Alertness, Arcane Background (Super Skills: Fighting d10, Gambling d12, Intimidation
Powers), Combat Reflexes, Dodge, Fleet- d12, Investigation d12, Knowledge (Occult)
Footed, Improved Trademark Weapon (S&W d12+2, Notice d12, Persuasion d12, Shooting
Revolver), Investigator, Level Headed, d12, Spellcasting d12+2, Stealth d12,
Marksman, Martial Artist, Nerves of Steel, Streetwise d12, Taunt d12, Throwing d12.
Quick, Steady Hands, Strong Willed, The Best
There Is (Super Skill), Two-Fisted, Very Cha: +4; Pace: 0; Parry: 7; Toughness: 30
Attractive. (20).
11
Yann EECKHOUDT (Order #41231308)
target. The Dominator may have Possession RAKSHASA
instead of Mind Control. Because the Doppelganger, Psycho, Supernatural Horror
Dominator leaves many angry victims in his Attributes: Agility d12+2, Smarts d8, Spirit d10,
wake, he may have Enemies on either side of Strength d12+2, Vigor d12.
the law.
Skills: Climbing d12+2, Fighting d12+4,
The Spinster doesn’t have Arcane Background Intimidation d10, Knowledge (Occult) d8, Notice
(Super Powers). She’s an extortionist with a d12, Persuasion d8, Stealth d12, Streetwise d8,
theme, but her edges have raised her Survival d10, Swimming d8, Tracking d12.
Investigation skill just about as high as it can
go. If a hero has a secret, Charlotte is liable to Cha: -4; Pace: 12; Parry: 10; Toughness: 14.
know it.
Gear: Whatever his last victim had in his
THE SPINSTER pockets.
Dominator, Crime Boss, Theme Villain
Attributes: Agility d8, Smarts d10, Spirit d8, Hindrances: Bloodthirsty, Delusional: I am a
Strength d4, Vigor d6. demon (Minor), Mania (Major), Out Of My
League, Ugly.
Skills: Fighting d4, Intimidation d12,
Investigation d12+4, Knowledge (paper- Edges: Alertness, Arcane Background (Super
making) d10, Notice d10, Persuasion d8, Powers), Assassin, Brave, Combat Sense,
Shooting d10, Streetwise d12+2. Counterattack, Harder to Kill, Level Headed,
Thief, Two-Fisted.
Cha: 0; Pace: 6; Parry: 4; Toughness: 5.
Super Powers:
Gear: Charlotte has a pistol in her handbag and • Attack, melee (7): +3d6. Multiple Attacks.
a supply of her special paper. Lethal. Claws.
• Chameleon (3): Voice. Limit: Rakshasa can
Hindrances: Cautious, Curious, Greedy only adopt the appearance of humanoid
(Minor), Quirk: Blackmail, Out Of My League. beings whose skin he is wearing (-2).
• Extra Actions (3): One.
Edges: Connections (Victims), Dodge, Expert • Fear (1): Rakshasa must emerge from his
(Investigation), Investigator, Level Headed, current skin to activate this power (-2).
Professional (Investigation), Rich. • Heightened Senses (3): Tracking, Low Light
Vision, and ultrasonic hearing.
• Leaping (3): 4" x 2". Death from Above.
DOPPELGANGER • Regeneration (7): Natural healing roll every
With his shapeshifting powers, the hour. Recovery. Regrowth.
Doppelganger is one of the archetypes most • Speed (4): Double natural pace. Blinding
likely to have an Alien Form. He relies on Reflexes.
Persuasion to convince others of his assumed • Super-Attributes (4): Agility 2, Strength 2.
identity. The subtype of the Doppelganger • Super Skill (4): Fighting 4.
known as the Master of Disguise relies on high • Toughness +6 (6).
Investigation and Streetwise to learn all he can
about his target; he may have the Investigator
edge and know many of the PC’s secrets. EVIL CEO
The Evil CEO is almost certainly Greedy and
Rakshasa is a Four Color villain who is Filthy Rich, and he has Connections to
designed to face multiple Street Fighters at scientists or security forces that allow him to
once. indirectly threaten super heroes. He may have a
12
Skills: Driving d6, Fighting d6, Knowledge Skills: Climbing d12, Driving d8, Fighting d10,
(Business) d12, Notice d8, Shooting d6, Taunt Healing d8, Intimidation d10, Lockpicking d8,
d6. Notice d12, Persuasion d8, Piloting d8, Repair
d10, Shooting d12+4, Stealth d12, Streetwise
Cha: 0; Pace: 6 or Hyper-Sonic Speed; Parry: d12, Swimming d10, Throwing d12, Tracking
5; Toughness: 5. d10.
Gear: Smartphone. Any high tech gadget he Cha: 0; Pace: 6; Parry: 8; Toughness: 15 (6).
wants.
Gear: Twin Desert Eagles and plenty of
Hindrances: Bad Luck, Stubborn, Yellow. ammunition clips. Combat armor 6 (resists AP
4). Utility belt with tool kit, lockpicks, auto
Edges: Arcane Background (Super Powers), grapnel, nullifier shackles, rebreather, cellular
Quick Draw, Rich, The Best There Is (Speed). interceptor and parabolic microphone, and
smoke, tear gas, flash, and explosive grenades.
Super Powers: Anything else his criminal organization can
• Invisibility (11): -6 on attacks and Notice. supply.
Contingent on Speed (-1).
• Speed (15): Super Sonic Speed. Hindrances: Cautious, Greedy (Minor), Out Of
• Super Edges (4): Filthy Rich, Mastery My League, Ruthless (Major), Wanted (Major).
(Speed).
Edges: Arcane Background (Super Powers),
Block, Brawler, Combat Reflexes, Combat
EVIL TWIN Sense, Command, Dodge, Fleet-Footed, Hold
Like the Dark Mirror, the Evil Twin is a good
the Line!, Improved Trademark Weapon (Desert
candidate for hindrances like Arrogant, Mean,
Eagle), Level Headed, Marksman, Martial Artist,
Bloodthirsty or Vengeful. Indeed, he is
Nerves of Steel, Quick Draw, Rich, Steady
especially easy to design because your player
Hands, Strong Willed, Take the Hit, Two-Fisted.
has done most of the work for you; all you need
to do is swap out a few edges and hindrances
Powers:
to accentuate the negative and downplay the
• Super Attribute (4): Agility 1, Strength 1.
positive.
• Super Edges (4): Improved Dodge, Improved
Nerves of Steel.
The Raptor is a Pulp Villain with no real powers,
• Super Skill (5): Fighting 1, Shooting 4.
just a whole lot of edges, gear, and a pair of
• Toughness +2 (2).
13
Yann EECKHOUDT (Order #41231308)
FACELESS MINIONS • Super Skill (1): Fighting 2, Device (-1).
Faceless Minions are a staple of Savage
Worlds gaming, and you will use a lot of them. WASP AGENT
You can steal the stats for soldiers and warriors Faceless Minion, Terrorist
found in various Savage Worlds books, like Attributes: Agility d10, Smarts d6, Spirit d6,
Necessary Evil, for more versions of the Strength d6, Vigor d6.
Faceless Minion. In fact, you may use minions
so often that the heroes decide they need some Skills: Fighting d8, Knowledge (Battle) d8,
of their own! While this is rare in comics, it’s not Notice d8, Shooting d12.
unheard of for special situations (such as
Batman’s imposition of order on a darkened Cha: 0; Pace: 6 or Mach 1 Flight; Parry: 6;
Gotham in Dark Knight Returns) and Savage Toughness: 11 (6).
Worlds is designed to handle it. So maybe, just
this once, your players rally a legion of fans or Gear: Wasp armor combines Combat Armor
superhero wannabes to take down the forces of (Armor +6 which resists 4 AP from ballistic
NEST. attacks), a Rocket Pack, and two mounted
Pulse Gatlings.
NEST DRONE
Faceless Minion, Terrorist FALLEN HERO
Attributes: Agility d8, Smarts d6, Spirit d6, The Fallen Hero may have sworn a Vow, the
Strength d8, Vigor d8. fulfilment of which led to his fall, and now he is
Bloodthirsty, Vengeful, or Mean. He may have a
Skills: Fighting d8, Knowledge (Battle) d8, Death Wish and his need to explain himself to
Notice d6, Shooting d10. his former allies makes him a Monologuer.
Cha: 0; Pace: 6; Parry: 6; Toughness: 12 (6). Wolf Savage is a Street Fighter; his minions use
the stats for Dogs/Wolves on p157 of Savage
Gear: Pulse Rifle, Combat Armor. Worlds Deluxe Explorer’s Edition, but also
have the Team Player edge. If killed, they
BEETLE SOLDIER mystically reform overnight.
Faceless Minion, Terrorist
Attributes: Agility d6, Smarts d6, Spirit d6, WOLF SAVAGE
Strength d10 (d12+2), Vigor d10 (d12+2). Fallen Hero, Vigilante, Defender
Attributes: Agility d10, Smarts d6, Spirit d8,
Skills: Fighting d10 (d12+1), Knowledge Strength d12+2, Vigor d12.
(Battle) d8, Notice d6, Shooting d6.
Skills: Climbing d12, Fighting d12+2,
Cha: 0; Pace: 6 or Fly 96; Parry: 7 or 8; Intimidation d12, Knowledge (Occult) d8, Notice
Toughness: 23 (14). d10, Riding d8, Shooting d8, Stealth d12,
Survival d12, Swimming d10, Throwing d8,
Gear: Beetle Armor. Tracking d12.
Edges: Arcane Background (Super Powers). Cha: 0; Pace: 24; Parry: 11; Toughness: 15.
Super Powers: Gear: Sword of the North.
• Armor +14 (10): Heavy Armor, Device (-1).
• Flight (9): 120 mph, Device (-1). Hindrances: Bloodthirsty, Delusional (Minor),
• Super Attribute (5): Strength 3, Device (-1). Stubborn, Ruthless (Major).
• Super Attribute (5): Vigor 3, Device (-1).
14
MONTANA MUEZZIN
Force of Nature, Young Hero, Defender, Foreigner, Terrorist, Super-Soldier
Minority Hero, Fallen Hero Attributes: Agility d8, Smarts d8, Spirit d10,
Attributes: Agility d10, Smarts d6, Spirit d12, Strength d8, Vigor d10.
Strength d12, Vigor d12.
Skills: Climbing d8, Fighting d10, Healing d6,
Skills: Boating d8, Climbing d12, Fighting d10, Knowledge (Battle) d10, Notice d8, Shooting
Intimidation d12, Knowledge (Ecology) d8, d10, Stealth d12, Streetwise d10, Survival d8,
Notice d8, Riding d8, Stealth d8, Streetwise d6, Throwing d10, Tracking d8.
Survival d12, Swimming d8, Throwing d10,
Tracking d8. Cha: 0; Pace: 6; Parry: 7; Toughness: 11 (4).
15
Yann EECKHOUDT (Order #41231308)
Gear: Military gear appropriate to his mission, Strength d6, Vigor d8.
often including communications gear and body
armor (+4 armor and resists 4 AP from ballistic Skills: Fighting d6, Investigation d8, Knowledge
attacks). (Plants) d10, Notice d8, Persuasion d12+1,
Stealth d10, Survival d8, Swimming d8, Taunt
Hindrances: Code of Honor, Loyal, Vow. In d8, Throwing d8.
Western societies, add Outsider.
Cha: +2; Pace: 6; Parry: 5; Toughness: 10
Edges: Arcane Background (Super Powers), (4).
Command, Connections (Saudi Military).
Gear: Seeds. Her outfit is Body Armor (Armor
Super Powers: +4 and resists 4 AP from ballistic attacks).
• Attack, ranged (23): 5d10. Area Effect (MBT),
Cone (+1), Enhanced Damage, Focus, Heavy Hindrances: Greedy (Minor), Loyal, Vengeful
Weapon, Switchable (Mind Control), (Minor), Wanted (Minor).
Switchable (Stun, Range 12/24/48, Area of
Effect MBT, Strong). Limitation: Muezzin Edges: Arcane Background (Super Powers),
cannot use his powers if he cannot speak (-2). Attractive, Dynamic Duo.
• Super Attribute (8): Agility 1, Spirit 1, Vigor 2.
• Super Edge (14): Command Presence, Super Powers:
Dodge, Extraction, Fervor, Martial Artist, • Ensnare (5): Range 12" (Throwing).
Mastery, The Best There Is. • Matter Control (9): Plant. d12+1. Constructs.
• Paralysis (5): Range 12" (Throwing). Spores.
• Super Edge (10): Command, Command
GIRLFRIEND GONE BAD Presence, Hold the Line!, Mastery (Plant
The Girlfriend is Vengeful and her romantic Control), Team Leader.
interest has her as an Enemy. She may have • Super Skill (1): Persuasion 1.
sworn a Vow to kill her former lover or force him
to retire from superheroics, and is Stubborn or
Mean. Girlfriends are often slightly built and
BITE (Stacy Connors)
Girlfriend Gone Bad, Theme Villain
physically unthreatening, which you can
Attributes: Agility d8, Smarts d6, Spirit d8,
represent with the Small hindrance. She may
Strength d8, Vigor d8.
have a Delusion like, “We were meant to be
together forever!”
Skills: Climbing d8, Fighting d10, Intimidation
d12+1, Knowledge (Animals) d10, Notice d8,
Bark and Bite are Street Fighters. They have a
Persuasion d8, Riding d8, Shooting d8, Stealth
lot of servants, constructs, and minions, and are
d10, Streetwise d10, Survival d8, Swimming d8,
a great way to really showcase those rules. The
Taunt d8, Throwing d8, Tracking d6.
Connors girls need to rely on their servants to
run interference with heroes; neither sister is
Cha: +2; Pace: 6; Parry: 7; Toughness: 10
especially resilient and they will be knocked
(4).
unconscious quickly once a hero gets within
striking distance. When they first appear,
Gear: Dog collars, Body Armor.
however, with packs of dogs and a giant
walking tree for muscle, they are pretty
Hindrances: Greedy (Minor), Loyal, Vengeful
impressive.
(Minor), Wanted (Minor).
16
17
Yann EECKHOUDT (Order #41231308)
Skills: Fighting d6, Investigation d8, Knowledge Cha: 0; Pace: 6 or fly at 96; Parry: 7;
(Occult) d12, Notice d8, Repair d12, Stealth d8. Toughness: 10 (4).
18
19
Yann EECKHOUDT (Order #41231308)
MASTERMIND Gear: Gadget-laden walking stick, lightly
armored clothing (Armor 4), whatever else his
The Mastermind is one of the archetypes most
likely to have Command and use the rules for brilliant mind can devise.
battlefield allies, though he may have a Servitor
who actually leads the troops into battle while Hindrances: Arrogant, Monologuer, Vengeful
the Mastermind runs for the escape vehicle. He (Minor), Wanted (Major).
is likely to be Arrogant, Stubborn, Cautious, and
Edges: Ace, Arcane Background (Super
a Monologuer, in order to explain his complex
Powers), Block, Brave, Charismatic, Command,
plan.
Command Presence, Counterattack, Filthy
Robur the Conqueror is a Street Fighter. Rich, Hold the Line!, Leader of Men, Mr. Fix It,
Personally, he is not very dangerous. His Quick Draw, Rich, Scholar, Steady Hands.
vehicles are his weapons, and he has vehicles
Super Powers:
which combine all the best features of futuristic
• Ageless (1).
air, ground, and water vehicles. A sample
• Immune to Poison/Disease (2).
vehicle might look like this:
• Invent (15): Level 6, On the Fly.
• Super Attribute (2): Intelligence 1.
THE TERROR • Super Skills (10): Knowledge (Engineering) 4,
Acc: 50 (40 on ground or in water) Knowledge (Science) 2, Repair 4.
TS: 700 (70 on ground or in water)
Toughness: 116/96/76 (100/80/60)
Crew: 1+12 MONSTROSITY
Give the Monstrosity Hard to Kill, so that it can
Notes: 4WD, AMCM, Amphibious, Heavy come back in later sessions like a slasher
Armor, Heavy Weapon, Hover, Improved villain. Indeed, the Horror Companion will give
Stabilizer, Night Vision, Sloped Armor, you some additional ideas for Monstrosities of
Spacecraft, Stealth Paint the Weird Science or supernatural varieties. It is
probably an Outsider and Ugly. If not Hard to
Weapons: 100MGW Laser in turret, 20MGW Kill, it may be Terminally Ill, which solves the
Pulse Laser in hull, missiles (6d8, Range dilemma of what to do with it once it is defeated.
200/400/800, RoF 2, AP 8, MBT), bombs Monstrosities often have a Weakness, and can
sometimes prompt Guts/Spirit checks for fear, if
ROBUR THE CONQUEROR you are using those rules.
Mastermind, Twisted Genius, Man With The
Machine The Demaniac is a Heavy Hitter, but that’s
Attributes: Agility d8, Smarts d12+1, Spirit because of his many powers rather than the
d12, Strength d10, Vigor d12. size of his attacks. This makes him a good
challenge for small groups of heroes. Players
Skills: Boating d12+2, Climbing d8, Driving will find him much easier to defeat if they are
d12+2, Fighting d10, Investigation d12, able to bypass his limited armor, but even so
Knowledge (Engineering) d12+6, Knowledge his regeneration will keep him coming back for
(Science) d12+4, Notice d10, Piloting d12+2, more. The easiest way to adjust him for heroes
Repair d12+6, Shooting d10, Swimming d8, of low power level is to reduce his Regeneration
Taunt d12, Throwing d8. to every minute or lower (which makes it
irrelevant in combat).
Cha: +2; Pace: 6; Parry: 8; Toughness: 12
(4).
20
Hindrances: Bad Luck, Clueless, Distinctive Cha: +4; Pace: 6 or Super-Sonic Speed; Parry:
Appearance, Mean, Out Of My League, Ugly. 9; Toughness: 21 (4).
Edges: Ambidextrous, Arcane Background
(Super Powers), Berserk, Brawler, Brawny, Gear: Armored uniform (+4 Armor and resists 4
Frenzy, Improved Frenzy, Improved Sweep. AP from ballistic attacks) and whatever else her
Nazi handlers provide.
Super Powers:
• Ageless (1). Hindrances: Arrogant, Clueless, Loyal,
• Armor +8 (2): Partial Protection (-2). Ruthless (Major), Wanted (Major).
• Attack, melee (7): +1d6. Multiple Attacks,
Reach, Stackable. Edges: Arcane Background (Super Powers),
• Doesn’t Breathe (2). Attractive, Charismatic, Combat Sense,
• Doesn’t Eat (1). Improved Counterattack, Killer Instinct, Linguist,
• Doesn’t Sleep (2). Nerves of Steel, Quick, Strong Willed.
• Fear (3): Scary, Terror.
• Fearless (2). Super Powers:
• Heightened Senses (1): Tracking. • Attack, ranged (20): 6d10. Enhanced
• Immune to Poison/Disease (2). Damage, Heavy Weapon, RoF 2. Lightning
• Regeneration (12): Natural healing roll every vision. Switchable (Attack, melee: +5d6,
round. Regrowth. Heavy Weapon, Multiple Attacks).
• Super Attributes (12): Strength 2, Vigor 4. • Speed (20): Super-Sonic Speed. -8 to be
• Super Skills (1): Fighting 1. attacked. Blinding Reflexes, Pummel.
• Toughness +9 (12): +9. Hardy. Switchable (Flight 18, Super-Sonic Speed).
• Super Attributes (10): Agility +1, Strength +2,
Vitality +2.
NAZI • Super Skill (2): Fighting 2.
Savage Worlds has a long association with
• Toughness +8 (8).
Nazi-punching, and this archetype is well
supported by the game line. In fact, Savage
Worlds may be the perfect system for a Golden NEMESIS
Age superhero game, since you already have The Nemesis shares some characteristics with
stats for all the weapons and vehicles, and the Dark Mirror and the Evil Twin; in particular,
heroes of the early Golden Age were more he is defined by the fact that he is the Enemy of
modest in power level (and thus easier a player character. He is probably Vengeful or
described by the Savage Worlds system). See has a Vow to hunt the hero down.
21
Yann EECKHOUDT (Order #41231308)
Like the rest of the Danner family, Leopold is a
Heavy Hitter. He’s especially likely to use gear.
NIHILIST
The Nihilist is Ruthless or has other hindrances
which encourage taking life, like Major versions
LEOPOLD DANNER of Vengeful or Bloodthirsty. His desire for death
Nemesis, Supremacist may stem from a Mania or he could be
Attributes: Agility d10, Smarts d12, Spirit d10, Delusional. Like the Assassin, the Nihilist is a
Strength d12+5, Vigor d12+5. good candidate for the No Mercy edge, an edge
normally prohibited to heroes but appropriate
Skills: Boating d6, Driving d6, Fighting d12, for a villain who is defined by killing.
Gambling d6, Healing d12, Intimidation d12,
Knowledge (Battle) d12, Knowledge Endgame is a Four Color enemy because of his
(Engineering) d12+2, Knowledge (Science) points, but in a fight he’s really a better
d12+2, Notice d10, Persuasion d6, Piloting d6, challenge for Street Fighter weapon masters,
Repair d12, Riding d6, Shooting d12, Stealth martial artists, detectives and other vigilantes.
d8, Streetwise d12, Survival d6, Swimming d12,
Throwing d10, Tracking d6. ENDGAME
Nihilist, Gladiator, Theme Villain, Assassin
Cha: +4; Pace: 32 or leap 64"; Parry: 10; Attributes: Agility d12+4, Smarts d10, Spirit
Toughness: 30 (20). d12, Strength d10, Vigor d10.
Gear: Leopold usually carries a pistol; when in Skills: Boating d12, Climbing d12, Driving d12,
public, that means a concealed automatic like Fighting d12+3, Gambling d12+3, Healing d8,
the Glock. However, when he doesn't have to Intimidation d12, Investigation d8, Knowledge
worry about drawing attention, it's probably a (Games) d12+3, Notice d10, Persuasion d8,
pulse blaster SMG. Most anything else he Piloting d12, Repair d12, Riding d12, Shooting
needs, he can build or buy. d12+3, Stealth d12, Streetwise d8, Survival
d10, Swimming d12, Taunt d10, Throwing
Hindrances: Arrogant, Cautious, Monologuer,
d12+3, Tracking d10.
Vengeful (Major).
Cha: 0; Pace: 8; Parry: 9; Toughness: 11 (4).
Edges: Arcane Background (Super Powers),
Attractive, Berserk, Brawler, Combat Reflexes, Gear: Endgame’s standard uniform is Body
Command, Filthy Rich, Fleet-Footed, Hold the Armor (+4 Armor, negates AP 4 from ballistic
Line!, Improved Block, Improved Frenzy, Quick attacks), but he can easily upgrade to Combat
Draw, Scholar, Tactician, Very Attractive. Armor (+2 additional Armor). Besides his holo-
emitters, he is rich enough to afford any
Super Powers:
weapon or tool he thinks useful.
• Armor +20 (14): Heavy Weapon. Impenetrable
Skin. Hindrances: Arrogant, Quirk: Never Cheats,
• Fearless (2). Ruthless (Minor), Vengeful (Major), Wanted
• Gifted (2). (Major).
• Immune to Poison/Disease (2)
• Invent (10): Level 5. Edges: Arcane Background (Super Powers),
• Resistance (3): Heat, Cold, Radiation. Filthy Rich, Fleet-Footed, Improvisational
• Speed (7): 4x Pace. Switchable (Leaping 32” Fighter, Quick Draw.
x 64”).
• Super Attribute (20): Strength 5, Vigor 5. Super Powers:
• Force Control (10): d12. Area, Force Field,
Heavy Weapon, Range. Device (-1).
22
23
Yann EECKHOUDT (Order #41231308)
turn (including a melee attack with the arm it is possibly Delusional. Her monologuing serves as
attached to) while its host also acts. a way for the heroes to figure out what to do
when their powers prove useless.
THE HOOK
Pirate, Psychopath, Dominator Stardust once moved the planet Mars; his
Attributes: Agility d8, Smarts d10, Spirit power level is beyond that which Savage
d12+2, Strength d8, Vigor d12. Worlds is meant to represent. However, the
mechanics provided here will give GMs
Skills: Boating d12, Climbing d10, Fighting something to work with; he is written up as a
d12+3, Intimidation d12, Knowledge (Battle) Cosmic character, but his abilities in the source
d12, Knowledge (Occult) d8, Notice d8, material grossly outstrips what is listed here.
Shooting d8, Stealth d10, Streetwise d10, Any encounter with Stardust should not hinge
Swimming d10, Taunt d12, Throwing d6. on the PCs defeating him in battle; this should
be functionally impossible. The way to defeat
Cha: 0; Pace: 0; Parry: 11; Toughness: 12. him is to bring his feminine side to the surface;
once Stardust begins to empathize with other
Gear: The Hook itself is gear. people, her crime-fighting rampage will turn to
something more subtle and, presumably, more
Hindrances: Code of Honor, Distinctive just.
Appearance, Monologuer, Ruthless (Major),
Vengeful (Major). STARDUST THE SUPER-WIZARD
Power Corrupted, Imp, Alien Hero
Edges: Ambidextrous, Arcane Background Attributes: Agility d8, Smarts d12, Spirit d10,
(Super Powers), Command, Florentine, Harder Strength d12, Vigor d12.
to Kill, Improved Counterattack, Improved
Block, Improved Trademark Weapon (Hook), Skills: Healing d12, Fighting d12, Knowledge
Quick, Quick Draw, Strong Willed, Tactician. (Engineering) d12+2, Knowledge (Science)
d12+2, Notice d12, Repair d12, Shooting d12,
Super Powers: Throwing d12.
• Attack, melee (4): +1d6, AP 4, Multiple
Attacks. Lethal (-1), One Arm (-1). Cha: +2; Pace: 6 or light speed flight; Parry: 8;
• Construct (8). Toughness: 19 (8).
• Possession (7) Touch only (-1).
• Super Attribute (4): Spirit 2. Gear: Stardust can get any device she/he might
• Super Skill (3): Fighting 3. need from supplies at the secret planet base.
• Toughness +4 (4).
Hindrances: Arrogant (Male Only), Code of
Honor (Female Only), Heroic, Pacifist (Minor,
POWER CORRUPTED Female Only), Ruthless (Minor, Male Only).
If Savage Worlds encourages heroes at the
low end of the power spectrum, the Power
Edges: Arcane Background (Super Powers),
Corrupted archetype illustrates what happens
Attractive, Brawny, Filthy Rich, Level Headed,
when this guideline is broken. The Power
Mastery (Telekinesis), Scholar, The Best There
Corrupted is so mighty, she now lives beyond
Is (Telekinesis).
what the rules of the game permit, and she’s
suffering for it. You don’t need to describe her
Super Powers:
in game mechanics, but if you do, she is a
• Armor +8 (3): Device (-1).
Cosmic level character with the Mastery edge,
• Danger Sense (2).
and she’s The Best There Is. She is Wanted by
• Doesn’t Breathe (1): Device (-1).
her former allies and the law, Ruthless, and
• Gifted (2).
24
The Puzzler is a Pulp Villain, though he really Rath isn’t superhuman; he can be dangerous to
has almost no powers at all. Like most Puzzle Pulp Heroes and perhaps some Street Fighters
Master villains, he is really about challenging because he’s resilient, carries a big gun, and is
the hero’s intelligence rather than their martial accompanied by followers, but anyone with real
skills. If they can find him, they can beat him up. super powers is going to find him little more
than a speed bump. To use him in games like
that, give him super-powers in the form of a
THE PUZZLER battle suit or super-soldier serum. Toughness
Psychopath, Theme Villain, Nemesis and Super Attributes (Strength and Vigor) ought
Attributes: Agility d8, Smarts d12+2, Spirit d8, to get him where you need him to be but, to
Strength d6, Vigor d8. make him more memorable, consider adding
one additional secret weapon or trick which he
Skills: Fighting d8, Investigation d12+4, Notice can use before he is defeated.
d10, Persuasion d8, Repair d12+3, Shooting
d10, Stealth d10, Streetwise d12, Taunt d12, RATH
Throwing d8. Servitor, Nazi, Comic Relief
Attributes: Agility d8, Smarts d4, Spirit d6,
Cha: 0; Pace: 6; Parry: 6; Toughness: 10 (4). Strength d12, Vigor d12.
Gear: Pistol, body armor, and a way to Skills: Climbing d12, Driving d6, Fighting d10,
communicate with his minions. Intimidation d6, Knowledge (Battle) d6, Piloting
d6, Shooting d10, Stealth d8, Survival d6,
Hindrances: Cautious, Mania (Minor), Quirk, Swimming d12, Throwing d8.
Wanted (Major).
Cha: -2; Pace: 6; Parry: 7; Toughness: 13 (4).
Edges: Arcane Background (Super-Powers),
Improvisational Fighter, Level Headed, Quick Gear: Body Armor, Pulse Gatling, Grenades,
Draw. Comlink, whatever else his master has given
him.
Super Powers:
• Super Attribute (4): Intelligence 2.
25
Yann EECKHOUDT (Order #41231308)
Hindrances: Clueless, Curious, Loyal, Out Of Vengeful (Major), Wanted (Major), Weakness
My League, Ugly. (Stake to the heart, Major).
Edges: Brave, Brawny, Brawler, Bruiser, Edges: Arcane Background (Super Powers),
Command. Charismatic, Command, Fervor, Filthy Rich,
Fleet-Footed, Harder to Kill, Improved First
Strike, Inspire, Level Headed.
SUPERNATURAL HORROR
The Supernatural Horror is a key archetype in
Super Powers:
Savage Worlds gaming because there’s so
• Ageless (2): Very Old.
much support for it and Savage players have so
• Attack, melee (2): +1d6. Claws.
much experience in the genre. Quite simply,
• Awareness (5).
occult menaces like vampires, werewolves,
• Extra Actions (3): One.
zombies and demons are par for the course in
• Fear (3).
Savage Worlds, and fit on gaming tables more
• Gifted (2).
easily than they might in comics or the cinema
• Intangibility (9): Mist form. Switchable (Shape
screen. See the Horror Companion for a whole
Change, Wolf or Bat Only), Switchable (Mind
book on filled with occult adversaries, magic,
Control).
and treasures. Also, that book has rules for fear
• Resistance (10): As a vampire, Dracula can
and madness which can be appropriate for
only be harmed by attacks which prey on his
supernatural villains.
weaknesses. He can be shaken by other
attacks, but never wounded.
All of Dracula’s canonical powers make him a
• Super Attributes (16): Agility 2, Spirit 2,
Cosmic adversary, but even a well-prepared
Strength 2, Vigor 2.
Street Fighter can take him on. Like all fights
• Super Skills (12): Fighting 4, Knowledge
with vampires, victory over Dracula is really
(Occult) 4, Stealth 4.
about exploiting his weaknesses, since he is
• Undead (10).
largely immune to other damage.
• Wall Walker (1).
DRACULA
Supernatural Horror, Mastermind, Cult Leader SUPREMACIST
Attributes: Agility d12+2, Smarts d12, Spirit The Supremacist is Arrogant, a Monologuer,
d12+2, Strength d12+2, Vigor d12+2. and suffers from a racist Delusion like,
“Machines are superior to human beings.” He
Skills: Fighting d12+4, Intimidation d12, may have a Vow that motivates him to make the
Knowledge (Battle) d12, Knowledge (Occult) world a safe place for his own kind, and he
d12+4, Notice d12, Persuasion d12, Stealth obeys a twisted Code of Honor. The
d12+4, Streetwise d12, Swimming d12, Taunt Supremacist himself probably does not feel like
d12, Throwing d12. an Outsider, but the people he champions may.
As a leader of an army of minions or a squad of
Cha: +2; Pace: 8 or turn into a bat and fly; superhuman followers, he has Command or
Parry: 10; Toughness: 11. Team Player and may need Extra Actions for
the day when he fights the entire hero team by
Gear: Whatever Dracula desires, his followers himself.
provide.
The CALIPH is a Heavy Hitter. If you want to
Hindrances: Allergy (Holy Symbols and Holy reduce him to Four Color status, start by
Water, Major), Quirk (Cannot enter a private lowering his Armor and Invent. He has an army
building without an invitation), Monologuer, Out of robot minions, but they are not individually
Of My League, Power Negation (Sunlight), very dangerous. They are armed with pulse
26
27
Yann EECKHOUDT (Order #41231308)
TERRORIST Edges: Charismatic, Combat
Command, Command Presence, Dodge, Hold
Reflexes,
The Terrorist is an archetype likely to take full
advantage of the Savage Worlds rules for the Line, Killer Instinct, Leader of Men, Level
gear, often to the extent that he has no powers Headed, Nerves of Steel, No Mercy, Quick
at all. Likewise, Command and related edges Draw, Steady Hands, Strong Willed, Tactician.
give him an effective group of minions willing to
die if they can take a hero with them. Terrorists THEME VILLAIN
are prone to be Delusional and they are The Theme Villain is distinguished by his Quirk.
Ruthless and Bloodthirsty; they may seem He avoids the lethality common to other villains,
eager to take prisoners, but those prisoners are is more likely to be motivated by Greed or
actually slated for public execution. Arrogance, and may even have a Code of
Honor that ensures he leaves the hero alive
Militissa has no powers, but takes maximum (and his secret identity unrevealed).
advantage of the Savage Worlds rules for gear Nevertheless, he is probably Wanted and he
and equipment. She's great when you want to may be an Enemy of a PC. He wields a
send a platoon of minions against the heroes, Trademark Weapon which is in keeping with his
and she illustrates the advantages of military theme, and has Command over a small number
weapons and ranged tactics. of loyal minions dressed and armed
appropriately.
MILITISSA
Terrorist The Baron is a Pulp Villain who relies on gear
Attributes: Agility d8, Smarts d8, Spirit d10, instead of powers; even a rocket pack is
Strength d8, Vigor d10. relatively mundane in a superhero setting.
Whenever he is on a caper, he is accompanied
Skills: Climbing d8, Driving d10, Fighting d8, by the Flying Circus, minions armed and
Healing d6, Intimidation d12, Knowledge equipped as he is but with only d8 Agility, d8+2
(Battle) d10, Notice d8, Persuasion d10, Piloting, and d8 Shooting.
Piloting d8, Repair d6, Riding d6, Shooting d12,
Stealth d12, Streetwise d10, Survival d8, THE WELL-READ BARON
Swimming d6, Taunt d10, Throwing d10, Theme Villain, Thief
Tracking d8. Attributes: Agility d10, Smarts d10, Spirit d8,
Strength d8, Vigor d8.
Cha: +2; Pace: 6; Parry: 6; Toughness: 13
(6). Skills: Boating d6+2, Climbing d6, Driving
d8+2, Fighting d8, Intimidation d8, Investigation
Gear: In a superheroic Savage Worlds setting, d10, Knowledge (Battle) d10, Knowledge
Militissa has access to all the equipment (Literature) d12, Notice d10+2, Persuasion d8,
described on p12-16 of the Super Powers Piloting d12+6, Repair d10, Riding d6, Shooting
Companion. In particular, she will wear combat d12, Stealth d10, Streetwise d8, Survival d8,
armor in the field (+6 Armor, resists 4 AP from Swimming d6, Taunt d10, Throwing d10.
ballistic attacks), carry a Glock 9mm pistol
loaded with meta-stoppers as a personal Cha: +2; Pace: 6 or rocket pack 24; Parry: 6;
sidearm, and use a pulse rifle. Her Posse will Toughness: 10 (6).
include heavier weapons like pulse cannons
and nullifier guns. Gear: The Baron’s uniform is Body Armor
(Armor +4, resists 4 AP from ballistic attacks).
Hindrances: Death Wish (Minor), Delusional He carries a Luger (Range 12/24/48, Damage
(Minor), Out Of My League, Vengeful (Major), 2d6+1, RoF 1, AP 1, Semi-Auto) and wears a
Wanted (Major). Rocket Pack (Pace 48, twice normal) outfitted
28
29
Yann EECKHOUDT (Order #41231308)
of gear of his own invention. He may be served • Doesn’t Sleep (2).
by robots or genetic creations which act as • Immune to Poison/Disease (2).
minions. • Invent (26): Level 13. On the Fly.
• Super Attributes (8): Smarts 4.
Doctor Radium is a Heavy Hitter whose Invent • Super Skill (18): Healing 6, Knowledge (Weird
power exceeds the normal limits thanks to his Science) 6, Repair 6.
Best There Is edge; to reduce him to a Four
Color character, reduce Invent to level 10 and
reduce his Super Skills to make up the rest. His
ULTIMATE VILLAIN
The Ultimate Villain needs to be powerful
Invent power uses Knowledge (Weird Science)
enough to fight all the heroes at once; that
instead of (Engineering); this skill covers
means she is at the upper end of the Savage
strange and bizarre technology from the
Worlds scale, but not so high that she goes “off
Victorian Era through the Pulps, including all
the charts” and can no longer be fought at all (in
the imaginings of science fiction authors from
contrast to the Cosmic Menace, Force of
that period. It includes biological sciences as
Nature, or Imp). Consider giving her Extra
well as mechanical ones. Tailor his arsenal to
Actions so that she can threaten multiple
include both useful devices the heroes will fear
heroes on her turn. She may be a Team Leader
and unusual machines which add memorable
with additional villains serving beneath her, and
color.
use Command to order around a large group of
minions. She is Overconfident or Arrogant,
DOCTOR RADIUM possibly a Monologuer, but may have a Code of
Twisted Genius, Heir to Lovecraft Honor. The Best There Is may not be useful
Attributes: Agility d8, Smarts d12+4, Spirit because she has multiple powers at high level.
d12, Strength d6, Vigor d10. She is Vengeful, so that after the heroes send
her packing in their first session, she returns
Skills: Fighting d8, Healing d12+6, Intimidation again and again.
d8, Investigation d12, Knowledge (Weird
Science) d12+8, Knowledge (Occult) d12+2, Apocrypha is a Cosmic level threat. Many of her
Notice d8, Persuasion d8, Repair d12+6, abilities — such as the power to observe and
Shooting d10, Stealth d8, Taunt d12, Throwing steal city-sized chunks of reality from across the
d8. dimensional barrier — are “off the scale” of
Savage Worlds heroes and become plot
Cha: +2; Pace: 6; Parry: 6; Toughness: 11 devices in the hands of the Game Master.
(4).
30
31
Yann EECKHOUDT (Order #41231308)
VILLAIN WITH ALL YOUR MASHUP
Villain With All Your Powers, Servitor, Ultimate
POWERS Villain
Like the Ultimate Villain, the VWAYP is at the Attributes: Agility d12+4, Smarts d12+4, Spirit
high end of the Savage Worlds power scale, d12+4, Strength d12+8, Vigor d12+6.
but still measurable by it. He may have a
ridiculous number of powers costing hundreds Skills: Boating d8, Climbing d12+2, Driving d8,
of points, but he still fits in the system. Fighting d12+8, Gambling d8, Healing d12+2,
However, because he does not know how to Intimidation d12+2, Investigation d12+7,
use these powers as well as the heroes do, he Knowledge (Battle) d12, Knowledge
doesn’t have Mastery and he doesn’t think to (Engineering) d12+2, Knowledge (Law) d10,
use power tricks. He is probably an Enemy of Knowledge (Literature) d12, Knowledge
the team, but not individual heroes. He may (Occult) d12+2, Knowledge (Science) d10,
acquire the hindrances of heroes he has Lockpicking d12, Notice d12+3, Persuasion
copied, such as Weakness, Power Negation, or d12, Piloting d10, Repair d12+2, Riding d8,
Dependency. Shooting d12+1, Stealth d12+4, Streetwise
d12+2, Survival d12, Swimming d12, Throwing
Due to his nature as a VWAYP who combines d12+2, Tracking d12.
all the best attributes, skills, and edges of his
enemies, Mashup violates the rules of character Cha: -2; Pace: 8 or fly at sonic-speed; Parry:
creation in Savage Worlds. In particular, he 14; Toughness: 40 (18) plus Force Control 7.
has too many points in Super Attributes and
Super Edges for even a Cosmic antagonist. In Gear: Utility belt with tool kit, lockpicks, auto
this case, that’s because he has duplicated all grapnel, nullifier shackles, rebreather, cellular
the abilities of the Heroes of the YOUniverse. If interceptor and parabolic microphone, and
your players have their own characters, smoke, tear gas, and flash grenades. Mashup’s
Mashup should copy them instead. The whole claws are a +1d6 weapon which stacks with his
point behind a Villain With All Your Powers is Attack, melee power.
that he is as good as the heroes at everything,
but not better than them at anything. Hindrances: Bad Luck, Mean, Overconfident,
Wanted (Major).
In the version given here, Mashup is almost
laughably over-powered. His Toughness is so Edges: Arcane Background (Super Powers),
high (combining the invulnerability of the Harder to Kill.
Veteran and Aurelia Danner with Amazing
Woman’s Toughness and the Green Turtle’s Super Powers:
force fields) that he bounces tank shells off his • Ageless (1).
face, and his combination of super-human • Armor +18 (16): Hardy, Heavy Armor.
strength, martial arts mastery, and claws means Impenetrable Skin.
he inflicts d12+5d6+20 on a successful hit, • Attack, melee (16): +4d6. Focus, Heavy
enough to casually break open many modern Weapon, Multiple Attacks, Stackable. Super-
fighting vehicles without pausing for Focus. For human strength.
an antagonist like this, it’s almost certain that • Awareness (5).
the key to victory lies in trickery. The heroes • Broadcast (3): Range.
must somehow use Mashup’s own powers • Danger Sense (2).
against him. • Deflection (9) -9.
• Doesn’t Breathe (2).
• Ensnare (3): Sand.
• Fearless (2).
• Gifted (2).
32
33
Yann EECKHOUDT (Order #41231308)
Super Powers: (Sunlight), Weakness (Stake to the heart,
• Fear (5): Terror. Major).
• Gifted (2): Memory of a hundred lives.
• Super Attributes (6): Smarts 2, Spirit 1. Edges: Arcane Background (Super Powers),
• Super Skill (3): Knowledge (Occult) 2, Attractive, Charismatic, Fleet-Footed, Frenzy,
Spellcasting 1. Harder to Kill, Improved Frenzy, Thief.
• Super Sorcery (14): Level 7.
• Toughness (15): +10. Requires Activation. Super Powers:
Magical force fields. Switchable (Teleportation, • Ageless (1).
Traverse). Switchable (Shapechange, Swarm, • Attack, melee (2): +1d6. Claws.
SBT). Switchable (Chameleon, Voice). • Extra Actions (3): One.
• Fear (3).
• Intangibility (9) Mist form. Switchable (Mind
WOLF IN SHEEP’S Control). Switchable (Shape Change, Wolf or
CLOTHING Bat Only).
Make sure your Wolf has plenty of Persuasion • Resistance (10): As a vampire, the Reaper
and Charisma, because that’s what she’ll use to can only be harmed by attacks which prey on
trick the heroes into believing her disguise. Her her weaknesses. She can be shaken by other
motivation might be Greed, Vengeance, or a attacks, but never wounded.
Vow, but she has to avoid many of the more • Super Attributes (6): Agility 1, Strength 1,
bloodthirsty hindrances in order to preserve her Vigor 1.
disguise. Indeed, hindrances like Loyal or Code • Undead (10).
of Honor may actually help convince heroes • Wall Walker (1).
she is who she says she is. Her off-screen
allies are represented by the Connections edge.
Gear: Smartphone.
35
Yann EECKHOUDT (Order #41231308)
Super Powers: skin.
• Ageless (1). • Fearless (2).
• Armor +4 (1): Device (-1). • Gifted (2).
• Attack, melee (3): +1d6. Multiple Attacks. • Immune to Poison/Disease (2).
Device (-1). Claws. • Resistance (3): Heat, Cold, Radiation.
• Jinx (1): Device (-1). • Speed (7): 4x Pace. Switchable (Leaping 32” x
• Super-Skill (4): Fighting 2, Stealth 2 64”).
• Uncanny Reflexes (4): -2 on incoming attacks. • Super Attribute (28): Agility 2, Strength 6,
• Wall Walker (1): Device (-1). Vigor 6.
• Super Skill (2): Fighting 2.
The Black Fury is a Pulp Hero. He doesn’t do a
lot of damage, nor is he especially difficult to Hugo Danner is a Heavy Hitter.
hurt. This makes him best suited for taking on
criminals and terrorists who have no super AURELIA DANNER,
powers of their own. His occasional use of THE GLADIATOR
bizarre wonder-weapons like the Metal Menace Descendant, Spin-off Heroine, Woman Warrior,
or the organic-dissolving fluid is best simulated Minority Hero
by spending bennies for one-shot uses of Attributes: Agility d12+4, Smarts d8, Spirit
whatever Weird Science the GM permits. d12, Strength d12+5, Vigor d12+5.
36
Aurelia, like the rest of the Danner family, is a The Green Turtle is a Heavy Hitter, but because
Heavy Hitter. Her leadership qualities, however, he is an inventor constantly adding and
often put her in charge of other heroes and, in a modifying the Shell, he is an especially good
story which unites all the heroes of the candidate for the “Rising Stars” rule. He has a
YOUniverse, even heroes like Isis and the solid set of attack, defense, and movement
Veteran look to her. powers, making him well rounded and a good
character for players who like to be good at
everything. He’s especially useful when it
THE GREEN TURTLE comes to rescuing civilians, and his Force
Minority Hero, Armored Wonder, Descendant Fields can be used in team situations to help an
Attributes: Agility d8, Smarts d12+4, Spirit ally hero absorb punishment. However, targets
d10, Strength d8 (d12), Vigor d10 (d12+1) with superhuman Toughness are a bit out of his
league.
Skills: Driving d8, Fighting d10 (d12),
Investigation d8, Knowledge (Engineering)
d12+2, Notice d10 (d12), Persuasion d8, ISIS
Piloting d8, Repair d12+2, Shooting d10 (d12), Avatar, Magician
Stealth d8, Streetwise d6, Throwing d10 Attributes: Agility d8, Smarts d10, Spirit d12+4,
Strength d12+2, Vigor d12+2.
Cha: 0; Pace: 6 or Flight 12; Parry: 8 or 9;
Toughness: 7 or 18 (10) plus 7 with Force Skills: Boating d8, Fighting d8, Healing d12+2,
Control Intimidation d12+2, Investigation d12,
Knowledge (Occult) d12+2, Notice d10,
Gear: The Green Turtle can buy or invent just Persuasion d12, Riding d8, Shooting d10,
about anything available. Survival d12, Swimming d8.
Hindrances: Code of Honor, Heroic, Pacifist Cha: +4; Pace: 6 or 96 flight; Parry: 8;
(Minor). Toughness: 10.
Edges: Arcane Background (Super Powers), Gear: Isis carries the Staff of the Ancients, the
Brave, Block, Connections (Silicon Valley), powers of which are unpredictable. With it, she
Counterattack, Dodge, Elan, Expert can spend a Bennie to manifest virtually any
(Knowledge: Engineering), Filthy Rich, Luck, power for one round. It counts as a staff, adding
Martial Artist, Mastery (Force Control), d4 damage to her melee attacks.
McGyver, Mr. Fix It.
Hindrances: Clueless, Enemy: The Beetle
Super Powers: (Minor), Enemy: ISIS (Major), Heroic,
• Armor +10 4): Device (-1). Monologuer.
• Awareness (4): Device (-1).
• Doesn’t Breathe (1): Device (-1). Edges: Arcane Background (Super Powers),
• Flight (1): Pace 12. Device (-1). Attractive, Charisma, Harder to Kill, Improved
• Force Control (19): d12+5. Area Effect, Force Block, Improved Trademark Weapon: Staff of
Field, Heavy Weapon. Device (-1). the Ancients, Level Headed, Nerves of Steel,
• Interface (1): Device (-1). Strong Willed, Sweep, Team Leader.
37
Yann EECKHOUDT (Order #41231308)
Super Powers: Combat Sense, First Strike, Fleet-Footed,
• Ageless (1). Improved Block, Improved Dodge,
• Danger Sense (2). Improvisational Fighter, Investigator, Level
• Deflection (9): -9. Headed, Quick Draw, Strong Willed, Take the
• Ensnare (3): Sand. Hit.
• Flight (12): 240 mph. -4 attack penalty.
• Matter Control (24): d12+8. Range. Air and Powers:
Water (but water Requires Material). • Fearless (2).
Switchable (Storm: Downpour, Gale Force, • Super Attribute (4): Strength 1, Vigor 1.
Lightning Strike). • Super Edge (4): Improved Martial Artist,
• Speak Language (2): Written Word. Improved Nerves of Steel.
• Super Attribute (16): Spirit 4, Strength 2, Vigor • Super Skill (5): Fighting 1, Intimidation 1,
2. Investigation 1, Notice 1, Stealth 1.
• Super Skills (6): Healing 2, Intimidation 2,
Knowledge (Occult) 2. Night Bird has no true powers, just a whole lot
of edges, some gear, and a hard-hitting punch
Isis is a Cosmic Hero, but instead of taking her (d12+1d6+2, and d8 on a raise). That means
powers to the depths of space she wages a that, when super-villains appear, he is relegated
one-woman war on militant extremism. to a support role. If you are using him as a
player character, choose a player who will be
comfortable with this role. He excels, however,
NIGHT BIRD in out-of-combat scenes where his investigative
Dark Avenger, Gadget Guy, Master of the
skills come to the fore. He's also great at taking
Martial Arts
care of minions while the team's heavy-hitters
Attributes: Agility d10, Smarts d10, Spirit d10,
face down the Conqueror.
Strength d12, Vigor d12.
38
39
Yann EECKHOUDT (Order #41231308)
Open Game License Registered Trademark. The use of any Product Identity in Open
The following text is the property of Wizards of the Coast, Inc. Game Content does not constitute a challenge to the ownership
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All of that Product Identity. The owner of any Product Identity used
Rights Reserved. in Open Game Content shall retain all rights, title and interest in
1. Definitions: (a)”Contributors” means the copyright and/or and to that Product Identity.
trademark owners who have contributed Open Game Content; 8. Identification: If you distribute Open Game Content You must
(b)”Derivative Material” means copyrighted material including clearly indicate which portions of the work that you are
derivative works and translations (including into other computer distributing are Open Game Content.
languages), potation, modification, correction, addition, 9. Updating the License: Wizards or its designated Agents may
extension, upgrade, improvement, compilation, abridgment or publish updated versions of this License. You may use any
other form in which an existing work may be recast, transformed authorized version of this License to copy, modify and distribute
or adapted; (c) “Distribute” means to reproduce, license, rent, any Open Game Content originally distributed under any version
lease, sell, broadcast, publicly display, transmit or otherwise of this License.
distribute; (d)”Open Game Content” means the game mechanic 10. Copy of this License: You MUST include a copy of this
and includes the methods, procedures, processes and routines to License with every copy of the Open Game Content You
the extent such content does not embody the Product Identity Distribute.
and is an enhancement over the prior art and any additional 11. Use of Contributor Credits: You may not market or advertise
content clearly identified as Open Game Content by the the Open Game Content using the name of any Contributor
Contributor, and means any work covered by this License, unless You have written permission from the Contributor to do
including translations and derivative works under copyright law, so.
but specifically excludes Product Identity. (e) “Product Identity” 12. Inability to Comply: If it is impossible for You to comply with
means product and product line names, logos and identifying any of the terms of this License with respect to some or all of the
marks including trade dress; artifacts; creatures characters; Open Game Content due to statute, judicial order, or
stories, storylines, plots, thematic elements, dialogue, incidents, governmental regulation then You may not Use any Open Game
language, artwork, symbols, designs, depictions, likenesses, Material so affected.
formats, poses, concepts, themes and graphic, photographic and 13. Termination: This License will terminate automatically if You
other visual or audio representations; names and descriptions of fail to comply with all terms herein and fail to cure such breach
characters, spells, enchantments, personalities, teams, personas, within 30 days of becoming aware of the breach. All sublicenses
likenesses shall survive the termination of this License.
and special abilities; places, locations, environments, creatures, 14. Reformation: If any provision of this License is held to be
equipment, magical or supernatural abilities or effects, logos, unenforceable, such provision shall be reformed only to the
symbols, or graphic designs; and any other trademark or extent necessary to make it enforceable.
registered trademark clearly identified as Product identity by the 15. COPYRIGHT NOTICE
owner of the Product Identity, and which specifically excludes the Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
Open Game Content; (f) “Trademark” means the logos, names, Inc.
mark, sign, motto, designs that are used by a Contributor to Fudge System Reference Document, Copyright 2005, Grey Ghost
identify itself or its products or the associated products Press, Inc.; Authors Steffan O’Sullivan and Ann Dupuis, with
contributed to the Open Game License by the Contributor (g) additional material by Peter Bonney, Deird’Re Brooks, Reimer
“Use”, “Used” or “Using” means to use, Distribute, copy, edit, Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Bernard
format, modify, translate and otherwise create Derivative Hsiung, Sedge Lewis, Gordon McCormick, Kent Matthewson,
Material of Open Game Content. (h) “You” or “Your” means the Peter Mikelsons, Anthony Roberson, Andy Skinner, Stephan
licensee in terms of this agreement. Szabo, John Ughrin, Dmitri Zagidulin.
2. The License: This License applies to any Open Game Content FATE (Fantastic Adventures in Tabletop Entertainment),
that contains a notice indicating that the Open Game Content Copyright 2003 by Evil Hat Productions LLC; Authors Robert
may only be Used under and in terms of this License. You must Donoghue and Fred Hicks.
affix such a notice to any Open Game Content that you Use. No Spirit of the Century, Copyright 2006, Evil Hat Productions
terms may be added to or subtracted from this License except as LLC. Authors Robert Donoghue, Fred Hicks, and Leonard
described by the License itself. No other terms or conditions may Balsera.
be applied to any Open Game Content distributed using this Icons, Copyright 2010, Steve Kenson, published exclusively by
License. Adamant Entertainment in partnership with Cubicle Seven
3.Offer and Acceptance: By Using the Open Game Content You Entertainment, Ltd.
indicate Your acceptance of the terms of this License. Super Villain Handbook Copyright Fainting Goat Games 2015
4. Grant and Consideration: In consideration for agreeing to use Author Jason Tundro
this License, the Contributors grant You a perpetual, worldwide, Stark City Campign Setting Copyright Fainting Goat Games/
royalty-free, non-exclusive license with the exact terms of this Stark City Games 2013
License to Use, the Open Game Content. Super Villain Handbook Deluxe Edition Copyright Fainting Goat
5.Representation of Authority to Contribute: If You are Games 2016
contributing original material as Open Game Content, You Author Jason Tundro
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by The following is designated as Product Identity, in accordance
this License. with Section 1(e) of the Open Game License, Version 1.0a: All
6.Notice of License Copyright: You must update the COPYRIGHT Characters and their associated descriptions, backgrounds, and
NOTICE portion of this License to include the exact text of the related information
COPYRIGHT NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must add the title,
the copyright date, and the copyright holder’s name to the ICONS Superpowered Roleplaying is a trademark of Steve
COPYRIGHT NOTICE of any original Open Game Content you Kenson, published exclusively by Ad Infinitum
Distribute. Adventures. The ICONS Superpowered Roleplaying
7. Use of Product Identity: You agree not to Use any Product Compatibility Logo is a trademark of Ad Infinitum
Identity, including as an indication as to compatibility, except as Adventures and is used under the ICONS Superpowered
expressly licensed in another, independent Agreement with the
owner of each element of that Product Identity. You agree not to Roleplaying Compatibility License.
indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing ICONS and associated marks and logos are trademarks of
Open Game Content except as expressly licensed in another, Steve Kenson and Ad Infinitum Adventures, and are used
independent Agreement with the owner of such Trademark or under license.
40