Book Abbreviations:
- CORE = Savage Worlds Adventure Edition (SWADE) Core Rulebook
- HC = Horror Companion
- NE = Necessary Evil - Invasion Revised
- SFC = Science Fiction Companion
- SPC = Superpowers Companion
The books you are most interested in are CORE and SPC. Unless directed to a book specifically, you may ignore the rest.
Setting Rules
- Super Powers — Start with the Super Powers Edge for free.
- Born a Hero — Ignore the Rank requirements for Edges during character creation (meeting other requirements as usual). This does not apply to the Adaptable trait of your Heritage.
- Comic Book Combat
- Combined Attacks allows you to add +2 to damage (+4 on a raise) instead of +1 to hit when rolling Support for an attack.
- Knockback sends a target hit by 20 or more damage flying 1d6” away, +1d6” for every 10 extra damage. Hitting an object along the path deals damage equal to 2d6 plus the number of inches traveled.
- Power Stunts allow you to spend a Benny to temporarily mimic the effects of another Power, change d6 damage dice to d10’s, and other dramatic special effects.
- Synergy applies modifiers to skill rolls or resistances based on the relative Power Types involved.
- Conviction — Gain Conviction Tokens for triumph and tragedy that can be used to add a d6 to all Trait and damage rolls for one round. Extend the effects by spending a Benny.
- Death & Defeat — Instead of the normal rules, a character Incapacitated by lethal damage makes an immediate Vigor roll. On success he suffers an Injury which heals when any Wounds do, and on Raise he may be revived with a
Healing roll at –2. On failure he’s Defeated (suffer a permanent Injury, gain a Major Hindrance, or an equivalent effect). On Critical Failure he dies, but gets to take some enemies with him in a Blaze of Glory!
- Fanatics — Henchmen sacrifice for their boss.
- Heroes Never Die — Heroes and named villains rarely actually die but return in some way after being defeated.
- Larger Than Life — You may take one additional Major Hindrance during character creation, and use the additional points normally.
- Mega Destruction — Knockback and missed attacks cause massive
collateral damage and potential civilian casualties.
- More Skill Points — Start with 15 skill points.
- Multiple Languages — Learn half your Smarts die in languages.
- Common language is English.
- Other languages survived, notably: Chinese, Italian, Russian.
- Another language spoken by a minority population: Atlantean.
- Or an occult language: Abyssal, Celestial.
- Rarely choose an alien tongue: K’tharic, Rakashan, V’soric.
- Never Surrender — Fallen characters are dealt action cards. When dealt a Joker, he immediately regains consciousness and returns to the fight Shaken. Wounds and Injuries remain in full effect.
- Throwdown — Ignore the Unarmed Defender rule that normally gives an attacker armed with a melee weapon +2 to hit an unarmed foe.
- Villainous Conviction — Major foes controlled by the GM gain Conviction any time they Incapacitate or capture an important character, accomplish some significant part of their scheme, or undergo a major tragedy or triumph. They gain one additional effect when they play Conviction besides the usual d6 bonus to their actions and damage—they become Unstoppable.
- Wound Cap — Wild Cards never suffer more than four wounds from a single hit.