![]() ![]() There are 4 new edges but really only 3 since one just gives you super powers, and that's practically required.Ĭhapter two is special setting rules that are all completely optional, but some of the coolest stuff in the book. There is also an interesting one that gives your hero(or villain) a condition that could cause him to die any session. There are a few new hindrances that cover stuff like having to snap your fingers to turn your powers on to having a weakness to yellow(If thats your thing). However the quick and dirty is your skills and stats are a dice from d4-d12+blank and that for most acts a 4 is the target number to roll above.Ĭhapter one covers character options and creation with the exception of the superpowers themselves that are in chapter 4. I'm going to look at the book a chapter at a time, and I'm also assuming you know a bit about Savage Worlds. They worked if you wanted really low powered supers, but they couldn't let you play a green lantern for example. Their were rules for super heroes in the original rules, but they did not fit the setting that well. This book adds more standard super powers. ![]() ![]() ![]() Writers: Shane Lacy Hensley, Clint Black, Piotr Korys, and Paul "Wiggy" Wad-WilliamsĬhances are if you've been on the site before you have seen a Savage Worlds Heroes posts , so you can guess that I like the system a bit. The Savage Worlds Super Powers Companion is a pretty fantastic addition to the already great savage worlds system. ![]()
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