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  • 7/28/2019 Supernatural Is


  • 7/28/2019 Supernatural Is


  • 7/28/2019 Supernatural Is



    Table of ContentsChapter 1: The Setting 4Introduction


    Setting Rules 5

    Chapter 2: Characters 7Character creation 7

    Altered Skills 8

    New Skills 8

    Altered Hindrances 8

    New Hindrances 9

    Altered Edges


    New Edges 11

    Archetypes 14

    Chapter 3: Gear 19Weapon creation 19

    Shield creation 21

    Armour creation 22

    Example weapons 23

    Premade weapons 24

    Chapter 4: Primal Edges 25Alternate Form 25

    Anatomical Separation 26

    Chameleon 26

    Deflection 27

    Dimensional Phasing 28

    Dynamic Power 29

    Empathic 31

    Environmental Adaption 32

    Environmental Manipulation 33

    Extra Limb

    33Growth 34

    Healing 35

    Henchman 36

    Immortality 38

    Mind Control 38

    Mystic Communication 40

    Natural Armour 41

    Natural Weapon 41

    Perception Filter

    46Preternatural Endowment 47

    Reflective Power 49

    Regeneration 50

    Resilience 51

    Sense Control 52

    Shrink 54

    Special Movement 54

    Stretchy 55

    Supernatural Sense 56Swiftness 56

    Telekinesis 57

    Chapter 5: Customisation 59Power Suites 59

    Modifiers 59

    Chapter 6: Magic 63Overview 63

    Powers 63

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    ~4 ~

    Chapter 1: The SettingIntroduction

    This is a tale of the earliest days,when creatures of myth and legend walked the earth,

    when the Supernaturalis ruled as gods,and war raged eternal...

    n the beginning there was Nothing.Then Nothing was divided, and the two

    Multiverses came into existence in anexplosion and implosion of raw primal

    energy. Each Multiverse was a mirror of theother, one formed from positive primal

    energy, the other from negative, and attheir centre was born the World Serpent,the Nexus of reality itself.

    The two Multiverses spawned Universes,which spawned galaxies and solar systems.

    Planets were formed, and life crawled fromthe primordial ooze to begin the long

    journey of evolution.

    Scattered throughout the Universes were

    fragments of primal energy, and sometimes

    a tiny fragment would strike a world.Reality became distorted around thingstouched by this energy, and some peopledeveloped the skills to control andmanipulate the residual power, which theycalled "magic". Very rarely the energyencountered a free-floating sentient soul,and instead of merely touching it, it mergedwith it. And so the Supernaturalis wereborn. These beings didn't simply

    manipulate the magic, like the puny mortalwizards; they were one with it. A

    Supernaturalis wields magic with the samenatural ease as a mortal breathes air.

    Using this SettingThere is no fixed campaign world, instead

    you can use Supernaturalis as a capsetting for existing Savage Worldscampaign settings to create mythologicaldemigods, street-level superheroes, bizarrealiens, supernatural monsters, or even justunusual fantasy races.

    Characters created with these rules willgenerally be rather powerful beings, but notas strong as those created with Necessary

    Evil or the Super Powers Companion. Itshould therefore be possible to have mixedparties of characters, although you may still

    wish to give the non-Supernaturalis a fewfree advances, or even start them atSeasoned.


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    ~ 5 ~

    Setting RulesSupernaturalisThe Supernaturalis are those with the

    Arcane Background (Supernaturalis) edge.

    Players automatically begin with this edgefor free, although they may substitute it fora different Arcane Background if theyprefer. If they do, then the Eternal Soul,

    Touched by Fate and Achilles' heel settingrules do not apply to them.

    Eternal SoulThe Supernaturalis can be killed, but they

    almost always come back. Make a Spirit rollafter being killed, ignoring wound modifiers.On a raise, you return to life in d6 hours.On a success it takes 20+d6 hours. On afailure it takes d6 days. On a critical failure

    it takes d4 weeks. You are stillIncapacitated when you return, unlesssomeone has healed your corpse in the

    mean time (you don't heal naturally whiledead). Note that certain special encountersmay result in permanent death orbanishment, but these should be majorevents.

    Touched by FateThe Supernaturalis may ignore the rank

    requirements on edges, although they muststill meet any other requirements as usual.Furthermore, they always receive threeadventure cards per session (regardless ofrank), and may spend bennies to use

    additional cards after the first (one bennyper card).

    Achilles' heelThe Supernaturalis are powerful beings,

    but many of them have a deadly flaw or

    weakness that can be exploited by theirenemies. They may take an extra Majorhindrance, or two Minor hindrances, duringcharacter creation.

    BenniesBennies represent your ability to

    manipulate fate, and can be used to makeSoak and Evasion rolls, remove yourShaken status at any time, reroll a trait test(and keep the best result), play anadditional adventure card (the first is free),add d6 to a trait roll you've just made, gainaccess to a Combat edge until the

    beginning of your next turn (you must meetits edge requirements), gain access to theDynamic Power edge (with Dynamic

    Activation) until the beginning of your nextturn, or fuel specific edges (such as NoMercy).

    Although enemy Wild Cards still have 2bennies each, the GM no longer receives 1benny per player at the start of the sessionto spend on other NPCs. Instead, the GMcan use bennies on NPCs whenever helikes, but he must then give the player he is

    working against a free benny ascompensation.

    SoakingSpend a benny and make a Vigor roll. If

    all wounds are eliminated, you also remove

    Shaken status.

    On a failure, nothing happens. On asuccess, you eliminate one wound. On araise, you eliminate two wounds, or (if youreceived more than two wounds) all butonewound. Two raises eliminate all wounds.

    EvasionSpend a benny and make an Agility roll. If

    all successes are eliminated, you avoid the

    attack entirely.

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    ~6 ~

    On a failure, nothing happens. On a

    success, you negate one success from theattack. On a raise, you negate twosuccesses, or (if your attacker scored two

    raises or more) the attack is reduced to anormal success. Two raises negate allsuccesses, completely avoiding the attack.

    Buying new skillsIf you buy a new skill at d4, you may also

    increase one other skill that's below itslinked attribute.

    EncumbranceYour Load Limit is defined in significant

    items rather than in pounds. A significant

    item is one that weighs roughly 5-14pounds, and you can carry a number ofsuch items equal to half your Strengthwithout penalty.

    Particularly heavy items may count as twoor more significant items; divide theirweight in pounds by 10 and round to thenearest whole number to determine howmany items they count as. If you're

    carrying a lot of small items, they maycollectively be classified as a significant

    item, at the GM's discretion.

    Mental ResistanceIf someone rolls against your Willpower,

    you can attempt to resist by spending abenny and making a Spirit roll. This workslike Soaking if they're inflicting damage, orEvasion if they're doing something else toyou (such as reading your mind, etc).

    Weapon CollisionWhen rolling for damage, the result is

    applied to both the weapon and the target(before acing, in the case of inanimate

    objects). If the weapon or target is much

    harder than the other, it takes half damage(like Soft Obstacles in the Collisions rules).The GM should only use this rule when

    dramatically appropriate - for example,when using a living creature as animprovised weapon.

    Rapid AttackRapid Attack works as described in SWD,

    except that it only allows three attacks,regardless of whether you're using Fighting,Throwing or Shooting. It can't be used withweapons that require an action to

    ready/reload after each attack, unless theycontain enough ammunition for threeattacks.

    Heavy ArmourHeavy Armour no longer renders you

    immune to non-Heavy Weapons. Instead, itmeans that attack and damage rolls fromnon-Heavy Weapons no longer ace whenmade against you.

    Damage typesFor the sake of consistency, all attacks in

    this setting fall under one of ten damagetypes:

    Beast (claws, fangs, fists, etc).

    Earth (also stone and other solids).

    Metal (steel, iron, silver, etc).

    Water (all liquids, also ice).

    Wood (anything plant-based).

    Cold (including frost).

    Ethereal (psychic, magic).

    Heat (including fire).

    Wind (all gases, also lightning).

    Senses (sonic, light, darkness, etc).

    The first five represent the physicaldamage types, the other five the energydamage types.

    Note that ice comes under Water as longas it's the impact causing the damage. Ifit's the actual temperature that causes the

    damage, then that comes under Cold. Sobeating someone over the head with a lumpof ice would count as Water damage, for

    example, while magically coating their skinin a layer of freezing ice would count asCold damage.

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    ~ 7 ~

    Chapter 2: CharactersCharacter creation

    ConceptWhat sort of supernatural creature

    are you? Are you a vampire, ghoul, lich, orsome other form of undead? Perhaps you're