Savage Tokusatsu - Kaiju Mechs and Heroes For Savage Worlds (Savage Worlds)
Savage Tokusatsu - Kaiju Mechs and Heroes For Savage Worlds (Savage Worlds)
Kat Thanks
To the first Toku Campaign, Kerry, Chris, Dwyt, Lauren and Kyle, without you none of this
would have happened. Bernard for giving us a home to work in. Mike Sanchez for picking
us when we were harsh on ourselves. Gabe and Mom for supporting my passion projects.
Thank you Gauntes for watching every week even when you were alone in chat. Our Chat,
our Brigade of Pals, thank you for being so generous, so wonderful and light up my life
everytime we stream. My husband for being the pillar of this game and our lives.
Kyle Thanks
Kat and Lauren for being the best partners I could ask for. My folks for dealing with me.
Aaron, Ross, Caleb, and the rest of the RPPR crew for giving us a shot. Plondaya for striking
up a conversation at GenCon. Gauntes and Mitch for being the best damn mods anyone
could ask for. Ruth for believing in me. Noah and Bridget for hyping us up. Sanchez and
Bernie for everything. Everyone in our chat. I’m just real emotional right now and ya’ll are
wonderful. Yeah this one’s long, I know. I got a lot of emotions.
Lauren Thanks
Mom & Dad. Thank you for giving me hope. May this start to fill the blue canvas.
Michael Thanks
I wanna thank Jessica Lincoln, my Folks, and the first couriers to run The Quiet.
This game references the Savage Worlds game system, available from Pinnacle Entertainment
Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights
of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or
warranty as to the quality, viability, or suitability for purpose of this product.
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3
Table Of Contents
Introduction 5
Chapter 1: Making Characters 6
Transforming Hero Frameworks 6
Building Kaiju 8
Edges 10
Hindrances 12
4
Introduction
What is Tokusatsu? What's in this Book?
Tokusatsu is the Japanese term for live- Collected in this book is the easiest, fastest,
action media that uses extensive special and most fun way to play a transforming
effects, both practical and digital. It literally hero versus giant monster fighting game
means “special filming,” referring to this you’ll come across. New but approachable
intense focus on flash and style. A great rules help you flesh out a game that truly
many things fall under this category. Kaiju captures the feeling of spandex wearing,
(giant monsters), transforming superheroes, color coordinated heroes doing backflips
and giant robots all fall under the umbrella in front of explosions before drop kicking a
of tokusatsu. Considered one of the most monster with a terrible pun name. There are
popular forms of Japanese entertainment, also rules for battling against titanic kaiju
some tokusatsu series have even seen some with tanks and missiles or creating your own
minor success in other markets. massive monsters to crush cities.
If activating a device to transform into a
costumed super hero, fighting strange and
often gimmicky monsters, and piloting giant
What Do I Need to Play?
mecha is what you’re interested in, then You only need a few simple things to play
Savage Tokusatsu is for you. This product Savage Tokusatsu. A set of dice (d4, d6,
contains rules for bringing some of the most d8, d10, d12), a deck of poker cards (Joker
common types of tokusatsu to your gaming included), a few poker chips or coins, the
table while emphasizing the Fast, Furious, Savage Worlds Adventure Edition core
and Fun that Savage Worlds and the genre book, and this document. That’s it. If you’ve
share. purchased this, you almost assuredly have
everything you need to play already.
Why Not Super Powers?
You might be asking yourself, “Why not
just use the Super Power Companion?”
It’s true that you could use it and easily
generate a slew of unique and diverse
powers but you’d soon run into some
trouble. The same enemies that could bring
down characters who focus exclusively
on Armor and Toughness powers would
quickly make minced meat out of any other,
much squishier character. The same is
true of characters that focus on doing the
most damage possible. In order to combat
threats like this, things could quickly become
unbalanced, battles become a slough, and
everything quickly becomes not very fun.
It’s for these reasons that this book
focuses more on marginal increases with its
own much more limited resource pool and
the addition of ‘tiers of play’ to maintain the
themes appropriate to tokusatsu media.
5
Chapter 1: Making Characters
There are a wide array of characters that one core stories many shows in this genre tell.
can find in tokusatsu stories. Normal people However, it is important to note that these
caught up in the lives of remarkable people, Frameworks are substantially weaker than
transforming heroes, magical girls, boys, their Savage RIFTS counterparts.
everything in between, and even kaiju are all
equally viable character types to play. Frameworks
This chapter is broken up into two distinct Not all transforming heroes are normal,
sections that cover two major and radically everyday humans. Some might have been
different types of campaigns. Transforming born special while others are an altogether
heroes, which are individuals that can enter different species that just looks human (or
a “super” or “magical” form to fight monsters, human-ish). Frameworks encompass several
and kaiju, which are giant monsters that key factors including their power source
rampage across the world, are both covered. and grants characters different bonuses and
Additionally, there are new Edges and penalties based on their selection. However,
Hindrances as well as rules for creating your regardless of the character’s framework,
own unique pieces of Gear that works great all characters transform or no characters
in tokusatsu stories as well as a replacement transform, unless the Game Master specifies
system for creating magical items. otherwise.
All Frameworks have the following generic
Transforming Heroes abilities in addition to the unique abilities
listed under each section. Certain Campaign
Transforming heroes are typically mortals
that somehow have with the ability to Style Guides might alter or remove these
literally transform into an armored or general features. Not all magical girls are
empowered warrior. This covers a wide array master martial artists or can leap several
of tropes and genres. Most transforming hero yards at a time, after all.
stories are aimed at younger audiences and • Arcane Background (Transform). This
have light tones, but there are a great many Edge is free in most tokusatsu games. It
that deal with incredibly grim consequences can be found in the Edges section (pg. 10)
and actions. • Leap. Tokusatsu characters possess
For the most part, creating a character in a great jumping abilities. They can jump
tokusatsu game is the same as creating it in 4” horizontally and 2” vertically as a free
a normal Savage Worlds campaign. You still action.
get 5 Attribute Points, 12 Skills Points, core • Combat Edge. All transforming characters
skills, and a Free Edge. Unlike core Savage begin play with the Martial Artist or Brawler
Worlds, money is more or less irrelevant. You Edge in addition to the Edge they normally
receive your most important Gear, which you receive for free. You do not need to meet
can customize with several modifications, for the requirements for these Edges.
free. These rules are covered in the Iconic
Gear section.
The most notable difference between
a basic Savage Worlds campaign and a Super Powers
Savage Tokusatsu game is the inclusion
Some tokusatsu shows present
of Frameworks. Similar to those included
characters that also have minor
in Savage RIFTS, these options allow for
superpowers. In these cases,
an additional leg of customization during consider also giving all members
character creation. They encapsulate the of the group the Arcane Background
most common ways a transforming hero (Gifted) Edge or a small amount of
might obtain their abilities in this genre. points to spend on a superpower
From being genetically modified, to from the Super Powers Companion.
receiving a highly advanced piece of This step, however, is by no means
technology, to being an intergalactic necessary.
human-like alien, these options
8
Positive Racial Abilities
The following positive racial abilities are new Indomitable
and modified versions of those presented in Player controlled kaiju do not gain
the Science Fiction Companion. the Indomitable ability without
• Armor (U): You gain +5 Armor each time the explicit permission of the
this is taken. Value: 1 Game Master. This is not the case
• Fear (5): The kaiju is particularly for kaiju antagonists in games
terrifying. Creatures that see the kaiju that pit human forces against
must make a Fear check. Each time this unstoppable kaiju. A Game Master
modifier is taken, the Spirit roll suffers a can give player controlled kaiju
-2 penalty. Value: 2 the Indomitable ability, but should
• Intelligent (1) The kaiju’s Smarts is no also give the ability to Game
longer (A). Remember, (A) stands for Master controlled kaiju as well.
Animal Smarts. Value: 1
• Massive Attack (2): Your natural weapon
deals damage in a large area. Each time
this modifier is taken, increase the burst
template’s size. Value: 3 Negative Racial Abilities
• Natural Weaponry (U): This weapon The following negative racial abilities are
adds AP +5 each time it is taken. This modified versions of those presented in the
replaces Bite and Claws. Value: 1 Science Fiction Companion.
• Pace (U): The kaiju’s Pace is increased by • Cannot Speak: Does not exist. Kaiju are
+5” or its Running die is increased by one not known to talk.
die type. Value: 1 • Frail (4): The creature suffers -2
• Poisonous Touch (1): For 2 points, the Toughness. Value: -1
Vigor roll is made at -3. For 3 points, the • Slow (2): The kaiju’s Pace is reduced by
Vigor roll is made at -6. Value: 2/3 5”. Value: -1
• Powerful Attack (2/Weapon): The kaiju
must have the Natural Weaponry or
Ranged Attack racial modifier. It adds an
additional die of the natural weapon’s
size to all attacks made with that
weapon. If the base attack deals Str+d10
damage it now deals Str+2d10 damage.
Value: 3
• Ranged Attack (U): The kaiju has the
ability to attack at a distance. It might
manifest as a laser beam, fire breath,
or some other form. The attack uses
Shooting, has a Range of 50, and deals
4d6 damage with AP 20. The attack
targets everything in the weapon’s range
in a penetrating line. Each time this
modifier is taken the attack’s damage
dice increases by one size or the attack
gains AP +5. Value: 3
• Size +1 (U): Size is now an unlimited
racial modifier. Value: 2
• Toughness (U): Toughness is now an
unlimited racial modifier. Value: 1
9
you transform, you lose this penalty and
Edges instead gain a +2 bonus to Pace and a +1
Some Edges are restricted or modified in a bonus to Parry and Toughness.
tokusatsu campaign, while a few new ones
are listed below. Skill Shift
Restricted Edges: Adept, Arcane Resistance, Requirements: Novice, Arcane Background
Champion, Filthy Rich, Holy Warrior, (Transform)
Mentalist, New Power, No Mercy, Power Select two skills between Athletics, Fighting,
Points, Rapid Recharge, Rich, Soul Drain, and Shooting, or an arcane skill. While you
Wizard. are untransformed, you use these skills
Modified Edges: Ace applies to all non- as written. When you transform, the die
attack rolls made while piloting a mech. sizes of the two skills switch their values.
Most Arcane Backgrounds are not selectable For example, a character has a d4 Fighting
without explicit Game Master permission. and a d8 Shooting while untransformed.
However, their transformed monster form is
Background Edges an exceptional melee combatant but cannot
These Edges represent a character’s natural shoot. While transformed, the character has
state. Background Edges can be taken after a d8 Fighting and a d4 Shooting.
character creation if there is an in-game
justification for such a thing to occur. Combat Edges
These Edges enhance a character’s abilities
Arcane Background (Transform) in battle.
Requirements: Novice
The character gains the ability to transform Firing Synergy
into an armed and armored hero as a free Requirements: Novice, Spirit d6+
action. The character gains certain gear You ignore the Firing into Melee situational
based on the Game Master’s discretion. rule for attacks you make that would
Typically the character gains a stock Pistol, potentially endanger your allies.
an Iconic Weapon, and a suit of Armor.
Transforming increases a character’s Improved Team Player
Tier from Mundane to Hero. This Arcane Requirements: Seasoned, Team Player
Background does not grant Powers or Power You count as two additional adjacent allies
Points. Mahou games should also provide an for purposes of determining Gang Up
additional Arcane Background for free (see bonuses. This still cannot exceed the normal
pg. 16). maximum Gang Up bonus of +4.
Nerd (Minor)
Your character is a dweeb. They
might be particularly passionate
Building a Rachegeist
A rachegeist is built using the standard rules
for kaiju with the addition of the Splinters
Special Ability.
Splinters
A rachegeist has a unique ability unlike
any other kaiju. Several souls within it can
splinter off and form their own, smaller body.
This allows individual players to perform
other vital actions towards the successful
completion of the group’s objectives.
When a splinter breaks off from the main
body, it takes abilities and dice from the main
Running a Rachegeist body to form its own. A Splinter begins with
Unlike other kaiju stories, a rachegeist is a d4 in all Attributes but a d6 in Strength
one creature with multiple minds. At the and Vigor. For each additional level of an
table, this means that all of the players use Attribute or any level of a Skill the splinter
the Simultaneous Mech Command rules has, the main body reduces the die size of its
to vote on and determine its course of own Attribute or Skill by an equal amount.
action. Each player might represent a single Additionally, the splinter can take up to
human mind or an entire faction within the +5 Size, +5 Toughness, and other Special
rachegeist’s consciousness, but ultimately Abilities from the main body in the same
all players voice their opinions on how way.
they feel the body should proceed. Such Splinters have a Slam attack that deals
communication occurs instantaneously and is Str+d10 damage with AP 5. This attack is a
not measured in real world time. This means Heavy Weapon. Splinters do not have Heavy
that even if a group debates for several Armor. They can attempt to possess living
minutes at the table, the rachegeist is not humans by making an opposed Spirit check
simply standing still for several minutes. An as an Action. If the splinter is destroyed the
entire conversation might span less than a rachegeist does not recover the powers
millisecond of in-universe time. it borrowed. A rachegeist can reabsorb a
Hive minds do not always reach unilateral splinter within its reach as an action.
consensus. In fact, the most interesting
stories that use hive minds often have these Setting Rules
collected intelligences at odds with the Born a Hero, Joker’s Wild, Joint Control,
many parts of itself. This disagreement of Knockback, Knowledge, Splinters
thought is not unlike when an entity with a
single mind debates a course of action for
itself. There is merit to conflicting opinions.
While hive minds are at their strongest when
obvious consensus is reached, this does not
mean that standard roleplaying dynamics
simply cease to be.
19
Student Heroes Setting Rules
This campaign style is the one that Western Exams, Extra Effort, Extracurricular
audiences will be most familiar with. At its Activities, Fanatics, Heroes Never Die,
core, a Student Heroes campaign is exactly Hobbies, Knockback, Power Tier
what it says on the label: a campaign about
transforming heroes who must also juggle
their young adult lives as students. These are
often lighthearted romps with a monster- Writing to Hindrances
of-the-week whose theme ties in to a moral A lot of shows in this genre
about not being such a jerk all the time. are targeted towards children.
Players take on the role of students, typically That means they usually have a
in high school or university, who must juggle moral every episode, not unlike
their responsibilities to academia, their an after-school special. An easy
friends, and their family while also taking on way to handle these morals is to
the responsibilities that come with fighting involve the characters directly.
evil space witches or subterranean despots. Hindrances are a perfect hook to
Just like all transforming hero campaigns, make these story opportunities
it’s important to figure out how the that much easier to craft.
characters gained their abilities. Were they Choose one of the characters in
summoned by a disembodied head, did they the group and then choose one of
end up saving a person who granted them their Hindrances. Frame the moral
the ability to transform as a last resort, or did of your next session around the
they perhaps answer the call of a mysterious chosen Hindrance. For example, if
voice before being attacked by a charging the Clique Hindrance is selected,
villain? Whatever the case, the group should then perhaps the character hasn’t
all discuss how they would like the origin been fulfilling their obligation
story to be handled. Some groups may want to their social circle because of
to roleplay gaining their abilities while others their newfound responsibilities,
might want to start as an established team. or maybe the clique has been drawn
Class, family, and friends are all vital to into this week’s conflict.
Student Hero games. The inclusion of East For a more on the nose lesson, a
Texas University’s Exams and Extracurricular character with the Mean Hindrance
Activities Setting Rules reflects these learns about kindness as their
responsibilities, but individuals without friends and partners grow fed up
that book can opt to include the occasional with their attitude. Perhaps a
test roll with the Academics or Common character with the Greed Hindrance
Knowledge skills while roleplaying scenes falls prey to the allure of a
that occur within school. The addition of the monster’s wealth which charms them
Hobbies rule covers extracurricular activities, in the worst way, or maybe a Small
both those officially recognized by the school character learns that sometimes
and those that are purely self-led, and should size doesn’t matter after a series
feature in some of the adventures the heroes of hurdles block their path.
go on. Familial drama and conflict within
These stories can be used to dull
friend groups are also important and can the edges of a Hindrance or even
flesh out scenes that do not directly involve serve as a potential way to permit
superhuman threats. a character to buy off a Hindrance
These campaigns usually end with the . These lessons allow a character
heroes confronting the organization’s boss. to learn and grow as a person in
These battles might spill into their homes or at least some small way. A Mean
take place in an isolated area, like the earth’s character might not lose the Mean
crust or the moon. These battles should Hindrance but might just take
always be incredibly trying, like all great their episode as a chance to be a
final bosses, but still capture the little less mean moving forward.
cheesiness that is so common in
these stories.
20
New Setting Rules
There are several thematic styles for
tokusatsu combat. Three of the most iconic Scaled Vehicle Combat
themes and the rules required to easily run
Use the Damage Scale Tier rules
them are presented below.
for easy, non-bloated spaceship
combat. Giant Weapons might just
Damage Scale be a standard handgun, but if
There is a rough sequence of events in most it hits a Mundane target, it is
transforming hero shows. The monster instantly vaporized.
and its minions arrive and fight the heroes
before they transform. The heroes might There are many campaign types
defeat several minions and even land a few that will only use Mundane and
ultimately harmless hits on the boss monster Giant Tier characters. Such
before they must transform. The heroes then campaigns commonly involve normal
fight the boss monster and destroy it. In pilots jumping into vehicles
some franchises, the monster might grow to such as starfighters or massive
spaceships. In these campaigns,
a gigantic size that the heroes combat with
a bit more detail is required
an equally gigantic robot.
to ensure smooth gameplay. For
Damage Scale is a rule that seeks to
example, a massive spaceship might
emulate this escalation of danger. It be Giant Tier with Giant Tier
introduces ‘Tiers’ of play, Mundane, Hero, weapons, but a starfighter might
and Giant, which supersedes the Gargantuan be Mundane Tier with Heavy Armor
Monstrous Ability from Savage Worlds. In while using Giant Tier weapons.
its simplest form, creatures of the same Tier
can harm each other normally, and a creature
fighting a target of the next Tier can only
Shake their target. Additional Shaken results
do not cause Wounds. However, the attacker
Rather than suffering Wounds normally,
can spend a Benny after the damage is rolled
these monsters must first have a successful
to instead deal damage as if they were the
emotional appeal made against them. Once
same Tier as their target. This typically
per turn as an action, a character can make
only occurs if the damage succeeded with
a Persuasion roll opposed by the monster’s
a Raise. Mundane creatures cannot harm
Spirit. On a successful roll, the monster is
Giant creatures in any way, even if they
Shaken. If the roll succeeds with a Raise, the
spend a Benny. Attacks against a target of a
monster takes an amount of Wounds equal
lower Tier count as Heavy Weapons. Heavy
to the amount of Raises on the roll. Special
Weapons otherwise function normally.
Abilities, like Indomitable and Hardy, protect
a creature against these effects as if it were
Emotional Support normal damage.
This optional rule helps stories that do not
The Game Master should grant a +2 bonus
want to rely heavily on violence as the be-all,
to characters that make appeals that utilize
end-all solution for dealing with monsters.
knowledge of the monster’s vulnerabilities
Monsters born of emotional guilt and
that they learned over the course of the
manipulation are often vulnerable to wicked
adventure. Characters that make poor
minds but are also susceptible to the concern
appeals, appear to be insincere, or ones that
of kind hearts.
commit a faux pas should suffer a -2 penalty.
Wild Card monsters in campaigns using
this rule gain the Weakness Special Ability.
They can only be truly defeated when the
Fanatics
When a Wild Card enemy character is
human inside of the monster comes to
targeted by a successful attack, any of their
terms with their emotions. This requires the
minions can move up to their Pace, jump
characters to delve into the history of the
in front of their master, and suffer the
endangered human to discover what put
attack instead.
them in such a vulnerable state.
21
Heroes Never Die games, Knowledge represents a wide variety
This rule is nearly identical to its counterpart of technical and scientific fields and should
in the core book. The only difference is that be included. Knowledge is a hyperspecific
the vast majority of villains will explode when level of understanding of a single field that
defeated. They might return in later sessions, is chosen when the skill is taken. Knowledge
but this is not an ironclad rule. This rule helps (Atomic) and Knowledge (Optics) are two
in sessions where villains that cannot be such examples. Knowledge remains a skill, is
defeated without new equipment appear and linked to Smarts, and can be taken multiple
defeat the party in a squash match. times to represent an understanding of
different, but no less specific, fields of study.
Hobbies Master Caster
These games revolve heavily around
downtime activities and the day to day Characters ignore Rank requirements when
lives of the story’s protagonists. It is for this selecting Powers. A character can cast a
reason that all characters are required to spell of a higher Rank than their own, but
spend at least 2 of their 12 skill points on a they suffer a penalty on their Arcane Skill roll
Hobby skill. If you are playing with 15 skill equal to the difference between their Rank
points, at least 3 of them must be spent on and the power’s Rank. For example, a Novice
a Hobby skill. Hobby is a unique skill in that character that wants to cast Fly, a Veteran
it does not have an associated Attribute by power, suffers a -2 penalty to their Arcane
default, and that the associated Attribute Skill roll.
must be selected when the skill is chosen.
For example, Hobby (Theater) might use
More Than Human
For groups looking to have transforming
Spirit while Hobby (Knitting) could use Agility
heroes but not giant robots and kaiju,
or Smarts. Certain skills, such as Gambling
they might consider not using the More
and Electronics, can present a case for being
Than Human rules instead of the Damage
a Hobby, but players are encouraged to flex
Scale rules. It still captures the feeling of a
their creativity and instead choose things like
mundane person transforming into a hero or
Hobby (TTRPG) and Hobby (Gaming).
monster to battle threats that are physically
While you could technically make a case
superior to humanity but also grants normal
that a character’s hobby is Fighting at the
people a fighting chance against monsters
dojo or Shooting at the range, it’s highly
and the transformed.
encouraged that players consider their
After transforming, a character still gains
character on a deeper level and spend these
the normal benefits of their Iconic Weapon
points elsewhere. You could even say it’s so
and Iconic Armor, but their Iconic Armor
highly encouraged that it is mandatory.
has 2 additional points of Armor. All attacks
Knockback against transformed heroes or monsters by
Any attack causing 10 points of damage Mundane creatures suffer a -4 penalty to
or more to an equivalent-sized or Tier foe damage rolls. Attacks made by transformed
causes the target to fly backwards 1d4” for heroes or monsters against Mundane
stylistic reasons. This damage threshold creatures gain a +2 bonus to damage rolls.
might be higher or lower for creatures of If your game does include giant robots and
different sizes or Tiers. This occurs whether kaiju, then only these massive creatures can
the attack Shakes or Wounds the creature harm one another. An attack from a massive
as well as if the attack is Soaked or not. creature destroys a normal or transformed
Creatures that collide with an object take creature.
1d6 extra damage regardless of how much
further they would have been knocked back.
Knowledge
In Savage Worlds Adventure Edition, the old
Knowledge skill was removed in favor
of other, less broad, skills. However,
Knowledge still has a place. In kaiju
22
Simultaneous Mech Command
Long have tabletop games grappled with
how best to handle combat where multiple
Fight on the Run players pilot one combined form that they
A commonly overlooked rule in all have equal control over. This rule seeks to
Savage Worlds is the ability for a keep the ideals of Fast, Furious, and Fun alive
character to move in-between their by simplifying an often overly complicated
Actions. This isn’t technically a
mechanic while allowing all players equal
new rule, but rather a reminder
opportunity to succeed and make decisions.
of an existing, under used rule.
As a fast and loose rule, a mech is, for the
Rapid Attacks, Frenzy, and other
things that grant multiple attacks most part, the culmination of its human parts
can be broken up and occur at any in all the best ways.
point during a character’s turn. When dealing initiative, the mech receives
As always, the character cannot a single card as if it were a normal character.
exceed their Pace without taking If any of the piloting characters have
the run action, but, in theory, a initiative modifying Edges, then they modify
character could attack, move 2”, the mech’s initiative card as normal. On the
attack with another weapon, and mech’s turn, the group decides what course
then move 4” while taking the free of action is best to take. When an action that
attacks from the creatures they requires a roll is taken, all characters in the
are moving away from. mech roll the appropriate Skill or Attribute as
if they were performing the action on their
own. If at least half of the characters
succeed on their roll, then the
action is a success.
23
If a character rolls a Critical Failure, it The mech has the health of a Wild Card
counts as two failures in the final result. and its assembly is detailed in the Mech
In the case of combat rolls, any Edge that Construction section (pg 37).
would modify the roll still modifies the single When an attack forces the mech to make
character’s roll. For Edges such as Sweep or a roll, such as an Agility roll to avoid a cone
First Strike that modify the way an attack is attack, the entire group rolls the mech’s
made, the Edge modifies the mech’s attack appropriate Attribute. The only exception
provided the group agrees to use the Edge. are Spirit rolls to end the Shaken condition.
For Edges that modify attacks or damage These are made with the Spirit of the piloting
through Gear, such as Martial Artist or characters. Most effects that would call for
Florentine, the mech must meet the Gear an Athletics roll instead require a Piloting roll.
requirements to use the Edge. It is extremely important to make sure that
When the mech takes damage, the all players have an equal say. If you feel
penalties apply to all characters piloting the that one player is dominating or bullying
mech. Edges such as Nerves of Steel apply the others into going along with their plan,
only to the rolls of the single character, not then speak up. Everyone needs an equal say.
the mech. The same applies to Edges that Mech fights are a team building experience.
modify rolls to remove the Shaken condition.
24
Teamwork Transformation Recovery
When characters that are members of the A transforming hero rarely shifts into their
same team are dealt the same numbered hero form when it would be most logical to
Initiative card, they can choose to perform an do so. Characters can fight minions and even
act of teamwork. If the characters attack the attempt to combat true monsters before
same target or attempt to perform an action transforming. On the first transformation
that would aid one another, all rolls are a character makes in a given scene, the
made with a +4 bonus or used as a negative character heals all Wounds and Fatigue. This
modifier in the case of abilities that force rule is best suited to light-hearted or slightly
an enemy to succeed on a roll. This rule will gritty stories.
come up extremely infrequently, but it can
be used to add a bit of flair to the random
happenstance of sharing initiative. Groups
looking for cooperative rules that can be
used deliberately should consider using the
Combined Attacks rule from the Super Powers
Companion as well.
25
Kaiju Campaign Rules
Rows of artillery dig in. Tanks position
themselves. An air of tension fills the world
as the soldiers wait. The updates that come
in over the radio are no solace. They’ll feel Kaiju Tabletop Size
the kaiju’s approach before they’ll hear or see Kaiju miniatures would be far
it. Campaigns and sessions like this might not too large if used with standard
have the longevity of more traditional stories, miniatures. It is for this reason
but they are no less engaging and interesting. that they have been scaled down.
The amount of 1” squares in
However, they do require a structure specific
diameter a kaiju occupies is
to battling a massive monster with only
typically its Size divided by 4
mundane military equipment. The following
(rounded down). For vehicles, a
rules are used to capture the hopeless feel of single vehicle miniature should
facing down a kaiju. be around the 1/100 scale and
It’s important to note that a good represent a column or group of
kaiju game is, optimally, broken up into vehicles. Larger miniatures can
multiple parts. Some parts might occur be used if 1/100 scale pieces are
simultaneously, some at completely separate not available. Movement should,
times, and some might be skipped over in turn, be reduced to a fourth
altogether depending on the situation and of its previous Pace, rounded up
tone of a given game. (Pace 35 becomes Pace 9).
29
Weapon Modifier Table
Type Knowledge Cost Notes
Armor Weapon Base’s The Weapon Base gains +10 AP each time this
$300m
Piercing Skill modification is taken.
The Weapon Base is no longer a fixed/unidirectional
Articulation Mechanics $100m
weapon. Requires 0 checks to research.
If the vehicle does nothing on its turn except moving,
it can deploy a mobile platform on its turn. Shots
fired while the platform is deployed gain a +4 bonus
Deployable
Mechanics $1b to damage rolls. The weapon cannot move until it
Stabilizers
uses an action to retract the platform. Additionally,
weapons with this modification cannot fire at all
unless it is deployed.
The weapon gains an extra damage die of its type
Weapon Base’s each time this modification is taken. For example, if
High Yield $2b
Skill taken twice on a Plasma weapon, its attacks now deal
7d10 damage.
Weapon must have an Amphibious or Sailing
Hydrocooling Hydrology $1.5b Platform. While in a body of water, the cooldown
required between shots is reduced by two rounds.
Allows Explosive weapons to be equipped to
Launcher Optics $300m any Weapon Platform and fired at a range of
100/200/400.
Natural Science The Weapon Base has limited ammunition. If the
Limited Ammo or -$200m weapon’s attack roll Critically Fails, the weapon runs
Atomic out of ammunition.
Reduce the cooldown required between shots by one
Nuclear Core Acoustics $1b
round.
The weapon no longer deals damage. Attacks made
with it negate the target’s Hardy Special Ability
for three rounds. If taken a second time, a second
shot from the weapon also negates the target’s
Weapon Base’s Indomitable Special Ability for two rounds. Can
Nullifying $4b
Skill only be taken on a Sonic weapon. The required skill
depends on what is needed to counter the kaiju.
In the case of a fire-based monster, Knowledge
(Hydrology) might apply, but for a nuclear powered
foe, Knowledge (Atomic) is more applicable.
Increases the Weapon Base’s Rate of Fire by one for
each time this modification is taken. Once taken, the
Rapid Mechanics $250m cooldown required between shots increases by one
round. This increased cooldown does not stack if this
modification is taken multiple times.
Allows Ballistic weapons to be fired without needing
Sensors Mechanics $200m
to have line of sight on the kaiju.
Weapon Base’s The super weapon’s Shooting rolls gain a +2 bonus
Targeting $200m
Skill each time this modification is taken.
30
Weapon Platform Table
Top Speed Mod.
Type Size Handling Toughness Crew Cost
(MPH) Slots
Amphibious 6 (Large) 0 60 14 (2) 2 2 $1b
Notes: Amphibious. Four Wheel Drive. Requires 1 check to research.
Flying 8 (Huge) +2 1,875 16 (4) 2 2 $250m
Notes: Can only carry releaseable Chemical or Explosive weapons. Requires 0 checks to research.
Hover 7 (Large) +1 90 30 (15) 3 3 $3b
Notes: Ignores difficult ground. Requires 2 checks to research.
Tracked 8 (Huge) -1 50 55 (35) 2 3 $500m
Notes: Requires 0 checks to research.
Walker 10 (Huge) -2 45 45 (20) 4 5 $400m
Notes: All-Terrain. Comes with Deployable Stabilizer Modification. Requires 2 checks to research.
Watercraft 12 (Gar.) -1 35 35 (15) 5 5 $2b
Notes: Requires 0 checks to research.
Wheeled 6 (Large) +1 120 16 (4) 2 3 $150m
Notes: Requires 0 checks to research.
31
Chapter 3: Building Gear
At the beginning of a tokusatsu campaign, Ranged Weapons
especially those revolving around Ranged weapons are slightly more difficult
transforming heroes, your Game Master to balance. All Medieval weapons are eligible
decides how many pieces of free Gear you for use as the base for a ranged weapon.
receive. Usually this will be three pieces: For firearms, tokusatsu games don’t seek
a pistol with no modifications, an Iconic to emulate reality in the same way that the
Weapon, and a suit of Iconic Armor. firearms listed in the Gear section of the
Tokusatsu shows are, first and foremost, Savage Worlds core book does. Presented
a vehicle to sell toys to fans. In game terms, below are three base ranged weapons that
that means the addition and modification emulate firearms. They can fire whatever
of new weapons, suits, and mechs as the projectile is appropriate for the setting
campaign progresses. Modifiers exist to fill and weapon. Bows, thrown weapons, and
this gap. Their application should create crossbows produce 10 pieces of ammunition.
a physical change in the appearance and Replenishing the ammunition for a ranged
functionality of the weapons and armor weapon, including for a bow and thrown
they are tied to. Additionally, don’t be afraid weapon, is an action.
to create additional mechs as the story In most team based tokusatsu series the
progresses. As old ones are destroyed or group all receives an unmodified, identical
retired, new ones are introduced. This might Pistol as a free piece of Gear. Rifles and
also apply to Iconic Weapons and Iconic Shotguns are usually an Iconic weapon.
Armors that players choose to completely Remember, all transforming heroes have the
redesign. Such is the toyification process of Martial Artist edge, so it’s not as if a character
tokusatsu. that chooses two ranged weapons will be
unarmed in melee combat. A character
Iconic Weapons that chooses an Iconic Pistol can purchase
Anything can be a cartoony tokusatsu Weapon Modifiers for both their Iconic and
weapon. With a few minor exceptions, generic pistol individually.
almost all weapons listed in the Savage
Worlds Explorer’s Edition can be chosen as a
character’s iconic weapon. Weapon Modifiers
Presented below are modifiers to augment
Melee Weapons the weapons a transforming hero uses. They
Any Medieval or Modern weapon with receive two free modifiers for their Iconic
the exception of the Katana, Bangstick, Weapon at character creation and receive
Chainsaw, and Survival Knife can be the another modifier upon reaching a new Rank
base for your weapon. If a player wants after Novice, for a total of six modifiers at
their weapon to look like a katana that is Legendary. You can split your modifiers
completely fine. Use the stats for a Short to instead create a new Iconic Weapon at
Sword or Long Sword instead. A character creation or upon reaching a new Rank. Your
can also choose a Small Shield instead of a total modifiers are still limited to however
weapon. The shield deals Str+d4 damage but many you would have at your current Rank
otherwise functions normally. split between your various weapons.
32
Halting. Creatures stuck with this weapon,
regardless of the damage dealt, decrease
their Pace by 1 until the end of their next
turn.
Extended. This weapon’s shot capacity Tripping. Attacks made with this weapon
increases by 2. This modifier can only be that succeed with a Raise, regardless of the
taken on ranged weapons. damage dealt, knock the struck creature
prone. This modifier can only be taken on
Focused. Attack rolls with this weapon have melee weapons.
a +1 bonus. This does not modify Parry.
34
Leaping. Characters wearing this suit can
Iconic Armor jump an additional 1” vertically and 2”
Though suits of armor might not look like horizontally.
much in many tokusatsu series’, they have
considerable strength and greatly modify the Nimble. This suit increases the character’s
physical abilities of the user. In mechanical Agility by one die type while worn. This
terms, armor comes in one easy to use modifier can only be taken once.
package. It covers the entire body and grants
+2 Armor. Powerful. This suit increases the character’s
Strength by one die type while worn. This
Armor Modifiers modifier can only be taken once.
Presented below are modifiers to augment
the armor a transforming hero uses. Protecting. One ally within 5” of the
Characters gain one Armor modification character increases their Toughness and
during character creation and an additional Parry by 1. When taken additional times, this
modification at the beginning of each Rank bonus extends to an additional ally within
after Novice, for a total of 5 modifiers at range.
Legendary.
The same modifier can be selected Quick. This suit increases the character’s
multiple times unless the modifier specifically Pace by 2” while worn.
states otherwise. Multiple instances of the
same modifier stack. For example, Armor Shielded. This suit grants an additional +1
+2 becomes Armor +4 when the Armored Parry while worn.
modifier is taken twice.
Soaring. This suit grants the character a
Absorbing. Characters wearing this suit Flying Pace equal to their Pace. Upon taking
select a single negative environmental this modifier again, the character’s Flying
effect or damage type, such as heat or Pace is equal to their Pace + 2. Upon taking
electricity. The character gains a +4 bonus this modifier a third time, the character’s
to resist these effects, and the wearer has Flying Pace is equal to double their Pace.
+4 Armor against attacks based on that This modifier can only be taken three times.
element or effect. This modifier can be taken
multiple times. Each time it is taken, another Specialized. This suit grants the character
environmental effect or damage type is equipping it an Edge, typically a Combat
chosen. Edge, chosen at the same time that this
modifier is taken. The character can only
Armored. This suit grants an additional +2 use the chosen Edge with this armor. The
Armor when worn. The suit now counts as character must meet the prerequisites for the
rigid armor. Edge, except for Rank prerequisites, while
transformed to choose it.
Climbing. This suit grants the character the
ability to climb on horizontal and inverted Sturdy. This suit increases the character’s
surfaces at their Pace. Vigor by one die type while worn. This
modifier can only be taken once.
Cunning. This suit increases the character’s
Smarts by one die type while worn. This Teflon. Your armor reduces damage from
modifier can only be taken once. Mundane ballistic weapons, such as a 9mm
pistol, but not from the equipment of most
Deflecting. Ranged attacks against a minions and monsters, by 4. This modifier
character wearing this suit have a -1 penalty. can only be taken once. This modifier works
best in campaigns that utilize the More Than
Disciplined. This suit increases the Human Setting Rule.
character’s Spirit by one die type while worn.
This modifier can only be taken once.
35
Example Armor survivability. This suit of armor is slick with
Armors will always be a little less complex shiny polymer plates and grants +4 Armor
than their Iconic Weapon counterparts, but and increases the wearer’s Agility, Spirit,
that’s okay. They perform the necessary task Strength, and Vigor dice by one step, but
of keeping a transforming hero alive. only does so while the user is transformed.
Individual Mechs
When mechs combine to form a super giant
robot it’s easy to quantify. When individuals
pilot their own slightly smaller mech, things
can become a little complicated. The above
rules are used to create massive, incredibly
powerful mechs. There are no hard and fast
rules for creating these individual units.
The best advice is to keep it simple. Let the
player choose what it looks like, create an
Iconic Weapon, and create Suit of Armor for
it with one modifier each per Rank. Use the
character’s Attributes and Skills for those of
the mech.
37
Chapter 4: Building the Cast
It’s not a tokusatsu series without the making the threats they face aware of their
drama of battle. Sometimes a single kaiju is capabilities. Characters with high Parry might
enough, while other franchises rely heavily be subjected to more attacks that require
on the ‘monster of the week’ style formula Agility or Vigor checks, and characters
many people remember from their Saturday with large bonuses to their attacks might
morning shows. Some series have waves of come into conflict with an enemy that has
minions that serve as foot soldiers for the minions to jump in the way of attacks or a
weekly villain and their master. deflection Power. It’s important to be aware
Presented in this chapter are several pre- of the potential imbalances while still being
made enemies of different strengths for all prepared to counter them to an appropriate
Tiers and Ranks of play. These range from degree.
Novice minions to Legendary kaiju. There
are also streamlined rules for creating these
threats.
To further maintain the allusions to the
source material, if you introduce an enemy
that simply cannot be beaten by your current
party (such as a creature with Heavy Armor),
consider introducing them when the party
has just entered a new tier. Their upgrades Alternate Resources
come in the form of a last minute power-up If you’re looking for an existing,
or improvement from their allies or patron. easy to use generator, the Demon
Perhaps the party faces the monster and is Generation Chart from East Texas
forced to retreat. University (page 88) is an
exceptional tool that can be used
Creature Design to create a last minute monster.
Draw more or less cards on the
You don’t need to worry at any great length Demonic Special Abilities table
about buying abilities with points and depending on if you’re making a
converting those points into a threat ranking minion or boss monster.
and then comparing that threat ranking to
the power level of your party. Savage Worlds If you’re looking for something
is not a system that worries about the grit more robust and in depth, without
and granularity of “levels.” Designing enemies having to create abilities all
in Savage Worlds is flexible and easy but your own, then consider using
must be done carefully. Always remember, the Savage Worlds Super Power
Companion. It provides an ample
a Novice character can kill a Legendary
amount of abilities at a cost. The
target in a single action with hot enough
easiest conversion is to give a
dice. These exceptions aren’t the norm, but creature 5 Power Points per Rank
they’re part of what makes Savage Worlds and choose powers appropriately,
combat so great. ignoring the Power Limit rules.
A general rule of thumb to remember This, like almost anything else
is that Savage Tokusatsu characters have Savage Worlds, is a fast and loose
the potential to be much more focused ruling for using the sourcebook.
and powerful than standard characters. A
hero might stack several Focused weapon
modifiers and have an obscene bonus
to Fighting or Shooting rolls, or combine
the Defending and Shielding modifiers
for their weapon and armor to have
a very high Parry. Do not worry.
There are many, many ways to
Constrict Knockback
When creatures with Constrict successfully Creatures with Knockback can knock targets
hit a creature with a Fighting roll and succeed back with their strikes. A creature that is
with a raise, they constrict the target. In the struck by an attack from this creature is
round they constrict and each round thereafter,
knocked back a number of inches listed in its
they cause damage to their prey equal to Str +
entry (usually 1” or 1d6”).
another die (usually a d4 to a d8). The prey may
attempt to escape on their action by getting a
raise on an opposed Strength roll.
Padded
Padded creatures do not take wounds from
blunt trauma, such as from clubs and fists,
Death Touch though such attacks can still shake them.
Instead of a normal attack, a creature with
Death Touch may make a touch attack. Every
raise on its Fighting roll automatically inflects
Pin Cushion
Creatures with Pin Cushion are immune to
one wound to its target.
piercing attacks such as from firearms and
spears. Firearms with multiple projectiles,
Entangle such as full-auto weapons and shotguns,
Creatures with Entangle can cast webs, glue,
ropes, or other entangling substances from cause half damage.
their being. This is a Shooting roll with a range
of 3/6/12 and effects a Small Burst Template. Pounce
Anything in the area is Entangled and must A creature with Pounce can leap 1d6” to gain
cut or break their way free (Toughness 7). a +4 to its attack and damage. Its Parry
Entangled characters can still fight, but all is reduced by -2 until its next action
physical actions are at -4. The zone counts as when performing this maneuver
rough terrain. however.
39
Reach Moderate Strength
Much like the Gear ability, Reach allows The following monstrous abilities are
a creature to attack targets a number of considered fairly powerful. They are usually,
squares or inches away. It also extends but not always, situational powers that can
the range of Edges like First Strike and be either very strong or utterly worthless
opportunity attacks. depending on a variety of factors.
• Armor
Speed • Burrowing
Speedy creatures have a d8 (or higher) • Constrict
running die. • Construct
• Entangle
Tripping • Envelope
Creatures with Tripping can knock targets • Ethereal
prone with their strikes. A creature that is • Fear
struck by an attack from this creature must • Flight
make an Agility check or fall prone. • Immunity
• Infection
Monstrous Ability Ranking • Poison
• Reach
Presented below are rough approximations
of the strength of monstrous abilities found • Size
in the Savage Worlds core book (page 152) • Small/Large/Huge/Gargantuan
as well as the new monstrous abilities found • Strength
in this chapter. Do not feel beholden to using • Stun
these specific breakdowns when designing • Tripping
monsters. Thankfully, Savage Worlds is a • Undead
system that does not suffer from certain
problems that other systems do, and you High Strength
can be very flexible in creating challenges The following monstrous abilities are
that can face down Novice and Legendary considered incredibly powerful. They offer
characters with the same potential lethality. large static buffs, large damage boosts, and
increased survivability.
Low Strength • Absorbent
The following monstrous abilities are • Charm
considered not powerful at all. Some might • Death Touch
be powerful in certain settings, such as • Elemental
Infravision, but tokusatsu stories are rarely • Fast Regeneration
about being powerless and hunted. • Gore
• Alien Physique • Heavy Armor
• Aquatic • Indomitable
• Attached • Padded
• Chameleon • Paralysis
• Fearless • Pin Cushion
• Fleet-Footed • Pounce
• Infravision
• Knockback
• Low Light Vision
Creating Unique Attacks
More often than not, a boss monster has a
• Slow Regeneration gimmick that extends from their appearance
• Wall Walker to their attacks. A mummy monster can wrap
• Weakness their enemies with bandages or lash with
sand, a plant monster shoots seeds and cuts
with razor leaves, or a skeleton monster
can break apart and attack with each bone
individually. These fit the theme of the
monster and can be replicated with relative
40 ease.
For the most part, these attacks can be
made the same way a normal attack is made. Minions
Strength plus a damage die for the ‘weapon’ Minions are always Extras, no exception.
being used or the use of an existing Power They usually come in exactly one variety
such as bolt or blast. The hard and fast rule is per season of a show. They might become
to remember that “everything requires a roll.” slightly stronger as the characters reach
Whether the attacking creature needs to new Ranks. Usually this means the minion
roll Fighting or Shooting, or the target needs has one or two Low or Moderate Strength
to roll a Vigor or Agility check to withstand monstrous abilities. Their Toughness should
the attack, everything needs to have a roll be particularly low as minions are meant to
associated with it. get taken down quickly and in great number.
Using our examples found above, our
mummy monster’s attacks can be a simple Jammers (Novice)
Str+d4 attack with Reach 2 and Entangle, Jammers are minions for the technology
and its sand can be a burst attack. The plant themed organization White Noise. They
monster has a simple Str+d8 melee attack teleport in through a haze of white noise
and fires seeds with the bolt Power, or and static before warbling into combat.
perhaps they just deal 2d6 damage with AP 1 They are exceptionally weak but attempt
after a Shooting roll. Our Skeleton can break to overwhelm their enemies with superior
apart, gaining a +2 bonus to Parry, but also numbers.
receiving a -2 Toughness while occupying a Attributes: Agility d6, Smarts d6, Spirit d4,
Medium Burst Template and attacking any Strength d4, Vigor d4
creatures within as per the blast Power. Skills: Athletics d4, Electronics d6, Fighting
Flex your creative muscles but remember d6, Notice d6
not to overcomplicate things. Signature Pace: 6; Parry: 5; Toughness: 5 (1)
attacks should match the creature’s theme, Special Abilities:
be among the most dangerous threats to • Armor +1: Junk plating.
the characters, and not bog down gameplay. • Punch: Str+d4.
Keep it Fast, Furious, and Fun. • Techno Block: All mundane pieces of
technology within 10” of a jammer
malfunction.
Civilians • Tier: Jammers are Mundane.
Savage Worlds has a plethora of published
material with a wide array of modern and Golem Mounders (Seasoned)
Mundane Extras and Wild Cards. While the Golem Mounders are the minions of the
core book does not offer many options for Dig Deep Dominion, a subterranean empire
creatures like these, other books like East hell-bent on extending their territory across
Texas University, the Horror Companion, and the Earth’s crust. Made of sentient clay
the Super Power Companion have a wide and stone, these creatures are little more
array of stats for mundane humans ranging than mindless puppets that act as their
from students to police officers to teachers foreman, the Dig Deep Dominion’s word for
to criminals. Consider using those to bolster commander, dictates.
your selection of mundane civilians. Physically, mounders are tripedal and have
no discernable spinal system. This allows
Basic Civilian them to protect themselves from all angles
Attributes: Agility d6, Smarts d6, Spirit d6, while striking out at anything that draws too
Strength d6, Vigor d6 close. With two heavy stone arms, they can
Skills: Driving d4, Hobby (Choose a Hobby) shatter boulders with relative ease.
d8, Persuasion d4, Notice d4 Attributes: Agility d4, Smarts d4, Spirit d4,
Pace: 6; Parry: 2; Toughness: 5 Strength d8, Vigor d4
Special Abilities: Skills: Fighting d8, Hobby (Mining) d6, Notice
• Punch: Str. d6
• Tier: Civilians are Mundane. Pace: 6; Parry: 5; Toughness: 7 (3)
Special Abilities:
• Armor +3: Made of rocks.
41
Chipchap Deckhand (Veteran)
The numerous alien deckhands of the
Chipchap pirates are highly skilled grunts
that have honed their skills on the high
spatial seas. They’ve served as foot soldiers
conquering planets and raiding vessels. Only
the strongest survive long enough to become
full-fledged deckhands of the Chipchap crew.
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d6
Skills: Athletics d8, Boating d8, Fighting d8,
Notice d6
Pace: 6; Parry: 7; Toughness: 6 (1)
Edges: Mixed Weapon Fighter
Special Abilities:
• Armor +1: Pirate breastplate.
• Cutlass: Str+d8, Parry +1.
• Laser Flintlock: 2d6, Ranged 10/20/40,
• Slam: Str+d4, Parry -1. This attack AP 1.
targets all creatures adjacent to the • Wall Walker: Can walk on vertical
mounder. surfaces at Pace 6.
• Spineless Defense: Creatures do not • Tier: Deckhands are Mundane.
benefit from Gang Up bonuses against
the mounder. Saurz Cutter (Heroic)
• Construct: +2 to recover from being Dinosaurs were not alone on our planet. The
shaken; called shots do no extra damage; Saurz Force were the most dangerous group
does not suffer from disease or poison. on Earth in the prehistoric era, but they
• Tier: Golem Mounders are Mundane. were sealed away after the extinction event
that brought that period to an end. With
Snip Force (Seasoned) the changes to the planet’s climate in the
These scissor wielding minions are skilled modern era, they were freed from their icy
at combat and not much else. They can imprisonment and now wreak havoc.
catch their enemies between their massive Saurz Cutters make up the bulk of the
scissors. When they do, they attempt to cut Saurz Force. These hunched creatures have
them in half. They dress in bright vibrant scales that form glove and boot like shapes
colors and their heads are completely on their hands and taloned feet. Their jagged
concealed beneath 80’s glam styled hairdos. lizard-like faces appear rubbery and enraged.
Attributes: Agility d6, Smarts d6, Spirit d6, Their neon green hide is easy to spot but
Strength d6, Vigor d8 sneaking is not their primary focus.
Skills: Athletics d4, Fighting d8, Attributes: Agility d10, Smarts d4, Spirit d8,
Hobby (Cosmetology) d6, Notice d6 Strength d8, Vigor d8
Pace: 6; Parry: 7; Toughness: 6 Skills: Athletics d4, Fighting d10, Hobby
Special Abilities: (Dinosaurs) d10, Notice d8, Survival d12
• Giant Scissor: Str+d6, Parry +1 Pace: 6; Parry: 7; Toughness: 8 (2)
• Crushing Scissor: When the Snip Force hits Special Abilities:
a creature with a Fighting roll and succeeds • Armor +2: Scaly hide, Heavy Armor.
with a raise, the target is Entangled • Talon Blade: Str+d4.
between the two blades of the giant
• Pounce: A Cutter often pounces on its
scissor. At the start of the target’s turn, the
prey from great distances. It can leap
Snip Force member deals Str+d8 to the
6” to gain +4 to its attack and damage.
target. While Entangling a creature, the
Snip Force member loses the Parry bonus Its Parry is reduced by -2 until its next
granted by its Giant Scissor. action when performing the maneuver
• Tier: Snip Force minions are Mundane. however.
• Tier: Saurz Cutters are Mundane.
42
Big Hands (Legendary) + Entanglela (Novice)
The Big Hands serve the Little Hands as the This mass of interwoven vines protects a
footsoldiers of the Clockworks, a group of soft, mushy core and enwreathes a large,
monsters that seek to consume the very laws cyclopean eye. Entanglela is a mercenary
of time. Big Hands are the absolute best of monster that will throw in with any cause
the best when it comes to minions. Loyal to a given enough justification. For Entanglela,
fault, skilled in the art of war, and unafraid of justification usually means nutrient rich soil
death, they overwhelm their foes with sheer that they can feed themselves with.
numbers. Attributes: Agility d8, Smarts d4, Spirit d8,
They look like black silhouettes of Strength d6, Vigor d6
humanoids with colorful streaks running Skills: Fighting d8, Hobby (Horticulture) d6,
through their bodies. Wielding spears that Notice d4, Stealth d10
look like twisted clock hands, they keep their Pace: 6; Parry: 8; Toughness: 6
distance when they can and lash out with Special Abilities:
speed belying their mundane frames. • Vine: Str+d4, Reach 3”, Parry +2.
Attributes: Agility d8, Smarts d6, Spirit d10, Entanglela can make two attacks with
Strength d8, Vigor d8 their vine without suffering a multi-
Skills: Fighting d10, Hobby (Quantum action penalty.
Physics) d12, Notice d10, Stealth d10 • Constricting Vine: When Entanglela
Pace: 7; Parry: 8; Toughness: 6 hits a creature with a Fighting roll
Special Abilities: and succeeds with a raise, the target
• Clock Hand Spear: Str+d6, 2 hands, is Bound by vines. The round they
Parry +1, Reach 1. constricts and each round thereafter,
• Alien Physique: Big Hands are immune the target takes to Str+d6 damage. The
to Called Shots. target may attempt to escape on their
• Turn Back the Clock: The first time in a action with an opposed Strength roll.
scene that a Big Hand is Incapacitated Another character may attempt to cut
it falls to the ground, defeated. On the the vines as an action (Toughness 5).
next round, it still receives an initiative • Tier: Entanglela is Hero Tier.
card. When their turn comes the concept
of time around the fallen Big Hand + Late Bloomer (Novice)
distorts, the Big Hand returns at peak This nocturnal plant creature is a soft-spoken
form, and acts normally. foe that lures its enemies into a sluggish
• Tier: Big Hands are Mundane Tier. state with powerful sedative pollen. A
hypnotic pattern of violet and navy weaves
Boss Monsters across its petals as it flits about with an
ethereal grace. Late Bloomer is a free agent
Boss Monsters run the gamut. Lieutenants,
generals, commanders, and even the big bad that will work for anyone who can pay.
themselves are all Boss Monsters. It’s their However, it refuses to work alongside other
Rank that determines their rough hierarchy. plant-like creatures for reasons unknown.
For the most part, the entity sending the lesser Attributes: Agility d4, Smarts d6, Spirit d10,
monsters is Legendary, their generals are Strength d4, Vigor d6
usually Heroic (though they might start weaker Skills: Fighting d8, Hobby (Botany) d8,
and grow in strength alongside the characters), Notice d4
and so on. The monster of the week is usually Pace: 6; Parry: 6; Toughness: 7
the same Rank as the group. These monsters Special Abilities:
are almost always accompanied by a group • Unarmed: Str+d4.
of minions and should prove difficult to fight • Hardy: Late Bloomer does not suffer a
without teamwork from the characters.
Wound from being Shaken twice.
Boss Monsters usually have at least one
• Sleep Spore: Late Bloomer can cast the
Unique Attack or mechanic with at least one
slumber power. Knowledge (Botany) is its
Moderate or Strong Strength Monstrous Ability
with additional Monstrous Abilities at higher arcane skill for this power and Late
Ranks. They can have any amount of Weak Bloomer has 6 Power Points.
Monstrous Abilities. They usually have Edges as • Sluggish Aura: Enemies within
6” of Late Bloomer must roll
well.
43
a Vigor check at -2. Failure means the unrecycled plastics and scrap metal that
creature treats the area as difficult augment Choking Hazard’s ability to cause
ground for the rest of the scene. harm. They lead their own mercenary cell
• Size +2: Late Bloomer is nearly the size of monsters and have recently been seen
of a hippo. working with White Noise, a technology
• Tier: Late Bloomer is Hero Tier. themed group of monsters. Choking Hazard
makes excellent use of the disposable nature
+ Bridgebuilder (Seasoned) of technology utilized by White Noise and
A being of twisted wrought iron and cement, seems to get an upgrade every year or so.
Bridgebuilder is a raid captain of the Dig Who knows how powerful they will be in five
Deep Dominion. Despite his wry frame years.
he is far beyond the might of a normal Attributes: Agility d4, Smarts d8, Spirit d6,
human. Bridgebuilder can instantly transport Strength d8, Vigor d10
himself and another creature to anywhere Skills: Athletics d8, Fighting d8, Hobby
he can see. However, after that instant (Upcycling) d12, Intimidation d8, Notice d8,
passes Bridgebuilder returns to his previous Repair d10, Shooting d6, Thievery d8
location. Pace: 6; Parry: 6; Toughness: 12 (2)
Attributes: Agility d10, Smarts d6, Spirit d6, Hindrances: Vow (Major, Increase Pollution)
Strength d8, Vigor d8 Edges: Elan, Improvisational Fighter,
Skills: Fighting d10, Hobby (Engineering) d8, McGyver, Mr. Fix-It, Sweep
Notice d4 Special Abilities:
Pace: 4; Parry: 7; Toughness: 9 (3) • Armor +3: Junk plating.
Edges: Level Headed, No Mercy, Quick • Construct: +2 to recover from being
Special Abilities: Shaken; ignores 1 point of Wound
• Armor +3: Wrought iron body. penalties; does not breathe or suffer
• Unarmed: Str+d6, Knockback 2”. from disease or poison.
• Bridge the Gap: As a free action on • Emit Fumes: As an action, Choking
Bridgebuilder’s turn, he can fold the Hazard can belch a massive cloud of
space between himself and a target. toxic fog from their mask. The fog fills
Mechanically, he can instantly teleport to a Large Burst Template centered on
any location he can see. At the end of his Choking Hazard. Other creatures in the
turn, Bridgebuilder returns to the space cloud must make a Vigor check at -2. On
he originally occupied. If Bridgebuilder a failed check, the creature gains a level
crosses a gap, such as a valley or river, of Fatigue. All creatures in the cloud are
a 2” wide bridge of wrought iron runs Distracted, except for Choking Hazard
the length of the gap. This bridge and their minions. Choking Hazard
disappears after 12 hours have then takes a level of Fatigue.
passed. • Dumpster Stealth:
• Tier: Bridgebuilder is Choking Hazard gains a
Hero Tier. +4 bonus on Stealth
checks while motionless
+ Choking Hazard and surrounded by trash.
• Size +2: Choking
(Seasoned) Hazard is fit to burst
An animate trashbag full with mass.
of non-biodegradable • Tier: Choking
waste, Choking Hazard Hazard is Hero
wants nothing more than Tier.
to kill the planet. Their gas
mask protects them from
the noxious fumes they
can produce, and they’ve
carefully constructed
several dangerous
weapons from
44
+ Spooky Shark (Seasoned) Attributes: Agility d6, Smarts d6, Spirit d8,
Spooky Shark serves the Huntmasters of The Strength d10, Vigor d12
Lodge, a group of fantasy hero archetypes Skills: Fighting d8, Hobby (Model Making)
turned on their head into monstrous d12, Notice d8, Taunt d10
bastardizations of the original intent. The Pace: 6; Parry: 6; Toughness: 12 (2)
Lodge sought to hunt down and slay all of Hindrances: Thin Skinned (Major)
the fantastical beasts native to their home Edges: Humiliate, Provoke
plane and succeeded. When there was Special Abilities:
nothing left to hunt on their planek, they • Armor +2: Skin and bones. Mostly just
combined their arcane might and opened a bones, though.
portal into our world where they began to • Fist: Str+d8, Knockback 4”.
hunt the Archdruid and their mythological • Trapped Hero: As an action, Bulk Up can
creature based team of heroes. make a Fighting roll as a Touch Attack
Shooky Shark is part ghost, part shark and against a transforming hero. If he is
haunts the seas as it pursues her prey. Semi- successful, he traps the hero in the crest
translucent with the ability to phase in and on his ribcage. While Bulk Up has a hero
out of our material plane, she is a dangerous trapped, he gains access to the hero’s
foe that is not to be underestimated. Iconic Weapon and any Combat Edges
Attributes: Agility d8, Smarts d6, Spirit d8, the hero has, even if he does not qualify
Strength d8, Vigor d8 for it. A hero can be freed with a Called
Skills: Battle d4, Fighting d10, Hobby (Piracy) Shot made at -2 against the badge.
d8, Notice d6, Taunt d8, Survival d8 • Size +2: Bulk Up is large enough to stand
Pace: 6; Parry: 6; Toughness: 11 (1) menacingly over humans.
Edges: Sweep • Tier: Bulk Up is Hero Tier.
Special Abilities:
• Armor +1: Sharkskin.
• Anchor: Str+d10, Knockback 2”, Parry -1.
• Aquatic: Pace 12.
• Coarse Skin: A creature that makes a
Fighting roll against Spooky Shark and
rolls a 1 (regardless of the Wild Die)
takes 2d6 damage.
• Ghost Out: As an action, Spooky Shark
can attempt a Spirit check with a -1
penalty to phase in and out of our plane
of existence. While outside of our plane,
Spooky Shark is invisible and cannot
attack or be attacked. She can return to
our plane as a free action on her turn.
• Size +4: Big as a great white on legs.
• Tier: Spooky Shark is Hero Tier.
+ Bulk Up (Veteran)
Some say Bulk Up is the child of two famous,
now defeated, villains. Others believe he is a
long dead hero who returned to life through
a potent curse. More yet say that Bulk Up is
just… some skeleton guy. Whatever the case
may be, Bulk Up is a threat to any and all
heroes thanks to his ability to quite literally
trap them in his body and use their powers
against their allies. Bulk Up is a freewheeling
mercenary who offers his services to the
highest bidder, but he is also a sucker for a
challenge and is known to fall prey to even the
faintest goading.
45
+ Lieuten-Ant (Veteran) Pace: 5; Parry: 8 (1); Toughness: 10
Lieuten-Ant is a ranked member of the Edges: Acrobat, Assassin, Improved
Swarm, a group of insectoid humanoids that Counterattack, Improved First Strike,
plan on colonizing the planet and turning it Woodsman
into a grand hive that will serve as a staging Special Abilities:
ground for their expansion into the rest of • Ball and Chain: Str+d8, Reach 2, Tripping.
the universe. This man ant’s carapace is camo • Flight: Jailbird-Roc has a Flying Pace of
patterned, leading up to a large head with 10”
powerful mandibles. Lieuten-Ant is a capable • Envelope: As an action, Jailbird-Roc may
attempt to overwhelm a target within 3”
but hardnosed leader who prefers to direct
of her with her chain wings. She makes a
his minions from the front.
Fighting attack opposed by the target’s
Attributes: Agility d8, Smarts d6, Spirit d8, Agility roll. If she succeeds, the target is
Strength d10, Vigor d10 partially restrained and suffers a -2 Penalty
Skills: Battle d8, Fighting d8, Notice d8, to Pace and skills linked to Agility and
Persuasion d6, Stealth d10 Strength, as well as 2d4 damage. With a
Pace: 8; Parry: 9; Toughness: 10 (2) raise, the target takes 2d8 damage and
Edges: Brawny, Command, Fleet-Footed, cannot move or use skills linked to Agility
Frenzy, Hold the Line!, Inspire, Natural Leader or Strength, but they can use their action
Special Abilities: to attempt to break free with a Strength
• Armor +2: Chitinous carapace. or Agility check. Other characters can use
• Mandibles: Str+d4, Knockback 4”. their action to help the restrained creature
• Pheromone: For each Wound Lieuten- by making a Strength check at -4 to break
Ant has, all of his allies within 10” gain an them free. Jailbird-Roc can only Envelope
equal bonus to attack and damage rolls. up to two creatures at a time.
This effect ends when Lieuten-Ant is • Size +3: Jailbird-Roc towers above a
Incapacitated. standard human.
• Size +1: Lieuten-Ant is a big bug. • Tier: Jailbird-Roc is Hero Tier.
• Tier: Lieuten-Ant is Hero Tier.
+ Mandrilla (Heroic)
+ Jailbird-Roc (Heroic) Mandrilla, the mandrill and… drill themed
This metallic bird-woman monster is a servant of the Dig Deep Dominion,
is an interstellar bounty a subterranean empire
hunter that specializes with ambitions to
in imprisoning and hollow out the Earth’s
crust to expand their
restraining her marks.
borders. Mandrilla
Always fashionable,
serves as an above
she wears a pinstripe ground agent who
black and white suit finds ideal locations to
and accessorizes with a mark for dig teams to
large bird cage helmet. begin excavating.
Her chain wings shake, Mandrilla is an enemy
rattle, and roll as she of Iron Champion Daro,
subdues her marks with a transforming hero
ease. that has a symbiotic
Attributes: Agility d10, relationship with an iron-
Smarts d8, Spirit d10, Strength attuned nature spirit. Mandrilla
d8, Vigor d10 is loathed by
Skills: Academics d10, Fighting the other members of the
d10, Investigation d8, Hobby Dominion for his viciousness,
(Criminal Justice) d10, Notice cruelty, and disregard for the
d8, Intimidation d8, Stealth safety of his crews. He has a deep
d8+2, screeching voice that can enrage
Survival d10 even the calmest minds.
46
Attributes: Agility d6, Smarts d8, Spirit d6, Attributes: Agility d10, Smarts d12+2, Spirit
Strength d10, Vigor d10 d12, Strength d10, Vigor d10
Skills: Fighting d10, Intimidation d8, Hobby Skills: Academics d12, Athletics d8, Battle
(Mining) d8, Notice d8, Taunt d8 d8, Common Knowledge d12+2, Fighting
Pace: 6; Parry: 8; Toughness: 9 (1) d12, Gambling d12, Hobby (Wine) d10,
Edges: Elan Intimidation d10, Notice d8, Occult d10,
Special Abilities: Persuasion d10, Research d8, Survival d8,
• Armor +1: Mining equipment. Taunt d12
• Power Drill: Str+d10, AP 4, Parry +1. Pace: 10; Parry: 6; Toughness: 15
• Burrow (10”): Mandrilla can propel Edges: Alertness, Ambidextrous, Bruiser,
himself through the ground with his Charismatic, Command Presence, Feint,
massive bore. Fleet-Footed, Giant Killer, Hold the Line!,
• Earth Shatter: As an action while above Improved Block, Improved Counterattack,
ground, Mandrilla can drill into the Improved Dodge, Improved First Strike,
ground and break it apart. All ground Inspire, Martial Warrior, Master Tactician,
in a Large Burst Template centered on Natural Leader, Quick
Mandrilla becomes difficult ground. Special Abilities:
Mandrilla then gains a level of Fatigue. • Armor +50: The mask Arghus wears is
• Gore: If Mandrilla can charge at least 6” never removed. Only his head gains this
before attacking, he adds +4 to his total Armor bonus.
damage. This bonus damage also applies • Chrono Martial Arts: Str+d10, +2 on
if he leaps or burrows at the target. Fighting checks.
• Powerful Leap: Mandrilla can jump 4” • Tier: Arghus is Hero Tier.
vertically and 8” horizontally. • Toughness: Arghus has a +6 bonus to
• Size +1: Mandrilla stands over a foot Toughness.
higher and thicker than a human.
• Tier: Mandrilla is Hero Tier.
47
Attributes: Agility d6, Smarts d6, Spirit d8,
Heroes Strength d6, Vigor d6 (Increase one Attribute
Crossover episodes, completely different
to d8)
franchises, and new seasons are all methods in
Skills: Athletics d4, Common Knowledge
which new heroes are introduced and created.
d4, Fighting d8, Notice d4, Persuasion d4,
Presented below are several pre-made heroes
that can be included in your own sessions. Shooting d6, Stealth d4, 6 more Skill Points
Unlike the other creatures listed in this chapter, Pace: 6; Parry: 6; Toughness: 5/7 (2)
heroes follow a more standardized version Hindrances: One Major, Two Minor
of character creation. Most are identical to a Edges: Arcane Background (Transform),
character of their Rank in terms of skills, Edges, Martial Artist, one other Edge
and modifiers. Special Abilities:
• Armor +2: Armored suit, two Iconic
+ Best Pal Brigadier (Novice) Armor modifiers.
These color coded heroes are chromatic • Iconic Weapon: Str+d6, two Iconic
defenders of justice who aren’t afraid to get Weapon modifiers.
into the thick of it. While they might not always • Item Dependency: If a brigadier loses
get along they will always have one another’s their Shifter then they cannot Transform.
back when the chips are down. With a clear • Leaping: A brigadier can jump 2”
bug design, the Best Pal Brigade consists of vertically and 4” horizontally.
Yellow Bee, Green Dragonfly, Red Scorpion, • Sidearm Blaster: 2d6, Ranged 10/20/40,
Black Widow, and Blue Pillbug. They are 5 shots.
resolute in the face of danger and schoolwork • Transform (Bestowed): Transforming
alike. from Mundane to Hero Tier takes no
Their armor was created by a pair of bug
action for a brigadier. They do not have
enthusiast doctors looking to manufacture
access to their Iconic Weapon, Sidearm
mass producible suits to distribute to first
Blaster, Leaping, and Armor Special
responders and rescue teams in a variety
of situations. High heat, high pressure, and Abilities while untransformed.
high altitude environments, as well as rapid • Tier: A brigadier is either Mundane or
response situations, were all taken into Hero Tier.
account when these suits were being
designed.
48
+ Hurricane Vanguard (Novice) • Martial Arts: Str+d4, Reach 1, Knockback
Masahiro Matsushita is not the first to bear 1”, +1 on Fighting rolls
the burden of the Vanguard title. In a tragic • Powers: bolt, smite, speed. Power Points:
turn of events, the previous user of the 10
Hurricane Driver, Masahiro’s brother Makoto, • Leaping: Hurricane Vanguard can jump
was slain in battle by a mysterious villain. 3” vertically and 6” horizontally.
Makoto’s dying wish to his brother was • Transform (Altered): Transforming from
that he not let the legacy of the Hurricane Mundane to Hero Tier takes no action
Vanguard die with him. The world at large for Hurricane Vanguard. He does not
is unaware of this change. Masahiro keeps have access to his Powers, Leaping, and
up a public masquerade about his identity Armored Suit Special Abilities while
as the “real” Hurricane Vanguard while he untransformed.
desperately tries to learn the rules of this • Tier: Hurricane Vanguard is either
new world he finds himself in. He always Mundane or Hero Tier.
watched the old heroes on VHS tapes and
now tries to emulate them, though his
+ Pink Semior (Novice)
Rosa Monk grew up feeling like an outsider.
perception of their heroism often sees him
A half Cuban girl growing up in Stockholm,
rushing in headfirst without much regard for
she had her share of troubles in life. She
his well-being.
often withdrew into her love of baking and
Armed with incredible speed, aerokinesis,
helped her father, Sven, create beautiful
and his empowered martial arts, Hurricane
pastries for the family store. She developed
Vanguard vows to fight for those who cannot
a strong sense of right and wrong, and would
fight for themselves as a champion of justice.
go toe-to-toe with bullies and others who
His brother’s last wishes drive him forward,
would punch downward.
but also weigh heavily on him. He hopes he
In her early teens, something spoke to Rosa.
truly is worthy enough to be an inheritor of
She had been chosen to take up the mantle
the name Hurricane Vanguard.
of a guardian, and she readily accepted. She
Attributes: Agility d8, Smarts d6, Spirit d8,
uses her newfound powers to do battle with
Strength d8, Vigor d6
all manner of monsters that threaten her
Skills: Athletics d6,
home, and Pink Semior has
Common
become something of a
Knowledge d6,
folk hero. Clad in a donut
Fighting d8,
themed suit of enchanted
Hobby
armor, no villain can
(Meteorology) d8,
escape Pink Semior’s
Magic d8,
chakrams.
Stealth d4,
Attributes: Agility d8,
Persuasion d8
Smarts d6, Spirit d8,
Pace: 6; Parry: 6;
Strength d8, Vigor d8
Toughness: 5/7 (2)
Skills: Athletics d6,
Hindrances: Driven
Common Knowledge
(Major, Be Worthy),
d4, Fighting d8, Hobby
Heroic, Vow (Major,
(Baking)
Avenge Makoto) Research d4, Notice Stealth
Edges: Arcane Background d6, Persuasion
(Transform), Arcane Background Pace: 7; Parry: 7;
(Magic), Martial Artist Toughness: 6/8 (2)
Special Abilities: Hindrances: Anemic, Bad
• Armored Suit: Luck, Loyal
Blue and white Edges: Arcane
suit with a long Background (Transform),
scarf. +2 Armor, Attractive, Martial
Leaping. Artist
49
Special Abilities: • Armor +3: Iron Exo-form, Pace +1,
• Armored Suit: Pink, cream, and yellow Sturdy.
suit with sprinkles. +2 Armor, Parry +1. • Slagsword: Str+d10, 2 hands, Heavy
• Croissant Cutter: Str+d6+3, 5/10/20, Weapon, Knockback 2”, Parry -1.
returns when thrown. Focused x3. • Boregun: 1-3d6, Ranged 5/10/20, 2
• Antithesis: Attack and damage rolls hands, 3 shots.
against Chosen made by monsters are • Of Two Minds: Daro rolls an additional
made at +1. d6 when rolling to end the Shaken
• Leaping: Pink Semior can jump 2” condition
vertically and 4” horizontally. • Leaping: Daro can jump 2” vertically and
• Rise Again: Pink Semior has a +1 bonus 4” horizontally.
on Soak rolls. • Transform (Joined): Transforming from
• Transform (Chosen): Transforming from Mundane to Hero Tier takes no action
Mundane to Hero Tier takes no action for Daro. He does not have access to his
for Pink Semior. She does not have Slagsword, Boregun, Leaping, and Armor
access to her Croissant Cutter, Leaping, Special Abilities while untransformed.
and Armor Special Abilities while • Tier: Daro is either Mundane or Hero Tier.
untransformed.
• Tier: Pink Semior is either Mundane or + Noble Dragoon Orange
Hero Tier.
(Seasoned)
The Chroma Dragoon transformers are a
+ Iron Champion Daro series of devices that were handed down
(Seasoned) for generations. Tracing their lineage all the
Iron Champion Daro is the heroic alter ego way back to Noble Dragoon Black and Noble
of a young man named James Cornell. After Dragoon White, each successive generation
stumbling across a Dig Deep Dominion of Chroma Dragoon transformers broke
prospecting group while trying to find a down into new colors. This tradition carried
faint voice he heard call out for help, James on for many years, and the Chroma Dragoon
narrowly escaped but took a tumble into a transformers were, for a time, regarded as
mineshaft at the local iron mine. It was in this amongst the most important transformers
mine that he discovered Ferro, the iron spirit to exist. Noble Dragoon Red and Noble
that fused with James and allowed him to Dragoon Yellow adopted a child that they
transform into Iron Champion Daro. wished to raise as a normal
This Joined hero took it upon himself boy until he would receive
to listen to Ferro’s wish and fight back the Orange Dragoon
against the Dig Deep Dominion. When transformer.
not transformed, James is a hard-nosed Unfortunately,
but good hearted young man who, despite things did not go
constant setbacks, does all he can to help as planned.
those around him with a smile. He’s fairly
fashionable in a grungy way and keeps his
long, straight black hair tied back in a bun.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d10
Skills: Athletics d6, Common Knowledge
d4, Fighting d10, Notice d8, Persuasion d4,
Shooting d6, Stealth d6, Survival d10, Taunt
d8
Pace: 7; Parry: 7; Toughness: 7/10 (3)
Hindrances: Bad Luck, Phobia (Water, Minor),
Poverty, Stubborn
Edges: Arcane Background (Transform),
Block, Charismatic, Counterattack,
Danger Sense, Martial Artist
50 Special Abilities:
John Paul “JP” Light did grow up as a • Transform (Bestowed): Transforming from
normal boy but only spent a few years Mundane to Hero Tier takes no action for
outside of the system before he was Noble Dragoon Orange. He does not have
pulled back in. One night his fathers simply access to his Noblesse Halberd, Dragoon
disappeared without a trace. With no other Blaster, Leaping, and Armor Special
relatives, John Paul returned to the system Abilities while untransformed.
and moved between temporary homes • Tier: Noble Dragoon Orange is either
until his 18th birthday when he set out on Mundane or Hero Tier.
his own. Through a combination of luck,
support structures, and gumption, JP made + Arashi (Veteran)
a comfortable life for himself. This comfort The Stormbringer chose Arashi, who did not
lasted only until he found himself in the only have a choice in the matter. This ancient
building from his childhood that he ever force of sapient lightning called upon a
called home. A powerful but fleeting thought normal man to act as its herald on Earth, and
had called him there and during his trip down the two quickly became an urban legend
memory lane, he discovered something in amongst transforming heroes on Earth. A
his parent’s study: the Orange Dragoon skilled hand-to-hand combatant, Arashi is
transformer. a vagrant hero who does not claim any one
Even now, JP isn’t sure he believes what organization as his enemy. Rather, he is a
is happening. Monsters? Heroes? A legacy threat to all villains. Having teamed up with
left to him by parents who mysteriously Iron Champion Daro, a fellow Joined, and
vanished? It’s too much and too similar to the Pink Semior on several occasions, Arashi is
comic books he reads. However, despite his among the most wanted enemies of the Dig
disbelief, Noble Dragoon Orange does what Deep Dominion and the Sugarpop Thieves.
is right when confronted with what is wrong. Contemplative and withdrawn, Arashi
It’s not a hallucination, but he doesn’t believe does not easily open up to others. Some
he is an inheritor to a legacy. Noble Dragoon say that he had a partner in the past who
Orange does not have an organization he he lost. Others believe that it takes all of
opposes. Rather, if John Paul should come his attention to prevent the sheer power
into contact with a monster while on a of the Stormbringer from destroying him.
business trip or vacation he won’t hesitate to No one has ever seen Arashi outside of his
jump into the fray. transformed state, and many believe he is
Attributes: Agility d8, Smarts d8, Spirit d8, unable to return to his previous life at all.
Strength d8, Vigor d8
Skills: Academics d8, Athletics d6, Common
Knowledge d8, Fighting d6, Hobby (Comics) d8,
Notice d6, Persuasion d8, Repair d4, Shooting
d4, Stealth d6
Pace: 7; Parry: 7; Toughness: 8/10 (2)
Hindrances: Curious, Doubting Thomas, Quirk
(Minor, Easily Impressed)
Edges: Arcane Background (Transform),
Common Bond, Jack-Of-All-Trades, Martial
Artist, Strong Willed, Sweep
Special Abilities:
• Armor +2: Orange armored finery, Leaping
x2.
• Noblesse Halberd: Str+d8, AP 2, two
hands, Reach 1. Range 3/6/12. Blast,
Piercing, Throwing.
• Dragoon Blaster: 2d6, Range 10/20/40, 5
Shots.
• Item Dependency: If Noble Dragoon
Orange loses his Shifter then he cannot
Transform.
• Leaping: Noble Dragoon Orange can jump
4” vertically and 8” horizontally.
51
Attributes: Agility d8, Smarts d8, Spirit d10, Special Abilities:
Strength d8, Vigor d6 • Armor +2: Alien armor, Pace +2, Nimble.
Skills: Athletics d10, Fighting d8, Common • Unarmed: Str+d10.
Knowledge d6, Hobby d10 (Foreign Cinema), • Homeworld Cannon: 2d8, Ranged
Intimidation d10, Magic d8, Notice d8, 15/30/60, 2 hands, RoF 2, AP 6, 4 shots.
Stealth d4, Survival d8 • Leaping: Balm can jump 2” vertically and
Pace: 7; Parry: 8; Toughness: 5/7 (2) 4” horizontally.
Hindrances: Anemic, Cautious, One Eye, • Transform (Genetic): Transforming from
Outsider (Major) Mundane to Hero Tier takes no action
Edges: Acrobat, Arcane Background (Magic), for Balm. She does not have access
Arcane Background (Transform), Brave, to her Homeworld Cannon, Leaping,
Extraction, Feint, Martial Warrior and Armor Special Abilities while
Special Abilities: untransformed.
• Armor +2: Storm gi. Absorbing • Tier: Balm is either Mundane or Hero
(Electricity), Teflon, Quick. Tier.
• Storm Claw: Str+d6, +2 on Fighting, +2
Parry, AP 2, Tripping. (Defending x2, + G.R.E.E.L.L. (Heroic)
Piercing, Tripping) G.R.E.E.L.L. is not from our Earth. Born,
• Of Two Minds: Arashi rolls an additional raised, and modified on an alternate Earth,
d6 when rolling to end the Shaken G.R.E.E.L.L. was an experimental assassin
condition. that almost immediately rebelled against
• Powers: protection, wall walker, warrior’s his unethical creators. Designed to be an
gift Power Points: 10 undetectable killing machine, G.R.E.E.L.L.
• Transform (Joined): Transforming from instead applied his powers to answering the
Mundane to Hero Tier takes no action calls of the oppressed. Politicians, capitalist,
for Arashi. He does not have access and even the lowly slumlord or abuser were
to his Storm Claw, Leaping, Powers, all valid targets for G.R.E.E.L.L.
and Armor Special Abilities while
untransformed.
• Tier: Arashi is either Mundane or Hero
Tier.
Kaiju
In the overwhelming majority of instances,
the only mechanical difference between a
Boss Monster and a Kaiju is that the Boss
Monster who grows large is that one is
simply of Giant Tier. That’s the easiest
and fastest way to create a giant monster
for a team of transforming heroes to fight.
However, some monsters are naturally
large and fit into completely different
genres. These beasts typically exist in
different genres than transforming heroes,
and their stats have been built to reflect
this. They are terrifying creatures that
are lumbering, all destroying nightmares.
Kaiju stories are rarely, if ever, power
fantasies. They are cautionary tales
about emerging fears in our modern
world. Nuclear power, the war
machine, climate change, and more are
all common choices for these parallels.
Building a kaiju is a straight forward
affair. They, unlike monsters that use
Tiers, follow the basic rules
for Savage Worlds and are
designed to battle vehicles
54
Attributes: Agility d10, Smarts d8, Spirit d10, Attributes: Agility d6, Smarts d6(A), Spirit d8,
Strength d12+5, Vigor d12 Strength d12+9, Vigor d12+4
Skills: Athletics d12, Intimidation d12+6, Skills: Fighting d8, Intimidation d10+4,
Notice d12+2 Notice d8, Shooting d12+2
Pace: 40 (2d12 running); Parry: 2; Pace: 15; Parry: 6; Toughness: 8 (18)
Toughness: 48 (15) Special Abilities:
Special Abilities: • Armor +18: Leathery hide.
• Armor +15: Churning winds. • Slam: Str+2d6+13, Small Burst Template.
• Debris Toss: As an Action, Bolide • Cryobeam: 3d10 damage, Ranged
Tempest can suck in a piece of debris 20/40/80, AP 15.
and launch it at high speeds at a target • Fear -4: Everyone points and screams at
within 20/40/80. This thrown attack things like this. Cryosaur adds its Fear
deals Str+2d10+20+the object’s Size modifier as a bonus to all Intimidation
damage in a Cone Template that begins rolls
in the target space. • Flight: Cryosaur has a Flying Pace of 40”
• Fear -6: Evacuations are common for and Climb 0.
hurricanes. Bolide Tempest adds its Fear • Kaiju: Cryosaur has Heavy Armor and its
modifier as a bonus to all Intimidation attacks are Heavy Weapons. It adds its
rolls. Size Bonus to melee damage and attacks.
• Kaiju: Bolide Tempest has Heavy Armor • Hardy: Cryosaur does not take a wound
and its attacks are Heavy Weapons. It from being Shaken twice.
adds its Size Bonus to melee damage and • Indomitable: Cryosaur can only suffer a
attacks. maximum of one Wound from a single
• Size +20 (Gargantuan): You ever see a attack, regardless of the attack’s damage.
hurricane? • Wing Buffet: As an action, Cryosaur
• Tough: Bolide Tempest has +5 can violently flap its frost coated wings
Toughness. to create a chilling gale in a Large Burst
• Weakness (Meteor Core): Called Shots Template centered beneath it. Creatures
can be made against Bolide Tempest’s in the zone must make a Vigor roll at -4
meteor core. Such attacks suffer a -6 or suffer a level of Fatigue.
penalty but ignore Bolide Tempest’s • Size +13 (Gargantuan): Cryosaur is only
Armor and add +5 damage to the marginally smaller than a glacier.
attacker’s total. This is the only way to • Tough: Cryosaur has +7 Toughness
Wound Bolide Tempest, but it can be
Shaken by normal attacks. + Drive Eater GAIA
• Whirlwind: Ranged attacks made against Drive Eater GAIA was once a humble
Bolide Tempest suffer a -4 penalty. octopus with a hunger for mundane prey,
• Wounds: Bolide Tempest is Incapacitated like fish and crustaceans. However, its home
after it takes three Wounds, despite became filled with trash: wrecked cars, oil
being Gargantuan. spills, and hundreds of tires and plastic bags.
Soon food became scarce as the ocean
+ Cryosaur was wrecked by human foolishness and
With the melting of the ice caps, the world this octopus made a decision. It began to
will change in ways humanity could never consume the toxic rubbers, plastics, and oils.
have predicted. The most notable change is Other sea creatures that attempted such a
the story of Cryosaur. This leather-winged feat perished, but not this little cephalopod.
terror that returned to life when the chunk of Its diet caused a strange change in its form,
ice containing it fell into the ocean. While it and it began to grow larger and larger. The
rested in the water the ice slowly thawed until already intelligent species grew even more so
Cryosaur, the scaled creature that brought
and began to use the discarded technology it
about Earth’s five Ice Ages, returned to the
found, such as cell phones, to modify its ever
world to return it to a frozen state.
growing body.
Some believe Cryosaur is a balancing agent that
preserves the planet through frigid destruction
while others simply deny the existence of this
climate changing creature.
55
First contact with Drive Eater GAIA was a
chaotic affair that was quickly covered up.
Its hunger drove it toward an offshore oil
platform which it promptly destroyed. The
ensuing environmental disaster was blamed
on an “unfortunate accident,” but GAIA’s next
attack on a slow-boat shipment of computer
parts was captured on video by a nearby
fishing ship. Drive Eater GAIA’s hunger drives
it ever forward as it knows that if it stops
eating it will begin to shrink. Global logistics
have been thrown into utter chaos as major
shipping lanes have become the hunting
grounds of the elusive kaiju. Many fear for
the day that the cybernetic octopus develops
an augmentation capable of firing upon
planes.
• Attributes: Agility d10, Smarts d12+6,
Spirit d10, Strength d12+2, Vigor d12+4
• Skills: Athletics d12+2, Fighting d10,
Intimidation d10+4, Notice d12+2
• Pace: 10; Parry: 15; Toughness: 43 (15)
• Special Abilities:
• Armor +15: Cybernetic enhancements.
• Aquatic: Pace 30.
• Tentacle: Str+2d8+13, AP 15, Parry +8
• Consume: Drive Eater GAIA can
devour a large amount of machines,
such as a column of destroyed
tanks, as an action. Its Size increases
by one upon eating such things.
• Fear -4: Emerging from the depths, this
kaiju instills fear into sailors. Drive Eater
GAIA adds its Fear modifier as a bonus to
all Intimidation rolls.
• Kaiju: Drive Eater GAIA has Heavy + Emperor Guil
Armor and its attacks are Heavy The humble crayfish is humble no more.
Weapons. It adds its Size Bonus to melee Emperor Guil has been lurking beneath the
damage and attacks. surface of the Mississippi River for untold
• Laser: 4d10, Range 100/200/400, AP centuries, only to be awoken by the repeated
30, RoF 1. hammering storms and flooding that have
• Size +13 (Gargantuan): Too big for disturbed its slumber. Standing at almost 125
normal takoyaki. feet and weighing tons upon tons, Emperor
• Tough: Drive Eater GAIA has +5 Guil rises from the depths in an enraged
Toughness. frenzy and punishes the corruption that
• Weakness (Hunger): If Drive Eater caused it to wake. With massive claws and
GAIA does not eat toxic materials once thick powerful armor, Guil is on the weaker
every three days, its Size and Smarts are end of the kaiju spectrum but is still more
reduced by one. Thankfully, the ocean is than powerful enough to level the smog
full of mismanaged corporate waste. spewing factories that stand in its way.
56
Attributes: Agility d6, Smarts d6(A), Spirit d8, • Kaiju: Gerabato has Heavy Armor and its
Strength d12+6, Vigor d12+1 attacks are Heavy Weapons. It adds its
Skills: Athletics d8, Fighting d12+1, Size Bonus to melee damage and attacks.
Intimidation d10+2, Notice d6, Shooting d10 • Hardy: Gerabato does not take a Wound
Pace: 25 (2d6 running); Parry: 10; from being Shaken twice.
Toughness: 43 (19) • Indomitable: Gerabato can only suffer a
Special Abilities: maximum of one Wound from a single
• Armor +19: Chitin plating. attack, regardless of the attack’s damage.
• Pincer: Str+2d8+9, AP 40, Parry +2, • Overrun: Gerabato can charge up to its
Small Burst Template. Pace. Objects and creatures in the path
• Bubble Blast: 2d12+9, Cone template, it charges must make an Athletics or
AP 15. handling (Boating, Driving, or Piloting)
• Fear -2: Everyone points and screams check opposed by Gerabato’s Fighting
at things like this. Guil adds its Fear roll. On a failed roll, the creature takes
modifier as a bonus to all Intimidation damage equal to Gerabato’s Slam
rolls. (without the Medium Burst Template).
• Kaiju: Guil has Heavy Armor and its • Size +9 (Huge): Bigger than a whale,
attacks are Heavy Weapons. It adds its smaller than another kaiju.
Size Bonus to melee damage and attacks. • Tough: Gerabato has +4 Toughness.
• Hardy: Emperor Guil does not suffer a
wound from being Shaken twice. + Oakkuro
• Indomitable: Guil can only suffer a It took decades for the Three Mile Island
maximum of one Wound from a single Accident’s most dangerous threat to emerge.
attack, regardless of the attack’s damage. A simple oak tree was planted not long
• Size +11 (Huge): Emperor Guil is over 60’ before the release of radiation into the area
tall. surrounding the nuclear reactor. As the
• Tough: Emperor Guil has +5 Toughness. sapling matured and grew, it absorbed the
radiation. Its bark hardened and grew black
+ Gerabato as it rapidly expanded at an unprecedented
Hailing from the Russian wilderness, rate. However, no one in the area paid mind
Gerabato was awoken by the roar of artillery to nature or how, over the course of 20
and the shaking of the earth. It burst out years, there was now a tree where there
of the Caspian sea and cut a swath of once was not.
destruction through southern Russia before As the oak tree grew, it soon gained a
retreating into Siberia where it has remained primeval awareness of the world around
hidden ever since. This furred, knuckle- it. By the early 21st century, the mighty
dragging creature vaguely resembles a bear creature now known as Oakkuro became
crossed with an ape. A maw of fangs juts ambulatory and developed a deep, powerful
from a snubbed snout beneath two eyes hunger for its animating essence: nuclear
smoldering with fury. energy.
Attributes: Agility d8, Smarts d6, Spirit d8, Attributes: Agility d6, Smarts d6(A), Spirit d8,
Strength d12+4, Vigor d12+2 Strength d12+9, Vigor d12+4
Skills: Athletics d10, Fighting d10, Skills: Athletics d10, Fighting d12,
Intimidation d12+4, Notice d10 Intimidation d10+2, Notice d6
Pace: 30 (3d6 running); Parry: 7; Toughness: Pace: 30 (2d6 running); Parry: 8; Toughness:
37 (15) 52 (23)
Special Abilities: Special Abilities:
• Armor +15: Dense skin and fur. • Armor +23: Blackened bark.
• Slam: Str+2d10+9, AP 25, Medium Burst • Root or Branch: Str+2d10+14, AP 45,
Template. Medium Burst Template.
• Fear -4: More terrifying than a bear • Fear -2: It’s a giant, violent tree but…
charging toward you is a giant bear it’s still technically a tree. Oakkuro adds
monster charging toward you. Gerabato its Fear modifier as a bonus to all
adds its Fear modifier as a bonus to all Intimidation rolls.
Intimidation rolls • Kaiju: Oakkuro has Heavy
57
Armor and its attacks are Heavy • Size +16 (Gargantuan): The prince can
Weapons. It adds its Size Bonus to melee easily pick up an aircraft carrier in a
damage and attacks. single claw.
• Hardy: Oakkuro does not take a wound • Tough: Prince Lazilo has +10 Toughness
from being Shaken twice.
• Indomitable: Oakkuro can only suffer a + Rafflesia
maximum of one Wound from a single In a corner of the world “passed through”
attack, regardless of the attack’s damage. and promptly “forgotten about” by the
• Size +14 (Gargantuan): Oakkuro is taller “civilized world,” a mass grave that “never
than the mightiest oak tree. existed” fertilized the earth which soon gave
• Tough: Oakkuro has +5 Toughness. birth to a new type of flower. With the scent
of rotting corpses oozing from its petals,
+ Prince Lazilo Rafflesia is a threat that is smelled before it
The prince of kaiju, Lazilo is from a time is seen. With multiple wailing buds, Rafflesia
and place unknown to the civilizations of is a strange kaiju that many hypothesize has
the world. It emerged from the depths of a human-like intelligence. Its targets are very
the ocean one day and began to wreak specific. It only targets military installations
havoc on the Australian coast. It returned and heavily favors those of the United States.
to the depths not long after only to emerge Many first person records have recorded
mere weeks later on the shores of South Rafflesia simply walking past a heavily
Korea. This scaled, part fish, and part lizard populated city, looking at the city, and then
monstrosity is widely regarded as the most losing interest. Its only recorded attacks have
dangerous of their ilk. been on military bases.
Attributes: Agility d6, Smarts d6(A), Spirit Attributes: Agility d6, Smarts d6, Spirit d10,
d12, Strength d12+12, Vigor d12+6 Strength d12+2, Vigor d12+5
Skills: Athletics d12, Fighting d12+3, Skills: Athletics d12+1, Fighting d10,
Intimidation d12+5, Notice d8, Shooting d12 Intimidation d10, Notice d4
Pace: 35 (3d6 running); Parry: 9; Toughness: Pace: 10; Parry: 7; Toughness: 40 (10)
64 (27) Special Abilities:
Special Abilities: • Armor +10: Plant flesh.
• Armor +27: Scaley hide • Bite: Str+2d8+10, AP 30
• Claw or Tail: Str+2d12+16, AP 35, • Corpse Scent: Living creatures within
Medium Burst Template. 40” of Rafflesia must make a Vigor check
• Fear -5: Everyone points and screams at at -4 or become Distracted for the next
things like this. Prince Lazilo adds its Fear 24 hours. Living creatures gain a level of
modifier as a bonus to all Intimidation Fatigue every 30 minutes they are inside
rolls the aura.
• Kaiju: Prince Lazilo has Heavy Armor • Entangle: Rafflesia can cast the entangle
and its attacks are Heavy Weapons. It Power with the strong modifier in a Large
adds its Size Bonus to melee damage and Burst Template as an action.
attacks. • Fear -1: The sight isn’t as scary as the
• Hardy: Prince Lazilo does not take a smell. Rafflesia adds its Fear modifier as
wound from being Shaken twice. a bonus to all Intimidation rolls.
• Indomitable: Lazilo can only suffer a • Kaiju: Rafflesia has Heavy Armor and its
maximum of one Wound from a single attacks are Heavy Weapons. It adds its
attack, regardless of the attack’s damage. Size Bonus to melee damage and attacks.
• Laser Breath: As an action, Prince Lazilo • Immunity: Rafflesia’s dampness renders
can emit a beam of energy 30” long and it immune to fire-based attacks.
5” wide. Creatures in the path of this • Indomitable: Rafflesia can only suffer a
beam must make a Vigor check opposed maximum of one Wound from a single
by Lazilo’s Shooting roll. On a failed attack, regardless of the attack’s damage.
check, the creature takes 4d8 damage • Size +10 (Huge): Even perpetually wilted,
with AP 5. If Lazilo gets a raise this Rafflesia is massive.
attack deals 5d8 damage with • Tough: Rafflesia has +10 Toughness.
AP 10. • Tremorsense: Rafflesia is blind to
58
creatures that are not touching the • Size +12 (Gargantuan): Shoria is an
ground. It gains a +4 bonus to Notice absolutely massive sabertooth-like
checks made to detect creatures that are creature.
touching the ground. • Tough: Shoria has +5 Toughness.
• Wail: As an action, Rafflesia can make an
Intimidation check against all creatures
within 10” of it. Creatures that fail must
Random Kaiju Generator
Presented on the next page is a series of
roll on the Fear Table. tables that can be used to create completely
random kaiju. All kaiju begin with +10 Armor
+ Shoria and Toughness, Pace 20 (2d6 running), and
The massive cat-like Shoria arose when a a natural attack that deals Str+2d8 damage
hiker traveling along Skeleton Gorge on Cape with AP 15. Draw for each column on the
Town’s legendary Table Mountain tossed a Base Kaiju Table. After that, roll 1d6 (which
rock into a chasm. The rock, unfortunately, does not Ace) on the Kaiju Abilities Table.
caused a chain reaction of dislodged You can redraw redundant cards, such as
sediment that ultimately cascaded downward redrawing Slow Regeneration when you
and landed directly on Shoria’s slumbering already have Fast Regeneration.
head. This hulking quadrupedal beast has
appeared numerous times throughout
history and has left a trail of destruction
in its wake each time. Its claws can rend
through reinforced steel and its sabretooth
fangs have a biting pressure unseen before in
Earth’s history.
Attributes: Agility d8, Smarts d8(A), Spirit
d10, Strength d12+7, Vigor d12+2
Skills: Athletics d8, Fighting d10, Intimidation
d12+4, Notice d12+2
Pace: 35 (3d10 running); Parry: 7;
Toughness: 42 (16)
Special Abilities:
• Armor +16: Thick hide.
• Bite or Claw: Str+2d12+12, AP 25, Small
Burst Template.
• Fear -4: Everyone points and
screams at things like this.
Shoria adds its Fear
modifier as a bonus to
all Intimidation rolls.
• Kaiju: Shoria has
Heavy Armor and
its attacks are
Heavy Weapons. It
adds its Size Bonus
to melee damage and
attacks.
• Hardy: Shoria does not suffer a wound
from being Shaken twice.
• Low Light Vision: Shoria ignores all
penalties from Dim and Dark lighting.
• Roar: As an action, Shoria can unleash a
bellowing roar. Creatures within 10” of
Shoria must make a Vigor check. On
a failed check, the creature takes 3d8
damage. This roar shatters windows, pops
tires, and can potentially crumble buildings.
59
Kaiju Base Generator
Kaiju have +10 Armor and Toughness, Pace 20 (2d6 running), and a natural attack that deals
Str+2d8 damage with AP 15.
Card Strength Smarts Vigor Other Skills Size Fear
Attributes
Fighting d6,
2-3 d10 d4(A) d10 d4 Intimidation d8, +10 -1
Notice d4
Fighting d8,
4-6 d12 d4 d12 d6 Intimidation d4, +11 -2
Notice d6
Athletics d10,
Fighting d6,
7-8 d12+2 d6(A) d12+1 d6 +13 -2
Intimidation d6,
Notice d6
Athletics d6,
Fighting d10,
9-10 d12+6 d6 d12+2 d8 +15 -3
Intimidation d8,
Notice d6
Athletics d4,
Fighting d4,
Jack-Queen d12+8 d8 d12+4 d10 +17 -3
Intimidation d12,
Notice d12+1
Fighting d10,
Intimidation d10,
King d12+11 d10(A) d12+6 d12 +18 -4
Notice d10,
Stealth d8
Athletics d12+2,
Fighting d10,
Ace d12+12 d10 d12+8 d12+1 +19 -5
Intimidation d10,
Notice d8
Athletics d10,
Fighting d12+2,
Joker d12+15 d12 d12+10 d12+2 +21 -6
Intimidation d10,
Notice d10
60
Kaiju Abilities Table
Roll 1d6. The kaiju draws that many cards. Redraw weaker cards that are redundant (such as
drawing Slow Regeneration and Fast Regeneration).
61
a recurring Fire Team grunt who becomes a
Example Villain Group sort of rival to the heroes, the grunt obtains
Fire Team Omega, the villains of the Plot the power if Sumika rejects it.
Point Campaign included at the end of this Attributes: Agility d10, Smarts d8, Spirit d10,
book, are presented here in their entirety Strength d10, Vigor d10
for ease of reference and to assist you in Skills: Fighting d8, Hobby (Rescue
understanding how to design an entire Operations) d10, Notice d8, Shooting d8
organization of villains for a campaign. Pace: 6; Parry: 9; Toughness: 10 (2)
With Boss Monsters ranging from Novice Edges: Block, Command, Command
to Seasoned, a leader of Legendary Rank, and Presence, Counterattack, Hold the Line!,
several Novice minions, Fire Team Omega Sweep
is a healthy baseline for a low powered Special Abilities:
campaign. It’s important to ensure that • Armor +2: Armored firefighter’s jacket.
there is enough variety amongst your Boss • Tidal Cutlass: Str+d6, Parry +2
Monsters to keep each fight fresh. Many • Immunity (Fire): The Armiger’s watery
groups won’t have multiple types of minions blessings render them immune to fire.
at each Rank like Fire Team Omega, but • Leaping: The Armiger can jump 2”
minions should receive minor improvements vertically and 4” horizontally.
when heroes ascend from Rank to Rank. • Transform (Genetic): Transforming from
Mundane to Hero Tier takes no action
+ Aqual Armiger (Veteran Hero) for the Armiger. They do not have access
The power of the Aqual Armiger is beyond to their Tidal Cutlass, Leaping, and Armor
compare. Contained within a device of Special Abilities while untransformed.
unrusting metal with a self-suspended orb • Tier: The Armiger is either Mundane or
of constantly swirling water known as the Hero Tier.
Aqueous Ring, the Aqual Armiger controls
the very forces of water against threats to + Battalion Chief Flambay
the universe. Fire Chief Champat created the
Aqueous Ring in a time of great need. She (Seasoned Boss Monster)
bestowed it to her most trusted lieutenant, Battalion Chief Flambay might seem out of
who unfortunately perished during the place in a fire fighting brigade at first glance.
conflict. Many members of Fire Team Omega With his flaming head, Flambay seems more
have tried to link themselves to the Aqueous arsonist than firefighter. His initial encounter
Ring, but none have succeeded. It takes with Fire Chief Champat was a violent one
powerful determination and a hardy body to that ended with her sparing his life. Flambay
wield such power. was once a ruthless pyromanic that burned
Unlike the other entries in this section, the entire worlds to cinder. Now he works to
Aqual Armiger is not one specific person. fight that which he is as the proud second-in-
Within the confines of any given campaign, command of Fire Team Omega.
these abilities can fall into the hands of Beloved by his minions and held in high
anyone. The nature of this twist is contained esteem by Fire Chief Champat, he leads his
within Fire Team on the Scene, the Plot Point grunts with endless vigor and pride in his
Campaign in this book. For those who do not work. Due to his competence and spirit,
wish to learn this secret, skip to the Aqual Fire Chief Champat bestowed him with
Armiger’s stat block. the Hydro-Axe, which is a powerful axe
The two individuals who might obtain the made of semi-solid water that requires the
power most often are, surprisingly, Sumika utmost concentration of his peerless combat
Ishimori and a recurring Fire Team grunt rival. capabilities. A mistake with the Hydro-Axe
If her teammates do not pay attention to could be the last he would ever make.
Sumika struggling to come to terms with the Flambay is an absolutely massive alien
fact that her mother did not create a Shifter with a burning head that he can ignite and
for her or were particularly insensitive to her, extinguish at will. He wears his emblazoned
she becomes the Armiger. If, during the jacket with pride. Two massive, rounded
course of the campaign, the Game pauldrons with the Fire Team’s crest rest on
Master decides to include his shoulders and drape his barrel-shaped
62 chest.
Attributes: Agility d8, Smarts d6, Spirit d8, + Burgle Bookie
Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Hobby (Seasoned Boss Monster)
(Rescue Operations) d10, Notice d8, The official treasurer for Fire Team Omega,
Shooting d8 Burgle Bookie is a golden skinned alien with
Pace: 6; Parry: 7; Toughness: 10 (1) long, sinewy arms and legs and massive eyes
Edges: Block, Command, Command with dollar sign irises. He wears a suit made
Presence, Counterattack, Hold the Line!, of the same materials as the fireproof jackets
Sweep that the rest of the squad wears. Others
Special Abilities: would describe Burgle Bookie’s personality
• Armor +1: Armored firefighter’s jacket. as sketchy and his voice as slimy. While many
• Hydro-Axe (Melee): Str+d6, Knockback in Fire Team Omega don’t like him, they can’t
1”. deny that he keeps the books clean and the
• Hydro-Axe (Ranged): 2d6, Ranged trucks running.
5/10/20, Knockback 3”, Tripping. Attributes: Agility d6, Smarts d12+1, Spirit
• Immunity (Fire): Flambay’s nature and d10, Strength d6, Vigor d6
armor render him immune to fire. Skills: Athletics d10, Fighting d8,
• Size +2: Flambay is significantly larger Investigation d10, Hobby (Accounting) d12,
than a normal human. Notice d8, Taunt d8, Thievery d6
• Tier: Flambay is Hero Tier. Cha: 2; Pace: 7; Parry: 7; Toughness: 10 (3)
Edges: Arcane Background (Transform),
Block, Charismatic, Elan, Team Player
Special Abilities:
• Ledger: Str+d8, Heavy
Weapon.
• Coin Toss: 1-3d6, Ranged
5/10/20.
• Hardy: Burgle Bookie does
not take a Wound from being
Shaken twice.
• Mesmerizing Bribe: As an
action, Burgle Bookie can
attempt to mesmerize a creature within 5”
of him with a rare coin. This functions as the
puppet Power and Burgle Bookie uses Taunt
as his arcane skill. Burgle Bookie can only
have one creature bribed at a time.
• Size +2: Burgle Bookie is lean but tall
and gangly.
• Tier: Burgle Bookie is Hero Tier.
64
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d6, Vigor d8
Skills: Athletics d6, Fighting d8, Hobby
(Rescue Operations) d6, Notice d8
Pace: 6; Parry: 7; Toughness: 8 (2)
Edges: Block, Combat Acrobat, Improved
Dodge, Two-Fisted
Special Abilities:
• Armor +2: Elite jackets.
• Hand Axes: Str+d6. Two axes.
• Boomerang Axes: Str+d6, Range
5/10/20. Thrown hand axes return to
the Elite’s hands after the attack.
• Tier: Fire Team minions are Mundane
Tier.
70
Cranston Park Nakajima Mall
A large park in the suburbs of town, Cranston An absolutely massive structure, the
Park has almost every piece of sports Nakajima Mall is the premier shopping
equipment a field could need. Two baseball destination in Bright Lake. Its sprawling area
fields, a double basketball court, and a soccer contains shops carrying anything a person
field that doubles as a pee-wee football could possibly desire. It’s become a popular
field are spread throughout the park. A large hangout for teens looking to loiter indoors
playground sits in the heart of a sparse and enjoy all the fine cuisine a food court has
forest with several paths leading to different to offer. The mall has an attached theater,
sections of the park. paintball arena, gym, and miniature golf
course.
Drawn and Quarters
Drawn and Quarters is a recent addition Seigo Private Academy
to the landscape of Bright Lake. Owned by Seigo Private Academy is the premier private
Antoine Gedein, it is a popular arcade in the high school in all of Bright Lake. The school
heart of the city and has a well-lit backroom takes in scores of scholarship students on a
for tabletop and card games. They offer a yearly basis and has an exceptionally high
variety of retro and modern arcade cabinets, graduation and college acceptance rate. The
modern video game consoles, and a wide campus is a large, sprawling plot with several
variety of tabletop roleplaying game products open courtyards, fields for each of the many
for all genres and systems. A friendly and sport teams, a cavernous theater for the
safe establishment with a reputation for drama club, and a state of the art computer
permanently banning rude or otherwise lab.
problematic patrons, Drawn and Quarters is The school has small individual classrooms
a game lover’s ideal play space. despite the large amount of students in
each grade. These years contains over 200
Ferngrove Forest students, but each class contains no more
Surrounding Bright Lake is the sprawling than 40 students. The staff is highly trained,
woodland of the Ferngrove Forest. It which allows the school to offer a wide array
expands for miles and miles in all directions of classes that cover a variety of topics.
around the city except for the southern end.
The forest has several parks and nature trails St. John Youth Center
that serve as popular destinations for those The youth center houses a full, free facility
looking to escape the hustle and bustle of for the adolescent and younger community
the city. Large lakes and wide rivers dot the members of Bright Lake to have a safe
landscape and serve as popular swimming environment to hang out in after school and
holes, kayaking, and fishing spots for all- on weekends. With a juice bar, gymnasium,
comers. The forest has a ranger station that weight room, dojo, and an Olympic-size
serves to find people that go missing, deal swimming pool, the St. John Youth Center is,
with the occasional rare forest fire, shore for all intents and purposes, a money sink. It
up locations in preparation for flooding, and could not exist without its philanthropic but
other common activities. reclusive patron, Jason St. John.
Komaki Reservoir
Nestled within Ferngrove Forest is the Komaki
Tanaka Gallery
A mid-sized museum on the northern side
Reservoir, which is the body of water that of Bright Lake, the Tanaka Gallery includes a
supplies all of Bright Lake and the surrounding long-standing exhibition that features native
area. While swimming and fishing is not
art, a section devoted to the local history of
permitted in the reservoir, a large asphalt track
the county, and a section of cycling modern
surrounds the sparkling waters and serves as
art borrowed from other museums. It rests
a popular attraction for joggers looking for
beautiful natural vistas without having to worry
on a large, grassy hill between the city and
about tripping over a rogue root. On site is a the Ferngrove Forest.
large water treatment plant that processes and
purifies the water that goes into the city.
71
Overview
Like all Plot Point Campaigns (and, really, any
well written campaign in general), Fire Team
Already a Hero
on the Scene lets you, the Game Master, tell a If some players in the campaign
large and sprawling story while still allowing wish to have already obtained
their powers from another source,
you to aid and explore the backstory of
then you should allow them to do
each individual party member. The benefits
so. They might be a new transfer
of running a Plot Point Campaign are
student or might have fought a
plentiful. You have built in hooks to bring one-time threat in secret. Use
the characters together to form a team of your best judgement to modify
heroes, all the heavy lifting is already done certain plot points to work
for you, and it’s flexible enough to tailor it to with, rather than against, such
each individual character in your game. No characters.
two versions of Fire Team on the Scene will be
identical.
Unlike a lot of other published Plot
Point Campaigns, Fire Team on the Scene is
intentionally trim. It focuses on the tropes jumps in to fight back but is swiftly thrown
associated with tokusatsu, such as most aside and revealed to be Sumika Ishimori, a
problems being wrapped up within the schoolmate of the characters. The suitcase
boundaries of a single episode or session. carrying Ken Brandt joins her before being
That’s not to say that certain plot points summarily cast aside by a blow that breaks
can’t be two-parters, but for the most part the suitcase open, sending out an amount
a single session is usually enough to put an of Shifter devices equal to the number of
end to whatever the plan of the week is. This players. With any luck, the characters grab
does mean that Game Masters will need to the Shifters, transform, and fight off Fire
put in more work to fully flesh out these Team Omega with their new found powers
adventures by adding school life drama, after before being brought into the fold by Ken
school special styled morality plays, and and Sumika.
other aspects of student life as a teenager.
There is no specific time to play each Plot
Point. Some campaigns might play through Plot Point Two:
nothing but those key tales, while others
incorporate a large amount of Savage Tales. Reservoir Requisition
There are no “when” sections to describe the The plan to extinguish the sun plugs along as
triggers for each Plot Point since there are no Fire Team Omega launches their next plan.
new locales to arrive at or travel to be had. The Komaki Reservoir supplies Bright Lake
As the Game Master, determine the length of with almost 70% of its fresh water thanks to
time you’d like to play. its massive store of naturally filtered spring
water. Such a large quantity of water is just
Plot Point One: the first drop in the bucket that will quench
the Sun, but every plan needs to start
Becoming Heroes somewhere.
When the two Pump Chumps responsible
Bright Lake is an unassuming, albeit small,
city nestled within forested hills and rivers. for the attempted drainage of the reservoir
During a field trip to a local museum, Fire are defeated, Fire Chief Champat reveals
Team Omega, an intergalactic band of herself to the heroes and, using the
firefighters, lands in the area and attempts to hydromancy channeled through her Hydrant
set up their base of operations. Their massive Staff, combines and enlarges the Pump
craft touches down and unloads waves of Chumps, forcing the heroes to unlock a new
minions, as well as Battalion Chief Flambay, power: mechs.
that violently chase off anyone who
does not vacate the area.
Suddenly, a masked hero
72
she’s faced while aboard the Fire Station. Ken
Plot Point Three: devotes himself entirely to studying the two
Shifters he found in the secret lab, one of which
Midterms was unfortunately destroyed in the conflict.
The Midterms Plot Point occupies a unique When the group makes their move on
space within the campaign. It does not have the Fire Station they explore the ‘dungeon’
a specific event tied to it outside of the that comprises it before finding Sumika and
midterms themselves. Combine it with one confronting the overwhelming might of Fire
of the optional Savage Tales and a Hindrance Chief Champat who continues to tempt Sumika
Story to create a fully fleshed out session of with untold power. The campaign can shift
conflicts. dramatically at this moment. If the heroes were
attentive and empathetic to Sumika’s struggles,
Plot Point Four: she rebukes Champat. If the heroes made no
effort to check up on Sumika’s struggles or
were callous towards her, she accepts the offer
Training Exercise and becomes the Aqual Armiger, a transforming
Complacency is the killer of humanity… and hero in the service of Fire Team Omega.
aliens. Fire Chief Champat has ordered one If Sumika declines the offer, Champat brings
of her most trusted lieutenants, Torchbearer, down the full force of her power on the heroes,
to plan and execute a high stakes training pushing them into a literal and figurative
exercise without alerting Fire Team Omega corner. Ken throws the new Shifter to Sumika
before it begins. who promptly transforms and aids the heroes
The firebug creature takes it upon herself in escaping.
to create a truly dangerous situation to If Sumika accepts the offer, she demands
test the limits of Fire Team Omega and, by that Champat first bring her friends to safety.
extension, the heroes. Torchbearer sets a Champat obliges and escorts the group off of
skyscraper ablaze in the heart of downtown the ship. If they resist, then Champat and the
toward the end of the work day. With classes other commanders of Fire Team Omega engage
them in a constantly worsening battle of
having ended for the day, it’s up to the
attrition where wave after wave of firefighters
team to combat the towering inferno, stop
charge forward. If defeated, their unconscious
Torchbearer, and choose to work alongside bodies are simply and safely ejected out of the
or against Fire Team Omega, who are on site Fire Station.
combating the fire.
75
Any hero that does is fully healed as they Dr. Ishimori or Dr. Brandt. The second is if a
shift into their Hero Tier form and gain character pokes around in Ken’s briefcase.
their Iconic Weapon and Iconic Armor. Give Anyone who does finds a very tight fitting
the players a chance to describe how their glove with nodes on the knuckles and
transformation, armor, and weapon looks. fingers. By putting on the glove and then
Battalion Chief Flambay seems shocked but pressing the scanner, a voice identifies
not impressed as he offers witty one-liners. and greets them as Dr. Brandt before the
Heroes that ask why he’s here and what he’s bulkhead opens with a loud hiss.
after learn the following monologue. In the lab are two beds that seem like highly
“Fire Chief Champat, in her infinite kindness, advanced operating tables. Large mechanical
has led us here to save you humans from the arms adorned with all manner of high
greatest, flaming threat near your tiny planet. tech devices jut from the side. While the
Why do you fight us? We, Fire Team Omega, are wounds Ken and Sumika suffered are not life
here to protect you from the deadly solar might threatening, putting them on the tables and
of the star you call the Sun.” activating them in the same way that the
Battalion Chief Flambay joins the fray lab’s door was opened will begin a 30 minute
and attempts to lead his squadron in battle process that will heal them completely.
against the heroes. Otherwise, a successful Healing check at -2
or simply waiting long enough is all it takes
• Battalion Chief Flambay to get them back on their feet.
• Fire Team Axeman (2 per hero) Once Sumika and Ken are conscious,
• Fire Team Hosier (1 per hero) they do their best to answer any questions
the team might have as honestly as
Fire Team Omega uses standard tactics possible. They’re reluctant to discuss
to overwhelm their enemies. Thanks to the their parents or their deaths but beyond
Teamwork Special Ability possessed by the that are upfront about their intentions,
axemen, hosiers can fire into creatures they the origins of the Shifters, and why they
have Ganged Up on with impunity. Flambay don’t work on themselves but work on the
maximizes the effectiveness of his various heroes. They offer to run tests to check the
Leadership Edges while engaging the heroes synchronization rates each character has
in melee as often as possible. with the Shifter they selected. The group
If Flambay is defeated, he retreats back has an average synchronization rate of
up the ladder and onto Fire Team Omega’s 85% compared to Ken and Sumika’s 15%.
ship. If the heroes fail to repel the Fire Team, As it turns out, having a low synch rate can
then they are forced to retreat with Ken severely harm an individual using one of
and Sumika as Fire Team Omega lands their the Shifters, which caused the wild power
ship and turns the museum into their base fluctuations when Sumika fought earlier.
of operations and staging point for their
campaign to extinguish the sun. A Helping Hand
With the immediate danger resolved, Sumika
Finding the Lab is not shy about asking the team to help
Ken and Sumika insist on being taken to their them fight back against Fire Team Omega.
home instead of the hospital. When there, Ken, on the other hand, is outright hostile
they lead the party to a secret basement to the idea of these “complete strangers”
entrance in their home before collapsing using the technology their parents created.
from their wounds. The door has a simple He will eventually yield, either through the
hand scanner lock. Attempts to use Ken and combined efforts of a solid Persuasion check
Sumika’s hands are met with rejection from made at -4, an appeal from Sumika, or other
the automated female voice that emits from creative measures. He won’t instantly warm
a small speaker near the scanner. up to everyone and will be exceptionally
There are two ways into the lab. Any hero critical, but he at least won’t get in the way
that is still transformed can simply touch intentionally.
the pad with their covered hand. It
rings out in acknowledgement and
identifies the individual as either
76
Plot Point Two:
Reservoir Requisition
When: Any time after Plot Point One
Sieging the Fire Station The resources required to extinguish the sun
Some groups might want to reclaim are enormous. It will take a lot of water and
the museum if they failed to Fire Team Omega plans to begin collecting at
repel Fire Team Omega’s initial the Komaki Reservoir, which is the primary
attack. If they did succeed on source of fresh water for all of Bright Lake.
establishing the Fire Station on Fire Chief Champat has dispatched a married
terrafirma, this exceptionally couple, the Pump Chumps, to drain the
dangerous idea could become a spring and siphon the water to the ship’s
very real possibility and that’s reserves.
perfectly fine.
81
Second Section Table
Card Event Result
The area is completely engulfed in flames. Attempts to locate civilians reveal
2-4 that the area is empty. Crossing through the fire requires a Vigor check made
at -2. Failure results in the character gaining one Fatigue.
Two Firebugs per hero are in the process of spreading the fire. The room has
5-8 exposed wires that crackle with electricity. If a character comes within 1” of a
wire, they take 2d8 damage.
This area has massive sections of broken floor and ceiling. Through the open
ceiling, a successful Notice check at -2 spots three Fire Team Elites laying
9-Jack in ambush. They spring their ambush when the heroes are near holes and
attempt to push them down to the floor below during this three dimensional
fight.
The room is full of a thick fire retardant foam. Lurking in the foam are two Fire
Queen-Ace Team Axemen who have a d6 in Stealth and a +2 bonus on Stealth checks.
Moving through the foam counts as difficult ground for the heroes.
The heroes encounter a Fire Team Omega Wild Card, such as a Pump
Joker Chump. The Wild Card counts as a commander for the purposes of points and
is actively hostile towards the heroes.
82
the heroes, since they are worth points, while
Heat Rises Flambay and the remainder of his forces
The heroes enter the top floor of the
battle Torchbearer and her Firebugs. Things
observation deck in the midst of an ongoing
can resolve with any number of conclusions.
battle between Flambay and Torchbearer’s
Use your best judgement to challenge the
forces. The pictures provided by Champat
players but, if they ignore Torchbearer or
in Torchbearer’s rap sheet do not do her
Flambay, don’t be afraid to have the situation
massive form justice. A hulking, metal-
resolve naturally. Ignoring those threats
wrought figure of molten steel and raging
might cause the enemy to capitalize on that
fire, Torchbearer’s claws of pointed rebar drip
decision and steal the game from the heroes.
with liquid metal. Her form burns so brightly
that even Battalion Chief Flambay’s head
looks like a candle in the wind. Read the
+ Torchbearer (Seasoned)
The galaxy renowned arsonist Torchbearer
following aloud:
is a surprisingly large figure but her ability to
char creatures and objects is unparalleled.
The area is a large circular room with massive
Her strange bowl-shaped hands flicker
plate glass windows, some of which have been
with massive burning flames and her limbs
broken. Several potted plants dot the area,
are spindly knobby appendages that hide a
some of which are on fire. Tables, chairs, and
surprising strength.
couches near the windows are lightly singed,
Attributes: Agility d8, Smarts d6, Spirit d10,
totally soaked, and/or upturned. In the center
Strength d8, Vigor d8
of the room is a circular coffee shop and bistro
Skills: Athletics d6, Common Knowledge d4,
with large counters and a central island that
Fighting d8, Hobby (Arson) d12+2, Notice
contains a variety of devices used to make
d8, Persuasion d8
drinks. Flambay and the burning creature
Pace: 4; Parry: 7; Toughness: 10
that you assume is Torchbearer circle one
Hindrances: Driven (Major, Burn It All Down),
another. You think you can make out Ken’s
Ruthless (Major)
head poking out from behind the coffee bar’s
Edges: Block, Quick
counter. Flambay does not take his eyes off of
Special Abilities:
Torchbearer when he regards you.
• Cup Runneth Over: As an action,
“Give up, [TEAM NAME], this will be our
Torchbearer can tip her hands to spill
victory!” He bellows before charging at
out a massive amount of fire in a Cone
Torchbearer.
Template. Creatures in the template
And with that, the combat begins. must make an Agility check or catch
fire, taking 3d6 damage at the start of
• Fire Team Hosier (1 per hero) each turn they are on fire. Additionally,
• Fire Team Axeman (1 + 1 per hero) Torchbearer creates a Firebug in the
• Fire Team Elite (2) template. Torchbearer can only perform
• Battalion Chief Flambay this action once per round.
• Firebug (2 per hero) • Punch: Str+2d4, Heavy Weapon, chance
• Torchbearer to catch target on fire.
• Size +4: Torchbearer is a hulk of metal
Ken and Sumika have rounded up 9 other and flame.
civilians who are taking cover behind the • Tier: Torchbearer is Hero Tier.
central coffee shop’s counters. If asked to,
they will attempt Support and Test actions Firebugs (Seasoned)
in combat to help the heroes. The three The flickering flame monsters spawned by
way battle that the heroes find themselves Torchbearer are quick and dangerous threats
involved in is a dangerous dance. Torchbearer to even the most prepared heroes. With
and her Firebugs will attack whatever forces bodies like large flaming wasps, the sting of
are nearest to them on their turn, though a Firebug causes a sudden burning rash but
Torchbearer is smart enough to attack ranged their ability to shoot burning projectiles is
threats that consistantly target her. the true danger they present.
Flambay and the forces of Fire Team
Omega fight in a two-pronged battle. Half of
the Axemen and one Elite split off to battle
83
Attributes: Agility d10, Smarts d4(A), Spirit If Fire Team Omega wins, they are quick to
d6, Strength d6, Vigor d4 laugh at the heroes in front of the assembled
Skills: Athletics d8, Fighting d6, Notice d8, crowd. This victory cements their belief that
Shooting d10 the heroes are not strong enough to protect
Pace: 2; Parry: 8; Toughness: 7 (4) Earth from the dangers of the Sun. Champat
Edges: Extraction is incredibly condescending but does still
Special Abilities: offer to let the heroes join Fire Team Omega.
• Armor +3: Burning carapace. If the heroes win, Champat still offers
• Burning Sting: Str+d4, AP 4, creatures them a place in Fire Team Omega but in a
struck are Distracted. gentler way. Additionally, true to her word,
• Fire Bolt: 2d8, Range 10/20/40. Champat asks the heroes what they’d like
• Flight: Firebugs have a Flying Pace of 10”. as the reward for their victory. They will
• Size -2: Firebugs are very, very small. do whatever they can, except leave the
• Tier: Firebugs are Mundane Tier. planet. This includes, but is not limited to:
a temporary cease fire, a tour of the Fire
Tally the Points Station, a special training regimen to grant
With the training exercise complete, the the heroes a unique Edge or Trait increase,
heroes and Fire Team Omega file down to a piece of technology that acts as a modifier
the street. If Flambay defeated Torchbearer, for their Iconic Weapons or Armor, or
then he is exceedingly confident and anything else the players might think up.
talks some smack. However, if the heroes With the training exercise resolved, the
defeated Torchbearer, he is more reserved. heroes are free to bask in glory or wallow in
If the heroes beat both Flambay and defeat.
Torchbearer, he is incredibly embarrassed
and will shirk away from any trash talk
thrown in his direction.
When they reach the ground floor, the
evacuated civilians are all receiving care from
Fire Team Omega and Bright Lake’s mundane
firefighters and first responders. Fire Chief
Champat saunters over to the heroes,
parting the crowd while clapping in an over-
exaggerated fashion. She is more than willing
to verbally spar with heroes who have sharp
tongues, but she’s very excited to get to the
tallying.
Burgle Bookie, the bookkeeper of Fire
Team Omega, is in the midst of the tallying
process. It’s time to consult the running
numbers that you or the players have been
tracking during the ascent up the BBN’s
building. Fire Team Omega always has 1050
points. This number is only increased if a
hero was defeated or Flambay defeated
Torchbearer. For the interest of fairness, it
is implied that the heroes were saving other
people between the drawn card encounters.
They begin with a base number of 1000
points from their various heroics. Count
how many minions the heroes defeated,
the number of civilians they saved, and any
rooms they overcame. Additionally, if they
defeated Flambay, a random Wild
Card, or Torchbearer, they gain
those points as well.
84
about it.” If Champat takes a single Wound,
Plot Point Five: Traitor she immediately floods the lab and escapes,
When: After a previous adventure has been along with Sumika and the others, on her
completed and resolved. next turn.
Only through exceptional cunning and
This Plot Point starts in media res, a fancy great rolls will the heroes be able to prevent
word for “in the middle of the action.” Fire Champat from taking Sumika. In instances
Team Omega has discovered the laboratory where this occurs, it is up to you, the GM, to
base that Sumika and Ken work out of find other ways to advance this Plot Point.
and are currently assaulting it. The heroes Perhaps Sumika spends the night with the
are split up from one another in different heroes but seems distant. She can sneak
sections of the lab. All player characters away later that night to meet up with Fire
are quite far from Sumika, who Fire Chief Chief Champat. If the heroes have been
Champat has cornered on the opposite side distant towards Sumika she flees alone or
of the lab. misleads the group. If the heroes have been
The lab is broken up into five distinct downright cruel towards Sumika, she opens
sections. The entrance contains the stairs up to Ken about the offer and they both
and a large open area. The locker room agree to abandon the so-called heroes. They
contains two rows of lockers with a long might not be ready to sacrifice the Sun for
bench running between them. The medical their own selfish needs, however. Perhaps
room contains two large cabinets, two they’re planning to perform an action to
automated surgery beds, and a cloth sabotage the Fire Station. It may be possible,
partition on wheels. The device shop however, that maybe they have decided to
contains several tables, shelves, cabinets, hear out Fire Team Omega and join their
and a large mechanical arm that assists in ranks.
the fine tuning of Shifters. The office is in
the absolute back of the lab and contains
a massive desk, two bookshelves, and two
Missing Friend
With Sumika gone, Ken is devastated. He
armchairs. Additionally, the office has a
lashes out in frustration and blames the
massive hole blasted in the wall and ceiling
heroes for their inability to protect the lab.
that Fire Team Omega used to enter the
Attempts to console him or curb his rage
lab. Sumika is battling Fire Chief Champat
are made with a -4 penalty as his anger boils
alone in the office. Ken is been knocked
over in full force in a way the heroes have
unconscious in the office as well.
not seen before. He can’t quite articulate
Each hero faces the following:
his emotions. It’s a combination of fear,
frustration, anxiety, and fury. He demands
• Fire Team Hosier (1)
that the heroes leave the lab. If the heroes
• Fire Team Axeman (1)
refuse, he storms into the device shop and
• A Wild Card from Fire Team Omega
slams the door behind him. He begins to
salvage what he can from the ruins, while
The forces of Fire Team Omega fight
looking for a shifter he can use to stand a
irregularly. They are not attempting to
chance against Fire Team Omega.
defeat the heroes, but rather to hinder
The heroes remaining in the lab should
their advance towards Sumika and Fire
roll a Notice check to sift through the
Chief Champat. Pushing and grappling
rubble. Rather than checking to uncover a
are all common, but they will seize the
vital clue, the hero who rolls the highest
advantage and Incapacitate heroes that make
spots something in a broken wall that rests
themselves vulnerable.
between the medical bay and the office.
At the end of the fourth round of combat,
Jutting out of the fractured wall is a sleek
Champat floods the laboratory with water
metal briefcase that has been crumpled on
summoned from the Hydrant Staff. The
one side. Whatever it is, it was built into
water then violently exits the lab through the
the foundation of the wall. It is fairly easy
hole in the wall, taking the members of Fire
to extract. Doing so reveals that the
Team Omega, as well as Sumika, with it. If a
other half of the advanced briefcase
hero arrives before this timeframe is over,
is still perfectly intact.
they hear Champat ask Sumika to “think
85
Attempts to open the briefcase are
thwarted by a destroyed fingerprint scanner.
Siege the Station
Ken’s plan is simple: infiltrate the Fire
The manual unlock for the briefcase is two
Station, find Sumika, give her the Shifter,
separate number dial locks that are three
and crush Fire Team Omega. The final step is
digits long each. The lock can be brute
probably too much to ask for at this time, but
forced with Thievery made at a -2 penalty,
Ken is determined to try. Heroes who have
the thumbprint scanner can be repaired
been paying attention might have questioned
with an Electronics check made at -2, or
how defeated villains have returned at full
the electronic lock can be overcome with
strength. Wise heroes might realize that
a Hacking check made at -2. In the event
it probably has something to do with how
that all attempts to open the briefcase fail,
they explode into water that rushes towards
Ken takes notice and attempts to snatch the
the Fire Station. Ken, or a hero who has
briefcase. He has a good guess as to the six
been asking these questions, hypothesizes
digit number: 121999. If asked how he knew
that there is something in the Fire Station
this, he coldly and sadly states that it was the
that must be responsible for this. Ken’s top
date that his mother and Sumika’s mother
priority is to destroy whatever that device is.
met. Read the following aloud:
Depending on the location of the Fire
Station, the heroes will have to think up
The briefcase opens with a crunching grinding.
different ways to get inside. If the Fire
The interior is padded with some manner of
Station was repelled in the beginning of
advanced cushioning material. Sitting on the
the campaign, it remains aloft in the air. If
crumpled half of the briefcase is a shattered
the heroes have mechs that are capable of
purple and gold Shifter. On the other side is
flight, they can attempt a daring landing.
a perfectly preserved Shifter with silver and
If they don’t, a single mech might be able
orange trim. Its shape is proud and edged in
to throw the other heroes through the air,
four corners, though the front two are larger
the heroes might attempt to commandeer
than the two in the rear. Ken’s shoulders slump
a helicopter or plane, or they may devise
immediately. He knows what this is. He runs his
some other method. If the Fire Station was
hands over the fragments of purple and gold
not repelled, it rests on the ground near the
before exhaling a harsh, defeated breath of air.
Tanaka Gallery and is much more accessible.
“A Hercules Beetle. Her favorite from when we
Yesterday’s failures can be today’s benefits.
were kids…”
Approaching a grounded Fire Station is still
dangerous but more feasible than flying
He has never seen the contents of the
through the air.
briefcase before, but he knows who these
When the heroes enter the Fire Station, read
Shifters are for. At least, who they were
the following aloud:
intended for. His Shifter is destroyed, but
Sumika’s remains. This revelation that their
Alien architecture and engineering run in clean
parents did leave Shifters behind for them
and concise lines on the ship, making up its
devastates Ken, who immediately begins to
many corridors and workspaces. Each door you
cry. His best friend is missing, his mother is
pass seems to be a thick bulkhead. Breaking
dead, and the final gift she left behind for
through such a thing would surely require great
him, the one thing he could safely use to help
effort. You can hear the sound of movement all
rescue Sumika, is in pieces. Ken is not easy
around you as the ship’s inhabitants prepare for
to like, but he is not a cruel person. He needs
something. In corners at set intervals, you can
help pulling himself back together and his
spot small cannons that appear to be defense
partner-in-crime is gone. If the heroes take
turrets to protect the ship from invaders like
the time to help Ken, they find that his rough
you.
edges crumble away for the remainder of the
campaign. He apologizes for his dismissive
Moving through the Station is a difficult
nature and asks for the heroes to help him
challenge. Stealthy entrances lend
get this Shifter to Sumika.
themselves to stealthy approaches, but even
teams that make their arrival known have a
chance to slip into the shadows and attempt
88
Special Abilities:
• Armor +3: Armored suit, Pace +1, Parry +1. Plot Point Six: Finals
• Dynaster Axe: Str+d8, AP 2, Heavy
Weapon, Parry +1. and Finales
• Blaster: 2d6, Ranged 10/20/40, 5 shots. When: At least a month after Plot Point Five
• Item Dependency: If Dynaster loses her The heroes have returned to a tenuous
Shifter then she cannot Transform. student life as the world continues to spin.
• Leaping: Dynaster can jump 2” vertically Finals are upon them and that means study
and 4” horizontally. sessions and test prep. Are the heroes
• Transform (Bestowed): Transforming from studying together or separately? What
Mundane to Hero Tier takes no action heroes are struggling with their academics?
for Dynaster. She does not have access Spend downtime with the heroes and allow
to her Dynaster Axe, Blaster, Leaping, them to panic and prepare for the end of the
and Armor Special Abilities while school year while still engaging with their
untransformed. extracurricular activities and home lives.
• Tier: Dynaster is either Mundane or Hero Reminding them of exactly what they’re
Tier. going to be fighting for in this Plot Point can
help to raise the dramatic stakes.
Unfortunately for the heroes, Fire Team
Let Me Explain Omega makes their move before they can
take their final exams. The Fire Station begins
The heroes narrowly escape from the Fire
Station and rush to find safety somewhere to make its way toward the air above central
within the city. Thankfully, Fire Team Omega Bright Lake. It moves with rapidity and
knew the location of the lab since Plot Point quickly deploys a massive transparent dome
Four so returning there and rebuilding is of an unknown but highly resistant material.
probably safe, though paranoid heroes might The Fire Station rests in the center of the
still avoid it. Once everyone is safe, Sumika dome and on both sides of it, seemingly
immediately and tearfully apologizes for bisected. From the bottom of the ship, a large
her deception. She wanted to help even if valve emerges. The Fire Stations speakers
she couldn’t transform, and that’s exactly usher Fire Chief Champat’s voice. Read the
what she set out to do. Ken is furious as his following aloud:
complicated emotions all surge out at once.
He’s quick to hug Sumika and tell her exactly “Dear citizens of Bright Lake, it is with a
how worried and scared he was, even if the heavy heart that we make this decision. Due
heroes are present. to the constant interference of your planet’s
However, with the Dynaster Shifter in so-called protectors, we have been forced to
hand, Sumika can now succeed at what she take a drastic action to save the rest of your
has been attempting to do for the entire underdeveloped planet. The dome around you
campaign. She can stand toe to toe with is airtight. We will soon begin to suck the air
the heroes and fight back against Fire Team out of the city. This weapon’s test will not only
Omega with her own strength. She’s deeply rid your planet of the constant threat that is
emotional over the discovery that her mother the [TEAM NAME], but it will further our study
left behind but is also keenly aware of the into the most efficient way to extinguish a sun
pain Ken is experiencing and she does her with limited resources. We thank you for your
best to comfort him. She is very familiar with understanding and wish you farewell.”
it, after all.
Heroes that have been abandoned by As soon as Champat is done talking, the
Sumika, and potentially Ken, face a much giant vacuum engages with a resounding
direr situation as they are left to their own howl. The city is thrown into chaos as fear
devices to survive. In cases such as this, it takes hold. Heroes that attempt to transform
might be best to begin Plot Point Six sooner or summon their mechs discover that the
rather than later. nature of the dome is somehow interfering
with the Shifter’s powers. They cannot
do either. With the world around
them plunged into a dire situation
89
and their powers seemingly cut off, it’s up to Whichever method they use, the heroes
the heroes to find a way to stop Fire Team draw the attention of Fire Team Omega who
Omega one last time. dispatch a team to squash their resistance.
There are several ways that the heroes
can interfere with Fire Team Omega’s plan. • Fire Team Elite (1 + 1 per every two
If the players have difficulty thinking of an heroes)
idea, Ken or Sumika might have an idea • Fire Team Hosier (2)
that nudges them in the right direction. In
addition to the following two ideas, if the Once one of the heroes escapes the dome,
heroes come up with something out of the they become able to transform and activate
box that would be possible and dramatic, their mech. The dome itself is massive in
allow them to follow that plan instead. It is size, which means that even landlocked
also prudent to allow the heroes to attempt mechs are capable of running up the exterior
multiple plans simultaneously in the event towards the Fire Station. Due to the curved
that the other plans fail. approach, Fire Team Omega cannot fire their
At the top of every hour, the heroes must main cannons at the mechs until they are
make a Vigor check due to suffocation. already on top of the half of the ship that is
On a failed roll, the hero takes one level of bisected by the dome. However, a protracted
Fatigue. Transformed heroes do not need to battle is impossible due to the overwhelming
make this roll as their suits provide oxygen. firepower of the space ship.
Any Fatigue accumulated in this way is
immediately removed when the characters
transform or escape the dome.
Idea Two: Hack the System
Between Ken and Sumika’s genius intellects,
they might be able to build something to cut
Idea One: Dig Out through the interference. However, such a
Digging under the dome is a straightforward device would be time consuming to design.
idea that requires a decent amount of Worse yet, it would require a tremendous
coordination to pull off. Thankfully, Bright amount of power to activate, and the lab
Lake has a large number of abandoned is still in a mostly ruined state. The two do
quarries with industrial equipment that present one of two options. They can use all
are perfect for digging under the dome. of the Shifters to potentially give a single one
Unfortunately, it’s not likely that high enough juice to transform and activate their
schoolers will have the necessary knowledge mech. However, that will drain the other
to use such devices, though they might Shifters for some time. They are unsure if
know someone who does. First, consider the the Shifters will recover after the mechanism
immediate families of the heroes. Do any of preventing their transformations is disabled.
them work construction? If none do, then The other option is much more overt. If
perhaps the heroes have assisted individuals the heroes, accompanied by Sumika and
with the appropriate knowledge in a previous Ken, head to one of the city’s electrical
adventure. If none of the above holds true, transformer stations, they might be able to
then the heroes can simply scramble to find siphon off enough energy to charge a single
someone with the appropriate knowledge. Shifter without depleting the others. Through
There is also another option. If the a combination of Electronics and Repair,
campaign featured the Crossover Episode they might be able to rig a device that can
Savage Tale, then the heroes encountered supercharge the Shifter at the expense of
Mandrilla of the Dig Deep Dominion and Iron knocking out all the power in a large section
Champion Daro. Perhaps there is already a of Bright Lake. The assistance of characters
tunnel that they can discover that already who have ranks in either skill is necessary in
leads outside the city limits that Mandrilla order for this plan to succeed.
used to enter the city in the first place. By Infiltrating the city’s power grid draws the
utilizing this existing tunnel, they only need ire of Fire Team Omega who dispatch a team
to gather the citizens of the city to evacuate to put a stop to the threat. They rush into
while protecting them. the fenced in electrical station and attempt
to disable Ken and Sumika. Creating the
device requires five successful Electronics or
90
Repair checks made as an action. At the end Getting off the ground is only the first step,
of each round, Ken and Sumika automatically however. Reaching the Fire Station with the
contribute one success provided they are not helicopter requires a Dramatic Task to get it
Shaken or otherwise distracted by Fire Team there without being shot out of the sky by
Omega. Once the device is completed, the the ship’s defense systems. This functions
hero can immediately attempt to transform similarly to the Dramatic Tasks in Idea Two
and effortlessly wipe up the minions. but instead uses Battle and Notice to call out
and predict incoming attacks that the pilot
• Fire Team Elite (1) must avoid. If for some reason a hero has
• Fire Team Axeman (1 + 1 per hero) ranks in Piloting, they can instead attempt to
fly the helicopter as a part of the Dramatic
In both instances, the individual who is Task while passengers still make Battle and
receiving the charge will be in considerable Notice checks.
danger. When attempting to activate the Failure results in the helicopter being shot
Shifter, they must make a Vigor roll at -2. On out of the air and it needing Repair checks
a failed roll, the hero successfully transforms to get it running again, though such actions
but suffers one Fatigue. On a successful roll, would take at least three hours. Success gets
the hero is unharmed. the heroes close enough to board the Fire
With the Shifter reactivated, the time Station where they can attempt to disable
comes to head up to the Fire Station and the dome or the interference device that is
disable the dome and the interference preventing their transformations.
device. Attempting to siege the Station with
a mech is a Dramatic Task that uses the
Athletics, Notice, and potentially the Piloting
It Ends Now
The infiltration of the Fire Station requires
skills. Heroes that can fly without a mech can two different devices to be disabled. The first
use Stealth instead of Piloting. A hero would is the interference antenna that is preventing
need to accumulate at least one success with the heroes from transforming. Thankfully, the
each applicable skill to successfully avoid antenna is a fragile unit that has one satellite
the barrage of pressurized water blasts firing dish-like device on both sides of the Fire
from the Fire Station’s batteries. However, Station. A few stiff blows are all it takes to
a protracted battle is impossible due to the disable one of the antennas and shut down
overwhelming firepower of the space ship. the entire system.
The dome’s controls can be found within
Idea Three: Take Flight the ship. Heroes that board the station must
Though their mechs are out of commission sneak or fight their way towards the control
for the moment, that doesn’t mean that the room where they can regroup and put an end
mundane vehicles in the city are. The heroes to this. Isolated heroes that are spotted face
saved employees of BBN and, as it turns out, nominal resistance. They can simply choose
at least one of the survivors is a trained pilot to escape with Athletics or fight their way
for the network’s news helicopter through a small group of minions.
However, this individual isn’t going to trust At the bridge of the ship, the device,
some kids that run up to them and insist Champat, and another figure await. The
they’re the heroes of Bright Lake. Heroes heroes have never seen this individual
attempting to commandeer one of BBN’s before, but they reveal themselves to be the
news choppers must risk exposing their new Aqual Armiger. After Sumika’s refusal,
secret to a reporter who might leak their true a recurring minion ascended to the rank by
identity to the public. Even worse, they’ll undergoing the dangerous process of fusing
need to somehow prove that they’re who with the Aqueous Ring. If the group did not
they say they are with a Persuasion check stop Sumika, the Aqual Armiger is instead
made with a -2 penalty. If the heroes had an revealed to be her new form.
interaction with the pilot during Plot Point
Four and the hero making the roll repeats
something they said in costume to the pilot,
they ignore this penalty and instead make
the check with a +4 bonus.
91
The battle is swift and violent. Champat Forgroupslookingtomaintainthisthrilling
has had enough of the heroes’ interference. surprise, allow the group to quickly build
Rank appropriate mechs for their new
• Fire Chief Champat combined forms. For groups that don’t want
• Aqual Armiger to lose the flow of this climactic finale, work
• Fire Team Elite (2) to create these mechs in advance. For the
ambitious Game Master who wants to have
it all, consider “theorizing” some potential
Not Just a Spaceship combinations with your players in the weeks
Upon defeating her, Fire Chief Champat leading up to the finale where the players
raises the Hydrant Staff high above her head build their new mechs without realizing that
with a roar of pain and frustration. She coldly this is what they are for.
speaks into her lapel communicator: When the heroes form theirmechs, they
are invigorated by the new combination
“Flambay, you are free to burn bright.” and immediately recover any Wounds and
Fatigue they were suffering from. This is a
With a sudden surge of water, Champat one-time effect.
flushes the heroes and the Aqual Armiger The city of Bright Lake itself is the
from the Fire Station. She then sends the battlefield. Unlike previous combats, the
order to the remaining staff to prepare to battle occurs surrounded by skyscrapers in
transform and for all non-essential staff to wide city streets. Wise heroes will minimize
evacuate. Read the following aloud: the damage to the city whenever possible,
but some destruction is inevitable.
The heavy whirring of the Fire Station’s hull
• Aqual Armiger (Giant) Can only suffer
resonates in the air. Large chunks of the airtight
two Wounds before being Incapacitated
spaceship begin to bend and split. That’s
• Battalion Chief Flambay (Giant) Pace 8,
when it begins to make sense. The Fire Station
Parry 10, Toughness 9, all Edges become
is more than just a space ship… it’s a mech.
Improved, Fighting d10, can only suffer
Four powerful legs thrust out in an X-shaped
two Wounds before being Incapacitated
pattern and two powerful arms with towering
• Flame Killer Mech
cylindrical pauldrons emerge from a densely
armored torso. The bridge of the ship locks into
place as the defiant head of the Fire Station’s + Flame Killer Mech
true form. The Fire Station in its true form is a threat
Elsewhere on the ground, a torrent of water and unlike any other. It towers above the
a pillar of flame shoot skyward. As the massive combined mechs of the hero and even its
form of the Aqual Armiger and Battalion Chief allies.
Flambay emerge from the water and fire Attributes: Agility d8, Smarts d10, Spirit d8,
respectively, you all realize the meaning behind Strength d10, Vigor d10
her words. Whatever non-burning bondage the Skills: Athletics d12, Fighting d12, Shooting
Battalion Chief was constrained by has been d8
lifted. Pace: 5; Parry: 8; Toughness: 14 (4)
The three giants tower above you. The final Special Abilities:
battle is here. • Armor +4: Thick armor plating
• Jet Punch: Str+d8, the Flame Killer Mech
The heroes face theirgreatest challenge moves 4” forward in a straight line after
ever. They must contend with all three making this attack.
• Main Cannons: 2d10, 3/6/12, AP 2, RoF 1
threats at the same time. However, there
is still some luck left on their side. Sumika • Size +3: This mech makes others look
and Ken have previously mentioned the puny.
modular design of the Shifters and the mechs • Tier: The Flame Killer Mech is Giant Tier.
• Water Aura: As an action, the Flame Killer
which means that the heroes can create two
Mech floods a Large Burst Template sized
combined mechs by splitting up and
area centered on it with water. Other
joining with Sumika’s Olympian creatures within the LBT must make a
Breaker.
92 Strength check or be knocked prone.
There, sitting on a throne of burning star stuff
Heroes of Bright Lake sits a figure clad in armor made of brilliant
The Flame Killer Mech erupts in burning
bronze colored metal with an alien head.
light. From the bridge, a surge of water
He looks at the assembled masses, his loyal
attempts to contain it but it’s too late,
servants, and stands up, clutching his fist.
and the ship is shutting down. Champat
“It is finally time.” His voice crackles, “The Dark
does what any great leader would do and
Star Conclave will conquer the galaxy!”
prioritizes evacuating the staff remaining on
The cheers of his subordinates fill the chamber.
the ship. With one more flush of water, the
Fire Team Omega was right. The Sun really is a
crew is evacuated, including Champat. Once
threat to the Earth.
on the ground she, through exacerbated
breaths, orders Fire Team Omega to
surrender. They have lost. Savage Tales
What comes next is up to the heroes. Do In between the major episodes of the
they accept their surrender? What will they campaign, the day to day banalities of life still
do with them? These are all questions for come and go. Sometimes Fire Team Omega
later. For now, the heroes need to deal with is responsible for an unusual event, but other
the cheering horde of citizens that were times it’s a conflict with a teacher, trouble
watching the battle from a safe distance. with friends, or a school festival that drive
Sharp eyed heroes can also spot a lone the events of these sessions.
cameraperson on the roof of the newly The below seeds are just a few, brief
repaired BBN building. They have recorded examples of adventures you can run in
and broadcast the battle to the world. the Fire Team on the Scene Plot Point
On the shoulders of their mechs, it’s time Campaign. To fully flesh out a session it is
for you, the Game Master, to determine highly recommended to also incorporate a
one important thing. Their battles today Hindrance story that could add a personal
were vicious and brutal. In the course of flair to the episode. If there simply isn’t an
the conflict, were their masks damaged or appropriate Hindrance then feel free to give
destroyed? Will the heroes get to continue the story a fairly standard moral or exclude
living private lives, or will the world know the idea altogether.
their names and faces? Inform the heroes
if their faces are revealed or if their masks The Arcade's Fire
remain. An electrical fire at Drawn and Quarters, an
They are free to do whatever they want arcade in the city, has regrettably turned the
with Fire Team Omega. Fire Chief Champat is entire building into a raging inferno that has
quiet in her anger. The only thing she seems quickly grown out of control and threatens to
to be interested in saying to the heroes is: consume the entire block. Fire Team Omega
“You have no idea what you’ve done.” will stop at nothing, even leveling the entire
They’ve saved the solar system. That’s what street, to put out this dangerous electrical fire.
they’ve done. The Arcade’s Fire is a simple action
oriented Savage Tale that is best suited for a
quick session if your game time is particularly
After Credits Stinger limited. It can easily be expanded by adding
Or have they? Read the following out loud:
lead time to the fire igniting and by dealing
with the emotional fallout of several of the
If there was a camera, it would quickly zoom
team’s friends (or even themselves) losing
out. The scene zips away from the triumphant
their favorite hangout.
heroes, Bright Lake, and the planet Earth,
before arriving at the heart of the solar system.
The camera hangs on the Sun. It has been Best Friend For Never
saved. But then, the camera zooms in closer In the aftermath of a “Panic Simulation”
and closer. A dot appears on the burning conducted by Fire Team Omega, in which
celestial body, and, as the camera gets closer, they drugged the populace with a mist that
we begin to see its shape. Is it a castle? A large induced a state of frenzied alarm to
structure with ramparts and walls comes into simulate the mental state of victims
focus. The camera pushes in further, entering a of disaster, Ken and Sumika have
officially broken up as friends.
massive chamber.
93
Unfortunately, it seems Ken and Sumika
were both allergic to the “Panic Chemical”
Boy Band Bonanza
The world famous pop band Super T.E.E.N.Z.
used during the test and are now constantly
has a scheduled concert this week. Ken
fighting with one another. The creature
bought tickets for Sumika the moment they
conducting this exercise, Hazmat, is still
became available and, after befriending the
at large and might possess a cure for the
party, Sumika bought all the heroes tickets as
chemical. However, this means tracking
a gift. However, Sumika is unaware of Ken’s
down Hazmat and entering the Fire Station
surprise which has caused the musclebound
to steal the cure. Discretion might be the
genius no amount of frustration. He can’t
better part of valor as the heroes attempt to
simply come out with it as it would ruin the
save their friends and the other, still addled,
surprise, and the idea of going to the concert
victims of the simulation.
with everyone else also annoys him.
This Savage Tale is best started ‘in media
This Savage Tale is smaller in scope than
res,’ or, in the middle of the action. The
many of the others presented in this section.
group should be facing down Hazmat during
It’s a small character story that can shed
the initial Panic Simulation in what would
light into Ken as a character without forcing
normally be the climax of a standard session.
combat. Feel free to endanger the Super
However, when Hazmat is defeated and
T.E.E.N.Z. or combine this with another
the Fire Team grunts catch him and flee the
Savage Tale or Plot Point. Weapons Test,
scene, that is when the true session begins.
Crossover Chaos, and Fresh Air are all well
Clue the players in to the adventure as it
suited for combining with this Savage Tale.
evolves organically. They gain the backstory
and then come to understand the objective
as it evolves. Butt Out!
Local hooligans have been smoking cigarettes
at the park. Fire Team Omega takes a hands-
Booster Club Boosting on approach to ensure that these kids don’t
The local booster club has been hard at work
start a trashcan fire and learn the dangers of
raising funds for the local youth center. The
smoking. Their method varies from outright
bake sale is the final event in their month
aggression to suggesting that the hooligans
long campaign. Fire Team Omega learned
should start vaping instead. In either case,
a lesson after several of their tone-deaf
their tactics are endangering these
failures. However, it wasn’t necessarily the
teens and Fire Team Omega has to be
right lesson.
stopped.
Rather than stealing raw materials for
their endeavors they plan to
purchase them legally… with Crossover
illegally acquired funds. It just so
happens that the booster club Chaos
has a large sum of money Iron Champion Daro,
at the youth center that a hero from another
would be perfect for series, arrives in Bright
buying some legally Lake hot on the
acquired water. trail of a runaway
It’s up to the party to monster from his own
track down the thief campaign. Mandrilla,
before they return to the robotic primate
the Fire Station. This villain, is wreaking
means hot pursuit through general havoc all across
the city, running combat, and Bright Lake for reasons
clever ambushes orchestrated unknown.
by both sides. Burgle Bookie is After confronting
a cunning and quick opponent Mandrilla for the first
who won’t give up the money time, the heroes realize that he, unlike
without a fight. everything else they’ve encountered,
is not wearing anything that even
94
remotely resembles a Fire Team Omega Forest. People of all ages looking to escape
uniform. Additionally, reports of an armored the heat have flocked in droves for a chance
hero abound. Searching for the source to take a dip in one of these cool lakes.
of these rumors reveals Daro, a fellow However, a cookout goes sideways when
transforming hero, has pursued Mandrilla a rogue spark catches a stack of kindling
to Bright Lake. Daro is a lone warrior who ablaze. The fire surges through the incredibly
has been facing off against the Dig Deep dry forest and quickly grows out of control.
Dominion, which is an evil organization that With dozens upon dozens of people stuck
lives beneath the Earth’s surface and wants in the inferno, the heroes try their best to
nothing more than to hollow out the planet evacuate civilians while doing what they can
and expand their domain. to fight back against the forest fire. When
Daro has been having a hard time battling Fire Team Omega arrives on the scene, they
Mandrilla and requests the aid of the party reveal their intention to assist the heroes in
in his next battle with the simian excavator. battling the fire. With the equipment they
The battle is sure to be fraught with peril, have at their disposal, the heroes can choose
and, without help, Daro will surely fail and to work with Fire Team Omega to save the
Mandrilla will succeed in his plot to create a forest and all the people trapped within.
sinkhole large enough to destroy all of Bright This adventure gives a good opportunity
Lake. for roleplaying with unlikely allies while
showcasing just how powerful the members
Dog's Gone of Fire Team Omega actually are. Seeing Fire
Furry friends, specifically dogs, all throughout Chief Champat in action can be equal parts
Bright Lake have been leaving their homes awe-inspiring and terrifying as it’s almost
and not coming back. Missing posters certain that eventually the heroes will have
completely cover most walls and phone poles to fight her. Use this adventure as a chance
as dog owners fruitlessly search for their lost to showcase the powers of some of the
puppers. Monster of the Week enemies still to come.
In truth, the Ferngrove Forest has a new
occupant. Ruff Rider, the dalmation-like alien Fresh Air
firehouse dog of Fire Team Omega, has used Fire Team Omega is at it again with a new
a machine to send a message to all the dogs plan. One of the most deadly factors during
in Bright Lake without their human owners a fire is smoke inhalation. That’s why they’ve
being able to hear it. The dogs disappear in taken it upon themselves to pass out their
staggered groups and none have returned. new air filters to the populace of Bright Lake
Attempting to follow a fleeing dog in plain during the beta test period. Unfortunately,
sight leads to it heading to the perimeter of the masks are a permanent accessory that
the town nearest to Ferngrove Forest before cannot be taken off while their creator,
stopping, turning around, and staring at their Rebreather, is still around.
pursuers until they are out of sight. The face masks prevent transformation.
In a large clearing in Ferngrove Forest, If Sumika has already obtained her Shifter,
Ruff Rider has set up a meeting place with then she cannot aid the party in this Savage
canine refreshments where he is attempting Tale. The heroes technically can ignore this
to woo the other dogs with promises of good Savage Tale, provided they’re cool with
treatment, many belly rubs, ancient alien themselves and everyone they’ve ever
bones, a comprehensive health insurance known permanently wearing these hideous,
plan, and a sense of fulfillment. Many dogs alien masks.
will be swayed into joining Fire Team Omega
without interference from the party. Health Inspection
Carmen’s Place is a clean and well
Forest Fire Frenzy maintained establishment that almost
Bright Lake is currently in the midst of the everyone in Bright Lake loves eating at. In a
worst drought the city has faced in the past moment of negligence, Carmen leaves a
three decades. It’s hot and dry, which has led pie in the oven for a bit too long and
to a surge in the popularity of the various triggers the fire alarms in the small
lakes and streams dotting the Ferngrove diner.
95
Normally this wouldn’t be such a big
deal. However, having an alien firefighter
Public Relations Nightmare
Fire Chief Champat comes to the conclusion
organization stationed in your home city
that the planet’s insistence that Fire Team
isn’t exactly normal. Fire Team Omega takes
Omega are “the bad guys” and that they
it upon themselves to educate Carmen by
“need the Sun to live” is all the result
attempting to capture her for “fire safety
of bad publicity and the public simply
re-education.” They leave a small cadre of
misunderstanding their core message. If this
grunts in the restaurant to ensure that no
Savage Tale takes place after Traitor, the fifth
fire will begin while they run away with her.
Plot Point, and Sumika did not become the
It’s up to the heroes to liberate Carmen and
Aqual Armiger then Champat also believes
her namesake establishment from Fire Team
that her decision is also a part of their bad
Omega before a beloved staple of Bright
PR.
Lake disappears forever.
The answer to their ignorance is simple:
Fire Team Omega must launch an aggressive
Holiday Special marketing campaign to win over the Earth’s
It’s the holiday season and, without paying population, starting with Bright Lake. A
special attention to any one religion’s collection of previous Boss Monsters hit the
traditions, the spirit of the season has swept streets with groups of grunts to pass out
through Bright Lake. Everything seems quiet fliers. The bosses scream and shout about
as even the aliens seem to have a tradition how great Fire Team Omega is and how the
that coincides with this time of year. At least heat death of the solar system is upon them.
that’s how it seems until Fire Team Omega’s Obviously this sends the entire population
yearly ritual spills out into the city at large. of Bright Lake spiraling into a maddened,
It appears as though they have a tradition riotous frenzy. The party must contend with
not unlike the yule log, except for the minor the collateral damage caused by Fire Team
detail that their flaming piece of wood is alive Omega’s soap boxing all across the city as
and has a love for destruction. They’ve spent they come toe to toe in one-on-one fights
the past week crafting a golem of wood and against past villains.
kindling. It’s Fire Team Omega tradition to set
it on fire and send it out into the city so that
they can then catch it. The situation itself will
Renovations
The buildings of Bright Lake do not pass
eventually be contained, but the damage the
intergalactic healthy and safety regulations
golem can do to the city will be great.
and Fire Team Omega has taken it upon
themselves to get the city up to code.
My Mixtape The Aqual Armiger, or another Wild Card
Aliens might speak the same language as if the campaign has not yet completed Plot
the citizens of Bright Lake, but that doesn’t Point Five, leads a large mob of minions in
mean they understand its nuances. When a one of the city’s residential districts. They
local musician, Lil Bruh, insists that he “spits have begun to knock the outer walls of
fire” and that his mixtape is “literally fire,” houses down, rip out the current insulation,
Fire Team Omega takes it upon themselves and replace it with advanced alien materials.
to destroy every copy of his admittedly good This would be well and good except for the
mixtape and hunt down the pyrokinetic fact that Fire Team Omega is not good at
musician. repairing their work.
Obviously Lil Bruh cannot spit fire, but Worse yet, the insulation appears to
the aliens simply believe he’s concealing his whisper strange things into the minds
true power. The party must help Lil Bruh of sleeping humans. Those that hear its
and everyone who purchased his mixtape voice speak about “returning to the Ocean
evade capture while attempting to clear up Mother.”
this miscommunication one way or another.
Just stopping the attackers won’t be enough.
The heroes will need to, one way or
another, explain that Lil Bruh is not a
pyromancer and cannot generate
actual flame.
96
Spring Spectacular
The annual Bright Lake Fireworks
Spectacular is quickly approaching.
Depending on when this Savage Tale is
played, the fireworks display might be an
autumn or spring event that’s used to mark
the changing of the seasons or an important
event in Bright Lake’s history.
Needless to say, Fire Team Omega is
none too thrilled to hear about airborne
incindiaries raining down on their base of
operations. Fire Chief Champat rallies a
group of minions to protect her as she casts
a potent ritual that will cause a great flood to
wash away the fireworks.
The heroes must put a stop to this ritual
before the flood ruins the fireworks show
and causes millions of dollars of property
damage to the city.
97