The King is Dead

Saturday, August 19, 2017

My Middle Name is Larceny: Supporting NPCs

I need somewhere to put NPC stats for the current duet game, a globetrotting cat burglar campaign set in the 1970s starring one Beverley "Bev" Slick. This seems like a good enough place.

Keep in mind that as Savage Worlds NPCs, I just assigned stats as desired rather than "building" these characters. Keep in mind also that Bev started the game at Legendary.

Inspector Diego Alatriste XIII
Special Agent Penelope “Penny”

Wild Cards

Globetrotting cat-burglar Beverly “Bev” Slick’s Enemy [Minor] is actually two people, both of whom are bound to her by ties of love as well as duty.

Inspector Diego Alatriste XIII of INTERPOL is a suave Renaissance man, equally at home catching perps and cooking a gourmet meal. Having lost his heart to Bev Slick during an earlier case, he seeks to reform her as much as capture her. His obsession with Bev manifests as much as an insistence of always giving her the benefit of the doubt as it does to insisting that he’ll be the one to bring her in.

FBI Special Agent Penny Slick wants her sister behind bars for betraying their parents, turning back to the life of crime their mother and father died to leave behind. Ignoring the fact that maybe – just maybe – all of the lessons in lock-picking and pick-pocketing were to prepare the girls for lives in the underworld instead of law enforcement, Penny’s obsession borders on hatred of her twin.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d12
Skills: Boating d6, Climbing d6, Driving d6, Fighting d8, Gambling d6, Intimidation d8, Investigation d8, Lockpicking d6, Notice d8, Persuasion d6, Shooting d8, Stealth d6, Streetwise d8, Swimming d6, Taunt d6, Throwing d6, Tracking d4
Charisma: +2; Pace: 6; Parry: 6; Toughness: 8
Hindrances: Heroic, Mania [Minor; catch Bev Slick], Vow [Minor; to protect and serve]
Edges: Attractive, Connections (FBI, INTERPOL), Improved Dodge, Investigator, Martial Artist, Strong Willed
Gear: 9mm pistol (Range 12/24/48, Damage 2d6, RoF 1, AP 1, Semi-Auto), collapsible baton (Str+d4), handcuffs, police car (Acc/TS 20/40, Toughness 10(3)).

Monkey Mask
Wild Card

Bev’s occasional lover/partner-in-crime/rival is a handsome man of mixed Japanese/white ancestry of unknown name and origin. He usually talks with an American accent when he speaks English, but switches to an array of native accents for any other language he speaks. His features are vague enough that with a minor application of makeup he can easily pass for full-blooded Asian or white. He usually trades under the name “Saburo Raffles,” but answers to (and has documentation for) “Kenshiro Clay,” “Ryu Duroc,” “Basho Maverick,” and “Marcel Kaito.” 

Instead of a normal burglar’s balaclava, Monkey Mask always completes his crimes wearing an ape- or monkey-themed mask (preferring a full Planet of the Apes-style mask) as a good luck ritual. He refuses to discuss the origin of this superstitious behavior.

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d8, Vigor d12
Skills: Boating d6, Climbing d10, Driving d8, Fighting d8, Gambling d10, Intimidation d6, Investigation d6, Knowledge (Crime) d10, Lockpicking d10, Notice d8, Persuasion d8, Shooting d10, Stealth d10, Streetwise d8, Swimming d6, Taunt d8, Throwing d8
Charisma: +2; Pace: 6; Parry: 6; Toughness: 8
Hindrances: Curious, Delusional [Minor; monkey mask], Enemy [Minor; INTERPOL Inspector Hanzo Itami IX]
Edges: Charismatic, Command, Connections (criminal underworld), Criminal Tactician (as Tactician, except for crime), Elan, Improved Dodge, Improved Extraction, Improvisational Fighter, Martial Artist, Thief, Strong Willed
Gear: 9mm pistol (Range 12/24/48, Damage 2d6, RoF 1, AP 1, Semi-Auto), lockpicks, sports car (Acc/TS 30/56, Toughness 10(3)).

Monday, August 14, 2017

Globetrotting Cat Burglar Adventure Generator

Between being inspired by finally watching Lupin the Third Part Four (the blue jacket series set in Italy) and not feeling like ingesting all the setting lore needed to really give Blue Rose a proper shot, Robin and I decided to run a 1970s-set globetrotting cat burglar Savage Worlds duet game. Unfortunately, there really isn’t much in the way of support materials for such a game.

This isn’t that surprising; the particular mood and tone we’re going for isn’t found in that many works. Outside of the Lupin the Third franchise, there’s what? The Saint? Two Pink Panther movies? Steven Soderbergh’s Ocean’s series? Hitchcock’s To Catch a Thief?

Leverage – both TV series and RPG – come close without quite hitting the mark. The basic rulebook at least doesn’t really support the mood we want, and I don’t feel like paying $25 for the Leverage Companion, Vol. 1 (which, with its firearms rules and the like, might expand the game into more Lupintic territory). I can mine my copy of the main rules for some ideas, but the adventure generator is linked to the premise of the franchise (heroic con artists scam nasty bigwigs) that it falls short of what I need.

Here then is a generator for more – shall we say – “self-directed” larceny on a global stage. Enjoy!


  1. Europe (France, Greece, San Marino, Spain, Portugal, Ruritania, Russia, United Kingdom, etc.)

  2. Asia (China, India, Korea, Japan, Lugash, Malaysia, Turkey, Vietnam, etc.)

  3. Africa (Algeria, Bangalla, Egypt, Kenya, Morocco, South Africa, Tanzania, Zanzibar, etc.)

  4. Central and North America (The Bahamas, Canada, Cuba, Costa Rica, Jamaica, Mexico, Saint Honoré, United States, etc.)

  5. South America (Argentina, Bolivia, Brazil, Chile, Colombia, Peru, Sierra Gordo, Venezuela, etc.)

  6. Australia/Oceania (Australia, Fiji, Hawaii, New Zealand, Republic of the Marivelles, Samoa, etc.)

City Characteristics (roll twice)

  1. Commerce/politics 

  2. Bohemian/art scene

  3. Historical/heritage

  4. Resort/sports 

  5. Military/national security

  6. High crime 

Examples: “Bohemian/art scene” and “resort/sports” suggests Aspen, Colorado in North America, Lucerne, Switzerland, in Europe, and Rio de Janeiro in South America. “Commerce/politics” and “historical/heritage” might suggest Kyoto, Japan in Asia, London, England in Europe, and Mexico City, Mexico in North America.


  1. Art (paintings, statues, first-edition comic books, etc.)

  2. Cash (bearer bonds, bills, bullion, gold coins and pirate booty, etc.)

  3. Gem(s) (crown jewels, gigantic single stones, necklaces created for famous actresses, etc.)

  4. Artifact (non-art antiquities, supposed alchemical secrets, near-mythical sword, etc.)

  5. Technology (new artificial diamond technology, prototype super-safe, military hardware, etc.)

  6. Intelligence (roll again for subject of intelligence; intelligence about intelligence might be a dossier on the burglar herself or criminal allies)

Target Location

  1. Estate or townhome

  2. Armed compound or facility

  3. High-rise office building or penthouse

  4. Museum or government building

  5. Casino or entertainment venue

  6. Other (ancient ruin, country club, haunted house, private plane, ski lodge, yacht, etc.)

Security Details (roll twice or more, ignoring contradictory or implausible details)

  1. Laser grid

  2. Armed guards

  3. Attack dogs or other animals

  4. Access badge or card reader

  5. Combination lock

  6. Magnetic or electronic lock

  7. Security cameras

  8. Deathtrap

  9. Cage

  10. Motion sensors

  11. Pressure plates

  12. Weird (curse, poison darts, floor is made of lava, etc.)

Mark Characteristics (roll once or twice)

  1. Brutish

  2. Callous

  3. Decadent

  4. Sleazy

  5. Slick

  6. Aloof

  7. Paranoid

  8. Aboveboard (roll twice; two results of aboveboard mean mark actually is honest, any other second result mark is hiding their true nature)

Mark Profession

  1. Crime (assassin, crime lord, rival thief, high-ranking intelligence or police agency official, etc.)

  2. Politics (dictator, executive official, governor, legislator, mayor, royalty, etc.)

  3. Entertainment (producer, promoter, artiste, athlete, men’s lifestyle magazine publisher, etc.)

  4. Business (real estate developer, military-industrial contractor, technological futurist, etc.)


  1. Mark has a scheme of their own in the works (trying to take over the world, etc.)

  2. Burglar’s employer/fence/informant has a scheme of their own (roll on Mark tables for employer/fence/informant type)

  3. Law enforcement has set a trap

  4. Rival criminals on the job

  5. Friend/lover works for mark

  6. No twist

Sunday, August 6, 2017

Jane Austen Playing Cards Kickstarter

Help fund the Jane Austen Playing Cards Kickstarter by JohnEric Ligon and I will finally write and publish a Savage Worlds setting book for Regency romance.

While we all know Savage Worlds is great for Fast! Furious! Fun! action-adventure, my personal experience is that it’s also great for games of dueling wits. I’ve kicked around ideas for Savaging the world of Regency romances for practically as long as I’ve been writing Wine and Savages, and now I’ve found a great reason to revive that project.

There’s a Kickstarter running for what would be the perfect Action Cards for such a setting – the Jane Austen Playing Cards by John EricLigon – but it’s only slightly over halfway to its goal with just over a week left to run. If all of y’all help get the Kickstarter funded, I will compile and rewrite my extensive Regency posts into a coherent mini-setting guide.

Included will be:
  •         An introduction to the history of the Regency and the tropes of Regency romance
  •         New Background and Social Edges
  •         Extended social conflict rules
  •         Regency romance adventure generators
  •         A full adventure for multiple players
  •         Two mini-plot point adventures for duet play – one for a hero and one for a heroine
  •         Advice on combining Regency romance with fantasy, horror, science fiction, and super powers
  •         Stats for allies and adversaries from history and the works of Jane Austen
  •         Pre-generated characters
  •         Figure flats

This supplement will be free to anyone who can provide proof that they’re a backer of the Kickstarter, but I’ll also be putting it on sale. Right now I’m projecting about 40 pages of content and a price point of about $4.50.

Two caveats, though.

First, I am in no way affiliated with the Jane AustenPlaying Cards Kickstarter and it’s the creators first project; I can in no way be held responsible for any failure on the part of John Eric Ligon in fulfilling the Kickstarter. With that said, I’m a backer too, so if it doesn’t pan out then I’m also up a creek – but Mr. Ligon is an associate dean at the University of North Texas and most of the project is designed and ready to go the printers, so I doubt there will be any problems.

Second, I will aim to complete the book by the end of October, hopefully coinciding close to the release of the cards, but IF SOME MAJOR NEW PROJECT COMES UP (which could possibly happen), then I will be obliged to prioritize that project. If that happens, then the Regency book will be ready by Christmas. Right now, I’ve got adventures sitting with the editors for Adamant Entertainment, Buccaneer: Through Hell & High Water, and Savage Worlds Explorer. Robin and I are also working on an adventure for Rifts® for Savage Worlds for the Explorer (which we’ll probably finish in the next week or so) and we may be required to edit or rewrite our contributions to the Rifts® books in progress. With that said, we’ve been kicking around the idea for a series of mini-setting books for a year or so, and the Regency book is a great place to start.

I’ve pledged at the $26 level for two decks of cards (perfect for Savage Worlds), but I’ll give away the book to anyone who pledges just $1 or more. Keep in mind, though, that no one gets the book unless the Kickstarter succeeds – and we’ve only got until 6:15PM CDT on Wednesday, August 16th to get it funded! 

Tuesday, July 25, 2017

SPC Gargoyles: Goliath and Elisa


Wild Card Gargoyle Veteran

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+4, Vigor d8

Skills: Fighting d10, Intimidation d6, Knowledge (Arcana) d4, Knowledge (Battle) d6, Notice d6, Persuasion d6, Stealth d8, Throwing d6, Tracking d6

Charisma: +2; Pace: 6; Parry: 7; Toughness: 14 

Gear: loincloth

Hindrances: Heroic, Vow [Major; defend his “castle”], Stubborn, Vengeful [Minor]

Edges: Attractive, Charismatic, Command, Noble, Tactician

Super Powers:

  • Armor (5): Armor +14, Limitation (Major; during stone sleep only)

  • Attack, Melee (5): Str+d6, AP 2, Heavy Weapon

  • Fear (1): Scary

  • Flight (8): 4 x Pace, Switchable, Limitation (Minor; gliding, requires altitude and wind currents), Requires Activation (must unfurl wings). Switches with Leaping and Speed.

  • Growth (7): Monster

  • Heightened Senses (2): Low Light Vision, Tracking

  • Leaping (5): Bounce, Death From Above, Switchable. Switches with Flight and Speed.

  • Regeneration (1): Limitation (Major; occurs during stone sleep)

  • Speed (7): 2 x Pace, Blinding Reflexes, Catch and Throw, Switchable, Limitation (Minor; movement at increased Pace requires running on all fours).

  • Super Attribute (12): Agility +3, Strength +3

  • Super Edge (8): Berserker, Counterattack, Frenzy, Sweep

  • Toughness (5)

  • Wall Walker (1)


Elisa Maza

Wild Card Human Veteran

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d10

Skills: Climbing d6, Driving d8, Fighting d8, Healing d6, Intimidation d6, Investigation d8, Lockpicking d6, Notice d8, Persuasion d8, Shooting d10, Stealth d8, Streetwise d8, Swimming d6, Taunt d6, Throwing d6

Charisma: +2; Pace: 6; Parry: 6; Toughness: 10 

Gear: Glock 9mm (Range 12/24/48, Damage 2d6, RoF 1, Shots 17, AP 1, Semi-Auto), muscle car

Hindrances: Heroic, Stubborn, Vow [Minor; to protect and serve]

Edges: Alertness, Attractive, Brave, Investigator, Martial Artist, Marksman, Quick Draw, Steady Hands, Strong Willed, The Best There Is (super skill)

Super Powers:

  • Super Skill (23): +1 Climbing, Healing, Intimidation, Lockpicking, Swimming, Taunt, Throwing; +2 Driving, Fighting, Investigation, Notice, Persuasion, Shooting, Stealth, Streetwise

  • Super Attribute (14): +1 Agility, Smarts, Strength; +2 Spirit, Vigor

  • Uncanny Reflexes (6): Blinding Reflexes

  • Toughness (3): Limitation (Minor; doesn’t apply when the Game Master deems it important to plot)

Monday, July 24, 2017

Gargoyles SPC Humans, Immortals, Mutates, and Post-Humans

Baseline Humans

The vast majority of humans in the Gargoyles setting (Elisa Maza, David Xanatos, Dingo, Matt Bluestone, Tony Dracon, Dr. Sevarius, etc.) have no inherent superhuman abilities and are limited to spending their Power Points on the following powers:

  • Attack, Melee: Advanced combat training; see Gargoyles SPC Campaign Parameters for damage limits as set forth by the Cartoon Violence setting rule.

  • Awareness

  • Danger Sense

  • Deflection

  • Gifted

  • Invent

  • Leaping: Level 1 only.

  • Minions: this could potentially handle the Golem of Prague and similar companions.

  • Parry

  • Sidekick

  • Speak Language

  • Speed: Level 1 only; Blinding Reflexes and Catch and Throw modifiers only.

  • Super Attribute

  • Super Edge

  • Super Skill

  • Uncanny Reflexes 

As noted in the Gargoyles SPC Campaign Parameters post and the Untapped Potential setting rule, however, players with human characters may hold Power Points in reserve to buy more exotic powers after some transformative event changes them during play. With Game Master permission, heroes may begin play as one of these transformed humans; the categories are immortals, post-humans, and mutates.


Humans who have achieved immortality through some form of magic or another (Macbeth, King Arthur, Peredur fab Ragnall, Scheherezade) may have additional abilities than those outlined below, but the majority of canonical immortals seem to have only gained resistance to aging and the ability to recover from mortal wounds. Game Masters should consider carefully whether they wish to allow such heroes.

  • Ageless

  • Regeneration


Mutates are those humans changed by Dr. Sevarius’ mad science into mutates: bioengineered chimera with the traits of multiple species. Aside from Wolf of the Pack (who was mutated into essentially a werewolf), the most common mutates are the human/big cat/bat/electric eel hybrids of the Labyrinth Clan in New York City – Claw, Fang, Maggie the Cat, and Talon – who were designed to emulate the Manhattan Clan gargoyles in abilities and strength. Those mutates have the following common abilities:

  • Attack, Melee (5): Str+d6, AP 2, Heavy Weapon.

  • Fear (1): Scary.

  • Flight (10): 4 x Pace, Switchable, Requires Activation (must unfurl wings). Switches with Leaping and Speed

  • Heightened Senses (2): Low Light Vision, Tracking.

  • Leaping (5): Bounce, Death From Above, Switchable. Switches with Flight and Speed.

  • Speed (7): 2 x Pace, Blinding Reflexes, Catch and Throw, Switchable, Limitation (Minor; movement at increased Pace requires running on all fours). Switches with Flight and Leaping.

  • Super Attribute (12): Agility d10, Strength d10.

  • Stun (7): Area Effect (burst must be centered on self), Ranged Touch Attack, Strong.

  • Toughness (5)


Some rare humans possess mystical or technological super powers: cyborgs such as Jackal, Hyena, and Mr. Duval, part-fae like Fox and Alexander Xanatos, and straight-up superhumans such as Rory Dugan and Dingo (after he bonded with Matrix). Such characters have the potential for a much wider array of abilities, but it must be noted that most of the canonical post-human characters have abilities comparable to gargoyles. Players are advised to limit super powers to better emulate the source material; recommended powers and limits include:

  • Altered Form: I’d argue against the Replenish and Viscous modifiers if it wasn’t for Dingo and Matrix.

  • Armor: +10 or less. 

  • Attack, Melee: as limited by the Cartoon Violence setting rule.

  • Attack, Ranged: as limited by the Cartoon Violence setting rule.

  • Awareness

  • Broadcast

  • Flight: 120 mph or less 

  • Construct: required for cyborgs.

  • Damage Field: as limited by the Cartoon Violence setting rule.

  • Danger Sense

  • Heightened Senses

  • Interface

  • Leaping 

  • Paralysis: a physical electric shock in most cases.

  • Parry

  • Regeneration: advanced nanotechnology.

  • Sidekick

  • Speed: 120 mph or less. 

  • Stun

  • Super Attribute

  • Super Edge

  • Super Sorcery: part-fae only.

  • Swinging

  • Toughness 

  • Wall Walker

Gargoyle Super Powers Companion Racial Package

All gargoyle characters begin with 40 of their base 45 Power Points dedicated to the following racial abilities; these abilities do count against their power limit totals. Super Karma can be used to gain additional Power Points. 

  • Armor (5): Armor +14, Limitation (Major; during stone sleep only).

  • Attack, Melee (5): Str+d6, AP 2, Heavy Weapon.

  • Fear (1): Scary.

  • Flight (8): 4 x Pace, Switchable, Limitation (Minor; gliding, requires altitude and wind currents), Requires Activation (must unfurl wings). Switches with Leaping and Speed. (Note that gargoyle beasts like Bronx do not possess this power, and therefore gain 1 additional Power Point to spend as the player sees fit.)

  • Heightened Senses (2): Low Light Vision, Tracking.

  • Leaping (5): Bounce, Death From Above, Switchable. Switches with Flight and Speed.

  • Regeneration (0): natural healing roll every day, Limitation (Major; occurs during stone sleep).

  • Speed (7): 2 x Pace, Blinding Reflexes, Catch and Throw, Switchable, Limitation (Minor; movement at increased Pace requires running on all fours). Switches with Flight and Leaping.

  • Super Attribute (12): Agility d10, Strength d10.

  • Super Edge (2): Berserker (yes, I know it isn’t a Combat Edge, but it’s pretty obvious all gargoyles have it).

  • Toughness (5)

  • Wall Walker (0): Limitation (Minor; cannot climb surfaces their claws cannot pierce).

The remaining 10 Power Points can be spent on improving existing powers with the following limitations:

  • Attack, Melee: maximum Str+2d6 damage (see Cartoon Violence)

  • Flight: additional points can only be spent to increase Climb (gargoyles glide, not fly, so improving their speed to 120 mph or more seems out of character).

  • Heightened Sense: no Spatial Sense.

  • Leaping: maximum of level 2.

  • Speed: maximum 4 x Pace.

Or on the following powers with the following limitations:

  • Animal Control: Only to purchase a gargoyle beast as an Animal Companion (but I advise making them as player characters instead).

  • Aquatic: An amphibious Loch Ness clan is canon according to series creator Greg Weisman, though they never appeared in the show or comic.

  • Attack, Ranged: Some gargoyle clans may have manticore-like tail barbs or similar abilities; see Cartoon Violence above for damage limitations.

  • Danger Sense

  • Deflection

  • Extra Limbs: one extra limb only; note that while all gargoyles have prehensile tails, most lack the tail-eye coordination to use their tails at the same time as their hands. The snake-bodied members of the Mayan clan are a notable exception.

  • Growth: maximum Size +3; as this reflects the gargoyle being of unusual height or breadth (like Goliath or Broadway) this ability always has the Monster modifier.

  • Invent

  • Parry

  • Sidekick: again, building fellow clan-mates as additional player characters is preferable.

  • Super Edge

  • Super Skill

  • Uncanny Reflexes

Note that some canonical gargoyle characters possess additional powers not recommended for player characters. Game Masters and players should discuss whether to allow these powers for heroes.

  • Ageless: While gargoyles live twice as long as humans naturally, this indicates magical or scientific meddling in the character’s lifespan (such as with Demona).

  • Construct: A cyborg or android built in the image of or inhabited by the consciousness of a gargoyle like Coldstone, Coldsteel, and Coldfire. Construct gargoyles may ignore the limitations on flying speed above.

  • Minions

  • Regeneration: Ageless beings like Demona and Macbeth may take advanced levels of the regenerationpower and even the Regrowth modifier.

  • Super Sorcery: Though no canonical gargoyle possesses the super-sorcery of the fae, it remains possible that one of Oberon’s Children may have had half-blooded offspring with a gargoyle – just as Titania did with the human Halcyon Renard.

Gargoyles SPC Campaign Parameters

I ran the Gargoyles game utilizing the gargoyle Paradigmatic Framework I posted on the blog a while back, but – frankly – I wasn’t too satisfied with it. The hefty load of Hindrances was too overbearing for a one-shot game, so I wound up rewriting and simplifying things a bit on the character sheets. At about noon on Friday, I realized the whole affair would have been easier with the Super Powers Companion, but it was too late to redo all the characters.

While the stats I used for the game worked fine at my table, where everything was at least internally balanced (if not exactly system-balanced), I don’t want Game Masters and players out there who want to borrow the characters to have any balance issues at their tables. Therefore, I’m presenting revised options to play Gargoyles with the SPC.* 

Gargoyles Campaign Parameters

Gargoyles is a Four Color power level campaign world using Super Karma and typical Power Point distribution (instead of the Rising Stars model). The available races are gargoyles, humans, Children of Oberon, mutates, and New Olympians. The following new setting rules are in effect:

New Setting Rule: Family-Friendly Violence

I’d rather just leave this as gentleman’s agreements between Game Masters and players, but we all know there’s going to be that one jerk who wants to break the game.

Except for “Deadly Force” (a Very Special Episode if there ever was one), violence on Gargoyles is rarely deadly. Characters get hurt worse than on most American-made children’s television of the ‘80s and ‘90s (Gargoyles is arguably more violent than Batman: The Animated Series, for example), but most violence stays well within the limits of typical Saturday morning and syndicated cartoons. Claws, guns, rocket launchers, and swords all have about the same chance of seriously injuring someone.

To reflect this, characters are limited to a maximum of two ranks in any damaging powers. This means that attack, melee is limited to Str+2d6 damage, attack, ranged is limited to 2d10 (with the Enhanced Damage modifier), damage field is limited to 3d6, etc. This applies to uses of super-sorcery by Oberon’s Children as well.

New Setting Rule: Ritual Magic

Outside of the Children of Oberon and their descendants, no characters in Gargoyles display the ability to work magic without using a spellbook (almost always the Grimorum Arcanorum). Even the Archmage relies on the Grimorum – which he has magically ingested – during his brief reign of terror in Avalon.

The super sorcery power is unavailable to any character except fae or partial fae. Characters in possession of a spellbook may activate a power from that book by beating the spell’s Power Point rating with a successful Smarts or Knowledge (Arcana) roll. This roll may be attempted as a Dramatic Task for spells with higher Power Point costs, with the results of each roll adding to the previous one (suffering the usual -2 penalty to the roll and complications).  

New Setting Rule: Untapped Potential

Over the course of the series, numerous characters who begin as ordinary humans become super-powered: Derek Maza and Wolf become part-animal mutates, Jackal and Hyena become cyborgs, Dingo gets a set of super-armor (that becomes even more super later on), Rory Dugan is the reincarnation of Cu Chullain, Fox is revealed to have innate magical abilities from being part-fay, etc.

Rather than spending all of their Power Points during character creation, players creating human characters may save points to purchase super powers after some transformative event. This option is only available for human heroes.   

*Honestly, the Super Powers Companion is everyone’s best friend for non-Rifts® higher-powered and/or cartoony Savage Worlds games and all of y’all should own a copy. It works just as well for anime and cartoons as it does for supers; you just have to set limits on what powers are and aren’t allowed at the table. Heck, I swear by it as a tool for pulp-style games – after all, who needs some sort of “chainmail bikini” Edge when you can just give your loincloth-clad barbarian some extra Toughness?