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The Savage Worlds of Land of Light

An Adventure

By

Mohd Syafiq bin Ibrahim

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THIS MODULE REQUIRES THE SAVAGE WORLDS DELUXE EDITION TO PLAY!

1ST Edition – July 2013

More information can be found on author’s DeviantArt and Tumblr page at

http://openlor.deviantart.com/

http://openlor.tumblr.com/

This game references the Savage Worlds game system. Available from and copyrighted to Pinnacle Entertainment Group at

http://www.peginc.com/

Ultraman Tiga, Tiga universe, the rest of it’s known characters and designs are sole property of

Eiji Tsuburaya from

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CONTENTS

Introduction...... 4

Setting Rule...... 5

Creating a Character...... 6

Skills...... 13

Hindrances...... 14

Edges...... 15

Gears...... 16

Allies...... 22

Powers...... 22

Bestiary...... 40

Playin Non-Ultra Characters...... 61

Character sheet...... 63

Non-Playable Character Sheet...... 64

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INTRODUCTIONS

The Story take place million of years ago in an ancient lost civilization on earth. The story also circles around the Empire of Samudra especially in it’s capital Samudra Bahru and Lulu Island. Lulu Island is a home base for our hero The Giants of Light also known as The Colony. The island also served as a shining example of law and order during the time. The giants from World Relief Garrison (WRG) working together with the human members of Earth Defense Organisation (EDO) protecting humans around the world from The Dark Giants, Kyrieloid and other gigantic monstrous threat. However a prophecy has been foretold that WRG and EDO are doomed to fail and the humanity will perish. The Dark Giants, A group of Ultramen also former resident of The Colony on Lulu Island, sparked a rebellion under ’s black flag. Other than that the prediction of the return of Gatanozoa, the Prince of Darkness future awakening. Who was also prophesized to destroy the current civilization as he did multiple times before and usher the next Dark Age. YOU as the champion of light shall see this tale to its end, and perhaps alter the future altogether!

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SETTING RULES

Blood and Guts

Characters can spend Bennies on damage rolls!

Critical Failures

When a character rolls double 1’s on a Trait roll. He can’t spend a Benny – he’s stuck with the critical failure.

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CREATING A CHARACTER

The players will be playing as one of the earthbound Ultraman rise from Lulu Island. Unless the player decided otherwise, please refer to page in playing as Non- Ultra Characters. A template for character sheet can be found at the end of this book.

Character Creation Summary

 Choose Character archetype (Optional) – Archetypes doesn’t affect your character in anyway. Their sole purpose is as guideline in your character creation.  Choose Tribe - Ultraman are divided into two tribes; both possessed their own unique strength. It may also affect your experience in game.  Determine Traits – Your hero starts with a d4 in each attribute, and has 5 points to be distribute among them to be raised to the next die type, which cost 1 point per die type.

You also have 15 points for skills. Each die type in a skill costs 1 point up to the linked attribute. Going over costs 2 points per level.

 Choose Hindrances and Edges – You gain additional points for taking up to one Major Hindrance (2 points) and two Minor Hindrances (1 point each).

For 2 points you can:

o Gain another attribute point, or o Choose an Edge

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For 1 point you can:

o Gain another skill point, or o Increase starting funds by 100%  Choose Starting Gear – unless the GM says otherwise, all character will start with £500 (In this game, we’re using a custom currency so instead of pound sterling, ‘£’ will be considered as ‘Laham’) to purchase equipments that he feels needed in his adventure.  Background Details – Fill in any background details of your hero  Revision – Double check and you’re good to go!

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The Base

Just as all of the earthbound Ultraman before you, as long as you remained under the earth atmosphere, you are bound to 3 minute rule. Thus most of the time, you will have to strive and survive by morphing as a human. As a human you will start with these traits as your hero’s foundation.

 Charisma – Charisma measures your Hero’s charm and likeability by the NPC. Your Charisma is equal to the total bonuses or penalties given by Edges and Hindrances.  Pace – Pace is the distance you could walk to in an encounter is 6”  Parry – Parry is your ability to repel attacks in hand to hand combat. It is equal to 2 plus half Fighting skill  Toughness – Toughness is how much it takes for a hit to actually would you. Your toughness is equal to 2 plus half Vigor. Go ahead and add the bonus granted by the armor worn on your torso to this value as well for speed’s sake, but remember it may not count if attacks target other parts of the body.

When you’re done, your base traits should look like this:

Charisma: 0

Pace: 6”

Parry: 2

Toughness: 2

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Archetypes (optional)

These archetypes will aid you if you wish to quickly create a character for a one-shot or convention adventure. For those occasions, and archetype might be a good choice! Add a name, Hindrances, and gear, spend any remaining skill points and you’re good to go!

The Archetypes below are all Novice Ultraman with one free Edge.

Powered (Red Tribe)

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d6

Skills: Fighting d10, Intimidation d6, Notice d6, +4 additional skill points.

Charisma: - Pace: 6 Parry: 7, Toughness: 6

Hindrances: One Major, two minor

Edges: Brawny, Sweep, Light Metamorphic Powers

Ability: Refer to red tribe

Speedster (Blue Tribe)

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Stealth d8, Streetwise d6, Healing d4, Athletic & Acrobatic d6

Charisma: - Pace: 8 Parry: 5 Toughness: 5

Hindrances: One Major, two Minor

Edges: Assassin, Thief, Light Metamorphic Powers

Ability: Refer to Blue Tribe

Arsenal (Blue Tribe)

Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d4

Skills: Fighting d4, Investigation d6, Knowledge (Light Metamorphic Power) d6, Notice d6, 8 additional skill points.

Charisma: - Pace: 8 Parry: 4 Toughness: 4

Hindrances: One Major, two Minor

Edges: New Power, New Power Points, Light Metamorphic Powers

Ability: Refer to Blue Tribe

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Tribes

You may choose either Red Tribe or Blue Tribe Ultramen. Each have their own advantages and disadvantages.

RED TRIBE – Red Tribe are recognized with their silver and red markings all over their body. Some of them even have fully red body. They are a proud and warlike tribe. Their thick and sturdy body made them specialized in front line combat, there’s even a saying that each Red Tribe is a power house ready to be unleash.

 Size +8 o As you transform into Ultraman, you are granted +6 to your toughness  Born to Fight o All Red Tribe start out with d4 Fighting skill  Sturdy Ultra-armor o As a proud Red Tribe, you start out with 4 Toughness instead of 2  Light Metamorphic powers (Arcane Background)(Free background Edge-further explanations in Chapter on page )  Antigravity Flight o All Ultraman possess a natural antigravity manipulating organs on their legs that grant them the ability to fly. Your hero can fly at their own pace and ‘run’ at own die type. Other than that you could sacrifice 1” pace to gain 1” climb.

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BLUE TRIBE – Blue Tribe is their red cousin’s counterpart. They are recognizable with their silver and blue markings all over their body. Some of them even have a fully blue body. They are intelligent and nimble tribe. The blues made their agility and extraordinary tactical planning as a fair trade to what they lack in power. They’re also the mastermind behind Ultra-technology. At the time, Ultraman’s science is a wonder to behold.

 Size +8 o As you transform into Ultraman, you are granted +6 to your toughness  Sky borne o As a Blue Tribe, you start out with 8” Pace instead of 6 with 1d8 as your running die.  The Lifeline o All Blue Tribe start out with d4 Healing skill  Light Metamorphic powers (Arcane Background) (Free background Edge)  Antigravity Flight o Just as above, your hero can fly at their own pace and ‘run’ at own die type. Other than that you could sacrifice 1” pace to gain 1” climb.

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Atributes

Your hero starts with a d4 in each attribute, and has 5 points to be distributed among them to be raised to the next die type, which cost 1 point per die type. You are free to spend these points however you like with one exception; no attribute may be raised above d12!

 Agility – is your hero’s nimbleness and dexterity  Smarts – is a measure of how well your hero knows his world and culture, and how well he thinks on his feet  Spirit - reflects inner wisdom and willpower. Spirit is very important as it helps your hero recover from being shaken.  Strength – is raw physical power and general fitness. It is also your hero’s damage in hand to hand combat.  Vigor – represents endurance, resistance to diseases, poisons and how much pain and physical damage a hero can shake off.

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Skills

You start with 15 points with which to spend on skills, all of which normally start untrained (no die type). As with attributes, each die type costs one point as long as the skill is less than or equal to the attribute that the skill is linked to. If you exceed the attribute, the cost becomes two points per die type. More explanations concerning skills, please refer to page 23 in Savage Worlds Deluxe

Athletics and Acrobatics (Strength)

Fighting (Strength)

Intimidation (Spirit)

Investigation (Smarts)

Knowledge (Smarts)

Maneuvering (Agility)

Notice (Smarts)

Persuasion (Spirit)

Repair (Smarts)

Shooting (Agility)

Stealth (Agility)

Streetwise (Smarts)

Survival (Agility)

Taunt (Smarts)

Throwing (Agility)

Tracking (Smart)

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Hindrances

Hindrances are character flaws and physical handicaps that occasionally make life a little tougher for your hero. They’re here to help you roleplay your character, and might even net you more Bennies since Game Master awards them for properly playing your character.

A character may take one Major Hindrance and up to two Minor Hindrances. You’re free to take more if you think they fir you character description, but you don’t get additional points for them!

(All Hindrances can be refer to page 28 in Savage Worlds Deluxe)

Note that some Hindrances are banned such as:

Elderly (Major)

Outsider (Minor)

Small (Major)

Young (Major)

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Edges

Ultraman are far more than a collection of skills and attributes. It’s their unique gifts and special powers that truly make them interesting characters. Unless otherwise stated, Edges cannot be taken more than once. Edges and Improved Edges function the same way as in the Savage Worlds Deluxe Edition,

(List of Edges can be refer to page 32 in Savage Worlds Deluxe Edition)

Unfortunately only one Edge is available as Arcane Background Edges that is Light Metamorphic Powers (Arcane Background)

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GEARS

This section provides a good sample of available equipment, service and mundane items available in Savage Worlds of Land of Light.

Armor

There are range of variants armor available for the player to choose, from medieval-sh protection such as chainmail to a futuristic hi tech power armor.

Kevlar

Kevlar offers 2 points of protection against most attacks. Kevlar weave “blinds” spinning bullets and so negates up to 4 points of AP from bullets, and provides +4 protections from them as well.

Ultra Armor

Power armor carries their own weight, thus the void weight value. Scout armor weigh 100 pounds when power down, Battle armor 150 pounds and Heavy 220 pounds. All Ultra Armor contains comm-units with 5 mile range. Ultra Armor typically lasts for 1 week without recharge. It requires a special recharging facility and 10 hours to return to full power. The GM mmay decide suits lose power faster under excessive use.

 Ultra Armor Scout – These suits are made for reconnaissance. In addition to their standard comm-unit, they are coated in stealth paint that adds +4 to Stealth Rolls vs. radar and other automated detection system (But not from people and other sentient)  Ultra Armor Battle - This is the standard power armor worn by most heavy troopers in this setting. It increases Strength by one die type, adds +2 to Pace, and allows users to jump 2d6 horizontally or 1d6 vertically. A Heads Up Display (HUD) provides targeting information for lined weapons, adding +1 to the wearer’s Shooting rolls.  Ultra Armor Heavy – made for the most punishing and hard fighting combat condition. They subtract 2 from Pace and boost Strength by two die types. They mount at least one heavy weapon of some sort and feature enhanced targeting computers that add +2 to the character shooting rolls.

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Ranged Weapon & Accessories

Bipods – Most full machine guns are also equipped with either an integral or detachable bipod. Once deployed, these provide a more stable shooting position and help confront recoil. It takes one action to deploy a bipod and set the weapon up. Once in position the auto fire penalty is reduced to -1. If the hero moves, this benefit is negated and he will have to spend another action to redeploy the bipod.

Scopes – Optical scopes can be attached to all manner of firearms from rifles to hand guns, and magnify targets to make distance shooting easier. A scope provides a +2 shooting bonus to shots at Medium Range or higher as long as the firer does not move this round.

Shotguns – Shotguns fire a spread of metal balls (also called “shots”) and so do more damage at close range where the spread is less and more of the shot hits the target. Farther away, the shot spreads more and causes less damage. Because of the increased chance of hitting someone due to the spread, shotguns add +2 to their user’s Shooting bonus to their user’s Shooting rolls. They cause 1d6 damage at Long range, 2d6 at Medium, and 3d6 at Short range.

 Double Barrels – If the attacker wishes to fire both, calculate each fired shots separately with the second one without the usual +2 advantage.

Special Weapons

Flamethrowers – Use the small end of the Cone Template at the tip of his character’s weapon, and the large end on as many targets as he’s able.

Grenades – A character within the burst radius has two additional options. To pick up and throw the grenade before it goes off, he must make an Agility roll at -4 (or -2 if he was on Hold). Failure means it goes off and he tanks an additional die of damage.

 Covering grenades – A character may also throw his self on grenade. He take double the normal die of damage for his heroic act, but his total Toughness is subtracted from the damage inflicted on other characters in the blast radius. Allies won’t normally perform such suicidal act, though the GM might rule otherwise in specific situations, such as when an ally has a “loyal” personality.

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Missiles – Air-to-air (or space-to-space) weapons are designed to destroy enemy fighters and other small targets with a focused warhead. To activate, the pilot must first “capture” the target’s signature on his own control panel, this is accomplished by various means including heat – signature, radar, emissions or even profile, depending on tech level.

To get a lock, the pilot must picks his target and must then succeed at an opposed Piloting roll. The attacker must subtract range modifiers from the Piloting roll just as if he were Shooting.

Once locked, the pilot decides how many missiles to release (usually up to his full payload depending on his craft). At Short Range, the target has one round to evade. He has two rounds (and chances) at Medium Range, and three at Long Range.

Evading a missile requires a Piloting roll at -4. Note that many craft contain additional evasion system, such as chafe or flares, that add +4 to his roll if they’re of the right type ( flares for heat- seeking missiles and chafe for radar-guided missiles)

 Air to Ground Targets – Use the same procedure as above but the target makes a Driving or Boating roll against the attacker’s Piloting skills.  Surface to Air Missiles – As above, but the attacker makes a shooting roll and the defender makes a Piloting roll.  Anti-Missiles Systems -  Obstacles – Evading prey can add +2 to the Piloting roll with substantial cover – such as asteroids, canyon walls, or the hull of a capital ship.

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HAND WEAPONS

TYPE DAMAGE WEIGHT COST NOTES Molecular Knife STR+d4+2 1 £250 AP 2, cannot be thrown Molecular Sword Str+d8+2 8 £500 AP 4 Radiance Saber Str+d6+8 5 £1000 AP 12

ARMOR TYPE ARMOR WEIGHT COST NOTES Sunforged Chain Hauberk 2 25 £200 Torso, Arms, Legs Sunforged Kevlar 4 12 £2500 Torso only, negates 4 AP Sunforged Battlesuit 6 20 £3500 Entire Body Sunforged Ultrasuit 8 30 £5000 Entire Body Ultra Armor Scout 10 n/a MILITARY Entire Body Ultra Armor Battle 12 n/a MILITARY Entire Body Ultra Armor Heavy n/a MILITARY Entire Body RANGED WEAPONS

TYPE RANGE DAMAGE*RoF* COST WEIGHT SHOTS MIN STR NOTES Knight Blaster (Pistol) 15/30/60 1~3d6 1 £200 4 24 n/a Semi-Auto Cranium Buster (Rifle) 30/60/120 1~3d6 3 £300 8 48 d6 Auto,3RB Light Rain (MG) 50/100/200 1~3d6 5 £500 15 200 d8 Auto Damage* - Increasing the damage per attack uses a like number of shots. A 3d6 attack, for instance uses up 3 shots. RoF* - Rate of Fire

SPECIAL WEAPONS

TYPE RANGE DAMAGE RoF AP COST MIN STR BURST WEIGHT NOTES ROCKET LAUNCHERS Bazooka 50/100/200 4d8 1 9 MILITARY n/a MBT 12 Heavy Weapon, Snapfire M72LAW 24/48/96 4d8 1 n/a MILITARY d4 MBT 5 Heavy Weapon, Snapfire MISSLES TOW Missles 100/200/400 4d6 1 140 MILITARY n/a MBT n/a Heavy Weapon, Snapfire Sidewinder 100/200/400 4d8 2 6 MILITARY n/a MBT n/a Heavy Weapon, Snapfire Sparrow 150/300/600 5d8 2 6 MILITARY n/a MBT n/a Heavy Weapon, Snapfire MINES Anti-Personnel Mine n/a 2d6+2 n/a n/a MILITARY n/a SBT 10 Anti-Tank Mine n/a 4d6 n/a n/a MILITARY n/a MBT 20 Heavy Weapon AP 5 vs 1/2 lowest Armor (round up) FLAMETHROWERS FLAMETHROWERS Cone Template 2d10 1 n/a MILITARY d8 Cone 70 Ignores Armor GRENADE Mk67 Pineapple 5/10 or 20 3d6 n/a n/a MILITARY n/a MBT 2 Potato Masher 5/10 or 20 3d6-2 n/a n/a MILITARY n/a MBT 2

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MUNDANES ITEMS ITEMS COST WEIGHT ITEMS COST WEIGHT ADVENTURING GEAR £647 39 FOOD Backpack (Empty) £50 2 Fast Food Meal (Cheap meal) £5 1 Bedroll (Sleeping bag; winterized £25 4 Good Meal (restaurant) £20 n/a Camera (Digital) £300 1 MRE (Meal Ready to Ear) £10 1 CommuGear (like a handphone) £100 n/a Flashlight (10" beam) £20 3 INN STAY (PER DAY) Lighter £2 n/a Typical Room £100 n/a Rope (10") £10 15 Luxury Room £400 n/a Sunstick (1 hr 4 hours, water proof) £100 2 Shovel £5 5 Trail Rations (5 meals keep 1 week) £10 5 Utility Pouch Belt (Empty) £20 1 Waterskin £5 1

AMMUNITION Laser Battery Pistol £10/50 £3/50 Laser Battery Rifle £5/50 £25/50 Laser Battery MG £8/50 £50/50 ANIMALS & TACK CLIMBER'S KIT £120 4 Horse £3000 n/a Grappling Hook £100 2 War Horse £7500 n/a Hammer £10 1 Saddle £100 10 Pitons (10) £10 1 Elaborate Saddle £500 10 War Horse Barding (+3) £2000 30 APPARATUS Lockpicks £200 5 COMPUTERS Medic Kit £200 5 Desktop £800 20 Tool Kit £200 5 Laptop £1200 5 Handheld £250 1 ETC GPS £250 1 Candle (Provite light in 2" radius) £1 1 Crowbar £10 n/a Glass Flask (empty) £5 1

CLOTHING Casual Clothing £20 Camo Fatigue £20 Formal Clothing £200 Hiking Boots £100 Winter Gear (cloak/parka) £200 Winter Boots £100

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VEHICLES

Below are vehicles for land, air and water including the military vehicles available in Samudra. Find out more about vehicles in Savage Worlds Deluxe on page 58.

VEHICLES CIVILIAN VEHICLES VEHICLE ACC/TS TOUGHNESS CREW COST NOTES Spark Bike 20/36 8(2) 1+1 £3000 Compact Car 10./36 10(3) 1+3 £10,000 SUV 20/40 14(3) 1+4 £40,000 Luxury features, 4WD Sports Car 30/56 10(3) 1+3 £150,000 symbol of luxury and high social status

MILITARY VEHICLES VEHICLE ACC/TS TOUGHNESS CREW COST NOTES Hover Tank 8./32 116/96/76(100/80/60) 4 MILITARY Heavy Armor, Hover, Night Vision, Improved Stabilizer Weapons: 100MGW in turret, 20MGW Pulse Laser in hull Hover APC 10./30 75/60/60(60/50/50) 2+12 MILITARY Heavy Armor, Hover, Improved Stabilizer Weapons: 20MGW Pulse Laser in hull

VEHICLE MOUNTED & AT GUNS TYPE RANGE AP ROUNDS HE ROUNDS RoF NOTES 100MGW Laser 150/300/600 5d10, AP 100 n/a 1 Heavy Weapon 20MGW Pulse Laser75/150/300 n/a 3d6+2,AP10,LBT 3 Heavy Weapon 30mm Cannon 50/100/200 3d8, AP6 n/a 3 Heavy Weapon AIRCRAFT CIVILIAN VEHICLE ACC/TS TOUGHNESS CREW COST NOTES Rotorcopter 20/50 11(2) 1+3 £500K Climb -1 Learjet 25/200 14(2) 2+10 £20M Climb 3 Space Shuttle 70/800 16(4) 1+40 £300M Climb 3

MILITARY VEHICLE ACC/TS TOUGHNESS CREW COST NOTES EDO Garuda 15/48 14(2) 4+12 MILITARY Climb 0 Weapons: 2 x Light Rain (MG) EDO Wing 40/625 16(4) 1 MILITARY Climb 4, Night Vision Weapons: 30mm Cannon, 4 x Sidewinder Missles

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ALLIES

Allies plays a big part in Land of Light. They serve as troops under player’s command.

Refer to page 81 in Savage Worlds Deluxe.

For Ultramen Ally, decide it’s tribe, build it as if creating players character and any 2 combat edges but without hindrances.

POWER

In Land of Light (LoL) setting, all players that play as Ultraman automatically posses Light Metamorphic Power (LMP) as ‘Arcana Background’

LMP SKILL

Each power is its own skill and has no linked attribute (And thus counts as “lower” than its linked Attribute for purposes of Advancement). A hero with the armor bolt powers for example, also has an Armor and a Bolt skill he uses to enable it.

Best of all, there are no drawbacks for LMP- the power either works or it doesn’t.

POWER POINTS

Heroes with LMP energize their powers with ‘Power Points,” As soon as you created an Ultraman character and obtained the free LMP Arcane Background Edge, your hero gets 20 initial Power Points.

Using a power requires that you spend a number of these points. Some powers allow you to pay additional points for better effects, and some allow you to maintain the effect by spending Power Points each round.

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Heroes recover 1 Power Point per hour.

STARTING POWERS

Every heroes with LMP, start with ONE power. Exclude Ultrasign and Flight.

LEARNING NEW POWERS

An arcane character can learn a new power by selecting the New Power Edge. As soon as he levels up and chooses this Edge, he can instantly begin using whichever powers he chooses.

USING POWERS  Maintaining Powers  Disruption

More info on this topic refer to page 103 in Savage Worlds Deluxe

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POWERS

Listed below are a number of powers available in Land of Light. Each power has the following statistics. (Refer page 108 in Savage Worlds Deluxe.)

Awakening (K)

Rank: Seasoned

Power Points: 4

Range: Touch

Duration: 3 (1/round)

Trappings: Concentration

With a success roll, the recipient gains the benefit of a single Combat Edge chosen by the caster and all the benefits of the Edge. Refer Warriors Gift on page 118.

Banish

Rank: Veteran

Power Points: 3

Range: Smarts

Duration: Instant

Trappings: Ultra Symbol. Send undead, dark creatures, interdimensional creatures back to where they belong. More information refer to page 109 in Savage Worlds Deluxe

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Big Bang Genesis (BBG)(K)

Rank: Novice

Power Points: 2

Range: Cone Template

Duration: Instant

Trappings: A shower of light. Big Bang Genesis produces a large fan of energy that bathes its targets in hot rays of light.

Chrono Trap

Rank: Seasoned

Power Points: 1

Range: Smarts x 2

Duration: 3 (2/round)

Trappings: Slowing time

The user make opposed roll to target’s Spirit. With a success, movement become an action, giving the target a multi action penalty if he wants to move and act at the same round.

 Additional Targets: may affect up to 5 targets by spending a like amount of additional Power Points.

Refer Slow on page 116

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Darksight (K)

Rank: Novice

Power Points: 1

Range: Self

Duration: 1 hour (1/hour)

Trappings: Glowing eyes

On success this spells halved any darkness penalty for the subject (round down). For example, a character in Dim (-1) lighting would suffer no penalty, and one in Pitch Darkness (-4) would only suffer a -2. On a raise, the spell negates all darkness penalties up to the maximum of -6.

Discombobulate (Discomb)(K)

Rank: Novice

Power Points: 1

Range: Smarts x 2

Duration: Instant

Trappings: Hypnotic Lights. Instilling enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a smarts roll at -2 or be Shaken, and on a raise, the roll is made at -4

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Dispel

Rank: Seasoned

Power Points: 3

Range: Smarts

Duration: Instant

Trappings: Wiping motion with hands. Cancel opponent’s spell.

More information refer to page 111 in Savage Worlds Deluxe

Detect/Conceal Energy (K)

Rank: Novice

Power Points: 2

Range: Sight

Duration: 1 hour (1/hour)

Trappings: Waving Hands

Refer to Detect/Conceal Arcana pg 111

Ethereal Form

Rank: Heroic

Power Points: 5

Range: Touch

Duration: 3 (2/round)

Trappings: Ghost form

With a successful roll, the user becomes Incorporeal. He is unable to affect physical world and vice versa.

Refer to Intangibility on page 114

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Energy Mirror

Rank: Novice

Power Points: 2

Range: Touch

Duration: 3 (1/round)

Trappings: Mystical Shield.

Misdirect incoming melee and missile attacks from the user. With a standard success, attackers must -2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to -4. This also acts as Armor against area effect weapons.

Farsight (K)

Rank: Seasoned

Power Points: 3

Range: Touch

Duration: 3 (1/round)

Trappings: gain revelation of an area using 6th sense

Refer to Farsight pg 113

Flash Flare (K)

Rank: Novice

Power Points: 2-6

Range: 12/24/48

Duration: Instant

Trappings: Blinding flash of light. Temporarily blinds target. Refer to ‘blind’ in page 108 in Savage World Deluxe

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Foresighting Divination

Rank: Heroic

Power Points: 5

Range: Self

Duration: 1 minute

Trappings: Meditate to gather info using supernatural sense.

Refer divination on page 112

Gaia Front (Burrow)(K)

Rank: Novice

Power Points: 3

Range: Smarts x 2

Duration: 3(2/round)

Trappings: Burrowing into the ground, the power can be channel to maintain submerged and a successful sneak attack will provide extra damage

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Galactic Catalyst (Catalyst)

Rank: Seasoned

Power Points: 2-6

Range: 24/48/96

Duration: Instant

Trappings: Balls of fire

Galactic Catalyst is an area affect power that can put down many opponents at once. The caster first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply.

The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile.

Targets within the blast suffer 2d6 damage. Galactic Catalyst counts as a Heavy Weapon.

 Additional Effects: For double the Power Points, the blast does 3d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.

Greater Healing (K)

Rank: Veteran

Power Points: 10/20

Range: Touch

Duration: Instant

Trappings: Laying on hands

Refer on page 113

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Havoc

Rank: Seasoned

Power Points: 2~4

Range: Smarts x 2

Duration: Instant

Trappings: Whirlwind

This power allows an Ultraman to change the field of battle in an instant as targets are thrown in every direction.

Refer to Havoc pg 114

Healing (K)

Rank: Novice

Power Points: 3

Range: Touch

Duration: Instant

Trappings: Laying on Hands

Healing repairs bodily damage. It must be used wither the “Golden Hour” though, for it has no effect on wounds more than one hour old.

Refer Healing on page 114

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Illumination (K)

Rank: Novice

Power Points: 2

Range: Smarts

Duration: 30 minutes (1/10 minutes) or 3 (1/round)

Trappings: orb of light

The ability to affect visibility (creates or removes obscurement)

Refer to Light/Obscure on page 115

Rasp

Rank: Heroic

Power Points: 3

Range: Smarts

Duration: Instant

Trappings: Chest out gestures,

This power removes a spellcaster’s source of power, limiting his ability to cast magic.

Refer to Drain Power Points on page 112

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Shadow Embrace (K)

Rank: Seasoned

Power Points: 5

Range: Self

Duration: 3 (1/round)

Trappings: iridescent light

With a success, the Ultraman is transparent.

 Additional Targets: The character may affect up to 5 targets by spending a like amount of additional Power Points

Refer to Invisibility on page 115

Stand Sentinel (Armor) (K)

Rank: Novice

Power Points: 2

Range: Self

Duration: 3 (1 per round)

Trappings: hardened skin.

Stand Sentinel (SS) effectively giving user’s armor. Success grants 2 points of Armor. A raise grants 4 points of Armor.

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Specium Ray (The name and Color of the beam can be customized)

Rank: Novice

Power Points: 1

Range: 12/24/48

Duration: Instant

Trappings: Beams of light shoots out of crossed hand posture. Signature power for Ultraman. The Color and display of light shooting out are varies and unique to every Ultraman.

The damage of the ray is 2d6

 Additional Damage: The Ultraman may instead shoot a single 4d6 ray for 4 Power Points.

Type Change

Rank: Novice

Power Points: 2

Range: Smarts

Duration: 3 (1/rounds)

Trappings: Change markings and Physical enhanced. Boost or lower traits of the target.

Refer to Boost/Lower Trait on page 110 in Savage Worlds Deluxe

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Ultra Barrier (Barrier)(K)

Rank: Seasoned

Power Points: 1 per section

Range: Smarts

Duration: 3 (1 per section per round)

Trappings: an oval yellow light that as hard as a tank armor

Ultra Barrier creates a solid immobile wall of light to protect the user against attack or to entrap an opponent.

The barrier has a Toughness of 10, Parry of 2 but raises on the attack roll do not grant bonus damage. Every Power Points creates a 1” wide section of wall.

When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind.

More information can be found on page 109 in Savage Worlds Deluxe

Ultra Dynamite (K)

Rank: Seasoned

Power Points: 4

Range: Touch

Duration: 3 (2/round)

Trappings: Fiery Aura, by bursting in flame, Ultraman became destructive to all around him.

Refer to Damage Field on page 111 in Savage Worlds Deluxe

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Ultra Catch Rings

Rank: Novice

Power Points: 2~4

Range: Smarts

Duration: Special

Trappings: Ultraman Generating rings of light via spinning their body and entangle them.

Refer to Entangle on page 113.

Ultra Growth (K)

Rank: Seasoned

Power Points: 2+

Range: Smarts

Duration: 3 (2/round)

Trappings: Gestures. Growth doubles the overall size of the target.

Refer to Growth/Shrink pg 11

Shadow Fist

Rank: Seasoned

Power Points: 2

Range: Cone Template

Duration: Instant

Trappings: buffeting winds

Shadow Fist allows an Ultraman to knock down multiple foes.

Refer to Pummel on page 115

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Slumber Sand

Rank: Seasoned

Power Points: 2

Range: Smarts x 2

Duration: 1 minute (1/minute)

Trappings: throwing glittering dust at target

Make the target asleep

Refer to Slumber on page 116

Succor (K)

Rank: Novice

Power Points: 1

Range: Touch

Duration: Instant

Trappings: Laying on Hands

Removes one fatigue, shaken or even restore incapacitated allies. Refer Succor on page 117

Telekinesis

Rank: Seasoned

Power Points: 5

Range: Smarts

Duration: 3 (1/round)

Trappings: A wave of hand

The ability to move a single object or creature (including one self). Refer on page 118

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Teleport (K)

Rank: Seasoned

Power Points: 3+

Range: Special

Duration: Instant

Trappings: Change into ray of light

Teleport allows a character to disappear and instantly reappear up to 10” distance for each 3 Power Points spent.

Refer on page 118

Ultra Speed

Rank: Seasoned

Power Points: 4

Range: Touch

Duration: 3 (2/round)

Trappings: hyperactivity

This power grants incredible swiftness to the recipient

Refer Quickness on page 115

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Ultra Step

Rank: Novice

Power Points: 1

Range: Touch

Duration: 3 (1/round)

Trappings: Blurred motion

Ultraman who need to close with their foes quickly often use this power.

Refer to Speed on page 116

Ultra Cranium Knocker (K)

Rank: Novice

Power Points: 2

Range: 12/24/48

Duration: Special

Trappings: Sonic Booms

MBT, if success, targets within area of effect must make Vigor rolls or be Shaken. Refer to Stun on page 116

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Bestiary

Kaiju (怪獣 - kaijū)(K), also known as only Monsters to the west, classified the various monsters appearing in the Ultraman franchise as well as others, such a Mirror Man and such, that does not classify as a Robot or an Alien. In Japanese means, Mysterious Beast.

Seijin (星人, Seijin)(S) are Aliens that originate from named planets. Seijin(s) are originally from Ultraman, but did not gain notoriety until Ultra Seven. Their design, shape, and size vary from series to series, but Seijin have always remained as some of every Ultras' most iconic foes.

Reference from http://ultra.wikia.com

Monstrous Abilities

Refer to page 130

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SEIJIN

Below are Aliens or humanoid fiends who antagonized the heroes.

+Kyrieloid (Kai-ree-loid)

Kyrieloid are the second dominate race after human at the time. However they were forsaken as demons, thus they are forever antagonize the humans and hold grudges against the Ultramen for interfering with them.

Kyrieloid can launch a devastating stream of burning hellfire that can completely incinerate most opponents.

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

Skills: Fighting d10, Intimidation d12, Notice d12

Pace: 10 Parry: 7 Toughness: 17 (4)

Special Abilities:

 Armor +4: hardened skin  Claws/Kick: Str+d8  Level Headed: Act best of 2 cards  Frenzy: Kyrieloid can make 2 rounds of attack without penalty.  Hellfire: Kyrieloid can launch a devastating fire using Clone Template. Every target within this cone may make an Agility roll at -2 to avoid the attack. Those who fail suffer 2d10 damage and must check to see if they catch fire. Kyriloid may not attack with its claws or kicks or use frenzy for double attack in the round it launches hellfire.  Huge(nimble): Attackers add +2 to their Fighting or Shooting rolls when attacking Kyrieloid due to its massive size  Size +8: Kyrieloid are massive creature

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Kyrieloid

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+Dark Tiga (Evil Ultraman Tiga) a.k.a Amui

Tiga is the leader of the Dark Giants and a great destroyer. He rebel against the Colony’s idea that the humans who should decide of their own future because he sees the humans are destructive in nature. He strived for the idea that The Colony should guide the humans to choose the right decision (even though it means by force) however his idea was rejected by the King. He decided to mock the Colony and the Humans by becoming the ‘parody’ of humankind by spark a rebellion under the black flag along with his lover, Kamila, his best friend, Darramb and his brother-in-arms Hudra.

Attributes: Agility d12+9, Smarts d10, Spirit d10, Strength:d12+9

Skills: Fighting d12, Intimidation d12, Notice d12

Pace: 8 Parry: 7 Toughness: 20 (4)

Special Abilities:

 Armor +4: Ultra armor  Brawl: Str+8  Fear -2: Anyone who see the Dark Giant’s leader himself must make a Fear check at -2  Dark Zeppelion Ray: Tiga fires a ray of dark purple light from his crossed arms, using a Cone Template. Every targets withing this cone may make an Agility roll at -2 to avoid the attack. Those who failed suffer 2d10 damage and are now Shaken.  Tiga Barrier: Look under Barrier on page 109  Flight: Tiga have a Flying Pace of 24” and Climb 0  Hardy: Tiga does not suffer a wound from being Shaken twice.  Huge: Attackers add +4 tp their Fighting or Shooting rolls when attacking Tiga due to his massive size.  Improved Frenzy: If Tiga does not use his Zeppilion Ray ability, he may make two Fighting attacks with no penalty.  Level Headed: Act on best of two cards.  Size +8

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Dark Tiga, The leader of The Dark Giants

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Kamila

The giantess that in eons past drove a wedge between the ranks of the Ultraman and Dark Tiga’s lover, Kamila rest her loyalty and her life for Dark Tiga, and proudly serve under his Black Flag.

Attributes: Agility d6, Smarts d6, Spirit d12, Strength d10 Vigor d12

Skills: Fighting d10, Intimidation d12, Notice d8

Pace: 6 Parry: 7 Toughness: 17(4)

Special Abilities:

 Armor +2: Ultra armor  Whip: Str+d8  Fear: The dark lady is a frightening titan to behold.  Kamila Lightning Surge: Kamila can project a lightning surge using the Cone Template. Characters within the cone must beat her Fighting roll with Agility or suffer 2d10 damage, plus the Trapping effect refer on page 106  Large: Attackers add +2 to their attack rolls when attacking Kamila due to its large size  Size +8  Flight: : Kamila have a Flying Pace of 24” and Climb 0

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Darramb

Darramb was the strong silent muscle of the top 4. He is Tiga’s best friend and one of the most trusted comrades.

Attributes: Agility d4, Smarts d6, Spirit d10, Strength d12+6, Vigor d12

Skills: Fighting d12, Intimidation d8, Notice d8

Pace: 6 Parry: 7 Toughness: 20(4)

Special Abilities:

 Armor+4: Ultra armor  Brawl: Str+8  Fear: The juggernaut Titan is a frightening sight to behold  Flight: Darramb have a Flying Pace of 24” and Climb 0  Hardy: Darrmab does not suffer a wound from being Shaken twice.  Huge: Attackers add +4 tp their Fighting or Shooting rolls when attacking Darramb due to his massive size.  Size +8

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Hudra

Another of the group of evil Dark Giants, Hudra was immature and psychotic in nature, relishing his opponent’s suffering.

Attributes: Agility d12+6, Smarts d6, Spirit d10, Strength d4

Skills: Fighting d10, Intimidation d12, Notice d8

Pace: 10 Parry: 5 Toughness: 17(4)

Special Abilities:

 Armor +2: Ultra armor  Dra Fork: Hudra has a blade on his right wrist that can open like a pair of scissors as his primary weapon. Str+8  Fear: The giant blue demon is a frightening sight to behold.  Hugust: hudra can fire dark-light energy using a Cone Template. Every targets withing this cone may make an Agility roll at -2 to avoid the attack. Those who failed suffer 2d10 damage and are now Shaken.

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 Large: Attackers add +2 to their attack rolls when attacking Hudra due to its large size  Size: +8  Flight: Hudra have a Flying Pace of 24” and Climb 0

Ultraman (Civilian)(Also suitable for humanoid alien)

Residen of the Colony on Lulu Island.

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4

Skills: Fighting d6, Notice d8,

Pace: 6 Parry: 2 Toughness: 8

Special Abilities:

 Brawl: Str+d6  Large: Attackers add +2 to their attack rolls when attacking Ultracivilian due to its large size  Size+8  Flight: UltraCivilian have a Flying Pace of 24” and Climb 0

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Ultraman (Army) (Also suitable for humanoid alien)

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d10

Skills: Fighting d10, intimidation d12, Notice d8

Pace: 6 Parry: 5 Toughness: 15

Special Abilities:

 Armor +2: Ultra armor  Brawl: Str+8  Specium Ray: Ultra Army can fire Specium Ray with a Cone template. Characters withing the cone must beat their Fighting roll with Agility or suffer 2d10 damage  Large: : Attackers add +2 to their attack rolls when attacking Ultra army due to its large size  Size+8  Flight: Ultra army have a Flying Pace of 24” and Climb 0

+Raybeak Leader

A bird like alien species, these creatures came to Earth to enslave humans. Back on their planet, a similar species of humans were their slaves. Unfortunately, the species became extinct. With no other alternative, they went to Earth.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigord6

Skills: Fighting d8, Notice d6, Shooting d8, Stealth d4

Pace: 6 Parry: 5 Toughness: 5

Special Abilities:

 Brawl: Str+6  Shrink Gun: On Success, the target are shrink to a size of a mouse and suffer Size-2 modifiers  Eye Rays: On success, the target suffers 2d6

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Raybeak

A bird like alien species, these creatures came to Earth to enslave humans. Back on their planet, a similar species of humans were their slaves. Unfortunately, the species became extinct. With no other alternative, they went to Earth.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigord6

Skills: Fighting d6, Notice d6, Shooting d6, Stealth d4

Pace: 6 Parry: 5 Toughness: 5

Special Abilities:

 Brawl: Str+6  Shrink Gun: On Success, the target are shrink to a size of a mouse and suffer Size-2 modifiers

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+Giant Iludo

Alien Ildo, were parasitic aliens that came to earth in an attempt to install a new hivemind and convert humanity into their own.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigord6

Skills: Fighting d6, Notice d6, Shooting d6, Stealth d4

Pace: 6 Parry: 5 Toughness: 15

Special Abilities:

 Tentacle Whip: Str+8  Armor+2: Rough Skin  Energy Balls:  Large: : Attackers add +2 to their attack rolls when attacking Iludo due to its large size  Size+8

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Iludo

Alien Iludo, were parasitic aliens that came to earth in an attempt to install a new hivemind and convert humanity into their own.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigord6

Skills: Fighting d6, Notice d6, Shooting d6, Stealth d4

Pace: 6 Parry: 5 Toughness: 5

Special Abilities:

 Tentacle Whip: Str+6  Merge: Iludo can transform into orange energy and merge to form a giant Iludo

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Kaiju

Below are Gigantic monsters or/and aliens who antagonize the heroes.

Golza

An ancient race of Kaiju which roams the earth at the time. Their main habitats are mainly around mountain area and volcano, especially active ones.

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+9, Vigor d12

Skills: Fighting d10, Intimidation d12, Notice d12, Shooting d8

Pace: 8 Parry: 7 Toughness: 20 (4)

Special Abilities:

 Armor+4: Armor plated Skin  Claws/Bite: Str+d8  Fear: The Kaiju is a frightening creature to behold  Huge: Attackers add +4 to their attack rolls when attacking a kaiju due to its large size.  Size +8  Thick Tail: The kaiju can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is standard Fighting attack and damage is equal to the kaiju’s Strength -2  Ultrasonic Beam: Golza can charge and then fire a powerful beam of purple energy, charged from his neck and fired from the opening on his forehead. On a success shooting roll, the target suffers the Kaiju’s Smarts+8 damage.  Burrow (10”): Golza can digs really fast into and out of the ground.

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Golza

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+Gatonozoa

The Ruler of Darkness. An evil Creature of Ultimate Power. Transforming the entire planet into darkness, the giant monster destroyed every earth’s civilization that had prospered. Currently hibernating deep inside the earth’s bowel, patiently awaits his time to reawaken and usher the next Era of Darkness.

No attributes, he is entirely undefeatable.

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+Gijera

Gijera was an ancient, gigantic plant, and one of the servants of Gatanozoa itself. The 2nd sign of Gatanozoa’s reawakening

Attributes: Agility d8, Smarts d8 Spirit d10, Strength d12+9, Vigor d12

Skills: Fighting d10, Intimidation d12, Notice d12

Pace: 8 Parry: 7 Toughness: 20 (4)

Special Abilities:

 Armor+4: Scaly Hide  Shock Vines: Str+d8, may paralyze the target if damaged or shaken by this attack. Target must make a Vigor roll or be paralyzed and incapable of any action- even speech-for 2d6 rounds or longer.  Fear: The Kaiju is a frightening creature to behold  Huge: Attackers add +4 to their attack rolls when attacking a kaiju due to its large size.  Size +8  Happy Pollen: On success spreads Happy Pollen using Large Burst Template, each targets in the area must make Vigor Rolls or be Shaken.

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Melba

An ancient race of Kaiju which roams the earth at the time.

Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+6, Vigor d12

Skills: Fighting d10, Intimidation d12, Notice d8

Pace: 6 Parry: 7 Toughness: 17 (4)

Special Abilities:

 Armor+4: Scaly Hide  Club feet/Strong Beak: Str+d8  Fear: The Kaiju is a frightening creature to behold  Huge: Attackers add +4 to their attack rolls when attacking a kaiju due to its large size.  Size +5  Flight: The Kaiju have a Flying Pace of 24” and Climb 0

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Gakuma

Template Dominion

Attributes: Agility d8, Smarts d8 Spirit d10, Strength d12+9, Vigor d12

Skills: Fighting d10, Intimidation d12, Notice d12

Pace: 8 Parry: 7 Toughness: 20 (4)

Special Abilities:

 Armor+4: Scaly Hide  Claws/Bite: Str+d8  Fear: The Kaiju is a frightening creature to behold  Huge: Attackers add +4 to their attack rolls when attacking a kaiju due to its large size.  Size +8  Tail Lash: The kaiju can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is standard Fighting attack and damage is equal to the kaiju’s Strength -2

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+Zoiger

When Zoiger appeared, it was the first sign of Gatanozoa’s reawakening

Attributes: Agility d8, Smarts d8(A) Spirit d10, Strength d12+9, Vigor d12

Skills: Fighting d10, Intimidation d12, Notice d12

Pace: 8 Parry: 7 Toughness: 20 (4)

Special Abilities:

 Armor+4: Scaly Hide  Claws/Bite: Str+d8  Fear: The Kaiju is a frightening creature to behold  Huge: Attackers add +4 to their attack rolls when attacking a kaiju due to its large size.  Size +8  Tail Lash: The Kaiju can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is standard Fighting attack and damage is equal to the kaiju’s Strength -2  Flight: The Kaiju have a Flying Pace of 24” and Climb 0

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Shibito Zoiger

Smaller versions of the deadly Zoiger, the Shibito Zoiger

Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d10

Pace: 8 Parry: 5 Toughness: 4

Special Abilities:

 Claws/Bite: Str+d8  Fear: The Kaiju is a frightening creature to behold  Tail Lash: The Kaiju can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is standard Fighting attack and damage is equal to the kaiju’s Strength -2  Flight: The Kaiju have a Flying Pace of 24” and Climb 0

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Playing Non-Ultra-character

This section details special templates for playing non- Ultra characters in The Savage Worlds of Land of Light. All non- Ultra character is optional and must be given permission by the game master. However playing a non-Ultra is not recommended for non-Ultras character be allowed except for rare instance, due to the inherit imbalance in the game that they represent.

Human The humans at the time are closely associate with the Ultramen Colony on Lulu Island. Playing as human, you are working for Earth’s Defense Organization, lead by a human female, Yuzare. A Mysterious woman who possessed the Light Metamorphic Power just like an Ultraman.

Human heroes are created as a futuristic hero in Savage Worlds Deluxe, without the ability to perform any sort of supernatural ability of sort such as magic, weird sience etc)

Yuzare

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Gardi-Type

A light type Kaiju which also possessed a color timer and bound to the 3 minute rule. They are labeled as Canine Kaiju, they may be a two legged or on four legs like their distance cousin. They live among Ultraman as pets. Each are served under an Ultraman and very loyal to its master.

Pace: 8 Parry: 7 Toughness: 20 (5)

Special Ability:

 Claws/Bite: Str+d8 (Fighting Skill must be learned to use)  Tail Lash: The Kaiju can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is standard Fighting attack and damage is equal to the kaiju’s Strength -2. (Fighting Skill must be learned to use)  Flight: The Kaiju have a Flying Pace of 24” and Climb 0  Light Metamorphic Powers (Kaiju): Only powers labeled as (K) are available for Gardi-Type to learn.

Gardi

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