The Savage Worlds of Land of Light

The Savage Worlds of Land of Light

The Savage Worlds of Land of Light An Ultraman Adventure By Mohd Syafiq bin Ibrahim 1 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 Tsuburaya Productions 2 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 3 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 Ultraman Tiga’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! 4 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. 5 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 <pending> 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 6 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! 7 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 8 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 9 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 <pending> on page <pending>) 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. 10 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. 11 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. 12 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.

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