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Savage Worlds Super Powers Companion (2nd Ed) $19.99
Average Rating:4.5 / 5
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Savage Worlds Super Powers Companion (2nd Ed)
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Savage Worlds Super Powers Companion (2nd Ed)
Publisher: Pinnacle Entertainment
by Lee L. [Verified Purchaser]
Date Added: 11/23/2018 21:27:09

One of the easiest to use Supers systems on the market. Adpts very well to Teen Hero and Street Level games as well as high powered settings!



Rating:
[5 of 5 Stars!]
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Savage Worlds Super Powers Companion (2nd Ed)
Publisher: Pinnacle Entertainment
by Thomas B. [Featured Reviewer]
Date Added: 02/17/2015 07:39:02

SIX POINT SUMMARY:

  • I would love to hear the rationale that led to the Decay power costing MORE in this edition, when we found it to be completely worthless in Necessary Evil.

  • Power Stunts are a MUCH needed shot in the arm to this system. I devised a house rule for this a while back, but it never should have needed it. A rigid supers system just cannot accommodate anything more than a specific setting built around that conceit.

  • Going from "maps of supervillain lairs and the Lair power" to "full blown HQ section built by the team" is a massive improvement.

  • Power Tricks, Synergy, Combined Attacks and The Defeat Chart are all great flourishes that improve the supers experience in Savage Worlds.

  • While non of the supervillains included in the book screamed "USE ME!" to me, being able to see how multiple character types are modeled is hugely beneficial in a system like this.

  • Power Levels are another great addition, one that acknowledges that MOST (not all) supers stories don't have steep power creep.

I was not a fan of the original Super Powers Companion. When the subject came up, I resoundingly pushed everyone to Necessary Evil instead. When they announced the second edition of this book, I was underwhelmed.

I was wrong. I wish I'd had this book when I ran Necessary Evil, because my thought process on Savage Worlds as a supers system might be radically different. I will never choose Savage Worlds as my default supers system, but with this book I would no longer dismiss the idea out of hand if my players wanted to do it.

I still want to know who thought Decay was too cheap of a power, or just what I'm missing, because that one boggles my mind.

For my full review, please visit http://mostunreadblogever.blogspot.com/2015/02/tommys-take-on-savage-worlds-super.html



Rating:
[5 of 5 Stars!]
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Savage Worlds Super Powers Companion (2nd Ed)
Publisher: Pinnacle Entertainment
by Clayton M. [Verified Purchaser]
Date Added: 09/12/2014 12:22:40

Great suplement! It expands wonderfully on the base rules and allows for fast, easy super hero games. I used it to a Green Lantern session for my friends and it went over very well.



Rating:
[4 of 5 Stars!]
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Savage Worlds Super Powers Companion (2nd Ed)
Publisher: Pinnacle Entertainment
by Luke M. [Verified Purchaser]
Date Added: 02/22/2014 08:58:34

excellent rulebook for those wanting some comic book style action for Savage Worlds.



Rating:
[5 of 5 Stars!]
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Savage Worlds Super Powers Companion (2nd Ed)
Publisher: Pinnacle Entertainment
by James C. [Verified Purchaser]
Date Added: 01/31/2014 12:44:25

The price was fine. The changes from the first edition though were pretty small and I didn't see any that made me want to adopt them immediately.



Rating:
[4 of 5 Stars!]
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Savage Worlds Super Powers Companion (2nd Ed)
Publisher: Pinnacle Entertainment
by Jay S. A. [Featured Reviewer]
Date Added: 01/23/2014 00:47:17

I've always had a thing for Supers games. Because of that, when I heard that Savage Worlds was coming out with a new Super Powers Companion for the latest edition of Savage Worlds, I had to check it out.

My experience with superhero systems have ranged from the extremely detailed with the HERO system, to more narrative rulesets like the recent Marvel Heroic Roleplaying game. Unfortunately with my current state of life as being more busy with work than ever before, getting a rule system that will deliver the kind of granularity I was used to without the time investment necessary for HERO was hard to find.

Thankfully PEG has managed to knock this one right out of the park. The Super Powers companion is a lean volume of less than a hundred pages, but one that manages to stuff nearly everything you need into it.

The Super Powers Companion establishes four different levels of power for a campaign, ranging from Pulp Heroes to Cosmic level, with each of the campaign tiers giving a pool of Power Points which the players can spend to buy their powers. There is a power limit of 1/3rd of the total Power Points per campaign that can be applied to each power.

New Hindrances and Edges are also introduced, covering a wide array of superhero tropes from Alien Form to the ever popular Dependent.

One of the more interesting things introduced is a Defeat Table, where the fate of a fallen hero or villain is randomized in an amusing table that covers a wide range of comic book comebacks (and changes) to the character.

The next section details the various gear available for the super powered sort. Ranging from the ubiquitous grapnel gun to more interesting weapons, there's enough here to keep a game going without it devolving to hours spend shopping for gear.

The Powers Construction System is perhaps the very meat of the book, and details how players can put together their character's powers. The system itself is relatively painless, with picking a base powers and applying various modifiers that will either increase or decrease the power point cost.

The complexity of the powers you can generate are admittedly fairly good, and this powers creation set can easily match Mutants and Masterminds in terms of ease of use.

The last creation section of the book involves the building of HQs, including a few examples that can be used by the GM when he needs something right away.

Nearly a good half of the book is taken up by a large rogues gallery for all of the power levels discussed earlier in the book. The villains all have a full treatment, with a short biography and their statistics and powers listed in an easy to use fashion. Definitely a plus for a busy GM like myself.

PEG is one of the few companies that can do no wrong, and their latest offering of the Super Powers Companion lives up to that reputation. Creative, useful and fun, this supplement is a must have for GMs looking for a rules-medium supers game that's easy to get up and running with a minimum of GM prep time.



Rating:
[5 of 5 Stars!]
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