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Savage Tokusatsu Test Drive

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0% found this document useful (0 votes)
25 views21 pages

Savage Tokusatsu Test Drive

Uploaded by

kehbrinquedos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

LIVE ON

MARCH 14th,
2018!

2
Writer: Kyle Carty

Art: Michael Plondaya

Graphic Design: Kyle Carty

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This game references the Savage Worlds game system, available from Pinnacle
Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and
trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle
makes no representation or warranty as to the quality, viability, or suitability for purpose of
this product.

3
in Savage Tokusatsu, it does contain enough
What is Tokusatsu?
Tokusatsu is the Japanese term for live-
to get you going with your own campaign,
such as rules for creating special, iconic
action media that uses extensive special weapons, armor, and mechs.
effects, both practical and digital. It literally
means “special filming,” referring to this
intense focus on flash and style. A great What's Not in this
many things fall under this category: kaiju
(giant monsters), transforming superheroes,
and giant robots all fall under the umbrella
Document?
Savage Tokusatsu is a full book with a large
of tokusatsu. Considered one of the most amount of example characters ranging from
popular forms of Japanese entertainment, villains of the week, hordes of minions, rival
some tokusatsu series have even seen heroes, and kaiju. More Edges, Hindrances,
success in other markets. and a section of advice on the construction
of the various types of tokusatsu stories are
If activating a device to transform into a
also included. Also a section of advice on
costumed super hero, fighting strange and
designing challenging enemies with various
often gimmicky monsters, and piloting giant
powers broken down into rough tiers of
mecha is what you’re interested in, then
usefulness will help Savage Worlds Game
Savage Tokusatsu is for you. This product
Masters create competent threats for any
contains rules for bringing some of the most
setting and level of play.
common types of tokusatsu to your gaming
table while emphasizing the Fast, Furious, The Iconic Weapons and Armor section
and Fun that Savage Worlds and the genre is fully expanded and includes many more
share. modifiers that can be applied to create truly
varied equipment. Additional Frameworks
covering other origins for transforming
Why Not Super Powers? heroes beyond the two, simple ones
You might be asking yourself, “Why not just presented in this document, additional rules
use the Super Power Companion?” It’s true for teamwork, simultaneous actions, and
that you could use it and easily generate a a completely different, more fatalistic and
slew of unique and diverse powers but you’d realistic set of rules for battling deadly kaiju
soon run into some trouble. Characters who with columns of tanks and squadrons of
focus exclusively on Armor and Toughness fighters are also present in the final work.
powers mean that the enemies that can bring
them down could also make minced meat Finally, the villains presented in the short
out of any other, much squishier characters. Fire At Will adventure in this document
The same is true of characters that focus in feature in a full-fledged Plot Point Campaign
doing the most damage possible. In order in the full book. Fire Team on the Scene is a
to combat threats like these, things could light-hearted romp that pits a plucky group
quickly become unbalanced and not very fun. of teens (or adults) against Fire Team Omega,
a group of intergalactic fire fighters, in
It’s for these reasons that this book their quest to protect Earth from the most
focuses more on marginal increases with its dangerous fire within their solar system: the
own, much more limited resource pool and Sun.
the addition of ‘tiers of play’ to maintain the
themes appropriate to tokusatsu media.
What Do I Need to Play?
You only need a few simple things to play
What's in this Document? Savage Tokusatsu. A set of dice (d4, d6, d8,
Collected in this book is the easiest, fastest, d10, d12), another d6, a deck of poker cards
and most fun way to play a transforming (Jokers included), a few poker chips or coins,
hero, giant monster fighting game that the Savage Worlds Deluxe Explorer’s Edition
you’ll come across. While this Test (or a Savage Worlds Test Drive), and this
Drive does not contain anywhere document. With all that in hand, you’re ready
near the complete rules presented
4 to play Savage Tokusatsu.
Martial Artist. All transforming characters
Making a Tokusatsu begin play with the Martial Artist Edge in
addition to the Edge they normally receive

Character
For the most part, creating a character in a
for free.

tokusatsu game is the same as creating one in a Altered


normal Savage Worlds campaign. You still get 5 Altered characters were normal humans who
Attribute Points, 15 Skills Points, and a Free Edge. were, as the name implies, altered in some
Unlike core Savage Worlds, money is more or way or another. Cybernetic implants, a piece
less irrelevant. You receive your most important
of invasive alien technology, or exposure
Gear which you can customize with several
modifications to make your abilities different, yet to a mysterious type of energy are all
similar to the Gear that your teammates will have. equally viable power sources for an Altered
The most notable difference between character.
a basic Savage Worlds campaign and a Machine Assist. Altered characters have
Savage Tokusatsu game is the inclusion assisted reflexes thanks to their altered form.
of Frameworks. Similar to those included When transformed, Altered characters have
in Savage RIFTS, these options allow for a Pace of 7”.
an additional leg of customization during
character creation. They encapsulate the Activation Period. Altered characters
most common ways a transforming hero undergo a longer process when transforming.
might obtain their abilities in this genre. They must interact with foreign technology,
From being genetically modified to receiving focus the supernatural energy surging
a highly advanced piece of technology to through them, or interface with their
being an intergalactic human-like alien, these implants. Transforming is an action for
options are not exhaustive but capture the Altered characters.
core stories many shows in this genre tell.

Bestowed
Transforming Frameworks Power suits and gadgets make up the power
source for a Bestowed. The character almost
Not all transforming heroes are normal,
everyday humans. Some might have been certainly did not make them and they may
born with these abilities while others are never know their origin at all. Belts, rings,
an altogether different species that just bracers, and the like are all common designs
looks human (or human-ish). Frameworks for these suits when not in use. This is
encompass several key factors, including among the most common and widely known
power source and race, and grant a character Frameworks for transforming heroes.
different bonuses and penalties based on Advanced Tech. Bestowed characters have
their selection. However, regardless of cutting edge technology. They begin play
the character’s Framework, all characters with one additional Modifier they can use on
transform or no characters transform, unless either their Iconic Weapon or Armor.
the Game Master specifies otherwise.
Item Dependent. Bestowed heroes are
All Frameworks have the following generic normal humans through and through. They
abilities in addition to the unique abilities might be above average and spunky, but,
listed under each section. at the end of the day, they’re mortal just
Arcane Background (Transform). This Edge like the rest of us. If a Bestowed character’s
is free in transforming hero tokusatsu games. Transformation Item is lost, stolen, broken,
It can be found in the Edges section of this or otherwise inaccessible, they cannot
document. transform until the item is accessible.

Leap. Tokusatsu characters possess great


jumping abilities. They can jump 2” vertically
and 4” horizontally.

5
can spend a Benny and make a Smarts roll at
Edges -2. If the roll is successful, you learn a vital
Some Edges are restricted or modified in a piece of information about an aspect of the
tokusatsu campaign, while a few new ones scene that helps you to create a far-fetched
are listed below. plan to solve the problem at hand.
Restricted Edges: Any other version For example, if you’re fighting a wood and
of Adept, Arcane Background, Arcane dog themed monster, you might make the
Resistance, Champion, Filthy Rich, Holy conclusion that you can get it to ‘fetch’ its
Warrior, Mentalist, New Power, No Mercy, own tail through a series of clever checks.
Power Points, Rapid Recharge, Rich, Soul Pitch a goofy, terrible idea to your Game
Drain, and Wizard. Master. If it is accepted, then it becomes
Modified Edges: Ace applies to all non- a way to solve the current problem. If the
attack rolls made while piloting a mech. Game Master denies it, then they must come
up with a solution to the problem or return
your Benny.
Actor
Requirements: Novice, Spirit d8

Those who are skilled in the art of acting


Hindrances
One new Hindrance is provided below.
find becoming other people or even telling
simple lies much easier. The character has
a +2 bonus on all Persuasion rolls made Clique (Minor)
to bluff or otherwise lie as well as on all You interact with a specific group of people,
Knowledge (Theater) rolls related to acting. often to the exclusion of others. Your clique
might be your fellow characters, but it does
not need to be. Your clique is your top
Arcane Background (Transform) priority. They require constant hang sessions,
Requirements: Novice
often text you at inopportune times, and
The character gains the ability to transform might find themselves in harm’s way over
into an armed and armored hero as a free the course of a session. Failing to maintain
action. The character gains certain gear your relationship with them strains you
based on the Game Master’s discretion. emotionally as your conflict begins to grow.
Typically, the character gains a stock Pistol, In sessions where your relationship with
an Iconic Weapon, and a suit of Armor. your clique is strained, you
Transforming increases a character’s Tier have a -1 penalty on all rolls.
from Mundane to Hero.

Interpose
Requirements: Novice, Spirit d8

Once per round, when an adjacent ally is


hit with a ranged attack, you can choose to
dive in the way and take the damage instead.
The attacking creature resolves the damage
against your Toughness and you take any
negative effects as if you were the original
target.

Jump to Conclusions
Requirements: Novice, Smarts d8

You’re good at making completely


unprovoked decisions about the
task at hand. Once per session, you
6
Running Tokusatsu Writing to Hindrances
A lot of media in this genre is
What Kind of Tokusatsu? targeted at children. That means
The most important decision you are there is usually a moral every
going to make when it comes to running a episode not unlike an after-school
tokusatsu game is deciding what specific special. An easy way to handle
sub-genre you want to explore. Teenagers these morals is to involve the
forming a group to save the world between characters directly. Hindrances
classes, a gritty but colorful transforming create a perfect hook to make
hero fighting against an evil organization these storytelling opportunities
that much easier to craft.
that experiments on people, normal people
struggling to survive the force of nature that Choose one of the characters in
is a kaiju, and giant robots duking it out are the group and then choose one of
all extremely common. their Hindrances. Frame the moral
of your next session around the
This Test Drive only includes some chosen Hindrance. For example, if
rules from Savage Tokusatsu that cover the Clique Hindrance is selected,
transforming hero tokusatsu. These stories then perhaps the character hasn’t
are often, but not always, light hearted been fulfilling their obligation
romps about young people dealing with their to their social circle because of
personal lives and the ever present threat of their newfound responsibilities,
global destruction at the hands of monsters. or maybe their clique has been
Most series have giant monster and mech drawn into this week’s conflict.
battles occur in isolated areas or simply gloss
For a more on the nose lesson,
over the destruction caused by these battles.
perhaps a character with the Mean
The world’s only reaction is a fairly calm
Hindrance learns about kindness
“thank you” on television to the heroes who
as their friends and partners
prevented a tragedy. If you’re looking for a grow fed up with their attitude.
more grim angle, then consider exploring the Perhaps a character with the
after effects of these battles on the lives of Greed Hindrance falls prey to the
the people living in the same city or town as allure of a monster’s wealth which
the heroes. Thankfully, almost any type of charms them in the worst way, or
story can be told within this genre of action. maybe a Small character learns
that sometimes size doesn’t matter
after a series of hurdles block
New Combat Rules their path but not the path of
There are several thematic styles for their larger allies.
tokusatsu combat. Two iconic themes and
These stories can be used to
the rules required to run them are presented
dull the effects of a Hindrance or
below. even serve as a potential way to
permit a character to buy off a
Damage Scale Hindrance for 5 or more experience
points. These are times that allow
In most transforming hero shows, there is
a character to learn and grow as
a rough sequence of events. The monster
a person in at least some small
and its minions arrive and fight the heroes
way. A Mean character might not
before they transform. The heroes might
lose the Mean Hindrance, but they
defeat several minions and even land a few might just take their episode as
ultimately harmless hits on the boss monster a chance to be a little less mean
before they must transform. The heroes then moving forward.
fight the boss monster and destroy it. In
some franchises, the monster might grow to
a gigantic size that the heroes combat with
an equally gigantic robot.

7
Damage Scale is a rule that seeks to When the mech takes damage, the
emulate this escalation of danger. It penalties apply to all characters piloting the
introduces ‘Tiers’ of play, Mundane, Hero, mech. Edges such as Nerves of Steel apply
and Giant, which supersede the Gargantuan only to the rolls of the single character, not
Monstrous Ability from Savage Worlds. In the mech. The same applies to Edges that
its simplest form, player characters can only modify rolls to remove the Shaken condition.
harm creatures of their current Tier or lower. The mech has the health of a Wild Card
This means that antagonists, even the most and its assembly is detailed in the Mech
humble of minions, can always attempt to Construction section.
harm a player character.
When an attack forces the mech to make
The tiers exist atop one another. Creatures a roll, such as an Agility roll to avoid a cone
gain a +2 bonus to attack creatures in the attack, the entire group rolls the mech’s
tier immediately beneath their own. For ease appropriate Attribute. The only exception
of play, attacks from Giant creatures against are Spirit rolls to end the Shaken condition.
Mundane targets should best be left alone These are made with the Spirit of the piloting
or used for purely dramatic purposes based characters.
on the tone of the setting. Qualities such as
Heavy Armor still function normally provided It is extremely important to make sure
weapons of the same tier are being used. that all players have an equal say. If you feel
that one player is dominating or bullying
the others into going along with their plan,
Simultaneous Mech Command then speak up. Everyone needs an equal say.
Long have people grappled with how best Mech fights are a team building experience.
to handle combat where multiple players
control one combined form that they all
have equal control of. This rule seeks to keep
the ideals of Fast, Furious, and Fun alive
by simplifying an often overly complicated Finishing Moves
mechanic while also allowing all players Shouting out your special attack
equal opportunity to succeed and make is a common practice in this
decisions. As a fast and loose rule, a mech is genre. For the most part, Edges
a culmination of the best parts of its pilots. cover special attacks. Give it a
When dealing initiative, the mech receives name and shout it out whenever
a single card as if it were a normal character. you use it. Your Frenzy is
If any of the piloting characters have actually your “Whirlwind Storm
initiative modifying feats, then they modify Strike” or something of the sort.
the mech’s initiative card as normal. On the
Finishing moves are similar.
mech’s turn, the group decides what course
When a boss monster is
of action is best to take. When an action that mechanically defeated, inform
requires a roll is taken, all characters in the the players that it’s time for
mech roll the appropriate Skill or Attribute as their finishing move. It’s a
if they were performing the action on their simple affair to allow them to
own. If at least half of the characters succeed just narrate their combined
on their roll, then the action is a success. attack that causes the villain to
explode or disintegrate. Bogging
In the case of combat rolls, any Edge that such things down with unnecessary
would modify the roll still modifies the single rules will only slow down what
character’s roll. For Edges such as Sweep or should be the climax of an
First Strike that modify the way an attack is encounter and introduce the risk
made, the Edge modifies the mech’s attack of failure. If the party wins the
provided the group agrees to use the Edge. fight, then they’ve earned a cool
For Edges that modify attacks or damage final move.
through Gear, such as Martial Artist or
Florentine, the mech must meet the
Gear requirements to use the Edge.
8
Building Gear Ranged Weapons
Ranged weapons are slightly more difficult
At the beginning of a transforming hero to balance. All Medieval weapons are eligible
tokusatsu campaign, the Game Master for use as the base for a ranged weapon.
decides how many pieces of free Gear you For firearms, tokusatsu games don’t seek
receive. Usually this will be three pieces, a to emulate reality in the same way that the
standardized ranged weapon, a specialized firearms listed in the Gear section of the
weapon, and a suit of Iconic Armor. Savage Worlds core book does. Presented
below are three base ranged weapons that
emulate firearms. They can fire whatever
Iconic Weapons projectile is appropriate for the setting
and weapon. Bows, thrown weapons, and
Anything can be a cartoony tokusatsu
weapon. With a few minor exceptions, crossbows produce 10 pieces of ammunition.
almost all weapons listed in the Savage Replenishing the ammunition for a ranged
Worlds Explorer’s Edition can be chosen as a weapon, including for a bow and thrown
character’s iconic weapon. weapon, is an action.

In most team based tokusatsu series, the


Melee Weapons group all receives an unmodified, identical
Pistol as a free piece of Gear. Rifles and
Any Medieval or Modern weapon with
the exception of the Katana, Bangstick, Shotguns are usually an Iconic weapon.
Chainsaw, and Survival Knife can be the Remember, all transforming heroes have the
base for your weapon. If a player wants Martial Artist edge, so it’s not as if a character
their weapon to look like a katana that is that chooses two ranged weapons will be
completely fine. Use the stats for a Short unarmed in melee combat. A character
Sword or Long Sword instead. A character that chooses an Iconic Pistol can purchase
can also choose a Small Shield instead of a Weapon Modifiers for both their Iconic and
weapon. The shield deals Str+d4 damage but generic pistol individually.
otherwise functions normally.

Type Range Damage RoF Min Str Shots


Pistol 10/20/40 2d6 1 - 5
Rifle 15/30/60 2d8 1 d6 4
Shotgun 5/10/20 1-3d6 1 d8 3

9
Sample Weapon Modifiers The same modifier can be selected
Presented below are modifiers to augment multiple times unless the modifier specifically
the weapons a transforming hero uses. They states otherwise. Multiple instances of the
receive two free modifiers for their Iconic same modifier stack. For example, Armor
Weapon at character creation and receive +1 becomes Armor +2 when the Armored
another modifier upon reaching a new Rank, modifier is taken twice.
for a total of six modifiers at Legendary. At • Armored. This suit grants an additional +2
new Ranks, you can instead create a new Armor when worn. This modifier can only
Iconic Weapon. Your total Modifiers are still be taken twice.
limited to however many you would have at • Climbing. This suit grants the character the
your current Rank split between your various ability to climb on horizontal and inverted
weapons. surfaces at its Pace.
The same modifier can be selected • Powerful. This suit increases the charac-
multiple times unless the modifier specifically ter’s Strength by one die type while worn.
states otherwise. Multiple instances of the This modifier can only be taken once.
same modifier stack. For example, AP 2 • Quick. This suit increases the character’s
becomes AP 4 when the Piercing modifier is Pace by 1” while worn.
taken twice. • Soaring. This suit grants the character a
Flying Pace equal to half their Pace with
• Defending. Characters wielding this weap- Climb 0. Upon taking this modifier again,
on gain a +1 bonus to Parry. the character’s Flying Pace is equal to
• Heavy. This weapon gains the Heavy their Pace with Climb 1. Upon taking this
Weapon property. modifier a third time, the character’s Flying
• One Handed. This weapon only requires Pace is equal to their Pace +1 with Climb
one hand to wield properly. This modifier 2. This modifier can only be taken three
can only be taken on weapons that require times.
two hands to use.
• Piercing. This weapons gains AP 2.
• Rapid. This weapon gains the Semi-Auto
Mechs
Sometimes personal, sometimes an amalgam
property. Upon taking this modifier again, of the entire team’s mechs, giant robots
the weapon gains the Three Round Burst and their smaller counterparts are simple to
property. This modifier can only be taken make. It can use a normal character sheet
on ranged weapons. and is created with group collaboration and
• Reach. The reach of this weapon increases these simple steps:
by 1”.
1. Start with a d4 in Agility, Strength, and
Vigor. You have 4 points with which to
Iconic Armor raise them. Raising an attribute a die type
Though suits of armor might not look like costs 1 point.
much in many tokusatsu series, they have 2. Pace is 6”.
considerable strength and greatly modify the 3. Parry is equal to 2 plus half Agility. This
physical abilities of the user. In mechanical might be modified when selecting Gear.
terms, armor comes in one easy to use 4. Toughness is equal to 2 plus Vigor. This will
package. It covers the entire body and grants be modified when selecting Gear.
+2 Armor. 5. Create an Iconic Weapon for the Mech.
It has a number of modifiers equal to one
Sample Armor Modifiers plus your current Rank.
Presented below are modifiers to augment 6. Create a suit of Armor for the mech. It has
the armor a transforming hero uses. a number of modifiers equal to one plus
Characters gain one Armor modification your current Rank.
during character creation and an additional 7. Give the mech the Hardy Special Ability.
modification at the beginning of each 8. Choose the Tier for the mech. Size is a
Rank, for a total of 5 modifiers at good indication for tier. Most mechs are
Legendary. Giant Tier as they are meant to fight Giant

10 Tier enemies.
Pregenerated Characters
On the following pages are characters your group can use to play Fire At Will. You can also
use the limited rules presented in the Test Drive to create your own Novice rank heroes.

Please note that these characters are made using rules from Savage Tokusatsu. There are
some minor differences from the core rules. Most notable are the Special Abilities and the
X/Y references to certain Attributes or Traits. The first number represents the character’s
untransformed attribute while the second is their attribute when transformed in Hero Tier.

Amina Basra
Amina Basra, also known as the transforming hero Liberty
Flame, is a recent transfer to Seigo Private Academy.
Several months ago, she and her partner, Adamant
Blitz, successfully defeated the leader of the evil
organization White Noise. Now she’s moved to the
city of Bright Lake and wants nothing more than
to be a normal girl who just happens to have the
ability to turn into a superhero.

Fairly tall and well built, Amina is a young


Muslim girl who enjoys vibrant colors and
expresses herself through her hijabs, al-amira, and
other clothing. She enjoys studying space and dreams
of one day being an astronaut. In her free time, she
watches sci-fi movies and tinkers with household
electronics. She has been lonely since leaving her
partner for a new city and is hoping to make new
friends on her first day at Seigo High.

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


d6, Vigor d6
Skills: Fighting d6, Healing d4, Investigation d4,
Knowledge (Astronomy) d8, Notice d6, Persuasion
d6, Repair d4, Shooting d6, Stealth d4
Cha: +2; Pace: 7/8; Parry: 5; Toughness: 5/7 (2)
Hindrances: Anemic, Cautious, Enemy (Major, White
Noise)
Edges: Arcane Background (Transform), Charismatic,
Martial Artist

Special Abilities:
• Armored Suit: +2 Armor. Quick.
• Leaping: Amina can jump 2” vertically and 4” horizontally when transformed.
• Cavalry Lever: 2d8, Ranged 15/30/60, 5 shots, AP 2, Heavy Weapon. Heavy,
Piercing.
• Transform (Altered): Transforming from Mundane to Hero Tier is an action for
Amina. She does not have access to her Cavalry Lever, Leaping, and Armored
Suit Special Abilities while untransformed.
• Tier: Amina is either Mundane or Hero Tier.

11
Carter Mills
Black Widow’s true name is Carter Mills.
Rough around the edges and a social outcast,
Carter is a young thespian with a penchant for knitting.
Thin and pale, Carter keeps to himself outside of what
interactions he has to have with the Bug Brigade.
He’s a snarky teen who uses sarcasm to cover up his
deep-seated insecurities. The only friend he has in the
school is fellow outcast and Bug Brigadier, Darla Marva.

Carter’s days are spent preparing for the upcoming


musical auditions for this year’s school production. At
home, he whiles away the time knitting socks and hats. He
always knows just what to say to cut to the heart of an
issue or get under someone’s skin. His time with the Bug
Brigade might dull his scathing edge. Darla believes Carter
might be developing feelings for Marc, though Carter
denies it at every opportunity.

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


d6, Vigor d6
Skills: Fighting d6, Knowledge (Theater) d6,
Knowledge (Knitting) d6, Notice d6, Shooting d4,
Stealth d6, Persuasion d4, Taunt d6
Cha: -2; Pace: 6; Parry: 5; Toughness: 5/7 (2)
Hindrances: Arrogant, Big Mouth, Outsider
Edges: Arcane Background (Transform), Actor,
Martial Artist
Special Abilities:
• Armored Suit: +2 Armor, Climbing Pace 6”. Climbing.
• Widow’s Whip: Str+d6, Reach 2, ignores shield Parry and Cover bonus, struck
creatures must make an Agility check or fall prone. Reach x2.
• Blaster: 2d6, Ranged 10/20/40, 5 shots.
• Leaping: Carter can jump 2” vertically and 4” horizontally when transformed.
• Transform (Bestowed): Transforming from Mundane to Hero Tier takes no
action for Carter. He does not have access to his Widow’s Whip, Blaster,
Leaping, and Armor Special Abilities while untransformed.
• Tier: Carter is either Mundane or Hero Tier.

12
Darla Marva
Leather jacket clad Darla Marva is the
civilian identity of Green Dragonfly. Well
known throughout the school’s staff, Darla
is regarded as a troublemaker for her
tendency to skip classes and
mouth off. Her only friend to
speak of at the school is Carter
Mills, though her friendship with
Melissa B. Hunnington has begun to
grow thanks to their extracurricular
work together. The two have bonded over
their mutual enjoyment of worldwide pop
sensation, Super T.E.E.N.Z. Her recurring
nemesis, Meghan, despises Super T.E.E.N.Z.
in favor of rival boy band, Emotings.
Meghan seems to go out of her way to try
and get under Darla’s thick skin.

Unlike Melissa, Darla is easily


described as “obsessed” with her favorite
boy band. She listens to them at any
lull between class periods, at home
while not doing homework, and
sometimes during missions. Thin, dark skinned,
and particularly forceful, Darla is quick on her feet and sharp as a tack. Her
dual Darner Blasters allow her to keep her distance in battles while still contributing to
the group’s success.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d4
Skills: Fighting d4, Intimidation d6, Knowledge (Super T.E.E.N.Z.) d10, Notice d6,
Shooting d8, Stealth d4, Taunt d6
Cha: -3; Pace: 6; Parry: 4; Toughness: 4/6 (2)
Hindrances: Enemy (Minor, Meghan), Habit (Major, Listening to Super T.E.E.N.Z.), Mean
Edges: Ambidextrous, Arcane Background (Transform), Martial Artist
Special Abilities:
• Armored Suit: +2 Armor, Flying Pace of 3” and Climb 0. Soaring.
• Leaping: Darla can jump 2” vertically and 4” horizontally when transformed.
• Darner Blasters: 2d6, Ranged 10/20/40, 5 shots, Semi-Auto. Rapid on two
blasters.
• Transform (Bestowed): Transforming from Mundane to Hero Tier takes no
action for Darla. She does not have access to her Darner Blasters, Leaping, and
Armored Suit Special Abilities while untransformed.
• Tier: Darla is either Mundane or Hero Tier.

13
Marc Antoni
Swole is the easiest way to physically describe Marc Antoni, also known as Red
Scorpion. A young man with a strong sense of morals, Marc has always been larger and
more powerful than those around him, and also abhors violence and malice in all their
forms. Marc has a twin sister, Juniper, who is in the clique of the Bug Brigade’s leader,
Melissa B. Hunnington. He and Melissa were passing acquaintances long before either
of them donned their Shifters.

He is incredibly close with fellow gym rat Vika Santos, who he counts as his dearest
friend. Shortly after the formation of the Bug Brigade, Marc confided in Vika his
uncertainty of their future without a leader. No true leader has been chosen for the Bug
Brigade, but Marc feels in his heart that he is unfit to lead and that Melissa’s cool head
and rational thinking make her a far better leader than he could ever hope to be.

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


d8/d10, Vigor d8
Skills: Climbing d6, Fighting d6, Intimidation d6,
Knowledge (Fitness) d8, Knowledge (Academics) d6,
Notice d6, Shooting d6
Cha: 0; Pace: 6; Parry: 5/7; Toughness: 6/8 (2)
Hindrances: Code of Honor, Loyal, Pacifist (Minor)
Edges: Arcane Background (Transform), Brave, Martial
Artist
Special Abilities:
• Armored Suit: +2 Armor. Powerful.
• Scorpion Daggers: Str+d4, +1 Parry each.
Defending on two daggers.
• Leaping: Marc can jump 2” vertically and 4”
horizontally when transformed.
• Blaster: 2d6, Ranged 10/20/40, 5 shots.
• Transform (Bestowed): Transforming from
Mundane to Hero Tier takes no action for
Marc. He does not have access to his Scorpion
Daggers, Sidearm Blaster, Leaping, and
Armored Suit Special Abilities while
untransformed.
• Tier: Marc is either Mundane or Hero Tier.

14
Melissa B. Hunnington
Melissa B. Hunnington was born with a silver spoon in her
mouth. She promptly spit it out. The only child born to
the founders of a large tech company, Melissa has never
wanted for anything, but, thanks to her parents’ incredibly
controlling plan for her, has incredibly stunted social skills.
Despite this fact, she has become the queen bee of a
popular clique at Seigo Private Academy. It is because of
her popularity and number one class ranking that she
has been assigned to escort transfer student Amina
Basra on her first day of school.

An anomaly, Melissa only feels like herself


when she has shifted into her Yellow
Bee persona. At a young age, Melissa
developed a love for video games and
the impossible feats capable within
them. As a transforming hero,
she is finally able to live out
her fantasies of heroism.
When she is simply
Melissa, she is
quiet, unsure, has
difficulty maintaining
eye contact, and takes great care to
think out everything she says.

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Investigation d6, Knowledge (Gaming) d8, Repair d6, Riding d6,
Shooting d4, Swimming d4
Cha: -1; Pace: 6/7; Parry: 6/8; Toughness: 5/7 (2)
Hindrances: Clique (Minor), Clueless, Habit (Minor, Gaming)
Edges: Arcane Background (Transform), Martial Artist, Quick, Rich
Special Abilities:
• Armored Suit: +2 Armor. Quick.
• Bee Sting Sabre: Str+d4, AP 2, +2 Parry. Defending, Piercing.
• Leaping: Melissa can jump 2” vertically and 4” horizontally when transformed.
• Blaster: 2d6, Ranged 10/20/40, 5 shots.
• Transform (Bestowed): Transforming from Mundane to Hero Tier takes no
action for Melissa. She does not have access to her Bee Sting Sabre, Sidearm
Blaster, Leaping, and Armored Suit Special Abilities while untransformed.
• Tier: Melissa is either Mundane or Hero Tier.

15
Vika Santos
The son of a Russian gangster, Vika Santos has a massive
family that he has taken care of since his mother
passed. His father’s work keeps him out of the
house for extended periods of time, leaving
Vika to cook and clean for his five siblings.
Unfortunately, this keeps Vika from focusing
on his studies which has caused his grades
to suffer greatly. However, Vika does not
resent his situation. He acknowledges it
is unfortunate, but does what he can to
ensure his siblings don’t have to shirk
their studies the same way he has had
to. Life is unfair, but Vika won’t let it
beat him and his boundless optimism.
Blue Pillbug serves as the literal shield
of the Bug Brigade. He is willing to throw
his body in the way of attacks to protect
his friends. Vika is the heart of the team
and considers everyone, even the crass Carter
or abrasive Darla, dear friends. His best friend,
though, is Marc Antoni who he regularly joins
at the gym. He’s also recently grown closer to Carter who has offered to sew
his clothes to keep them together longer. Whether this is Carter’s attempt to use Vika
to get closer to Marc, or just genuine, budding compassion is unknown.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Knowledge (Cooking) d6, Lockpicking d4, Notice d6, Shooting d4,
Stealth d6, Streetwise d6
Cha: 0; Pace: 6; Parry: 5/8; Toughness: 6/10 (4)
Hindrances: Heroic, Poverty, Quirk (Minor, Bad Student)
Edges: Arcane Background (Transform), Interpose, Martial Artist
Special Abilities:
• Armored Suit: +4 Armor. Armored.
• Rolling Shield: Str+d4. +3 Parry. Defending x2.
• Blaster: 2d6, Ranged 10/20/40, 5 shots.
• Leaping: Vika can jump 2” vertically and 4” horizontally when transformed.
• Transform (Bestowed): Transforming from Mundane to Hero Tier takes no
action for Vika. He does not have access to his Rolling Shield, Blaster, Leaping,
and Armor Special Abilities while untransformed.
• Tier: Vika is either Mundane or Hero Tier.

16
Fire at Will Business As Usual
Seigo High is a uniform-less school that
Fire at Will is a short, one session adventure seeks to foster the next generation towards
that can help introduce new players to greatness. Its principal, Principal Lindsay, is
the style of transforming hero games. The a stern but understanding man that always
adventure covers a type of crossover episode seems to be moments from bursting out
between a hero who is trying to move of his suit. He stands at the front of the
beyond her past and live the life of a normal school’s entrance, as he does on most days,
high school girl and an active team of heroes to greet his students. New students might
fighting against a strangely well-intentioned be awestruck by the sheer size of the school
team of alien firefighters. and its principal.

The three story structure features state of


The Story So Far the art labs, computers, and other facilities
that are open for the student body’s use.
It’s a new day in the forested city of Bright
Lake and it’s also a new chapter in the life of Several large fields occupy the flanks and
Amina Basra, the civilian identity of the now rear of the school to accommodate both
retired transforming hero Liberty Flame. She types of football, baseball, and field hockey.
recently enrolled in the city’s premier private The student body is lively and mostly
high school, Seigo Private Academy, and is friendly.
about to experience her first day. Fire Team Omega has been inactive for
The school is attended by the active heroes several days and the members of the Bug
of the Bug Brigade. Carter Mills, Darla Marva, Brigade have had plenty of free time to
Marc Antoni, Melissa B. Hunnington, and engage in their passions and hobbies. New
Vika Santos are all current sophmores and students are encouraged by teachers, such
don’t get along quite as well as the public as the tight laced Ms. Sutherwood, to put
expects the members of the Bug Brigade themselves out there and make new friends.
would. These diverse sophomores live their As it so happens, all characters share
day to day lives while juggling school, social the same homeroom and might even have
lives, and fighting an intergalactic threat. similar electives in addition to the physical
Regardless of this, Volt Wagon, a former education period they all share together at
leader of the evil organization White the end of the day. Give the heroes time
Noise, has tracked Amina to Bright Lake to mingle and feel out their characters.
and plans to turn the city upside down to They might even interact with one another
find her. Unknown to Volt Wagon, another between periods or make plans after school.
organization has taken up residence in the It’s important for characters in transforming
city. Fire Team Omega is an intergalactic hero stories to have personal lives that
team of alien firefighters that have chosen are just as colorful as their “extracurricular
Earth, and more specifically Bright Lake, as activities.”
the staging grounds for their plan to protect
the planet from the most dangerous fire in
the solar system: the Sun. Blackout
Things start out small. Electronic bells fail to
Depending on which of the pregenerated ring on time, computers and projectors glitch
characters are used, if any, the beginning out, cell phone batteries drain and messages
of the adventure might unfold differently. suffer a continuous “failed to send” loop.
If Amina isn’t a character, then the plotline Attentive characters might notice these small
of who White Noise is searching for might out of the ordinary occurrences, but they
never be resolved, or she can be used as an don’t truly begin to become disruptive until
NPC if the party finds themselves in a bit of a lunch.
pinch. With the other five characters already
having established relationships with one All power in the school cuts out.
another, it is easier to bring them together The other students in the cafeteria
are excited and act accordingly. No
for the adventure.
17
message comes across the school’s intercom. keeping in the reserves? Amina knows for
If the characters are separated, such as one certain that this is not the case, but other
having a different lunch period or having had characters might be left to speculate without
stepped out for any reason, the enthusiastic her.
chittering near all characters is abruptly and
loudly overpowered by the sound of static
and white noise. Triple Threat
Downtown is a warzone when the characters
Stepping through, or almost being shaped arrive. Battalion Chief Flambay, one of the
by, visible static in midair are small groups top brass of Fire Team Omega, seems to
of strange looking humanoids. They appear be engaged in a heated discussion with a
to be wearing rubber jumpsuits with various strange, part-car, part-robot. Characters
bits and bobs of electronic devices attached eavesdropping on their conversation hear
to it in a makeshift armor. Their faces are the brief history of Flambay and Volts Wagon
possibly masks with large, LED screen faces and how Flambay is astounded that Volts
that wrap to the midpoint of the head. The Wagon would have the audacity to show his
normal students in the area enter into a face.
panicked frenzy. There are simply too many
of them in the cafeteria for a character to For the most part, Volts Wagon seems to
shift into their hero form. Characters in be trying to either get Flambay to join in
hallways or classrooms might have a better its search for someone known as “Liberty
chance of shifting unseen. Flame” or to get out of the way. Flambay
insists on several occasions that the only
These strange creatures, which Amina person he takes orders from is Fire Chief
recognizes as Jammers, begin to accost Champat, the de facto leader of Fire Team
students in a brusque manner. They appear Omega.
to be searching for something on the bodies
of the students. Any character witnessing The heroes have several ways they can
this might realize that they are looking for handle this situation. They might try to form
Shifters, the devices that allow the heroes a temporary alliance with Flambay to get rid
the ability to transform. Students that resist of a mutual, fire starting threat. Rolls made
are struck down deftly. Characters that to convince Flambay to take this course of
step up to fight find themselves slightly action suffer a -4 penalty. They might try to
outnumbered, but are still more than capable get Flambay to leave so they can deal with
of defeating these creatures. Volts Wagon. They may even, if their rolls are
particularly poor or if they are particularly
• Jammer (2 per hero) headstrong, enter into a three way combat
When a Jammer is defeated, its body is with the forces of both Fire Team Omega and
quickly covered in static and it disappears White Noise.
as the static quickly fades away. Normal • Battalion Chief Flambay
students who witnessed the characters fight
back against the Jammers are incredibly • Fire Team Hosier (1 plus one per hero)
thankful, and maybe even a little surprised,
that their fellow students stepped up to the • Volts Wagon
plate for them. With the Jammers defeated, • Jammer (1 plus one per hero)
power returns to the school and technology
begins to work normally once again. Flambay does what he can to stay within
range of his underlings to maximize his
Characters that check their phones Command Edge and prefers to target as
quickly discover that something is happening many enemies as possible with Sweep. He
in the heart of downtown. A major, rolling is courageous but not foolish and knows to
blackout has spread over several blocks and retreat if things take a turn against his team.
Fire Team Omega seems to be patrolling Volts Wagon, however, seems dead set on
the area for some reason. Were the defeating everything in front of it so that
enemies a previously unseen force its search for Liberty Flame can proceed
that Fire Team Omega had been
18 uncontested. If Liberty Flame is present,
such an accident, they should be awarded a
Benny for their heroism. Protecting a civilian
requires no action and can be done even
when it is not the character’s turn, provided
the character can reach the civilian with their
Pace.

Decibel's Peak
When defeated, Flambay and the hosiers
explode into puddles of water that quickly
launch off in the direction of their flying
base, the Fire Station. Jammers turn into
static as described in the Blackout section,
but the static outline of their bodies remains
in place.

Volts Wagon, when Incapacitated, refuses


to admit defeat. As static begins to overtake
its body, it does not dissipate. Instead,
the static forms of the fallen Jammers
fly forward and begin to fuse with Volts
Wagon’s own static. It begins to grow
exponentially upward. Thankfully, all heroes
have the ability to create or summon giant
mecha of their own. Allow the characters
to describe their individual mecha based
on their character and how they attempt
to stop the now gigantic Volts Wagon as
Volts Wagon focuses on attacking her and individual mecha. While they cannot defeat
anyone giving aid to her while the Jammers him, they should be able to safely push Volts
do what they can to ensure no one interferes Wagon out of the heart of the city and into a
with their battle. His preferred tactic is to set massive, isolated junkyard, depot, or field.
up a vulnerable target with Pylon Blast and
When the time is right, the heroes know
then use Burn Out and Bumper Fist on the
what they must do. They must combine their
following round.
mecha to create the Champion Carapace,
The ruined street provides ample cover their super mecha! If Liberty Flame is in
in the form of cars, upturned chunks of the game, her mecha is morphic enough
concrete, and various pieces of rubble from to be able to fuse with and empower the
Flambay and Volts Wagon’s initial, incredibly Champion Carapace, or, at the very least,
brief skirmish before they began conversing. replace any of the missing mecha parts for
Certain patches of the road might count as unselected characters.
difficult terrain and clever heroes can use
The final battle uses the previously
those areas to protect themselves from Volts
presented Simultaneous Mech Command
Wagon’s charging Burn Out.
rules from early in the document. The stats
If the battle spills into the nearby buildings, for the Linked Champion Carapace are
several civilians cower behind seats and presented on the next page.
desks in the waiting rooms of the offices and
stores in the area. Neither Flambay or Volts
Wagon have any reason to actively target a
civilian over the more dangerous heroes, but
civilians might find themselves caught in the
splash zone of these conflicts. If a hero dives
in front of a civilian to protect them from
19
+ Champion Carapace Mech Enemy Stats
Attributes: Agility d6, Strength d8, Vigor
d6 Battalion Chief Flambay
Pace: 6; Parry: 7; Toughness: 10 (4) Flambay is an absolutely massive alien
Special Abilities: with a burning head that he can ignite and
• Armored Mech: +4 Armor. extinguish at will. He wears his emblazoned
Armored. Fire Team Omega jacket with pride. Two
• Hardy: The mech does not suffer a massive, rounded pauldrons with the Fire
Wound from being Shaken twice. Team’s crest rest on his shoulders and drape
• Stinging Spear: Str+d8, Reach 1. his barrel-shaped chest. He commands the
One Handed. adoration of his subordinates and leads from
• Winged Shield: Str+d4, +2 Parry. the front.
Defending. Attributes: Agility d8, Smarts d6, Spirit d8,
• Giant: The mech is Giant Tier. Strength d10, Vigor d10
Skills: Fighting d8, Knowledge (Rescue
In a one on one fight, Volts Wagon is still Operations) d10, Notice d8, Shooting d6
a considerably dangerous threat thanks Pace: 6; Parry: 7; Toughness: 10 (1)
to its high mobility and ranged attacks. It Edges: Block, Command, Command
fights similarly to how it did in the previous Presence, Counterattack, Sweep
battle but now there is no cover or difficult Special Abilities:
terrain for the heroes to hide behind. When • Armor +1: Armored firefighter’s jacket.
defeated, Volts Wagon sputters in pain and • Hydro-Axe (Melee): Str+d6, Knockback
rage before exploding in a large flash of 1”.
violent static and white noise. Liberty Flame • Hydro-Axe (Ranged): Cone Template.
knows for certain that he is now defeated. Every target within this cone may make
an Agility roll opposed by Flambay’s
Shooting roll +2 to avoid the attack.
Back to Normal
With Volts Wagon defeated, things quickly
return back to normal. The damage to the
city was minimal, as is often the case,
and the heroes are free to celebrate a
job well done. They might talk about
forming a new group that includes
Liberty Flame, or simply ask the
untransformed Amina about her previous
transforming hero career with Adamant Blitz.

Ultimately, whatever comes next is up


to the players and Game Master to sort
out. This adventure might even serve as
an “in media res” introduction to the Fire
Team on the Scene Plot Point campaign
in Savage Tokusatsu. The easiest way to
merge this story with the opening parts
of that campaign is to run the first Plot
Point with Amina’s player taking on a small,
temporary role as another character or even
just beginning at Plot Point Two from the
aftermath of this adventure while glossing
over Plot Point One.

20
Those who fail suffer 2d8 damage and Volts Wagon
are knocked back 3”. Part cobbled together car and part cobbled
• Immunity (Fire): Flambay’s nature and together robot, Volts Wagon is one of the
armor render him immune to fire. few remaining members of White Noise
• Size +2: Flambay is significantly larger that is still active after their defeat at the
than a normal human. hands of Liberty Flame and Adamant Blitz.
• Hero: Flambay is Hero Tier. This amped-up creature zips back and forth
with lightning speed but has a difficult time
Fire Team Hosier getting its motor mouth to keep up with
Hosiers make up the fire-quenching grunts of its mile-a-minute thoughts. It blasts foes
the Fire Team. Their blasters are hose nozzles with powerful currents generated from its
that fire high pressure blasts of water. shoulder mounted pylons and slams into foes
Hosier’s are incredibly weak in melee and with hit-and-run tactics. Volts Wagon is a
rely on axemen to keep heroes away from fairly competent leader but places little value
them. Much like axemen, a hosier’s uniform on the safety of its subordinates.
consists of red armor, thick khaki-colored
trousers, soft helmets, and bright yellow In its distant past, Volts Wagon was a
reflection trim. member of Fire Team Omega responsible
for the upkeep of their capital ship, the Fire
Attributes: Agility d8, Smarts d6, Spirit d6, Station, and various pieces of equipment.
Strength d4, Vigor d4 It defected for reasons unknown and was
Skills: Fighting d4, Knowledge (Rescue next seen working with White Noise on the
Operations) d6, Notice d8, Shooting d8 isolated planet of Earth. He and Flambay
Pace: 6; Parry: 4; Toughness: 4 were once quite close but ideological
Special Abilities: differences caused a schism between them.
• Punch: Str+1. Will they reunite and work together to stop
• Blaster: 2d6, Range 10/20/40, the heroes or are old wounds still open?
Knockback 1”
• Dodge: Ranged attack rolls made against Attributes: Agility d12, Smarts d4, Spirit d8,
the hosier are made at -1. Strength d8, Vigor d6
• Mundane: Fire Team minions are Skills: Driving d10, Fighting d6, Knowledge
Mundane Tier. (Automobiles) d8, Knowledge (Computers)
d10, Notice d4, Repair d6, Shooting d8
Pace: 10; Parry: 5; Toughness: 9 (3)
Jammer Edges: Extraction
Jammers are minions for the technology Special Abilities:
themed organization, White Noise. They • Armor +3: Automobile frame.
teleport in through a haze of white noise • Bumper Fist: Str+d6.
and static before warbling into combat. • Immunity (Electricity): Volt Wagon is
They are exceptionally weak but attempt immune to electricity. If struck with an
to overwhelm their enemies with superior electrical effect, Volt Wagon’s Pace has
numbers. +2 until the end of its next turn.
Attributes: Agility d6, Smarts d6, Spirit d4, • Pylon Blast: 2d4+2, Ranged 10, AP 5
Strength d4, Vigor d4 and the target suffers a -2 penalty to
Skills: Fighting d6, Knowledge (Computers) Parry until the beginning of their next
d6, Notice d6 turn.
Pace: 6; Parry: 5; Toughness: 5 (1) • Burn Out: If Volt Wagon can charge at
Special Abilities: least 6” before attacking with Bumper
• Armor +1: Junk plating. Fist, it adds +2 to its damage total.
• Punch: Str+d4. • Size +1: Volts Wagon is part car, part
• Techno Block: All mundane pieces of large robot.
technology within 10” of a jammer • Hero: Volts Wagon is Hero Tier.
malfunction.
• Mundane: Jammers are Mundane Tier.

21

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