Savage Worlds is a Fast! Furious! and Fun! rules system for any genre of roleplaying game.
Create your own setting, convert an existing one, or pick up one of our amazing settings like Deadlands, Rippers, or 50 Fathoms. The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the Game Master. If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you!
A Product Designed for Giant Robot vs. Monster Fights [ edit ]
To fans of countless TV shows and movies, from Ultraman to Pacific Rim, giant monsters inevitably go hand-in-hand with giant robots. And in shows like Voltron or Power Rangers, those giant robots combine together, forming an even more powerful robot. But whether or not you're specifically looking for such a "combination robots", Savage Tokusatsu has everything needed to run a "Tokusatsu" campaign (ie. one involving giant robots and/or monsters).
The term "Tokusatsu" literally means "special filming" (ie. special effects), but more generally refers to a genre of Japanese TV shows which utilized such special effects heavily. Such shows include the classic kaiju (eg. Godzilla), giant robots (eg. Ultraman,) and even the American Power Rangers show (or at least, the parts that weren't filmed in America).
This Savage Worlds supplement offers new transforming hero frameworks, rules for creating kaiju (including randomly-generated ones), as well as rules for making kaiju-fighting "super weapons", rules for having multiple pilots, and (of course) new setting-specific edges, hindrances and gear. It also features a chapter on setting the Tokusatsu style, a full plot points campaign, and it has over fifty stat blocks for new enemies and allies.
Savage Worlds, Adventure Edition - Rules SummaryCollapse
Character Creation [ edit ]
As with most games, Savage Worlds characters have attributes, in this case five of them (essentially the D&D attributes, without Charisma). Attributes are measured as a die type, so a weak character would have a d4 Strength, while an incredibly strong one would have a d12.
Players can also select a race for their character (or remain human to get an extra edge), and a number of skills. Just as with attributes, skills have die-type-based ranks. Raising skills higher than their associated attribute costs double, but otherwise there are no restrictions, so you can make a cowboy/hacker/biologist if you so desire: there are no class limitations.
Finally a player selects Edges, which provide special benefits to the character, similar to feats in Dungeons and Dragons or advantages in GURPS . To gain edges characters can take on hindrances (similar to GURPS disadvantages). Every edge costs the same in Savage Worlds (no varying point costs like in GURPS), and there are only two levels of hindrances (Major and Minor; one major or two minor provides an Edge).
There are also a somewhat limited number of hindrances and edges compared to some other generic systems, but this isn't necessarily a bad thing. While it does mean less customization options, it also means new players can review their options much quicker, speeding up character creation overall.
Core Mechanics [ edit ]
To succeed at an action in Savage Worlds, you roll a die based on the associated skill, and then also roll a separate "wild die" (a d6). Either dice can "ace" ("explode"), which means that if you roll the maximum number on the die, you get to re-roll it, and add the result of all the rolls together. You can then choose to keep either your original die or the "wild" one (whichever rolled higher), and if that die's result is 4 or greater (after any penalties), you succeed.
Players also start with "Bennies", and can earn more during play through good role-playing. These "Bennies" can be used to re-roll any roll, giving characters another chance to succeed at critical actions.
Combat [ edit ]
When it comes to combat, Savage Worlds uses a deck of regular playing cards to determine who goes in what order. The higher the player's card, the sooner they go in initiative, and if a player gets a joker as their card they can go at any point (and also get a bonus to their rolls that turn).
Between it's wild dice, "aceing" (ie. exploding) dice, bennies, and jokers, and various other factors, there are a lot of ways to succeed even when your skills are low, although of course higher skills are clearly a benefit. All of this leads to a system that's more "fun" and cinematic, but also a bit less realistic, and also potentially more "swingy" (compared to, for instance, a system like GURPS).
If You Want a Tokusatsu Campaign, This Book is For You [ edit ]
Unlike Rise of the Daikaiju, Savate Tokusatsu is not an official PEG (Pinnacle Entertainment Group) product. Instead, Savage Tokusatsu is a fan-made product that's licensed through PEG's "Aces" program ... but don't let that fool you into thinking the product isn't any good.
Savage Tokusatsu has proved so popular in fact that it has released several spin-off products (two mini-campaigns, a one-page adventure, and a book of paper miniatures). And with fourteen reviews on Drive Thru RPG (at the time of writing), Savage Tokusatsu has managed to maintain a very impressive 4.5 out of 5 stars.
While it may not have the backing of a major games publisher, Savage Tokusatsu does build on the incredibly popular Savage Worlds RPG system, and offers everything you need to bring your "tokusatsu" campaign dreams to life.