Equipment for Supers Savage Worlds: Essential Gear

Quick Summary

Getting the right equipment for Supers Savage Worlds is crucial for every player. This guide covers essential gear like dice, character sheets, and unique setting-specific items to ensure your adventures are smooth and exciting. Focus on functional, easy-to-use gear that enhances your gameplay, not hinders it.

Equipment for Supers Savage Worlds: Essential Gear for Every Hero

Ever felt like your epic superhero battle was missing something? Maybe your perfectly planned heist fizzled out because you couldn’t find the right tool at the critical moment. If you’re diving into the thrilling world of Supers Savage Worlds, having the right gear isn’t just about looking the part; it’s about playing the part effectively. From the arcane energies of your magic-user to the high-tech gadgets of your inventor, the right equipment can make all the difference. Too often, new players get bogged down, wondering what’s essential and what’s just extra baggage. We’re here to simplify it, making sure you’ve got exactly what you need to make your caped crusader, your super-scientist, or your mystic marvel shine. Let’s equip you for success!

Understanding the Core Needs of Your Savage Supers

In Supers Savage Worlds, the “equipment” can range from standard everyday items to outlandish inventions that defy the laws of physics. The key is to think about what your character does and what they need to do it well. This isn’t just about weapons and armor; it’s about tools for investigation, communication devices for coordinating team efforts, specialized vehicles, signature artifacts, and even mundane items that become surprisingly vital.

The Savage Worlds system is known for its “Fast! Furious! Fun!” motto. Equipment should support this by being intuitive and impactful without bogging down gameplay. A complex system for managing every single bolt and wire can quickly turn thrilling action into a tedious chore. Therefore, our focus will be on essential categories that cover most needs for a typical superhero campaign.

The Absolute Essentials: Your Foundation for Adventure

Before we get to the flashy gadgets, let’s cover the bedrock of any Savage Worlds game, especially one focused on supers. These are the things you’ll use in almost every session, regardless of your character’s powers.

Dice: The Heartbeat of the Game

Savage Worlds uses a unique dice system involving core dice (d4, d6, d8, d10, d12) and a Wild Die (a d6 for player characters and allies). You’ll need a set of these dice, and it’s highly recommended to have at least two sets so you can easily roll your core dice and your Wild Die together when making an action roll.

  • Core Dice Set: Typically includes one of each die type (d4, d6, d8, d10, d12).
  • Wild Die: While you can use a standard d6, having a different colored d6 makes it visually distinct for your Wild Die roll.
  • Extra Dice: Having a few extra d6s and d8s can be helpful for certain Edges or powers.

Character Sheets: Your Hero’s Blueprint

Your character sheet is your superhero’s identity, stats, and abilities all rolled into one. While you can use blank paper initially, official character sheets are designed to be organized and easy to read during play. Many can be downloaded and printed (or filled out digitally) from the official Savage Worlds website or fan wikis.

  • Official Character Sheets: Available for free on the Pinnacle Entertainment Group website.
  • Digital Character Sheet Tools: Online or app-based tools can help manage your character, though ensure your GM is okay with them.
  • Notes Section: Always have some space for notes about your character’s history, allies, enemies, or secrets.

Pencils and Erasers: The Marks of Progress (and Mistakes)

You’ll be making changes to your character sheet as you gain experience or suffer setbacks. Simple pencils and erasers are indispensable. Mechanical pencils are great for consistent lines, and good quality erasers prevent your sheet from becoming a smudged mess.

Rulebooks/Core PDFs: The Law of the Land

While your Game Master (GM) will handle most rules adjudication, having a copy of the core Savage Worlds rules or the Supers Companion is incredibly useful, especially for players who want to understand their abilities or potential new Edges and Hindrances.

  • Savage Worlds Adventure Edition (SWADE) Core Rules: The fundamental book for running any Savage Worlds game.
  • Super Companion: This book is tailored specifically for superhero campaigns and contains a wealth of information on powers, archetypes, and special rules for supers.

Supers-Specific Gear: Enhancing Your Heroic Persona

This is where the fun really begins! Equipment for supers isn’t just about functionality; it’s about defining who your hero is and how they operate. Think about your character’s theme, their origin, and their fighting style.

1. Costumes and Thematic Attire

A superhero’s costume is more than just clothing; it’s a symbol. While this might seem like purely cosmetic, in Savage Worlds, it can have mechanical implications.

Key Considerations:

  • Armor Value (AV): Many costumes, especially those made with advanced materials or imbued with powers, can provide a basic armor value. This can be a simple AV 1 or 2 for a reinforced suit, or much higher for something like vibranium weave.
  • Concealable vs. Iconic: Does your hero transform into their costume, or do they wear it constantly? This impacts how they might interact with the mundane world.
  • Utility Features: Does the costume have hidden pockets, grappling hooks integrated into the gloves, or a cape that can be used for gliding (even if it doesn’t grant a specific power, it can be part of narrative description)?

Examples:

  • Reinforced Suit: Provides a small AV bonus and may offer minor protection against non-physical effects.
  • Power Armor: A full suit of power armor grants significant AV, strength enhancements, and often integrated weapon systems or flight capabilities.
  • Mystical Robes: Might offer protection against magical attacks or enhance spellcasting.

2. Gadgets and Gizmos: The Inventor’s Toolkit

For heroes who rely on their intellect and engineering prowess, gadgets are paramount. These can range from handheld communicators to massive, city-saving devices.

Types of Gadgets:

  • Personal Devices:
    • Multi-tool: Combines various small tools like lock picks, mini-welders, scanners, etc.
    • Communicator: Secure, long-range communication device, possibly with encrypted channels or even direct mental link capabilities if your GM allows.
    • Grappling Hook Launcher: Essential for urban explorers or climbers.
    • Smoke Bombs/Flashbangs: For tactical diversions and escapes.
  • Specialized Tools:
    • Forensic Scanner: For investigating crime scenes.
    • Energy Shield Projector: A portable device that can generate a protective barrier.
    • Disruptor Ray: Can disable electronics or specific energy types.
  • Vehicular Gadgets:
    • Advanced Sensors: Radar, thermal imaging, sonar, etc., integrated into a vehicle.
    • Cloaking Device: For stealth operations.
    • Weapon Mounts: For offensive capabilities on a vehicle.

Acquiring Gadgets:

Gadgets often don’t have a simple “cost” in the same way as real-world items. They are usually represented by the character having the “Gadgeteering” Edge or having them created through a specific power or as part of their character concept. The GM might assign them a value for finding/replacing them:

Gadget Rarity/Complexity Potential “Cost” (per GM) Example Items
Common/Simple $50 – $500 Basic communicator, lock pick set, portable scanner
Uncommon/Moderate $500 – $5,000 Grappling hook launcher, personal energy shield, advanced forensic kit
Rare/Complex $5,000 – $50,000+ Disruptor ray, advanced cloaking device, experimental power source
Unique/World-Shaking GM Discretion (often plot-driven) Time-travel device prototype, anti-matter containment unit

It’s important to discuss your gadget ideas with your GM. They’ll help determine if a gadget is feasible within the game’s setting and power level, and what specific mechanics it will have.

3. Signature Weapons and Accessories

Even if your hero has superpowers, they might still carry a weapon. This could be a personal weapon, a tool that enhances their powers, or something completely unique.

Examples of Signature Weapons:

  • Kryptonite Spear: A classic example of a weapon designed to neutralize a specific threat.
  • Adamantium/Vibranium Shield: Virtually indestructible and capable of blocking immense force.
  • Energy Blaster: A firearm that shoots concussive or elemental energy.
  • Magic Staff/Wand: Channels arcane energy for spellcasting.
  • Taser Lasso: A non-lethal tool for incapacitating targets.

Weapon Properties in Savage Worlds:

Weapons in Savage Worlds have specific stats that influence their effectiveness:

  • Range: How far the weapon can be effectively used.
  • Rate of Fire (RoF): How many shots can be fired per action (e.g., 1 for a sniper rifle, 3 for a machine gun).
  • Damage (Str+X): The base damage dice of the weapon.
  • Critical Hit (X): Extra damage dealt on a critical success with the weapon.
  • Weight (W): How much carrying capacity it consumes.
  • Special Properties: Things like AP (Armor Piercing), Auto, Blast, etc.

For a full list of weapon properties, consult the Savage Worlds Adventure Edition core rules or a supers-focused companion.

4. Support Gear and Utility Items

Every hero needs items that help them navigate the world, survive dangerous situations, or provide crucial support to their team.

Essential Support Gear:

  • First-Aid Kit: Essential for treating wounds, especially if your character isn’t a dedicated healer.
  • Medical Scanner/Diagnostic Tools: For identifying injuries or illnesses.
  • Reinforced Rope/Grappling Hook: For climbing, descending, or restraining.
  • Breathing Apparatus/Rebreather: For operating in toxic environments or underwater.
  • Challenger’s Gear (if applicable): Special equipment for a hero whose powers are tied to a specific discipline like martial arts or competitive sport.
  • Disguise Kit: For infiltration or maintaining a secret identity.
  • Lock Picking Tools: For bypassing security systems.
  • Portable Shield Generator: A larger version of an energy shield projector, potentially covering a small area.

5. Vehicles and Transport

Some heroes have super-speed, others can fly, but many need actual vehicles to get around or to carry their specialized equipment. In the world of supers, vehicles can be as iconic as the heroes themselves.

Types of Superhero Vehicles:

  • The Batmobile/The Fantasticar: Iconic, heavily customized vehicles with unique offensive and defensive capabilities.
  • Super-Powered Flying Craft: Beyond normal aviation, these could be built to withstand extreme conditions or travel at superluminal speeds.
  • Specialized Support Vehicles: Mobile command centers, advanced research labs on wheels, or even giant robots.
  • Personal Vehicles: For heroes who prefer a more mundane approach or need to blend in, a souped-up sports car or a rugged off-road vehicle can still be essential.

Vehicle Stats in Savage Worlds:

Vehicles in Savage Worlds have their own sets of stats, mirroring those of characters, but with specific additions:

  • Speed: How fast the vehicle can travel.
  • Handling: Affects maneuvers and chases.
  • Smarts: Represents the vehicle’s AI or onboard computer systems.
  • Body (B): The vehicle’s “health” and structural integrity.
  • Armor (A): The vehicle’s defensive plating.
  • Crew: Number of people needed to operate.
  • Features: Special capabilities like weapons, armor upgrades, stealth systems, or passengers capacity.

For detailed rules on vehicles, refer to the Savage Worlds core rules or the Super Companion. They often have sections dedicated to vehicle creation and combat.

Artifacts and Unique Items: The Plot Drivers

Some of the most compelling equipment in a supers campaign are unique artifacts. These are often one-of-a-kind items with potent powers or significant narrative implications.

Examples of Artifacts:

  • The Amulet of Power: Grants the wearer enhanced strength and durability.
  • The Orb of Prophecy: Allows glimpses into the future.
  • The Infinity Gauntlet (or a similar concept): A powerful item capable of altering reality itself (GM discretion needed!).
  • A Piece of Alien Technology: Could grant unique abilities or be a source of new discoveries.
  • A Legendary Weapon: Such as a sword forged in dragon fire or a bow that never misses.

These items are usually plot devices assigned by the GM and may have specific rules, drawbacks, or quest requirements associated with them. They are rarely items you can simply “buy” or find in a catalog.

Where to Find Your Gear: Resources and Considerations

The acquisition of gear in a superhero campaign can be varied. It’s usually a mix of creation, discovery, and sometimes, heroic scavenging.

Options for Acquiring Gear:

  • Character Creation: Your starting gear is typically determined by your character’s background, profession, and any advantages taken.
  • Gadgeteering/Inventing: For tinkerers and inventors, their gear is built. This often involves specific Edges and skills to create items with desired properties. The Savage Worlds system has rules for this, allowing you to craft your own unique equipment. Start by checking out the “Gadgeteering” Professional Skill.
  • Discovery and Loot: Defeating villains or exploring ancient ruins can yield powerful artifacts or advanced technology. Your GM will decide what unique items are found.
  • Support Networks: A hero might have a wealthy benefactor (like Batman’s Bruce Wayne), a secret organization providing resources, or a magical patron who supplies them with what they need.
  • Reputable Sources: While less common for unique super-gear, for more mundane items or basic equipment, you might interact with established in-fiction sources. For instance, a “Tech Supplies” vendor in a major city might have common electronic components your inventor can use. A good resource for understanding general item availability is the Savage Worlds Adventure Edition core rules PDF, which has sections on gear and wealth.

Budgeting for Your Hero:

“Wealth” in Savage Worlds can be represented abstractly or with tangible cash. For supers, especially those with advanced tech, money is often less of a barrier than the knowledge, resources, or sheer willpower to create or acquire something. Your GM will help establish if your hero operates on a shoestring budget or has unlimited financial backing. For lower-budget heroes, emphasis shifts to clever use of common items and perhaps less flashy, more practical gear.

Frequently Asked Questions About Supers Savage Worlds Equipment

Q1: Do I need to buy all the dice in Savage Worlds?

A1: You need a set of polyhedral dice (d4, d6, d8, d10, d12) and at least one extra d

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