The Power System
Savage Worlds uses a unified power system that can represent everything from Doctor Strange's mysticism to Superman's abilities, from Harry Potter's spells to the Force! Same rules, different flavor - that's the magic of Savage Worlds!
The Universal Power Principle
A bolt of energy is mechanically the same whether it's Thor's lightning, Iron Man's repulsor ray, or Gandalf's magic missile. The difference is in the trapping - how you describe it. This lets you create any supernatural character using the same balanced system!
Arcane Backgrounds
🧙 Magic
Skill: Spellcasting (Smarts)
Power Points: 10
Starting Powers: 3
Examples: Gandalf, Harry Potter, Doctor Strange
"Words of power and mystic gestures shape reality"
🙏 Miracles
Skill: Faith (Spirit)
Power Points: 10
Starting Powers: 3
Examples: Clerics, Jedi (the Force), Paladins
"Divine power flows through the faithful"
🧠 Psionics
Skill: Psionics (Smarts)
Power Points: 10
Starting Powers: 3
Examples: Professor X, Jean Grey, Eleven
"The mind is the ultimate weapon"
⚡ Super Powers
Skill: None (always on)
Power Points: None
Starting Powers: 1 per Edge
Examples: Superman, Spider-Man, The Flash
"Great power, no off switch"
🔧 Weird Science
Skill: Weird Science (Smarts)
Power Points: 10
Starting Powers: 2
Examples: Iron Man, Batman's gadgets, Doc Brown
"Science so advanced it might as well be magic"
How Powers Work
Activating Powers
- Declare the power and any modifiers
- Spend Power Points (unless it's free)
- Roll arcane skill (unless it's Super Powers)
- Apply effects based on success/failure
Critical Failure
Power fails, possible backlash!
Spell explodes in your face
Failure
Power Points spent, no effect
The spell fizzles out
Success
Power works as intended
Fireball hits the target!
Raise
Enhanced effect or reduced cost
Extra damage or duration
Core Powers
The Essential Abilities
🔥 Attack Powers
Bolt
Cost: 1 per missile
Range: Smarts x2
Effect: 2d6 damage
Lightning, fireballs, ice shards, repulsor blasts
Blast
Cost: 2-6
Range: Cone or area
Effect: 2d6 area damage
Explosions, dragon breath, sonic screams
Burst
Cost: 2
Range: Cone Template
Effect: 2d6 cone damage
Flamethrower, frost breath, shotgun blast
🛡️ Defense Powers
Deflection
Cost: 2
Duration: 5 rounds
Effect: -2 to hit target
Force fields, divine protection, bullet time
Protection
Cost: 1
Duration: 5 rounds
Effect: +2 Armor
Magical armor, thick skin, energy shields
Barrier
Cost: 1 per section
Duration: 5 rounds
Effect: Creates wall
Ice walls, force barriers, stone walls
✨ Utility Powers
Telekinesis
Cost: 2+
Range: Smarts x2
Effect: Move objects
The Force, magnetic control, psionics
Teleport
Cost: 2+
Range: Special
Effect: Instant travel
Bamf!, apparition, portal creation
Illusion
Cost: 1+
Duration: 5 rounds
Effect: Create false images
Holograms, mental projections, glamours
Power Modifiers
Customize Your Powers!
Modifiers let you enhance powers for extra cost - making them stronger, longer-lasting, or adding special effects!
Additional Recipients (+1)
Affect one extra target per point
Mass healing, group invisibility
Armor Piercing (+1-3)
Ignore 2 points of Armor per level
Lightsaber cutting through anything
Damage (+2)
Increase damage by one die type
Supercharged lightning bolt
Fatigue (+2)
Causes Fatigue instead of Wounds
Sleep spells, stunning attacks
Glow/Shroud (+1)
Create light or darkness
Batman's smoke bombs
Lingering Effect (+1)
Damage continues next round
Acid, fire, poison effects
Trappings
Same Power, Different Flavor
Trappings are how you describe your powers - the special effects that make them unique!
Bolt Power - Many Forms
⚡ Lightning
Crackling electricity arcs from your fingers
User: Thor, Storm, Emperor Palpatine
🔥 Fire
Blazing fireballs streak toward enemies
User: Human Torch, Gandalf, Roy Mustang
❄️ Ice
Frozen shards pierce through armor
User: Iceman, Elsa, Sub-Zero
🔫 Energy
High-tech blasters fire plasma bolts
User: Iron Man, Cyclops, Mega Man
🧠 Psychic
Mental force strikes minds directly
User: Professor X, Psylocke, Mob
✨ Holy
Divine light smites the wicked
User: Paladins, Clerics, Angels
Maintaining Powers
Keeping the Magic Alive
Some powers can be maintained beyond their initial duration!
How Maintenance Works
- Spend 1 Power Point when duration expires
- No roll required - automatic success
- Can maintain multiple powers
- Ends if Shaken or disrupted
Common Maintained Powers
- Fly: Keep soaring like Superman
- Invisibility: Stay hidden like Sue Storm
- Protection: Keep shields up like Green Lantern
- Beast Friend: Maintain animal control
Power Points
Managing Your Magical Energy
Starting Power Points
- Most Arcane Backgrounds: 10 PP
- Super Powers: No PP (always on)
- Can increase with Edges
Recovering Power Points
- Natural: 5 PP per hour
- Rapid Recharge Edge: 10 PP per 30 min
- Soul Drain: Steal from others
- Power Surge: Risk for instant PP
No Power Points Variant
Roll with Fatigue instead of spending PP
- Success: Power works, no Fatigue
- Failure: Power works, gain Fatigue
- More cinematic, less bookkeeping
Backlash
When Magic Goes Wrong
Critical failures on arcane skill rolls can have dramatic consequences!
Backlash Effects (Roll 2d6)
| Roll | Effect | Example |
|---|---|---|
| 2-3 | Catastrophe! Major story complication | Portal to hell opens |
| 4-5 | Backfire - power hits caster | Fireball explodes in face |
| 6-8 | Short circuit - lose all PP | Magical exhaustion |
| 9-10 | Stunned - also gain Fatigue | Psychic feedback |
| 11-12 | Overload - Shaken, end all powers | System reboot needed |
Example Power Builds
Iconic Character Powers
Spider-Man Package
- Wall Walker: Super Power (always on)
- Entangle: Web shooters (Weird Science)
- Deflection: Spider-sense (Super Power)
- Boost Trait: Spider strength (Super Power)
Jedi Knight Package
- Telekinesis: Move objects with the Force
- Mind Reading: "These aren't the droids..."
- Deflection: Lightsaber defense
- Boost Trait: Force-enhanced jumps
Wizard Package
- Bolt: Magic missiles
- Teleport: Dimension door
- Illusion: Mirror image
- Detect Arcana: See magic
Powers Quick Reference
Activation
- Declare power & modifiers
- Spend Power Points
- Roll arcane skill
- 4+ = Success
- Snake eyes = Backlash
Duration
- Instant: Immediate effect
- 5 rounds: Most buffs
- 1 hour: Long-term effects
- Maintained: 1 PP/duration
Key Numbers
- Starting PP: 10
- Recovery: 5 PP/hour
- Base range: Smarts x2
- Bolt damage: 2d6