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- Savage Worlds -- Ben 10
- TEXT ARCHIVE OF: http://kesamijr.wix.com/ben10
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- RACES
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- There are a few races in this game, but only humans can have Omnitrixes.
- ֎ Anodite: +10 Power points, No Mercy, -1 Parry
- Anodites are basically manapeople, usually they would get force control as one of their powers.
- ֎ Human: 1 Free Edge
- ֎ Osmosian: +10 power points, Hardy, -4 Charisma
- Osmosians are energy drainers, therefore they would usually get copycat as one of their powers.
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- THE OMNITRIX
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- The Omnitrix is a device which can store alien beings and then turn the wearer into those beings.
- THE BACKGROUND
- The Original Omnitrix Belonging to Ben 10,000 was Shattered in a final battle against the Reverse 10 villians, Kevin 11,000, Vilgax, Dr.Animo, Aggregor, Dr. Vicktor, Albedo, Driscoll, Darkstar, Vulkanis, and Seven-Seven. The Omnitrix Shattered And Fusimatrixes (the devices your characters use) spread across the universe. The Reverse 10 are using these to invade Earth, While P.E.A. (Protectors of Earth Alliance) are using them to defend Earth.
- HOW THE OMNITRIX WORKS
- First of all, whenever you get a Fusimatrix, you get the hindrance, gimmick because it takes one turn to turn into your alien form. Also when in alien form you gain the hindrance Alien Form. When you first get the omnitrix you only have two alien samples. (Your choice) However as you progress your GM should have you unlocking more aliens. i.e. you beat a minor boss, you get cannonbolt, you save the day you get waybig, etc. You stay in alien form for 10 rounds unless you have early timeout and the Fusimatrix has to recharge for 3 rounds. Also If the Alien has a Super Attribute, add the step plus onto your stats.
- EARLY TIMEOUT
- Some of the more powerful aliens time out in five rounds instead of 10.
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- ORIGINAL 10 ALIENS
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- You can turn into every alien that Ben can in this game, however some are still in the development process and will be posted later.
- Each Alien has 15 power points, and 1 major hindrance, or 15 power points and 2 minor hindrances.
- ֎ Four Arms: Extra Limbs (2) (10 points) Super Strength +4 Attribute Steps (5 points), Hindrance: Arrogant
- ֎ Heatblast: Leaping 5 squares (5 points) , Fire Damage Field (3 points), Fire Energy Control (5 points), Fire Explode (4 points), Wall Walker (1 point) Weakness: Water
- ֎ Wildmutt: Awareness [Danger Sense] (8 points), Heightened Senses [Tracking, Vulture nose {Eagle eye} (3 points), Hindrance: Blind-Edge: Quick
- ֎ XLR8: Super Speed (12 points), Deflection (3 points) Hindrance: Arrogant
- ֎ Stinkfly: Ensnare [Stronger, Ranged] ( 8 points), Melee attack [Armor Piercing] (4 points), Fly (2 points), Wall Walker (1 point), Hindrances: All Thumbs, Big Mouth.
- ֎ Diamondhead: Altered Form [Fallproof] (4 points) Deflection (6 points), Attack ranged [Armor Piercing] ( 5 points)
- Hindrance Early Timeout
- ֎ Greymatter: Speak Language (3), Invent (3 points), Interface [Codebreaker] (3 points), Super attribute (Smarts, 5 attribute steps, 6 points) Hindrance: Small
- ֎ Upgrade: Animation (up to 2 tons, 14 points), Broadcast (1 point) Disability: Major (No Speech)
- ֎ Ripjaws Aquatic (0 points) Attack Melee [Armor Piercing, focus] Level 4 (11), 1 extra action (3), Wall Walking (1 point)Weakness: Major (Heat)
- ֎ Ghostfreak: Invisibility (5), Intangibility (7 points) Illusion (3 points) Level 1 Hindrance: One eye
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- ADDITIONAL ORIGINAL ALIENS
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- ֎ Wildvine: Plant control [All Modifiers] (8 points), Swinging (3), Attack Ranged [Nonlethal] (4 points) Hindrances: Ugly, All Thumbs
- ֎ Ditto: Duplication (5 duplicates) 14 points, Minion (Looks Exactly Like Him) {1 point} Hindrance: Clueless
- ֎ Upchuck: Super Vigor (14 attribute step 15 points) Hindrance: Greedy
- ֎ Eye Guy: Attack Ranged (15) [Radiation, +3d6 damage] Hindrance: Terminally Ill
- ֎ Waybig Growth: (15 points), [Monster] +14 Size Hindrance: Early Timeout
- ֎ Cannonbolt: Armor (8 points) [All Positive Modifiers] Speed (5 points) [Pace of 48], Attack melee (3 points) [Nonlethal] Hindrance: Pacifist (Minor), Stubborn
- ֎ Benwolf: Awareness (8 points) [All Modifiers], Heightened senses (2 points) [Tracking],Attack Ranged (5 points) [Elemental Trick: Sound], Hindrance: Illiterate, Mean
- ֎ Benmummy: Ensnare (10 points) [All Modifiers], Undead (4 points), Wall Walker Hindrance: Death Wish, Illiterate
- ֎ Benviktor: Attack Ranged (8 points) [Electric, +1d6 damage], Super Strength (7 points, +6 step) Hindrances: Monologuer, Illiterate
- ֎ Buzzshock: Attack Ranged (15 points) [Electric, +3d6 damage, 1 AP] Hindrance: Small
- ֎ Spitter: Ensnare (10 points) [All modifiers], Super Vigor (5 points, +4 step) Hindrance: Bad Luck
- ֎ Arcticguana: Immunity to Cold (4 points), Attack Ranged (11 points) [ +4 Area effect, Elemental Trick: Cold, Knockback] Hindrance: Power Negation( Heat over 80 degrees)
- ֎ Eon: Force Control (15 points) [ Flight, Maneuverable, Bind, Force Field, Heavy Weapon] Hindrance: Terminally Ill
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- ORIGINAL BEN 10 ALIEN FORCE ALIENS
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- ֎ Swampfire: Regeneration (5 points), Energy Control (7 points) [ Elemental Trick: Fire, Large Burst Template], Ensnare (3 points) Hindrance: Weakness Cold(Major)
- ֎ Big Chill: Intangibility (7 points) [Phaser], Aquatic (1 point), Attack Ranged ( 5 points) [Elemental Trick], Fly (2 points) Hindrance: All Thumbs, Loyal
- ֎ Humungosaur: Growth (9 points) Level 7, Super Strength (6 points, +5 step) Hindrance: Early Timeout
- ֎ Chromastone: Force Control (15 points, see Eon in More Aliens) Hindrance: Arrogant
- ֎ Brainstorm: Super Smarts (5 points, +4 step), Attack Ranged (5 points) [Elemental Trick, Electricity] Telekinesis (5 points) [Heavy Weapon, More Range] Hindrance: Weakness: Called Shots to the Head (Major)
- ֎ Jetray: Flight (8 points), Ranged Attack (5 points), Aquatic (1 point), Super Agility (2 points, +1 step) Hindrance: Lame
- ֎ Goop: Altered Form (7 points) [Replenish, Fall-Proof] Chameleon (3 points), Regeneration (5 points) Hindrance: Terminally Ill
- ֎ Echo Echo: Duplication (8 points) [2 duplicates] Attack Ranged (7 points) [ Elemental Trick, Knockback] Hindrance: Small
- ֎ Spidermonkey: Swinging (3 points), Wall Walker (1 point), Heightened Senses (1 points), Super Agility (10 points, +9 step) Hindrance: Bloodthirsty
- ֎ Alien X: SAME AS EON, SEE ADDITIONAL ORIGINAL ALIENS
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- ADDITIONAL BEN 10 ALIEN FORCE ALIENS
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- ֎ Lodestar: Malfunction (3 points), Jinx (8 points), Super Strength (4 points, +3 step) Hindrance: Phobia Major: Planks of wood
- ֎ Rath: Melee Basic attack (4 points) [2 AP], Ranged Basic attack (5 points) [Elemental trick Sound], Super Strength (6 points, +5 step) Hindrance: Mean, Stubborn
- ֎ Waterhazard: Aquatic (1 point), Armor (8 points) [+6 armor, Heavy armor], Matter Control (6 points) [Water control Level 3] HIndrance; Power Negation: No suit
- ֎ Terraspin: Armor (8 points) [see above], Whirlwind (6 points) [All modifiers], Gifted, Hindrance: Pacifist (Major)
- ֎ Armodrillo: Earthquake (5 points) [All Modifiers], Matter Control (4 points) [Earth Control] , Super strength (6 points, +5 step) Hindrance: Clueless
- ֎ AmpFibian: Altered Form (8 points) [all positive modifiers], Ranged Basic attack (7 points) [ Elemental trick electricity, 2 AP] Hindrance: Overconfident
- ֎ NRG: Ranged Basic Attack (5 points) [radiation], Immunity (4 points) [Fire], Damage Field (5 points) [Elemental trick, Radiation], Gifted Hindrance: Arrogant
- ֎ Nanomech: Shrink (11 points) [all modifiers], Flight (4 points) Hindrance: Small
- Clockwork: Extra Actions (14 points [Repeat Action {Level 4}]), Gifted Small: Hindrance: Bad Luck
- ֎ ChamAlien: Invisibility (5 points), Intangibility (5 points), Wall walking (1 point), Super Strength (4 points, +3 step) Hindrance: Vengeful (Major)
- ֎ Supersonic(For now He doesn't have a name So I am calling him this): Super speed (12 points), Super Strength (3 points, +2 step)
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- Additional thoughts from Reddit
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- ֎ Ben 10 in Savage Worlds? REPLY ONE
- It all depends on how many super "power points" (PP) your GM gives you.
- Your basic power would be Shape Change, allowing you to change into an infinite number of creatures of a certain max size. The size rules in SW are a bit weird, but once you pick the largest creature you want to be (say size 4), you'd put a certain number of PP (8 in this case) into Shape Change. You'll probably want to add 2 points so that you can continue to talk in your altered form.
- You can then stat out the various "creatures" (aliens) that you can turn into. If they have special powers that can be implemented with various Super powers, put more points into Shape Change to implement them (Attack(ranged), extra strength (Super Attribute), Extra Limbs, etc.). You're probably looking at 15-20 PP max for the Shape Change, which gives you a lot of flexibility for the special powers.
- There's no "time out" modifier in the RAW, but that might be a -2 point limitation, where the GM rolls a d10 in secret and that's how long you can stay transformed. Then he rolls again to see how long before you can transform again.
- If you choose to go full "Ben 10", and make the powers come from a device, that'd be another -2 limitation, but since it can't be removed from his wrist, I don't know as I'd allow that.
- Why use Shape Change and not Switchable? Actually, Shape Change kind of has Switchable built-in, since it says "The character can change into another creature (or resume her original form) as an action." I would take that to mean that the PC can change to any form at will (by taking a non-Free Action).
- ֎ Ben 10 in Savage Worlds? REPLY TWO
- I think what would be easier would be if you used the original 10 aliens (or 10 of your choice, as long as they aren't the op ones unless its okay with gm) and put together attacks for each of them along with basic attributes, and when you want to transform, you roll a 1d10 and the gm would choose the on you drew, say XLR8 is the 7th listed and you rolled 7 (If you can't control the alien you get, otherwise you can choose), You would play XLR8. Also it would probably be wise that each transformation lasts 5 minutes in game which might be (5 rounds, 10 etcetera by the gms standards) and you wouldn't be allowed to use it again for probably an hour or however long it was in the show. Also maybe to balance things out and make it more fun, I would make my base character particularly weaker since he would have a reliance on the watch, which would make things interesting. Also I might use a malfunction roll so I would do a 1d10 with a d6 wild die, and a 1 would be a malfunction and the dm decides what would happen (shockwave, locked out of omnitrix etc...). Btw I know there obviously isn't stuff like this in the book but i am pretty accustomed to using my own simple types of rules when it comes to more obscure things that are not covered.
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