Advertisement
Guest User

Ben 10 RPG Savage worlds

a guest
Oct 28th, 2020
407
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.98 KB | None | 0 0
  1. Savage Worlds -- Ben 10
  2. TEXT ARCHIVE OF: http://kesamijr.wix.com/ben10
  3.  
  4. ------
  5. RACES
  6. ------
  7. There are a few races in this game, but only humans can have Omnitrixes.
  8.  
  9. ֎ Anodite: +10 Power points, No Mercy, -1 Parry
  10. Anodites are basically manapeople, usually they would get force control as one of their powers.
  11. ֎ Human: 1 Free Edge
  12. ֎ Osmosian: +10 power points, Hardy, -4 Charisma
  13. Osmosians are energy drainers, therefore they would usually get copycat as one of their powers.
  14.  
  15. --------------
  16. THE OMNITRIX
  17. --------------
  18. The Omnitrix is a device which can store alien beings and then turn the wearer into those beings.
  19.  
  20. THE BACKGROUND
  21. 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.
  22.  
  23. HOW THE OMNITRIX WORKS
  24. 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.
  25.  
  26. EARLY TIMEOUT
  27. Some of the more powerful aliens time out in five rounds instead of 10.
  28.  
  29. -------------------
  30. ORIGINAL 10 ALIENS
  31. -------------------
  32. 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.
  33. Each Alien has 15 power points, and 1 major hindrance, or 15 power points and 2 minor hindrances.
  34.  
  35. ֎ Four Arms: Extra Limbs (2) (10 points) Super Strength +4 Attribute Steps (5 points), Hindrance: Arrogant
  36. ֎ 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
  37. ֎ Wildmutt: Awareness [Danger Sense] (8 points), Heightened Senses [Tracking, Vulture nose {Eagle eye} (3 points), Hindrance: Blind-Edge: Quick
  38. ֎ XLR8: Super Speed (12 points), Deflection (3 points) Hindrance: Arrogant
  39. ֎ Stinkfly: Ensnare [Stronger, Ranged] ( 8 points), Melee attack [Armor Piercing] (4 points), Fly (2 points), Wall Walker (1 point), Hindrances: All Thumbs, Big Mouth.
  40. ֎ Diamondhead: Altered Form [Fallproof] (4 points) Deflection (6 points), Attack ranged [Armor Piercing] ( 5 points)
  41. Hindrance Early Timeout
  42. ֎ Greymatter: Speak Language (3), Invent (3 points), Interface [Codebreaker] (3 points), Super attribute (Smarts, 5 attribute steps, 6 points) Hindrance: Small
  43. ֎ Upgrade: Animation (up to 2 tons, 14 points), Broadcast (1 point) Disability: Major (No Speech)
  44. ֎ Ripjaws Aquatic (0 points) Attack Melee [Armor Piercing, focus] Level 4 (11), 1 extra action (3), Wall Walking (1 point)Weakness: Major (Heat)
  45. ֎ Ghostfreak: Invisibility (5), Intangibility (7 points) Illusion (3 points) Level 1 Hindrance: One eye
  46.  
  47. ---------------------------
  48. ADDITIONAL ORIGINAL ALIENS
  49. ---------------------------
  50. ֎ Wildvine: Plant control [All Modifiers] (8 points), Swinging (3), Attack Ranged [Nonlethal] (4 points) Hindrances: Ugly, All Thumbs
  51. ֎ Ditto: Duplication (5 duplicates) 14 points, Minion (Looks Exactly Like Him) {1 point} Hindrance: Clueless
  52. ֎ Upchuck: Super Vigor (14 attribute step 15 points) Hindrance: Greedy
  53. ֎ Eye Guy: Attack Ranged (15) [Radiation, +3d6 damage] Hindrance: Terminally Ill
  54. ֎ Waybig Growth: (15 points), [Monster] +14 Size Hindrance: Early Timeout
  55. ֎ Cannonbolt: Armor (8 points) [All Positive Modifiers] Speed (5 points) [Pace of 48], Attack melee (3 points) [Nonlethal] Hindrance: Pacifist (Minor), Stubborn
  56. ֎ Benwolf: Awareness (8 points) [All Modifiers], Heightened senses (2 points) [Tracking],Attack Ranged (5 points) [Elemental Trick: Sound], Hindrance: Illiterate, Mean
  57. ֎ Benmummy: Ensnare (10 points) [All Modifiers], Undead (4 points), Wall Walker Hindrance: Death Wish, Illiterate
  58. ֎ Benviktor: Attack Ranged (8 points) [Electric, +1d6 damage], Super Strength (7 points, +6 step) Hindrances: Monologuer, Illiterate
  59. ֎ Buzzshock: Attack Ranged (15 points) [Electric, +3d6 damage, 1 AP] Hindrance: Small
  60. ֎ Spitter: Ensnare (10 points) [All modifiers], Super Vigor (5 points, +4 step) Hindrance: Bad Luck
  61. ֎ Arcticguana: Immunity to Cold (4 points), Attack Ranged (11 points) [ +4 Area effect, Elemental Trick: Cold, Knockback] Hindrance: Power Negation( Heat over 80 degrees)
  62. ֎ Eon: Force Control (15 points) [ Flight, Maneuverable, Bind, Force Field, Heavy Weapon] Hindrance: Terminally Ill
  63.  
  64. -----------------------------------
  65. ORIGINAL BEN 10 ALIEN FORCE ALIENS
  66. -----------------------------------
  67. ֎ Swampfire: Regeneration (5 points), Energy Control (7 points) [ Elemental Trick: Fire, Large Burst Template], Ensnare (3 points) Hindrance: Weakness Cold(Major)
  68. ֎ Big Chill: Intangibility (7 points) [Phaser], Aquatic (1 point), Attack Ranged ( 5 points) [Elemental Trick], Fly (2 points) Hindrance: All Thumbs, Loyal
  69. ֎ Humungosaur: Growth (9 points) Level 7, Super Strength (6 points, +5 step) Hindrance: Early Timeout
  70. ֎ Chromastone: Force Control (15 points, see Eon in More Aliens) Hindrance: Arrogant
  71. ֎ 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)
  72. ֎ Jetray: Flight (8 points), Ranged Attack (5 points), Aquatic (1 point), Super Agility (2 points, +1 step) Hindrance: Lame
  73. ֎ Goop: Altered Form (7 points) [Replenish, Fall-Proof] Chameleon (3 points), Regeneration (5 points) Hindrance: Terminally Ill
  74. ֎ Echo Echo: Duplication (8 points) [2 duplicates] Attack Ranged (7 points) [ Elemental Trick, Knockback] Hindrance: Small
  75. ֎ Spidermonkey: Swinging (3 points), Wall Walker (1 point), Heightened Senses (1 points), Super Agility (10 points, +9 step) Hindrance: Bloodthirsty
  76. ֎ Alien X: SAME AS EON, SEE ADDITIONAL ORIGINAL ALIENS
  77.  
  78. -------------------------------------
  79. ADDITIONAL BEN 10 ALIEN FORCE ALIENS
  80. -------------------------------------
  81. ֎ Lodestar: Malfunction (3 points), Jinx (8 points), Super Strength (4 points, +3 step) Hindrance: Phobia Major: Planks of wood
  82. ֎ 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
  83. ֎ Waterhazard: Aquatic (1 point), Armor (8 points) [+6 armor, Heavy armor], Matter Control (6 points) [Water control Level 3] HIndrance; Power Negation: No suit
  84. ֎ Terraspin: Armor (8 points) [see above], Whirlwind (6 points) [All modifiers], Gifted, Hindrance: Pacifist (Major)
  85. ֎ Armodrillo: Earthquake (5 points) [All Modifiers], Matter Control (4 points) [Earth Control] , Super strength (6 points, +5 step) Hindrance: Clueless
  86. ֎ AmpFibian: Altered Form (8 points) [all positive modifiers], Ranged Basic attack (7 points) [ Elemental trick electricity, 2 AP] Hindrance: Overconfident
  87. ֎ NRG: Ranged Basic Attack (5 points) [radiation], Immunity (4 points) [Fire], Damage Field (5 points) [Elemental trick, Radiation], Gifted Hindrance: Arrogant
  88. ֎ Nanomech: Shrink (11 points) [all modifiers], Flight (4 points) Hindrance: Small
  89. Clockwork: Extra Actions (14 points [Repeat Action {Level 4}]), Gifted Small: Hindrance: Bad Luck
  90. ֎ ChamAlien: Invisibility (5 points), Intangibility (5 points), Wall walking (1 point), Super Strength (4 points, +3 step) Hindrance: Vengeful (Major)
  91. ֎ 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)
  92.  
  93. --------------------------------
  94. Additional thoughts from Reddit
  95. --------------------------------
  96.  
  97. ֎ Ben 10 in Savage Worlds? REPLY ONE
  98.  
  99. It all depends on how many super "power points" (PP) your GM gives you.
  100.  
  101. 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.
  102.  
  103. 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.
  104.  
  105. 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.
  106.  
  107. 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.
  108.  
  109. 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).
  110.  
  111. ֎ Ben 10 in Savage Worlds? REPLY TWO
  112.  
  113. 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.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement