I think I’ve made it pretty obvious that I’m a fan of DC’s First Wave comic series. Well, I’m a pretty big fan of the concept because I am such a lover of the hero pulps. The series itself wasn’t executed that well.
I’ve previously posted write-ups of Batman and Doc Savage using the Savage Worlds core rules and the Thrilling Tales RPG. When I created them, I just picked the abilities that felt right for that particular incarnation of the character. Upon doing the math, they would be well in to Legendary rank which would not reflect how they are written in the comics. I then re-created them using the rules from the Super Powers Companion and I was much happier with the results. However, I didn’t care for how the extra levels of Attributes, Skills, and Edges that were bought are actual powers (with appropriate training type Trappings). Not a big deal really but I would like a cleaner way of doing it.
The First Wave universe doesn’t have any major super powers (I’ll get to that later) so I have decided to go with the term Build Points. Build Points are a pool of additional points used to purchase Attributes, Skills, and Edges. The newly purchased Traits are added directly to the character sheet for a much cleaner look.
A player would create a character the standard way via the core rules and Thrilling Tales, then use the builds points to further increase his Traits. Build Points are spent just like Power Points from the Super Powers Companion. This gives the feel of a ‘non-powered superhero game’. This front loads new characters with greater abilities and still makes advancement worth something.
There are some characters in the First Wave universe that have minor super powers. The first that springs to mind is The Avenger with his face molding ability. If the GM allows it, a player can have pulp appropriate powers by purchasing the Arcane Background (Super Powers) Edge. The power to cloud men’s minds and the previously mention face molding ability are suitable to a pulp campaign but should be very rare. A power like flight wouldn’t fit the campaign (unless it’s a piece of gear like a rocket pack) nor would most other innate super abilities. Work with the GM to determine what would fit the feel of the campaign.
How To Create a First Wave Character
- Create a hero using the rules from the Savage Worlds Deluxe Edition and Thrilling Tales RPG.
- Determine how many Build Points you get (WORKING ON IT).
- If powers are wanted, work with your GM.
- Purchase new Traits (and/or powers). The cost listed are the same as the Super Powers Companion. 2 pt’s per advancement for Attributes, 1 pt per level of Skill and 2 pt’s per Edge.
- If purchasing powers, use the Super Powers Companion and appropriate Trappings.
And that’s pretty much it. The only thing I need to figure out is how many Build Points to assign. The Super Powers Companion says 15 points for Pulp level and 30 for street level. Since most points won’t be spent on powers, I’m thinking about splitting the difference and giving players around 22 Build Point. Also since there are these added points I wouldn’t want a power gamer to jump in and max out his Attributes at d12, so a limitation of no more than one Attribute at d10 max at character generation is allowed.
I’m going to re-build my previous Batman and Doc Savage write-ups using the Build Points and see where that gets me.
As always, a work in progress.