Scorpio's Necessary Evil
1) Villain Concept
How did your character get his powers? Was she the victim of a horrible accident? An experiment gone horribly wrong? Or is it the mastery of arcane magic or high-tech gadgets that gives your villain her powers?
What sort of powers does your villain have? Is he a super-tough and super-strong brick? A mad magician with a multiplicity of mystical might? A gadgeteer with rocket-packs for flying and a death ray pistol?
Why did your character become a villain? Why did your character become a villain? Was he a petty crook who found the means to be something more? An evil genius bent on world domination? A feared and hated mutant who wanted to lash back at the world that turned its back on him? Or is she one of the rare few superheroes who survived the V’sori attack?
Characters in Necessary Evil can be Atlantean, human, hybrid, or something else. Atlanteans, humans, and hybrids are described below. Other races—undead, constructs, or even aliens from other worlds—are also possible, but you’ll create those with superpowers for literally thousands of combinations.
Your character starts with a d4 in each of his five Attributes: Agility, Smarts, Spirit, Strength, and Vigor. You then have 5 points to distribute among them as you choose. Raising an attribute costs 1 point, and you may not raise an attribute above d12.
You also have 15 points to buy your skills. Raising a skill by a die type costs 1 point as long as it’s no higher than the attribute it’s linked to. It costs 2 points per die type to raise a skill over its linked attribute.
All skills from the Savage Worlds Deluxe Explorer’s Edition rulebook are allowed.
Hindrances allow you to define the weaknesses of your character, and in turn give you more points with which to build your villain. You may take up to two Minor Hindrances (worth 1 point each) and one Major Hindrance (worth 2 points).
For 2 Points you can:
• Raise an Attribute by one die type.
• Choose an Edge.
For 1 Point you can:
• Gain another Skill point (max d12).
• Gain an additional $1000.
Characters with Arcane Background (Super Powers) can also use their Power Points to further increase their attributes or take new Edges. See page 17 for details.
Super beings can also take one additional Major Hindrance. This only grants you an additional 5 Power Points during character creation (see page 18).
Your character starts with $1000 to spend on gear. Some gear is off-limits during Character Creation.
6) Secondary Statistics
Now that you’ve finished raising your basic Traits through Power Points and advances, it’s time to determine your secondary statistics:
Charisma is a measure of your villain’s likeability, and is added to Persuasion and Streetwise rolls. Your Charisma modifier is +0 unless changed by Edges, Hindrances or Powers.
Pace is equal to 6", unless changed by Edges, Hindrances or Powers.
Parry is equal to 2 plus half your Fighting.
Toughness is equal to 2 plus half your Vigor.
7) Final Touches
Now you can fill in your character’s details. How did he hook up with the resistance? What keeps him together with the other super-villains? What are his goals? Who does he hate? Does he care about anyone or anything?