Mustache Force
Mustache Force
Mustache Force
0
Collin Terrell
You are a member of Mustache Force, an elite band of not-giving-a-damn cops with kick-ass mustaches
who like to shoot law bullets and make love-time with their man-parts.
America City is your jurisdiction. It’s the biggest, best and baddest city in the world and it takes uber-men
like you to keep that motherfucker in line! Crime loves a wimp, so don’t be a wimp! Kick crime in the
taint!
Enough blabbing: grab a piece, get a piece and keep the peace! DO IT NOW!
Every character in Mustache Force must be a man. With a mustache. Deal with it, ladies.
Only the enemy wears beards and filthy sideburns. Don’t let me catch you with that crap on your chiseled,
Adonis-like face!
The Chevron:
Bushy without being stupid, the Chevron is a healthy, badass ‘stache for a healthy badass man. The
Almighty Selleck would heartily approve of this one.
The Dali:
What, are you gonna do some magic tricks? Make that shit disappear and replace it with something
manly!
Hola amigo! Dos cervezas por favor! See, we *can* be multi-cultural up in here.
The English:
Your shit’s waxed tighter than a boatswains bung, or Bob’s your Uncle, whatever that means.
The Freestyle:
The Fu-Manchu:
Hmm, I don’t know about you… I guess you can stick around, but just so you know we only speak
American at this table.
The Handlebar:
You’re an old-fashioned guy with old-fashioned tastes. You got fancy words for things, like saying
“pugilism” instead of “ass-kicking” but since you aren’t afraid to roll up your sleeves and put up your
Dukes, you’re ok with us!
This is a proper Cowboy mustache. You’ve got nothing to worry ‘bout, pardner, you have the look of a
natural born goddamn leader.
The Hitler:
The Imperial:
The Musketeer:
Normally I can’t stand a flavor saver, but we’ll let you keep yours because you look like you just beat
David Beckham to death with your bare hands and tore his face off so you could sew it over your own ugly
mug. Well played.
The Natural:
Nothing says “LARGE PENIS HERE” quite like a man who can grow a perfect ‘stache without dumping
pomade all over it.
Seriously!? Are you really trying to play my game?!?! Thomas W. Selleck, I hope you’re really trying and
you didn’t just shave your shit down to piss me off!
The Pencil(dick):
Hey Romeo, don’t you know that the ladies like to have something they can tug on while you eat their
tonsils out?
The Walrus:
Kind of, I don’t know, icky. How old are you? Every time you and your lady do the face tango she says
you “taste like dad”. Is that really what you were going for?
Beast Bond and Beast Master are both Manimal Edges now (see below).
Those endowed with a surplus of Machismo are capable of amazing physical feats. Characters with this
Edge can select 2 novice Machismo powers and receive 10 Power Points. Additional powers and Power
Points are purchased with more Edges. In addition, the character should invest some points in the
Machismo skill, which is used to activate Machismo powers.
Manimals begin play with 1 novice Animal Form and 10 Power Points. Additional powers and Power
Points are purchased with more Edges.
Lady Radar
You have amazing lady sense. When you concentrate, you are able to detect the presence and precise
location of any females within a Spirit x2 radius. This ability works through walls.
Wingman
Whenever you are hanging out at the bar with your buddies you’re the guy who “runs interference”,
distracting a target’s escort while your man makes his attack run. A single party member receives a +1
bonus to all Charisma-based rolls while you are adjacent.
Beast Bond
Per the Savage Worlds Core Rulebook.
Beast Master
Per the Savage Worlds Core Rulebook.
Skills:
Lovemaking (Vigor):
Every real man takes as many ranks as possible in this super-important talent. Any time a bedroom
maneuver is called for (and when is it ever not called for?) make a Lovemaking skill roll to determine
exactly how many worlds you rock. For each raise you roll, you are able to extract one special favor from
your new #1 lady friend.
Machismo (Spirit):
The Machismo skill is used to activate Machismo powers.
Hindrances:
Stick: A real man doesn’t need no bullets. He can settle all his differences with a good, tough stick.
Hickory is the best for switchin’; oak for puttin’ people in the ground
Knife: Sometimes when you embarrass a wimpy guy in public, he’ll pull one of these on you. Punch him
pretty much anywhere and he’ll drop it, then you can use the knife to carve some fake ab lines on that
wimp’s doughy skin.
Lady Gun: These fit nicely in a purse, not that you’d have any idea what that is.
Big Gun: Now we’re talkin’. This Man Gun kills Wimps dead.
Uzi: Don’t let the cute exterior fool you, if you squeeze one of these noise machines off in a wimp’s face,
they’ll look like they got mauled by 100 tigers.
Compound Bow: For aficionados of the Greatest Game, nothing beats man-hunting with a big-ass bow.
Crossbow: A Bow that thinks it’s a Gun? Why not. This is about as “Alternative Lifestyle” as you get.
For every hour you spend doing this uninterrupted you heal 1 Wound.
Women:
Any woman who actually sits down and plays this for 15 non-ironic minutes automatically wins. Seriously,
stop playing and go do something funner.
Goon:
Your run-of-the-mill, low-grade thug. These guys provide muscle for law-breakin’ scum. They usually
wear some kind of stupid costume to let everyone know they work for the bad guys.
Goon
Strength: d4 Smarts: d4 Agility: d6 Spirit: d4 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Shoot/Fight: d6
Gear:
Knife (d4+d4 damage)
Gun (12/24/48 range; 2d6+1 damage; AP: 1; Revolver)
2d6 dollars
Powers: None
Honeypot:
The Honeypot is the true downfall of every red-blooded man. These sensuous succubi should be required
to carry a license for their weapons-grade feminine wiles.
Honeypot
Strength: d4 Smarts: d8 Agility: d6 Spirit: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Shoot/Fight: d6 Persuasion: d12
Gear:
Lady Gun (5/10/20 range; 2d6 damage; one shot; concealable)
2d20 dollars
Powers:
Gonad Control (Pass a Persuasion vs. Spirit roll or obey the Honeypot’s suggestions)
Ironic Machoman:
These evil bastards grow ironic facial hair to mock true lions like you. Their devilish beards, sideburns and
mustaches give them access to a perverted form of Machismo.
Ironic Machomen
Strength: d8 Smarts: d8 Agility: d8 Spirit: d8 Vigor: d8
Pace: 6 Parry: 6 Toughness: 6 Shoot/Fight: d8 Power Points: 10
Gear:
Fly Suit (-2 to be hit)
1d4 dollars
Powers:
Glowy Fists (2 PP; 3 rounds; +2/+4 melee damage)
Taunt (3 PP; 3 rounds; Spirit x2 range; target must pass -2/-4 Spirit check or attack the caster unarmed)
Roid Rage (4 PP; 3 rounds; Stength and Vigor die increased by 1 or 2 die types)
Normal Cop:
Normal Cops are wannabe awesome. They carry guns and stuff but will drop and fold neatly at the first
sign of real trouble like your special lady’s wardrobe does when you snap your fingers.
Normal Cop
Strength: d6 Smarts: d4 Agility: d6 Spirit: d6 Vigor: d6
Pace: 6 Parry: 5 Toughness: 5 Shoot/Fight: d6
Gear:
Renegade Maverick:
Renegade Mavericks are Real Men ™ who turned their backs on Mustache Force to pursue their own
selfishly awesome desires. They are as dangerous as dangerous gets, like Evel Knieval with radioactive
King Cobras for arms.
Renegade Mavericks (WC)
Strength: d10 Smarts: d6 Agility: d10 Spirit: d10 Vigor: d10
Pace: 6 Parry: 7 Toughness: 7 Shoot/Fight: d10 Power Points: 15
Gear:
Big Gun (15/30/60 range; 2d8 damage; AP: 2; Semi-Auto)
Super Fly Suit (-4 to be hit)
d4x100 dollars
Powers:
Kung-Fu (Unarmed attacks inflict STR+d4 damage)
First Strike (gain 1 Free Attack per round against a single foe who moves adjacent)
Haymaker (2 PP; Cone Area; 2d10 damage; targets make a --/-2 Agility check to evade)
Glowy Fists (2 PP; 3 rounds; +2/+4 melee damage)
Hero Jump (2 PP; teleport Spirit x2)
Damage Eater (3 PP; heal 1 or 2 Wounds)
Super Cop:
Super Cops are Normal Cops who grew a proper mustache.
Super Cop (WC)
Strength: d8 Smarts: d6 Agility: d8 Spirit: d8 Vigor: d8
Pace: 6 Parry: 5 Toughness: 5 Shoot/Fight: d8
Gear:
Gun (12/24/48 range; 2d6+1 damage; AP: 1; Revolver)
Fly Suit (-2 to be hit)
Powers:
Lawman (killing a cop is bad ju-ju; lose a Benny if you off a cop)
Wimp:
Pretty much anyone who isn’t you fits into this description. These are regular-type jerkoffs who get
caught in the line of fire all the time.
Wimp
Strength: d4 Smarts: d4 Agility: d4 Spirit: d4 Vigor: d4
Pace: 6 Parry: 4 Toughness: 4 Shoot/Fight: d4
Gear:
1d4 dollars
Powers: None
The following monsters are included for free as part of the MUSTACHE FORCE: WTF
EXPANSION. Use these if you want to interject more lunacy into your game.
Aliens:
Sometimes too much Awesome is a bad thing. I know, doesn’t seem possible does it? Well, America City
puts out so much Awesome Wattage that it has actually attracted extra-terrestrials who feed on waves of
pure, unrefined Awesome.
Cyber-Ninjas:
These robotic killing machines are made by wimpy nerds in vain attempt to compensate for their
complete inability to grow decent facial hair. They think making an awesome ninja cyborg will get them
chicks… It doesn’t. Anyway, these things are always getting out of control and need to be disassembled
Chuck Norris style by men who aren’t fazed by things like Science and Math. STEM educations are for the
weak!
Cyber-Ninjas
Strength: d10 Smarts: d6 Agility: d12 Spirit: d12 Vigor: d10
Pace: 8 Parry: 8 Toughness: 11 (7) Shoot/Fight: d12
Gear:
Katana (d10+d6+2; AP: 2)
Powers:
Construct (+2 to recover from Shaken; Immune to Called Shots, Poison, Disease, Wound Penalties; ½
damage from bullets)
Armor Plating (Armor +4)
Super Jump (teleport 12 spaces; 3/day)
Shuriken Blast (2d10 damage; Cone Area; Agility check to evade; 3/day)
Hipster Warlocks:
When a Hipster has grown sick and tired of being pantsed in public, he has no choice but to turn his
attentions to the Dark Arts in the name of self-defense.
Hipster Warlock (WC)
Strength: d4 Smarts: d12 Agility: d6 Spirit: d12 Vigor: d4
Pace: 6 Parry: 4 Toughness: 4 Spellcasting: d12 Power Points: 15
Gear:
1d4 Canadian Dollars
Powers:
Fireball (4 PP; Medium Blast Template; Spirit x2 range; 3d6 damage)
Magic Shield (2 PP; 3 rounds; -2/-4 to be hit)
Healing (3 PP; heal 1 or 2 Wounds)
Teleport (3 PP per 10 squares)
Manimals:
Manimals have so much raw sex appeal that they can actually turn into raging beasts.
Manimal
Strength: d8 Smarts: d6 Agility: d8 Spirit: d6 Vigor: d8
Pace: 6 Parry: 6 Toughness: 6 Shoot/Fight: d8 Power Points: 10
Gear:
1d6x5 dollars
Powers:
Animal Form (Dependent upon Rank; See Appendix B)
Zombies:
Zombies are Wimps who are too stupid to stay dead. All they want to do is keep shopping and going to
McDonalds – even from beyond the grave!
Zombie
Strength: d6 Smarts: d4 Agility: d6 Spirit: d4 Vigor: d6
Pace: 4 Parry: 5 Toughness: 7 Fighting: d6
Gear:
Seriously? How about raggedy-ass zombie clothes
Powers:
Fearless (immune to intimidation)
Undead (+2 Toughness; +2 to recover from Shaken)
Weakness: Music (in the presence of music, the Zombie must pass a Spirit check each round or start
dancing Thriller-style. This causes the Zombie to suffer a multi-action penalty for all actions)
This game takes place in a really big, walled city that’s shaped just like America. Go figure! Some
brainiacs believe that there’s other stuff outside of America City but who the hell really knows or cares –
everything Awesome already happens here!
Alto Terrace
Situated on a hill overlooking the rest of America City, Alto Terrace is an affluent neighborhood that
attracts successful folks from neighboring Sunset Beach and Ironytown. Security is important to the
residents of Alto Terrace. In addition to an already strong police presence, citizens here have pooled
money to hire additional “rent-a-cops” to keep undesirable elements from Cordite Canyon and The Flats
out of their gated communities.
Cordite Canyon
This run-down neighborhood is littered with dive bars, corner stores and failed businesses. Gangs pretty
much run in the open in Cordite Canyon and the residents of this troubled district take personal defense
very seriously. Every pick-up truck sports a gun rack and openly carried firearms are the absolute norm.
Folks around here prefer street justice to the real thing and won’t bat an eye if someone burns down a
pack of drug dealers for some extra spending cash.
The Dick
This is the premier vacation destination in America City. People who live in The Dick seem to party all day
long, making one wonder what the fuck they do for a living. All of the best drugs and clubs can be found
here in quantity. When Mustache Force wants to blow off some steam and get down for a while, the
glitzy, neon-washed nightscapes of The Dick provide every form of distraction they could ask for.
The Flats
This is a drag racer’s paradise. Sparsely populated and criss-crossed with broad, straight boulevards, The
Flats is where motorheads go to open the throats of their gasoline-chugging thunder chariots. Car wrecks
are a common sight here but the underserved Traffic Cops in this neighborhood barely have time to
process any of them before they are summoned to pursue yet another Code 510. A gang called the
Rangers prowl The Flats in their souped-up muscle cars looking to challenge any stranger they meet to a
“winner takes all” race.
Freedom Boulevard
This major 18-lane east-west expressway bisects America City into northern and southern halves. Services
such as food, gas and lodging are readily available every few miles or so and numerous exits enable
motorists to easily access any neighborhood that borders the freeway. At its eastern end, Freedom
Boulevard terminates in a huge toll gate that charges $10 per vehicle entering the Grifter’s Gulch
neighborhood. At its western end, the Boulevard lets out into the dusty lands beyond The Wall.
Grifter’s Gulch
Grifter’s Gulch is where the city government is located. Mayor Calvin Saxon has been America City’s chief
executive for eight consecutive terms. When he isn’t being bothered by political bullshit he spends his
free time pulling off daredevil stunts for fun, macking on celebrities and sport hunting poor people. His
bodacious escapades are the subject of numerous tabloid live-blogs.
Ironytown
Quite possibly the most useless place in all of America City, the suburb of Ironytown is where fancy artists
in way-too-tight pants grow “ironic facial hair” to mock the real men who live everywhere else. Everyone
here is into things you’ve probably never heard of. When they aren’t looking down their noses at you
through their chunky, nerd glasses, the wimps here are usually preparing elaborate coffee drinks,
attending poetry jams or stapling community action alerts to telephone poles.
Midtown Heights
Midtown Heights is where the Mustache Force HQ is located, a monument to rugged individualism and la
vie impressionnant. This sprawling complex contains countless briefing rooms, jail cells, shooting ranges
and at least a couple of bars where members of the Force can meet up for shit-shooting and tail-chasing.
Crime is naturally suppressed here; the local mafia types have an understanding with the Force and keep
their shady business on the down low, providing the occasional tip or bribe in exchange for precious
distance.
Old Nook
Tucked away in a quiet corner of the City, Old Nook is where the powerful founding families of America
City keep their estates. The people here are naturally suspicious of the lower classes and spare no
expense on pricey home security systems, a strong local police force and efficient prisons. When they
aren’t pruning their prize winning rose gardens or yachting in man-made lakes, America City’s blue-bloods
carefully tend their investment gardens, which grow rampantly in the hot houses of the City’s most
exclusive relationship banks.
Paradise Island
The highest rent district in America City is Paradise Island. This is the place where the mega-rich go to
hang out with their own kind and pretend the rest of the City doesn’t exist. Shiny skyscrapers crowd the
horizon proclaiming their various corporate allegiances with huge, LED-lit signs. If there’s money to be
made, there’s a shop for it in one of these numberless, mirrored towers. The most exclusive clubs,
restaurants and hang-outs are on Paradise Island. Unless you “know” somebody, you won’t get very far
here.
Shady Springs
The bedroom community of Shady Springs is where most middle-class folks aspire to buy a home one day.
The streets here are quiet and tree-lined. Folks attend church all regular-like; the men grow responsible
mustaches and engage in sober monogamy with their adoring wives for the purpose of making carbon-
copies of themselves. Mustache Force usually doesn’t have time for places like this but every once in a
while some depraved loon will try to pervert the quietude of the Springs – and that’s when the Super
Cops will roll in guns blazing while the insurance adjustors silently weep.
The Stacks
This district gets its name from the forest of smokestacks that crowd its skyline like an overfilled ash tray.
Along with Steelhole, this is where most of America City’s blue-collar types punch their cards daily. The
Stacks are dirty, dusty and crime-ridden; by day the labor unions keep things in line but at night the
alleyways fill up with pimps, drug dealers and drag racers. Just the sort of place that Mustache Force likes
to raise a ruckus…
Steelhole
Steelhole is the chrome-plated heart of America City’s industrial economy. Most of the things that people
consume on a daily basis are manufactured here – yes, even the food. It’s amazing what you can do with
chemicals these days! The factories of Steelhole work around the clock to feed a never-ending stream of
delivery trucks bound for all parts of the City. Steelhole is so noisy and chaotic that it can be difficult to
detect the smuggling, graft and black marketeering that goes on here every day.
Sunset Beach
Full of equal parts celebrity and tragedy, Sunset Beach is where dreams go to live and die or just die. As
the center of America City’s entertainment business, Sunset Beach attracts all manner of people who like
to play make-believe for a living. Of course since only the lucky 1% actually gets paid for doing this, the
rest succumb to a sybaritic life of drug-abuse, pornography and waiting tables. This creates fertile ground
for pimps, con men and narcotics-peddlers to ply their various trades.
Thunder Ranch
Thunder Ranch is the most not-giving-a-damn place in America City. The psychotically independent men
and women who live here can take care of themselves and aren’t afraid to let you know that as often as
possible. With their own thriving shops and factories and an incredibly well-armed populace, the folks in
Thunder Ranch don’t give two-shits about what’s going on in the rest of the City. Just try starting trouble
The Wall
America City is surrounded by a big, fuck-off wall for no good, goddamn reason. Nobody has any real idea
what exists beyond the wall – to be honest nobody really cares. The view from the top of the wall reveals
a dusty wasteland for as far as the eye can see. Gangs of car-bound nomads will sometimes tear ass out
into the wasteland so that they can pull huge donuts without pissing off the cops but that’s literally about
the only thing going on out here.
Novice Rank
Bullet Slapping
Cost: 2
Range: Personal
Duration: 3 rounds + 1/PP
Description: Bullets aren’t Awesome enough to touch your skin! You flex your pecs and cause all
projectiles in your immediate vicinity to wimp out.
Success: All Shooting and Throwing rolls made against the character suffer a -2 penalty.
Raise: All Shooting and Throwing rolls made against the character suffer a -4 penalty.
Fail: Eat some spinach or something. Your mojo fails you.
Damage Eater
Cost: 3
Range: Personal
Duration: Instant
Description: Pain don’t hurt! You are able to recover from injuries with the mysterious ease of a
professional athlete.
Success: You heal 1 Wound.
Raise: You heal 2 Wounds.
Fail: Maybe you need a couple of beers first? You still feel jacked up.
Glowy Fists
Cost: 2
Range: Personal
Duration: 3 rounds + 1/PP
Description: You crack your knuckles and suddenly your fists seem to glimmer as if they’ve been dipped in
pure Liquid Awesome.
Success: Your punchy-time attacks inflict +2 damage.
Raise: Your punches inflict +4 damage.
Fail: Hey, at least your fists are glowing. Neato!
Hero Speed
Cost: 1
Range: Personal
Duration: 3 rounds + 1/PP
Description: You run at the speed of a movie hero and always catch the bad guy.
Success: Pace is doubled.
Raise: Ignore the multi-action penalty for double-moving while performing another action.
Fail: You move at the speed of normal.
Hollywood Bullets
Cost: 2
Range: Personal
Duration: 3 rounds + 1/PP
Roid Rage
Cost: 4
Range: Personal
Duration: 3 rounds + 1/PP
Description: Tapping in to the bottomless Well of Rage that seethes in your
Success: Increase your Strength and Vigor attributes by one die type.
Raise: Increase your Strength and Vigor attributes by two die types.
Fail: You lose your shit! Go Berserk (per the Edge) for the duration of this effect and attack your allies.
Taunt
Cost: 3
Range: Spirit x2
Duration: 3 rounds + 1/PP
Description: You utter hurtful Words of Emasculation that causes a designated target to drop his weapons
and fight you man style.
Success: Your target must pass a Spirit -2 check or charge and attack you unarmed.
Raise: Your target must pass a Spirit -4 check or charge and attack you unarmed.
Fail: Your target laughs at your weak-ass insults.
Seasoned Rank
Abs of Steel
Cost: 4
Range: Personal
Duration: 3 rounds + 1 for 2PP
Description: You tighten your core and dare your opponent to take a swing at you.
Success: Anyone striking the character with their bare hands suffers STR + 2d6 points of damage
Raise: Anyone striking the character with their bare hands suffers STR + 2d8 points of damage.
Fail: No effect.
Haymaker
Cost: 2
Range: Cone Template
Duration: Instant
Description: You throw a massive haymaker that sends out a cone-shaped blast of pure force.
Success: Inflict 2d10 points of damage on all targets in the area of effect. Targets can make an Agility
check to evade. This attack counts as a Heavy Weapon so it fucks up cars and shit too.
Hero Jump
Cost: 2
Range: Spirit x2
Duration: Instant
Description: You channel all of your Machismo power into your legs and pull off a heroic leap worthy of an
action movie star.
Success: Jump a number of squares equal to your Spirit x2 in any direction (including straight up)
Raise: You can jump on to a target and make a free melee attack.
Fail: You lose your magic feather and jump about 18”, dumbo
Roundhouse
Cost: 2
Range: Personal
Duration: Instant
Description: You execute a spinning kick that knocks everyone around you flat on their asses.
Success: All targets (friend or foe) in a Small Blast Template area centered on the character must make a
Strength check or be knocked back 2d6 squares. Characters that are knocked back are place Prone and
are Shaken.
Raise: All targets (friend or foe) in a Medium Blast Template area centered on the character must make a
Strength -2 check or be knocked back 2d6 squares. Characters that are knocked back are place Prone and
are Shaken.
Fail: Your kick fails to connect but makes for a halfway decent dance move.
Veteran Rank
Bullet Time
Cost: 3
Range: Personal
Duration: Instant
Description: Time suddenly slows way the fuck down… Or else that complementary snuff wasn’t tobacco.
Success: All targets in a Small Blast Template area centered on the caster are Slowed for the current round
and the next (movement becomes an action, incurring a multi-action penalty; targets always act last).
Caster is able to effortlessly dodge projectiles fired at him this round.
Raise: All targets in a Medium Blast Template area centered on the caster are Slowed for the current
round and the next. Caster is able to effortlessly dodge projectiles fired at him this round.
Fail: You start doing some weird, slo-mo interpretive dance while everyone around you laughs.
Charisma Bomb
Cost: 3
Range: Personal
Duration: 3 rounds + 1/PP
Description: You channel all of your Machismo into a concentrated charisma blast that none can resist!
Success: All targets within a Medium Blast template centered on the caster who fail an opposed roll
(Machismo vs. Spirit) are overwhelmed by his force of personality and must obey any reasonable
suggestions he makes.
Raise: All targets within a Medium Blast template centered on the caster who fail an opposed roll
(Machismo vs. Spirit -2) are overwhelmed by his force of personality and must obey any reasonable
suggestions he makes.
Fail: You swirl your Courvoisier hypnotically but only manage to impress yourself.
Safe Fall
Cost: 1
Range: Personal
Duration: Instant
Description: You are such a carefree daredevil; you jump off of shit without thinking twice and always
seem to land OK.
Success: You can fall from any height and suffer a maximum of 2d6 points of damage.
Raise: You can fall from any height and remain unscathed.
Fail: You think you’re going to land unscathed… But then you get scathed.
Heroic Rank
Fly
Cost: 6
Range: Personal
Duration: 3 rounds + 1/PP
Description: Yeah I said it, you’re flyin’!
Success: Fly at your normal Pace.
Raise: Fly at 2x your normal Pace.
Fail: You jump up and down in place and make airplane noises.
Mock Death
Cost: 10
Range: Personal
Duration: Special
Description: This power can only be invoked at the moment of impending death. You backhand the Grim
Reaper across his bony-ass face and attempt to get back up when you have absolutely no business doing
so.
Soul Punch
Cost: 5
Range: Touch
Duration: Instant
Description: Your hands glow bright purple as you prepare to snatch a sucka’s soul straight out of his
sleeve.
Success: Attempt a Touch Attack (+2 to hit). If successful, your target is blasted by your Awesomeness for
3d6 points of damage.
Raise: Attempt a Touch Attack (+2 to hit). If successful, your target becomes incapacitated. Consult the
Savage Worlds core rulebook for details.
Fail: Nothing happens. You are so surprised that your target gets a free attack against you.
Novice Rank
Eagle Form
Cost: 3
Range: Personal
Duration: 1 Minute + 1 Minute/PP
Description: You turn into the iconic symbol of America City – the Fuck Off Eagle!
Eagle
Strength: d4 Smarts: As Normal Agility: d8 Spirit: As Normal Vigor: d4
Pace: Fly (24) Parry: 6 Toughness: 4 Fighting: d8
Attack: Talons (d4+d4 damage)
Powers:
Eagle Vision (add +4 to all Notice rolls)
Flight (fly at a Pace of 24)
Small and Agile (-4 to be hit)
Salmon Form
Cost: 3
Range: Personal
Duration: 1 Minute + 1 Minute/PP
Description: You turn into a mighty Chinook Salmon, King of the Dinner Table!
Salmon
Strength: d4-2 Smarts: As Normal Agility: d8 Spirit: As Normal Vigor: d4
Pace: Swim (12) Parry: 4 Toughness: 2 Fighting: NA
Attack: N/A
Powers:
Aquatic (you can breathe underwater and swim at a Pace of 12)
Small and Agile (-4 to be hit)
Snake Form
Cost: 3
Range: Personal
Duration: 1 Minute + 1 Minute/PP
Description: You turn into a venomous viper!
Viper
Strength: d4 Smarts: As Normal Agility: d8 Spirit: As Normal Vigor: d4
Pace: 4 Parry: 6 Toughness: 2 Fighting: d8
Attack: Bite (d4 + Poison)
Powers:
Poison (Target must make a Vigor check. If they Fail, they will die in 2d6 minutes; if they Succeed, they
suffer 1 Wound and Exhaustion; if they Succeed with a Raise, they only suffer Exhaustion)
Seasoned Rank
Boa Constrictor
Strength: d6 Smarts: As Normal Agility: d4 Spirit: As Normal Vigor: d6
Pace: 4 Parry: 5 Toughness: 5 Fighting: d6
Attack: Constrict (d6+d6 damage)
Powers:
Constrict (on a successful Fighting roll, the Constrictor manages to Entangle its target. Entangled targets
cannot move and suffer a -2 penalty to all rolls until they are freed. Upon entangling a target, the
Constrictor immediately inflicts 2d6 points of damage, plus an additional 2d6 per round)
Mastiff Form
Cost: 4
Range: Personal
Duration: 1 Minute + 1 Minute/PP
Description: You turn into a pissed off looking, muscly Bull Mastiff!
Mastiff
Strength: d6 Smarts: As Normal Agility: d8 Spirit: As Normal Vigor: d8
Pace: 8 Parry: 5 Toughness: 6 Fighting: d6 Tracking: d12+2
Attack: Bite (d6+d4)
Powers:
Go For the Throat (when scoring a Raise on a Fighting check, the Mastiff automatically strikes that target’s
weakest area)
Stallion Form
Cost: 4
Range: Personal
Duration: 1 Minute + 1 Minute/PP
Description: You turn into a pissed off looking, muscly Horse!
Stallion
Strength: d12+2 Smarts: As Normal Agility: d6 Spirit: As Normal Vigor: d10
Pace: 8 Parry: 6 Toughness: 10 Fighting: d6
Attack: Kick (d12+d4+2)
Powers: None
Veteran Rank
Bull Form
Cost: 3
Range: Personal
Duration: 1 Minute + 1 Minute/PP
Bull
Strength: d12+2 Smarts: As Normal Agility: d6 Spirit: As Normal Vigor: d12
Pace: 7 Parry: 4 Toughness: 10 Fighting: d6
Attack: Gore (d12+d6+2)
Powers:
Trample (+4 damage when Charging)
Panther Form
Cost: 3
Range: Personal
Duration: 1 Minute + 1 Minute/PP
Description: You turn into a silky smooth Black Panther -- all ninja-like and ready to shred asses.
Black Panther
Strength: d10 Smarts: As Normal Agility: d10 Spirit: As Normal Vigor: d8
Pace: 8 Parry: 6 Toughness: 7 Fighting: d8 Stealth: d10
Attack: Claw/Bite (d10+d6)
Powers:
Improved Frenzy (make 2 attacks per round)
Ambush (+4 Fighting bonus when attacking with surprise)
Flawless Climber (can climb non-sheer surfaces at their normal Pace)
Heroic Rank
Gorilla Form
Cost: 3
Range: Personal
Duration: 1 Minute + 1 Minute/PP
Description: You turn into a burly, limb-ripping gorilla!
Gorilla
Strength: d12+3 Smarts: As Normal Agility: d6 Spirit: As Normal Vigor: d12
Pace: 7 Parry: 6 Toughness: 11 Fighting: d8
Attack: Bash (d12+3)
Powers:
Flawless Climber (can climb non-sheer surfaces at their normal Pace)
Sweep (can attack all adjacent targets simultaneously at -2 to hit)
Kodiak Form
Cost: 3
Range: Personal
Duration: 1 Minute + 1 Minute/PP
Description: You turn into a half-ton of pure trouble.
Kodiak Bear
Strength: d12+4 Smarts: As Normal Agility: d6 Spirit: As Normal Vigor: d12
Pace: 8 Parry: 6 Toughness: 10 Fighting: d8
Attack: Claw (d12+d6+4)
Powers:
Legendary Rank
Black Rhinoceros
Strength: d12+4 Smarts: As Normal Agility: d6 Spirit: As Normal Vigor: d12
Pace: 7 Parry: 6 Toughness: 12(10) Fighting: d8
Attack: Gore (d12+d8+4)
Powers:
Trample (+4 damage when Charging)
Thick Hide (Armor +2)
Hardy (does not suffer Wounds from being Shaken twice)
Randy Damage
Dead Shot, Ambidextrous, Marksman, Quick Draw, Rock & Roll
There is no Loose Cannon looser than Randy Damage. He’s been America City’s “Loosest Cannon” since
he was born, fully formed, twenty-eight years ago in a dive bar in the Stacks.
Rex Panther
Assassin, Martial Arts Master (2nd Degree), Improved First Strike, Improved Frenzy
He’s an 8-time Navy Seal, whatever that means. He has pieces of every other type of Special Forces
Operator in his stool. That is some painful shit right there.
Dirk Masterclass
Very Attractive, Elan, Weapon Master, Improved First Strike, Improved Block
If being handsome was a weapon, Dirk Masterclass would be something really big, long and explosive.
Like a weapon. But not one of those fruity Civil War re-enactment muskets. He’d be more like an
adamantium howitzer that shoots uranium-tipped dicks. That kind.
John Sauce
Charismatic, Jack-of-all-Trades, Command Presence, MacGyver
No situation is too hot for John Sauce. He’s the proper seasoning to turn any death-defying situation into
a hot tub party. Remember ladies: Just Add Sauce.
Tex Riggs
Machismo (Veteran), Strong Willed, Improved Trademark Weapon, Brawny, Bruiser
He may be a rompin’, stompin’ country boy but when Tex Riggs came to the Big City, he broke it like a
baby bull and had it eatin’ out of his hand. Don’t rile him up now or he’ll kick ya’ in the biscuits faster than
Copenhagen will make you puke.
Slade Riprock
Brawny, Bruiser, Improved Sweep, Attractive, Machismo (Seasoned)
This workout champion has muscles in places where lesser men hide their shame.
Colt Tango
Liquid Courage, Machismo (Veteran), Nerves of Steel, Shut Up I’m Awesome
If you tangle with Colt Tango, you’ll get mangled by his Dodge Durango. Or something. That shit got all
Don King really fast. I apologize.
This no-holds-barred Super Cop is serving a triple-lifetime suspension from every police department in the
world. He may not carry a badge anymore, but that just leaves more room for bullets.
Tyrone Ryder
Martial Arts Master (5th Degree), Manimal (Veteran), Improved Level Headed, Improved Counterattack
Tyrone Ryder don’t need no weapons ‘cause Tyrone Ryder is a weapon. Trained in the secret arts of Five
Methods Shaka-Khan, he can literally turn into a motherfuckin’ panther and rip your fool face off.
Roland Bullets
Dead Shot, Marksman, Machismo (Seasoned), Improved Trademark Weapon
Roland Bullets came in second place for America City’s “Loosest Cannon” competition. To console
himself, he took first place in America City’s “Mustache Competition” by force.
Lance Powers
Very Attractive, Manimal (Legendary), Sidekick (Power Boy), Martial Arts Master (5 th Degree)
With his slab-jaw and ultra-hard man-body, Lance Powers is an unstoppable Adventure God. He’s the
closest thing America City has to a super hero and has the costume and sidekick to prove it.
Silus Geronimo
Machismo (Legendary), Killer Instinct, Master Shooting, Rock & Roll
Silus Geronimo holds the Airborne Rangers record for making 97 combat drops without a parachute.
Whenever his feet touch the ground he gets arrested because the mere suggestion of his feet caressing
the soil causes the Earth to become unlawfully pregnant. And that’s how volcanos are made.
Xander Bourbon
Combat Reflexes, Improved Counterattack, Improved Frenzy, Bruiser
Straight out of the Bayou and into your face comes Xander Bourbon, the Cajun Sensation. This sweaty
Adonis has made the mullet and handlebar ‘stache all the rage from New Orleans Avenue to the Wimp-
Mills of Ironytown.
Austin Castlejet
Filthy Rich, Very Attractive, Charismatic, Ace
The suits, the cars, the mansions – Austin Castlejet has them all in spades. This independently wealthy oil-
man has traded in his playboy lifestyle for an even better playboy lifestyle – with guns.
Buck Case
Investigator, Thief, Harder to Kill, Great Luck
When Buck Case is on the case, that case is... getting solved. Pretty soon. He’s the ace private dick who
knows all the right tricks. That’s Case, ladies. Buck Case.
This former Man of God has become a God of Men. Once upon a time, God had a problem he couldn’t
solve so he called Mace Priest to be his Black Lightning Bolt of Justice. After Mace got done smiting the
foes of the Lord, Jesus tried to put him back in the holster… but you can’t tame lightning, son. Don’t try it.
Ulysses Reeves
Rich, Connections, Linguist, Improved Martial Artist, Improvisational Fighter
Wherever this guy is going, you wanna be there, because he’s the ramblinest ramblin’ man who ever
frolicked in a pair of Ferragamos. This elite world traveler has friends in all places and twice as many in
the worst places.
Hannibal Alamo
Killer Instinct, Harder to Kill, Leader of Men, Improved Nerves of Steel
If a desperate Last Stand had a Last Stand, Hannibal Alamo would be the next thing that happens after
that. ‘Cause he’s like the last, last, last guy you ever want to run into in a bad situation.