Labyrinth: System Failure
A Savage Worlds Adventure Edition game inspired by Solo Leveling and City of Heroes.
It started with an anomaly at sea just off the coast of Crete.
After three days helping the Hellenic Coast Guard with strange incidents in the Mediterranean, the USS Silas Roan is called to investigate what Pentagon reports describe as “an unidentified maritime hazard.” They find themselves at the mouth of a swirling luminescent silver disk hovering just over the surface of the Mediterranean. Before they can even catalog the mysterious incident the Silas Roan finds itself under attack by an enormous hostile serpentine creature longer than the ship itself. The destroyer’s weapons are ineffective and the vessel takes on half its weight in water in the first ten minutes of the conflict. Just as all seems lost, a man wielding a shining gold gladius and decked in bronze armor appears, slays the beast in a protracted battle, and singlehandedly pulls the wounded vessel back to Crete for repairs.
Two days later, a diving team is sent to investigate the body of the beast. A previously undiscovered shipwreck is found beside the sunken corpse, and from the wreck the divers pull a strange black cube with a mosaic of glowing lines – always changing, never repeating. It is sent to the Pentagon for analysis.
This incident – Silas Roan versus Cetus – was the first recorded instance of heroes with fantastic powers appearing to slay beasts from mythology. With the discovery of the Cube more and more portals began to appear all over the world, especially in North America. With them came heroes, ordinary people bestowed with fantastic powers by a mysterious “System.” Once the initial shock of the revelation wore off, most people’s reaction was “oh, mythology is real; neat.” A new occupation was born: Hunters who would journey into the rifts to slay beasts before they could invade the real world and bring back fantastic and powerful artifacts.
Then something went wrong.
Three years after the Cube was pulled from the sea, an enormous rift larger than any other opened above the Pentagon and engulfed everyone and everything inside. The top Hunters of the time were sent into the rift, but they never returned. The rift subsequently broke and enshrouded all of Washington D.C. in thick, otherworldly mist.
It has been ten years since then. All Hunters in the world now fall under the authority of the Hunters Association and are organized into teams and graded by the power of their magic. As their careers advance and their skills and equipment improve, all Hunters are eventually called to explore, catalog, and neutralize the ever-expanding District of Columbia Megagate, whose deadly Mistlunds now encompass the entire Mid-Atlantic from New York to North Carolina.
Your journey begins as a newly-formed Hunter Team, recently certified to explore the rifts under your own authority. Like all Hunters, your strength and rank were set from day one, but by following the game-like mandates of the enigmatic System you may one day gain the power to enter the Mistlunds and learn the true, horrifying nature of the Megagate threatening the world.
Character Creation
- Books: Core, Super Powers Companion (Edges/Hindrances from others may be considered on request).
- Ancestries: Human only.
- Hindrances: The System cures chronic illnesses and injuries, so many physical Hindrances like Blind or One Arm are unavailable.
- Power Level: Two (30 Super Power Points). Devices are generally not permitted; equipment advancement will be a major part of the campaign.
- Incarnate Patron: Select a figure from Greek mythology. This choice will constrain your power selections (Prometheus grants fire powers, Zeus grants electric powers, and so forth).
Setting Rules in Effect
- Born a Hero (SW 136): Player characters ignore Rank requirements for Edges during character creation.
- Comic Book Combat (SPC 29): Combined attacks, Knockback, Power Stunts, Large Improvised Weapons, and Synergy.
- Conviction (SW 136): Heroes gain Conviction Tokens that can be used to add a d6 to all Trait and damage rolls for one round. Conviction is awarded for triumph and tragedy. Conviction effects may be extended by spending a Benny.
- Creative Combat (SW 137): A raise on a Test allows the character to roll on a special table that grants additional effects.
- Fast Healing (SW 139): Characters make natural healing rolls once per day instead of every five days, and recover a level of Fatigue from Bumps & Bruises every four hours instead of every day.
- Gritty Damage (SW 139): When Wild Cards take a Wound, they roll on the Injury Table and apply the results.
- High Adventure (SW 140): Spend a Benny to gain the one-time use of a Combat Edge.
- Larger Than Life (SPC 34): May take one additional Major Hindrance during character creation, and use the additional points normally.
- Lieutenants (Homebrew): Lieutenants can take one Wound before they’re incapacitated and roll a d4 Wild Die.
- Mega Destruction (SPC 34): Combat between supers wreaks terrible havoc on the landscape.
- More Skill Points (SW 140): Player characters in advanced or specialized settings start with 15 skill points.
- The System Provides (Homebrew): Weapons do not require ammunition and gear has no encumbrance.
- Wound Cap (SW 141): Wild Cards never suffer more than four wounds from a single hit.
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