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  Requires the Savage Worlds RPG by Pinnacle Entertainment, 
   and the Dawn of Legends setting from Daring Entertainment, for Use.
  Design:  Lee F. Szczepanik, Jr.
  Editing:  Anna Lunsford and Mike Dukes
  Typesetting and Interior Layout: Mike Dukes
  Logo:  Mike Dukes 
  Cover Art:  Butch Mapa
  Interior Art:  Louis Porter Jr. Design, Inc.
  Autumn Arbor created by Michael Kuhn, Anna Lunsford, and 
  Lee F. Szczepanik, Jr.
  Dawn of Legends: Rules Expansion One is © 2009 Daring Entertainment, LLC.  
  All rights reserved.  Some artwork © Louis Porter Jr. Design, Inc.  Dawn of 
  Legends, Autumn Arbor, City of Legends, and associated logos are trademarks of 
  Daring Entertainment, LLC.
   
  This game references the Savage Worlds game system, available from Pinnacle 
  Entertainment Group at www.peginc.com. Savage Worlds and all associated 
  logos and trademarks are copyrights of Pinnacle Entertainment Group. Used 
  with permission. Pinnacle makes no representation or warranty as to the quality, 
  viability, or suitability for purpose of this product.
  Daring Entertainment can be found on the world wide web at: 
   www.daringentertain.com
  Rules Expansion One
  
  3
  Over the decades, comic books have been an ever 
  evolving tapestry through which to tell stories.  Internal 
  rules have changed between titles, and entirely separate 
  genres even within the field of super-heroes have 
  developed.  Dawn of Legends, being a comic book rules 
  add-on and setting for Savage Worlds, is no different. 
  It’s ever expanding and developing, both from those of 
  us in-house, and those players and GMs that are kind 
  enough to send us feedback.
   Dawn of Legends: Rules Expansion One is not errata 
  for Dawn of Legends (the Downloads section at the 
  Daring website contains that), but is a set of new rules 
  to expand upon and further develop campaigns into true 
  comic book stories.
   Inside you’ll find a variety of new Edges, new 
  Hindrances, new Super-Team Hindrances, and new 
  Super-Team Edges.  You’ll also find basic guidelines 
  for adjusting Power Limits and Power Points to better 
  capture the feel of various comic book genres- ranging 
  from the Street Level campaign to the default Super-
  Heroic campaign of Dawn of Legends.
   Dawn of Legends: Rules Expansion One is not 
  all exhaustive, and future Rules Expansions will be 
  released as Dawn of Legends continues to expand its 
  options for comic book role-playing.
  New Edges
  Background Edges
  Determination
  Requirements: Novice, Wild Card
   The Hero was born lucky, but not without a price.  
  Whenever the Hero takes at least 2 Wounds (regardless 
  of how many Wounds over 2 they received), they gain 
  1 Bennie.
  Dawn of Legends
  Rules Expansion One
  
  4
  Focused Determination
  Requirements: Novice, Determination, Wild Card
   The Hero’s luck through pain gives a greater chance 
  to bounce back before going down.  Whenever the 
  Hero takes at least 1 Wound (regardless of how many 
  Wounds over 1 they received), they gain 1 Bennie.
  Combat Edges
  Incredible Resistance
  Requirements: Novice, Smarts d8+ or Spirit d8+ or 
  Vigor d8+, Wild Card
   The Hero gets one Soak roll for free each round of 
  combat.  The Hero must specify if the free soak is for 
  Toughness, Mental Resistance, or Spiritual Resolve 
  when the Edge is taken.  The Edge can only be taken 
  once per Soak type.
  Last Ditch Recovery
  Requirements: Novice, Wild Card
   The Hero can spend 2 Bennies and immediately 
  soak a number of Wounds equal to their appropriate 
  Trait die-steps (Vigor for physical damage, Smarts for 
  mental damage, or Spirit for mystical damage).
   For example:  A Hero with a Vigor d8 spends 2 Bennies 
  for Last Ditch Recovery and soaks 3 Wounds.  However, 
  a Hero with Vigor d12 would soak 5 Wounds of damage, 
  while a Hero with Vigor d12+8 would soak 13 Wounds 
  of damage.
    If the Hero's Vigor die type soaks more Wounds 
  than the character has taken, he heals the difference in 
  previous Wounds.
   For example: A Hero with Vigor d12 has 2 Wounds 
  and is about to take 3 more.  He spends 2 Bennies and 
  Soaks the 3 Wounds.  Because he can Soak 5 Wounds 
  automatically, he heals the 2 other Wounds, giving him 
  a full second wind and putting him fresh into the battle.
  Hero Edges
  Team-Player
  Requirements: Novice, Wild Card
   The Hero was born to work with others and be a part 
  of a super-team.  When helping to form a team, the 
  Hero is worth 20 Team Points.
  Dedicated Team-Player
  Requirements: Novice, Team-Player, Wild Card
   The Hero’s dedication to the team is unquestionable.  
  When transferring Personal XP to Team XP, the 
  character doubles the amount of Team XP gained.
  Power Edges
  Power Focus
  Requirements: Novice
   The Hero is able to better focus his powers and gains 
  a +2 to Push attempts.
  
  5
  Superior Power Focus
  Requirements: Seasoned, Power Focus
   The Hero’s power focus is incredible.  The Hero gains 
  an additional +2 (for a total of +4) to Push attempts.
  Power Improvisation
  Requirements: Arcane Background (Neo), Novice, 
  Wild Card
   The Hero is better at expanding his powers for 
  amazing feats.  He only needs to perform 8 uses of a 
  Power Stunt to gain the benefits of the normal 12 uses, 
  and all penalties to perform a Power Stunt are –2 lower 
  (so a –6 becomes a –4, and a –4 becomes a –2).
  New Hindrances
  Fixation (Minor or Major) 
   The character is fixated with a person, object, animal, 
  idea, or expression form chosen when the Hindrance 
  is taken.  When in the presence of the fixation, the 
  character must make a Spirit roll -2 or occupy himself 
  with the object of the fixation for the remainder of the 
  scene.  As a Major Hindrance, the Spirit roll is at -4.  
  Examples include: colors, cars, jokes, riddles, police, 
  and so forth.
  Fury (Minor or Major)
   In combat situations, the Hero sometimes breaks into 
  a horrible rage, often resulting in the killing or maiming 
  of opponents.  
   During combat, any time you roll a “1”, regardless 
  of what is rolled on the Wild Die, the Hero flies into a 
  fury, and will not stop attacking an opponent until that 
  opponent is dead, someone stops you, or you manage to 
  snap out of the fury.
   Snapping out of the Fury requires a Spirit roll at -2 
  for the Minor version of this Hindrance.  A roll at -4 is 
  required for the Major version.  Bennies may not be 
  spent to aid in this roll.
  Gruff (Minor)
   The Hero isn’t necessarily mean or ugly, but his 
  personality is a general turn-off to others.  It could be 
  that he’s abrasive, generally antisocial, or just has an 
  aura about him.  His Charisma is –2.
    
  Hatred (Minor or Major)
   The character has an incredible hatred for something, 
  be it a person, group, object, material, or idea.  When in 
  the presence of the object of hatred, the character does 
  his utmost to destroy or vandalize it unless a Spirit roll 
  -2 is made.  As a Major Hindrance, the Spirit roll is at 
  -4.  
  Examples include technology, art, pornography, and 
  mobsters.
  Loner (Minor)
   The Hero prefers to work alone, and just doesn’t 
  understand the sense of brotherhood of being on a 
  Super-Team.  When helping form a Super-Team, the 
  Hero only grants 5 Team Points (or subtracts –5 points 
  from the beginning Team Point total if the Hero is an 
  Unregistered Neo, which automatically grants the team 
  the Unregistered Member Hindrance).  Likewise, the 
  Hero isn’t as dedicated to fostering growth within the 
  team, and must transfer 2 Personal XP for each point of 
  Team XP.
   Super-Team Popularity benefits that increase or 
  decrease Personal XP to Team XP transferal rates do 
  not effect the Hero.
  New Super-Team Edges
  Brotherhood
  Requirements: Wild Card, Seasoned Super Team
   The team is able to pull together and support each 
  other.  At the beginning of every adventure the team 
  receives a common Bennie Pool, equal to 2 Bennies per 
  player, that can be used by any team member during 
  play.
  Finance Management
  Requirements: Wild Card, Novice Super Team
   Either an ally, or a team member, is successfully 
  handling the team’s finances.  The Team Wealth Rating 
  gains a +2 each time this Edge is taken.
  
  6
  Reserve Member
  Requirements: Wild Card, Novice Super Team
   Each time this Edge is taken, the Super-Team has a 
  reserve member on its roster.  The member is considered 
  a Wild Card, and is created either as a 0 XP Novice 
  character or with ½ the XP of the highest personal XP 
  team member (whichever is greater).  The Reserve 
  Member does not contribute team points at Super-
  Team formation, and does not contribute to the Team’s 
  Wealth Rating or Popularity.  Reserve Members receive 
  XP and advance as per the player-character Heroes, but 
  may not transfer Personal XP to Team XP.
  New Super-Team Hindrances
  Arch-Nemesis (Minor)
   The team has an enemy with resources and power 
  greater than normal that has become a serious threat.  
  The Villain has 8 Bennies whenever facing members of 
  the Super-Team.
  Dysfunctional Family (Minor or Major)
   The team just can’t seem to get along and work 
  together outside of combat.  
   For a Minor Hindrance, the team’s constant bickering 
  and arguing reduces their beginning Popularity by –10, 
  and any Team Popularity adventure reward by –5.
   For a Major Hindrance, not only is the Team’s 
  Popularity effected, but also its growth.  It takes 2 
  Personal XP for every 1 Team XP to advance the Super-
  Team.  Any team member with the Loner Hindrance 
  must spend 3 Personal XP per 1 Team XP.
   Super-Team benefits for the 96-100 range allow the 
  team to transfer at a rate of 1 Personal XP for 1 Team 
  XP, but the penalty for a Super-Team Popularity of –36 
  to –45 requires 3 Personal XP per 1 Team XP.
  Financial Difficulties (Minor)
   The Team seems to run into some kind of financial 
  trouble wherever they turn.  The team’s wealth is 
  equal to that of the lowest Wealth Rating of its current 
  members.
  Rogues Gallery (Minor)
   Villains opposing the Super-Team seem more 
  capable than usual.  The Gamemaster receives 2 Bennie 
  per player in his Bennie pool.
  New Setting Rules
  Comic Book Genres
   Comic Books are known for their various genres of 
  storytelling, each containing its own themes, tones, and 
  internal rules.  The series that deals with the revenge 
  driven, hard-hitting street vigilante is different than the 
  series dealing with a team of powered heroes defending 
  a world that generally hates them, or the series dealing 
  with the world’s greatest heroes dedicated to defending 
  the planet against threats from beyond the stars and 
  their own dimension.
   The following new Setting Rules are designed to 
  help Gamemasters and Players mimic the tone and feel 
  of some of the more popular comic book genres, while 
  maintaining the core Dawn of Legends powers system 
  and the FFF of Savage Worlds.
   GMs and Players should keep in mind one of the more 
  interesting idiosyncrasies of comic books: a Hero that 
  is a Street Level crime-fighter when operating within 
  his own series, might be designed with a Super-Heroic 
  build when working in a series dedicated to Earth’s 
  greatest heroes.
  Street Level
   In this type of campaign, the Heroes defend the 
  streets against gangs, insane villains, crime lords, and 
  other human level Rogues.  Although the Heroes may 
  develop to become slightly more than the peak human 
  potential, their crime-fighting careers are an exercise in 
  development and training, with Novice Heroes in this 
  genre having only a slight edge over their enemies (if 
  any at all).
   Classic examples of a Street Level campaign are 
  such DC Comics and Marvel Comics titles as: Batman 
  (or any Gotham based title), Daredevil, Punisher, Iron 
  Fist, and Hellblazer.
  
  7
  Street Level Power Points
  Arcane Background (Neo)
  Requirements: Novice
   The Hero possesses abilities and Powers giving him a 
  slight edge over everyday man.  Most powers are either 
  low-range abilities, or derived from intensive training 
  or gadgets.
   The Hero begins play with 20 Power Points from 
  which to purchase Powers.
   Unused Power Points are “banked” until used.
  Power Development
  Requirements: Novice, Arcane Background (Neo)
   The Hero gains 10 Power Points each time this Edge 
  is taken.  Power Development can only be taken one 
  per character rank.
   Unused Power Points are “banked” until used.
  Street Level Power Rating Limit
   Novice Heroes in a Street Level campaign have a 
  maximum Power Rating (in Powers governed by Power 
  Rating Limits) of 3 at Novice, with a +1 increase to 
  the limit per character rank increase to a maximum of 
  Power Rating 7.
  Other Street Level Limits
  Attribute and Skill Caps: Regardless of Power Rating 
  limit, no Attribute or Skill in a Street Level campaign 
  can have a die-type greater than d12+3 without the 
  Legendary Paragon Edge.  While the Heroes can 
  become slightly better than human peak, Street Level 
  campaigns aren’t home to the truly super-heroic levels 
  of abilities.
  Defensive Bonus Stacking:  In a Street Level campaign, 
  powers that increase a character’s Toughness, Mental 
  Resistance, and Spiritual Resolve can never exceed 
  the Power Rating Limit of the power, regardless of the 
  source of the Power or stacking of bonuses.
  
  8
  Low-Heroic
   Low-Heroic campaigns represent comic books where 
  the Heroes are greater than mere mortals, but not quite 
  on par with the normal levels of powers experienced in 
  comic books.  They are capable of amazing feats, but 
  military forces and waves of powered henchmen can 
  still pose a threat.
   Classic examples of a Low-Heroic campaign are 
  such DC Comics and Marvel Comics titles as: The 
  Teen Titans, Wolverine, Fantastic Four, and Uncanny 
  X-Men.
  Low-Heroic Power Points
  Arcane Background (Neo)
  Requirements: Novice
   The Hero possesses abilities and Powers greater 
  than everyday man.  Most powers are either low-range 
  abilities, or are more powerful but the Hero tends to 
  possess only a few Powers.
   The Hero begins play with 30 Power Points from 
  which to purchase Powers.
   Unused Power Points are “banked” until used.
  Power Development
  Requirements: Novice, Arcane Background (Neo)
   The Hero gains 15 Power Points each time this Edge 
  is taken.  Power Development can only be taken twice 
  per character rank.
   Unused Power Points are “banked” until used.
  Low-Heroic Power Rating Limit
   Novice Heroes in a Low-Heroic campaign have a 
  maximum Power Rating (in Powers governed by Power 
  Rating Limits) of 4 at Novice, with a +1 increase to 
  the limit per character rank increase to a maximum of 
  Power Rating 8.
  Other Low-Heroic Limits
  Attribute and Skill Caps: Regardless of Power Rating 
  limit, no Attribute or Skill in a Low-Heroic campaign 
  can have a die-type greater than d12+6 without the 
  Legendary Paragon Edge.  While the Heroes are more 
  than human, the genre still possess its limitations.
  Defensive Bonus Stacking:  In a Low-Heroic campaign, 
  powers that increase a character’s Toughness, Mental 
  Resistance, and Spiritual Resolve can never exceed 
  the Power Rating Limit of the power, regardless of the 
  source of the Power or stacking of bonuses.
  Heroic
   Heroic campaigns are the first type of four-color 
  comic book stories found in Dawn of Legends.  Heroes 
  in this genre are capable of amazing feats and taking 
  on most military forces.  Villains enter the range of 
  world-dominating megalomaniacs, and some minor 
  extraterrestrial or interdimensional threats are not 
  uncommon.
   Classic examples of a Heroic campaign are such 
  DC Comics and Marvel Comics titles as: Avengers, 
  Iron-Man, Astro City, Justice Society of America, and 
  X-Men.
  Heroic Power Points
  Arcane Background (Neo)
  Requirements: Novice
   The Hero possesses abilities and Powers far greater 
  than everyday man.
   The Hero begins play with 40 Power Points from 
  which to purchase Powers.
   Unused Power Points are “banked” until used.
  Power Development
  Requirements: Novice, Arcane Background (Neo)
   The Hero gains 20 Power Points each time this Edge 
  is taken.  Power Development can only be taken three 
  times per character rank.
   Unused Power Points are “banked” until used.
  Heroic Power Rating Limit
  Novice Heroes in a Heroic campaign have a maximum 
  Power Rating (in Powers governed by Power Rating 
  Limits) of 5 at Novice, with a +1 increase to the limit 
  per character rank increase to a maximum of Power 
  
  9
  Rating 9.
  Other Heroic Limits
  Attribute and Skill Caps: Regardless of Power 
  Rating limit, no Attribute or Skill in a Heroic campaign 
  can have a die-type greater than d12+9 without the 
  Legendary Paragon Edge.
  Defensive Bonus Stacking:  In a Heroic campaign, 
  powers that increase a character’s Toughness, Mental 
  Resistance, and Spiritual Resolve can stack as per the 
  normal rules in Dawn of Legends.
  Super-Heroic
   A Super-Heroic campaign is the default campaign 
  genre for Dawn of Legends, and all normal rules remain 
  unchanged.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Supers/Savage Worlds - Dawn of Legends - Rules Expansion.pdf