The Super Powers Companion (often abbreviated SPC) is a 200-page supplement for Savage Worlds Adventure Edition (SWADE) aimed at enabling superheroic, comic-book-style play. It updates the earlier Super Powers material to be fully compatible with SWADE, adding new powers, setting rules, gear, and narrative options to let you run Supers campaigns with more polish and modern design expectations.
Published in 2022 (hardcover / PDF) by Pinnacle, the SPC brings new art, layout, and mechanical streamlining so that Powers, Edges, Hindrances, and gear work cleanly in the Adventure Edition ruleset. It also includes base/archetype cards, pawn figures, and setting tools built for Supers.
⚙️ What’s Inside—Key Features & Content
Here are confirmed content highlights and what this Companion brings to SWADE Supers:
- New and updated powers: All Powers have been re-evaluated: Power Types redefined; universal modifiers simplified; streamlining of activation/costs. A few new Powers added (e.g. Deadeye).
- Character Options: New Edges and Hindrances; new archetypes and templates for Supers heroes and villains. These allow players to build more varied Supers characters (street-level, cosmic, etc.).
- Narrative Headquarters / Base Rules: Rules for creating a base of operations (HQ) for your Super team. Upgrades, complications, and narrative tie-ins for your home base.
- Setting Rules: Multiple “flavor” rulesets to support different Supers styles: Four-Color Comics, Cosmic, Gritty, even Ultra-Violent takes. Also “Power Stunts,” using terrain, etc. These add tone options and mechanical tweaks to suit different styles.
- Rogue’s Gallery / Villains: An overhauled villain section including a host of bad guys (from street mobs to cosmic threats / kaiju). Each has new art and updated powers.
- Items of Power / Gear: Supers gear is part of the package: absorption shields, flashy costumes (capes!), weapons, vehicles. “Items of Power” provide plot or reward mechanics.
- Visual & Support Extras: The book includes new artwork (Karl Keesler layout, cover art by Aaron J. Riley; interior art by Bien Flores, Unique Soparie, Wayne Miller, etc.), a pawn set for physical play, archetype cards, and VTT-friendly materials.
🐾 How It Plays at the Table
- Supers feel supremely variable: The SPC supports Supers from street-level vigilantes to cosmic powered beings. Whether you want gritty heroics or over-the-top cosmic spectacle, there are rules to support many power scales.
- Campaign Power Levels: The Companion includes guidance for power levels — how much power PCs should have, how dangerous encounters should be, balancing powers vs enemies. This helps avoid runaway character power or mis-matched threats.
- Action & Dramatic Combat: Supers combat is more cinematic; with abilities like “Power Stunts,” terrain usage, vehicles, etc., combat scenes can feel dynamic. But this does mean sessions can become complex in managing many special effects.
- HQ / Base adds stakes and continuity: The Headquarters rules anchor a campaign. Player investment in upgrading base, defending it, dealing with complications gives narrative hooks beyond just “beat the bad guy.”
- Accessibility & prep demands: For veteran GMs, prep time is reasonable. For those new: there is more material to understand. Since many Supers Powers overlap or have modifiers, clarity in what each power can and cannot do matters. Using provided archetype cards or pawn sets helps streamline play.
✨ Highlights
- Modernized power system: The power streamlining and updated modifiers reduce confusion and overcomplexity common in older Supers supplements. It makes choosing powers, balancing them, and using them easier.
- Art & presentation: The art is abundant, vivid, and supports the Supers flavor well. Good layout means many power summaries, gear, and powers are easy to find. The inclusion of visual cards/pawns increases tabletop presence.
- Flexibility in tone: SPC doesn’t lock you into one kind of superhero RPG—it gives knobs (setting rules) so you can alter tone: gritty, superhero pulp, cosmic scale, or horror blended in.
- Villains & narrative potential: The Rogue’s Gallery and Items of Power provide ready-to-run plot hooks and threats. Villains have personality, and many connect narratively (not just stat blocks).
⚠ Things to Watch / Trade-Offs
- Power Creep & Balance issues: At higher power levels, some powers begin to outshine others. Supers games often tend to “one-upsmanship,” and SPC is no exception. GMs will want to monitor power balance and possibly restrict or tweak problematic combinations.
- Overlap with core / other Arcane Backgrounds: Because SPC introduces its own power systems, there can be confusion about what belongs where: whether to use core Arcane Background powers vs SPC powers. Some discussions in the community warn against mixing without care.
- Complexity vs table pace: With powers stacking, vehicles, base rules, a large roster of villains, etc., there’s a risk of slowing down combat or spending time referencing. Good tools (cheat sheets, archetype cards, pawn use) help.
- Player expectations: Supers genre often implies large power fantasies, flashy effects, big showdowns — some groups might find the material slightly more mechanical or “rulesy” than their ideal, especially with many modifiers or setting rules.
🧭 Suitability & Who Should Buy

You should definitely pick up Super Powers Companion (SWADE) if:
- You want to run a Superhero campaign in Savage Worlds and want modern rules & options rather than using older or house-ruled material.
- You enjoy variety in playstyles — street heroes one session, cosmic heroes the next — and want tools to shift tone easily.
- You like having visual components (pawn sets, archetype cards) and built-in narrative hooks (HQ, villains).
Maybe skip or wait if:
- Your group prefers more grounded or minimal power fantasy (i.e. supers are just a bit of flavor, not the focus).
- You’re new to Savage Worlds and prefer less material to digest first: perhaps start with core rules, and add SPC when comfortable.
⭐ Final Verdict
Super Powers Companion (SWADE) is a strong superhero toolkit for Savage Worlds. It balances power, flair, and usability, giving players and GMs the tools to do justice to comic-book scale storytelling without drowning in minutiae. For those ready to lean into Supers with edge, dramatic combat, base building, villainous rogues, and flashy powers, the SPC delivers. It may ask a bit more from the GM and players in terms of balance and prep, especially at higher power levels, but the potential payoff—spectacular, cinematic campaigns—is well worth it.
If you like Supers, it’s one of the best dressed and most fully featured Superhero RPG supplements in SWADE as of now. Highly recommended for fans of heroic fantasy, comic book action, or flashing capes.

