Saturday, January 14, 2023

Savage worlds pdf download

Savage worlds pdf download

Savage Worlds,Related documents

Web17/04/ · Savage Worlds In barbaric worlds of fantasy and far-flung What’s New? galaxies, great heroes battle for gold, glory, justice, or mere survival. Some wear mithril WebWelcome to Savage Worlds—a merger of the best ideas in roleplaying and miniature battles! Savage Worlds was designed to be easy for the Game Master to write WebDownload Savage Worlds: Realms Of Cthulhu [PDF] Type: PDF Size: MB Download as PDF Download Original PDF This document was uploaded by user and they Web21/07/ · Savage Worlds es el juego que te permite jugar a cualquier cosa. La ciencia-ficción, la fantasía, los superhéroes, el terror nada tendrá secretos para ti gracias a WebEach new printing of Savage Worlds has added to the experience, carefully integrating new styles of play through the years with the solid foundation laid at the very beginning. This ... read more




The Major version also means play begins. In general, the player halves his the character has few or no legal rights in total funds every game week. the main campaign area. A swashbuckler may always acknowledged by the law. He believes he can do most anything and never Ruthless Minor or Major wants to retreat from a challenge. As a Major Hindrance, common sense dictates. she harms anyone and everyone who gets in her way. As a Minor Hindrance, she stops Pacifist Minor or Major short of true harm to anyone except those Your hero absolutely despises violence. Minor who directly oppose her. pacifism means he only fights when given no other choice and never allows the killing of Secret Minor or Major prisoners or other defenseless victims. As a Minor Hindrance, the under any circumstances. They may defend secret is troublesome but not life-threatening. problems if discovered. If it ever becomes They may use nonlethal methods see page public knowledge, she should trade it , but only in self-defense or the defense for Enemy, Shamed, Wanted, or another of others.


appropriate Hindrance approved by the GM. SAVAGE WORLDS One Arm Major 26 Characters Shamed Minor or Major Something haunts your adventurer. Maybe he was defeated in an honorable fight and ordered the death of his foe anyway for some greater principle. He might go out of his way, against all reason, not to repeat the mistake. Or he might give in to the same set of circumstances and hate himself for it. The other player characters should be told the tale as soon as possible preferably at character creation. If not, it should be revealed by nonplayer characters at some point, and occasionally used against the hero.


Prosthesis: A character with the Minor version of this Hindrance may have a prosthesis. If the prosthesis is lost, he suffers the effects of the Major version of Slow. Wheelchairs: From about the Victorian era forward, Slow heroes may start with a manual wheelchair at no cost. In the modern era s and on , the character may also choose from an ultralight or powered chair. Pace 6 on flat, even ground, Pace 3 on uneven ground, cannot run. Most powered chairs can go about 10 miles before requiring a recharge. His Size see page is reduced by 1, A disability or past injury has hindered which reduces his Toughness as well. step, Pace by 2, and subtract 2 from Athletics rolls and rolls to resist Athletics such as Tests Stubborn Minor or Grappling.


Even when Footed Edge. Your character is suspicious of everyone. As a Minor Hindrance, his paranoia causes frequent trust issues. He might demand full payment before doing a task, want every agreement in writing, or believe even his friends are out to get him. be arrested if discovered by the authorities. This assumes the setting actually has laws Thin Skinned Minor or Major and police officers to enforce them. As a Minor Hindrance, he how serious the crime was and how active subtracts 2 when resisting Taunt attacks. As the hunters are. A hero with numerous a Major, he subtracts 4. unpaid parking tickets in a game where he might have to drive occasionally has a Tongue-Tied Major Minor Hindrance, as does someone wanted Your adventurer flubs cool lines or thinks of for more serious crimes away from the main them afterwards! Not everyone has ice water in their veins. Your hero is squeamish at the sight of blood Ugly Minor or Major and gore and terrified of coming to harm.


Attractive people get all the breaks. He resisting Intimidation. subtracts 1 from his Persuasion rolls, or 2 if Young Minor Or Major taken as a Major Hindrance. He has only 4 Payback is…well…bad news for someone, points to adjust his attributes instead of 5, and and this adventurer is going to get it. He may also have As a Minor Hindrance she usually seeks legal restrictions depending on the setting vengeance legally. Some plot and scheme for months On the plus side, youths have a fair amount while others demand immediate results. of luck.


from a reckoning. actions always escalate until total and As a Major Hindrance, the character is Very complete satisfaction is achieved. Young 8 to 11 years old. He has only 3 points for attributes and 10 for skills, and the Small Vow Minor or Major Hindrance. Very Young heroes draw two The character has sworn an oath to someone extra Bennies at the start of each session. or something he believes in. • Derive secondary statistics such as Tough­ ness or melee damage. • Resist effects such as being grappled or counter spells, powers, or social attacks Characters are defined by their “Traits,” such as Taunt or Intimidation. attributes and skills ranked by die types. A d6 is average, while higher die types reflect much greater ability. Attributes are primarily passive or innate Heroes have 12 points to buy skills during abilities used for resisting effects like fear character creation. Skills are used to the linked attribute noted in parentheses beside the skill name is cheaper to increase actively do things or affect others.


See page 55 Exceptions occur, but these are the for Character Creation and page 54 for foundational differences between the Advancement. two concepts. Core skills are marked with a red star, and start at d4 for player characters see page See Unskilled Savage Worlds treats learned knowledge Attempts on page and training as the most relevant and direct factors. A high attribute allows one to increase Academics Smarts a skill faster and opens up options to Edges Academics reflects knowledge of the liberal that greatly differentiate two characters with arts, social sciences, literature, history, the same skill. archaeology, and similar fields. ness, dexterity, and general coordination. swimming, throwing, or catching. Characters Spirit is self-confidence, backbone, and who rely on physical power more than willpower. It can be used for general military resistance to disease, poison, or toxins, and knowledge and is critical when commanding how much physical damage she can take troops in Mass Battles see page It is most often used Boating Agility to resist Fatigue effects, and as the basis for Characters with this skill can handle most any the derived stat of Toughness.


boat or ship common to their setting. They Using Attributes also know how to handle common tasks associated with their vessel such as tying Attributes are used to: knots, rigging sails, or following currents. • Determine how fast skills increase during Advancement page • Limit access to Edges page Core Skills Every hero starts with a d4 in five basic abilities: Athletics, Common Knowledge, Notice, Persuasion, and Stealth. MAJOR CHANGES: • Charisma was removed from the game. • Climbing has been folded into Athletics. • Common Knowledge is now its own skill rather than a Smarts roll. • Investigation is now Research to make its meaning and usage more clear. • Focus is a new skill for the Gifted Arcane Background. • Knowledge has been broken down into the separate skills used in most campaigns. Specifically: Academics, Battle, Electronics, Hacking, Lang­uage, Occult, and Science. • Lockpicking is now part of Thievery, which also handles pickpocketing, sleight of hand, safecracking, and other roguish tricks.


• Performance is a new skill. • Repair and its use are better defined. • Streetwise is now an Edge. • Swimming is handled by Athletics. • Throwing is covered by Athletics. • Tracking is now part of Survival. Common Knowledge Smarts Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs. Driving Agility Driving allows a hero to control any powered ground vehicle common to his setting. This includes cars, motorcycles, tanks, and the like. Driving rolls are typically only needed in dangerous or stressful conditions, such as Chases page Electronics Smarts Electronics allows a hero to use complex or specialized devices such as the control panels on industrial machines or the sensor systems found on spaceships in futuristic settings.


In the modern world, this applies to video recorders, cell phones, etc. Fixing any type of broken electronic device uses the Repair skill see page Faith Spirit Faith is the arcane skill required for Arcane Background Miracles , described on page See Chapter Three for the combat rules and the various maneuvers a warrior might attempt. Focus Spirit Focus is the arcane skill for Arcane Background Gifted , see page Gambling Smarts Gambling is common in the saloons of the Old West, the back rooms of criminal organizations, the barracks of most armies, or the flight decks of scifi spaceships. Everyone in the game then makes a Gambling roll. The lowest total pays the highest total the difference times the stake.


The next lowest pays the second highest the difference times the stake, and so on. Example: Red rolls highest with a 10 and Gabe rolls lowest with a 4. Hacking Smarts Hacking is the skill used to create programs and “hack” into secured systems. Use of this skill always requires a computer or interface of some sort. Most tasks are a simple Hacking roll. The amount of time it takes is determined by the GM, from a single action to hours, days, or even months depending on the complexity of the project. Success means the attempt works as desired and a raise halves the time required. Failure usually just means the hacker must try again, while a Critical Failure may mean the system locks the user out, issues an alarm, or enacts another countermeasure of some sort.


Language Smarts In some settings, such as those that focus on pulp action or “planetary romance” where characters frequently travel among many strange civilizations , speaking various languages can simply be roleplayed with halting dialogue and campy accents that start out a little difficult and are quickly forgotten. The GM may ignore this skill altogether in these settings, or use the Multiple Languages ­Setting Rule on page In more realistic settings, communication can be a major barrier that requires characters to put skill points into additional languages. certain kinds of forensic evidence. If the Language skill is in use, it should See page 96 for rules on mending and treating Wounds, and page for treatment be listed as Language Spanish , Language American Sign Language , etc. Forensics: Healing can also be used to die type also notes how fluent he is in it. analyze evidence that relates to anatomical Characters start with a d8 in their own trauma, including cause and time of death, Language.


angle of attack, and similar matters. Intimidation Spirit Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees. In combat, this is a Test see page Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. d4 The character can read, write, and speak common words and phrases. d6 The speaker can carry on a prolonged but occasionally halting conversation. d8 The character can speak fluently. d10 The hero can mimic other dialects within the language.


d12 The speaker can masterfully recite important literary or oral works. Characters A raise might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can. If this encounter! The consequences depend on as a “macro” skill to simulate several hours the circumstances and who noticed, but are of working the streets. See Networking on usually unpleasant! page to see how to crack some heads for favors or information. If the skill has defined uses, she should work out exactly how it functions. Example: In Deadlands: Hell on Earth, the heroes must rally the town against an approaching mutant horde. Emily has a skill of her own creation, Journalism. She decides to use it to write an emotional article and print it up for everyone in the settlement to read. But the primary goal of the skill system is to create and support character tropes. Investigators do need many different skills, however, because they do things in completely different ways.


A hard-nosed detective needs Intimidation to work the streets, socialites mingle with high society, bookworms hit the library, and computer geeks use Hacking to get what they want. You could combine Boating, Driving, and Piloting into “Vehicles,” for example, but then every modern day person who can drive a car could fly a plane. Intimidation if verbal , Persuasion, Research, Taunt, etc. A raise grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about. It can be used to decipher strange pictograms, recall information about supernatural creatures, remember cures for monstrous maladies like lycanthropy or vampirism, or perform rituals.


Finding information in a library, newspaper morgue, old tome, the internet, etc. See Research on page Performance Spirit A good entertainer can lift the spirits, rally a crowd to action, or simply earn a few bucks from the locals. Specifics depend on the situation, setting, and how well the character is known in the area. Performance covers singing, acting, playing an instrument, or similar tasks that require an audience to appreciate. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods. The GM should modify the roll as she sees fit based on roleplaying, any pertinent Edges or Hindrances that affect the conversation, and the circumstances. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the Reaction Table see sidebar if she has no preconceived notions. Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.


See Networking on page Piloting Agility Piloting allows a character to maneuver airplanes, helicopters, jet packs, or spaceships. Rules for Chases and vehicular combat can be found in Chapter Four. A being with the innate ability to fly he has wings, for example uses Athletics instead. Psionics Smarts This is the skill “psions” or “psis” use to activate and control their psionic abilities. See the Arcane Background Psionics Edge on page Reactions Characters appropriate. These numbers work for typical performers who might be known in a small establishment or area.


Deception: Performance can be used instead of Persuasion if the character is attempting to deceive, bluff, or disguise herself and the GM agrees it makes sense in the context of the situation. In a mixed group, the GM can use the average attitude, that of whoever does most of the talking, or whoever leads the target group. REACTION TABLE 2D6 INITIAL REACTION 2 Hostile: The target is openly hostile. He may attack if possible, or otherwise betray, report on, or hinder the party at the first opportunity. He expects fair payment for any sort of favor or information. He helps if he can for a small fee, favor, or kindness. He likely does simple tasks for very little, and is willing to do more dangerous tasks for fair pay or other favors. mechanical gadgets, vehicles, weapons, and The amount of time this takes is up to the simple electrical devices.


It also covers the GM and the situation. Finding something on use of demolitions and explosives. the internet or a specific passage in a book How long a Repair roll takes is up to the might be possible in a combat round. Looking GM and the complexity of the task. Fixing a through books in a library, searching the Wound on a compact car in a post-apocalyptic internet for a complex topic, or digging up setting might take an hour. Fixing a Wound background information on an individual on the same car in the present day might take usually takes about an hour. four hours if the character wants it painted, Success finds basic information and a raise polished, etc. Success means the item is provides more detail. Failure means the functional. the time required. Use whichever skill is lowest.


the source. Weird Science skill page An to make good use of libraries, newspaper explorer with Occult d10 and Research d6, for example, rolls a d10 when investigating vampire lore at a forgotten library. If he later goes to search for the deed to a house where the vampires are rumored to lair, he rolls his normal Research instead. Note: Research may only provide the clues, Previous editions of Savage Worlds listed a especially in a mystery-heavy game. Putting host of modifiers for things like Stealth and the clues together from the information Tracking now part of Survival. camels, dragons, wagons, chariots, and the This allows her to consider all the like. See the rules for Mounted Combat factors more generally, especially those on page “hard” science. SAVAGE WORLDS Repair Smarts Comprehensive Modifiers 34 A successful Science roll reveals basic information about a topic, and a raise grants more details.


Characters Out of combat, the distance moved depends entirely on the situation. or rocket launcher thrown weapons use Athletics, page See Chapter Three for Survival Smarts details on ranged combat. Survival allows a character to find food, water, or shelter in hostile environments. It can also Spellcasting Smarts be used to navigate wilderness environments, Mages, wizards, warlocks, and witches use figure out which plants are good to eat and Spellcasting to cast spells. Background Magic Edge on page A successful Survival roll provides enough food and water for one person for one day; or Stealth Agility five people with a raise.


Stealth is the ability to hide and move quietly. particularly alert. If the character fails the Tracking: Survival can also be used to roll, the enemy realizes something is amiss detect and follow tracks. Each roll generally and begins actively searching for whatever covers following the tracks for one mile, but roused them. the GM should adjust this as needed for Once foes are alerted and active, Stealth is specific circumstances. opposed by Notice a group roll if there are The Game Master should assign a bonus many foes, see page or penalty based on the target, environment, The GM should apply any circumstantial and time.


to both rolls, however. In combat, this is a Test Sneak Attack: Sneaking up close enough see page A Notice, whether the guard is actively looking raise might leave the victim cowed for the for trouble or not. With attack her tormentor recklessly perhaps with a raise, the attacker has The Drop page a Wild Attack on the first round of combat. their move or any action the GM thinks might draw attention. When to do this, and how large the penalty is, depends entirely on the situation. How long a penalty lasts under repeated use depends on the skill in question. Physical penalties likely fade after a day or so of practice. Penalties for knowledge-based skills are removed if the character spends time researching the subject matter and has access to suitable materials.


In summary, use familiarization penalties for dramatic use or to illustrate differences in cultures or technology levels. Use the lowest of the two skills. Lockpicking, safecracking, picking pockets, sleight of hand, setting and disabling traps and similar acts of misdirection, sabotage, subterfuge, and manipulation are Weird Science Smarts called Thievery. “Mad” scientists, inventors in worlds with If used to pick a lock, crack a safe, disable a magic or technology far beyond our trap, or perform a simple unopposed action, own , alchemists, or artificers can be found success opens or disables the device, and a throughout many Savage Worlds. raise does it in less time, without tripping Though their techniques may vary, all alarms, or whatever else the GM feels is use Weird Science as their arcane skill. See appropriate. the Arcane Background Weird Science Sleight of hand, hiding or planting an item, Edge on page to learn more of their or picking a pocket require a simple success.


wondrous ways. If foes are actively watching the character, Thievery is opposed by Notice. The Game Master should assign penalties for particularly difficult circumstances. Failure typically means the character is spotted or it takes too much time after which the character can try again. A Critical Failure typically sets off the trap, alerts the victim, or jams the device so that it must be opened or interacted with in a different way. Players can choose these Edges after character creation with a little rationalization. An individual might choose the Attractive Edge, for example, by cleaning herself up, getting a makeover, and generally paying more attention to her looks. Characters might be able to gain the Arcane Background Edge by finding a book of forbidden knowledge or training with another arcane type in their party during downtime between adventures.


He ignores the Off-Hand penalty see page If holding a weapon in each hand, AmbiВ­ dextrous characters may stack Parry bonuses if any from both weapons. Such events lead to the Arcane Background Edge and the development of supernatural abilities. See Chapter Five for a complete description of Arcane Backgrounds, powers, and how to use them. Characters Below is a list of Edges common to most settings. The Edges are grouped by type to help during character creation. Unless an Edge specifically says otherwise, it may only be selected once. and magical damage is reduced by 2 as well.


She may or may not have money the Rich or Filthy Rich Edge , but she still walks in the elite social circles of the setting. After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. Start the count anew if she goes berserk again, even in the same battle. they are deadly killing machines as well! Shaken result from physical damage only , your hero must make a Smarts roll or go Brute Berserk. They treat die type and every melee attack must be a Athletics as linked to Strength instead of Wild Attack see page She cannot use Agility for purposes of Advancement. She may scream out threats and Strength if she chooses. use Intimidation, for example. She ignores one level of Wound for Long Range. that reduce Wound penalties.


She may her attack not the intended target , friend be trustworthy or kind, or might just exude or foe. If there are no applicable targets, confidence and goodwill. You get one free the blow simply misses, smashes nearby reroll on Persuasion rolls. objects, etc. The price is higher for the truly Famous, too, with more demands on her time, obligations, rivals, scandals, and an inability to operate in crowds without being recognized. Elan means energy or spirit. Those who have it rise to the occasion when the going gets toughest. The bonus applies only when rerolling. She might be a popular bard known in a particular fiefdom, a minor rock star, or a beloved B-movie actor. She makes double the normal fee when performing for pay see Performance, page The downside of Fame is that the individual is often recognized, others frequently want something from her, she may be followed by fans or admirers, or she may not be able to shirk obligations, performances, or other duties without causing trouble for herself.


She begins play knowing half her Smarts die type in different Language skills of her choice at d6 see the Language skill on page This should be worked out with the GM and come with many more assets as well as onerous responsibilities. He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five. Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. Rich heroes start with three times the normal starting funds for the setting. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however. If they already have a damage die from Claws page 18 , the Martial Artist Edge, etc.


See Evasion on page When his Experienced firearms experts fire two shots in Action Card is a Five or less, he ignores up to rapid succession without spoiling their aim. shots without needing to manually reload. and trauma. or Stunned. adjacent attackers get a free Fighting attack The counterattack takes place immediately against him see Withdrawing from Melee before other hits against the hero on the same on page This is a very dangerous Action Card, if any. proposition for most, but not your wily champion. against up to three failed attacks each turn. See Free Attacks on page At least for most. Your hero knows how to find the weak points in the most massive of foes. A human Size 0 gets the bonus against a creature of Size 3 or greater. He may ignore his Wound penalties when making Vigor rolls to avoid Bleeding Out see page As long as there are obstacles she can bound on, bounce off, or swing on, she moves at her full Pace on Difficult Ground when on foot.


The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately. She has Improved Frenzy and decides to attack three times a Multi-Action at the usual penalty. She rolls her Fighting skill with an extra die for her first attack and second attack. If he is ever “killed,” roll a die. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives. Heroes often find themselves fighting with pieces of equipment or furnishings not designed for combat.


A brawler with this Edge has a knack for using such improvised weapons. See page for details on Improvised Weapons. He gets a free reroll in any opposed Test he initiates. A hero with this Edge draws Your hero has learned to fight on through the an additional Action Card in combat and most intense pain. He may ignore 1 point of chooses which to use. Wound penalties. The hero ignores two points of Wound penalties. This stacks accurate shots. The fighter has trained in basic martial arts. If she Rate of Fire by 1 twice in the same turn via already has a Strength damage die from the a Multi-Action.


Claws racial ability page 18 or the Brawler Example: Gabe fires a machine gun and has Edge, increase the damage a die type. Improved Rapid Fire. The weapon has a Rate Martial Artist does not add to damage from of Fire of 4 and Gabe decides to fire it on all other Natural Weapons such as fangs or horns. three of his allowed actions see Multi-В­Actions on page See Recoil, page She ignores the Unstable Platform penalty see page A fighter may only perform a Sweep once per turn. It may not be combined with Frenzy.


A fighter can take this Edge multiple times, applying it to a different weapon each time. If the character has Two-Gun Kid, the second action may also be a ranged attack. If the character has Two-Fisted, the second action may also be a melee attack. Example: Red has a sword in one hand and a pistol in the other. She has both Two-Fisted and Two-Gun Kid, so she can make a Fighting attack on one action and then a second Fighting or Shooting attack with no Multi-Action penalty on a later action that turn. Leadership Edges Leadership Edges grant bonuses to allies, making them more effective, reliable, or durable.


Unless an Edge says otherwise, it only affects allied Extras. Wild Cards only benefit if the leader has the Natural Leader Edge. Characters may benefit from different Leadership Edges by the same or different leaders, however. Command Range: Allies must be within 5″ 10 yards to benefit from her abilities. This is called her “Command Range. Any Leadership Edge that says it applies only to Extras now applies to Wild Cards as well. unit tactics and can take advantage of rapidly changing situations. At the start A simple phrase uttered by a great leader of the round, he may discard it or give it to can sometimes have momentous results. A any one allied Extra in Command Range. commander with this ability can inspire his The player or GM controlling the receiving troops to bloody fervor by yelling a motto, character can decide whether to accept and slogan, or other inspirational words. replace her current Action Card, or discard it.


potential of those with Arcane Backgrounds Inspire explained in Chapter Five. them to great feats of valor and determination. A leader could Support all Shooting automatically attacks in range, for example, or all Spirit rolls Those who tangle with supernatural forces to recover from being Shaken. sometimes find ways to imbue powers into Inspire is an action and requires some sort items. They may turn an ordinary blade into of communication with those it affects. it es. Characters Command is the basic ability to give clear instructions and support to allies in the thick of battle.


This can take it to 0. It may not be used to improve a Critical Failure. A Gadgeteer can spend up to three Power Points to “jury rig” a device from most any reasonable collection of spare parts. This allows her to use any power normally available to Weird Scientists of her Rank or lower in her particular setting, with a Power Point cost of 3 or lower. The total cost of the power plus any modifiers cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so.


The inventorВ uses Power Points directly from her pool for the device, but once its initial Duration is finished it cannot be maintained it falls apart into its component pieces. Example: Gabe is an inventor in the Weird West. He wants to use boost Trait to help Red fight a giant rattlesnake, but only has the burst and blast powers. To survive such hardВ­ships, the forces of good or evil grant miracles and the ability to turn their favor into supernatural protection. This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank. It may be taken as often as desired at Legendary Rank, but each grants only 2 additional points. This may not exceed his usual limit. This Edge increases that rate to 10 every hour. Sometimes they use this knowledge to recall variations of their various enchantments.


A Wizard can spend 1 extra Power Point when casting a power to change its Trapping. A fireball blast might manifest as a lightning bolt, for example. Characters Background Any An arcane character may learn two new powers by choosing this Edge which may be taken multiple times. He may choose from any powers of his Rank or lower normally available to his particular Arcane Background. Fatigue incurred by Soul Drain comes from deep within and may only be recovered naturally. The relief power and similar abilities have no effect. Professional Edges Professional Edges reflect years of practice or experience in a particular trade, activity, or craft.


In some cases they may also represent special blessings from higher powers as well. Players may purchase Professional Edges after character creation, perhaps roleplaying the achievement by practicing the affected trade during downtime or in between adventures. Stacking: Bonuses to the same Trait from different Professional Edges do not stack. Apply only the highest. appropriate Boating, Driving, or Piloting Soul Drain allows an arcane character to skill instead of Vigor. Each success and raise channel her physical energy into power, negates a Wound. taking a level of Fatigue to recover up to five Power Points. She can take an additional level of Fatigue to Exhaustion to recover up to five more Power Points. She cannot render herself IncapВ­acitated in this way. Some of these heroes are actual private investigators while others are sleuthing mages in a fantasy world or inquisitive college professors stumbling upon Things Man Was Not Meant to Know.


Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise. A McGyver can improvise a device from This Edge may be taken more than once if common resources when the need arises. applied to different skills. heavy loads, and enduring harsh conditions. page 67 and Minimum Strength to use Success creates a minor explosive 2d4 armor, weapons, and equipment without explosive in a Small Blast Template , a one a penalty page This stacks with the shot projectile weapon like a “zip gun” Brawny Edge.


made to survive environmental hazards see A raise creates a larger explosive 2d6 in a Hazards, page They can be invaluable where creativity should be rewarded, particularly traps must be detected, walls must be climbed, in the most dire and dramatic situations. and locks must be picked. Thieves know how to use protrusions on Mr. With a back alleys like cats. to fix something. This means if a particular Thieves also know how to use the dark Repair job says a raise repairs it in half the areas between the streetlights of cities to time, a Mr. Stealth rolls when in an urban environment. Characters The character makes a Smarts roll after an hour of study or immersion on a particular skill. With success, she gains a d4 in the skill, or d6 with a raise. She may spend another hour studying to try again if she fails or wants to try for a raise.


This lasts until the character studies a different subject. The Edge may not be used to increase a skill she actually has points in. They are skilled trackers and scouts, and know how to live off the land for Humiliate months at a time. ruins, or underground. Your hero gets a free reroll on Taunt Tests. Social Edges Getting people to do what you want is a critical skill in most any setting. When this character successfully Tests a foe, he may also remove the Distracted or Vulnerable state page from one of his allies. A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.


It might be the mob, the Feds, a union, or even other adventurers. Connections may be taken more than once, selecting a new faction or contact each time. Once per session, and assuming she can get in touch with them, the heroine can call on her friends for a favor. Menacing allows a character to put her bad looks or worse attitude to good use. Once per turn, when your hero uses Taunt for a Test and gets a raise see Test, page , she may Provoke the foe. This stacks with Distracted but not further instances of Provoke. Provoke lasts until a Joker is drawn, someone else Provokes the target, or the encounter ends. Provoke can affect multiple targets, and may be combined with Rabble Rouser see below. Once per turn, a character with this Edge can make a social Test with Intimidation or Taunt against all enemies in a Medium Blast Template.


The targets must be able to see and hear the hero clearly. Each defender resists and is affected by the Test separately. Once per turn, you can use Work the Room to roll an additional skill die when Supporting with Persuasion or Performance. The additional die Supports any other ally who can see or hear your hero, and applies to their next action, whatever it may be. People know they can depend on your hero when they need assistance. He gets a free reroll on any Support roll. If a character with Retort gets a raise when resisting an Intimidation or Taunt Test, the foe is Distracted. Characters Reliable Weird Edges Weird Edges are slightly supernatural in origin and so are usually only appropriate in games with those elements. Check with your GM before taking them. These characters may spend their own Bennies for any animals under their control, including mounts, pets, familiars, and so on. Your hero can sense when something bad is More Powerful Companions: Beast Master about to happen.


When rolling for Surprise may be taken more than once. With a raise, he starts the • Gain an additional pet. encounter on Hold. Surprise rules a sniper shot, pit trap, • Increase the maximum Size pet you may poisoned drink, etc. The hero must is usually allowed to detect the hazard and be of Heroic Rank. take appropriate action. Most are pious souls ready and rolls, whether natural or magical in nature. This gregarious individual processes alcohol Champions fight the forces of darkness or far differently than most. The bonus applies to area effect increases one die type increasing Toughness damage, ranged attacks, powers, etc. as well. creature born of magic or with any Smarts, Agility, and all linked skills suffer a supernatural abilities.


needed piece of equipment, a handful of • Make an enemy discard an attack against ammunition, or some other useful device. her, then reroll it from scratch. other Natural Weapons this may Ace. Unspent Chi is lost at the end of the combat encounter. This Edge may be selected once per Trait. Eventually, one of these young crusaders may attempt to join the hero in his epic quests. The hero gains a Novice Rank sidekick. The sidekick is a Wild Card, starts each session with two Bennies, may Advance, and has abilities that complement his mentor.


The player should be prepared for his is up to the GM and the circumstances. Edge to occasionally become a Hindrance! Fortunately, other rewards the hero acquires. Otherwise, heroes may always spend Bennies for their they are completely dedicated to their task. Sidekicks must actually take that Edge willing to risk them repeatedly in his service. to do the same for their mentors. Use the Soldier profile found on page for the followers. A hero may outfit her allies Tough As Nails as she sees fit. Your character keeps going when others Use the Allies rules on page to give fall. He must be armed to gain these benefits, but this includes the Martial Artist Edge, claws, or other abilities that count as weapons.


” This is a rough measure of how One of the many great aspects of roleplaying powerful she is. Each Rank allows access to games is advancing your character, watching more powerful Edges and certain abilities her grow from a Novice to a Legendary hero. such as powers! Advancement in Savage Worlds depends on the length of your intended campaign. This ensures characters are balanced just as if they hands of the Game Master. An Advance lets a character do one of the had gained experience normally. Additional goods, equipment, or other following. Remember that no Trait may be raised above its racial maximum usually d assets must be determined by the Game Master and the particular setting. As a quick • Gain a new Edge. than its linked attribute one die type. when he fell. • Increase one attribute by a die type. Legendary characters may raise an attribute every other Advance, Followers and other allies who stay with the party for extended periods can improve their up to the racial maximum.


• Permanently remove a Minor Hindrance, abilities as well. or reduce a Major Hindrance to a Minor if At the end of a game session in which possible. Advance them just as you would the player The player and GM should work out characters. how and when this happens. improving harmful behavior, or might even incr ease an at tr seek professional help during downtime Edg es It opens up ne w between missions. Hindrances • Select up to four points of Hindrances Major Hindrances are worth 2, Minor are worth 1. • For 2 Hindrance points you can raise an attribute one die type, or choose an Edge. Characters • Start with a general idea of what you want to play. Your setting book likely provides many ideas. Attributes • Attributes start at d4. You have 5 points to distribute among them. Each step costs 1 point. Skills • Athletics, Common Knowledge, Notice, Persuasion, and Stealth are core skills and start at d4 for free.


• You have 12 points to put into these or any other skills. • Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that. Derived Statistics • Standard Pace is 6″, but may be changed by racial abilities, Edges, or Hindrances. • Parry is 2 plus half of Fighting. • Toughness is 2 plus half of Vigor, plus any Armor. This means 2 points of the total 11 Toughness comes from Armor. An Armor Piercing attack could bypass those 2 points but not the other 9. Edges • Use any leftover Hindrance points to take Edges if you like. • Each Edge costs 2 Hindrance points. Arrogant Major : Likes to dominate his opponent, challenge the most powerful foe in combat. Bad Luck Major : The characters starts with one less Benny per session. Big Mouth Minor : Unable to keep secrets and constantly gives away private information. Bloodthirsty Major : Never takes prisoners.


Code of Honor Major : The character keeps his word and acts like a gentleman. Curious Major : The character wants to know about everything. Death Wish Minor : The hero wants to die after or while completing some epic task. Hero gets 5 extra skill points. Heroic Major : The character always helps those in need. Hesitant Minor : Draw two Action Cards and take the lowest except Jokers, which may be kept. Illiterate Minor : The character cannot read or write. Impulsive Major : The hero leaps before he looks. Loyal Minor : The hero is loyal to his friends and allies. Mute Major : The hero cannot speak. Treat Str as one die type lower for Min Str. As a Major Hindrance she has no legal rights or other serious consequences. Overconfident Major : The hero believes she can do anything. Poverty Minor : Half starting funds and the character is always broke. Quirk Minor : The individual has some minor but persistent foible that often annoys others. Neither may take the Fleet-Footed Edge.


Small Minor : Size and Toughness are reduced by 1. Stubborn Minor : The character wants his way and rarely admits his mistakes. As a Minor Hindrance, he subtracts two when resisting Taunt attacks. As a Major, he subtracts four. Dice Savage Worlds uses all 6 traditional gaming dice: 4-sided, 6-sided, 8-sided, sided, sided, and occasionally sided dice. All of these are available from your favorite local gaming store, or online directly from Pinnacle. Like most roleplaying games, we abbreviate the different dice as d4, d6, d8, d10, d12, and d If you see something like 2d6, that means to roll two six-sided dice and add them up. Players need only one set of these dice.


The Game Master might want a couple of sets so she can roll attacks for several villains at once. Cards are used for initiative in combat and to help keep things moving fast and furious. A Setting Will you and your friends explore postapocalyptic ruins? Lead a rugged warband in your favorite fantasy world? Take on the role of vampire lords? Or perhaps fight evil in the many theatres of Weird Wars? Pick up the book for your favorite game setting at your local game store, or create your own. Official Savage Settings include new Edges and Hindrances, Setting Rules, spells, weapons, gear, monsters, and more! Figures and Battle Mats Figures of some sort are very useful for running Savage Worlds games.


Metal miniatures are available from several manufacturers, and cheaper full-color cardstock heroes and monsters can be found as well. Ranges for weapons, movement, and everything else is figured for this size figure on the table-top. We recommend the latter. Mapping out a battle can really help everyone understand where their characters are, where their allies are, and what terrain features they might be able to make use of for cover or clever tricks and maneuvers. The only thing you need is a copy of the character sheet found at our website WWW. You can choose to play any race available in your particular setting. Humans are the standard race in Savage Worlds, and start play with one free Edge see Step 3.


Attributes and skills are ranked by die types, from a d4 to a d12, with d6 being the average for adult humans. Higher is better! Attributes Every character starts with a d4 in each attribute, and has 5 points with which to raise them. Raising a d4 to a d6, for example, costs 1 point. Spirit is very important as it helps your character recover from being rattled when injured. Skills Skills are learned trades such as Shooting, Fighting, scientific knowledge, professional abilities, and so on. These are very general descriptions which cover all related aspects. Shooting, for example, covers all types of guns, bows, rocket launchers, and other ranged weapons. You have 15 points to distribute among your skills. If you exceed the attribute, the cost becomes 2 points per die type. As with attributes, no skill may be increased above d Example: Fighting is linked to Agility.


A character with a d8 Agility can buy Fighting for one point per die type to d8. Buying a d10 costs 2 points, and a d12 costs another 2 points. Derived Statistics Your character sheet contains a few other statistics you need to fill in, described below. Pace is how fast your character moves in a standard combat round. This is the TN to hit your hero in hand-to-hand combat. Charisma is added to Persuasion and Streetwise rolls, and is used by the GM to figure out how nonplayer characters react to your hero. Anything over this causes him to be rattled or worse. Vigor over a d12 is calculated just like Parry. Some settings may provide your hero with all the gear he needs. In others, you may be assigned a certain amount of money with which to purchase your starting gear. A list of some common gear and weapons can be found in Chapter Two. Ask yourself why your hero is where she is and what her goals are.


Or you can just start playing and fill in these details as they become important. Characters can take Edges by balancing them out with Hindrances. Look for more in upcoming Savage Settings. You can take one Major Hindrance and two Minor Hindrances. A Major Hindrance is worth 2 points, and a Minor Hindrance is worth 1 point. Nor do you need different Driving skills for every common vehicle in your setting. Boating Agility Characters with this skill can handle most any boat common to their setting. They generally know how to handle most common tasks associated with their vessels as well tying knots, simple engine repair, etc. Rules for using boats on the table-top can be found in Chapter Five. Climbing Strength This is the skill characters use to ascend walls, trees, or cliff-sides.


Those who have high Climbing skill are those who frequently climb cliffs, walls, and other difficult surfaces. The skill roll is modified by the conditions below. During combat, characters ascend at half their Strength per round if using ropes or with decent hand- or footholds. See the Falling rules should a character suffer a mishap. Fighting Agility Fighting covers all hand-to-hand melee attacks. The TN to hit an opponent is his Parry 2 plus half his Fighting. Gambling Smarts Gambling is useful in many settings, from the saloons of the Old West to the barracks of most armies. Five dollars, 5 gold coins, etc. Now have everyone in the game make a Gambling roll.


The lowest total pays the highest total the difference times the stake. The next lowest pays the second highest the difference times the stake, and so on. The GM may raise or lower this modifier depending on the particulars of the game or the method of cheating. The consequences of this depend on the setting, but are usually quite harsh. Characters are often called on to make Guts checks when they witness grisly scenes or encounter particularly horrific monsters. The GM should see the Fear table for the effects of failure. Healing Smarts Healing is the art of stopping wounds and treating existing injuries. See the Healing rules for specific information. Intimidation Spirit Intimidation is the art of frightening an opponent with sheer force of will, veiled or overt threats, or sometimes just really big guns. See Tests of Will for the game effects. Investigation Smarts A character skilled in Investigation knows how to make good use of libraries, newspaper morgues, the internet, or other written sources of information.


To get information from people rather than books and computers, use the Streetwise skill. Knowledge Smarts Knowledge is a catch-all skill that must have a focus of some sort, such as Knowledge Occult or Knowledge Science. An archaeologist, for example, should have Knowledge History and Knowledge Archaeology. The skill can be taken multiple times with different focuses to reflect different areas of expertise. General focuses such as Science are acceptable, but the GM should give a bonus to a character who has a more relevant focus, such as Knowledge Biology. Some suggested Knowledge focuses are: Area Knowledge, Battle used in Mass Combats , Computers, Electronics, History, Journalism, various languages, Law, Medicine though actually caring for someone is the Healing skill , Science, or Tactics.


Lockpicking is also be used to disarm the catches and triggers on traps, unless a more relevant skill seems appropriate for a particular trap. Persuasion Spirit Persuasion is the ability to talk or trick others into doing what you want. Nonplayer characters start at one of five different attitudes: Hostile, Uncooperative, Neutral, Friendly, or Helpful. The GM has more detailed information on nonplayer characters and their reactions. Piloting Agility Piloting allows a character to fly airplanes, helicopters, jet packs, and any other flying devices common to his setting. Repair Smarts Repair is the ability to fix gadgets, vehicles, weapons, and other machines. Riding Agility Riding allows you to mount, control, and ride any beast common to your setting. Players should note that mounted characters use the lowest of their Fighting or Riding skills when fighting from horseback. Shooting Agility Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher.


The basic Target Number to hit is 4 as usual, though there are a number of important modifiers such as range that frequently come into play. Stealth Agility Stealth is the ability to both hide and move quietly, as well as palm objects and pick pockets. Here are detailed rules for how to sneak up on foes and infiltrate enemy lines. The group need only score a standard success on their individual Stealth rolls to avoid being seen. Failing a Stealth roll in the presence of inactive guards makes them active. If the subject is foreign to a character, subtract 2 or more from the roll.


Everyone else breaks even and gets no modifier. A human has about average knowledge, so no bonus is granted. If it becomes important to know how well a character performs a common task, the GM can ask for whatever roll is appropriate. Knowing how to do a dance, for example, is a Common Knowledge roll. If it becomes important to see how well a character performs the dance, the GM might ask for an Agility roll with no bonuses or penalties. Specific Knowledges Sometimes a character might want more detailed or specific knowledge. In the example above, a dwarf with Knowledge Stonework not only knows the dungeon was carved, but might just know what race did it, and the era in which it was carved. Knowledge of a particular region is also handy. In a fantasy campaign, for example, locals might know the Dread Mountains are home to vicious harpies. In combat, the Stealth roll covers only a single round of movement. Stealth for Groups: Out of combat, make only one Stealth roll for each like group of characters a group roll.


Use the lowest movement rate to determine how much ground is covered as well. The observers also make a group roll to Notice their foes. Once a combat breaks down into rounds, Stealth and Notice rolls are made on an individual basis. Streetwise Smarts Streetwise characters are able to gather information from the street, saloons, or other contacts through bribes, threats, or carousing. Finding written information in libraries and the like is covered by the Investigation skill. Failing a roll against active guards means the sneaking character is spotted. Apply the following modifiers to all Stealth rolls. A character may only make one roll per day. A successful roll finds sustenance for one person, a raise on the roll finds food and water for five adults.


Horses and other large beasts count as two adults. Children, camels or others with small appetites count as half. Those who benefit from the roll do not have to make Fatigue rolls for the day for food, water, or shelter. Swimming Agility Swimming determines if a character floats or sinks in water, as well as how fast he can move within it. Choppy water counts as rough terrain and halves this rate. See Test of Wills for the effects of a successful Taunt. Throwing Agility Throwing governs all sorts of thrown weapons, from hand grenades to knives, axes, and spears.


Throwing works just like the Shooting skill, and uses all the same modifiers. Tracking Smarts Tracking allows a character to follow the tracks of one or more individuals in any type of terrain. Each roll generally covers following the tracks for one mile, but the GM may adjust this dramatically for more specific or small scale searches. Apply the modifiers below to each roll. Some Hindrances are more or less subjective such as Overconfident. A character may take one Major Hindrance and up to two Minor Hindrances. Characters with this drawback suffer a -2 penalty to the Repair skill at all times. In addition, when a hero uses a mechanical or electronic device, a roll of 1 on his skill die regardless of his Wild Die means the device is broken. The damage usually requires a Repair roll at -2 and 1d6 hours to fix. Anemic Minor Your hero is particularly susceptible to sickness, disease, environmental effects, and fatigue.


He subtracts 2 from all Vigor rolls made to resist Fatigue checks, poison, disease, and the like. Whatever it is—swordsmanship, kung fu, running—there is no one who can touch his skills and he flaunts it every chance he gets. He must completely dominate his opponent. Anytime there is even a shadow of a doubt as to who is the better, he must humiliate his opponent and prove he can snatch victory any time he wishes. He is the kind of man who disarms an opponent in a duel just so he can pick the sword up and hand it back with a smirk.


In low-tech settings where the hero cannot wear glasses, Bad Eyes is a Major Hindrance. Bad Luck Major Your hero is a little less lucky than most. He gets one less benny per game session than normal. A character cannot have both Bad Luck and Good Luck. He reveals plans and gives away things best kept among friends, usually at the worst possible times. It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. Blind Major Your hero is completely without sight. On the plus side, Blind characters gain their choice of a free Edge to compensate for this particularly deadly Hindrance.


Bloodthirsty Major Your hero never takes prisoners unless under the direct supervision of a superior. This can cause major problems in a military campaign unless your superiors condone that sort of thing. Your hero suffers -4 to his Charisma, but only if his cruel habits are known. This Hindrance is usually Minor unless the goal is relatively easily fulfilled very rare. Delusional Minor or Major Some folks gather too much intelligence. This character personifies over-cautiousness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.


Your hero believes something that is considered quite strange by everyone else. He suffers -2 to Common Knowledge rolls. Doubting Thomases are skeptics who try their best to rationalize supernatural events. Even once a Doubting Thomas realizes the supernatural exists, he still tries to rationalize weird events, following red herrings or ignoring evidence. Doubting Thomases suffer -2 to their Guts checks when confronted with undeniable supernatural horror. Cautious Minor Code of Honor Major Honor is very important to your character. If a Minor Hindrance, he argues bitterly over any loot acquired during play. His Pace is reduced by 1, and his Strength and Vigor drop a die type to a minimum of d4, and cannot be raised thereafter. On the plus side, the wisdom of his years grants the hero 5 extra skill points that may be used for any skills linked to Smarts. Enemy Minor or Major Someone out there hates your hero and wants him dead.


The value of the Hindrance depends on how powerful the enemy is and how often he might show up. A Minor Enemy might be a lone gunslinger out for vengeance. A Major Enemy might be a supernatural gunslinger with a hate-on for your hero. If the enemy is one day defeated, the GM should gradually work in a replacement, or the hero may buy off the Hindrance by sacrificing a leveling opportunity. Your hero suffers a -1 Charisma. A Major Habit is a physical or mental addiction of some sort that is debilitating or possibly even deadly. This includes drug use, chronic drinking, or perhaps even an addiction to virtual reality in a high-tech setting. The first failed roll makes the character Fatigued, then Exhausted.


The final result is a coma for hard drug use, or a bad case of the shakes for things like alcohol or VR. Medical care may ease the symptoms. Otherwise the victim must live with the penalties for 1d6 days. Afterwards, the hero must buy off the Hindrance by sacrificing an opportunity to level up, or he eventually falls back into his dependency. Hard of Hearing Minor or Major Characters who have lost some or all of their hearing have this disadvantage. As a Minor Hindrance, it subtracts 2 from all Notice rolls made to hear, including awaking due to loud noises. A Major Hindrance means the character is deaf. She cannot hear and automatically fails all Notice rolls that depend on hearing.


Heroic Major Your hero never says no to a person in need. An Obese hero adds 1 to his Toughness, but his Pace is decreased by 1 and his running die is a d4. Obese characters may also have difficulty finding armor or clothing that fits, fitting into tight spaces, or even riding in confined spaces such as coach airplane seats or compact cars. Illiterate Minor One Arm Major Your hero cannot read. He can probably sign his name and knows what a STOP sign says, but can do little else. Lame Major A past wound has nearly crippled your hero. His basic Pace is reduced by 2 and he rolls only a d4 for running rolls. Mean Minor Your hero is ill-tempered and disagreeable. No one really likes him, and he has trouble doing anything kind for anyone else. Your hero suffers -2 to his Charisma. Obese Minor Particularly large people often have great difficulty in dangerous physical situations.


Those who carry their weight well have the Brawny Edge. A character cannot be both Brawny and Obese. Whether by birth or battle, your hero has lost an arm. Tasks that require two hands, such as Climbing, suffer a -4 modifier. One Eye Major Your hero has had an eye gouged out by some nefarious villain in his past. He suffers -2 to any Trait rolls that require depth perception, such as Shooting or Throwing, jumping from one mast to another, and so on. One Leg Major With a peg, One Leg acts exactly like the Lame Hindrance, reducing Pace by 2 and running rolls are now a d4. He also suffers -2 to Traits that require mobility, such as Climbing and Fighting. A character with one leg also suffers a -2 penalty to his Swimming skill and Pace. An Indian in a Western town, an alien in a sci-fi game of human marines, or an orc in a party of elves, dwarves, and humans are all examples of outsiders.


He believes he can do most anything and never wants to retreat from a challenge. Minor pacifism means he only fights when given no other choice, and never allows the killing of prisoners or other defenseless victims. Note that undeniably evil creatures, undead, demons and the like, are fair game, however. A Major Pacifist might also fight with nonlethal methods, such as with his fists. Such characters only do so when obviously threatened, however. Phobia Minor or Major Phobias are overwhelming and irrational fears that stay with a hero for the rest of his life. Whenever a character is in the presence of his phobia, he subtracts 2 from all his Trait tests as a Minor Hindrance, and 4 if the fear is a Major Phobia.


Instead, the phobia usually centers on some random element the mind focused on during whatever encounter caused such a fright. Remember, phobias are irrational fears. Your hero is that fool. In general, the player should halve his total funds every game week or so. Quirk Minor Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. A swashbuckler may always try to first slash his initials on his foes before attacking, a dwarf may brag constantly about his culture, or a snobby debutante might not eat, drink, or socialize with the lower class. Small Major Your character is either very skinny, very short, or both relative to his particular race. Ugly Minor Your hero hit more than a few ugly sticks on his way down the tree of life. His Charisma is lowered by 2, and he is generally shunned by members of the opposite sex. Vengeful Minor or Major Your character always attempts to right a wrong he feels was done to him.


If this is a Minor Hindrance, he usually seeks vengeance legally. Vow Minor or Major The character has a vow of some sort. Some may have Vows to particular orders or causes, to the Hippocratic Oath, to rid the world of evil, and so on. The danger in fulfilling the Vow and how often it might come into play determines the level of the Hindrance. Wanted Minor or Major Your hero has committed some crime in his past and will be arrested if discovered by the authorities. This assumes the setting actually has laws and police officers to enforce them. The level of the Hindrance depends on how serious the crime was. A hero with numerous unpaid parking tickets in a game where he might have to drive occasionally has a Minor Hindrance, as does someone wanted for more serious crimes away from the main campaign area. Being accused of murder is a Major Hindrance in almost any setting. Yellow Major Not everyone has ice water in his veins.


Your hero is squeamish at the sight of blood and gore and terrified of coming to harm. He subtracts 2 from all of his Guts checks. Young Major Children are sometimes forced to go on dangerous adventures through unfortunate circumstances. Think carefully before choosing this Hindrance, for your character starts at a significant disadvantage. Young heroes are generally years old in human years—you must adjust this for races with different aging paradigms. They have only 3 points to adjust their attributes and 10 skill points. On the plus side, youths like these have a fair amount of luck. They draw one extra benny at the beginning of each game session. This is in addition to any additional bennies gained from such things as the Luck or Great Luck Edges. He stops getting the extra benny when he reaches 18 years of age however or the age of adulthood in your particular setting. The Edges are grouped by type to help during character creation. Unless an Edge specifically says otherwise, it may only be selected once.


Rank: Below each Edge is the Rank that you must have to purchase it. A character may always purchase an Edge of a Rank lower than his. To buy an Improved Edge, you must have all previous versions of an Edge. You must choose Rich before buying Filthy Rich, for example. Background Edges These Edges are hereditary and background advantages that may usually be purchased only during character creation. If a player has a particularly good reason for picking up a Background Edge during play, he should talk it over with the GM.


If she agrees that it makes sense, the character may choose the Edge when leveling just like any other. A character might choose the Attractive Edge, for example, by cleaning herself up, getting a makeover, and generally paying more attention to her looks. Characters might 20 gain the Arcane Background Edge as well should they find a book of forbidden knowledge or train under another arcane type in their party. Alertness Requirements: Novice Not much gets by your hero. He may ignore the -2 penalty for using his off-hand. Arcane Background Requirements: Novice, Special This is the Edge your character must purchase to have any sort of magical, psionic, or other supernatural ability.


See Chapter Four for a complete description. Even friendly arcane powers must subtract this modifier to affect the resistant hero. Improved Arcane Resistance Requirements: Novice, Arcane Resistance As above but Armor and resistance are increased to 4. Very Attractive Requirements: Novice, Attractive Your hero or heroine is drop-dead gorgeous. Berserk Requirements: Novice Immediately after suffering a wound including a Shaken result from physical damage , your hero must make a Smarts roll or go berserk. The warrior ignores all wound modifiers while berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation.


Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 regardless of his Wild Die , he hits a random adjacent target, not the original target. The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses. The Berserker may end his rage by doing nothing not even moving for one full action and making a Smarts roll at Either way, his bulk resists damage better than most. In addition, your hero can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.


Luck Requirements: Novice The player seems to be blessed by fate. He draws 1 extra benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers. Great Luck Requirements: Novice, Luck The player draws 2 extra bennies instead of 1 for his luck at the start of each session. Noble Requirements: Novice Those born of noble blood have many perks in life, but often have just as many responsibilities. This gives the hero several Edges for the price of one, but the responsibilities more than offset the additional perks.


Nobles often have troops under their control, as well as land, a family home, and other assets. All of this must be determined by the GM, and balanced by the grave responsibilities the character faces. As an example, a character in a fantasy campaign might have a company of swordsmen, a small keep, and even a 21 magical sword he inherited from his father. But he also has an entire county to manage, criminals to judge, justice to mete out, and a jealous neighbor who covets his lands and constantly plots against him at court. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5. Level Headed characters draw their additional card and take the best before using their Quick Edge. The guidelines below are listed in modern terms so that your GM can figure out exactly what it means in campaign worlds of his own creation. Rich heroes start with three times the normal starting funds for the setting. Filthy Rich Requirements: Novice, Rich or Noble This character is very wealthy.


Wealthier characters should have a very complete background as well. This needs to be worked out with the GM, and comes with many more assets as well as onerous responsibilities. Combat Reflexes Requirements: Seasoned Your hero recovers quickly from shock and trauma. This Edge allows them to use cover, movement, and concealment to make them harder to hit. Unless they are the victim of a surprise attack and taken completely unaware, attackers must subtract 1 from their Shooting or Throwing rolls when targeting them. Improved First Strike Requirements: Heroic, First Strike As above but the hero may make one free attack against each and every foe who moves adjacent to him.


This allows them to make an extra Fighting attack per round at a -2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero Wild Cards roll two Fighting dice and one Wild Die. The -2 penalty is subtracted from all attacks. A character armed with two weapons still only makes one extra attack. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives. Level Headed Improved Frenzy Requirements: Veteran, Frenzy As above but the character may ignore the -2 Frenzy penalty. Giant Killer Requirements: Veteran The bigger they are, the harder they are to kill. At least for most. But your hero knows how to find the weak points in massive creatures. A human Giant Killer Size 0 , can claim the bonus against the ogre, however. When forced to make Vigor rolls due to Incapacitation, he may ignore his wound modifiers.


This only applies to Vigor rolls called for by these tables—he still suffers from wound modifiers for other Trait rolls normally. A hero with this Edge draws an additional action card in combat and acts on the best of the draw. Improved Level Headed Requirements: Seasoned, Level Headed As above but the hero draws 3 cards. Marksman Requirements: Seasoned The hero excels at taking controlled, measured shots. If he does not move in a turn, he may fire as if he took the aim maneuver. Marksman may never be used with a rate of fire greater than 1. Marksman works with both Shooting and Throwing. He may ignore 1 point of wound penalties. Improved Nerves of Steel Requirements: Novice, Nerves of Steel The hero ignores 2 points of wound penalties. No Mercy Requirements: Seasoned The character may spend a benny to reroll any one damage roll.


Against area-effect attacks, each benny spent applies to one target. Rock and Roll! If a character with this Edge does not move, he may ignore the recoil penalty for firing a weapon on fully automatic. Improved Sweep Requirements: Veteran, Sweep As above but the hero may ignore the -2 penalty. A hero can take this Edge multiple times, applying it to a different weapon each time. Resolve each damage roll separately. Allies are affected by such attacks as well, so heroes must be careful when and how they use this powerful ability. A character may not use Sweep in the same round she uses Frenzy. A leader with this ability can inspire his men to bloody fervor by yelling a motto, slogan, or other inspirational words. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty. Leadership Edges Leadership Edges allow characters to make better use of NPC allies in battle, making them more effective, reliable, or durable.


Leadership Edges are not cumulative from multiple commanders. Troops cannot benefit from two leaders with the Command Edge, for example. They could benefit from two different Edges, however, such as Command and Fervor, even if possessed by two different leaders. Inspire Requirements: Seasoned, Command Leaders with exceptional reputations and experience in battle inspire the soldiers around them. This greatly improves the chances of men recovering from light wounds or poor morale that might normally take them out of the action. With it, he may share his bennies with any troops under his command.


Power Edges Power Edges are for those with Arcane Backgrounds. See the Powers section for more information on each type of Arcane Background, how to use them, and the powers available. New Power Requirements: Novice, Arcane Background An arcane character may learn a new power by choosing this Edge which may be taken multiple times. He may choose from any powers normally available to his particular Arcane Background. Power Points Requirements: Novice, Arcane Background Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank.


Improved Rapid Recharge Requirements: Veteran, Rapid Recharge The character regains 1 Power Point every 15 minutes. To use this dangerous ability, the arcane character first decides how many Power Points he wants to draw from himself. This is a free action. On a Spirit total of 1 or less, the character suffers a wound and falls unconscious for 1d6 hours. On a failure, the character suffers a wound. On a success or better, the character gets the points he needed and may attempt to cast a spell with them immediately they may not be saved. In some cases they may also represent special blessings from higher powers as well. If you want to make a typical Mad Scientist, for example, you could create a character normally, then give him the Gadgeteer and Mr. Fix It Edges. Similarly, a priest from a typical swords and sorcery game has Arcane Background Miracles as well as the Champion and Holy Warrior Edges.


Professional Edges represent many years of training so their Requirements are quite high. Players may purchase Professional Edges after character creation, but should usually lead up to it story-wise by practicing the affected trade during down-time or in between adventures. The time spent acquiring one of these abilities is subjective 28 and up to the Game Master, but makes the game much more believable if a little narrative time is spent training. Stacking: Bonuses to the same Trait from different Professional Edges do not stack. In addition, they may also spend bennies to make soak rolls for any vehicle or vessel they control. Each success and raise negates a wound and any critical hit that would have resulted from it.


other Weird Science device, and uses any power available to Weird Scientists in that setting though this is still subject to Rank restrictions. Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the profession and follow their path with some reluctance. Champions fight the forces of darkness or good. This Edge gives them a slight advantage against such foes. As an action, a priest or other holy person may call upon his chosen deity to repulse supernaturally evil creatures, such as the undead, demons, and the like. It also works on evil characters with the Arcane Background Miracles Edge.


Targeted creatures within that range must make a Spirit roll. Failure means the creature is Shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead. A character may also be an Unholy Warrior working for the forces of evil. In this case, he repulses good creatures, such as angels, paladins, or good characters with Arcane Background Miracles. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible. Some are pulp heroes, others are trained in secret government academies to root out traitors. Man was not Meant to Know in the dark of night. Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d He suffers no negative penalties on Trait rolls for lack of equipment in most situations.


With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise. Pick any two Knowledge skills that you have a d8 or better in. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.


They are often physically weak, however, and do not have the divine powers or healing abilities of priestly spellcasters. What they lack in spiritual favor, however, they more than make up for in utility and eldritch might. Wizards can cast the widest variety of spells, and if advanced wisely, have a wide variety of Power Edges to further increase their awesome abilities. Wizards learn their craft in formalized institutions or under the tutelage of experienced masters. Each raise a wizard gets on his Spellcasting roll reduces the cost of the spell by 1 Power Point. The wizard must have the points available to cast the spell in the first place before rolling. They are skilled trackers and scouts, and know how to live off the land for months at a time. Social Edges Getting people to do what you want is a critical skill in most any setting.


These Edges help your hero do just that. A character with this Edge may freely give his bennies to any other Wild Card he can communicate with. This represents the character giving his verbal or spiritual support to the ally. The player should say what his character is doing to give the support. The gesture could be as complex as a rousing speech, or as simple as a knowing nod. This Edge may be taken more than once, but each time must be applied to a different organization. The GM should also ensure the organization is limited to a single, unique organization. This requires a Streetwise roll. Once in contact, the hero must make a Persuasion roll.


The GM should feel free to modify both the Persuasion roll and any results based on the circumstances. On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal. Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine. The Game Master must decide if characters can gain access to these benefits. A few common Edges are listed below. Individual settings offer more Weird Edges specifically tailored for that world. Beast Bond Requirements: Novice Some heroes can exert incredible will over their animal companion.


These characters may spend their own bennies for any animals under their control, including mounts, pet dogs, familiars, and so on. This is typically a dog, wolf, or raptor of some sort, though the GM may allow other companions if it fits the setting. If the beast is killed, another comes in 2d6 days if possible. Danger Sense Requirements: Novice Your hero can sense when something bad is about to happen. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable. Up to five companions traveling with a Healer add the bonus to their natural healing rolls as well. When dealt a Joker, the character recovers 2d6 Power Points. He may not exceed his usual limit. Legendary Edges The Edges listed below are out of the regular order because few campaigns get to this level.


Most Legendary Edges are very specific to their campaign world—such as gaining a stronghold or divine favor—but a few fit most anywhere, as shown below. Casualties are not automatically replaced, so a hero may need to choose this Edge again on occasion to replenish his losses. The followers must have some way to eat and earn income, and generally want a piece of whatever loot, treasure, or other rewards the hero acquires. Otherwise, they are completely dedicated to their idol and risk their lives for him under any normal conditions. Followers generally come with only basic equipment depending on their particular setting warriors in fantasy come with at least leather armor and short swords, for example. The hero must purchase any additional equipment for his Followers himself. Professional Requirements: Legendary, d12 in affected Trait.


The character is an expert at a particular Trait. This Edge may be selected more than once, but it may never be applied to the same Trait twice. Master Requirements: Wild Card, Legendary, Expert in affected Trait. This Edge may be chosen multiple times, though it only affects a particular Trait once. Sidekick Requirements: Wild Card, Legendary A character who triumphs over evil time and time again becomes an inspiration to others. Eventually, one of these young crusaders may attempt to join the hero in his epic quests. The hero gains a Novice Rank sidekick. In general, the player character should control his sidekick just like any other allied character. Tough as Nails Requirements: Legendary Your hero is a grizzled veteran. Experience Awards Award Situation 1 The group accomplished very little or had a very short session. As characters progress in experience, new Ranks allow access to more powerful Edges. Starting With Experienced Characters If the GM lets you make a character who has already earned some experience, simply make a character as usual and then grant her that many Advances.


A Veteran character, for example, has 40 Experience Points, so you would make a normal character and grant her eight Advances. Additional goods, equipment, or other assets must be determined by the Game Master and the particular setting. Replacement Characters: When a character dies, his new hero begins play with half the Experience Points his former hero had round down. If a character died with 17 Experience Points, for example, his replacement enters play with 8 points. No Trait may be raised above a d12 but see the Professional and Expert Legendary Edges. Legendary characters may raise an attribute every other Advance. Rank Novice Seasoned Veteran Heroic Legendary Every 5 points accumulated grants a hero an Advance.


Once a hero reaches Legendary status, the rules for Advances change a bit. The character now Advances every time he accumulates 10 Experience Points instead of 5, but a world of new Edges opens up to him as well. Legendary characters may also choose to improve an attribute every other Advance. A few Legendary Edges are included in this book. Many more are quite specific to their particular campaign worlds, and so are covered in upcoming Savage Settings. Raising an attribute a die type costs 1 point. Going over the linked attribute costs 2 points per level. Arcane Res N, Arcane Res. First Strike H, First Strike Fleet-Footed N, A d6 Florentine N, A d8, Fighting d8 Followers L, WC Frenzy S, Fighting d10 Imp. Frenzy V, Frenzy Gadgeteer N, See text Giant Killer V Hard to Kill N, WC, Sp d8 Harder to Kill V, Hard to Kill Healer N, Sp d8 Hold the Line! AP Armor Piercing : The weapon or round ignores this many points of Armor.


A weapon with an AP value of 4, for instance, ignores 4 points of Armor. Excess AP is simply lost. A character who wears multiple layers of armor only gains the highest bonus—they do not stack. Caliber: The number listed in parentheses after firearms is the caliber of bullet it fires. Use this when figuring ammunition costs or trying to figure out if the ammo from one weapon fits in another. Economies are critical to balancing game worlds, so the Game Master is encouraged to re-price goods for his particular campaign. Damage: Damage is listed in terms of dice. Projectile weapons have fixed damage such as 2d6. A character whose Strength is lower than the weapon die can use the weapon, but there are penalties. He still retains any penalties, however like -1 Parry. Double Tap: The weapon can rapidly fire two rounds. Heavy Weapon: The weapon can affect vehicles or other devices with Heavy Armor. See the rules for Area of Effect attacks in the combat chapter. Minimum Strength: Some ranged weapons list a minimum Strength to use.


A character with a lower Strength can use the weapon, but suffers a -1 penalty to his attack roll for every step of difference between his Strength and the minimum Strength required. The penalty is ignored if the weapon can be braced on a bipod or other support. Ranges are listed in inches so that you can use a ruler to move, shoot, and fight on the table-top with miniatures. Rate of Fire: This is the maximum number of shots that may be taken by this weapon per action. If a single shot is taken, it uses a single round of ammunition and does not incur any recoil penalties. Two or more shots with such weapons always incurs the -2 autofire penalty. Encumbrance A character can carry five times his Strength die type in pounds without incurring any penalties.


Ignore normal clothes when figuring weight. Carrying too much weight inflicts a -1 penalty for every additional multiple of your Load Limit. The penalty applies to all Agility and Strength totals, as well as skills linked to either of those two attributes. A hero with a d8 Strength, for example, has a Load Limit of 40 pounds. He can carry pounds at a -1 penalty to his Strength, Agility, and related skill rolls. He could also carry pounds at -2, or pounds at Characters cannot regularly carry weight that inflicts a penalty of more than They may be able to lift greater weights up to a -4 penalty for a few short steps at the discretion of the GM, however. Reloading: Antique weapons, such as muskets and crossbows, are very slow to reload. Each weapon tells you how many actions it requires to reload. If the character moves in the action he fires, he suffers a -2 penalty.


Three Round Burst: The weapon can fire 3 rounds with one pull of the trigger. Selected Gear Notes Below are some notes on some of the equipment listed in this chapter. This assumes the armor is properly fitted, which takes a Knowledge Armorsmithing roll, some basic tools, and 1d6 hours. If armor is not properly fitted such as when wearing armor taken from a foe , the weight is typically doubled. Kevlar Kevlar offers 2 points of protection against most attacks. Power Armor Power armor suits carry much of their own mass, hence the low weight values. Scout suits weigh pounds when powered down, Battle suits weight , and Heavy Suits weigh pounds. All power armor contains comm-units with a 5-mile range. Powered armor typically lasts for one week without recharge.


It requires a special recharging facility and 10 hours to return to full power. The GM may decide suits lose power faster under excessive use. Scout Suit: These suits are made for reconnaissance. Battle Suit: This the standard power armor worn by most heavy troopers in futuristic settings. Heavy Suit: Heavy suits or assault suits are designed for hard fighting under the most intense combat conditions. They subtract 2 from Pace and boost Strength by two die types. Once deployed, these provide a more stable shooting position and help control recoil. It takes one action to deploy a bipod and set the weapon up. Once in position the autofire penalty is reduced to If the hero moves, this benefit is negated and he will have to spend another action to redeploy the bipod. Scopes Optical scopes can be attached to all manner of firearms from rifles to hand guns, and magnify targets to make distance shooting easier.


Farther away, the shot spreads more and causes less damage. Shotguns do 1d6 damage at Long range, 2d6 at Medium, and 3d6 at Short range. If the attack hits, roll damage for both shots. Slugs: Shotguns can also fire slugs. Bouncing Betties These deadly mines are designed to pop up into the air and rain shrapnel down from about head-height.



Views Downloads 83 File size 27MB. DOWNLOAD FILE. New A dventure Deck cards for Necessary Evil! Adventure This is a free suplement that will tweak your Savage Worlds Adve. Savage Worlds Conversion Data. Statistic Conversion 1. Savage Worlds Strength Agility Vigor Smarts Spirit Chaosium 3D6. Joel Charbonneau order Second Edition By Ken Walton and Peter Cakebread Additional Material: Colin Chapman. Alfonso García, Marc Gacy, David Garrett, Hamish Halket, Darrell Hardy, Dustin Hatchett, Darrell Hayhurst, John Hopler, Neal Hyde, Aaron Isaac, Derek Johnson, R Kal Ringenbach, Steve Kellison, Christopher Landauer, Lee Langston, Adam Loyd, Min Lungelow, Brian McCabe, Randy Mosiondz, Andrea Parducci, Sean Patrick Fannon, Paul Rigby, Dave Ross, Matt Rowles, Tracy Sizemore, Zeke Sparkes, Robert Spice, Bill Stilson, Joe Thomas, Brett Wallis, Scott Woodard, Michael Ysker, Micheal Zeid Special Thanks To Our Licensees, the “Aces” Please see our website at www.


com for a current list. Thank you so much for sharing your incredible creativity and passion with our community. Alfonso García of HT Publishers Dedicated to hundreds of thousands of Game Masters and players who have explored countless landscapes, rolled endless Aces, and shared their love and enthusiasm of gaming with friends, family, and strangers around the most Savage of Worlds… Savage Worlds, all unique characters, creatures, and locations, artwork, logos, and the Pinnacle logo are © Great White Games, LLC; DBA Pinnacle Entertainment Group. Distributed by Studio 2 Publishing, Inc. Printed in China. One week we might be inspired to run something like Game of Thrones® and another we want to share a cool idea inspired by the Avengers®. And while we love learning new game systems and seeing what our friends and peers have created, we also like having a system we know like the back of our hands to fall back on, one that combines the crunch of miniatures-oriented gameplay with the ease of “theatre of the mind” and the creative outlet of the most modern narrativebased play.


Each new printing of Savage Worlds has added to the experience, carefully integrating new styles of play through the years with the solid foundation laid at the very beginning. This version of Savage Worlds is what we hope is our best attempt yet at accommodating not just every era, genre, and setting, but most every play style as well. Want to sit around on couches and carry out most of the tale through talk and a few die rolls? Want to break out miniatures and have a massive knock-down, drag-out fight? Everything you need is here. Perhaps the best thing a game system can do is support your ideas. Enough talk. Grab your dice. What You Need to Play A “roleplaying game” is one in which a group of players take on the roles of various characters and attempt to complete quests, tell a story, or overcome obstacles set before them by a “Game Master,” or “GM.


” The GM might create all this straight from her imagination, or she might use one of the published settings and adventures created by Pinnacle, or by other creators who have licensed the rules for their own worlds. Most of the time, the players and GM simply narrate their various actions in the voices of their characters or those of the world around them. t his all just “Som et im es m e. You also need a special “Wild Die,” a d6 of a different color explained in Chapter Three. Dice are available from your favorite local gaming store, or online directly from Pinnacle. We abbreviate the different dice as d4, d6, d8, d10, d12, and d The Action Deck Savage Worlds uses a standard deck of playing cards with the Jokers left in.


Cards are used for initiative in combat and to help keep things moving fast and furious. Look for official Savage Worlds Action Decks for both the core game and most of our Savage Settings! A Savage Setting Will you and your friends explore postapocalyptic ruins? Lead a rugged warband in your favorite fantasy world? Take on the role of vampire lords? Most settings feature adventures called Savage Tales and Plot Point Campaigns. Tokens of some sort represent “Bennies” Others are longer, full-length scenarios with American slang for “benefits”. These can multiple chapters designed to be run over be used to reroll dice, prevent damage, and several sessions. Full-length adventures are much more, all described on page often bundled with our Game Master Screens. Miniatures Optional Getting Started Pick up the book for your favorite game setting at your local game store, or create your own. Official Savage Settings include new Edges and Hindrances, Setting Rules, powers, weapons, gear, monsters, and more!


Plot Point Campaigns If you like to use miniatures in your games, Most of our Savage Settings include a “Plot we make the most iconic characters and Point Campaign,” a grand backstory to the creatures for many of our settings, and our campaign world and a set of Savage Tales that friends at Reaper Minis and Bronze Age eventually resolve the main plot. make lots of other useful models for tactical The Game Master can insert her own Savage battles on the tabletop. for quick and colorful minis of heroes and heroines, villains, monsters, and more. Companions Savage Settings Our Savage Settings are designed to be easy to read, run, and play.


They focus on what players and Game Masters are most likely to need in their adventures and campaigns. Companions add new Edges and Hindrances, powers, monsters, and Setting Rules you can use to create your own world, or recreate your favorite book, movie, or even another tabletop or video game. We also offer miniatures by our friends at Bronze Age! Look for similar accessories for all our Savage Settings. To make your hero, download a Savage Worlds character sheet from our website at www. com and follow the steps below. Concept Published Savage Settings often come with both character ideas and pregenerated “Archetypes. ” You can play these as-is or use them to spark your own ideas. You might play an iconic gunslinger in Deadlands: The Weird West, for example, or you might try something a little different and play the innocent schoolmarm destined to save the town.


Race Settings may feature everything from humans to strange aliens, graceful elves, or other exotic races. You can choose to play any race available in your particular setting. A number of sample races are detailed on pages 12 through 17, as well as rules for players and Game Masters to create their own. You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor is worth 1. A hero could thus take two Major Hindrances, four Minor, or any combination that adds up to 4 points. You can take more Hindrances if you want but the maximum benefit is 4 points! Taking Hindrances not only helps you define and roleplay your hero, but also gives you additional points you can use to start with additional attribute or skill points, Edges, or even money for gear. Traits Characters are defined by attributes and skills, collectively called “Traits,” and both work in exactly the same way. Attributes and skills are ranked by die types, typically from d4 to d12, with d6 being the average for adult humans.


Higher is better! on page Skills in Savage Worlds are very broad to You then have 5 points to increase your keep the action simple and straightforward. Raising a d4 to a d6, for example, The Shooting skill, for example, covers all costs 1 point. may ever be raised above a d12 unless a racial Core Skills: Five skills are marked with a ability says otherwise such as Attribute red star in the list that begins on page Increase, page Increasing Persuasion, and Stealth. These are “innate” a d12 Strength two steps, for example, is a abilities most adult adventurers have. Unless a racial ability page 18 , Edge, or Hindrance says otherwise, your character starts with a d4 in each of these five core skills. Buying Skills: After core skills are assigned, you have 12 additional points to raise core skills or buy and raise new skills as you see fit. If you exceed the linked attribute, the cost becomes 2 points per die type. ” Your character sheet contains a few other ed is always “ R c har act er statistics you need to fill in, described below.


diff er ent Pace is how fast your character moves in R ed tak es on der s n a w e sh tactical situations like combat. Standard Pace n he aspect s w is ut b s, is 6, which means six tabletop inches per ld or diff er ent w t, game round. Each inch is two yards in the ar m g, S always St r on real world. Movement is explained in detail. This is the Target Number TN to hit your hero in hand-tohand combat. Parry of 9. The latter is up to the Game hold. Damage rolls that equal or exceed Master. In modern settings, most everyone this number cause harm explained later in should have a home, clothes, appliances, and so on. The equipment you list on your Chapter Three.


much they can carry in most games, but if it becomes important, see Encumbrance on page Even Finish your new hero by filling in any two legionaries in Weird Wars Rome additional history or background you with identical Traits play vastly care to. Where does they take. One might focus on she live? Does she have any close friends Leadership Edges that lets him rally or family who might be relevant his fellow soldiers while another to the game? concentrates on taking out large numbers of foes at once with Or just start playing and fill in Sweep or Frenzy. these details as they become important and you walk Characters get Edges around in her shoes a bit.


Maybe your characters Adaptability, page 16 , or Advances once play begins know each other page right from the start. Or you might colA comprehensive list of lectively decide to optimize Edges starts on page to that world or genre as well.



Savage Worlds - Explorer\'s Edition,Item Preview

Web21/07/ · Savage Worlds es el juego que te permite jugar a cualquier cosa. La ciencia-ficción, la fantasía, los superhéroes, el terror nada tendrá secretos para ti gracias a WebDownload Savage Worlds: Super Powers Companion [PDF] Type: PDF Size: MB Download as PDF Download as DOCX Download as PPTX Download Original PDF WebEach new printing of Savage Worlds has added to the experience, carefully integrating new styles of play through the years with the solid foundation laid at the very beginning. This Web31/05/ · Savage Worlds Deluxe Edition, pdf 9 torrent download locations blogger.com Savage Worlds Deluxe Edition Other E-books 16 days blogger.com WebWelcome to Savage Worlds—a merger of the best ideas in roleplaying and miniature battles! Savage Worlds was designed to be easy for the Game Master to write WebSavage Worlds Adventure Edition Updates (PDF) #SWADE $ BUY NOW Details Deadlands the Weird West: Blood on the Range (Savage Worlds Test Drive #SWADE) ... read more



Ranged weapons do fixed damage, as listed in the Gear section. N Allows access to the Arcane Backgrounds listed in Chapter Five. Cancel Delete. He might go out of his way, against all reason, not to repeat the mistake. If holding a weapon in each hand, AmbiВ­ dextrous characters may stack Parry bonuses if any from both weapons.



Next roll a d12 and read it like a clock facing to determine the direction the missile deviates. The level of the Hindrance depends on how serious the crime was. To attack a target through an object, first decide if the attack hits. Hindrance, it savage worlds pdf download 4 from all Notice rolls made to hear, including awaking due Enemy Minor or Major to loud noises. العربية български český Dansk Nederlands Suomi Magyar Bahasa Indonesia Latina Latvian Lithuanian Norsk. His Pace is reduced by 1, and his Strength and Vigor drop a die type to a minimum of d4, and cannot be raised thereafter, savage worlds pdf download.

No comments:

Post a Comment

Pages

Blog Archive

Total Pageviews