"description":"<div class=\"swade-core\">\n<h2>Cartes d'action (Initiative)</h2>\n<p>Dans <cite>Savage Worlds</cite>, le rythme doit rester soutenu ! Pour aider le MJ à se souvenir de l’ordre du combat et ajouter un peu de piment, on utilise un paquet de cartes à jouer (incluant deux jokers) pour déterminer l’ordre d’initiative. C’est ce qu’on appelle les “cartes d'action.”</p>\n<p>Le MJ peut distribuer les cartes face visible ou non en fonction de sa préférence. Il peut également distribuer les cartes des personnages face visible et celles de leurs ennemis face cachée pour augmenter la tension chez les joueurs et apporter un peu d’incertitude. </p>\n<p>Au début de chaque round :</p>\n<ul>\n<li>Chaque @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} reçoit une carte d'action (plus d’éventuelles cartes supplémentaires liées aux @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}). Tous les Alliés sous le contrôle du joueur agiront également à cette carte d'action.</li>\n<li>Les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} (tous les zombies, tous les loups, etc.) reçoivent en général une seule carte d'action par groupe et agissent tous en même temps, ce qui les rend plus simple à gérer. Le MJ peut également choisir de grouper un Joker avec ses sbires s’il le souhaite. Le but au final reste de rendre le combat le plus simple et rapide possible.</li>\n</ul>\n<p><strong>Battre les cartes : </strong> les cartes d'action sont mélangées à la fin d’un round où un joker a été tiré.</p>\n<p><strong>Grands groupes : </strong> pour des parties comportant de nombreux joueurs, ou celles en temps limité, le meneur de jeu peut décider de ne distribuer que deux cartes : une pour les gentils, et une pour les méchants. Durant le tour des joueurs, le MJ fait agir les joueurs chacun leur tour dans un ordre défini. Cela accélèrera les choses si c’est plus important que de varier l’ordre d’initiative. Si l’un des personnages dispose d’Atouts comme @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid} ou @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, celui-ci s’applique à la carte du groupe (mais une seule fois).</p>\n<h3>Le décompte</h3>\n<p>Les cartes distribuées, le MJ procède ensuite au décompte d’As à 2. Chaque groupe résout ses actions lorsque sa carte est appelée.</p>\n<p><strong>Égalités : </strong>les égalités entre cartes de la même valeur sont résolues dans l’ordre des suites : pique ♠, cœur <span class=\"red-text\">♥</span>, carreau <span class=\"red-text\">♦</span>, et trèfle ♣.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>JOKERS : </strong>les personnages (ou les groupes) ayant un joker en tant que carte d'action peuvent agir quand ils le souhaitent dans le round, et peuvent même interrompre l’action de quelqu’un d’autre. En outre, tous leurs jets de @Compendium[swade-core-rules.swade-rules.Traits]{Traits} et de @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} se font avec un bonus de +2 pour le round !</li>\n</ul>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Actions</h2>\n<p>Les personnages font des “actions” lorsque vient le tour de leur @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} à chaque round. Un personnage peut se déplacer (voir <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}</strong>) p. 92) et effectuer une action à n’importe quel point de son déplacement sans malus (qu’il s’agisse d’une attaque, d’un sort, etc.).</p>\n<p>Les personnages ont le choix parmi une multitude d’actions possibles durant leur tour. @Compendium[swade-core-rules.swade-rules.Support]{Soutenir} des alliées, imposer des @Compendium[swade-core-rules.swade-rules.Test]{Épreuves} à des adversaires, utiliser un @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}, attaquer au @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} ou @Compendium[swade-core-rules.swade-skills.Shooting]{distance}. Un personnage peut effectuer plusieurs actions au cours de son tour (voir <strong>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}</strong> p. 97).</p>\n<p>Pour des actions plus complexes comme allumer une torche ou chercher un objet dans son sac à dos, plusieurs rounds peuvent être nécessaires. Dans ce cas, le MJ reste seul juge et peut décider que le temps nécessaire est fixe ou aléatoire ([[/r 1d6]] rounds par exemple).</p>\n<h3>Actions gratuites</h3>\n<p>Déclamer une phrase ou deux, déplacer un personnage d’un nombre de cases inférieur ou égal à son mouvement, se jeter @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, ou encore lâcher un objet sont des exemples d’actions gratuites. Un héros peut en général effectuer plusieurs actions gratuites simultanées durant son tour (parler et lâcher un objet tout en marchant, par exemple). Là encore, le MJ reste seul juge de ce qui reste acceptable, mais le bon sens devrait rester le guide principal.</p>\n<p>Certaines actions gratuites adviennent de manière automatique et une seule fois au début du tour d’un personnage, comme les jets pour récupérer des états @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.</p>\n<p>Les actions gratuites qui sont des réactions — comme les jets opposés pour résister à des actions adverses ou à des pouvoirs — ne sont pas limitées et adviennent à chaque fois que la situation l’exige.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Progression</h1>\n</div>\n<div>\n<p>Un des plus grands attraits du jeu de rôle est de faire progresser votre personnage, de le voir évoluer de novice plein de rêves à héros légendaire.</p>\n<p>La Progression dans <cite>Savage Worlds</cite> dépend de la longueur prévue de votre campagne. Pour les campagnes courtes d’une dizaine de sessions, nous vous recommandons de faire Progresser les personnages une fois par session de jeu. Pour les parties en oneshot, comme en convention par exemple, vous pouvez même envisager d’autoriser une Progression en <em>milieu</em> de session, en particulier s’il y a un temps mort ou que la narration s’y prête.</p>\n<p>Vous pouvez ralentir les choses, en autorisant une Progression toutes les deux sessions, voire toutes les trois pour une campagne au long cours. Vous pouvez opter pour des Progressions lorsque certains objectifs sont atteints. La décision reste dans les mains du MJ.</p>\n<p>Une Progression permet à un personnage de s’améliorer de l’une des manières suivantes. Gardez à l’esprit qu’aucun @Compendium[swade-core-rules.swade-rules.Traits]{Trait} ne peut être augmenté au delà du maximum lié à l’espèce ou à la culture (en général d12).</p>\n<ul>\n<li>Choisir un nouvel @Compendium[swade-core-rules.swade-rules.Edges]{Atout}.</li>\n<li>Augmenter d’un cran une @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} dont la valeur est déjà égale ou supérieure à son Attribut lié.</li>\n<li>Augmenter d’un cran deux Compétences dont les valeurs sont inférieures à leur Attribut lié (y compris prendre à d4 de nouvelles Compétences dont ne dispose pas encore le personnage).</li>\n<li>Augmenter d’un cran un Attribut. Vous ne pouvez choisir cette option qu’une fois par Rang (voir <strong>Rang</strong>, ci-dessous). Un personnage Légendaire peut augmenter un Attribut une Progression sur deux jusqu’au maximum lié à l’espèce ou à la culture.</li>\n<li>Supprimer définitivement un @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} Mineur ou passer un Handicap Majeur en Mineur si cela est possible. Avec l’accord du MJ et si cela fait sens, vous pouvez économiser deux Progressions pour pouvoir supprimer un Handicap Majeur. Le joueur et le MJ doivent se mettre d’accord sur la façon dont cela se produit. Peut-être qu’un événement traumatisant aura déclenché un changement d’attitude chez le personnage, que ce dernier aura décidé de faire des efforts pour changer voire même qu’il cherchera l’aide d’un professionnel entre ses missions.</li>\n</ul>\n<h2>Rang</h2>\n<p>Au fur et à mesure qu’un personnage obtient des Progressions, son Rang augmente. C’est une mesure grossière de la puissance d’un héros. Chaque Rang donne accès à des @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et des capacités plus puissantes, comme des @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs}) par exemple.</p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Rang</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Progressions</th>\n<th class=\"table-column-header\" scope=\"col\">Rang</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>0-3</td>\n<td>Novice</td>\n</tr>\n<tr>\n<td>4-7</td>\n<td>Aguerri</td>\n</tr>\n<tr>\n<td>8-11</td>\n<td>Vétéran</td>\n</tr>\n<tr>\n<td>12-15</td>\n<td>Héroïque</td>\n</tr>\n<tr>\n<td>16+</td>\n<td>Légendaire</td>\n</tr>\n</tbody>\n</table>\n<h3>Débuteravecdespersonnagesexpérimentés</h3>\n<p>SileMJsouhaitecommencerlejeuavecdespersonnagesplusexpérimentés,créezsimplementceuxciauRangNovicepuisfaiteslesProgressernormalement.Vousvousassurezainsiqu’ilsserontéquilibréscommes’ilsavaientévoluéencoursdejeu.</p>\n<p>Lapossessiondebienssupplémentairesoud’équipementsparticuliersresteàladiscrétionduMJselonl’univers.Dem
"description":"<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Outils pour l'aventure</p>\n</div>\n</div>\n<p>Ce chapitre contient les outils permettant au @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} de gérer toutes ces situations spéciales qui arrivent souvent en jeu.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Allies]{Alliés}:</strong> gestion des Extras contrôlés par les PJ.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Mass Battles]{Combats de masse}:</strong> ultimes batailles désespérées entre armées.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Social Conflict]{Conflits sociaux}:</strong> organiser un procès, plaider une cause ou convaincre une foule.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}:</strong> effets d’une chaleur accablante, d’un froid mordant, de radiations, etc.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Interludes]{Interludes}:</strong> raconter des bribes de l’histoire des PJ au cours de longs voyages.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites}:</strong> poursuites dynamiques et palpitantes à pied, en voiture, à moto, duels aériens ou spatiaux entre flottes gigantesques.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Setting Rules]{Règles d'univers}:</strong> plein de règles spéciales pour personnaliser vos propres univers.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Quick Encounters]{Rencontres rapides}:</strong> façon simple et rapide de résoudre des combats, des braquages ou des cascades quand le temps vient à manquer.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Networking]{Réseautage}:</strong> collecte d’information ou demande de faveurs.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Wealth]{Richesse}:</strong> système optionnel pour ceux ne voulant pas s’encombrer avec la gestion des finances.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques}:</strong> plus de tension ou de drame pour des situations comme désamorcer une bombe ou pirater un serveur.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Fear]{Terreur}:</strong> effets d’une terreur insoutenable.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Travel]{Voyages}:</strong> calcul du temps de parcours du groupe à travers votre monde sauvage.</li>\n</ul>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Viser</h2>\n<p>Les jets de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} partent du principe que le personnage se déplace, qu’il esquive les attaques adverses et qu’il garde un œil attentif sur le chaos qui l’entoure. Toutefois, s’il se concentre sur sa cible, il peut faire un tir bien plus précis.</p>\n<p>Un personnage qui passe son tour complet à Viser avec une arme à distance une cible précise, sans aucune autre action, peut ignorer <em>lors de son prochain tour</em> jusqu’à 4 points de malus de @Compendium[swade-core-rules.swade-rules.Range]{Portée}, de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, d’@Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque ciblée}, d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle}, ou de @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}, ou bénéficier d’un bonus de +2 à son prochain jet. Son attaque doit être la première action de son tour suivant sous peine de perdre le bonus.</p>\n<p>Le tireur doit être “stationnaire” pour Viser. Il ne peut pas se déplacer, courir, chevaucher ou de manière générale se déplacer de son propre fait. Il peut viser à bord d’un véhicule se déplaçant sur une surface lisse ou utilisant la manœuvre <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Stabiliser}</strong> lors d’une Poursuite (voir p. 125).</p>\n</div>"
"description":"<div class=\"swade-core\">\n<p><em>Utilisez les règles d'<strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armes Jumelées}</strong> pour répartir vos armes par lots, de manière ce que chaque lot soit le plus important possible. Faites feu avec les armes d'un @Compendium[swade-core-rules.swade-vehicles.P-51 Mustang]{Mustang} avec par exemple trois lots de deux armes, et d'un @Compendium[swade-core-rules.swade-vehicles.Spitfire Mk IIA]{Spitfire} avec deux lots de quatre armes.</em></p>\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Véhicules aériens</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Véhicule</th>\n<th class=\"table-column-header\" scope=\"col\">Taille</th>\n<th class=\"table-column-header\" scope=\"col\">Manœuvrabilité</th>\n<th class=\"table-column-header\" scope=\"col\">Vitesse Max.</th>\n<th class=\"table-column-header\" scope=\"col\">Rés.</th>\n<th class=\"table-column-header\" scope=\"col\">Pass.</th>\n<th class=\"table-column-header\" scope=\"col\">Prix</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Véhicules civils</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Biplane]{Biplan}</td>\n<td>4 (Grand)</td>\n<td>+1</td>\n<td>190</td>\n<td>12 (1)</td>\n<td>1</td>\n<td>150K+</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Cessna Skyhawk]{Cessna Skyhawk}</td>\n<td>5 (Grand)</td>\n<td>+1</td>\n<td>210</td>\n<td>12 (2)</td>\n<td>1+3</td>\n<td>150K+</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Helicopter]{Hélicoptère}</td>\n<td>7 (Grand)</td>\n<td>0</td>\n<td>200</td>\n<td>12 (2)</td>\n<td>1+3</td>\n<td>500K+</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Learjet]{Jet}</td>\n<td>8 (Énorme)</td>\n<td>+2</td>\n<td>800</td>\n<td>16 (2)</td>\n<td>2+10</td>\n<td>20M+</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Space Shuttle]{Navette spatiale}</td>\n<td>13 (Gigantesque)</td>\n<td>-1</td>\n<td>25K</td>\n<td>20 (4)</td>\n<td>1+40</td>\n<td>250M+</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Véhicules militaires de la seconde guerre mondiale</span></span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.B-17 Flying Fortress]{B-17, Forteresse volante}</td>\n<td>10 (Énorme)</td>\n<td>-2</td>\n<td>170</td>\n<td>19 (2)</td>\n<td>10</td>\n<td>250K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Armes:</em></strong> 2× @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), 2× @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tourelle supérieure}), 2× @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tourelle inférieure}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixe vers la droite}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixe vers la gauche}), @Compendium[swade-core-rules.swade-equipment.Bombs]{Bombes}.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> <
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Allies</h1>\n</div>\n<div>\n<p>Allies play a big part in many <cite>Savage Worlds</cite> games. They serve as troops under your hero’s command in <cite>Weird Wars</cite>, loyal retainers in fantasy settings, or fellow fighters in glorious rebellions against oppression.</p>\n<p><strong>When to Use These Rules:</strong> Use these rules to help keep track of the party’s followers and give them a little extra personality to play off of as well.</p>\n<p><strong>The Basics: </strong>Players create, control, and track their own followers and nonplayer character allies.</p>\n<h2>Using Allies</h2>\n<p>Keeping up with allies in <cite>Savage Worlds</cite> is simple. Just download the <a title=\"Ally Sheet\" href=\"https://www.peginc.com/wp-content/uploads/2014/07/Ally-Sheet.pdf\" target=\"_blank\" rel=\"noopener\">Ally Sheet</a> from our website and fill in the blanks.</p>\n<p>Allied @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are divided up among all the players to control. This is a very important part of <cite>Savage Worlds</cite> because our settings often feature allied bands of skilled hirelings, fellow grunts, or loyal retainers, and the game is designed to handle them quickly and easily. It’s also designed for the players to control them—not the Game Master.</p>\n<p>It doesn’t matter whether or not the <em>characters</em> control the allies, only that the players do. This keeps everyone involved in the action even if his hero is out of the fight, and makes running large combats much easier and more fun for everyone. Of course the GM can always take charge of Extras when the need arises, but with good roleplayers this should rarely be necessary.</p>\n<h3>Allied Personalities</h3>\n<p>You can add a little flavor to your allies by rolling on the <strong>Allied Personalities</strong> table. Jot down the keyword on the Ally Sheet so you and your Game Master have a little insight into each particular ally’s character.</p>\n<p>Consider these general impressions with no particular game effect. They help both the player and GM decide just how an ally might react in a given situation. In a <cite>Weird War Two</cite> game, for instance, a player with a young lieutenant character could look over his list and choose the “Observant” character to pull guard duty. If he has to go with the “Lazy” soldier for some reason, there’s a good chance the GM will rule he falls asleep sometime during his watch.</p>\n<table class=\"table list-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Allied Personalities</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">D20</th>\n<th class=\"table-column-header\" scope=\"col\">Personality</th>\n<th class=\"table-column-header\" scope=\"col\">D20</th>\n<th class=\"table-column-header\" scope=\"col\">Personality</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>1</td>\n<td>Treacherous</td>\n<td>11</td>\n<td>Crude</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Cruel</td>\n<td>12</td>\n<td>Agile</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Old</td>\n<td>13</td>\n<td>Observant</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Happy</td>\n<td>14</td>\n<td>Clueless</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Experienced</td>\n<td>15</td>\n<td>Mysterious</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Gung-Ho</td>\n<td>16</td>\n<td>Creative</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Lazy</td>\n<td>17</td>\n<td>Artistic</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Sneaky</td>\n<td>18</td>\n<td>Fearless</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Bright</td>\n<td>19</td>\n<td>Cowardly</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Young</td>\n<td>20</td>\n<td>Heroic</td>\n</tr>\n</tbody>\n</table>\n<br /><img src=\"modules/swade-core-rules/assets/art/pg112_quote_allies.webp\" alt=\"How come I always get the clueless ones? — Red\"/><br/>\n<h3>Allies&Advancement</h3>\n<p>Alliescanimprovetheirabilitiesaswell.See<strong>@Compendium[swade-core-rules.swade
"description":"<div class=\"swade-core\">\n<h2>Android</h2>\n<p>Androids are semi-organic beings created by advanced technology. The example here mimics humans in most ways and can generally pass for them when desired (and not examined by a physician). Their advanced neural network gives them artificial intelligence complete with individual personalities, quirks, and emotions just like any other sapient being.</p>\n<p>The android version presented here is a generic model. To create more specialized androids, use the custom racial abilities starting in @Compendium[swade-core-rules.swade-rules.Making Races]{Making Races}.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>PACIFIST (Major):</strong> Unless the android is designed for combat, most advanced soc­ieties require the instal­lation of “Asimov Circuits,” a concept based on science fiction writer Isaac Asimov’s “First Law of Robotics.” The artificial being may not injure a sapient being, or through action or inaction, allow such a being to be harmed. This gives them the @Compendium[swade-core-rules.swade-hindrances.Pacifist]{Pacifist} Hindrance.</li>\n<li><strong>CONSTRUCT:</strong> Androids add +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, don’t breathe, ignore one level of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} modifiers, and are immune to poison and disease. Constructs cannot heal naturally. @Compendium[swade-core-rules.swade-rules.Healing]{Guérison} one requires the @Compendium[swade-core-rules.swade-skills.Repair]{Repair} skill, which takes one hour per current Wound level per attempt and is not limited to the <strong>@Compendium[swade-core-rules.swade-rules.Healing]{\"Golden Hour\"}</strong>.</li>\n<li><strong>OUTSIDER (Major):</strong> Androids subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls when interacting with anyone besides other androids, and have no legal rights in most areas (they’re generally considered property).</li>\n<li><strong>VOW (Major):</strong> Constructs are designed with a particular purpose. Player character constructs have broad directives such as serving a particular corporation or political faction. This acts as a @Compendium[swade-core-rules.swade-hindrances.Vow]{Major Vow} to that particular directive. If this ever causes a conflict of interest, the player and GM must figure out what the construct’s programming requires.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Android.webp\" alt=\"Image of an Android with quote 'Alter as needed for Android soliders, miners, entertainers, or whatever.'\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Aquarian</h2>\n<p>From the crushing ocean depths come aquatic folk. They are thick and sturdy beneath the waves but often vulnerable in the dry air or searing heat of the surface.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>AQUATIC</strong>: Aquarians cannot drown in water and move at their full Pace when swimming. See <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}</strong> for normal swimming rates.</li>\n<li><strong>DEPENDENCY</strong>: Aquarians must immerse them­selves in water one hour out of every 24 or become automatically Fatigued each day until they are @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}. The day after Incapacitation from dehydration, they perish. Each hour spent in water restores one level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.</li>\n<li><strong>LOW LIGHT VISION</strong>: Aquarians are used to the darkness of the depths. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>TOUGHNESS</strong>: Life in the depths of their watery worlds has made aquarian flesh tough and resilient. Add +1 to their @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Aquarian.webp\" alt=\"An image of an Aquarian\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Arcane Background (Gifted)</h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>ARCANE SKILL: </strong>@Compendium[swade-core-rules.swade-skills.Focus]{Focus} (@Compendium[swade-core-rules.swade-rules.Traits]{Spirit})</li>\n<li><strong>STARTING POWERS: </strong>1</li>\n<li><strong>POWER POINTS: </strong>15</li>\n</ul>\n<p>The character has innate abilities that don’t fit into the usual tropes of magic, miracles, or psionics. Their powers may be low-level super powers, divine gifts, or even alien abilities, and are often very unusual or unique for their setting.</p>\n</div>\n</div>"
},
{
"id":"Arcane Background (Magic)",
"name":"Arcane Background (Magic)",
"description":"<div class=\"swade-core\">\n<h2>Arcane Background (Magic)</h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>ARCANE SKILL: </strong>@Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} (@Compendium[swade-core-rules.swade-rules.Traits]{Smarts})</li>\n<li><strong>STARTING POWERS: </strong>3</li>\n<li><strong>POWER POINTS: </strong>10</li>\n</ul>\n<p>Magicians range from powerful wizards to vile cultists. They draw on raw supernatural energy to fuel their eldritch fires. This energy infuses the worlds in which they live, and is drawn forth with gestures, words of power, or ancient runes.</p>\n</div>\n</div>"
},
{
"id":"Arcane Background (Miracles)",
"name":"Arcane Background (Miracles)",
"description":"<div class=\"swade-core\">\n<h2>Arcane Background (Miracles)</h2>\n<div>\n<ul>\n<li><strong>ARCANE SKILL: </strong>@Compendium[swade-core-rules.swade-skills.Faith]{Faith} (@Compendium[swade-core-rules.swade-rules.Traits]{Spirit})</li>\n<li><strong>STARTING POWERS: </strong>3</li>\n<li><strong>POWER POINTS: </strong>10</li>\n</ul>\n<p>Those who invoke miracles draw their power from a divine presence of some sort, including gods, nature, or spirits. Their powers are usually invoked with a few words of prayer or by performing established rituals.</p>\n<p>Those who cast miracles are champions of their particular religions. They typically have @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that pertain to their service, such as @Compendium[swade-core-rules.swade-hindrances.Vow]{Vow} or @Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligation}. They might also have @Compendium[swade-core-rules.swade-edges.Connections]{Connections} to others of their religion who can help them out when their divine energies wane.</p>\n</div>\n</div>"
},
{
"id":"Arcane Background (Psionics)",
"name":"Arcane Background (Psionics)",
"description":"<div class=\"swade-core\">\n<h2>Arcane Background (Psionics)</h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>ARCANE SKILL: </strong>@Compendium[swade-core-rules.swade-skills.Psionics]{Psionics} (@Compendium[swade-core-rules.swade-rules.Traits]{Smarts})</li>\n<li><strong>STARTING POWERS: </strong>3</li>\n<li><strong>POWER POINTS: </strong>10</li>\n</ul>\n<p>Psionicists tap into their own mental energy to manipulate matter, read minds, and far more. Some are agents in the employ of a vast government agency, while others are often on the run from them! Some may have years of training or they might have developed their incredible powers in isolation.</p>\n</div>\n</div>"
},
{
"id":"Arcane Background (Weird Science)",
"name":"Arcane Background (Weird Science)",
"description":"<div class=\"swade-core\">\n<h2>Arcane Background (Weird Science)</h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>ARCANE SKILL: </strong>@Compendium[swade-core-rules.swade-rules.Weird Science]{Weird Science} (@Compendium[swade-core-rules.swade-rules.Traits]{Smarts})</li>\n<li><strong>STARTING POWERS: </strong>2</li>\n<li><strong>POWER POINTS: </strong>15</li>\n</ul>\n<p>Weird scientists use strange and powerful inventions beyond the normal technological level of the setting. Such creations might be possible due to super fuels, alien discoveries, or the raw intellect of rare super-geniuses who push the boundaries of science.</p>\n<p>A weird scientist’s <strong>@Compendium[swade-core-rules.swade-rules.Trappings]{Trappings}</strong> must always include the item they’re associated with. The <em>burst</em> power might manifest through a magical flame­thrower in <cite>Deadlands: The Weird West</cite>, for instance, while “Dr. Gabriel’s Wondrous Restorative Elixir!” is a <em>healing</em> potion.</p>\n<p>Weird scientists must have their devices at hand to activate their powers (but see <strong>Jury Rig</strong>, below).</p>\n<p>Other characters can’t activate the inventor’s creations. They might not understand the strange mechanisms required to make it work, the device might not be “calibrated” or portioned for other users, or it might just “fritz out” for anyone but the creator. While this may seem a bit strange narratively, the “magic”—and the Power Points—come from the inventor so he must be the one to activate it</p>\n<p>Creating devices for others is possible—it just requires an <strong>@Compendium[swade-core-rules.swade-rules.Arcane Devices]{Arcane Device}</strong> and the <strong>@Compendium[swade-core-rules.swade-edges.Artificer]{Artificer}</strong> Edge.</p>\n<p>The inventor can use his devices on others, of course, including administering drinks from his magical elixirs or giving them injections of some miraculous super serum he’s created. If Dr. Gabriel administers his elixir, for example, he rolls to activate the power normally. If he gives someone the bottle to use later, they’ll find it’s lost its potency.</p>\n<p><strong>Jury Rig:</strong> Weird scientists must usually activate their powers through their assigned device, but they can improvise other ways if needed at a −2 penalty. This requires a decent rationale relative to the setting and the GM’s permission.</p>\n<p class=\"embedded-example\"><strong>Example:</strong> Gabe is captured by evil aliens and all his equipment is taken. He’s placed in a holding cell and decides he’ll use the overhead lights and whatever the aliens use for electricity to create a makeshift blast. The GM agrees this will work, but only once since it will destroy the lights and short out the cell’s energy in the process.</p>\n<img src=\"modules/swade-core-rules/assets/art/pg149_quote_weird_science.webp\" alt=\"One 40 megawatt, repeating, cold fusion-powered, plasma gun comping up! — Gabe\" /></div>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Arcane Backgrounds</h1>\n</div>\n<div>\n<p>Start by choosing one of the Arcane Back­ground Edges available in your campaign. Five different types are presented in this book: @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Gifted}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Magic}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{Miracles}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Psionics)]{Psionics}, and @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Weird Science}.</p>\n<p>Each type has the following entries:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ARCANE SKILL: </strong>Each type of power has a particular arcane @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} listed in its description. Take this skill and buy it just like any other on the skill list. The attribute to which the skill is linked is listed in parentheses beside the skill itself.</li>\n<li><strong>STARTING POWERS: </strong>The number of powers a hero starts with at @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{character creation}. Additional abilities may be learned with the <strong>@Compendium[swade-core-rules.swade-edges.New Powers]{New Powers}@Compendium[swade-core-rules.swade-rules.Edges]{Atout}</strong>. The player and Game Master can decide if there’s a narrative reason for this (a cleric is given a revelation, a wizard finds an old spellbook) or it’s simply an evolution of her abilities.</li>\n<li><strong>POWER POINTS: </strong>The number of Power Points the character starts with when she chooses an Arcane Background. A hero increases her Power Points by taking the <strong>@Compendium[swade-core-rules.swade-edges.Power Points]{PP}</strong><strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atout}</strong>.</li>\n</ul>\n<aside class=\"gray-slate\">\n<h2>Versatility</h2>\n<p>The versatility of the <cite>Savage Worlds</cite> powers system allows you to emulate any genre you can imagine using the same powers you become familiar with in different ways.</p>\n<p>Emily likes to play a paladin in fantasy games. She uses <em>@Compendium[swade-core-rules.swade-powers.Smite]{frappe}</em> on her sword with a “light” @Compendium[swade-core-rules.swade-rules.Trappings]{trapping}—it glows with the holy power of the order she serves. In a scifi world, it becomes a laser sword.</p>\n<p>Nate’s wizard in a fantasy setting uses ice magic to hurl freezing <em>@Compendium[swade-core-rules.swade-powers.Bolt]{bolt}</em> of devastating energy from his hands. In a scifi game, he might be more of a tinkerer-type who uses a “freeze gun” with the same power.</p>\n<p>As you get to know the powers and what they can do, you can give them different names and descriptions that make them feel new and interesting without changing the core mechanics. This versatility is extremely powerful, fast, and fun.</p>\n</aside>\n<img src=\"modules/swade-core-rules/assets/art/pg148_quote_arcane_backgrounds.webp\" alt=\"I cast smite on my long-sword. Now it's a FLAMING longsword. It goes better with my hair. — Red\" /></div>\n<aside class=\"parchment-torn\">\n<h2>MultipleArcaneBackgrounds</h2>\n<p>Thoughitshouldberare,theGameMastermightallowacharactertotakemultiple@Compendium[swade-core-rules.swade-rules.ArcaneBackgrounds]{ArcaneBackgrounds}inhersetting.Withherpermission,treateachArcaneBackgroundasitsownset,addingpowers,@Compendium[swade-core-rules.swade-rules.NoPowerPoints]{NoPowerPoints},andbuyingappropriate@Compendium[swade-core-rules.swade-rules.Traits]{skills}separately.</p>\n<h3>Supers</h3>\n<p>True“fourcolor”superheroesarebeyondthescopeofthesepowers.Seethe<cite>SavageWorldsSuperPowersCompanion</cite>forafast,fun,andcompre­hensivetreatmentofsuperpowers,fromstreet-levelcrimefighterstocosm
"description":"<div class=\"swade-core\">\n<h2>Arcane Devices</h2>\n<p>A character with the @Compendium[swade-core-rules.swade-edges.Artificer]{Artificer} @Compendium[swade-core-rules.swade-rules.Edges]{Atout} can focus items into devices for herself or others. The advantage is that they can be given to and used by allies. The trade-off is that devices take a little preparation to create and can be lost or destroyed.</p>\n<p>Devices may be technological in nature, or they might be sacred, enchanted, or psychically powered objects, depending on the creator’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Background}.</p>\n<p><strong>Note:</strong> Arcane devices are relatively temp­orary creations player characters can create from their powers. Truly permanent “magic” items or devices are setting-specific, don’t use @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, and are created by the Game Master as she sees fit (such as those found in the <cite>Savage Worlds Fantasy Companion</cite>).</p>\n<p>The <strong>@Compendium[swade-core-rules.swade-rules.No Power Points]{No Power Points}</strong> @Compendium[swade-core-rules.swade-rules.Setting Rules]{Setting Rule} isn’t compatible with Arcane Devices.</p>\n<h3>Creation</h3>\n<p>Creating a device takes one hour per @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} that can be activated through it. The player must list which powers are in the device and then allocate @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} to it. The device can only use the powers and Power Points allocated to it.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} invested in an arcane device are lost to the inventor until they’re used or recovered with <strong>Tinkering</strong>, see below (they don’t recharge).</p>\n<p><strong>Power Modifiers:</strong> A user may spend a device’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} as desired, including enabling any applicable @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir}.</p>\n<p>Arcane devices may not be <strong>@Compendium[swade-core-rules.swade-rules.Activation]{Shorted}</strong>.</p>\n<p><strong>Limitations:</strong> Arcane devices may benefit from <strong>@Compendium[swade-core-rules.swade-rules.Trappings]{Limitations}</strong>.</p>\n<p><strong>Activation:</strong> The creator uses his arcane skill as usual. Others use whatever skill is associated with the device’s form—guns use @Compendium[swade-core-rules.swade-skills.Shooting]{distance}, grenades use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing), and so on. If there is no other obvious skill, such as for a potion or worn item, the character rolls the inventor’s arcane skill as if it were his own (he does <em>not</em> benefit from any of the creator’s @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or other abilities, however).</p>\n<p>Failure to activate the device costs one @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} as usual, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} causes the user @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.</p>\n<p><strong>Tinkering:</strong> A creator can reassign up to five @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} per action between an arcane device and her own pool. She must be in physical contact with the item to do so. Inventors should lend out their devices very carefully!</p>\n<p class=\"embedded-example\"><strong>Example:</strong>Gabeisanalchemist.Hemakesan“oilofsharpness”Redcanrubonherswordtoactivatethe<strong>@Compendium[swade-core-rules.swade-powers.Smite]{frappe}</strong>power.Heinvestsfour@Compendium[swade-core-rules.swade-rules.ArcaneBackgrounds]{PP}intoit.Redsoonfindsherselfinbattlewiththeundead.SherubstheoilonthebladeandrollsGabe’s@Compendium[swade-co
"description":"<div class=\"swade-core\">\n<h2>Area Effect Attacks</h2>\n<p>Grenades, spell effects, breath weapons, and other attacks that cover a large area are “area effect attacks.” The most common are @Compendium[swade-core-rules.swade-rules.Blast Templates]{Small, Medium, and Large Blast Templates, and the Cone Template}. There are copies you can print out on our website and we make durable acrylic versions as well.</p>\n<p>Area effect weapons target a location rather than individuals and so ignore defensive bonuses for specific targets covered by the template, such as the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge or @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse} penalties.</p>\n<p>Cone templates are placed with the small end emanating from the attacker and fired with the @Compendium[swade-core-rules.swade-skills.Shooting]{distance} skill (or @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} for breath weapons and other natural attacks). A basic success means those beneath the template are hit. Failure means the attack didn’t occur for some reason—the creature failed to belch up noxious gas, the flamethrower malfunctioned, etc.</p>\n<p>To attack with a blast template, the player places the template on the tabletop (or describes where he wants it to land) and rolls @Compendium[swade-core-rules.swade-skills.Shooting]{distance}, or @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} for thrown weapons and breath attacks. If the attack fails and there’s a chance it might deviate and hit someone else, see <strong>Deviation</strong>, below.</p>\n<p>If the roll is successful, any target even partially beneath the template is affected, regardless of any attack penalties to hit such as the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge. If the effect causes @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, roll for each victim separately. Attacks that hit with a raise cause bonus @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} as usual.</p>\n<h3>Deviation</h3>\n<p>If an attack with a Cone Template fails, it goes over the targets’ heads, hits the ground, or simply falters for some reason. The GM may still decide the attack affects the area around it—perhaps a flamethrower sets a room on fire or a gas canister spews a cloud of gas—but there’s no <em>game</em> effect on characters or other targets this time.</p>\n<p>If a blast template misses, it deviates 1d6″ for thrown weapons (such as grenades) and 2d6″ for fired projectiles. Multiply by 2 if the attack was made at Medium @Compendium[swade-core-rules.swade-rules.Range]{Portée}, 3 if Long, and 4 for Extreme.</p>\n<aside class=\"template-without-miniatures\">\n<h2>Templates Without Miniatures</h2>\n<p>Use the measurements below when you need to figure out how many enemies a template might affect.</p>\n<p>The GM can also use the <strong>Targets Affected</strong> column to determine how many enemies are hit in narrative situations, modifying the results if the targets are more spread out (highly trained agents) or bunched up (a horde of zombies).</p>\n<table class=\"table\"><caption class=\"table-caption\"> </caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Template</th>\n<th class=\"table-column-header\" scope=\"col\">Diameter</th>\n<th class=\"table-column-header\" scope=\"col\">TargetsAffected</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>Small</td>\n<td>4yards</td>\n<td>2</td>\n</tr>\n<tr>\n<td>Medium</td>\n<td>8yards</td>\n<td>3</td>\n</tr>\n<tr>\n<td>Large</td>\n<td>12yards</td>\n<td>4</td>\n</tr>\n<tr>\n<td>Cone</td>\n<td>18-yard-longcone</td>\n<td>3</td>\n</tr>\n</tbody>\n</table>\n</aside>\n<p>Nextrollad12andreaditlikeaclockfacingtodeterminethedirectionthemissiledeviates.Aweaponcanneverdeviatemorethanhalfthedistancetotheoriginaltarget(thatkeepsitfromgoingbehindthethrower).</p>\n<h3>Cover&AreaEffectAttacks</h3>
"description":"<div class=\"swade-core\">\n<h3>Armor</h3>\n<p>This is the amount of Armor provided by the equipment, listed in parentheses beside the wearer’s total @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}. Unless an attacker states otherwise, hits are always directed at the victim’s torso.</p>\n<p>Worn Armor stacks with natural Armor (such as scaly skin) at its full value.</p>\n<p>Worn Armor also stacks with one other layer. The lesser armor adds half its value (rounded down) to the total and increases the heavier armor’s @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} penalty a die type. Wearing a chain shirt (+3) beneath plate mail (+4), adds +1 to the wearer’s armor value, for a total of +5, and increases the Minimum Strength requirement to d12.</p>\n</div>"
},
{
"id":"Armor Notes",
"name":"Armor Notes",
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Armor</h1>\n</div>\n<div>\n<p>@Compendium[swade-core-rules.swade-rules.Armor]{Armor} is written in parentheses next to a character’s Toughness, like this: 11 (2). This means 2 points of the character’s 11 Toughness comes from Armor. An @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} attack can bypass those 2 points but not the other 9.</p>\n<p>Note that greaves (leg guards) and vambraces (arm guards) are listed as pairs. Halve the weight and cost if a character wears only half the set (@Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} doesn’t change).</p>\n<h2>Keywords</h2>\n<div>\n<h3>@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Shields]{Shields}</h3>\n</div>\n<h2>Tables</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Common Gear Table]{Common Gear}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Medieval and Ancient Armor Table]{Medieval and Ancient Armor}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Modern Armor Table]{Modern Armor}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Futuristic Armor Table]{Futuristic Armor}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Shields Table]{Shields}</h3>\n</div>\n</div>\n<img src=\"modules/swade-core-rules/assets/art/pg69_quote_armor.webp\" alt=\"Gotta remember gear costs are relative to their usual periods - not actual prices. I might want to change them as Red and gabe go demension-hopping. — The GM\" /></div>"
"description":"<div class=\"swade-core\">\n<h3>Armor Piercing (+1 to +3)</h3>\n<p>The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} spent grants the power @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP 2}, to a max­imum of @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP 6}.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Armor Piercing (AP)</h3>\n<p>The weapon or round ignores this many points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}. A weapon with an AP value of 4, for instance, ignores 4 points of Armor. Excess AP is simply lost.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Attacks</h2>\n<p>The basics of fast, furious combat are discussed below. Many additional options and situations are covered under <strong>@Compendium[swade-core-rules.swade-rules.Rules]{Situational Rules}</strong>.</p>\n<h3>Melee Attacks</h3>\n<p>The Target Number to hit an opponent is equal to the opponent’s @Compendium[swade-core-rules.swade-rules.Parry]{Parry} score (2 plus half his Fighting die type; 2 if he has no @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} skill).</p>\n<h3>Ranged Attacks</h3>\n<p>The @Compendium[swade-core-rules.swade-skills.Shooting]{distance} skill covers everything from bows to pistols to rocket launchers and fixed machine guns. Throwing grenades, knives, spears, or other thrown projectiles uses the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill.</p>\n<p>All ranged weapons have a @Compendium[swade-core-rules.swade-rules.Range]{Portée} statistic written like this: 5/10/20, or Short/Medium/Long Range.</p>\n<p>The base Target Number to hit something at Short Range is 4. Firing at longer ranges inflicts the penalties listed below.</p>\n<table class=\"table list-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Range Penalties</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Modifier</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>Short</td>\n<td>—</td>\n</tr>\n<tr>\n<td>Medium</td>\n<td>-2</td>\n</tr>\n<tr>\n<td>Long</td>\n<td>-4</td>\n</tr>\n<tr>\n<td>Extreme (see notes)</td>\n<td>-8</td>\n</tr>\n</tbody>\n</table>\n<p><strong>Extreme Range: </strong>Extreme Range is up to 4× a weapon’s Long Range. Firing at such a great distance requires the <strong>@Compendium[swade-core-rules.swade-rules.Aim]{Aim} </strong>option. When used in this way, Aim doesn’t reduce any penalties—it simply allows the character to fire at such a great distance. The penalty is −8, or −6 with a @Compendium[swade-core-rules.swade-rules.Common Gear Table]{scope}.</p>\n<p><strong>Rate of Fire: </strong>Rate of Fire is how many shots (@Compendium[swade-core-rules.swade-skills.Shooting]{distance} dice) a ranged weapon can fire in one action. A pistol with a RoF of 1, for example, can fire one shot per action. A machine gun with a Rate of Fire of 3 can fire three shots per action (10 actual bullets, see below).</p>\n<p>For weapons with a Rate of Fire of 2 or higher, declare how many shots you’re putting into each possible target. Then roll that number of @Compendium[swade-core-rules.swade-skills.Shooting]{distance} dice and assign them in whatever order you like to the targets you declared.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} roll their @Compendium[swade-core-rules.swade-skills.Shooting]{distance} dice plus a Wild Die, which can be assigned wherever they like after seeing the result of the roll. They still can’t hit with more shots than the weapon’s Rate of Fire, however.</p>\n<p>A Rate of Fire higher than 1 is an abstract value where each “shot” is actually a number of bullets. If you’re tracking bullets, use the table below and whatever Rate of Fire the character actually fires in an action, not the weapon’s maximum.</p>\n<table class=\"table list-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Bullets Per Rate of Fire</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Rate of Fire</th>\n<th class=\"table-column-header\" scope=\"col\">BulletsFired</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>1</td>\n<td>1</td>\n</tr>\n<tr>\n<td>2</td>\n<td>5</td>\n</tr>\n<tr>\n<td>3</td>\n<td>10</td>\n</tr>\n<tr>\n<td>4</td>\n<td>20</td>\n</tr>\n<tr>\n<td>5</td>\n<td>40</td>\n</tr>\n<tr>\n<td>6</td>\n<td>50</td>\n</tr>\n</tbody>\n</table>\n<p><strong>Recoil:</strong>Firingmorethanone
"description":"<div class=\"swade-core\">\n<h2>Avion</h2>\n<p>Avions are humanoids with wings. They tend to be very slight of build owing to their hollow bones. Some are feathered while others are leathery or even scaled.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>CAN'T SWIM</strong>: Avions’ wings are a hazard in water. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (swimming) rolls and each inch moved in water costs them 3″ of Pace.</li>\n<li><strong>FLIGHT</strong>: Avions fly at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12 per round. Use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} when maneuvering.</li>\n<li><strong>FRAIL</strong>: Avions have −1 @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} due to their hollow bones.</li>\n<li><strong>KEEN SENSES</strong>: Avions are more perceptive than most. They begin with a d6 in @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (instead of d4) and may raise the skill to d12+1.</li>\n<li><strong>REDUCED PACE</strong>: Dependence on flight and bulky wings make avions slightly slower when walking. Decrease their walking @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and their running die by one step.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Avion.webp\" alt=\"An image of an Avion\" /></div>"
},
{
"id":"Back of Book",
"name":"Back of Book",
"description":""
},
{
"id":"Ballistic Protection",
"name":"Ballistic Protection",
"description":"<div class=\"swade-core\">\n<h3>Ballistic Protection</h3>\n<p>This armor reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Bennies</h2>\n<p>Every now and then, dice rolls may not work in your favor. That’s why <cite> <cite>Savage Worlds</cite></cite> gives players a little control over their hero’s fate.</p>\n<h3>Player Character Bennies</h3>\n<p>Players start each game session with three “Bennies” (American slang for “benefits”), represented by poker chips, gaming stones, the official Bennies we make for all of our games, or other tokens that signify a little bit of good luck or fate.</p>\n<p>Bennies are discarded at the end of each session—use them or lose them!</p>\n<p>Bennies are awarded in two ways:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>AWARDS: </strong>The Game Master should occa­sionally reward players for clever actions, roleplaying their character (especially any @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}), or a great feat of heroism.<br />She can also award players a Benny for telling a great story in character, delivering a fantastic line that makes everyone laugh, or creating an emotional moment.</li>\n<li><strong>JOKER'S WILD: </strong>When a player character draws a Joker during combat, <em>all</em> player characters receive a Benny!</li>\n</ul>\n<h3>Game Master Bennies</h3>\n<p>Game Masters get Bennies too. At the start of each session, the GM gets one Benny for each player character. These may be used for any of his characters (including non-@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards}!) throughout the course of the game.</p>\n<p>Each of the GM’s @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} has two Bennies (plus any from @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} such as @Compendium[swade-core-rules.swade-edges.Luck]{Luck}) when they appear in the game. They can use these or any of the Bennies in the common pool as the GM wishes, but can’t share them without an Edge or ability that allows it.</p>\n<p>Heroes get Bennies when they do some­thing clever, roleplay, or are affected by their @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} in a scene. The GM doesn’t reward “herself” when roleplaying her villains, but her characters do benefit from drawing Jokers in combat:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>JOKER'S WILD: </strong>Anytime the villains draw a Joker, put one Benny in their general pool and give another to each enemy @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}.</li>\n</ul>\n<h3>Using Bennies</h3>\n<p>Bennies may be spent at any appropriate time and don’t incur any sort of penalty. They may only be used on your own character.</p>\n<p>Here are the ways characters can use their Bennies.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>REROLLATRAIT:</strong>Benniesgrantaheroarerollon<em>any</em>@Compendium[swade-core-rules.swade-rules.Traits]{Traits},andbestofall,yougettokeepthe<em>best</em>totalfromallyourrolls.Theonlyexceptionisa@Compendium[swade-core-rules.swade-rules.TraitRolls]{Écheccritique},whichendstheattemptandmustbeaccepted.Suchisthepriceoftemptingfate!</li>\n<li><strong>RECOVERFROM@Compendium[swade-core-rules.swade-rules.DamageEffects]{Secoué}:</strong>Thisisinstantandmaybedoneatanytime,eveninterruptinganother’sactionsifdesired.</li>\n<li><strong>SOAKROLLS:</strong>Benniescanalsobeusedtoprevent@Compendium[swade-core-rules.swade-rules.DamageEffects]{Wounds}orrecoverfrombeing@Compendium[swade-core-rules.swade-rules.DamageEffects]{Secoué}.See<strong>@Compendium[swade-core-rules.swade-rules.SoakRolls]{SoakRolls}</strong>formoreinformation.</li>\n<li><strong>DRAWANEWACTIONCARD:</strong>Whenthegameisinrounds,acharactercanspendaBennytogetanew@Compendium[swade-core-rules.swade-rules.ActionCards(Initiative)]{Cartesd'action}.Thisoccursafterallcardsaredealtand@Compendium[swade-core-rules.swade-ru
"description":"<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Bestiary</p>\n</div>\n</div>\n<div>\n<p>Great heroes are often defined by the foes, monsters, and other horrors they face. In this chapter are a number of the most common threats across the many <cite>Savage Worlds</cite>.</p>\n<h3>Designing Threats</h3>\n<p>Nonplayer characters and monsters should have any @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} the GM feels are appropriate. They <em>are not</em> created like player characters (though they should generally have the prerequisites of any Edges for completeness). Otherwise, give them the abilities you want them to have and spend your time and energy on the plot of the game or how best to entertain your group.</p>\n<h3>Bestiary Compendium</h3>\n<p>This section contains animals and monsters common to many <cite>Savage Settings</cite>. Note that for some creatures, @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} is listed relative to the animal world, and is thus followed by an (A) to remind you that this is animal intelligence, not human intelligence, so don’t expect a dog to drive a car just because it’s a relatively smart animal.</p>\n<h2>Special Abilities</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Aquatic)]{SpecialAbility(Aquatic)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Armor)]{SpecialAbility(Armor)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Bite)]{SpecialAbility(Bite)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(BreathWeapons)]{SpecialAbility(BreathWeapons)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Burrow)]{SpecialAbility(Burrow)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Claws)]{SpecialAbility(Claws)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Construct)]{SpecialAbility(Construct)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Elemental)]{SpecialAbility(Elemental)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(EnvironmentalResistance)]{SpecialAbility(EnvironmentalResistance)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(EnvironmentalWeakness)]{SpecialAbility(EnvironmentalWeakness)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Ethereal)]{SpecialAbility(Ethereal)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Fear)]{SpecialAbility(Fear)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Fearless)]{SpecialAbility(Fearless)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Flight)]{SpecialAbility(Flight)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Gargantuan)]{SpecialAbility(Gargantuan)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Hardy)]{SpecialAbility(Hardy)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Horns)]{SpecialAbility(Horns)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Immunity)]{SpecialAbility(Immunity)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Infection)]{SpecialAbility(Infection)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Infravision)]{SpecialAbility(Infravision)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Invulnerability)]{SpecialAbility(Invulnerability)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(LowLightVision)]{SpecialAbility(LowLightVision)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Paralysis)]{SpecialAbility(Paralysis)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Poison)]{SpecialAbility(Poison)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.SpecialAbility(Regeneration)]{SpecialAbility(Regene
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Black Powder Weapons</h2>\n<div class=\"table-summary\">\n<p>Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">RoF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Pistols</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flintlock Pistol]{Flintlock Pistol}</td>\n<td>5/10/20</td>\n<td>2d6+1</td>\n<td>—</td>\n<td>1</td>\n<td>—</td>\n<td>d4</td>\n<td>3</td>\n<td>150</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Muskets</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Brown Bess or Similar Muskets]{Brown Bess} <br />or Similar Muskets</td>\n<td>10/20/40</td>\n<td>2d8</td>\n<td>—</td>\n<td>1</td>\n<td>—</td>\n<td>d6</td>\n<td>15</td>\n<td>300</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Blunderbuss]{Blunderbuss}</td>\n<td>10/20/40</td>\n<td>1-3d6</td>\n<td>—</td>\n<td>1</td>\n<td>—</td>\n<td>d6</td>\n<td>15</td>\n<td>300</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Rifled Muskets</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kentucky Rifle]{Kentucky Rifle}</td>\n<td>15/30/60</td>\n<td>2d8</td>\n<td>2</td>\n<td>1</td>\n<td>—</td>\n<td>d6</td>\n<td>8</td>\n<td>300</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Reload]{Reload} 4. The tight rifling requires four @Compendium[swade-core-rules.swade-rules.Actions]{actions} to reload instead of the usual three.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Springfield Model 1861]{Springfield Model 1861}</td>\n<td>15/30/60</td>\n<td>2d8</td>\n<td>—</td>\n<td>1</td>\n<td>—</td>\n<td>d6</td>\n<td>11</td>\n<td>250</td>\n</tr>\n</tbody>\n</table>\n<img src=\"modules/swade-core-rules/assets/art/SmoothboreMusket.webp\" alt=\"A smoothbore musket\" /></div>"
},
{
"id":"Blast Templates",
"name":"Blast Templates",
"description":"<div class=\"swade-core\">\n<h2>Blast Templates</h2>\n<p>The following are the sizes of the blast templates in <em>inches</em> for use on a grid. If you're using a non-1\" grid, be sure to scale your templates appropriately.</p>\n<p><em>Please refer to the <cite>Savage Worlds</cite> documentation for your preferred VTT to learn how to apply these automatically to the tabletop.</em></p>\n<ul>\n<li>Cone Templates are 9\" long and 3\" wide at their widest point</li>\n<li>Large Burst Templates are 6\" in diameter</li>\n<li>Medium Burst Templates are 4\" in diameter</li>\n<li>Small Burst Templates are 2\" in diameter.</li>\n<li>The Turning Template is a 45 degree angle.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/burst-templates.webp\" alt=\"Small, Medium, and Large burst templates\" /> <img src=\"modules/swade-core-rules/assets/art/cone-templates.webp\" alt=\"Cone Template measurement\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Born A Hero</h2>\n<p>Heroes may ignore the @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} qualifications for @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} during @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{character creation}. They must still meet any other Require­ments as usual. The usual rules for Rank Requirements apply afterward.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Bound & Entangled</h2>\n<p>@Compendium[swade-core-rules.swade-rules.Grappling]{Grappling} and powers like @Compendium[swade-core-rules.swade-powers.Entangle]{Entangle} cause characters to be Bound and Entangled. Here’s what each of those states means and how to break free from them.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ENTANGLED: </strong> The victim can’t move and is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} as long as he remains so.</li>\n<li><strong>BOUND: </strong> The victim may not move, is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable} as long as he remains Bound, and cannot make physical actions other than trying to break free.</li>\n</ul>\n<p>Breaking free is an @Compendium[swade-core-rules.swade-rules.Actions]{Action}. With success, an Entangled hero is free of one particular entanglement or grappler. A Bound character improves to Entangled with a success; with a raise, he’s free. See below for more details:</p>\n<p><strong>Breaking Free from a Foe: </strong>Use the <strong>@Compendium[swade-core-rules.swade-rules.Grappling]{Grappling}</strong> rules in reverse to break free—the victim initiates an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll with whoever’s holding him (either may roll @Compendium[swade-core-rules.swade-rules.Traits]{Strength} at −2 instead to maintain or break free of the hold). If the victim’s successful, she improves her status one level, or two with a raise.</p>\n<p>A @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} grappler maintains her hold. @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} grapplers let go immediately.</p>\n<p><strong>Breaking Free from a Device:</strong> Escaping a web, net, or the <em>@Compendium[swade-core-rules.swade-powers.Entangle]{Entangle}</em> power is a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Strength} −2 roll or @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll (victim’s choice) minus any penalties noted for the entanglement. The sticky web of a giant spider, for example, might note that escape attempts are made at −2 or more. This is an action, and success works just like breaking free from a foe (explained above).</p>\n<p>Characters and allies may also destroy the entanglement (see <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}</strong>). Webs, ropes, nets, and the like are generally Hardness 4 and must be cut with an edged weapon.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Breaking Things</h2>\n<p>Occasionally a character may want to break a solid object, such as a weapon, lock, or door. Use the wielder’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} if held, or 2 if it’s motionless. If a damage roll equals or exceeds the object’s Hardness, it’s broken, bent, shattered, or otherwise ruined. The GM decides the exact effect.</p>\n<p>Most anything can be broken given enough time and effort, so use this system only when attempting to break things in a hurry (such as during combat rounds).</p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Object Hardness</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Hardness</th>\n<th class=\"table-column-header\" scope=\"col\">Object</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>8</td>\n<td>Door, Light</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Door, Heavy</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Lock</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Firearm (pistol or rifle)</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Handcuffs</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Knife, Sword</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Medieval Shield*</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Modern Shield*</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Rope</td>\n</tr>\n</tbody>\n</table>\n<p><em>* A character must specifically state he’s trying to break a shield to do so—don’t check every time the shield-bearer is hit. </em></p>\n<p><strong>No Bonus Damage or Aces: </strong>Attacks against solid objects don’t get bonus @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} from raises, and damage rolls don’t @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Ace}. Unlike a person or complex device like a computer or a vehicle, an attack can’t hit a “vital” area on a lock or a door and thus do more damage.</p>\n<p><strong>Damage Types: </strong>Certain types of attacks can’t break certain types of objects. A club can’t cut a rope, for example, and a single bullet won’t destroy a door. Use common sense when determining whether or not a particular type of weapon can destroy an object.</p>\n<p>See <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover & Obstacles}</strong> to attack <em>through</em> barriers.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Bumps & Bruises</h2>\n<p>Stumbling down a slope or running through a cavern in the dark might cause numerous cuts, scrapes, and bumps.</p>\n<p>Characters moving through injurious terrain make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll. Those who @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fail} gain a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.</p>\n<p><strong>Recovery:</strong> Fatigue levels from Bumps & Bruises improve one level every 24 hours instead of every hour (see @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}).</p>\n<p>A character may use the @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} skill to treat and cover the injuries, or medicate the patient to relieve pain at any time. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} relieves one level of Fatigue from Bumps & Bruises and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} relieves two. Each healer may attempt this roll only once unless the GM decides a change in circumstances warrants another opportunity (finding medical supplies, for example).</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Caliber</h3>\n<p>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. @Compendium[swade-core-rules.swade-rules.Rifles Table]{Rifle} and @Compendium[swade-core-rules.swade-rules.Pistols Table]{pistol} ammo are not interchangeable unless otherwise noted.</p>\n</div>"
"description":"<divclass=\"swade-core\">\n<h2>Called Shots</h2>\n<p>Targeting a particular part of the body is a Called Shot. The modifier to the attack roll depends on the @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} of the target itself (not the creature it’s part of). Use the <strong>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale Modifiers}</strong> table to determine any bonus or penalty for the target’s Scale. These modifiers are already listed in parentheses below for Normal scale creatures, along with any specific game effects:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>HAND (-4): </strong>Target may be <strong>@Compendium[swade-core-rules.swade-rules.Disarm]{Disarmed}</strong></li>\n<li><strong>HEAD OR VITALS (-4): </strong>Hitting the head or vital organs of living creatures adds +4 damage to the attacker’s total.<br />The penalty is −5 if attempting to target the face of someone wearing an open-faced helmet (thus bypassing the helmet’s @Compendium[swade-core-rules.swade-rules.Armor]{Armor}).</li>\n<li><strong>ITEM (?): </strong>Use the dimensions on the Scale table for items. Targeting something the size of a pistol, for example, is −4; a 3' long sword is −2.</li>\n<li><strong>LIMBS (-2): </strong>Hitting a limb has no additional special effect since it’s already accounted for by Wound and @Compendium[swade-core-rules.swade-rules.Movement]{Pace} penalties (see <strong>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}</strong>).</li>\n<li><strong>UNARMORED AREA (?): </strong>The attack targets the unprotected area of a target otherwise covered in @Compendium[swade-core-rules.swade-rules.Armor]{Armor}. The penalty depends on the Scale of the area. The eyeslit of a helmet is Tiny (−6), for example, while the flesh beneath the missing scale of a Huge dragon might be Very Small (−4).</li>\n</ul>\n</div>"
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Cannons</h2>\n<div class=\"table-summary\">\n<p>Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll.</p>\n<p><strong>Bombard:</strong> Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll is failed (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}</strong>). Reduce the penalty to −2 with precise coordinates (such as from a spotter).</p>\n<p>Cannons can fire three different types of shells: solid shot, shrapnel, and canister. The crew can pick the type of ammunition to be loaded each time it reloads.</p>\n<ul>\n<li><strong>Solid Shot:</strong> Heavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6” of the first and hits him as well. Continue in this way until the die roll is odd.</li>\n<li><strong>Shrapnel:</strong> Explosive shells filled with small metal balls that explode outward in a shower of debris. This is an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone} and uses the Medium Blast Template unless otherwise noted.</li>\n<li><strong>Canister:</strong> Grapeshot or canister is a shell that detonates inside the barrel of a cannon and fires out a spray of deadly balls or other debris like a giant shotgun. The attack is the size of a Medium Blast Template (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}</strong>) and moves in a straight line up to 24” (it affects d6 targets if not using miniatures, or 2d6 if they’re tightly packed). Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll to every target within using a base TN of 4, adjusted for each target’s @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge Edge}, etc. A hit causes 2d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and a raise causes 3d6.</li>\n</ul>\n<p><strong>Note:</strong> All types of shot are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.</p>\n</div>\n</caption><caption class=\"table-caption\">\n<div class=\"table-summary\"> </div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Blast</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Cannon (12lb)</td>\n<td class=\"table-column-header table-subheader-center\" colspan=\"5\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">By Ammo Type</span> </span></td>\n<td>1200</td>\n<td>10K</td>\n</tr>\n<tr>\n<td> @Compendium[swade-core-rules.swade-equipment.Canister Shot (Cannon)]{Canister}</td>\n<td>24\"path</td>\
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Catapults</h2>\n<div class=\"table-summary\">\n<p>Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Blast</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Catapult]{Catapult}</td>\n<td>24/48/96</td>\n<td>3d6</td>\n<td>4</td>\n<td>Special</td>\n<td>MBT</td>\n<td>—</td>\n<td>10K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Trebuchet]{Trebuchet}</td>\n<td>30/60/120</td>\n<td>3d8</td>\n<td>4</td>\n<td>Special</td>\n<td>MBT</td>\n<td>—</td>\n<td>50K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n</tbody>\n</table>\n</div>"
},
{
"id":"Celestials and Guardians",
"name":"Celestials and Guardians",
"description":"<div class=\"swade-core graph-full\">\n<h3>Celestials</h3>\n<p>Angels are a great and varied lot, but all have these traits in common.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-hindrances.All Thumbs]{ALL THUMBS}:</strong> Celestials are not accustomed to technology or machines.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{ARCANE BACKGROUND (Miracles)}:</strong> Celestials can call forth a variety of blessed miracles.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Faith]{FAITH}:</strong> All celestials start with a d6 in Faith. This increases their maximum to d12+1.</li>\n<li><strong>FLIGHT:</strong> Angels fly at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12.</li>\n<li><strong>RACIAL ENEMY (Demons & Devils):</strong> Those who descend from above do not easily tolerate those who crawl forth from the Abyss.</li>\n<li><strong>@Compendium[swade-core-rules.swade-hindrances.Vow]{VOW} (Major — Protect humanity):</strong> The blessed must protect the flock that remains on the ravaged Earth.</li>\n</ul>\n<br />\n<h3>Guardians</h3>\n<p>Those humans who serve the Heavenly Choir are called guardians.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ADAPTABLE:</strong> Guardians begin play with any Novice Edge of their choosing (meeting its Requirements as usual).</li>\n<li><strong>@Compendium[swade-core-rules.swade-edges.Champion]{CHAMPIONS}:</strong> Guardians have the Champion Edge, giving them a +2 bonus to damage against supernaturally evil foes such as demons and devils.</li>\n<li><strong>VIGOROUS:</strong> Those humans who have inherited this blasted Earth start the game with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} instead of a d4. This increases their Vigor maximum to d12+1.</li>\n<li><strong>FLIGHT:</strong> Angels fly at Pace 12.</li>\n<li><strong><strong>@Compendium[swade-core-rules.swade-hindrances.Vow]{VOW} </strong>(Major — Protect humanity):</strong> The blessed must protect the flock that remains on the ravaged Earth.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/CelestialsAndGaurdians.webp\" alt=\"A picture of a Celestial and a Gaurdian with the quote 'Not ready to be an angel yet, but I so wanna play this!' — Red\" /></div>"
"description":"<div class=\"swade-core\">\n<div class=\"character-creation\">\n<div class=\"section-header\">\n<h1>Character Creation Summary</h1>\n</div>\n<h3>Concept</h3>\n<ul>\n<li>Start with a general idea of what you want to play. Your setting book likely provides many ideas.</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Races]{Race}</h3>\n<ul>\n<li>Choose your character’s @Compendium[swade-core-rules.swade-rules.Races]{race} and apply any bonuses or special abilities it grants.</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}</h3>\n<ul>\n<li>Select up to four points of Hindrances (Major Hindrances are worth 2, Minor are worth 1).</li>\n<li>For 2 Hindrance points you can raise an attribute one die type, or choose an Edge.</li>\n<li>For 1 Hindrance point you can gain another skill point, or gain additional starting funds equal to twice your setting’s starting amount.</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Traits]{Attributes}</h3>\n<ul>\n<li>Attributes start at d4. You have 5 points to distribute among them. Each step costs 1 point.</li>\n<li>Attributes may not be raised beyond d12 unless your hero’s racial bonus states otherwise.</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Traits]{Skills}</h3>\n<ul>\n<li>@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge}, @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, and @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} are core skills and start at d4 for free.</li>\n<li>You have 12 points to put into these or any other skills.</li>\n<li>Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Characters]{Derived Statistics}</h3>\n<ul>\n<li><strong>Standard @Compendium[swade-core-rules.swade-rules.Movement]{Pace}</strong> is 6″, but may be changed by racial abilities, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Characters]{Parry}</strong> is 2 plus half of Fighting.</li>\n<li>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Characters]{Toughness}</strong> is 2 plus half of @Compendium[swade-core-rules.swade-rules.Characters]{Vigor}, plus any @Compendium[swade-core-rules.swade-rules.Armor]{Armor}.</p>\n<p>Note the amount of armor in parentheses like this—Toughness: 11 (2). This means 2 points of the total 11 Toughness comes from Armor. An @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} attack could bypass those 2 points but not the other 9.</p>\n</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}</h3>\n<ul>\n<li>Use any leftover Hindrance points to take Edges if you like.</li>\n<li>Each Edge costs 2 Hindrance points.</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Gear Notes]{Gear}</h3>\n<ul>\n<li>Purchase up to $500 worth of equipment.</li>\n</ul>\n<br /><br /><br /><br /><br /><br /></div>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Characters</p>\n</div>\n</div>\n<div class=\"text\">\n<p>Great heroes are more than a collection of statistics and numbers, but in a game system this is certainly where they begin. To make your hero, download a Savage Worlds character sheet from our website at <a title=\"Pinnacle Entertainment Group, Inc.\" href=\"http://www.peginc.com\" target=\"_blank\" rel=\"noopener\"><strong>www.peginc.com</strong></a> and follow the steps below</p>\n<h2>CONCEPT</h2>\n<p>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.</p>\n<p>You might play an iconic gunslinger in <a title=\"Deadlands: The Weird West\" href=\"https://www.peginc.com/store/deadlands-the-weird-west-core-rules/\" target=\"_blank\" rel=\"noopener\"><em>Deadlands: The Weird West</em></a>, for example, or you might try something a little different and play the innocent schoolmarm destined to save the town. Look through the player’s section of your setting or talk to the GM if it’s a world of her own creation to see what kind of character catches your interest.</p>\n<h2>Race</h2>\n<p>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.</p>\n<p>A number of sample races are detailed @Compendium[swade-core-rules.swade-rules.Races]{here}, as well as rules for players and Game Masters to @Compendium[swade-core-rules.swade-rules.Making Races]{create your own}.</p>\n<h2>HINDRANCES</h2>\n<p>@Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} are flaws, drawbacks, or dark secrets drawn from a character’s backstory.</p>\n<p>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!)</p>\n<p>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, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, or even money for @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear}.</p>\n<p><strong>For 2 points you can:</strong></p>\n<ul>\n<li>Raise an attribute one die type, or</li>\n<li>Choose an @Compendium[swade-core-rules.swade-rules.Edges]{Atout}</li>\n</ul>\n<p><strong>For 1 point you can:</strong></p>\n<ul>\n<li>Gain another skill point, or</li>\n<li>Gain additional starting funds equal to twice your setting's starting amount (see below)</li>\n</ul>\n<h2>TRAITS</h2>\n<p>Characters are defined by attributes and skills, collectively called “@Compendium[swade-core-rules.swade-rules.Traits]{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!</p>\n<h3>ATTRIBUTES</h3>\n<p>Every character starts with a d4 in each of five attributes: Agility, Smarts, Spirit, Strength, and Vigor (discussed in more detail @Compendium[swade-core-rules.swade-rules.Traits]{here}).</p>\n<p>You then have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you like, except that no attribute may ever be raised above a d12 unless a racial ability says otherwise (such as @Compendium[swade-core-rules.swade-rules.Making Races]{Attribute Increase}). If it does, each increase beyond a d12 adds a +1 modifier. Increasing a d12 Strength two steps, for example, is a Strength score of d12+2.</p>\n<img src=\"modules/swade-core-rules/assets/art/pg10_red.webp\" alt=\"AnimageofRedandquote'Nomatterwhatsettingshe'splaying,Emily'scharacterisalways'Red'.Redtakesondifferentaspectswhenshewander
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Chases & Vehicles</h1>\n</div>\n<div>\n<p>One of the most thrilling staples of adventure film, television, and fiction is the chase. This simple twist on the regular combat rules lets you race muscle cars over blasted deserts, track freestyle runners across concrete jungles, and even recreate desperate dogfights in the sky or the depths of space.</p>\n<p><strong>When to Use These Rules:</strong> Use the @Compendium[swade-core-rules.swade-rules.Quick Encounters]{Rencontres rapides} rules if you just want to find out if the heroes catch a fleeing foe. If you want more detail, use these rules for highly mobile pursuits too large for the tabletop. You’ll also find rules for resolving damage against vehicles, and what effect it has on their drivers in this section.</p>\n<p><strong>The Basics:</strong> Participants vie for position using “Chase Cards” to track relative distance</p>\n<h3>Maneuvering Skills</h3>\n<p>The following rules often call for maneuvering skill rolls. Exactly what skill that is depends on whether the character is on foot, mounted, or in a vehicle of some sort:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>Airplane or Spaceship: </strong>@Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}</li>\n<li><strong>Foot or Bike: </strong>@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}</li>\n<li><strong>Mount or Wagon: </strong>@Compendium[swade-core-rules.swade-skills.Riding]{Riding}</li>\n<li><strong>Vehicle: </strong>@Compendium[swade-core-rules.swade-skills.Driving]{Driving}</li>\n<li><strong>Watercraft: </strong>@Compendium[swade-core-rules.swade-skills.Boating]{Boating}</li>\n</ul>\n<p><strong>Critical Failure: </strong>The standard results for @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critically Failing} a maneuvering roll are listed below, but the GM can always create her own result appropriate to the situation as well:</p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted}: </strong>Roll a d6. 1–2: the rider loses his turn; 3–4: his mount suffers @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} (this applies to the animal’s rolls <em>and</em> the rider’s @Compendium[swade-core-rules.swade-skills.Riding]{Riding} rolls); 5–6: the rider suffers Fatigue from a bad bounce, low-hanging obstacle, or overexertion trying to control his animal.</li>\n<li><strong>Vehicle: </strong>The operator must roll on the <strong>@Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}</strong> table.</li>\n<li><strong>Walking/Running:</strong> Roll a die. Even, he loses the rest of his turn as he stumbles, negotiates an obstacle, or takes a wrong turn. Odd, he suffers @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/FootChase.webp\" alt=\"Image of a red haired woman leaping over a brick wall with a gun in her hand.\"/>\n<h2>Setup</h2>\n<p>Tostartachase,shuffleanextradeckof@Compendium[swade-core-rules.swade-rules.ActionCards(Initiative)]{ActionCards}anddealthemoutinarowonthetable(nineisagoodnumberformostchases,addmoreasneeded).</p>\n<p>Nowbreakalltheparticipantsintoeachgroupthatwillmoveandactindependently.Everyoneinthesameship,boat,orvehicle,forexample,isonegroup.Inafootchase,eachplayercharacteractsindependentlybecausetheymoveindependently.Thehordeof@Compendium[swade-core-rules.swade-rules.WildCardsandExtras]{Extras}chasingthemcanbebrokenupintogroupsastheGMdecides.</p>\n<p>Therear-mostcharacterorvehicleshouldbeattherear—onthefarleftcardor“Card1.”Everyoneelseshouldbeplacedtohisrightasfitsthecircumstances.Addmorecardstoeitherendoftherowifsomeonefallsbehindorsurgesahead.</p>\n<p>TheRangeisthenumberofChaseCardsbetweenparticipants(notcountingtheattacker’scard)
"description":"<div class=\"swade-core\">\n<h2>Climbing</h2>\n<p>Climbing uses the Athletics skill, and the basics are covered under <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}</strong>. When the game is in rounds, each inch climbed takes 2″ of Pace.</p>\n<p>No roll is usually needed to ascend ladders or trees with sturdy limbs unless the GM feels there’s a good reason (being chased, injured, etc.).</p>\n<p>Under stress (such as during combat rounds), the climber must roll Athletics to make progress. Success means he moves normally, failure means he doesn’t make any progress that round, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} indicates a fall! If secured by a rope or other restraint, he falls half the length of the restraint and suffers Fatigue from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}</strong>. If unsecured, see the <strong>@Compendium[swade-core-rules.swade-rules.Falling]{Falling}</strong> rules.</p>\n<p><strong>Modifiers:</strong> The GM should assign a bonus (+2) if the surface has numerous hand- and footholds or the climber has good equipment. Assign a penalty (−1 to −4) for smooth surfaces, lack of equipment, bad weather, etc.</p>\n<h3>Prepared Climbs</h3>\n<p>Break lengthy ascents like climbing mountain sides into three roughly even sections. Assume any falls occur at the “top” of each section.</p>\n<p>The GM might also consider using the <strong>@Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques}</strong> system if the surface must be ascended in a certain amount of time—such as before weather hits, guards return, etc.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Cold</h2>\n<p>Trudging through deep snow for hours on end or facing biting, bitter winds can dehydrate and tire a character as quickly as blazing deserts.</p>\n<p>For every four hours spent in weather below freezing (32° F), a character must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Failure means he gains a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level. Subtract 2 from the victim’s Vigor roll for every 20 degrees below freezing, to a maximum of −4.</p>\n<p><strong>Clothing:</strong> Subtract 2 if the character has only light clothing. Add +2 for modern winter gear, or +4 for advanced @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear} (heated suits).</p>\n<p><strong>Death:</strong> @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} victims die after 2d6 hours instead of waking @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.</p>\n<p><strong>Recovery:</strong> Victims can only recover @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} once they receive adequate warmth and shelter.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Combat</h1>\n</div>\n<div>\n<p>Whether they’re the blood-soaked plains of Mars or the corpse-strewn battlefields of the distant past—these are Savage Worlds and they are often violent. We recommend using miniatures or markers of some sort so players understand their surroundings and can use the terrain to their advantage. If miniatures aren’t your thing, see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Templates Without Miniatures}.</p>\n<p><strong>Distance: </strong> Distance: Because the game assumes you are using terrain or a battlemat and standard 28mm miniatures, @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} and weapon @Compendium[swade-core-rules.swade-rules.Range]{ranges} are listed in inches. To translate that to regular distance, one inch is equal to two yards.</p>\n<p>If you’re using miniatures and need to accommodate a larger battlefield, simply set each inch as five or 10 yards, for example, and adjust @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} rates and the like appropriately.</p>\n<p><strong>Time: </strong>When a fight breaks out, game time breaks down into rounds of about six seconds each. Ten rounds, then, equals one minute.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ROUND: </strong>A “round” is an entire countdown of @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards}, from the Ace to the Deuce (Two).</li>\n<li><strong>TURN: </strong>A character’s “turn” occurs when his Action Cards comes up in the countdown. A hero with the Six of Diamonds, for example, takes his turn when that card comes up in the round.</li>\n<li><strong>ACTION: </strong>A single attack, skill use, etc. See @Compendium[swade-core-rules.swade-rules.Actions]{Actions} for a more complete description. Characters may perform multiple actions on their turn (see <strong>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}</strong>).</li>\n</ul>\n<h2>Sections</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards (Initiative)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Actions]{Actions}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Attacks]{Attacks}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage]{dégâts}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Damage Effects}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak Rolls}</h3>\n</div>\n</div>\n<img src=\"modules/swade-core-rules/assets/art/Combat.webp\" /></div>"
"description":"<h3>Thanks to Erceron#0370 for allowing us Commerical Use of his fantastic Compendium Folders module. You can check it out <a href=\"https://foundryvtt.com/packages/compendium-folders/\">here</a></h3>"
"description":"<div class=\"swade-core\">\n<h2>Conviction</h2>\n<p>Conviction is a special award granted when a character experiences a great victory or catastrophic misfortune. If possible, use a themed token to note the award; maybe a Marshal’s Badge for <cite>Deadlands</cite>, a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} of a different color, a toy doubloon for <cite>50 Fathoms</cite>, and so on.</p>\n<p>Conviction can be spent to add a d6 to all a character’s @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} totals until the beginning of her next @Compendium[swade-core-rules.swade-rules.Actions]{turn}. This die can @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Ace}, and its result is added to the final total.</p>\n<p>Conviction tokens aren’t @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} and can’t be used as such. They <em>are</em> kept between sessions, however.</p>\n<p>A character may maintain Conviction from round to round by spending a Benny (at the start of his turn, before it runs out). Once Conviction lapses, however, the effect ends.</p>\n<h3>Triumph And Tragedy</h3>\n<p>Conviction is granted for personal triumph and tragedy, drawing on a character’s entire background, including—but not limited to—his @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} and @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}.</p>\n<p>Savage settings may also grant Conviction for certain world-specific actions or events.</p>\n<p><strong>Triumph:</strong> Characters gain Conviction when they overcome significant obstacles core to their overall goals and motivations. This might mean defeating powerful enemies, saving a true love, or overcoming some great mystery or problem.</p>\n<p>The victory should be an achievement over and above the usual. A vampire hunter in <cite>Rippers</cite> shouldn’t get Conviction every time he kills a vampire, for example, but he might when he wipes out an entire coven or slays a powerful master vamp­ire. A super hero might gain Conviction when she saves her true love from a death trap or the clutches of a powerful villain. She wouldn’t earn it just because her boyfriend is in a dangerous encounter.</p>\n<p><strong>Tragedy:</strong> Some of the most interesting heroes of fiction, film, and legend spend as much time battling their personal demons as they do fighting their foes. Eventually these same issues give them strength as they work through their grief or overcome obstacles to rise once more against the challenges they face.</p>\n<p>When a character experiences a significant personal loss or destructive event, and the GM feels it’s appropriate, he gains Conviction. The death of a loved one or close friend (including a party member he was close to), losing an important job, giving in to harmful character flaws and vices, being removed from a case or quest, or getting framed for a crime are all classic examples of heroic tragedy.</p>\n<p>These might happen in the course of the game, but players should also proactively suggest their own ideas to the Game Master. Consider your hero’s backstory and occasionally look for ways to do what your favorite authors do to their characters—torture them! Think about what’s important to them and threaten it or take it away. Most of the time this should be done as a quick narrative tale or a scene with a little interaction and roleplaying so as not to distract from the main campaign or the other players’ time, but occasionally it might inspire a side-trek or adventure to regain—or avenge!—whatever was lost.</p>\n<p>Note that earning Conviction for harmful behavior is motivation for players in a game to occasionally spotlight their character’s dark side. It is not an endorsement or rationalization of poor conduct in the real world.</p>\n<h2 class=\"blue-example\">Example:Red'sRage</h2>\n<p>EmilyisRed,afighterinafantas
"description":"<div class=\"swade-core\">\n<h2>Cover & Obstacles</h2>\n<p>@Compendium[swade-core-rules.swade-rules.Attacks]{Melee and ranged attacks} suffer a penalty when attempting to hit a target behind Cover, per the table below:</p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Cover Penalties</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Penalty</th>\n<th class=\"table-column-header\" scope=\"col\">Cover</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>-2</td>\n<td><strong>Light Cover: </strong>A quarter of the target is obscured.</td>\n</tr>\n<tr>\n<td>-4</td>\n<td><strong>Medium Cover: </strong>Half the target is obscured, or target is @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.</td>\n</tr>\n<tr>\n<td>-6</td>\n<td><strong>Heavy Cover: </strong>Three-quarters of the target is obscured.</td>\n</tr>\n<tr>\n<td>-8</td>\n<td><strong>Near Total Cover: </strong>The target is barely visible.</td>\n</tr>\n</tbody>\n</table>\n<h3>Obstacles</h3>\n<p>Sometimes characters have sufficient power to attack their foes through obstacles. (See <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}</strong> to actually destroy intervening obstacles.) If a missed attack would have been successful without the Cover modifier and the GM thinks the target is likely to be hit, the obstacle acts as @Compendium[swade-core-rules.swade-rules.Armor]{Armor}.</p>\n<p>If the obstacle is a person or creature, subtract its @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} from the attack. Use the table below as a guide for other materials.</p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Cover Bonus</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Bonus</th>\n<th class=\"table-column-header\" scope=\"col\">Obstacle</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>+2</td>\n<td>Heavy glass, thick leather, drywall, wooden shield, aluminum car door</td>\n</tr>\n<tr>\n<td>+4</td>\n<td>Sheet metal, steel car door</td>\n</tr>\n<tr>\n<td>+6</td>\n<td>Oak door, cinder block wall</td>\n</tr>\n<tr>\n<td>+8</td>\n<td>Brick wall</td>\n</tr>\n<tr>\n<td>+10</td>\n<td>Stone wall, bulletproof glass, tree</td>\n</tr>\n</tbody>\n</table>\n<img src=\"modules/swade-core-rules/assets/art/pg99_quote_cover.webp\" alt=\"Cover is your friend. — Red So is Full-Auto — Gabe\" /> <img src=\"modules/swade-core-rules/assets/art/Cover.webp\" alt=\"Image of man in overalls hiding behind bullet ridden box while another man fires at him with an automatic rifle.\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Creative Combat</h2>\n<p>@Compendium[swade-core-rules.swade-rules.Test]{Tests} make a game even more exciting and memorable. Creative Combat enhances a pulp-style game with additional benefits for those who Test with a raise.</p>\n<p>A successful Test works as usual, but if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} character succeeds with a raise while in combat, her foe is not automatically @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}—she rolls on the <strong>@Compendium[swade-core-rules.swade-tables.Creative Combat]{Creative Combat table}</strong> instead.</p>\n<img src=\"modules/swade-core-rules/assets/art/pg137_quote_creative_combat.webp\" /></div>"
"description":"<div class=\"swade-core\">\n<h3>Damage</h3>\n<p>Damage is listed in terms of dice. Projectile weapons have fixed damage (such as 2d6). Melee weapons have damage based on the wielder’s @Compendium[swade-core-rules.swade-rules.Traits]{Strength} die plus another die, as listed under individual weapon entries. A dagger, for instance, inflicts Str+d4 damage.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Damage Effects</h2>\n<p>Damage can result in three effects: Shaken, Wounds, and Incapacitation.</p>\n<h3>Shaken</h3>\n<p>Shaken characters are nicked, bruised, or otherwise rattled. They may only take @Compendium[swade-core-rules.swade-rules.Actions]{free actions}, such as @Compendium[swade-core-rules.swade-rules.Movement]{moving} (including running). At the start of their turn, Shaken characters must attempt to recover from being Shaken by making a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll. This is a free action.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>FAILURE: </strong>The character remains Shaken. She can only perform free actions.</li>\n<li><strong>SUCCESS: </strong>The character is no longer Shaken and may act normally.</li>\n</ul>\n<p><strong>Spending Bennies: </strong>A player may spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} at any time to remove her Shaken status (even when it’s not her turn).</p>\n<h3>Wounds</h3>\n<p>Every raise on the damage roll inflicts a Wound. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are Incapacitated if they take a single Wound (and aren’t <strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}</strong>). They’re dead, injured, or otherwise out of the fight.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} can take three Wounds and still function (more with certain @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or abilities). Further damage doesn’t cause additional Wounds but Incapacitates them instead.</p>\n<p><strong>Wound Penalties:</strong> Each Wound a character suffers causes a −1 cumulative penalty to his @Compendium[swade-core-rules.swade-rules.Movement]{Pace} (minimum of 1″) and all @Compendium[swade-core-rules.swade-rules.Traits]{Trait} rolls—up to a maximum penalty of −3.</p>\n<p><strong>Timing:</strong> Characters sometimes take multi­ple hits on the same @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action}. Resolve each damage roll separately and completely before moving on to the next (including any @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak Rolls}).</p>\n<h3>Incapacitation</h3>\n<p>Incapacitated characters may not perform actions but are still dealt Action Cards for the remainder of the encounter in case they recover or must roll for other effects such as <strong>Bleeding Out</strong> (below). @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect card draws, such as @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid}, or @Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hesitant} are ignored when the hero is Incapacitated.</p>\n<p>If Incapacitated by damage or injury, he must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>CRITICALFAILURE:</strong>Thecharacterdies.</li>\n<li><strong>FAILURE:</strong>Rollonthe<strong>@Compendium[swade-core-rules.swade-tables.InjuryTable]{InjuryTable}</strong>.TheInjuryispermanentandthecharacteris<strong>BleedingOut</strong>,seebelow.</li>\n<li><strong>SUCCESS:</strong>Rollonthe<strong>InjuryTable</strong>.TheInjurygoesawaywhenallWoundsarehealed.</li>\n<li><strong>RAISE:</strong>Rollonthe<strong>InjuryTable</strong>.TheInjurygoesawayin24hours,orwhenallWoundsarehealed(whicheverissooner).</li>\n</ul>\n<p>Characterscannottakeactionsandmightbeunconscious(GM’scall).Thevictimmakesa@Compendium[swade-core-rules.swade-rules.Traits]{Vigor}rolleachdaythereafterandisnolongerIncapacitated(orunconscious)ifsuccessful.TheymayalsohealWoundsduringthistime(see<strong>@Compendium[swade-core-rules.swade-rules.Hea
"description":"<div class=\"swade-core\">\n<h2>Damage</h2>\n<p>After a successful melee or ranged hit, the attacker rolls damage. Ranged weapons do fixed damage as listed in the @Compendium[swade-core-rules.swade-rules.Gear Notes]{Gear} section. Most pistols, for example, cause 2d6 damage.</p>\n<p>Hand weapons cause damage equal to the attacker’s @Compendium[swade-core-rules.swade-rules.Traits]{Strength} die plus a second die, which depends on the weapon. A barbarian with a d12 Strength and a long sword (d8 damage) rolls d12+d8 damage.</p>\n<p>Even though Strength is used to determine melee damage, this isn’t a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} roll so @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} don’t add a Wild Die to the roll.</p>\n<p>All damage rolls can Ace.</p>\n<p><strong>Unarmed Damage: </strong>An unarmed combatant rolls only his Strength die unless he has an @Compendium[swade-core-rules.swade-rules.Edges]{Atout} like <strong>@Compendium[swade-core-rules.swade-edges.Brawler]{Brawler} </strong>or <strong>@Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist}</strong> that grants him a damage die.</p>\n<h3>Bonus Damage</h3>\n<p>Well-placed attacks are more likely to hit vital areas, and so do more damage. If your hero gets a raise on his attack roll (regardless of how many raises), he adds +1d6 to the final total. Bonus dice can also Ace!</p>\n<p>Bonus damage applies to all attacks, including @Compendium[swade-core-rules.swade-rules.Powers]{spells} and @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area effect} weapons.</p>\n<h3>Applying Damage</h3>\n<p>If the damage roll is less than the target’s @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}, the victim is beaten up a bit but there’s no game effect. If the damage is equal to or greater than his Toughness, he’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Each raise on the damage roll also inflicts a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>SUCCESS: </strong>The character is Shaken. If he was already Shaken and the second result is from physical damage of some kind (not a Test that results in Shaken, for example), he remains Shaken and takes a Wound.</li>\n<li><strong>Raise: </strong> The character suffers a Wound for every raise on the damage roll, and is Shaken.</li>\n</ul>\n<aside class=\"more-on-shaken\">\n<h2>More on Shaken</h2>\n<p>Shaken and Wounds can be a little confusing to new players. Here’s a table that might help.</p>\n<table class=\"table\"><caption class=\"table-caption\"> </caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">Victim is Unshaken</th>\n<th class=\"table-column-header\" scope=\"col\">Victim is already Shaken</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td><strong>Success</strong> (0-3 points of damage over Toughness)</td>\n<td>Shaken</td>\n<td>1 Wound and remains Shaken</td>\n</tr>\n<tr>\n<td><strong>1 Raise</strong> (4-7 points of damage over Toughness)</td>\n<td>1 Wound and Shaken</td>\n<td>1 Wound and remains Shaken</td>\n</tr>\n<tr>\n<td><strong>2 Raise</strong> (8-11 points of damage over Toughness)</td>\n<td>2 Wounds and Shaken</td>\n<td>2 Wounds and remains Shaken</td>\n</tr>\n<tr>\n<td><strong>3 Raise</strong> (12-15 points of damage over Toughness)</td>\n<td>3 Wounds and Shaken</td>\n<td>3 Wounds and remains Shaken</td>\n</tr>\n</tbody>\n</table>\n<p><strong class=\"red-text\">EXAMPLES:</strong></p>\n<ul>\n<li>RedtakesaWound.She'salsoShaken.</li>\n<li>RedisShaken,thentakesaWound.ShehasoneWoundandremainsShaken.</li>\n<li>RedisalreadyShaken,thenShakenagain(withoutaWound).ShenowhasoneWoundandremainsShaken.</li>\n<li>RedhastwowoundsandisShaken.ShetakesanotherWound,soshehasthreeWoundsandremainsShaken.</li>\n</ul>\n</aside>\n
"description":"<div class=\"swade-core\">\n<h2>Defend</h2>\n<p>A character can choose to focus all her energy and skill into defense against melee attacks with the Defend maneuver. This increases her @Compendium[swade-core-rules.swade-rules.Characters]{Parry} by +4 and takes her entire turn—she cannot perform @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}. She may move normally but may not @Compendium[swade-core-rules.swade-rules.Movement]{run}. The bonus lasts until the beginning of her next turn.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Disarm</h2>\n<p>A character can try to make an opponent drop a weapon (or other object) or attempt to damage it, by making a @Compendium[swade-core-rules.swade-rules.Attacks]{melee or ranged attack}.</p>\n<p>The attacker must first hit the object or the opponent’s limb or hand (see <strong>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}</strong>)</p>\n<p>If the attack hits the weapon, the attacker rolls damage normally for an item (no raise effect or Aces, see <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}</strong>). The defender must make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll equal to the damage or drop the item.</p>\n<p>If the attack is against the wielder and @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shakes or Wounds} him, the defender must make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll at −2 if it hit his limb, or −4 if it hit his hand, plus any Wound penalties that result as usual. Failure means he drops whatever item is in that hand.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Disease</h2>\n<p>Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or death.</p>\n<p>Diseases can be contracted through various vectors, such as an airborne source, ingestion, or the touch or bite of a creature that causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound or Shaken} result. In any of these situations, the victim must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} to avoid infection.</p>\n<p>To handle such a diverse range of diseases, we’ve broken them down into three major categories. If you’re trying to model a specific disease, adjust the rules presented here to better reflect its symptoms.</p>\n<p><strong>Recovery:</strong> Diseases can only be cured by waiting until they’ve run their course or with specific medications—whether or not those are available depends on the setting.</p>\n<p>The symptoms can often be treated by common medicines, however. With a success­ful @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll, a doctor, physician, shaman, etc., can prescribe or create a treatment. He may attempt to do so once per day.</p>\n<p>Each application of the treatment (pills, poultices, etc.) reduces @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} by one level for four hours.</p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Disease Categories</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Effect</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>Chronic</td>\n<td>Includes leprosy, the final stages of tuberculosis or cancer, and similar severe maladies. They may result in death if left untreated. At the start of every game session, the character makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Failure means she’s @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted} from spasms, coughing fits, or similar issues for that session. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he will expire before the end of the session. The GM is encouraged to let heroes go out in a blaze of glory if possible. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the victim is Fatigued for the game session, and a raise means he gets a second wind and suffers no ill effects.</td>\n</tr>\n<tr>\n<td>Debilitating</td>\n<td>Flus, viruses, stomach bugs and the like have various specific symptoms but generally result in the character being @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued} for 2d6 days.</td>\n</tr>\n<tr>\n<td>Lethal</td>\n<td>Fast-acting diseases that kill are rare in the real world but might be found on alien worlds or the darkest depths of forgotten dungeons. On contracting the disease, the hero is <span style=\"background-color: rgba(255, 255, 255, 0.2);\">@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued}</span>. At the start of each turn thereafter, he must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} or suffer a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}! (Some diseases may call for a Vigor roll more slowly, such as once per hour or once per day.) A successful @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll stops the effects only if the proper medicine is on hand to stop the disease. The @Compendium[swade-core-rules.swade-powers.Healing]{healing power} also halts the effects.</td>\n</tr>\n</tbody>\n</table>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Distracted & Vulnerable</h2>\n<p>Characters may be Distracted or made Vulnerable by @Compendium[swade-core-rules.swade-rules.Test]{Tests}, @Compendium[swade-core-rules.swade-rules.Powers]{Powers}, or creature effects. Both states last until the end of the character’s next turn. If a hero becomes Distracted or Vulnerable during her current turn, it lasts until the end of her <em>next</em> turn.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>DISTRACTED: </strong>The hero subtracts 2 from all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait Rolls} until the end of his next turn.</li>\n<li><strong>VULNERABLE: </strong>@Compendium[swade-core-rules.swade-rules.Actions]{Actions} and attacks against the target are made at +2 until the end of his next turn. This doesn’t stack with <strong>@Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}</strong>—use only the highest.</li>\n</ul>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Dramatic Tasks</h1>\n</div>\n<div>\n<p>Heroes often find themselves in tense and dangerous situations such as defusing a bomb, hacking a computer, or rescuing people from a burning building or sinking ship with a definite—and sometimes deadly—time limit.</p>\n<p>The system below simulates these events and helps the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} insert some drama into what would otherwise be simple skill rolls.</p>\n<p><strong>When to Use These Rules:</strong> Dramatic Tasks are great for tense actions that must be performed in a hurry or have disastrous effects if failed.</p>\n<p><strong>The Basics:</strong> The heroes make skill rolls to accumulate “Task Tokens” and resolve the event before time runs out.</p>\n<h2>Setup</h2>\n<p>The Game Master starts by figuring out what the task is, how long the party has to complete it, and how many tokens they need for success.</p>\n<h3>Single Person Tasks</h3>\n<p>Use these guidelines when only a single character can attempt the task each turn:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>Challenging:</strong>CollectfourTaskTokensinthreerounds.<em>Examples:</em>Defuseanexplosivewithnoboobytraps,hackakeypadinalow-endsecuritydoor,untangleaparachutebeforeithitstheground,disengagearailroadcar.</li>\n<li><strong>Difficult:</strong>CollectsixTaskTokensinfourrounds.<em>Examples:</em>Defuseabombwithaboobytrap,castaritual,landapassengerjetwithno@Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}skillandinstructionsfromthetower.</li>\n<li><strong>Complex:</strong>CollecteightTaskTokensinfiverounds.<em>Examples:</em>Defuseabombwithmultipleboobytrapsinsideaprotectivecase,hackintoahighlyprotectedcomputersystem,castalargeandpowerfulritual,repairacomplicatedmachinewithmultiplemovingorelectronicparts.</li>\n</ul>\n<h3>Multi-PersonTasks</h3>\n<p>Ifmorethanonepersoncanattemptthetaskatonce,suchascrewingdifferentstationsinafallingstarship,theGMmustsetthenumberofroundsandtokensrequiredforvictoryherself.Herearesomeguidelines.</p>\n<p>Assumeeachplayerwillaverageonesuccessperturn.Usethatasaguidelineifyouwantthetasktobe“fair,”andsetthenumberofroundsfromthreetofiveasyoufeelappropriate.Apartyoffivegiventhreeroundstosaveastarship,forexample,needstoaccumulate15TaskTokensinthreerounds.Increaseordecreasethenumberoftokenstomakeitmoreorlesschallenging.</p>\n<p>Ifthenumberoftokensachievedisameasureofsuccessratherthanastraightwin/failcondition,suchasrescuingvictimsfromafireortakingbagsofgoldfromabankbeforetheautomatedvaultcloses,simplysetthepossiblenumberoftokensthatmaybegatheredinthetimeallowed.Eachtokengatheredrepresentsapersonsaved,abagrecovered,etc.It’suptoyouwhetherit’spossibletosavethemall(usingtheguideabove)ornot.</p>\n<p>Don’tbeafraidtoletthepartychoosehowmanywillattemptthetaskeither,especiallyifthere’ssomethingelsegoingonatthesametime.Decidinghowmanyheroeswillhackalargecomputersystemwhilethey’rebeingattackedbysecuritydronesallowsthemtochoosetheirtactics.</p>\n<h2>PerformingTheTask</h2>\n<p>Charactersaredealt@Compendium[swade-core-rules.swade-rules.ActionCards(Initiative)]{ActionCards}asusualduringaDramaticTask.Thoseattemptingthetaskmakerelevant@Compendium[swade-core-rules.swade-rules.Traits]{Compétence}checksandgetaTaskTokenforeachsuccessandraise.Failuremeansnoprogressanda@Compendium[swade-core-rules.swade-rules.TraitRolls]{Écheccritique}reducesprogressbyone(ifthereareany).</p>\n<p>Theskillsthatcanbeusedtoaccumulatetokensdependsonthesituation.Theymightbedefined,suchas@Compendium[swade-core-rules.swa
"description":"<div class=\"swade-core\">\n<h2>Drowning</h2>\n<p>Swimming is covered under @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}. In still water, each inch of movement on the tabletop takes 2″ of @Compendium[swade-core-rules.swade-rules.Characters]{Pace}. Swimming up or down stream should modify this as the Game Master sees fit.</p>\n<p>Under hazardous conditions, swimmers must roll @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} to move. Failure means she makes no progress that round, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} causes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. With success she moves normally.</p>\n<p>If it becomes important to know, characters can hold their breath for a number of rounds equal to 2 plus their @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} die, or half that if they weren’t prepared for being submerged and didn’t have time to get a good breath.</p>\n<p><strong>Life Vests:</strong> Add +2 to swimming rolls if a character wears a life vest.</p>\n<p><strong>Death:</strong> Incapacitated characters perish in a number of rounds equal to their @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} die. If someone can get to the victim before then, he can be resuscitated with a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll at −2.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Dumb Luck</h2>\n<p>Dumb Luck allows a player to spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} even after a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}. The failure still happens in some way, but the character can spend one Benny (and only one) for one more roll. The hero still drops her weapon, flubs her @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt}, or otherwise “fails” the attempt—but if the reroll from the Benny is actually successful, it somehow still results in whatever success the new roll provides.</p>\n<p>A character trying to pick a lock might break the lock on a Critical Failure, for example, but only after cracking the lock. Or a warrior who fumbles a @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} roll might hit a foe as if he’d thrown the weapon!</p>\n<p>The player and Game Master should work together to describe the scene in some fun or bizarre way that explains how the mishap ultimately results in success.</p>\n<p class=\"embedded-example\"><strong>Example: </strong>Red fires three shots from her submachine gun (Rate of Fire 3). She rolls a 1 on her Wild Die and two of her Shooting dice—a Critical Failure! The GM decides the sudden recoil makes her drop her gun.<br />Red’s player, Emily, calls on Dumb Luck and spends a Benny. The reroll results in two hits (one with a raise!). The GM says the weapon bounces on the ground and sprays randomly, hitting two of Red’s foes!</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Dwarves</h2>\n<p>Dwarves are short but stout, hardy people who come from massive caverns or high mountains. They are a proud, warlike race, usually made so by frequent contact with hostile races such as orcs and goblins.</p>\n<p>Dwarves usually live upwards of 200 years. In most fantasy campaigns, they have ruddy skin and all human hair colors.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>LOW LIGHT VISION</strong>: Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>REDUCED PACE</strong>: Dwarves have short legs compared to most races. Decrease their @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and their running die one die type.</li>\n<li><strong>TOUGH</strong>: Dwarves are stout and tough. They start with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} instead of a d4. This increases maximum Vigor to d12+1.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Dwarves.webp\" alt=\"An image of a Dwarf\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Dynamic Backlash</h2>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on an arcane skill check results in <strong>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}</strong>. That works well in traditional fantasy settings or worlds where magic is relatively common. If you feel magic should come with a higher price, however, use the <strong>@Compendium[swade-core-rules.swade-tables.Dynamic Backlash]{Dynamic Backlash}</strong> table instead.</p>\n<p class=\"embedded-example\"><strong>Example:</strong> Gabe is a techno-sorceror in some far-flung science fiction world. He rolls a Critical Failure when casting lower Trait against an enemy’s Agility. Gabe’s player rolls Backfire on the Dynamic Backlash table so it affects his friend Red instead.<br />Red’s Agility suddenly drops two die types, forcing the warrior to go on the defensive until the power wears off.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Edges</h1>\n</div>\n<div>\n<p>Below is a list of Edges common to most settings. You’ll find new Edges designed for your game world in official <em>Savage Worlds</em> books as well.</p>\n<p>The Edges are grouped by type to help during character creation. You’ll find a summary below.</p>\n<p>Unless an Edge specifically says otherwise, it may only be selected once.</p>\n<p><strong class=\"red-text\">Requirements:</strong> Below each Edge is the minimum Rank (see @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}) required to take it along with any other prerequisites such as attributes, skills, or other Edges.</p>\n</div>\n<figure class=\"figure table-figure\">\n<figcaption class=\"figure-heading\">Edge Summaries</figcaption>\n<table class=\"table summary-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Background Edges</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\">Edge</th>\n<th class=\"table-column-header\">Requirements</th>\n<th class=\"table-column-header\">Summary</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Alertness]{Alertness}</td>\n<td>N</td>\n<td>+2 to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} Rolls.</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous}</td>\n<td>N, A d8</td>\n<td>Ignore –2 penalty when making @Compendium[swade-core-rules.swade-rules.Traits]{Trait} rolls with off-hand.</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance}</td>\n<td>N, Sp d8</td>\n<td>Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2.</td>\n</tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.ImprovedArcaneResistance]{ImprovedArcaneResistance}</td>\n<td>N,ArcaneResistance</td>\n<td>AsArcaneResistanceexceptpenaltyisincreasedto−4andmagicaldamageisreducedby4.</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Aristocrat]{Aristocrat}</td>\n<td>N</td>\n<td>+2to@Compendium[swade-core-rules.swade-skills.CommonKnowledge]{CommonKnowledge}andnetworkingwithupperclass.</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Attractive]{Attractive}</td>\n<td>N,V,d6</td>\n<td>+1to@Compendium[swade-core-rules.swade-skills.Performance]{Performance}and@Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}rolls.</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Berserk]{Berserk}</td>\n<td>N</td>\n<td>Afterbeing@Compendium[swade-core-rules.swade-rules.DamageEffects]{ShakenorWounded},meleeattacksmustbe@Compendium[swade-core-rules.swade-rules.WildAttack]{WildAttacks},+1dietypeto@Compendium[swade-core-rules.swade-rules.Traits]{Strength},+2to@Compendium[swade-core-rules.swade-rules.Characters]{Toughness},ignoreonelevelof@Compendium[swade-core-rules.swade-rules.DamageEffects]{Woundpenalties},@Compendium[swade-core-rules.swade-rules.TraitRolls]{Écheccritique}on@Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps}rollhitsrandomtarget.Take@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}aftereveryfiveconsecutiverounds,maychoosetoendragewith@Compendium[swade-core-rules.swade-rules.Traits]{Smarts}roll–2.</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Brave]{Brave}</td>\n<td>N,Spd6</td>\n<td>+2to@Compendium[swade-core-rules.swade-rules.Fear]{Terreur}checksand–2torollsonthe@Compendium[swade-core-rules.swade-macros.FearTable]{FearTable}.</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Brawny]{Brawny}</td>\n<td>N,Std6,Vd6</td>\n<td>@Compendium[swade-core-rules.swade-rules.SizeandScale]{Size}(andtherefore@Compendium[swade-core-rules.swade-rules.Characters]{Toughness})+1.Treat@Compendium[swade-core-rules.swade-rules.Chara
"description":"<div class=\"swade-core\">\n<h2>Electricity</h2>\n<p>Touching or brushing up against an electrical outlet or the kind of electric fence found around small farms requires a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} at −2. Success means the character is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}. Failure means he’s @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.</p>\n<p>If the source was gripped (such as trying to climb a fence and grabbing an electrified wire), the muscles freeze up and the victim can’t let go until he makes a Vigor roll at −4 (at the start of each turn as a free action).</p>\n<p>Each round the roll is failed, he takes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. Once Incapacitated, he lets go and no further rolls are required.</p>\n<h3>High Voltage</h3>\n<p>Contact with a high voltage electrical source such as a military-level fence or power line causes 4d6 damage.</p>\n<p>In dramatic games, this knocks the victim away from the fence 1d4″. In more realistic games, the victim spasms and must make a Vigor roll at −4 each turn to let go (a free action at the start of his turn). If failed, he suffers the damage each turn until he manages to let go or dies.</p>\n<p>Increase the damage to 5d6 if the victim is standing in water or in the rain.</p>\n<p><strong>Armor:</strong> @Compendium[swade-core-rules.swade-rules.Armor]{Armor} doesn’t protect from electrical damage unless it’s specifically designed to do so (i.e., a rubberized suit).</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Elves</h2>\n<p>Elves are tall, thin souls with pointed ears and deep-set eyes of various colors. Whether they hail from the deep forests or hidden valleys, they are all born more graceful than humans, though somewhat slighter. Most elves live upwards of 300 years. They have fair skin and their hair includes all human colors, plus shades of silver, blue, and gold.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>AGILE</strong>: Elves are graceful and agile. They start with a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agility} instead of a d4. This increases maximum Agility to d12+1.</li>\n<li><strong>ALL THUMBS</strong>: Elves have an inherent dislike of mechanical objects, and thus have the @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs} Hindrance. They shun most mechanical items and designs.</li>\n<li><strong>LOW LIGHT VISION</strong>: Elven eyes amplify light. Other races often claim they can see stars in the elves’ eyes. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Elves.webp\" alt=\"An image of an Elf\" /></div>"
},
{
"id":"Energy Skin",
"name":"Energy Skin",
"description":"<div class=\"swade-core\">\n<h3>Energy Skin</h3>\n<p>The armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Evasion</h2>\n<p>Some attacks are slow or require the user to “telegraph” their delivery, like flamethrowers or dragon’s breath. Such attacks state they may be “evaded.” If an attack doesn’t say it can be evaded, it can’t—victims are simply hit if the attack is successful and take damage.</p>\n<p>If an attack can be evaded and the character is aware of it, he makes an @Compendium[swade-core-rules.swade-rules.Traits]{Agility} roll at −2. Those who are successful manage to avoid the attack and take no damage. If this was an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}, the GM should place the figure to the side or rear of the template as makes sense in the situation.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Falling</h2>\n<p>Falling damage is 1d6+1 per 2″ (4 yards), to a maximum of 10d6+10.</p>\n<p><strong>Snow:</strong> Particularly soft ground, such as very deep snow, acts as a cushion. Every foot of soft snow reduces damage 1 point.</p>\n<p><strong>Water:</strong> A successful @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} halves damage into reasonably deep water at heights of 10″ (20 yards) or less. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} negates the damage entirely. Those who fall into water from heights greater than 20 yards take damage as if they’d hit solid earth.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Fanatics</h2>\n<p>Use this rule in pulp-style games where henchmen are numerous and villains are larger than life.</p>\n<p>When a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} enemy character is hit by a successful attack and the GM thinks it’s appropriate, one of his henchmen, goons, or other allies jumps in front of his master and takes the attack instead.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Fast Healing</h2>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} make natural @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} rolls once per day instead of every five days (or once per hour if the race has @Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Special Ability - Regeneration}).</p>\n<p><strong>Bumps & Bruises:</strong> Wild Cards recover one level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}</strong> every four hours instead of the usual 24.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Fatigue</h2>\n<p>Some hazards, stress, powers, or circum­stances may cause Fatigue instead of @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}. This represents mental stress or minor but lingering injuries that make a person less effective. Fatigue stacks until the victim is Incapacitated.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>FATIGUED: </strong>The victim subtracts 1 from all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait rolls}. If he takes another level of Fatigue, he’s Exhausted.</li>\n<li><strong>EXHAUSTED: </strong>The victim subtracts 2 from all Trait rolls. If he takes another level of Fatigue, he’s Incapacitated.</li>\n<li><strong>INCAPACITATED: </strong>The victim cannot perform actions and may be unconscious (GM’s call).</li>\n</ul>\n<h3>Recovery</h3>\n<p>Unless otherwise specified by the source, Fatigue and Exhaustion improve one level per hour. Incapacitated characters are helpless and may be unconscious (GM’s call) for [[/r 2d6]] hours. If treatment is possible (food, water, etc., depending on the source of Fatigue), and a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll is made, the character improves to Exhausted.</p>\n<p><strong>Mixed Fatigue: </strong>If a hero suffers Fatigue from different sources with different recovery times, remove one level when the effect with the shortest duration expires, then another level when the longest expires.</p>\n<h3>Hazards</h3>\n<p>Fatigue from hunger, thirst, etc., sometimes has different recovery conditions. See <strong>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}</strong>.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Fatigue (+2)</h3>\n<p>Powers that drain or tax an opponent can cause @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. This modifier may be attached to any @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation}, however.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Fear</h1>\n</div>\n<div>\n<p>Cold dread seizes the heroine as she enters the lost tomb. A dragon emerges from the cave, belching smoke and fire at the adventurers who threaten its hoard. An investigator stumbles upon a scene of grisly, ritualistic carnage.</p>\n<p>These rules reflect the horror of these terrible situations upon your heroes’ psyches.</p>\n<p><strong>When to Use These Rules:</strong> Characters in realistic, horror, or “dark” games should usually be subject to the constant effects of fear and terror. Fear in high fantasy or super hero games is probably only used as the effect of a creature ability or arcane power.</p>\n<p><strong>The Basics:</strong> Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} when confronted by creatures or situations that cause Fear.</p>\n<h2>Fear Checks</h2>\n<p>The heroes make a Fear check (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} as a @Compendium[swade-core-rules.swade-rules.Combat]{free action}) when they first spot a creature with the Fear ability.</p>\n<p>Success means a character manages to overcome the situation and carry on. A failed Fear check means the unfortunate soul faces the consequences below, depending on whether the source of fear was grotesque or terrifying in nature:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>Nausea:</strong> If the scene was grotesque or horrific, such as a grisly discovery or learning a secret “Man Was Not Meant to Know,” the character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} and @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the victim must roll on the Fear Table as well.</li>\n<li><strong>Terror:</strong> A terrifying trigger, such as a monstrous creature or unknowable evil, is much more intense. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are typically Panicked. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} must roll on the <strong>@Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}</strong> (at +2 with a Critical Failure on the Fear check). Roll a d20 and add the monster’s Fear penalty, if any, to the roll (a −2 adds +2 to the roll, for example).</li>\n</ul>\n<h3>Becoming Jaded</h3>\n<p>After encountering a particular type of creature, the character shouldn’t have to make Fear checks every time he sees another in that particular scenario. If the party clears out an asylum full of spectral inmates, for example, they should only have to roll the first time they encounter them—not in every room. The Game Master might require a roll if the heroes encounter such horrors in a particularly different or frightening situation, however.</p>\n<h3>Fear Table</h3>\n<p>For a rollable version of this table, please use this <strong>@Compendium[swade-core-rules.swade-macros.Fear Table]{Fear macro}</strong> which rolls on the @Compendium[swade-core-rules.swade-tables.Fear Table]{Fear Table}</p>\n<em>*Add the creature’s Fear penalty as a positive number to this roll.</em>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Fear Table</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">D20*</th>\n<th class=\"table-column-header\" scope=\"col\">Effect</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1-3</td>\n<td><strong>AdrenalineSurge:</strong>Thehero’s“fight”responsetakesover.Heactsasifhehada@Compendium[swade-core-rules.swade-rules.ActionCards(Initiative)]{Joker}thisaction!</td>\n</tr>\n<tr>\n<td>4-6</td>\n<td><strong>Distracted:</strong>Theherois@Compendium[swade-core-rules.swade-rules.DistractedandVulnerable]{Distracted}untiltheendofhisnextturn.</td>\n</tr>\n<tr>\n<td>7-9</td>\n<td><strong>Vulnerable:</strong>The
"description":"<div class=\"swade-core\">\r\n <h2>Finishing Move</h2>\r\n \r\n <p>A completely helpless victim may be dispatched with a lethal weapon of some sort as an action. This is automatic unless the GM decides there’s a special situation, such as a particularly tough or naturally armored victim, a chance for escape, and so on.</p>\r\n <p>The killer must usually dispatch his foe up close and personal, but the GM may occasionally let Finishing Moves be performed at range if the situation warrants.</p>\r\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Fire</h2>\n<p>If a flammable target is hit by fire (GM’s call), roll 1d6. On a 6, the target catches fire and immediately takes the damage listed below. Very flammable targets catch fire on a 4–6. Volatile targets, such as a person soaked in gasoline, catch fire on a 2–6.</p>\n<table class=\"table value=table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Fire Damage</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">Description</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>1d6</td>\n<td>Spot contact, steam</td>\n</tr>\n<tr>\n<td>2d6</td>\n<td>Bonfire, burning room</td>\n</tr>\n<tr>\n<td>3d6</td>\n<td>Flamethrower</td>\n</tr>\n<tr>\n<td>5d6</td>\n<td>Lava</td>\n</tr>\n</tbody>\n</table>\n<p>Fire continues to cause damage at the beginning of the victim’s turns. Roll a d6 immediately after it does so. On a 6, it grows in intensity to whatever maximum the GM feels is appropriate (usually 3d6 for organic beings). On a 1, the fire drops a level, or burns out if reduced below 1d6 damage.</p>\n<p>A character may also make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll to put out a fire on himself, others, or a flame the size of a @Compendium[swade-core-rules.swade-rules.Game Mastering]{Medium Blast Template}Medium Blast Template. This is an action, plus any modifiers for intensity, tools, the flammability of the target, etc.</p>\n<p><strong>Armor:</strong> @Compendium[swade-core-rules.swade-rules.Armor]{Armor} protects normally unless the attack or hazard’s description says otherwise. A hero hit with a @Compendium[swade-core-rules.swade-equipment.Flamethrower]{flamethrower} is still better off if he has a @Compendium[swade-core-rules.swade-equipment.Kevlar Vest]{Kevlar vest} than not, for example.</p>\n<p><strong>Flaming Weapons:</strong> Flame doesn’t cause extra damage but may set the target on fire.</p>\n<h3>Smoke Inhalation</h3>\n<p>Fires in confined areas produce deadly smoke. Each person within must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll every round. If the roll is failed, the character gains a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. A wet cloth adds +2 to the roll and a “SCBA” (firefighter’s) mask negates the need for the roll entirely.</p>\n<p><strong>Death:</strong> A person @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacitated} from smoke inhalation dies in a number of minutes equal to his Vigor. If someone can get to the victim before then, he can be resuscitated by removing him from the hazard and a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll at −2.</p>\n<img src=\"modules/swade-core-rules/assets/art/fire.webp\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Firing Into Melee</h2>\n<p>Occasionally heroes have to fire into the middle of hand-to-hand fights. The trouble is that even though we might see figures standing perfectly still on the tabletop, in “reality,” they’re circling each other, wrestling back and forth, and moving erratically. For that reason, firing into a tangle of people, such as a melee, is quite dangerous. Use the <strong>@Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}</strong> rules when this occurs.</p>\n</div>"
},
{
"id":"Flamethrowers Table",
"name":"Flamethrowers Table",
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Flamethrowers</h2>\n<div class=\"table-summary\">\n<p>Flamethrowers propel incendiary liquid or gas to incinerate their targets. They are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, use the Cone Template (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}</strong>), and may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n<p>Armor protects normally, but flammable targets may catch fire (see <strong>@Compendium[swade-core-rules.swade-rules.Fire]{Fire}</strong>).</p>\n<p>For vehicular flamethrowers, see the @Compendium[swade-core-rules.swade-rules.Vehicular Weapons Table]{Vehicular Weapons Table}.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flamethrower]{Flamethrower}</td>\n<td>Cone Template</td>\n<td>3d6</td>\n<td>—</td>\n<td>1</td>\n<td>10</td>\n<td>d8</td>\n<td>70</td>\n<td>300</td>\n</tr>\n</tbody>\n</table>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Free Attacks</h2>\n<p>Some @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, such as @Compendium[swade-core-rules.swade-edges.Counterattack]{Counterattack} and @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}, or options such as <strong>@Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}</strong>, allow a character to make a free attack</p>\n<p>Free attacks are a single attack unaltered by other Edges or combat options. This is usually a @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} or @Compendium[swade-core-rules.swade-rules.Grappling]{Grappling} attack, but could include @Compendium[swade-core-rules.swade-skills.Shooting]{distance} if the attacker is armed with a pistol or other ranged weapon that can fire in melee (see <strong>@Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee}</strong>).</p>\n</div>"
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Futuristic Armor</h2>\n<div class=\"table-summary\">\n<p><strong>@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong> Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</p>\n,\n<p>Apply AP only to the item's actual @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item</th>\n<th class=\"table-column-header\" scope=\"col\">Armor</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Light/Civilian Armor</span> </span> <span class=\"table-body-description\"><strong>Energy Skin: </strong>Any armor listed below may be treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Body Armor w/Energy Skin]{Body Armor} (torso, arms, legs)</td>\n<td>+4*</td>\n<td>d4</td>\n<td>4</td>\n<td>200</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Light, armored clothing made from complex polymers or advanced ballistic weave.</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Military Armor</span> </span> <span class=\"table-body-description\">Armor used by private or state forces.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Infantry Battle Suit]{Infantry Battle Suit} (torso, arms, legs)</td>\n<td>+6*</td>\n<td>d6</td>\n<td>12</td>\n<td>800</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>A full suit of armor with boots and gloves.</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Battle Helmet]{Battle Helmet} (head, full face)</td>\n<td>+6*</td>\n<td>d6</td>\n<td>2</td>\n<td>100</td>\n</tr>\n</tbody>\n</table>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Ganging Up</h2>\n<p>Ganging up allows attackers to flank, exploit openings, and generally harass a foe. Each additional adjacent foe (who isn’t @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}) adds +1 to all the attackers’ @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} rolls, up to a maximum of +4. If three goblins attack a single hero, for example, each of the three goblins add +2 to their Fighting rolls.</p>\n<p>Each <em>ally</em> adjacent to the defender cancels out one point of Gang Up bonus from an attacker adjacent to both. This means troops in opposing lines, such as a medieval formation where each man has three adjacent foes and two adjacent allies, don’t get the bonus unless actually flanked.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Gear</p>\n</div>\n</div>\n<div>\n<p>In this section is a sampling of gear from the ancient era to the near future. Read the notes below before you go shopping to understand what each of these keywords means.</p>\n<h2>Costs</h2>\n<p>Characters are assumed to have clothes and other personal items. In modern settings, they also have a place to live, tools, maybe a vehicle, and basic necessities as befit the era.</p>\n<p>The starting funds of $500 are for “adventuring gear” in addition to these personal items. Prices are set mostly in modern terms. For older or futuristic items, they’re set relative to the starting funds. This can often cause some strange results—a nice suit in 1920 costs around $20 in the real world rather than the $200 listed here—but the starting funds are higher than most people had as well.</p>\n<p>Some items are also extremely difficult to price because they were typically made with forced labor—like @Compendium[swade-core-rules.swade-equipment.Catapult]{catapults} or @Compendium[swade-core-rules.swade-equipment.Trebuchet]{trebuchets} created by engineers and soldiers in the field. Their prices reflect an estimate of the time and resources needed to create them.</p>\n<p>Use the prices listed in this book for quick games or as a baseline for campaign worlds of your own creation. Our official <cite>Savage Worlds</cite> settings have all new equipment lists and prices specific to their time and environment.</p>\n<h2>Gear Notes</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Armor]{Armor}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Caliber]{Caliber}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage]{dégâts}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Parry]{Parry}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Range]{Portée}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Reload]{Reload}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Two Hands]{Two Hands}</h3>\n</div>\n<h2>Encumbrance</h2>\n<p>Most of the time you don’t need to worry about how much weight a character is carrying. If it becomes important to track, use the <strong>Encumbrance Levels</strong> table below. If a character carries more than the listed weight, he’s Encumbered.</p>\n<p>Encumbered characters subtract 2 from @Compendium[swade-core-rules.swade-rules.Movement]{Pace} (minimum 1″), running rolls, Agility and all linked skills, and Vigor rolls made to resist <strong>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}</strong>.</p>\n<p>At three times the lifted weight or more, he can move at a @Compendium[swade-core-rules.swade-rules.Movement]{Pace} of 1 for a number of rounds equal to his Vigor. Every round thereafter he must succeed at a Vigor roll or take a level of Fatigue.</p>\n<p>The maximum weight a character can lift or carry is four times the listed weight.</p>\n<table class=\"table list-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Encumbrance</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Strength</th>\n<th class=\"table-column-header\" scope=\"col\">Cancarryweightupto...</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>d4</td>\n<td>20lbs</td>\n</tr>\n<tr>\n<td>d6</td>\n<td>40lbs</td>\n</tr>\n<tr>\n<td>d8</td>\n<td>60lbs</td>\n</tr>\n<tr>\n<td>d10</td>\n<td>80lbs</td>\n</tr>\n<tr>\n<td>
"description":"<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Getting Started</p>\n</div>\n</div>\n<div class=\"swade-columns\">\n<h2>What's a Roleplaying Game?</h2>\n<p>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.</p>\n<p>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. Sometimes they roll dice tied to their characters’ abilities to determine the outcome. This book describes that process—how to create characters, battle monsters, and complete quests through collective story telling and interpretation of various die rolls. </p>\n<p>If you’re new to this whole thing, we recommend watching some “actual play” videos on the internet to get a feel for it.</p>\n<p>And if you are new, we think you’ll love exploring the incredible world of roleplaying games!</p>\n<img src=\"modules/swade-core-rules/assets/art/pg6_quote.webp\" alt=\"Sometimes this all just seems like some weird game. — Red\"/>\n<h2>WhatYouNeedtoPlay</h2>\n<p>Here’swhatelseyouneedtobeginyourjourney…</p>\n<h3>Dice</h3>\n<p><em>SavageWorlds</em>usestraditionalgamingdice:4,6,8,10,12,and20-sided.Youalsoneedaspecial“WildDie,”ad6ofadifferentcolorexplainedinChapterThree.Diceareavailablefromyourfavoritelocalgamingstore,oronlinedirectlyfromPinnacle.</p>\n<p>Weabbreviatethedifferentdiceasd4,d6,d8,d10,d12,andd20.Ifyouseesomethinglike2d6+1,thatmeanstorolltwosix-sideddice,addthetwotogether,thenadd1tothetotal.</p>\n<h3>TheActionDeck</h3>\n<p><em>SavageWorlds</em>usesastandarddeckofplayingcardswiththeJokersleftin.Cardsareusedforinitiativeincombatandtohelpkeepthingsmovingfastandfurious.</p>\n<p>Lookforofficial<em>SavageWorlds</em>ActionDecksforboththecoregameandmostofourSavageSettings!</p>\n<h3>ASavageSetting</h3>\n<p>Willyouandyourfriendsexplorepost-apocalypticruins?Leadaruggedwarbandinyourfavoritefantasyworld?Takeontheroleofvampirelords?Orperhapsfightevilinthemanytheatersofthe<em>WeirdWars</em>™?</p>\n<p>Pickupthebookforyourfavoritegamesettingatyourlocalgamestore,orcreateyourown.OfficialSavageSettingsincludenewEdgesandHindrances,SettingRules,powers,weapons,gear,monsters,andmore!</p>\n<h3>Bennies</h3>\n<p>Tokensofsomesortrepresent“@Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}”(Americanslangfor“benefits”).Thesecanbeusedtorerolldice,preventdamage,andmuchmore.</p>\n<h3>Miniatures(Optional)</h3>\n<p>Ifyouliketouseminiaturesinyourgames,wemakethemosticoniccharactersandcreaturesformanyofoursettings,andourfriendsatReaperMinisandBronzeAgemakelotsofotherusefulmodelsfortacticalbattlesonthetabletop.</p>\n<p>Wealsoofferprintable“FigureFlats”formanyofourgames—printwhatyouneedforquickandcolorfulminisofheroesandheroines,villains,monsters,andmore.</p>\n<h2>SavageSettings</h2>\n<p>OurSavageSettingsaredesignedtobeeasytoread,run,andplay.TheyfocusonwhatplayersandGameMastersaremostlikelytoneedintheiradventuresandcampaigns.</p>\n<p>Mostsettingsfeatureadventures(calledSavageTales)andPlotPointCampaigns.</p>\n<h3>SavageTales</h3>\n<p>MostSavageTalesaredesignedtobeeasytoread,prepare,andruninminutes,andprovideasolidnight’sentertainment.</p>\n<p>Othersarelonger,full-lengthscenari
},
{
"id":"Getting Started Alternate",
"name":"Getting Started Alternate",
"description":""
},
{
"id":"Glow or Shroud (+1)",
"name":"Glow or Shroud (+1)",
"description":"<div class=\"swade-core\">\n<h3>Glow/Shroud (+1)</h3>\n<p>Glow gives off soft light of an appro­priate color for its @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping} (or caster’s choice). This creates soft light in a @Compendium[swade-core-rules.swade-rules.Game Mastering]{Small Blast Template} centered on the target, and lasts until the power expires. It subtracts 2 from her @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} totals and negates 1 point of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalties for those attacking the glowing character.</p>\n<p>Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls.</p>\n</div>"
},
{
"id":"Grappling",
"name":"Grappling",
"description":"<div class=\"swade-core\">\n<h2>Grappling</h2>\n<p>Grappling is an opposed roll between the attacker and defender’s @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}. If the attacker wins, the foe is Entangled. With a raise, he’s Bound. (Success on a foe who was already Entangled makes him Bound.) See <strong>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}</strong>.</p>\n<p>If a foe is Bound, the <em>grappler</em> is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} while maintaining his hold.</p>\n<p>The @Compendium[swade-core-rules.swade-rules.Ganging Up]{Ganging Up} bonus applies when grappling a defender, but other maneuvers don’t unless the Game Master rules otherwise in a specific situation.</p>\n<p><strong>Size Matters: </strong>If there’s a difference in Scale (see @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size and Scale}) between the attacker and defender, the grappler subtracts the difference from his total (the defender does not).</p>\n<p>Creatures may not generally grapple a foe more than two Sizes larger than themselves unless they have exceptional reach or @Compendium[swade-core-rules.swade-rules.Traits]{Strength} for their Size (GM’s call).</p>\n<p class=\"embedded-example\"><strong>Example: </strong>A dragon (Huge +4) tries to pin a half-folk thief (Normal). The difference between Huge and Normal Scales is 4, so the dragon must subtract 4 from its @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll.<br />If an ogre (Normal) tries to wrestle a great white shark (Large +2), he must subtract 2 from his roll.</p>\n<p><strong>Crush: </strong>A grappler may harm someone he’s @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled or Bound} by making an opposed @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll as an action on his turn. With success, he rolls his @Compendium[swade-core-rules.swade-rules.Traits]{Strength} a second time for damage (with @Compendium[swade-core-rules.swade-rules.Dealing Damage]{bonus damage} if he got a raise on the first roll).</p>\n</div>"
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Grenades</h2>\n<div class=\"table-summary\">\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the @Compendium[swade-core-rules.swade-rules.Range]{Ranges} listed below, and cannot make use of <strong>@Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}</strong>.</p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons} and detonate in the listed blast template (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}</strong>).</p>\n<p>Grenades may be Evaded. See <strong>@Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}</strong>.</p>\n</div>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Blast</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Mk II (WW2 Pineapple)]{Mk II (WW2 Pineapple)}</td>\n<td>4/8/16</td>\n<td>3d6</td>\n<td>—</td>\n<td>—</td>\n<td>MBT</td>\n<td>1</td>\n<td>40</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Potato Masher (WW2)]{Potato Masher (WW2)}</td>\n<td>5/10/20</td>\n<td>3d6-2</td>\n<td>—</td>\n<td>—</td>\n<td>MBT</td>\n<td>2</td>\n<td>50</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Mk67 (Modern)]{Mk67 (Modern)}</td>\n<td>5/10/20</td>\n<td>3d6</td>\n<td>—</td>\n<td>—</td>\n<td>MBT</td>\n<td>1</td>\n<td>40</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Smoke Grenade]{Smoke Grenade}</td>\n<td>5/10/20</td>\n<td>—</td>\n<td>—</td>\n<td>—</td>\n<td>LBT</td>\n<td>1</td>\n<td>50</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{LBT} that obscures vision (–4).</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Stun Grenade]{Stun Grenade}</td>\n<td>5/10/20</td>\n<td>—</td>\n<td>—</td>\n<td>—</td>\n<td>LBT</td>\n<td>1</td>\n<td>50</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Targets must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at –2 with a raise) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n</tbody>\n</table>\n<aside class=\"tape-page-half\">\n<h2>MoreonGrenades</h2>\n<p>Theseadditionalrulesgetabitpicky,buttheyrepresentthecinematicshenanigans–andreal-lifeheroics–playersoftenlookforintheirgame.</p>\n<p>Grenadesinthemoderneraandearlierexplodeaftermechanismsinsidetriggerthedetonator—typicallyadelayofthreetofivesecondsdependingonmakeandmodelafterthepinispulledtoinitiatedetonation.</p>\n<p><strong>HotPotato:</strong>Becauseofthedelayinthegrenade’sdetonation,onecharacter(andoneonly)intheblastradiuscanattempttopickupandthrowthegrenadebeforeitgoesoff.Thisisan@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}rollat−4asafree@Compendium[swade-core-rules.swade-rules.Actions]{action}(or−2ifhewason@Compendium[swade-core-rules.swade-rules.Hold]{Hold},butitconsumeshis
"description":"<div class=\"swade-core\">\n<h2>Gritty Damage</h2>\n<p>This variation on damage works well for settings such as gritty detective scenarios or “realistic” military adventures. It can be very lethal so use it cautiously.</p>\n<p>Whenever a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, roll on the <strong>@Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}</strong> and apply the results immediately (but roll only once per incident regardless of how many Wounds are actually caused). A hero who takes two Wounds from an attack, for example, rolls once on the <strong>@Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}</strong>.</p>\n<p>Injuries sustained in this way are cured when the Wound is healed. Injuries sustained via @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation} may be temporary or permanent as usual.</p>\n<p>A Shaken character who’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} a second time (from damage) receives a Wound as usual but does not roll on the Injury Table.</p>\n<p class=\"embedded-example\"><strong>Example: </strong>Gabe is a Hellfighter (soldier) during Weird War One. He takes a Wound from a German sniper and rolls on the Injury Table. He rolls a 10—Leg. The GM rolls a die and decides it’s the left leg, so he has the Slow (Minor) Hindrance. If he takes another Wound to that leg, the Hindrance becomes Major. Further Wounds to the same leg add to his Wound total as usual but have no further effect.<br />Later, Gabe takes two Wounds to the Guts. The Game Master rolls once and gets the Battered result from the Injury Table, reducing the Sarge’s Vigor from d8 to d6. Gabe now has three Wounds and two gruesome injuries.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Ground Vehicles</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Vehicle</th>\n<th class=\"table-column-header\" scope=\"col\">Size</th>\n<th class=\"table-column-header\" scope=\"col\">Handling</th>\n<th class=\"table-column-header\" scope=\"col\">Top Speed (MPH)</th>\n<th class=\"table-column-header\" scope=\"col\">Toughness</th>\n<th class=\"table-column-header\" scope=\"col\">Crew</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Civilian Vehicles</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Bicycle]{Bicycle}</td>\n<td>-1</td>\n<td>+1</td>\n<td>16</td>\n<td>4</td>\n<td>1</td>\n<td>250</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> 50% chance a shot hits the rider instead. Doubles rider’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace} and @Compendium[swade-core-rules.swade-rules.Movement]{running die} result.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Carriage]{Carriage}</td>\n<td>3</td>\n<td>-2</td>\n<td>16</td>\n<td>6</td>\n<td>1+3</td>\n<td>1-3K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Pulled by one @Compendium[swade-core-rules.swade-equipment.Horse]{Horse}. @Compendium[swade-core-rules.swade-rules.Movement]{Pace} on the tabletop is 12 and it may run.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Early Car]{Early Car}</td>\n<td>3</td>\n<td>-1</td>\n<td>40</td>\n<td>7</td>\n<td>1+3</td>\n<td>1000</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Model Ts and the like.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Street Bike]{Street Bike}</td>\n<td>1</td>\n<td>+1</td>\n<td>120</td>\n<td>8</td>\n<td>1+1</td>\n<td>3000</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Stock name-brand street bikes designed for urban use. 50% chance any uncalled shot hits the character instead.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Dirt Bike]{Dirt Bike}</td>\n<td>0</td>\n<td>+1</td>\n<td>80</td>\n<td>7</td>\n<td>1</td>\n<td>2000</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Stock bike designed for off-road use with excellent shocks. Off Road (treat as @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}). 50% chance any uncalled shot hits the character instead.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Compact Car]{Compact Car}</td>\n<td>4 (Grand)</td>\n<td>+1</td>\n<td>120</td>\n<td>10 (2)</td>\n<td>1+3</td>\n<td>5-14K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Honda Civic or similar vehicle.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Mid-Sized Car]{Mid-Sized Car}</td>\n<td>4 (Grand)</td>\n<td>0</td>\n<td>120</td>\n<td>11 (2)</td>\n<td>1+4</td>\n<td>30K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air bags}, luxury features.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles
"description":"<div class=\"swade-core\">\n<h2>Half-elves</h2>\n<p>Half-elves gain the elves’ grace but none of their elegant frailty. Most are well-adjusted, but some are shunned by one side of the family or the other and grow resentful. Others may even be mistreated. Their lifespans are closer to their human parent than those of their elven kin, living only to about 100 years.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>HERITAGE</strong>: Half-elves may retain the grace of their elven parent or the adaptability of their human ancestry. A half-elf may either start with a free Novice @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of his choice or a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agility} instead of a d4 (which also increases his Agility maximum to d12+1).</li>\n<li><strong>LOW LIGHT VISION</strong>: Half-elves ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>OUTSIDER (Minor)</strong>: Half-elves are never quite comfortable in human or elven society, having a foot in both worlds but never fully standing in either. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls with all but others of their kind.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Half-Elves.webp\" alt=\"An image of a Half-Elf\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Half-Folk</h2>\n<p>Half-folk are small, nimble people with fuzzy brown or black hair. Though they are frail compared to most other races, their cheerful optimism (or wily cunning) gives them a “never say die” attitude that makes them more than a match for creatures twice their size. Half-folk see no reason to invite trouble and tend to live in their own close-knit communities far off the beaten path.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>LUCK</strong>: Half-folk draw one additional @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} per game session.</li>\n<li><strong>REDUCED PACE</strong>: Decrease the character’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and their running die one die type.</li>\n<li><strong>SIZE -1</strong>: Half-folk average only about four feet tall, reducing their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} (and therefore @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}) by 1.</li>\n<li><strong>SPIRITED</strong>: Half-folk are generally optimistic beings. They start with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} instead of a d4. This increases their maximum Spirit to d12+1.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Half-Folk.webp\" alt=\"An image of a Half-Folk\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Hard Choices</h2>\n<p>Use this rule for more dramatic and gritty games. The GM and her @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} characters don’t start with @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}, but every time the players spend one it goes into her pool where it can be used for any of her characters. If this rule is in play, Jokers no longer grant Bennies to either side.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Hazards</h1>\n</div>\n<div>\n<p>Heat, cold, hunger, thirst, lack of sleep, and other hazards can wear down even the hardiest of heroes, sending them into a downward spiral that can lead to death if they can’t improve their situation.</p>\n<p><strong>When to Use These Rules:</strong> Hazards intro­duce resource management to long trips through dangerous regions. They also push the party toward critical resources like water or shelter where encounters with other travelers or creatures are likely present.</p>\n<p>The other Hazards listed here, such as falling, poison, disease, and the like, generally come up in response to a creature or situation.</p>\n<p><strong>The Basics:</strong> Each Hazard is different, but most are an attribute check made periodically against some dangerous effect. Failure tends to cause <strong>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}</strong> . Use the standard rules modified by any changes noted in this section.</p>\n<h2>Hazards</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Climbing]{Climbing}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Cold]{Cold}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Disease]{Disease}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Drowning]{Drowning}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Electricity]{Electricity}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Falling]{Falling}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Fire]{Fire}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Heat]{Heat}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Hunger]{Hunger}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Poison]{Poison}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Radiation]{Radiation}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Sleep]{Sleep}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Thirst]{Thirst}</h3>\n</div>\n<aside class=\"graph_quarter\">\n<h2>The Rule of Threes</h2>\n<p>Extreme survivalists often talk about the “rule of threes.” All of these apply to reasonably healthy individuals, of course. Those with illnesses or other infirmities will fare worse.</p>\n<p>These “rules” encourage those in dangerous circumstances to prioritize, seeing to their shelter in a freezing environment before worrying about water and food, for example. In the game, these conditions should only come into play when dramatically appropriate.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>AIR: </strong>A standard rule of survival says most people can survive three minutes without air (though they likely pass out and need resuscitation after a minute).</li>\n<li><strong>SHELTER: </strong>You can live for three hours without shelter in a harsh environment, such as sub-zero temperatures.</li>\n<li><strong>WATER: </strong>You can live for three days without water.</li>\n<li><strong>FOOD: </strong>You can live three weeks without food.</li>\n</ul>\n</aside>\n</div>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Healing</h1>\n</div>\n<div>\n<p>The @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} skill is used to remove @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}. Each attempt requires 10 minutes per wound level of the patient. Subtract 1 from Healing rolls without a basic First Aid kit or similar supplies.</p>\n<p>A success removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} removes two. Failure means no Wounds are removed. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} <em>increases</em> the victim’s Wound level by one.</p>\n<aside class=\"the-golden-hour\">\n<h2>TheGoldenHour</h2>\n<p>Patientswhosurvivetheirinitialtraumahaveaboutanhourtosurvivemostlife-threateninginjuries.Iftheyreceivemedicalattentionduringthattime,theycangenerallybesaved.Thelongerthewait,however,themorelikelythe@Compendium[swade-core-rules.swade-rules.DamageEffects]{Wounds}aretobefatal.</p>\n<p>In<cite>SavageWorlds</cite>,weextendthisconcepttohealingingeneral.Besidesreflectingthereal-worldconcept,italsoprovidesgoodgamebalanceanddramaasthepartyhastodecidewhethertopressondespitetheirinjuries.</p>\n</aside>\n<p><strong>TheGoldenHour:</strong>Acharactermayonlyattempttoheal@Compendium[swade-core-rules.swade-rules.DamageEffects]{Wounds}onapatientoncewithinthehourtheyweresustained.Failingtherollmeansthehealerisn’tabletotreatthoseparticularinjuries.A<em>different</em>charactermayattempta@Compendium[swade-core-rules.swade-skills.Healing]{Guérison}rollonthesamepatient,however.</p>\n<p>Oncethe@Compendium[swade-core-rules.swade-rules.DamageEffects]{Wounds}areoveranhourold,onlynaturalhealingorthe<em>@Compendium[swade-core-rules.swade-powers.Healing]{Guérison}</em>power(using<em>greaterhealing</em>)canhealWounds.</p>\n<p><strong>BleedingOut:</strong>The@Compendium[swade-core-rules.swade-skills.Healing]{Guérison}skillcanalsobeusedtostabilizesomeonewho’s<strong>@Compendium[swade-core-rules.swade-rules.DamageEffects]{BleedingOut}</strong>.Eachattemptisan@Compendium[swade-core-rules.swade-rules.Actions]{action},andifsuccessfulthevictimisstabilized.</p>\n<p><strong>Incapacitation:</strong>Healingatleastone@Compendium[swade-core-rules.swade-rules.DamageEffects]{Wound}onan@Compendium[swade-core-rules.swade-rules.DamageEffects]{Incapacitated}patientremovesthatstate(andrestoresconsciousnessifhewasknockedout).</p>\n<h2>NaturalHealing</h2>\n<p>@Compendium[swade-core-rules.swade-rules.DamageEffects]{Wounded}charactersmakea@Compendium[swade-core-rules.swade-rules.TraitRolls]{Vigor}rolleveryfivedays.SuccessrecoversoneWounds,anda@Compendium[swade-core-rules.swade-rules.TraitRolls]{Prouesse}recoverstwo.</p>\n<p>A@Compendium[swade-core-rules.swade-rules.TraitRolls]{Écheccritique}increasesthevictim’s@Compendium[swade-core-rules.swade-rules.DamageEffects]{Wounds}levelbyone—eitherfrominfection,bloodloss,oraggravatingtheinjuries.Ifthiscauses@Compendium[swade-core-rules.swade-rules.DamageEffects]{Incapacitation},don’tusetheusualrulesfortakingdamage.Instead,thevictimlapsesinandoutofconsciousnessandmakesa@Compendium[swade-core-rules.swade-rules.TraitRolls]{Vigor}rollevery12hours.Iftherollisfailed,heexpires.Successmeanshemustrollagain12hourslater.Witha@Compendium[swade-core-rules.swade-rules.TraitRolls]{Prouesse}hestabilizesandwakes.Alliesmayalsoattempttostabilizetheheroasexplainedunder<strong>BleedingOut</strong>,above.</p>\n<p><strong>Support:</strong>Don’tforgettouse@Compendium[swade-core-rules.swade-rules.Support]{Support}whenyourpartyhasbeenbeatenupabit.Characterswith@Compendium[swade-core-rules.swade-skills.Healing]{Guérison},@Compendium[swade-core-r
"description":"<div class=\"swade-core\">\n<h2>Heat</h2>\n<p>Intense heat, typically that over 90 degrees Fahrenheit, can cause heat exhaustion and heatstroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious characters can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently.</p>\n<p>When the temperature reaches 90 degrees or more, heroes must make @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{rolls} every four hours. Those who fail take @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} that can only be recovered by cooling down.</p>\n<p><strong>Modifiers:</strong> Subtract 1 or 2 from rolls made in high or extreme heat. Subtract an additional 1 or 2 points if the characters engage in vigorous or extreme activity.</p>\n<p><strong>Heatstroke:</strong> If a character is Incapacitated from heat he must make another Vigor roll. Success follows the usual rules for Incapacitation from Fatigue, but failure permanently reduces his Vigor a die type (to a min­imum of d4). A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on this roll means he perishes.</p>\n<p><strong>Recovery:</strong> A victim must cool down some­how to recover Fatigue. This usually means water, shade, air conditioning, etc.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Glow/Shroud (+1)</h3>\n<p>The caster pours his energy into the attack, creating a focused blast. The attack counts as a <strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}</strong>.</p>\n</div>"
},
{
"id":"Heavy Weapon (HW)",
"name":"Heavy Weapon (HW)",
"description":"<div class=\"swade-core\">\n<h3>Heavy Weapon (HW)</h3>\n<p>The weapon can affect vehicles or other devices with <strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}</strong>.</p>\n</div>"
},
{
"id":"Heroes Never Die",
"name":"Heroes Never Die",
"description":"<div class=\"swade-core\">\n<h2>Heroes Never Die</h2>\n<p>Heroes in movies very rarely die. When they do, they go down fighting or perform one last, epic act of heroism.</p>\n<p>With this rule in play, @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} who are @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} from a damage roll make a Vigor roll as usual but treat @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failures} as regular failures and ignore the rules for Bleeding Out.</p>\n<p>How a hero might survive what should be certain death is a chance to get creative. An adventurer who falls from a towering cliff, for example, might land in a pool of water or crash through the branches of a forest far below.</p>\n<p>If the situation is particularly heroic or if it serves as a major story point, the GM and player can decide the character perishes. A hero who confronts a massive demon on a crumbling bridge, for example, might take the fiend with him with his final blow.</p>\n<p><strong>Villains:</strong> The reverse is also true—villains rarely die either! Heroes should play this in the spirit it’s intended—they shouldn’t attempt to cause some sort of gruesome and undeniable death to a villain who falls into their hands, for example. They should instead turn the captive over to the authorities—even though they know full well he will eventually escape to plague them once again.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>High Adventure</h2>\n<p>Characters can spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to gain the one-time use of a Combat Gain a new @Compendium[swade-core-rules.swade-rules.Edges]{Atout}. They have to meet the @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} and any Edge requirements as usual but can ignore Trait requirements. Multiple @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} can be spent in one round for multiple Edges, either for different effects or in order to meet a needed requirement to gain another Edge.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>High Explosive (HE)</h3>\n<p>High explosive rounds use a blast template, the size of which is listed in the weapon or ammunition’s notes. See the rules for <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area of Effect}</strong>.</p>\n</div>"
},
{
"id":"Hinder or Hurry (+1)",
"name":"Hinder or Hurry (+1)",
"description":"<div class=\"swade-core\">\n<h3>Hinder/Hurry (+1)</h3>\n<p>The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is reduced by 2 until the power expires.</p>\n<p>A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is increased by 2.</p>\n<p>Effects of either modifier aren’t cumulative.</p>\n</div>"
},
{
"id":"Hindrance 01",
"name":"Hindrance 01",
"description":""
},
{
"id":"Hindrance 02",
"name":"Hindrance 02",
"description":""
},
{
"id":"Hindrance 03",
"name":"Hindrance 03",
"description":""
},
{
"id":"Hindrances",
"name":"Hindrances",
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Hindrances</h1>\n</div>\n<div>\n<p>Hindrances are character flaws and physical handicaps that occasionally make life a little tougher for your hero.</p>\n<p>Some Hindrances have actual game effects. Other, more subjective “roleplaying” Hindrances help you understand and roleplay your character. They should occasionally cause her to act in ways that aren’t necessarily smart, efficient, or in the best interests of the party or the overall goal. That’s what roleplaying games are all about, and the GM should reward you with @Compendium[swade-core-rules.swade-rules.Bennies] when your Hindrances cause significant trouble.</p>\n</div>\n<img class=\"figure table-figure\" src=\"modules/swade-core-rules/assets/art/Gabe.webp\" alt=\"An image of Gabe with a gattling laser. Nate always plays 'Gabe', a no-nonsense tough guy with a gruff exterior but a heart of pure gold. In advanced settings he's tech-savvy. In fantasy games he's usually a KNight or Warrior of some sort.\" />\n<figure class=\"figure table-figure\">\n<figcaption class=\"figure-heading\">Hindrance Summaries</figcaption>\n<table class=\"table summary-table\">\n<tbody>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs (Minor)}:</span> –2 to use mechanical or electrical devices.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Anemic]{Anemic} (Minor):</span> –2 @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} when resisting @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Arrogant]{Arrogant} (Minor):</span> Likes to dominate his opponent, challenge the most powerful foe in combat.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Bad Eyes]{Bad Eyes} (Minor/Major):</span> –1 to all Trait rolls dependent on vision, or –2 as a Major Hindrance. Eyewear negates penalty but have a 50% chance of breaking when the hero suffers trauma.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Bad Luck]{Bad Luck} (Major):</span> The characters starts with one less Benny per session.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Big Mouth]{Big Mouth} (Minor):</span> Unable to keep secrets and constantly gives away private information.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-powers.Blind]{Blind} (Major):</span> –6 to all tasks that require vision (but choice of a free Edge to offset).</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Bloodthirsty} (Major):</span> Never takes prisoners.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Can't Swim]{Can't Swim} (Minor):</span> –2 to swimming (@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}) rolls; Each inch moved in water costs 3” of @Compendium[swade-core-rules.swade-rules.Movement]{Pace}.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Cautious]{Cautious} (Minor):</span> The character plans extensively and/or is overly careful.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Clueless]{Clueless} (Major):</span> –1 to Common Knowledge and @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Clumsy]{Clumsy} (Major):</span> –2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} and @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.CodeofHonor]{CodeofHonor
"description":"<div class=\"swade-core\">\n<h2>Hold</h2>\n<p>A hero may choose to wait and see what happens by going on “Hold.” This allows her to resolve her turn later in the round if she wishes, and lasts until it’s used. If a character is on Hold when a new round begins, she’s not dealt a new @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} but can go at any point in the round she chooses. (Discard her current card and mark her as “On Hold” with a counter of some sort.)</p>\n<p><strong>Shaken and Stunned:</strong> If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} while on Hold, she immediately loses her Hold status and her turn for the round. (Shaken or Stunned characters can’t go on Hold either.)</p>\n<p><strong>Interrupting Actions:</strong> If a character on Hold wants to interrupt an action (including a rival who was also on Hold), she and the opponent make opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} rolls. Whoever rolls highest goes first. In the rare case of a tie, the actions are simultaneous.</p>\n<p>If the character interrupting fails, she loses her Hold status but gets a turn after the foe finishes his. She may take whatever actions she wishes when her turn comes up—she’s not locked into whatever she was trying to do when she failed to interrupt.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Humans</h2>\n<p>Humans in most settings get one free @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choice. This option reflects their versatility and adaptability compared to most other races.</p>\n<p>For more variety, the GM might give humans abilities based on culture rather than race. For instance, a nomadic, horse-based society might start with skill points in Riding and Survival. Cultural templates are designed just like making new races, though GMs should allow for more exceptions than usual since the abilities tend to be learned rather than truly innate.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ADAPTABLE</strong>: Humans begin play with any Novice @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choosing. They must meet its Requirements as usual.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Humans.webp\" alt=\"An image of a Human\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Hunger</h2>\n<p>Average-size humans need about 1,500 calories of reasonably nutritious food per day to avoid the effects of hunger. If sufficient sustenance isn’t available, a character begins to suffer from hunger.</p>\n<p>After 24 hours without enough food, the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Subtract 1 if the individual has less than half the required calories, and −2 if he has no food at all. Failure means the character gains a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level.</p>\n<p>See the <strong>@Compendium[swade-core-rules.swade-skills.Survival]{Survival}</strong> skill when a character wants to hunt or scrounge for food from the local environment.</p>\n<p><strong>Death:</strong> An Incapacitated character dies from hunger 3d6 hours later.</p>\n<p><strong>Recovery:</strong> The victim must have at least a half day’s food to recover.</p>\n</div>"
},
{
"id":"Illumination",
"name":"Illumination",
"description":"<div class=\"swade-core\">\n<h2>Illumination</h2>\n<p>Darkness conceals details and makes it more difficult to detect objects and targets. Subtract the following penalties from rolls affected by Illumination, such as attacks, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls, the use of @Compendium[swade-core-rules.swade-rules.Powers]{Powers}, etc.</p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Illumination Penalties</h2>\n</caption>\n<tbody>\n<tr class=\"table-caption\">\n<th class=\"table-column-header\" scope=\"col\">Penalty</th>\n<th class=\"table-column-header\" scope=\"col\">Lighting</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>-2</td>\n<td><strong>Dim: </strong>Twilight, light fog, night with a full moon.</td>\n</tr>\n<tr>\n<td>-4</td>\n<td><strong>Dark: </strong>Typical night conditions with some ambient light from stars, a clouded or partial moon, emergency lights in an office building, a few flickering torches in a large space, etc. Targets aren’t visible outside of 10″.</td>\n</tr>\n<tr>\n<td>-6</td>\n<td><strong>Pitch Darkness: </strong>Complete and total darkness (or the target is hidden or invisible). Powers that require sight may not be possible.</td>\n</tr>\n</tbody>\n</table>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Improvised Weapons</h2>\n<p>Heroes often fight with objects that aren’t intended for use as weapons. Torches, vases, chairs, tankards, bottles, tools, and other mundane items are frequently pressed into service in combat.</p>\n<p>Characters with improvised weapons count as armed but subtract 2 from attack rolls. @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} are determined by type:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>LIGHT: </strong>Metal beer stein, fist-sized rock, pistol (as a club). Range 3/6/12, Damage Str+d4, Min Str d4.</li>\n<li><strong>MEDIUM: </strong>Bowling ball, submachine gun (as a club), wooden chair. Range 2/4/8, Damage Str+d6, Min. Str d6.</li>\n<li><strong>HEAVY: </strong>Head-size rock, metal chair, duffel bag full of guns. Range 1/2/4, Damage Str+d8, Min. Str d8.</li>\n</ul>\n<p>The GM can adjust the damage down a level or two if the item is softer than the examples above, like a duffel bag full of money.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Innocent Bystanders</h2>\n<p>When an attacker misses a @Compendium[swade-core-rules.swade-skills.Shooting]{distance} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing) roll, it may sometimes be important to see if any other targets in the line of fire were hit. The GM should only use this rule when it’s dramatically appropriate—not for every missed shot in a hail of gunfire.</p>\n<p>Each @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill die} that’s a 1 hits a random victim adjacent to or directly in the line of fire to the original target. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild dice} never hit innocent bystanders.</p>\n<p>A @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} must miss with his Wild Die for a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} 1 weapon to hit an Innocent Bystander (except for @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}, see below).</p>\n<p>This means it’s sometimes easier to hit an adjacent victim than the original target. That may not be entirely realistic, but is simple, dramatic, and requires some care in tight tactical situations.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 2+ or @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}:</strong> Weapons that spray bullets or buckshot are much more likely to hit others. Each skill die that rolls a 1 or a 2 hits a bystander.</li>\n</ul>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Interludes</h1>\n</div>\n<div>\n<p>Interludes are tales the players tell in-character to roleplay, enhance a long travel scene, or reveal the secrets and backstories they’ve put so much effort into.</p>\n<p><strong>When to Use These Rules:</strong> Interludes give players a way to get to know their characters, reveal some of their backstories, and even add to the world you’re all building together.</p>\n<p><strong>The Basics:</strong> Players tell a story from their character’s point of view and are rewarded with a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.</p>\n<h2>Running An Interlude</h2>\n<p>When you want to give your players a moment to catch their breath and get into character, allow those who want to take part to draw a card from the @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Deck}. The suit of the card gives each player three choices: Downtime, Backstory, or Trek. (If a player draws a Joker give <em>everyone</em> an extra @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} and let <em>them</em> choose the suit and category!)</p>\n<ul class=\"red-bullet-list\">\n<li><strong>DOWNTIME: </strong>What the hero does when left alone. A priest might quietly read a holy text while a warrior constantly sharpens his blades.</li>\n<li><strong>BACKSTORY: </strong>A tale of the character’s past, told through her voice and narration.</li>\n<li><strong>TREK: </strong>The story of an obstacle or challenge the party encountered on their trip.</li>\n</ul>\n<h3>Reward</h3>\n<p>Those players who participate in the ­Interlude receive a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.</p>\n<table class=\"table interlude-table\" style=\"width: 66%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Interludes</h2>\n</caption>\n<tbody>\n<tr class=\"black-row\">\n<td>Spades</td>\n</tr>\n<tr>\n<td><strong>Downtime: </strong>The character spends time alone in quiet contemplation. What does she do?</td>\n</tr>\n<tr>\n<td><strong>Backstory: </strong>A great victory or personal triumph.</td>\n</tr>\n<tr>\n<td><strong>Trek: </strong>A difficult obstacle the group negotiated along the way.</td>\n</tr>\n<tr class=\"black-row\">\n<td>Hearts</td>\n</tr>\n<tr>\n<td><strong>Downtime: </strong>The hero practices a skill. What is it?</td>\n</tr>\n<tr>\n<td><strong>Backstory: </strong>A tale of the hero’s greatest love—lost, found, present, or waiting on her back home.</td>\n</tr>\n<tr>\n<td><strong>Trek: </strong>How the party endured a trying hardship on the journey.</td>\n</tr>\n<tr class=\"black-row\">\n<td>Diamonds</td>\n</tr>\n<tr>\n<td><strong>Downtime: </strong>The character studies or works on an object of some sort. What is it?</td>\n</tr>\n<tr>\n<td><strong>Backstory: </strong>Something your hero wants or already has. It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.</td>\n</tr>\n<tr>\n<td><strong>Trek: </strong>How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.</td>\n</tr>\n<tr class=\"black-row\">\n<td>Hearts</td>\n</tr>\n<tr>\n<td><strong>Downtime: </strong>Your hero broods or is angry about something. What is it, and how does she misbehave?</td>\n</tr>\n<tr>\n<td><strong>Backstory: </strong>A tale of misfortune from your hero’s past, perhaps revealing something of his Hindrances or a dark secret.</td>\n</tr>\n<tr>\n<td><strong>Trek: </strong>A hardship the party overcame on their trip: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.</td>\n</tr>\n</tbody>\n</table>\n<img src=\"modules/swade-core-rules/assets/art/Interlude.webp\" alt=\"An image of a party of dwarves sitting together around a campfire telling stories while a dragon breathes fire in the distance.\" /></div>\n</div>"
},
{
"id":"Introduction",
"name":"Introduction",
"description":"<div class=\"swade-core\"><header class=\"header\">\n<div class=\"title\">\n<p>Any Time,<br />Any Place</p>\n</div>\n</header><main class=\"swade-columns\">\n<p>Since it debuted in 2003, Savage Worlds has accommodated any setting you can imagine—from gritty police procedurals and special ops thrillers to dungeon crawls, space opera, supers, and horror. Our various settings have explored supernatural terror and the challenges of final exams in <em>East Texas University</em>™. We’ve wandered the moors of Europe and the savannas of Africa with <em>Solomon Kane</em>™. We’ve galloped across the haunted High Plains of <em>Deadlands: The Weird West</em>™, and the irradiated wastes of <em>Deadlands: Hell on Earth</em>™. We’ve delved the deepest dungeons, blasted to <em>The Last Parsec</em>™ of known space and beyond, battled across the bloody fields of the <em>Weird Wars</em>™, and slugged it out with super villains over cities both real and imagined.</p>\n<p>Like most gamers, we’re fans of a lot of books, movies, and game worlds. One week we might be inspired to run something like <em>Game of Thrones</em>® and another we want to share a cool idea inspired by the <em>Avengers</em>®. </p>\n<p>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 narrative-based play.</p>\n<p>Each new printing of <cite>Savage Worlds</cite> has added to the experience, carefully integrating new styles of play through the years with the solid foundation laid at the very beginning.</p>\n<p>This version of <cite>Savage Worlds</cite> is what we hope is our best attempt yet at accommodating not just every era, genre, and setting, but most every <em>play style</em> as well.</p>\n<p>Want to sit around on couches and carry out most of the tale through talk and a few die rolls? It’s here.</p>\n<p>Want to break out miniatures and have a massive knock-down, drag-out fight? Everything you need is here.</p>\n<p>Need to tell an epic story that’s mostly roleplaying and narrative? Nothing’s stopping you—and sub-systems like Quick Encounters can help you sum up bloody conflicts along the way if pressed for time.</p>\n<p>Perhaps the best thing a game system can do is support <em>your</em> ideas. It should serve as background and a common language for your players—then get out of the way as the story races to its conclusion. We’ve attempted to make that even better in this edition by streamlining many modifiers, simplifying how you pose creative challenges for foes and support your allies, and even opening up new options for heroic multi-actions.</p>\n<p>Enough talk. Grab your dice. It’s time to get savage!</p>\n</main><img src=\"modules/swade-core-rules/assets/art/pg0_quote_gmintro.webp\" alt=\"Hi! I'm the GM and this is my book, but you're welcome to borrow it. I run games for Emily, who always plays 'Red', and Nate, who always plays 'Gabe.' I wrote some of our comments in this book that might help you play and run your own game. There's a picture of us on the last page if you want to see who we are! — The GM\" /></div>"
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Lasers (Futuristic)</h2>\n<div class=\"table-summary\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.</p>\n<p><strong>Cauterize:</strong> Anyone @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.</p>\n<p><strong>Overcharge:</strong> The lasers below can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{distance} dice are a 1, the weapon must cool down for a full round before it can be fired again.</p>\n<p><strong>No Recoil:</strong> Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Pistol (Laser)]{Pistol}</td>\n<td>15/30/60</td>\n<td>2d6</td>\n<td>2</td>\n<td>1</td>\n<td>50</td>\n<td>d4</td>\n<td>2</td>\n<td>250</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.SMG (Laser)]{SMG}</td>\n<td>15/30/60</td>\n<td>2d6</td>\n<td>2</td>\n<td>4</td>\n<td>100</td>\n<td>d4</td>\n<td>4</td>\n<td>500</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Rifle (Laser)]{Rifle}</td>\n<td>30/60/120</td>\n<td>3d6</td>\n<td>2</td>\n<td>3</td>\n<td>100</td>\n<td>d6</td>\n<td>8</td>\n<td>700</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser}</td>\n<td>50/100/200</td>\n<td>3d6+4</td>\n<td>2</td>\n<td>4</td>\n<td>800</td>\n<td>d8</td>\n<td>20</td>\n<td>1000</td>\n</tr>\n</tbody>\n</table>\n<img src=\"modules/swade-core-rules/assets/art/GatlingLaser.webp\" /></div>"
"description":"<div class=\"swade-core\">\n<h3>Lingering Damage (+2)</h3>\n<p>The target is hit by fire, intense cold, acid, gnawing insects, or some other @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping} that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). If hit with a 2d6 <em>@Compendium[swade-core-rules.swade-powers.Bolt]{bolt}</em>, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.</p>\n</div>"
},
{
"id":"Machine Guns Table",
"name":"Machine Guns Table",
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Machine Guns</h2>\n<div class=\"table-summary\">\n<p>Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.</p>\n<p><strong>Weapon Mount:</strong> Most machine-guns require a bipod, tripod, or vehicle mount to fire, which eliminates any Strength requirement and the <strong>@Compendium[swade-core-rules.swade-rules.Recoil]{Recoil}</strong> penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Browning Automatic Rifle]{Browning Automatic Rifle}</td>\n<td>20/40/60</td>\n<td>2d8</td>\n<td>2</td>\n<td>3</td>\n<td>20</td>\n<td>d8</td>\n<td>17</td>\n<td>300</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 1 to 3. Uses magazines (one action to @Compendium[swade-core-rules.swade-rules.Reload]{Reload} instead of the usual 2).</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Gatling]{Gatling}</td>\n<td>24/48/96</td>\n<td>2d8</td>\n<td>2</td>\n<td>3</td>\n<td>100</td>\n<td>NA</td>\n<td>170</td>\n<td>500</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Minigun]{Minigun}</td>\n<td>30/60/120</td>\n<td>2d8+1</td>\n<td>2</td>\n<td>5</td>\n<td>4000</td>\n<td>d10</td>\n<td>85</td>\n<td>100K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3, requires backpack harness with ammo which weighs an additional 85 pounds when full (carries 4000 linked rounds).</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M2 Browning]{M2 Browning}</td>\n<td>50/100/200</td>\n<td>2d10</td>\n<td>4</td>\n<td>3</td>\n<td>200</td>\n<td>NA</td>\n<td>84</td>\n<td>1500</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M60]{M60}</td>\n<td>30/60/120</td>\n<td>2d8+1</td>\n<td>2</td>\n<td>3</td>\n<td>100</td>\n<td>d8</td>\n<td>33</td>\n<td>6000</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.MG42]{MG42}</td>\n<td>30/60/120</td>\n<td>2d8+1</td>\n<td>2</td>\n<td>4</td>\n<td>200</td>\n<td>d10</td>\n<td>26</td>\n<td>750</td>\n</tr>\n<tr>\n
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Making Races</h1>\n</div>\n<div>\n<p>Game Masters and players who want to make their own races (or cultural archetypes) can use the system below. Our races are designed with the following rules:</p>\n<ul>\n<li>Races and cultures begin with 2 points of Positive Racial Abilities. Additional positive abilities must be countered with an equal value of negative ones. A +2 ability, for example, may be countered by a single −2 ability or two −1 abilities.</li>\n<li>If you want to include an ability we haven’t included here, simply assign it a value based on the examples below.</li>\n</ul>\n<p><strong>Names:</strong> Don’t be afraid to rename abilities to give your setting more flavor. If you want your horse nomads to have Riding skill at d6, for example, you might call it Born in the Saddle. It’s all about creating rich flavor rather than lists of abilities your players have to keep up with.</p>\n<table class=\"table value-table\" style=\"width: 99.1453%; height: 1597px;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Positive Racial Abilities</h2>\n<div class=\"table-summary\">\n<p>The number in parentheses after the name of each entry is the number of times the particular enhancement may be taken. “U” means unlimited.</p>\n</div>\n</caption>\n<tbody>\n<tr class=\"table-header-row\" style=\"height: 17px;\">\n<th class=\"table-column-header\" style=\"width: 5.1796%; height: 17px;\" scope=\"col\">Value</th>\n<th class=\"table-column-header\" style=\"width: 94.3894%; height: 17px;\" scope=\"col\">Abilities</th>\n</tr>\n</tbody>\n<tbody>\n<tr style=\"height: 51px;\">\n<td style=\"width: 5.1796%; height: 51px;\">2</td>\n<td style=\"height: 51px;\"><span class=\"lead-bold\">Adaptable (1): </span> The race has great variation among its people and cultures. Characters start with a free Novice @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choice (and must meet all the Edge’s Requirements).</td>\n</tr>\n<tr style=\"height: 51px;\">\n<td style=\"width: 5.1796%; height: 51px;\">3</td>\n<td style=\"height: 51px;\"><span class=\"lead-bold\">Additional Action (1): </span> The being has additional appendages, enhanced reflexes, or exceptional eye-hand coordination. He may ignore 2 points of @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} penalties each turn.</td>\n</tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">1/2</td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Aquatic/Semi-Aquatic (1): </span> For one point the character is semi-aquatic and can hold his breath for 15 minutes before checking for drowning. For two, he’s native to the water. He cannot drown in oxygenated liquid and moves his full Pace when swimming (see <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}</strong>).</td>\n</tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1</td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Armor (3): </span> The species has a thick hide or is encrusted in solid material like scaly plating or even rock. This grants @Compendium[swade-core-rules.swade-rules.Armor]{Armor} +2 each time it’s taken.</td>\n</tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">2</td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Attribute Increase (U): </span> During character creation, the species increases a particular @Compendium[swade-core-rules.swade-rules.Traits]{attribute} (Agility, Smarts, Spirit, Strength, or Vigor) one die type. This increases the Trait's maximum by one as well.</td>\n</tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1</td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Bite(1):</span>TheracehasfangsthatcauseStrength+d4damage.See<strong>@Compendium[swade-core-rules.swade-rules.NaturalWeapons]{NaturalWeapons}</strong>formoreinformation.</td>\n</tr>\n<tr
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Mass Battles</h1>\n</div>\n<div>\n<p>Many adventures feature heroes traveling about the land, gathering allies to thwart some inevitable foe or loathsome horde. They build coalitions, train armies, discover powerful artifacts, and finally stand against the enemy in desperate and glorious battle.</p>\n<p>The rules presented here allow the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} to handle everything from a small warband holding a fort against an undead horde to full divisions of troops fighting a massive field battle or a planetary assault from a space-based invasion fleet. It’s abstract, but provides a narrative base for heroes to plan, get involved, and take part in the carnage!</p>\n<p><strong>When to Use These Rules: </strong>Use the Mass Battle rules when you need to resolve a large conflict that can go either way, and also allow the player characters to have a role in its outcome. The culmination of these tales is not always a foregone conclusion, and failure can be just as interesting as victory!</p>\n<p><strong>The Basics: </strong>Each side has a number of “Force Tokens” equal to its relative strength and size. Commanders roll their Battle skill each turn. The winner reduces his rival’s force until one side or the other breaks.</p>\n<h2>Setup</h2>\n<p>To start, give the larger or more powerful army 10 Force Tokens. Give the opposing army a proportional number of tokens. If one army has 10,000 warriors, for example, and the other has 7,000, give the smaller army seven tokens. These represent the troops, vehicles, ships, etc., in each side’s army.</p>\n<p>Adjust the ratio as makes sense to account for special or elite troops, better equipment, and so on. If one army is half as powerful as another, for example, give one side 10 Force Tokens and the other five. Get close enough to give a reasonable approximation of relative strength. The dice and the players’ actions will handle the rest.</p>\n<h2>Battle</h2>\n<p>At the start of each round, the player characters discuss and decide on their plan.</p>\n<p>Next comes opposed Battle rolls by the rival commanders. Add the modifiers below as appropriate to each roll.</p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Battle Modifiers</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier</th>\n<th class=\"table-column-header\" scope=\"col\">Circumstance</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>+1 per point of advantage</td>\n<td><strong>Force Bonus:</strong> The side with the most Force Tokens adds +1 for each point of difference. If the larger army has 10 tokens and the smaller one has 7, for example, the commander of the more powerful army adds +3.</td>\n</tr>\n<tr>\n<td>+1 to +4</td>\n<td><strong>Tactical Advantage:</strong> Grant a +1 to +4 bonus for any special cir­cumstances that might help that army, such as air superiority, fortifications, or other conditions not otherwise factored into the army’s strength.</td>\n</tr>\n<tr>\n<td>+1 to +4</td>\n<td><strong>Battle Plan:</strong> Add +1 to +4 if one side has a particularly effective or clever plan over the other.</td>\n</tr>\n</tbody>\n</table>\n<h3>Results</h3>\n<p>The winner of the opposed roll consults the Battle Results. Any casualties are generally distributed evenly throughout the army or however the GM feels is most appropriate.</p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Battle Results</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier</th>\n<th class=\"table-column-header\" scope=\"col\">Result</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>Tie</td>\n<td><strong>Draw:</strong>BothsidesloseoneForceToken.</td>\n</tr>\n<tr>\n<td>Success</td>\n<td><strong>Success:</strong>ThevictorlosesoneForceToken,thedefeatedlo
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Mines</h2>\n<div class=\"table-summary\">\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{blast template} when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.</p>\n<p><strong>Minefields:</strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Blast</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Anti-Personnel Mine]{Anti-Personnel Mine}</td>\n<td>—</td>\n<td>2d6+2</td>\n<td>—</td>\n<td>—</td>\n<td>SBT</td>\n<td>10</td>\n<td>100</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Anti-Tank Mine]{Anti-Tank Mine}</td>\n<td>—</td>\n<td>4d6</td>\n<td>—</td>\n<td>—</td>\n<td>MBT</td>\n<td>20</td>\n<td>200</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 5 vs. ½ the vehicle’s @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value (round up).</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bouncing Betty]{Bouncing Betty}</td>\n<td>—</td>\n<td>3d6</td>\n<td>—</td>\n<td>—</td>\n<td>SBT</td>\n<td>9</td>\n<td>125</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>These deadly anti-personnel mines are designed to pop up into the air and rain shrapnel down from about head-height. Only full overhead cover offers an @Compendium[swade-core-rules.swade-rules.Armor]{Armor} bonus against such devices. Simply being prone offers no protection from these deadly explosives.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Claymore Mine]{Claymore Mine}</td>\n<td>—</td>\n<td>3d6</td>\n<td>—</td>\n<td>—</td>\n<td>Special</td>\n<td>4</td>\n<td>75</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Claymores fire a spray of deadly steel balls in a 60° frontal arc. Everyone within 12″ (24 yards) is automatically hit. Roll a die for all other targets up to 50″ (100 yards). Those who get an odd result are also hit.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n</tbody>\n</table>\n</div>"
},
{
"id":"Minimum Strength",
"name":"Minimum Strength",
"description":"<div class=\"swade-core\">\n<p>Certain items have a “Minimum Strength” required to use without penalty. Note that some items list a d4 since it is possible to have a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} lower than d4.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ARMOR/WORN GEAR: </strong>Each die type differ­ence between the character’s Strength and the item’s Minimum Strength inflicts a −1 penalty to @Compendium[swade-core-rules.swade-rules.Movement]{Pace} (minimum of 1″), @Compendium[swade-core-rules.swade-rules.Traits]{Agility}, and Agility-related skill rolls. This is cumulative for those weak but determined adventurers who wear or use multiple items too heavy for their build.</li>\n<li><strong>MELEE/THROWN WEAPONS: </strong>A thrown or melee weapon’s damage die is limited by the user’s @Compendium[swade-core-rules.swade-rules.Traits]{Strength} die. If a scrawny kid (Strength d4) picks up a long sword (Str+d8), he rolls d4+d4 damage instead of d4+d8. Also, if the user’s Strength is less than its Minimum Strength, he doesn’t benefit from any of the weapon’s positive abilities such as @Compendium[swade-core-rules.swade-rules.Reach]{Reach} or @Compendium[swade-core-rules.swade-rules.Parry]{Parry} bonuses. He still retains any penalties, however.</li>\n<li><strong>RANGED WEAPONS: </strong>The user suffers a −1 attack penalty for each die step difference between his @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and the weapon’s minimum.</li>\n</ul>\n</div>"
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Missiles</h2>\n<div class=\"table-summary\">\n<p>Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.</p>\n<p>The enemy attempts to evade each missile separately by making a @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{maneuvering} roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the craft goes <strong>@Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}</strong>.</p>\n<p><strong>Anti-Missile Systems: </strong>Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll per missile at @Compendium[swade-core-rules.swade-rules.Range]{Short Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} of 8 (2) (see <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}</strong>).</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Blast</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.TOW Missile Launcher]{TOW}</td>\n<td>75/150/300</td>\n<td>5d10</td>\n<td>34</td>\n<td>1</td>\n<td>MBT</td>\n<td>207</td>\n<td>60K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A wire-guided missile fired from a portable or vehicle-mounted launcher. Doesn’t require a lock—just a @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll, and can’t be jammed.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Hellfire]{Hellfire}</td>\n<td>150/300/600</td>\n<td>5d10</td>\n<td>40</td>\n<td>—</td>\n<td>MBT</td>\n<td>100</td>\n<td>115K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A laser-guided missile fired from a vehicle-mounted launcher.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sidewinder]{Sidewinder}</td>\n<td>100/200/400</td>\n<td>4d8</td>\n<td>6</td>\n<td>—</td>\n<td>SBT</td>\n<td>188</td>\n<
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Modern Armor</h2>\n<div class=\"table-summary\">\n<p><strong>@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong> Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</p>\n,\n<p>Apply AP only to the item's actual @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item</th>\n<th class=\"table-column-header\" scope=\"col\">Armor</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Cloth/Leather</span> </span> <span class=\"table-body-description\">Heavy winter clothing, leather jacket or pants, chaps.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Thick Coat, Leather Jacket]{Thick Coat, Leather Jacket} (torso, arms)</td>\n<td>+1</td>\n<td>d4</td>\n<td>5</td>\n<td>100</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leather Riding Chaps]{Leather Riding Chaps} (legs)</td>\n<td>+1</td>\n<td>d4</td>\n<td>5</td>\n<td>70</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jacket]{Kevlar Riding Jacket} (torso, arms)</td>\n<td>+2</td>\n<td>d4</td>\n<td>8</td>\n<td>350</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jeans]{Kevlar Riding Jeans} (legs)</td>\n<td>+2</td>\n<td>d4</td>\n<td>4</td>\n<td>175</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bike helmet]{Bike helmet} (head)</td>\n<td>+2</td>\n<td>d4</td>\n<td>1</td>\n<td>50</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Motorcycle Helmet]{Motorcycle Helmet} (head)</td>\n<td>+3</td>\n<td>d4</td>\n<td>3</td>\n<td>100</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Body Armor</span> </span> <span class=\"table-body-description\">Flak jackets, bulletproof vests, body armor, and bombproof suits.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flak Jacket (Vietnam-era)]{Flak Jacket (Vietnam-era)}, torso)</td>\n<td>+2</td>\n<td>d6</td>\n<td>10</td>\n<td>40</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Vest]{Kevlar Vest} (torso)</td>\n<td>+2*</td>\n<td>d6</td>\n<td>5</td>\n<td>200</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Vest with ceramic inserts]{Kevlar Vest with ceramic inserts} (torso)</td>\n<td>+4*</td>\n<td>d8</td>\n<td>17</td>\n<td>500</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar helmet]{Kevlar helmet} (head)</td>\n<td>+4*</td>\n<td>d4</td>\n<td>5</td>\n<td>80</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bombproof suit]{Bombproof suit} (entire body)</td>\n<td>+10</td>\n<td>d12</td>\n<td>80</td>\n<td>25k</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Bombproof suits aren’t built for flexibility except in the hands, which are uncovered. @Compendium[swade-core-rules.swade-rules.Traits]{Agility} and related skills that require more than manual dexterity cannot exceed d6 while wearing the suit, and @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is reduced by 2 (in addition to @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} penalties).</td>\n</tr>\n</tbody>\n</table>\n</div>"
},
{
"id":"More Skill Points",
"name":"More Skill Points",
"description":"<div class=\"swade-core\">\n<h2>More Skill Points</h2>\n<p>Thanks to technology and improved education, characters in modern and futuristic settings have 15 Traits @Compendium[swade-core-rules.swade-rules.Traits]{skill points} at character creation rather than 12. This helps them take @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics}, and other skills common in the modern world.</p>\n<p>It’s up to the GM if this makes sense in her particular setting. A futuristic but “savage” world of planetary romance probably doesn’t need it, but it works well for most anything set in the developed world from about 1950 on, hard scifi, or “exploration” scifi like <cite>The Last Parsec</cite>.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Mounted Combat</h2>\n<p>Characters @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} from horseback (or other strange beasts) have certain advantages and disadvantages in combat, as described below.</p>\n<p>Mounts aren’t dealt @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards}—they act with their riders. Animals may attack any threat to their front during their rider’s action.</p>\n<p><strong>Horsemanship:</strong> Characters who wish to fight from horseback must use the lowest of their @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} or @Compendium[swade-core-rules.swade-skills.Riding]{Riding} skills. This makes it important for cavalrymen to actually be able to ride well!</p>\n<p><strong>Falling:</strong> If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} while mounted, or his mount is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, he must make a @Compendium[swade-core-rules.swade-skills.Riding]{Riding} roll. If he fails, he falls. If the mount was running (GM’s call), the rider suffers 2d4 damage (2d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure)}.</p>\n<p><strong>Missed </strong><strong>@Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Attacks}:</strong> Mounts and riders are affected by the @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystander} rules. If a shot intended at a rider rolls a 1, it hits the horse instead.</p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} Mounts:</strong> When an animal is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded}, it rears or bucks. A rider must make a @Compendium[swade-core-rules.swade-skills.Riding]{Riding} roll to stay mounted, or falls as above.</p>\n<h3>Charging</h3>\n<p>A rider on a charging horse adds +4 to his damage roll with a successful @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} attack. To be considered charging, the rider must have moved at least 6″ or more in a relatively straight line toward his foe.</p>\n<p><strong>Setting Weapons:</strong> A weapon with a @Compendium[swade-core-rules.swade-rules.Reach]{Reach} of 1 or greater can be “set” against a cavalry attack. To do so, the attacker must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and win an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll to interrupt as usual. Whoever has the most @Compendium[swade-core-rules.swade-rules.Reach]{Reach} adds +2 to his roll.</p>\n<p>The winner attacks first. If successful, he adds the +4 charge bonus to his damage (whether he’s the rider or not).</p>\n<img src=\"modules/swade-core-rules/assets/art/MountedCombat.webp\" alt=\"Image of a Native American hiding a white horse with black spots across plains.\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Movement</h2>\n<p>Characters can move a number of tabletop inches equal to their @Compendium[swade-core-rules.swade-rules.Characters]{Pace} each turn.</p>\n<p>Each inch of movement spent climbing, crawling, or swimming uses 2″ of Pace.</p>\n<p><strong>Running: </strong>A hero can “run” as a free action once per turn, increasing her Pace for the round by her Running die (a d6 by default) at the cost of a −2 penalty to all other actions that turn. Running dice never Ace. (The Running die is random to account for nuances of terrain not depicted on the tabletop and for the “risk to reward” decision players must make).</p>\n<p>Out of combat situations, a character can move twice the sum of her full Pace + maximum running die for a number of minutes equal to half her @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} die type. Thus a @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} character with @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} d6 can sprint at a Pace of 32 for three minutes.</p>\n<p><strong>Difficult Ground: </strong>Each inch a hero walks or runs over rough terrain such as thick forest, up or down a steep incline, slippery ice, etc., count as 2″ of her Pace. Crawling is unaffected by Difficult Ground.</p>\n<p><strong>Hazards:</strong> If the GM feels movement is hazardous for some reason—climbing under duress, swimming a fast-moving river, walking a tightrope—she can require an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll to move. Success means she continues on normally. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} the character takes @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}</strong>, falls if climbing or in a precarious position <strong>(@Compendium[swade-core-rules.swade-rules.Falling]{Falling}</strong>), or drowns if swimming (<strong>@Compendium[swade-core-rules.swade-rules.Drowning]{Drowning}</strong>).</p>\n<h3>Other Movement Issues</h3>\n<ul class=\"red-bullet-list\">\n<li><strong>JUMPING: </strong>Characters can jump 1″ (two yards) horizontally, or 0.5″ vertically as a free action. Double these numbers if the hero can run at least 2″ (four yards) prior to the jump. If the hero chooses, she may make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll as an action to increase her horizontal distance by 1″ (2″ with a raise), or half that vertically. Jumping does not allow a character to exceed her total Pace for the turn.</li>\n<li><strong>PRONE: </strong>A character may fall prone as a free action during her turn. She may crawl while prone. Standing is a free action but reduces total Pace for the turn by 2.</li>\n</ul>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Multi-Actions</h2>\n<p>Characters can perform up to three @Compendium[swade-core-rules.swade-rules.Actions]{actions} on their turn. Each additional action beyond the first inflicts a −2 penalty to all actions. Taking two actions, for example, incurs a −2 penalty to both, and three actions is a −4 penalty.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} get their Wild Die on each action as usual.</p>\n<p>All actions must be declared at the start of the turn and before any dice are rolled. Penalties remain even if a later action doesn’t happen (usually because it was dependent on an earlier success).</p>\n<p><strong>Movement and Multiple Actions:</strong> A chara­cter may perform multiple actions at different points in his @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.</p>\n<p><strong>Free Actions:</strong> Multi-Action penalties do not apply to @Compendium[swade-core-rules.swade-rules.Actions]{free actions}.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Multiple Languages</h2>\n<p>Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, all characters have the @Compendium[swade-core-rules.swade-edges.Linguist]{Linguist Edge} for free, and ignore its usual Requirements.</p>\n<p>A character who actually takes the Linguist Edge knows a number of languages equal to her @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} (instead of half her Smarts).</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Natural Weapons</h2>\n<p>Creatures with natural weapons such as fangs, claws, or horns may attack with any or all of them using their @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} skill. Damage is stated for character races and beasts in their various descriptions.</p>\n<p>Creatures with natural weapons are always considered armed. This means they aren’t an <strong>@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}</strong> and foes @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} with <strong>@Compendium[swade-core-rules.swade-rules.Two Weapons]{Two Weapons}</strong> gain no advantage against them. Here are a few additional notes for each type of attack:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>BITE:</strong> The creature may bite a target it’s grappled (most attackers can only crush their prey, see <strong>@Compendium[swade-core-rules.swade-rules.Grappling]{Grappling}</strong>).</li>\n<li><strong>CLAWS:</strong> +2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (climbing) rolls on any rough or soft surface (not sheer steel, glass, etc.).</li>\n<li><strong>HORNS:</strong> Add +4 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at the end of one @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} action in which it @Compendium[swade-core-rules.swade-rules.Movement]{Runs}, moves at least 5″(10 yards), and successfully hits with its horns.</li>\n</ul>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>No Power Points</h2>\n<p>Instead of using @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, characters with @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Backgrounds} simply choose the power they want to activate and make an arcane skill roll. The penalty to the roll is the power’s total cost in Power Points (base cost plus all @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modifiers}), divided by 2. Round up.</p>\n<p>Casting <em>@Compendium[swade-core-rules.swade-powers.Protection]{protection}</em> (1 point) with More Armor (+1) and the @Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hurry} modifier (+1), for example, has a cost of 3 Power Points. Half rounded up is 2.</p>\n<p>Success means the power activates as usual. A raise grants any additional bonuses stated in its description.</p>\n<p>Failure means all current powers are canceled and the caster is Shaken. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} results in <strong>@Compendium[swade-core-rules.swade-rules.Activation]{Backlash}</strong>.</p>\n<p><strong>Maintaining Powers:</strong> Characters can main­tain those powers that allow it as long as desired, but each one maintained inflicts a −1 to all further arcane skill rolls.</p>\n<p><strong>Power Preparation: </strong>A caster may prepare powers by concentrating for an entire round (no move­ment or other actions and must not be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken or Stunned}). If successful, he ignores 2 points of penalties on all powers cast on his next turn. If he does not enact any powers on his next turn, the preparation is lost.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Nonlethal Damage</h2>\n<p>A character who wants to beat someone up without killing them can choose to do nonlethal damage. This requires the attacker use only his fists or a blunt weapon of some sort. Edged weapons may be used if they have a flat side, but this subtracts −1 from the attacker’s @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} rolls.</p>\n<p>Nonlethal damage causes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} as usual, but if a character is rendered @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} he’s knocked out for 1d6 hours instead.</p>\n<p>Nonlethal @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} are otherwise treated exactly as lethal @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}. This means it’s much easier to render an Extra unconscious than a Wild Card (See @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards and Extras}). This is intentional, and should work well for most genres where heroes can take multiple punches before going down for the count, but most “mooks” go out with one or two good punches.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Off-Hand Attacks</h2>\n<p>Characters are assumed to be right-handed unless the player decides otherwise. Actions that require precise eye-hand coordination, such as @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} or @Compendium[swade-core-rules.swade-skills.Shooting]{distance}, suffer a −2 penalty when done solely with the off-hand.</p>\n<p>Off-hand weapons don’t add their @Compendium[swade-core-rules.swade-rules.Parry]{Parry} bonus unless the hero is <strong>@Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous}</strong>.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Parry</h3>\n<p>The weapon adds the bonus to the character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} score. If a character wields a weapon in each hand, penalties to Parry stack but bonuses do not (unless she has the @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous Edge}).</p>\n</div>"
},
{
"id":"Pistols Table",
"name":"Pistols Table",
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Pistols</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Revolvers</span> </span> <span class=\"table-body-description\">Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Derringer]{Derringer}</td>\n<td>3/6/12</td>\n<td>2d4</td>\n<td>—</td>\n<td>1</td>\n<td>2</td>\n<td>d4</td>\n<td>1</td>\n<td>100</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>-2 to being @Compendium[swade-core-rules.swade-skills.Notice]{Noticed}</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Police Revolver]{Police Revolver}</td>\n<td>10/20/40</td>\n<td>2d6</td>\n<td>—</td>\n<td>1</td>\n<td>6</td>\n<td>d4</td>\n<td>2</td>\n<td>150</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Colt Peacemaker]{Colt Peacemaker}</td>\n<td>12/24/48</td>\n<td>2d6+1</td>\n<td>1</td>\n<td>1</td>\n<td>6</td>\n<td>d4</td>\n<td>4</td>\n<td>200</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Smith & Wesson]{Smith & Wesson}</td>\n<td>12/24/48</td>\n<td>2d6+1</td>\n<td>1</td>\n<td>1</td>\n<td>6</td>\n<td>d4</td>\n<td>5</td>\n<td>250</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Semi-Automatics</span> </span> <span class=\"table-body-description\">Semi-automatics are fed from a magazine. The standard size magazines are listed below. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Colt 1911]{Colt 1911}</td>\n<td>12/24/48</td>\n<td>2d6+1</td>\n<td>1</td>\n<td>1</td>\n<td>7</td>\n<td>d4</td>\n<td>4</td>\n<td>200</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Desert Eagle]{Desert Eagle}</td>\n<td>15/30/60</td>\n<td>2d8</td>\n<td>2</td>\n<td>1</td>\n<td>7</td>\n<td>d6</td>\n<td>8</td>\n<td>300</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Glock (9mm)]{Glock (9mm)}</td>\n<td>12/24/48</td>\n<td>2d6</td>\n<td>1</td>\n<td>1</td>\n<td>17</td>\n<td>d4</td>\n<td>3</td>\n<td>200</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Ruger]{Ruger}</td>\n<td>10/20/40</td>\n<td>2d4</td>\n<td>—</td>\n<td>1</td>\n<td>9</td>\n<td>d4</td>\n<td>2</td>\n<td>100</td>\n</tr>\n</tbody>\n</table>\n<img src=\"modules/swade-core-rules/assets/art/M1911.webp\" alt=\"M1911 Pistol\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Poison</h2>\n<p>The bane of adventurers across all Savage Worlds can be delivered by the smallest of foes—poison!</p>\n<p>When an adventurer comes into contact with poison (at least a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result if an attack) he must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} minus the Strength of the poison (if listed). Failure means the character is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} in addition to any specific effects listed below.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>KNOCKOUT: </strong>The victim is knocked out (Incapacitated and unconscious) for 2d6 hours (twice that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}).</li>\n<li><strong>LETHAL: </strong>The victim is @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} (two with a Critical Failure), and perishes in 2d6 rounds.</li>\n<li><strong>MILD: </strong>The victim suffers @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, or @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhaustion} with a Critical Failure. This cannot cause Incapacitation.</li>\n<li><strong>PARALYZING: </strong>The victim is Incapacitated for 2d6 minutes, or twice that with a Critical Failure.</li>\n</ul>\n<p>These are basic and simplified poison effects that can be altered as needed to suit specific creatures or hazards. A particularly deadly snake in your fantasy world, for example, might still cause @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhaustion} to those who resist its effects, or @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} with a raise.</p>\n<p><strong>Treatment:</strong> A character may make a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll minus the strength of the poison (if any modifier is listed) to stop its effects. If this action is successful, the victim’s life is saved and the poison no longer has any ill effects—paralyzed victims can move and those rendered unconscious wake.</p>\n<p>Each character may only attempt one Healing roll at −2 roll per incident to cure the poison, but another character with Healing may make a second attempt, and so on.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Power Modifiers</h2>\n<p>Power Modifiers allow characters to customize their abilities, adding a special effect that better reflects her @Compendium[swade-core-rules.swade-rules.Powers]{power's} @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}.</p>\n<p>Power Modifiers are selected each time a power is activated and may be freely changed each time. An icy <em>@Compendium[swade-core-rules.swade-powers.Bolt]{bolt}</em> might cause @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing} damage in one attack and @Compendium[swade-core-rules.swade-rules.Lingering Damage (+2)]{Lingering Damage} in the next.</p>\n<p>A number of common modifiers are listed below, and some powers have additional options as well. The number in parentheses is the price in additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} it costs to add the effect.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Casters} must declare which modifiers they’re using before rolling their arcane skill.</p>\n<p>Unless a modifier says otherwise, it may be applied to any power, but only once per casting.</p>\n<p>Power Modifiers last for the Duration of the spell, or until the end of the target’s next turn in the case of Instant powers.</p>\n<h3>Modifiers</h3>\n<div class=\"swade-columns\">\n<p><strong>@Compendium[swade-core-rules.swade-rules.Armor Piercing (+1 to +3)]{Armor Piercing}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Fatigue (+2)]{Fatigue}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Glow or Shroud (+1)]{Glow/Shroud}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (+2)]{Heavy Weapon}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hinder/Hurry}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Lingering Damage (+2)]{Lingering Damage}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Range (+1 or +2)]{Portée}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Selective (+1)]{Selective}</strong></p>\n</div>\n<img src=\"modules/swade-core-rules/assets/art/power_mod_01.webp\" alt=\"Image of a man with a glowing blue gun and blue power devices.\" /></div>"
"description":"<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Powers</p>\n</div>\n</div>\n<div>\n<p>Most <cite>Savage Worlds</cite> settings feature “magic” in one form or another. Whether it’s hidden occult lore practiced only by dark cultists, voodoo rituals, the eldritch sorcery of powerful wizards, weird gadgets created by mad scientists, super powers, or brain-burning psionics, these rules handle it all in one simple system.</p>\n<p>For ease of use, we call all of these effects “powers.” They work the same from game to game, but the particular use, @Compendium[swade-core-rules.swade-rules.Power Modifiers]{modifiers} and @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} give the same core powers endless variations.</p>\n<h2>List of Powers</h2>\n<p>Listed below are a number of powers available in most Savage Settings. Each power has the following statistics:</p>\n<p><strong>Rank:</strong> The @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} a character must be to learn the power.</p>\n<p><strong>Power Points:</strong> The cost to activate the power in @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}.</p>\n<p><strong>Range:</strong> The maximum distance between the caster and the power’s effect. Range is often expressed as @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} or some multiple thereof. If so, read @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} as inches on the tabletop (twice that in yards). A @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} of d10, for example, means the power can be cast up to 10″ (20 yards) away.</p>\n<p>Unless the power says otherwise, Range has no effect after the power is activated. An ally who has been granted <em>@Compendium[swade-core-rules.swade-powers.Invisibility]{invisibility}</em>, for example, may then move beyond the caster’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} with no ill effect.</p>\n<p><strong>Duration:</strong> How long the power lasts in @Compendium[swade-core-rules.swade-rules.Combat]{tours} (unless otherwise noted).</p>\n<p>Powers expire at the end of the character’s turn X @Compendium[swade-core-rules.swade-rules.Combat]{tours} later, where X is the Duration listed. Count the @Compendium[swade-core-rules.swade-rules.Combat]{tours} the power activated. If a psychic activates <em>@Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{{Augmentation de Trait}}</em> (Duration 5) on the second @Compendium[swade-core-rules.swade-rules.Combat]{tours} of combat, for example, it remains in place until the end of her turn on the sixth @Compendium[swade-core-rules.swade-rules.Combat]{tours}</p>\n<p>Powers may be maintained for their base Duration for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} per individual.</p>\n<p>Unless it says otherwise, the caster can ter­minate a power she’s activated as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}. She must terminate the entire power—she can’t leave it on for some and off for others.</p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} </strong><strong>:</strong> These are descriptive ideas and suggestions for how the power might look or manifest in different types of settings.</p>\n<aside class=\"parchment-torn\">\n<h2>NamingPowers</h2>\n<p>Playersareencouragedtonotetheirpowers’Trappingsandwhatthecharactermightcallthem.Adruidinatypicalfantasysettingmightwritedownhisspellslikethis,forexample:</p>\n<ul>\n<li><em>@Compendium[swade-core-rules.swade-powers.Bolt]{Bolt}</em>(Splinters—shardsofwood)</li>\n<li><em>@Compendium[swade-core-rules.swade-powers.Boost/LowerTrait]{Boost/LowerTrait}</em> (Blessing/CurseofGaia—slighthealthyorsicklygreenglow)</li>\n<li><em>@Compendium[swade-core-rules.swade-powers.Entangle]{Entangle}</em> (Entangle—graspingvinesrisefromtheearth)</
"description":"<div class=\"swade-core\">\n<h2>Prone</h2>\n<p>Ranged attacks suffer a −4 penalty to hit prone characters from a range of 3″ or greater (this does not stack with @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover)} and subtract four points of damage from @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect attacks}.</p>\n<p>If a prone defender is caught in melee, his @Compendium[swade-core-rules.swade-rules.Characters]{Parry} is reduced by 2 and he must subtract 2 from his @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} rolls.</p>\n<p>Standing costs a character 2″ of @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Push</h2>\n<p>Sometimes characters may want to push a foe in hopes of knocking him out of position, @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, or even into a deadly @Compendium[swade-core-rules.swade-rules.Hazards]{hazard}.</p>\n<p>Pushing a foe is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of @Compendium[swade-core-rules.swade-rules.Traits]{Strength}. If the attacker is successful he pushes the foe back up to 1″ (two yards). With a raise, increase the distance to 2″ (four yards). Double either distance if the attacker’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} is larger than the foe’s.</p>\n<p>A character who’s successfully Pushed must make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll (at −2 if the attacker got a raise) or be knocked @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.</p>\n<p><strong>Running:</strong> If the attacker ran at least 2″ (four yards) before the Push, he adds +2 to his total.</p>\n<p><strong>Size Matters:</strong> Creatures may not generally Push a foe more than two @Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes} larger then themselves unless they have exceptional @Compendium[swade-core-rules.swade-rules.Traits]{Strength} for their Size (GM’s call).</p>\n<p><strong>Skill: </strong>The attacker or defender may roll @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Strength} if they choose.</p>\n<p><strong>Shields: </strong>Attackers and defenders add their @Compendium[swade-core-rules.swade-rules.Shields]{shield’s Parry bonus} to their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} (or @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}) rolls when pushing.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Quick Encounters</h1>\n</div>\n<div>\n<p>Sometimes the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} may want to quickly sum up an encounter rather than track every action round by round. “Quick Encounters” resolve these kinds of situations with good collaborative storytelling, tension, and risk.</p>\n<p><strong>When to Use These Rules:</strong> Use Quick Encount­ers when you’re pressed for time, the group isn’t as interested in tactical fights, or they do something the GM isn’t prepared for, like infiltrating a large complex she hasn’t detailed.</p>\n<p><strong>When to Use These Rules:</strong> Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill roll} based on the type of encounter and their goal and interpret the results narratively with the Game Master.</p>\n<h2>Encounter Types</h2>\n<p>No @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} are dealt in a Quick Encounter. Instead, the GM describes the scene, then the players agree on a general plan and what each of their characters will do.</p>\n<p>Once everyone states their intent, they can pick the skill that best represents their actions during the encounter.</p>\n<p>Here are some examples:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>CHASE:</strong>@Compendium[swade-core-rules.swade-skills.CommonKnowledge]{CommonKnowledge}(fornavi­gation),@Compendium[swade-core-rules.swade-skills.Driving]{Driving},@Compendium[swade-core-rules.swade-skills.Repair]{Repair},@Compendium[swade-core-rules.swade-skills.Shooting]{distance}.</li>\n<li><strong>COMBAT:</strong>@Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps},@Compendium[swade-core-rules.swade-skills.Shooting]{distance},@Compendium[swade-core-rules.swade-rules.ArcaneBackgrounds]{arcaneskill}.</li>\n<li><strong>CRISIS:</strong>@Compendium[swade-core-rules.swade-skills.Hacking]{Hacking},@Compendium[swade-core-rules.swade-skills.Notice]{Notice},@Compendium[swade-core-rules.swade-skills.Stealth]{Stealth},@Compendium[swade-core-rules.swade-skills.Thievery]{Thievery}.</li>\n<li><strong>HEIST:</strong>@Compendium[swade-core-rules.swade-skills.CommonKnowledge]{CommonKnowledge}(fornavi­gation),@Compendium[swade-core-rules.swade-skills.Driving]{Driving},@Compendium[swade-core-rules.swade-skills.Repair]{Repair},@Compendium[swade-core-rules.swade-skills.Shooting]{distance}.</li>\n<li><strong>MISSION:</strong>@Compendium[swade-core-rules.swade-skills.Battle]{Battle},@Compendium[swade-core-rules.swade-skills.Boating]{Boating},@Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps},@Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion},@Compendium[swade-core-rules.swade-skills.Piloting]{Piloting},@Compendium[swade-core-rules.swade-skills.Shooting]{distance}.</li>\n<li><strong>TREK:</strong>@Compendium[swade-core-rules.swade-skills.CommonKnowledge]{CommonKnowledge},@Compendium[swade-core-rules.swade-skills.Notice]{Notice},@Compendium[swade-core-rules.swade-skills.Survival]{Survival}.</li>\n</ul>\n<p><strong>Modifiers:</strong>TheGMshouldassignmodifiersbasedonthesituation.Iftheheroesgreatlyoutnumbertheiropposition,pursuemuchslowerprey,havepriorexperiencewiththeobstaclesintheirpath,orspecialequipmenttodealwithhazards,therollmightbemadeat+1to+4.</p>\n<p>Verydifficultencounters,suchaspowerfulfoes(relativetotheparty),fasterprey,orextremeconditionsinflicta−1to−4penalty.</p>\n<h3>TurnOrder&CriticalActions</h3>\n<p>PlayerscangoinwhateverordertheywantinaQuickEncounter.Thismightbeimportantifsomeoftheir@Compendium[swade-core-rules.swade-rules.Actions]{actions}aredependentonsomeoneelse’s.Inaheist,forexample,thegroupmightdependonthehackertoshutdownacompany’ssecuritymeasuresbeforetheycanbreakin.Similarly,thecrewofa
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>RACES</h1>\n</div>\n<div>\n<p>Not every hero is human. Below are sample races common to many science fiction and fantasy settings. Use them as they are or modify them to fit your particular world. After these examples are guidelines for creating your own races as well.</p>\n<p>Note that the races allude to a lot of rules we haven’t explained yet. Just skim them for now and come back once you’ve got a grasp on the rest of the game.</p>\n<h2>Races</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Android]{Android}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Aquarian]{Aquarian}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Avion]{Avion}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Dwarves]{Dwarves}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Elves]{Elves}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Half-Elves]{Half-Elves}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Half-Folk]{Half-Folk}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Humans]{Humans}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Rakashans]{Rakashans}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Saurians]{Saurians}</h3>\n</div>\n<aside class=\"torn-page\">\n<h2>BREAKING THE MOLD</h2>\n<p>The racial archetypes presented here are iconic of their usual appearance in fantasy and science fiction, but players and Game Masters should feel free to break the tropes if they fit your particular setting.</p>\n<p>Maybe rakashans in your world have wings. Or aquarians are primitive, eight-armed cannibals who hunt more developed races on a post-apocalyptic water world.</p>\n<p>You can also make different versions of the same races. Perhaps the rakashans of one area evolved to resist @Compendium[swade-core-rules.swade-rules.Cold]{cold} (they’re more like snow leopards), while another sprang from cheetahs (and have @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} as a racial ability). The limit lies only in your imagination and desire to create something new and unusual!</p>\n</aside>\n<img src=\"modules/swade-core-rules/assets/art/pg17_quote_races.webp\" alt=\"I know a mad scientist who's a lizard man and a pacifist catgirl vegatarian. Don't judge a book by its cover, friend, or a leopard-man by his spots. — Red\" /></div>\n</div>"
},
{
"id":"Radiation",
"name":"Radiation",
"description":"<div class=\"swade-core\">\n<h2>Radiation</h2>\n<p>Characters in a radioactive environment must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} every hour spent in low radiation, and every minute in high radiation. Each failure results in a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level.</p>\n<p><strong>Radiation Poisoning:</strong> An Incapacitated victim con­tracts radiation sickness, a Chronic Disease, as explained under <strong>@Compendium[swade-core-rules.swade-rules.Disease]{Disease}</strong>.</p>\n</div>"
},
{
"id":"Rakashans",
"name":"Rakashans",
"description":"<div class=\"swade-core\">\n<h2>Rakashans</h2>\n<p>Rakashans are humanoid felines. Some have the bright colors of tigers, the speckled hides of leopards, or the exotic look of Siamese cats. All have sharp claws and teeth, and a cruel nature when it comes to dealing with their prey.</p>\n<p>Rakashans can be found in their own remote and exotic cities or as fringe elements of normal society. They are often too clever and beautiful to be shunned, but too cunning to gain others’ complete trust.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>AGILE</strong>: Feline grace gives rakashans a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Agility} attribute instead of a d4. This increases maximum Agility to d12+1.</li>\n<li><strong>BITE/CLAWS</strong>: Rakashan fangs and claws are<strong> @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}</strong> that cause Strength+d4 damage.</li>\n<li><strong>BLOODTHIRSTY</strong>: Rakashans can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes. They have the @Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Bloodthirsty} Hindrance.</li>\n<li><strong>CAN'T SWIM</strong>: Rakashans actually can swim, they just shun it and are not particularly good at it. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (swimming) rolls and each tabletop inch of movement in water uses 3″ of @Compendium[swade-core-rules.swade-rules.Movement]{Pace}.</li>\n<li><strong>LOW LIGHT VISION</strong>: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>RACIAL ENEMY</strong>: Rakashan society rose at the expense of another. Pick a common race in your setting. Members of each culture subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} when dealing with each other and often attack on sight.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Rakashans.webp\" alt=\"An image of a Rakashan\" /></div>"
"description":"<div class=\"swade-core\">\n<h3>Range</h3>\n<p>This lists the weapon’s Short, Medium, and Long Range. Extreme Range is up to 4×its Long Range. See @Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Attacks} for @Compendium[swade-core-rules.swade-skills.Shooting]{distance} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing) modifiers and more details.</p>\n<p>Ranges are listed in inches so you can use a ruler to move, shoot, and fight on the tabletop with miniatures. If you’re not using miniatures, each inch is equal to two yards.</p>\n<p>Weapon ranges are “effective” ranges for the table-top. If you need to know the real world range of a weapon (for battles that don’t take place on the table-top, for instance), multiply each range bracket by 2.5.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Range (+1/+2)</h3>\n<p>Double the power’s listed Range for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, or triple it for +2. This modifier may not be used on powers with a @Compendium[swade-core-rules.swade-rules.Range]{Portée} of @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch} or the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Cone Template}.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Ranged Weapons In Melee</h2>\n<p>Heroes may fire ranged weapons when engaged in melee with a few caveats:</p>\n<ul>\n<li>The attacker may only use a @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} or a one-handed ranged weapon (such as a firearm no larger than a pistol) when in melee. He may not fire rifles or other “long arms.” The TN is the defender’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} instead of Short Range as he struggles, wrestles back and forth, etc.</li>\n<li>If attacking a non-adjacent target with a ranged attack while in melee, the attacker instantly becomes @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable}.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/RangedWeaponsInMelee.webp\" alt=\"An image of three defenders armed with ranged weapons shooting at monsters coming at them.\" /></div>"
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Ranged Weapons</h2>\n<div class=\"table-summary\">\n<p>Thrown axes and knives, bows, nets, slings, and spears are available in most every era or setting.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Medieval</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Throwing]{Axe, Throwing}</td>\n<td>3/6/12</td>\n<td>Str+d6</td>\n<td>—</td>\n<td>1</td>\n<td>d6</td>\n<td>3</td>\n<td>100</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bow]{Bow}</td>\n<td>12/24/48</td>\n<td>2d6</td>\n<td>—</td>\n<td>1</td>\n<td>d6</td>\n<td>3</td>\n<td>250</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Crossbow]{Crossbow (Hand Drawn)}</td>\n<td>10/20/40</td>\n<td>2d6</td>\n<td>2</td>\n<td>1</td>\n<td>d6</td>\n<td>5</td>\n<td>250</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Hand-drawn.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Crossbow, Heavy]{Crossbow, Heavy}</td>\n<td>15/30/60</td>\n<td>2d8</td>\n<td>2</td>\n<td>1</td>\n<td>d6</td>\n<td>8</td>\n<td>400</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Requires a windlass to load. @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Dagger/Knife (Throwing)]{Dagger/Knife}</td>\n<td>3/6/12</td>\n<td>Str+d4</td>\n<td>—</td>\n<td>1</td>\n<td>d4</td>\n<td>1</td>\n<td>25</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Long Bow]{Long Bow}</td>\n<td>15/30/60</td>\n<td>2d6</td>\n<td>1</td>\n<td>1</td>\n<td>d8</td>\n<td>3</td>\n<td>300</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Net (Weighted)]{Net (Weighted)}</td>\n<td>3/6/12</td>\n<td>—</td>\n<td>—</td>\n<td>1</td>\n<td>d4</td>\n<td>8</td>\n<td>50</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>A successful hit means the target is <strong>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}</strong>. The net is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and vulnerable only to cutting attacks.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sling]{Sling} (Athletics (throwing))</td>\n<td>4/8/16</td>\n<td>Str+d4</td>\n<td>—</td>\n<td>1</td>\n<td>d4</td>\n<td>1</td>\n<td>10</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Spear/Javelin]{Spear/Javelin (Throwing)}</td>\n<td>3/6/12</td>\n<td>Str+d6</td>\n<td>—</td>\n<td>1</td>\n<td>d6</td>\n<td>3</td>\n<td>100</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Modern</span></span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.CompoundBow]{CompoundBow}</td>\n<td>12/24/48</td>\n<td>Str+d6</td>\n<td>1</td>\n<td>1</td>\n<td>d6</td
},
{
"id":"Rate of Fire",
"name":"Rate of Fire",
"description":"<div class=\"swade-core\">\n<h3>Rate of Fire</h3>\n<p>This is the number of shots that may be fired by this weapon in a single action. See <strong>@Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Weapons}</strong> for further details.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Reach</h3>\n<p>Weapons with “Reach” allow their user to make @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} attacks at the listed range. A Reach of 1, for example, allows a character to strike a target 1″ distant. Weapons without a Reach value can only strike targets at arm’s length (adjacent).</p>\n<p>Reach can be very important when fighting from horseback and <em>against</em> mounted foes (see @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}).</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Readying Weapons</h2>\n<p>Characters may “ready” up to two items per turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}. Readying means drawing, holstering, or otherwise moving an item into or out of a familiar and easy-to-reach location.</p>\n<p>Each additional item readied is an @Compendium[swade-core-rules.swade-rules.Actions]{action}, as is readying an item from a difficult location such as an ankle holster, off the floor after being @Compendium[swade-core-rules.swade-rules.Disarm]{disarmed}, or other exten­uating circumstances.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Recoil</h2>\n<p>Unless it says otherwise in its description, firing at a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} greater than 1 in one @Compendium[swade-core-rules.swade-rules.Actions]{action} causes Recoil, a −2 penalty to the attacker’s @Compendium[swade-core-rules.swade-skills.Shooting]{distance} rolls. A submachine gun with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 3, for example, causes Recoil unless its user fires only a single shot.</p>\n<p>Recoil isn’t cumulative between @Compendium[swade-core-rules.swade-rules.Actions]{actions}. If a character fires three shots (@Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} 3) on one action and triggers the Recoil penalty, he ignores it on a second action if he only fires a single shot.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Reload</h3>\n<p>Reloading magazines, clips, and individual bullets in modern firearms is explained in detail in @Compendium[swade-core-rules.swade-rules.Reloading]{Reloading}.</p>\n<p>Some weapons, such as muskets and heavy crossbows, are much slower to reload. Once fired, the number after the word Reload is how many @Compendium[swade-core-rules.swade-rules.Actions]{actions} of reloading it takes before they can be fired again.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Reloading</h2>\n<p>Nocking an arrow or loading a stone in a sling are @Compendium[swade-core-rules.swade-rules.Actions]{free actions} that may be performed once per @Compendium[swade-core-rules.swade-rules.Actions]{action}. Reloading a crossbow bolt, clip, magazine, speed loader, or single bullet so that it’s ready to fire (chambered, cocked, etc.) is an action.</p>\n<p>Some weapons are slower to reload, like heavy crossbows or black powder weapons. They require a number of actions to reload, listed as “Reload X” in their description.</p>\n<p class=\"embedded-example\"><strong>Example:</strong> Gabe fires a heavy crossbow (Reload 2) as part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}, using his other two actions that turn to reload. Since this is three actions, his @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll is made at −4. On the following round, he can fire again at no penalty.</p>\n<p><strong>Running & Reloading:</strong> Characters who @Compendium[swade-core-rules.swade-rules.Movement]{run} and load must make an @Compendium[swade-core-rules.swade-rules.Traits]{Agility} roll (at the usual −2 penalty for running). Failure means no progress toward reloading was made that action.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Rifles</h2>\n<div class=\"table-summary\">\n<p>Rifles can be either bolt-action, lever-action, or fed from a magazine or clip, noted in its description. Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Lever and Bolt Action Rifles</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Barrett]{Barrett}</td>\n<td>50/100/200</td>\n<td>2d10</td>\n<td>4</td>\n<td>1</td>\n<td>10</td>\n<td>d8</td>\n<td>35</td>\n<td>750</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Barretts use a 10-shot removable magazine that weighs 2 lbs when loaded. They are almost always fitted with a @Compendium[swade-core-rules.swade-equipment.Rifle Scope]{scope}.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M1 Garand]{M1 Garand}</td>\n<td>24/48/96</td>\n<td>2d8</td>\n<td>2</td>\n<td>1</td>\n<td>8</td>\n<td>d6</td>\n<td>10</td>\n<td>300</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> The standard US infantry rifle in World War II.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Hunting Rifle]{Hunting Rifle}</td>\n<td>24/48/96</td>\n<td>2d8</td>\n<td>2</td>\n<td>1</td>\n<td>5</td>\n<td>d6</td>\n<td>8</td>\n<td>350</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sharps Big 50]{Sharps Big 50}</td>\n<td>30/60/120</td>\n<td>2d10</td>\n<td>2</td>\n<td>1</td>\n<td>1</td>\n<td>d8</td>\n<td>11</td>\n<td>400</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Spencer Carbine]{Spencer Carbine}</td>\n<td>20/40/80</td>\n<td>2d8</td>\n<td>2</td>\n<td>1</td>\n<td>7</td>\n<td>d4</td>\n<td>8</td>\n<td>250</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Winchester ‘73]{Winchester '73}</td>\n<td>24/48/96</td>\n<td>2d8-1</td>\n<td>2</td>\n<td>1</td>\n<td>15</td>\n<td>d6</td>\n<td>10</td>\n<td>300</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">AssaultRifles</span></span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.AK47]{AK47}</td>\n<td>24/48/96</td>\n<td>2d8+1</td>\n<td>2</td>\n<td>3</td>\n<td>30</td>\n<td>d6</td>\n<td>10</td>\n<td>450</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M-16]{M-16}</
},
{
"id":"Rocket Launchers and Torpedoes Table",
"name":"Rocket Launchers and Torpedoes Table",
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Rocket Launchers & Torpedoes</h2>\n<div class=\"table-summary\">\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. All the listed weapons are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Blast</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.AT-4]{AT-4}</td>\n<td>24/48/96</td>\n<td>4d8+2</td>\n<td>24</td>\n<td>1</td>\n<td>MBT</td>\n<td>15</td>\n<td>1500</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>A heavy American anti-tank weapon of the modern era.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bazooka]{Bazooka}</td>\n<td>24/48/96</td>\n<td>4d8</td>\n<td>8</td>\n<td>1</td>\n<td>MBT</td>\n<td>12</td>\n<td>500</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in World War II. Additional warheads weigh 9 lbs and cost $50. WWII price.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M203 40MM]{M203 40MM}</td>\n<td>24/48/96</td>\n<td>4d8</td>\n<td>—</td>\n<td>1</td>\n<td>MBT</td>\n<td>3</td>\n<td>1500</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. A grenade launcher mounted on the bottom of an assault rifle.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M72 Law]{M72 LAW}</td>\n<td>24/48/96</td>\n<td>4d8+2</td>\n<td>22</td>\n<td>1</td>\n<td>MBT</td>\n<td>5</td>\n<td>750</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in Vietnam.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Panzerschreck]{Panzerschreck}</td>\n<td>15/30/60</td>\n<td>4d8</td>\n<td>12</td>\n<td>1</td>\n<td>MBT</td>\n<td>20</td>\n<td>1000</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Literally, the “tank terror” rocket launcher used by German forces in World War II.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Torpedo]{Torpedo}</td>\n<td>300/600/1200</td>\n<td>8d10</td>\n<td>22</td>\n<td>1</td>\n<td>LBT</td>\n<td>3000</td>\n<td>500K</td>\n</tr>\n</tbody>\n</table>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Rules</p>\n</div>\n</div>\n<div>\n<p><cite>Savage Worlds</cite> provides a simple framework for your tales of adventure and glory. In this chapter we show you how to make basic @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill and attribute checks}—and make your @Compendium[swade-core-rules.swade-rules.Combat]{combats} Fast, Furious, and Fun!</p>\n<h2>@Compendium[swade-core-rules.swade-rules.Combat]{Combat Rules}</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards (Initiative)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Actions]{Actions}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Attacks]{Attacks}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Damage Effects}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Dealing Damage]{Dealing Damage}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak Rolls}</h3>\n</div>\n<br />\n<h2>Situational Rules</h2>\n<p>The core <cite>Savage Worlds</cite> rules are very simple—@Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll a skill die (and a Wild Die if a Wild Card)}. If the result is 4 or higher after all modifiers, you’re successful.</p>\n<p>In the following section are some of the more elaborate options and maneuvers characters can attempt.</p>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Aim]{Aim}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.AreaEffectAttacks]{AreaEffectAttacks}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.BoundandEntangled]{BoundandEntangled}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.BreakingThings]{BreakingThings}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.CalledShots]{CalledShots}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.CoverandObstacles]{Cover&Obstacles}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Defend]{Defend}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Disarm]{Disarm}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.DistractedandVulnerable]{DistractedandVulnerable}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.FinishingMove]{FinishingMove}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.FiringIntoMelee]{FiringIntoMelee}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.FreeAttacks]{FreeAttacks}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.GangingUp]{GangingUp}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Grappling]{Grappling}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Hold]{Hold}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.ImprovisedWeapons]{ImprovisedWeapons}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.InnocentBystanders]{InnocentBystanders}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.MountedCombat]{MountedCombat}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actionsmultiples}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.NaturalWeapons]{NaturalWeapons}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.NonlethalDamage]{NonlethalDamage}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Off-HandAttacks]{Off-HandAttacks}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Prone]{àterre}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Push]{Push}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.RangedWeaponsInMelee]{RangedWeaponsInMelee}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.ReadyingWeapons]{ReadyingWeapons}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Recoil]{Recoil}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Reloading]{Reloading}</h3>\n<h3>@Compendium[swade-core-rules.swade-r
"description":"<div class=\"swade-core\">\n<h2>Saurians</h2>\n<p>Lizard men typically come from steaming jungles or deep deserts where they have unique civilizations unknown to other sentient races.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ARMOR +2</strong>: Saurians have scaly skin that acts as leather @Compendium[swade-core-rules.swade-rules.Armor]{armor}.</li>\n<li><strong>BITE</strong>: A saurian’s fangs are <strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}</strong> that cause Strength+d4 damage.</li>\n<li><strong>ENVIRONMENTAL WEAKNESS</strong>: Though not truly cold-blooded, saurians are poorly suited for frigid conditions. They suffer a −4 penalty to resist @Compendium[swade-core-rules.swade-rules.Cold]{cold} environmental effects, and suffer +4 damage from cold-based attacks.</li>\n<li><strong>KEEN SENSES</strong>: Saurians have acute senses, giving them the @Compendium[swade-core-rules.swade-edges.Alertness]{Alertness} Edge.</li>\n<li><strong>LOW LIGHT VISION</strong>: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>OUTSIDER (Minor)</strong>: Most races distrust saurians for some reason. Perhaps it is their strange ways and customs, their often-sibilant speech, or an ancient subconscious fear of their reptilian ancestors. Saurians subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls with all but others of their kind.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Saurians.webp\" alt=\"An image of a Saurian\" /></div>"
},
{
"id":"Selective (+1)",
"name":"Selective (+1)",
"description":"<div class=\"swade-core\">\n<h3>Selective (+1)</h3>\n<p>With intense focus, the caster can choose not to affect any or all individual targets within a power’s @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area of effect} (picking all enemies instead of allies in a <em>@Compendium[swade-core-rules.swade-powers.Blast]{blast}</em>, for example).</p>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Setting Rules</h1>\n</div>\n<div>\n<p><cite>Savage Worlds</cite> range from dark and gritty detective tales to cinematic epics to political thrillers. These rules provide a great framework for anything you want to do, but adding the right Setting Rules really brings the world and the action to life!</p>\n<p><strong>When to Use These Rules:</strong> Setting Rules accommodate different play styles and help emulate genres or tropes of established settings—like those of a book or movie that’s inspired you. This lets you easily tweak the rules to make a gritty crime drama more bloody, or an adventurous space romp more fun—all without changing the core of the game.</p>\n<p><strong>The Basics:</strong> Each Setting Rule is different. Some apply during @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{character creation} while others tweak @Compendium[swade-core-rules.swade-rules.Combat]{Combat}, @Compendium[swade-core-rules.swade-rules.Traits]{skills}, or even @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} use in some way.</p>\n<aside class=\"gray-slate\">\n<h2>SettingRuleChecklist</h2>\n<p>UsethefollowinglisttochoosetheSettingRulesforyourgame,coloringinthedotssoeveryoneinthegroupknowswhichrulesareineffect.</p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.BornAHero]{BornAHero}:</strong>Playercharactersignore@Compendium[swade-core-rules.swade-rules.Advancement]{Rank}requirementsfor@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}during@Compendium[swade-core-rules.swade-rules.CharacterCreationSummary]{charactercreation}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Conviction]{Conviction}:</strong>HeroesgainConvictionTokensthatcanbeusedtoaddad6toall@Compendium[swade-core-rules.swade-rules.Traits]{Traits}and@Compendium[swade-core-rules.swade-rules.Damage]{dégâts}rollsforoneround.Convictionisawardedfortriumph(overcomingagreatobstacleimportanttothatcharacter),andtragedy(apersonalsetback,deathofafriendorally,etc).Convictioneffectsmaybeextendedbyspendinga@Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.CreativeCombat]{CreativeCombat}:</strong>A@Compendium[swade-core-rules.swade-rules.TraitRolls]{Prouesse}ona@Compendium[swade-core-rules.swade-rules.Test]{Test}allowsthecharactertorollona@Compendium[swade-core-rules.swade-tables.CreativeCombat]{specialtable}thatgrantsadditionaleffects.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.DumbLuck]{DumbLuck}:</strong>Charactersmayspenda@Compendium[swade-core-rules.swade-rules.Bennies]{Benny}aftera@Compendium[swade-core-rules.swade-rules.TraitRolls]{Écheccritique},allowinganotherchanceforsuccessinunusualandunexpectedways.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.DynamicBacklash]{DynamicBacklash}:</strong>A@Compendium[swade-core-rules.swade-rules.TraitRolls]{Écheccritique}onan@Compendium[swade-core-rules.swade-rules.ArcaneBackgrounds]{Arcanes}skillrollforcestheplayertorollona@Compendium[swade-core-rules.swade-rules.DynamicBacklash]{specialtable}withvariouschaoticresults.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Fanatics]{Fanatics}:</strong>Enemythugstakethedamagefortheirmasters.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.FastHealing]{FastHealing}:</strong>Charactersmakenatural@Compendium[swade-core-rules.swade-rules.Healing]{Guérison}rollsonceperdayinsteadofeveryfivedays,andrecoveralevelof@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}from@Compendium[swade-core-rules.swade-rules.BumpsandBruises]{Bumps&Bruises}everyfourhoursinsteadofeveryday.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.HeroesNeverDie]{HeroesNeverDie}:</strong>Heroesandnamedvillainsrarely
"description":"<div class=\"swade-core\">\n<h3>Shields</h3>\n<p>Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the @Compendium[swade-core-rules.swade-rules.Shields Table]{Shields Table}. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).</p>\n<p>Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}</strong>). Modern shields are Hardness 12 and also provide +2 Armor. Polymer shields are Hardness 10 and provide Armor +4.</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Shields</h2>\n<div class=\"table-summary\">\n<p>Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown below. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).</p>\n<p>Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 armor should someone attempt to shoot through them (see <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}</strong>). Modern shields are Hardness 12 and also provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor}. Polymer shields are Hardness 10 and provide Armor +4.</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Parry</th>\n<th class=\"table-column-header\" scope=\"col\">Cover</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Ancient & Medieval</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Small Shield]{Small Shield}</td>\n<td>+1</td>\n<td>—</td>\n<td>d4</td>\n<td>4</td>\n<td>50</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Medium Shield]{Medium Shield}</td>\n<td>+2</td>\n<td>-2</td>\n<td>d6</td>\n<td>8</td>\n<td>100</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Large Shield]{Large Shield}</td>\n<td>+3</td>\n<td>-4</td>\n<td>d8</td>\n<td>12</td>\n<td>200</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Modern</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Riot Shield]{Riot Shield}</td>\n<td>+3</td>\n<td>-4</td>\n<td>d4</td>\n<td>5</td>\n<td>80</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Ballistic Shield]{Ballistic Shield}</td>\n<td>+3</td>\n<td>-4</td>\n<td>d6</td>\n<td>9</td>\n<td>250</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Reduces damage from firearms by 4 when an attacker tries to shoot through it.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Futuristic</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Polymer Shield, small]{Polymer Shield, Small}</td>\n<td>+1</td>\n<td>—</td>\n<td>d4</td>\n<td>2</td>\n<td>200</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Polymer Shield, medium]{Polymer Shield, Medium}</td>\n<td>+2</td>\n<td>-2</td>\n<td>d4</td>\n<td>4</td>\n<td>300</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Polymer Shield, large]{Polymer Shield, Large}</td>\n<td>+3</td>\n<td>-4</td>\n<td>d6</td>\n<td>6</td>\n<td>400</td>\n</tr>\n</tbody>\n</table>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Shotguns</h2>\n<p>Shotguns fire a spread of metal “shot,” and so do more @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at close @Compendium[swade-core-rules.swade-rules.Range]{Portée} where more of the shot hits the target. Because of this, shotguns add +2 to the user’s @Compendium[swade-core-rules.swade-skills.Shooting]{distance} rolls and cause 3d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at Short @Compendium[swade-core-rules.swade-rules.Range]{Portée}, 2d6 at Medium, and 1d6 at Long. Shotguns may not be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}.</p>\n<p><strong>Double Barrels:</strong> Some shotguns have two barrels welded side-by-side. If an attacker wants to fire both barrels at the same target, roll @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} once and add +4.</p>\n<p><strong>Slugs: </strong>Shotguns can also fire slugs. The attacker doesn’t get the +2 shotgun bonus to his @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll, but the @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} is 2d10 regardless of @Compendium[swade-core-rules.swade-rules.Range]{Portée} (and they may be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}). <strong>@Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}</strong> are hit only on a 1 (instead of 1 or 2).</p>\n</div>"
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Shotguns</h2>\n<div class=\"table-summary\">\n<p>Shotguns fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating. See <strong>@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}</strong> for details.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Double-Barrel Shotgun]{Double-Barrel}</td>\n<td>12/24/48</td>\n<td>1-3d6</td>\n<td>—</td>\n<td>1</td>\n<td>2</td>\n<td>d6</td>\n<td>11</td>\n<td>150</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Pump Action Shotgun]{Pump Action}</td>\n<td>12/24/48</td>\n<td>1-3d6</td>\n<td>—</td>\n<td>1</td>\n<td>6</td>\n<td>d4</td>\n<td>8</td>\n<td>150</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sawed-Off Double-Barrel Shotgun]{Sawed-Off DB}</td>\n<td>5/10/20</td>\n<td>1-3d6</td>\n<td>—</td>\n<td>1</td>\n<td>2</td>\n<td>d4</td>\n<td>6</td>\n<td>150</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Streetsweeper Shotgun]{Streetsweeper}</td>\n<td>12/24/48</td>\n<td>1-3d6</td>\n<td>—</td>\n<td>1</td>\n<td>12</td>\n<td>d6</td>\n<td>10</td>\n<td>450</td>\n</tr>\n</tbody>\n</table>\n</div>"
},
{
"id":"Size and Scale",
"name":"Size and Scale",
"description":"<div class=\"swade-core\">\n<h2>Size & Scale</h2>\n<p>Characters and creatures have a Size ranging from −4 for very small beings up to Size 20 and higher for massive behemoths. Specific creature Sizes are listed in their statistics, and explained on the <strong>@Compendium[swade-core-rules.swade-rules.Size Table]{Size Table}</strong>.</p>\n<p>The @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table} lists seven different “Scales,” from Tiny to Gargantuan, and the Scale Modifier that goes with each.</p>\n<p>When creatures of different Scales attack each other, the smaller creature adds the difference between its Scale and its target to its attacks. A Tiny fairy (−6 Scale modifier), for example, adds +10 to hurl a @Compendium[swade-core-rules.swade-powers.Bolt]{Bolt} at a Huge dragon (+4).</p>\n<p>The larger creature <em>subtracts</em> the difference from its attacks. A Very Small eagle (−4) subtracts 2 from its Fighting totals when attacking a Tiny fairy (−6).</p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Scale Modifiers</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier</th>\n<th class=\"table-column-header\" scope=\"col\">Scale & Examples</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>-6</td>\n<td><strong>Tiny:</strong> Armor join, baseball, mouse</td>\n</tr>\n<tr>\n<td>-4</td>\n<td><strong>Very Small:</strong> Human hand or head, basketball, house cat</td>\n</tr>\n<tr>\n<td>-2</td>\n<td><strong>Small:</strong> Human limb, bobcat</td>\n</tr>\n<tr>\n<td>—</td>\n<td><strong>Normal:</strong> Human, motorc­ycle, bull, horse</td>\n</tr>\n<tr>\n<td>+2</td>\n<td><strong>Large:</strong> Hippo, most vehicles</td>\n</tr>\n<tr>\n<td>+4</td>\n<td><strong>Huge:</strong> Dragon, whale</td>\n</tr>\n<tr>\n<td>+6</td>\n<td><strong>Gargantuan:</strong> Building, kaiju, ship</td>\n</tr>\n</tbody>\n</table>\n<h3>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} & Target Size</h3>\n<p>Use the Scale of the target when making @Compendium[swade-core-rules.swade-rules.Called Shots]{called shots} against creatures, not <em>their</em> Scale. If a hero wants to blast the eye of a Huge robot destroying the city, for example, use the Scale of the <em>eye</em>, not the robot. If the eye is about the size of a car, the hero adds +2 to his roll because a car is Large, a +2 bonus.</p>\n<p>Hitting the vital areas have extra effects listed under <strong>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}</strong>.</p>\n</div>"
},
{
"id":"Size Table",
"name":"Size Table",
"description":"<div class=\"swade-core\">\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Size Table</h2>\n<div class=\"table-summary\">\n<p>Use the examples below to estimate the Size of creatures not included in the Bestiary. Mass is usually enough to determine its Size and Toughness bonus, but account for overall dimensions as makes sense.</p>\n<p>Tiny creatures have a Strength score of 1. They can’t make a Strength roll (and therefore can’t Ace or get bonus damage). They can damage creatures with a Toughness of 1, but can only harm Small or larger beings if they swarm together (see <strong>@Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms}</strong>).</p>\n</div>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Size /<br />Toughness <br />Bonus</th>\n<th class=\"table-column-header\" scope=\"col\">Typical<br />Strength<br />Range</th>\n<th class=\"table-column-header\" scope=\"col\">Scale<br />Modifier</th>\n<th class=\"table-column-header\" scope=\"col\">Typical<br />Height /<br />Length Up To...</th>\n<th class=\"table-column-header\" scope=\"col\">Mass<br />Up To...</th>\n<th class=\"table-column-header\" scope=\"col\">Example<br />Creatures</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Tiny</span> </span></th>\n</tr>\n<tr>\n<td>-4</td>\n<td>1</td>\n<td>-6</td>\n<td>6\"</td>\n<td><4 lbs</td>\n<td>Crow, mouse</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Very Small</span> </span></th>\n</tr>\n<tr>\n<td>-3</td>\n<td>d4-3</td>\n<td>-4</td>\n<td>18\"</td>\n<td>16 lbs</td>\n<td>House @Compendium[swade-core-rules.swade-bestiary.Cat, Small]{cat}, small dogs</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Small</span> </span></th>\n</tr>\n<tr>\n<td>-2</td>\n<td>d4-1</td>\n<td>-2</td>\n<td>3'</td>\n<td>32 lbs</td>\n<td>Coyote, bobcat, porcupine</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Normal</span> </span></th>\n</tr>\n<tr>\n<td>-1</td>\n<td>d4 to d6</td>\n<td>—</td>\n<td>4'</td>\n<td>125 lbs</td>\n<td>Child, @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolf}, @Compendium[swade-core-rules.swade-rules.Half-Folk]{half-folk}, @Compendium[swade-core-rules.swade-bestiary.Goblin]{goblin}</td>\n</tr>\n<tr>\n<td>0</td>\n<td>d6 to d12</td>\n<td>—</td>\n<td>6'</td>\n<td>250 lbs</td>\n<td>@Compendium[swade-core-rules.swade-rules.Humans]{Human}, Great Dane, @Compendium[swade-core-rules.swade-bestiary.Dire Wolf]{dire wolf}</td>\n</tr>\n<tr>\n<td>1</td>\n<td>d8 to d12+1</td>\n<td>—</td>\n<td>8'</td>\n<td>500 lbs</td>\n<td>Large human, gorilla, @Compendium[swade-core-rules.swade-bestiary.Lion]{lion}, @Compendium[swade-core-rules.swade-bestiary.Orc]{orc}</td>\n</tr>\n<tr>\n<td>2</td>\n<td>d10 to d12+2</td>\n<td>—</td>\n<td>9'</td>\n<td>1000 lbs</td>\n<td>Grizzly, @Compendium[swade-core-rules.swade-equipment.Horse]{horse}, @Compendium[swade-core-rules.swade-bestiary.Ogre]{ogre}, tiger shark</td>\n</tr>\n<tr>\n<td>3</td>\n<td>d12 to d12+3</td>\n<td>—</td>\n<td>12'</td>\n<td>2000 lbs</td>\n<td>@Compendium[swade-core-rules.swade-bestiary.Bull]{Bull}, @Compendium[swade-core-rules.swade-bestiary.Horse, War]{war horse}</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Large(+1Wound)<
"description":"<div class=\"swade-core\">\n<h2>Skill Specialization</h2>\n<p><cite>Savage Worlds</cite> skills are intended to be broad, allowing characters to focus primarily on @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} for customization rather than multiple iterations of something like @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} for edged weapons, Fighting for blunt weapons, etc.</p>\n<p>If it’s important to have more detail for some reason, the GM can decide some skills require specialization. A character chooses one particular use of that skill to roll normally, and subtracts 2 from the total when using it in any other way.</p>\n<p>Gaining an additional specialization counts as raising a skill below its linked @Compendium[swade-core-rules.swade-rules.Traits]{Attribute}. So a character can gain two new specializations with an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance}, or mix and match to gain a specialization and increase a skill below its linked Attribute.</p>\n<p>Below are skills appropriate for this extra detail and some example specializations:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-skills.Boating]: </strong>Powered, Sail, Steam.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Driving]: </strong>Hover, Tracked, Wheeled.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Fighting]: </strong>Axe, Blunt Weapon, Exotic (such as nunchaku; each is separate), Long Blade, Pole Arm, Short Blade.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}: </strong>Fixed Wing, Rotary, Space.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Riding]{Riding}: </strong>Camel, Horse, Dragon.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Science]{Science}: </strong>Biology, Chemistry, Engineering.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Shooting]{distance}: </strong>Bows, Pistol, Rifle, Shotgun.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Survival]{Survival}: </strong>Arctic, Desert, Temperate.</li>\n</ul>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Sleep</h2>\n<p>Most people need a minimum of six hours’ sleep out of every 24. A character who goes without must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} at a cumulative −2 every 24 hours thereafter (to a maximum penalty of −4) or suffer @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. A large amount of coffee, soda, or other stimulant adds +2 to the roll.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Snapfire</h3>\n<p>Certain weapons, such as heavy sniper rifles, are very inaccurate if fired from the hip rather than using their sights, scopes, @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{bipod}, or @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}. If a character moves in the round he fires a Snapfire weapon, he suffers a −2 @Compendium[swade-core-rules.swade-skills.Shooting]{distance} penalty.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Soak Rolls</h2>\n<p>After rolling damage but before applying wounds, a character may spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to make a “Soak” roll. This is a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} check, with each success and raise reducing the number of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} suffered from that attack by one.</p>\n<p>If the character Soaks <em>all</em> of the Wounds from an attack, he removes his Shaken condition too (even from a previous source). Don’t count the Wound modifiers he’s about to suffer when making this roll—that hasn’t happened yet.</p>\n<p>Characters can’t Soak more than once per attack, but may spend Bennies as usual to reroll the Vigor check if they aren’t satisfied with the results.</p>\n<p><strong>Shaken: </strong>A character can also spend a Benny to immediately eliminate a Shaken condition. This can be done at any time.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Social Conflict</h1>\n</div>\n<div>\n<p>Not every conflict is won by the blade. Successful oratory can topple nations.</p>\n<p><strong>When to Use These Rules:</strong> Most social exchanges are a simple skill roll resisted by the appropriate @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, such as @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} or @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} vs. @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. For longer interactions, such as the back and forth of a long argument, negotiation, or a legal proceeding, the following system adds some drama and structure to each side’s discussion. (The GM might use a @Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques} instead if the argument must be won in a hurry!)</p>\n<p><strong>The Basics:</strong> Characters make arguments back and forth over three rounds, roll their appropriate skills, then consult the <strong>Conflict Results</strong> table (below) to see how well they’ve influenced their audience.</p>\n<h2>Conflict Rounds</h2>\n<p>The conflict is broken down into three rounds of conversation, each focusing on a particular point (or a few highly connected points).</p>\n<p>During each round, the player roleplays her character’s argument and makes a @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} roll opposed by the @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} of whoever she’s trying to convince. If a rival argues against her, the roll is opposed by his Persuasion instead.</p>\n<p>Each success and raise by the petitioner grants her an “Influence Token” (rivals don’t gain tokens, they just oppose the petitioner and keep her from gaining them).</p>\n<p><strong>Modifiers:</strong> @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls should be modi­fied by the situation as the GM sees fit. A hero trying to convince a scientist of a fact within his field rolls the lowest of his Persuasion or @Compendium[swade-core-rules.swade-skills.Science]{Science}. A particularly brilliant argument or impassioned roleplaying might add +1 to +4. An insult or <em>faux pas</em> inflicts a similar penalty.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} should also be considered. Convincing a jury that an @Compendium[swade-core-rules.swade-hindrances.Outsider]{Outsider} (Major) is innocent of a crime, for example, carries a −2 penalty.</p>\n<h3>Results</h3>\n<p>At the end of the third round, the speaker looks up her total Influence Tokens on the <strong>Social Conflict Results</strong> table below.</p>\n<p><strong>Trials:</strong> Run trials and similar conflicts from the accuser’s point of view since they must usually prove the accused’s guilt. If the player characters are the defenders, they oppose the prosecution and must keep them from gaining Influence Tokens with the judge (baron, king, warlord, etc.).</p>\n<p>Accusers in a trial must get at least three tokens to convict. Lesser or greater results indicate the degree of punishment based on the setting’s customs and laws.</p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2>Social Conflict Results</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Tokens</th>\n<th class=\"table-column-header\" scope=\"col\">Results</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>0</td>\n<td>Pleasaredeniedandnegotiationsfail.Discussionsmayreopenifnewinformationispresentedorfavorsareperformed.Inatrial,thedefendantisacquitted.</td>\n</tr>\n<tr>\n<td>1-3</td>\n<td>Thetargetisn’ttrulyconvinced,butprovidestheminimumamountofsupportpossible.Inatrial,thedefendantreceivestheminimumpenalty.</td>\n</tr>\n<tr>\n<td>4-5</td>\n<td>Thearbiterisreasonablyconvincedorwillingtohelp.Hegrantstheai
"description":"<div class=\"swade-core\">\r\n <h3>Aquatic</h3>\r\n <div>\r\n <p>The creature is native to the water. It is a natural swimmer and cannot drown. Its @Compendium[swade-core-rules.swade-rules.Movement]{Pace} in water is specified after the Aquatic ability.</p>\r\n </div>\r\n</div>"
},
{
"id":"Special Ability (Armor)",
"name":"Special Ability (Armor)",
"description":"<div class=\"swade-core\">\n<h3>Armor</h3>\n<div>\n<p>A creature’s @Compendium[swade-core-rules.swade-rules.Armor]{Armor} is written in parentheses next to its total @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}, and already added in. Thick, leathery hide generally offers 2 points of Armor. Creatures like a stegosaurus generally have 4 or more points of protection. Supernatural creatures may have much higher Armor values. A living statue, for example, might have 8 points of Armor or more.</p>\n</div>\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Breath Weapons</h3>\r\n <p>Dragons and other “fire breathers” use a Cone Template for their attacks (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Breath attacks may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\r\n <p>Unless the creature’s description says otherwise, breath attacks take the creature’s entire turn — they can’t perform @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} in the same round they make a breath attack.</p>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Burrow</h3>\r\n <div>\r\n <p>From massive worms to sand-dwelling humanoids, many creatures are able to burrow beneath the earth and move within it.</p>\r\n <p>Burrowers can tunnel underground and reappear elsewhere for devastating surprise attacks against their foes. The distance a creature can burrow on its turn is written immediately after its Burrow ability.</p>\r\n <p>A burrowing creature may tunnel on its @Compendium[swade-core-rules.swade-rules.Actions]{action}, and may erupt from the ground at any point within its burrowing @Compendium[swade-core-rules.swade-rules.Movement]{Pace} in the same turn. It cannot be attacked while beneath the earth unless the attacker has some special means of detecting it and penetrating the intervening dirt.</p>\r\n <p>Burrowing creatures erupt from beneath their opponents and may take them by surprise. If the target was unaware of the burrower’s presence, the creature makes an opposed @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} roll versus the victim’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}. If the burrower wins, the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} <em>to it only</em>. With a raise, the burrower gets @Compendium[swade-core-rules.swade-rules.The Drop]{the Drop}. Targets on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} may attempt to interrupt the attack before it occurs.</p>\r\n <p>Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility.</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Construct</h3>\r\n <div>\r\n <p>Robots, golems, and other animated objects are collectively called “constructs.” Some are sentient beings while others are mere automatons following the will of their masters.</p>\r\n <p>Whatever their origin or material, constructs have several inherent advantages over creatures of flesh and blood.</p>\r\n <p>Constructs add +2 when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties, don’t breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, don’t @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleed Out}, and Wounds are removed with @Compendium[swade-core-rules.swade-skills.Repair]{Repair} instead of @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} with no @Compendium[swade-core-rules.swade-powers.Healing]{“Golden Hour.”}</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Elemental</h3>\r\n <div>\r\n <p>Air, earth, fire, and water form the basis of the elemental realms, wherein dwell strange, unfathomable creatures.</p>\r\n <p>Elementals have bodies of pure earth, water, air, or fire and thus ignore additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties, don’t breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, can only be @Compendium[swade-core-rules.swade-skills.Healing]{healed} via magic or natural healing.</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Environmental Resistance</h3>\r\n <div>\r\n <p>The creature is resistant (but not immune) to a particular type of energy or substance, such as @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Heat]{heat}, iron, etc.</p>\r\n <p>Damage from the source is reduced by 4, and the being adds +4 to resist matching @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}.</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Environmental Weakness</h3>\r\n <div>\r\n <p>The creature is susceptible to a particular type of energy or substance, such as @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Heat]{heat}, iron, etc. </p>\r\n <p>Damage from the source is increased by 4, and the being subtracts 4 when resisting matching @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}.</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Ethereal</h3>\r\n <div>\r\n <p>@Compendium[swade-core-rules.swade-bestiary.Ghost]{Ghosts}, shadows, will-o’-the-wisps, and similar intangible creatures have no form in the physical world (or can turn it on and off at will). They can pass through physical objects, cannot be harmed by non-magical attacks, and cannot even be seen unless they desire to be. Ethereal creatures are affected by magical items, weapons, and supernatural powers.</p>\r\n <p>Unless its description says otherwise, ethereal creatures can throw objects, wield weapons, or even push terrified heroes down long, dark stairs.</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Fear</h3>\n<div>\n<p>Particularly frightening monsters cause @Compendium[swade-core-rules.swade-powers.Fear]{Terreur} checks to all who see them. Some truly terrifying monsters may inflict penalties on Fear checks as well. A creature with Fear −2, for instance, causes those who see it to make their Fear checks at −2. See the <strong>@Compendium[swade-core-rules.swade-powers.Fear]{Terreur}</strong> rules for effects.</p>\n</div>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Fearless</h3>\n<div>\n<p>Mindless creatures, some undead, robots, and the like don’t suffer from the weaknesses of the mortal mind. Fearless creatures are immune to @Compendium[swade-core-rules.swade-powers.Fear]{Terreur} effects and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}. They may still be @Compendium[swade-core-rules.swade-skills.Taunt]{Taunted}, however (usually because it draws their attention rather than causing emotional distress).</p>\n</div>\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Flight</h3>\r\n <div>\r\n <p>The creature can fly at the listed @Compendium[swade-core-rules.swade-rules.Movement]{Pace}. It uses its @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} to maneuver in chases or other situations.</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Gargantuan</h3>\n<div>\n<p>Gargantuan creatures are those that are at least @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 12 or higher. Classic movie monsters like Godzilla fall into this category.</p>\n<p>Gargantuans have @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, can take three additional @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}, and their attacks count as @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.</p>\n<p><strong>Stomp:</strong> A Gargantuan creature may stomp by using an @JournalEntry[BsotfdJ5t4EysBsD]{area effect template} (the size of the template is determined by the GM based on the monster’s “footprint”). The attack ignores @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} modifiers and is an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} vs @Compendium[swade-core-rules.swade-rules.Traits]{Agility} roll (defenders roll individually). Those who can’t get out of the way are stomped for damage equal to the thing’s @Compendium[swade-core-rules.swade-rules.Traits]{Strength} damage.</p>\n</div>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Hardy</h3>\n<div>\n<p>Very tough or determined creatures do not fall from lesser injuries, no matter how many they suffer. A decisive blow is needed to put one of these tenacious creatures down.</p>\n<p>If the beast is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, another Shaken result doesn’t cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.</p>\n</div>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Immunity</h3>\n<div>\n<p>Creatures born in fire aren’t affected by @Compendium[swade-core-rules.swade-rules.Heat]{heat}, and a horror made of pure lightning won’t suffer from a <em>@Compendium[swade-core-rules.swade-powers.Bolt]{bolt}</em> attack with an electrical @Compendium[swade-core-rules.swade-rules.Trappings]{trapping}. Immunities are to specific types of attacks, such as @Compendium[swade-core-rules.swade-rules.Fire]{fire}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, electricity, and so on. Such creatures don’t have <strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerability}</strong>, they just ignore @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} and @Compendium[swade-core-rules.swade-rules.Stunned]{Stun} results from the specific attack types named.</p>\n</div>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Infection</h3>\n<div>\n<p>A @Compendium[swade-core-rules.swade-bestiary.Vampire]{vampire}’s bite, a horrid @Compendium[swade-core-rules.swade-bestiary.Spider, Giant]{spider}-like creature that injects eggs into its victim’s skin, or even the @Compendium[swade-core-rules.swade-rules.Disease]{disease}-born scratching of @Compendium[swade-core-rules.swade-bestiary.Swarm]{rats} are all examples of Infection.</p>\n<p>A character @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} by a creature with Infection must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll. Modifiers to the roll are listed in the creature’s description, as are the effects of failure.</p>\n</div>\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Infravision</h3>\r\n <div>\r\n <p>Nocturnal beasts often see in the infrared spectrum—meaning they can “see” by detecting heat. Creatures with Infravision halve penalties for bad lighting when attacking targets that radiate warmth (including <i>invisible</i> foes).</p>\r\n <p>Clever characters may figure out ways to mask their heat from such creatures. Smearing cold mud over one’s body or wearing special heat-filtering suits generally obscures the target from those with Infravision.</p>\r\n <p>Humanoids with Infravision usually have normal sight as well.</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Invulnerability</h3>\r\n <div>\r\n <p>Some Savage Tales feature invulnerable horrors that can only be defeated by discovering their weakness.</p>\r\n <p>Invulnerable creatures ignore damage as listed in their description. Unless otherwise specified, they can be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} but not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} by other forms of damage. An ancient dark god given life by misguided cultists, for example, might only be vulnerable to shards of stained glass gathered from a church.</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Low Light Vision</h3>\r\n <div>\r\n <p>Low Light Vision ignores penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} (but not Pitch Darkness).</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Paralysis</h3>\r\n <div>\r\n <p>Paralyzing poisons are covered under @Compendium[swade-core-rules.swade-rules.Poison]{Poison}. Other creatures might paralyze their victims with magic, electricity, or other sources. Victims who suffer damage or a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result from such a creature must make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor} roll or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}. They’re also paralyzed and incapable of any action—even speech—for 2d6 rounds (or longer if otherwise specified).</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Poison</h3>\r\n <div>\r\n <p>Snakes, spiders, and other creatures inject @Compendium[swade-core-rules.swade-rules.Poison]{poisonous} venom via bite or scratch. To do so, the thing must cause at least a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result to the victim, who then makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll modified by the strength of the poison (listed in parentheses after the creature’s Poison ability). Effects of failure are described in more detail in the <b>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}</b> section.</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Regeneration</h3>\n<div>\n<p>Legend has it that @Compendium[swade-core-rules.swade-bestiary.Troll]{trolls}, @Compendium[swade-core-rules.swade-bestiary.Vampire]{vampires}, and certain other types of legendary creatures can Regenerate damage caused to them.</p>\n<p>Regeneration comes in two types: Fast and Slow.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>FAST: </strong>Wounded creatures make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll every round—even after they’ve been @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}. A success heals one @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} (or removes Incapacitated status), and a raise heals an additional Wound. Wounds caused by some types of damage, listed in the creature’s description, do not regenerate but may still @Compendium[swade-core-rules.swade-rules.Healing]{heal} naturally. Trolls cannot regenerate Wounds caused by flame, for example.</li>\n<li><strong>SLOW: </strong>The creature makes a @JournalEntry[xiTS5HW9LVPSUqz5]{natural healing roll} once per day.</li>\n</ul>\n</div>\n</div>"
},
{
"id":"Special Ability (Resilient or Very Resilient)",
"name":"Special Ability (Resilient or Very Resilient)",
"description":"<div class=\"swade-core\">\n<h3>Resilient/Very Resilient</h3>\n<div>\n<p>Elite @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are tougher than usual. This might include specially bred @Compendium[swade-core-rules.swade-bestiary.Orc]{orcs} in a fantasy setting, particularly tough thugs or agents in the modern world, or even mutant animals created in the lab of some mad scientist.</p>\n<p>Resilient Extras can take one @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} before they’re @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, Very Resilient Extras can take two. Wild Cards can’t be Resilient or Very Resilient. The abilities exist to bring select Extras a little closer to the heroes and villains who lead them.</p>\n</div>\n</div>"
},
{
"id":"Special Ability (Size)",
"name":"Special Ability (Size)",
"description":"<div class=\"swade-core\">\n<h3>Size</h3>\n<div>\n<p>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} grants a bonus to @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} (or penalty for small creatures) and is a <em>guide</em> to the typical @Compendium[swade-core-rules.swade-rules.Traits]{Strength} of creatures in that general range.</p>\n<p>Size is generally based on mass, but exceptions exist for extremely large but weak creatures, small but strong beings, etc.</p>\n<p>Scale Modifiers are explained under <strong>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size & Scale}</strong>.</p>\n<p><strong>Additional Wounds:</strong> Large creatures can take an additional @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, Huge can take two, and Gargantuan three. The maximum @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalty is always three. This stacks with @JournalEntry[huMioVSZmHacNkPJ]{Resilient/Very Resilient}.</p>\n<p>Such creatures typically have @Compendium[swade-core-rules.swade-rules.Reach]{Reach} equal to the additional Wounds granted by Size.</p>\n</div>\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Stun</h3>\r\n <div>\r\n <p>A creature with this ability often has an electrical attack, mild toxin, mind lash, or similar trapping. When it successfully hits a character (even if it causes no damage), she must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll minus any listed penalties or be <b>@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}</b>.</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Swat</h3>\r\n <div>\r\n <p>The creature has learned how to deal with pesky creatures smaller than itself. It ignores up 4 points of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} penalties when attacking with certain abilities listed in its description (and only those specific abilities).</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Tentacles</h3>\r\n <div>\r\n <p>The creature has a number of “tentacle actions” specified in its description (usually 2 or 4). Tentacle actions collectively count as one of a creature’s three potential actions for the turn. The actions must stem from the tentacle in some way—usually a @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps}, @Compendium[swade-core-rules.swade-skills.Shooting]{distance}, or @Compendium[swade-core-rules.swade-rules.Grappling]{grappling} attack, but this is the GM’s call.</p>\r\n <p>If the creature is a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}, it rolls its @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild Die} with each tentacle action as usual.</p>\r\n <p>If the being performs other actions on its turn, such as @Compendium[swade-core-rules.swade-skills.Taunt]{Taunting} or casting a spell, these and the tentacle actions are affected by the @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} penalty as usual.</p>\r\n <p>Grappling rolls made with tentacles get a +2 bonus, and “crushing” causes the creature’s @Compendium[swade-core-rules.swade-rules.Traits]{Strength} in damage unless otherwise listed.</p>\r\n <p>Severing a tentacle is a @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque ciblée}. If damage exceeds the creature’s @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}, the limb is severed and the monster is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. If it was already Shaken, it takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.</p>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Undead</h3>\r\n <div>\r\n <p>@Compendium[swade-core-rules.swade-bestiary.Zombie]{Zombies}, @Compendium[swade-core-rules.swade-bestiary.Skeleton]{skeletons}, and similar physical horrors are particularly difficult to destroy. Below are the benefits of being such an abomination.</p>\r\n <li>Add +2 to @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} and @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} rolls to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties, don’t breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, don’t @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleed Out}, and can only be healed with magical <i>@Compendium[swade-core-rules.swade-powers.Healing]{Guérison}</i>.</li>\r\n </div>\r\n</div>"
"description":"<div class=\"swade-core\">\r\n <h3>Wall Walker</h3>\r\n <div>\r\n <p>Some creatures have the ability to walk on walls. They automatically walk on vertical or inverted surfaces just as a human walks on the earth.</p>\r\n <p>A Wall Walker’s movement rate when walking on walls is its standard @Compendium[swade-core-rules.swade-rules.Movement]{Pace}. It may run as usual when walking on walls unless the specific creature’s text says otherwise.</p>\r\n </div>\r\n</div>"
},
{
"id":"Special Ability (Weakness)",
"name":"Special Ability (Weakness)",
"description":"<div class=\"swade-core\">\r\n <h3>Weakness</h3>\r\n <div>\r\n <p>Some creatures suffer additional damage or can only be hurt by their Weakness. A creature made of ice, for example, might take double damage from @Compendium[swade-core-rules.swade-rules.Fire]{fire}. See the creature’s description for particular effects.</p>\r\n </div>\r\n</div>"
},
{
"id":"Speed",
"name":"Speed",
"description":"<div class=\"swade-core\">\n<h2>Speed</h2>\n<p>Characters occasionally need to attack fast-moving targets. If the relative speed between attacker and defender is 60 Miles per Hour (MPH) or more, apply the Relative Speed Penalty:</p>\n<table class=\"table list-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Relative Speed Penalty</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Penalty</th>\n<th class=\"table-column-header\" scope=\"col\">Target's Relative Speed Is...</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>-1</td>\n<td>60 MPH+</td>\n</tr>\n<tr>\n<td>-2</td>\n<td>120 MPH+</td>\n</tr>\n<tr>\n<td>-4</td>\n<td>240 MPH+</td>\n</tr>\n<tr>\n<td>-6</td>\n<td>Mach 1+</td>\n</tr>\n<tr>\n<td>-8</td>\n<td>Mach 2+</td>\n</tr>\n<tr>\n<td>-10</td>\n<td>Near Light Speed+</td>\n</tr>\n</tbody>\n</table>\n<ul>\n<li>Multiply MPH by 1.5 to get @Compendium[swade-core-rules.swade-rules.Movement]{Pace}</li>\n<li>Divide @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1.5 to get MPH</li>\n</ul>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Stunned</h2>\n<p>@Compendium[swade-core-rules.swade-equipment.Stun Gun]{Stun guns}, creature abilities, the <em>@Compendium[swade-core-rules.swade-powers.Stun]{stun}</em> power, @Compendium[swade-core-rules.swade-rules.Electricity]{electrical} hazards, or other shocks to the brain or nervous system make a character essentially helpless until they manage to shake it off.</p>\n<h3>Stunned Characters</h3>\n<ul>\n<li>Are @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} (this is removed at the end of the victim's next turn as usual)</li>\n<li>Are @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} (this remains until they recover from being Stunned)</li>\n<li>Fall @Compendium[swade-core-rules.swade-rules.Prone]{à terre} (or to their knees, GM’s call)</li>\n<li>Can’t @Compendium[swade-core-rules.swade-rules.Movement]{move} or take any @Compendium[swade-core-rules.swade-rules.Actions]{actions}</li>\n<li>Don’t count toward the @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang Up} bonus</li>\n</ul>\n<p><strong>Recovery:</strong> At the start of a Stunned character’s turn, he makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}. Success means he’s no longer Stunned but remains @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} until the end of his <em>next</em> turn. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, his @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} state goes away at the end of this turn.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Submachine Guns</h2>\n<div class=\"table-summary\">\n<p>Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.H&K MP5 (9mm)]{H&K MP5 (9mm)}</td>\n<td>12/24/48</td>\n<td>2d6</td>\n<td>1</td>\n<td>3</td>\n<td>30</td>\n<td>d6</td>\n<td>10</td>\n<td>300</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Tommy Gun]{Tommy Gun}</td>\n<td>12/24/48</td>\n<td>2d6+1</td>\n<td>1</td>\n<td>3</td>\n<td>20</td>\n<td>d6</td>\n<td>13</td>\n<td>350</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Thompson submachine guns may also use a 50-round drum. This increases the weight by 2 lbs and each loaded drum costs $50.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td> </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Uzi (9mm)]{Uzi (9mm)}</td>\n<td>12/24/48</td>\n<td>2d6</td>\n<td>1</td>\n<td>3</td>\n<td>32</td>\n<td>d4</td>\n<td>9</td>\n<td>300</td>\n</tr>\n</tbody>\n</table>\n<img src=\"modules/swade-core-rules/assets/art/TommyGun.webp\" alt=\"'Tommy' Gun\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Support</h2>\n<p>Sometimes characters may want to cooperate or help an ally with a task. If so, and the GM decides it’s possible, supporting characters roll the relevant @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} (on their action if the game is in rounds) and declare which of their ally’s skills they’re attempting to Support.</p>\n<p>Success grants the ally +1 to one @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} total this round, and a raise adds +2. A Critical Failure on the support roll subtracts 2 from the lead’s total—sometimes extra hands just get in the way!</p>\n<p>Remove all Support bonuses at the end of the recipient’s turn, whether he used them or not (perhaps by taking an action different than the one he was Supported for).</p>\n<p>The maximum bonus from all Support rolls is +4. @Compendium[swade-core-rules.swade-rules.Traits]{Strength} checks are an exception and have no maximum bonus since more muscle can always manage more mass.</p>\n<p>Players and GMs should be creative when making Support rolls. An adventurer with @Compendium[swade-core-rules.swade-skills.Survival]{Survival}, for example, might make a roll to find useful herbs for an ally attempting a @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} check, or a galactic explorer with @Compendium[swade-core-rules.swade-skills.Science]{Science} might calculate slingshot vectors that help a friend make a tricky @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll.</p>\n<p>General encouragement (a @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} roll) such as “You can do it!” or “Check your six!” are perfectly acceptable, but at the GM’s discretion lose effectiveness if repeated.</p>\n<p class=\"embedded-example\"><strong>Example: </strong>Gabe is the driver in a chase. Red points out a shortcut by yelling, “Take the next left!” She rolls @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} and gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Gabe adds +2 to his next @Compendium[swade-core-rules.swade-skills.Driving]{Driving} roll. Later on, Red is hit by a ricochet and is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Gabe yells, “Toughen up, cowgirl! This ain’t your first rodeo!” and makes a Persuasion roll. He gets a success and Red adds +1 to her upcoming Spirit total to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.</p>\n<h3>Support vs. @Compendium[swade-core-rules.swade-rules.Test]{Test}</h3>\n<p>The Support option can be used against an opponent narratively, but the only effect it can have is as detailed above. If a character wants to “trip up” an ogre to help a friend make a @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} roll against it, for example, she can add +1 or +2 to his roll, but she doesn’t actually trip the ogre. It’s not made @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{vulnerable}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} as it might if she had used the <strong>@Compendium[swade-core-rules.swade-rules.Test]{Test}</strong> option.</p>\n<p>The advantage for a player in making a Support roll over a @Compendium[swade-core-rules.swade-rules.Test]{Test} is to help an ally and avoid a more difficult @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} for the @Compendium[swade-core-rules.swade-rules.Test]{Test} (even though narratively it might seem like it should be an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll}).</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Suppresive Fire</h2>\n<p>Suppressive Fire turns a firearm or other rapid-firing weapon into @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}. It trades accuracy for a hail of ammo to keep the enemies’ heads down.</p>\n<p>A weapon must be able to fire at least as rapidly as a revolver and can’t require reloading in between shots.</p>\n<p>Suppressive Fire uses three times the usual number of bullets for its <strong>@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}</strong> and always incurs @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} regardless of the weapon’s original @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} (the @Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock and Roll!} Edge, bipods, and tripods negate @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} as usual).</p>\n<p>To make the attack, the shooter places a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} on the tabletop and makes a @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll (a single @Compendium[swade-core-rules.swade-skills.Shooting]{distance} die regardless of @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}—RoF comes into Maximum Casualties, below.) Figure @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil}, etc., as usual, to the center of the template.</p>\n<p>Next compare the total to each target in the template and consider any modifiers that apply to each (@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, the <em>@Compendium[swade-core-rules.swade-powers.Deflection]{déflexion}</em> power, etc.). Success means the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} means he’s actually hit (no bonus @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} is possible from Suppressive Fire).</p>\n<p><strong>Maximum Casualties:</strong> Every target under the template can be @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}, but it can only cause @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} to a number of targets equal to the weapon’s @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}. The attacker chooses which targets are hit among his possible choices.</p>\n<div class=\"embedded-example\">\n<p><strong>Example:</strong>Gabefiresaminigunatagroupoframpaginginsectoids.Heplacesa@Compendium[swade-core-rules.swade-rules.AreaEffectAttacks]{MediumBlastTemplate}overfiveofthemandrollshis@Compendium[swade-core-rules.swade-skills.Shooting]{distance}dieanda@Compendium[swade-core-rules.swade-rules.TraitRolls]{Wilddie}.Hehasthe@Compendium[swade-core-rules.swade-edges.RockandRoll!]{RockandRoll!}Edgesoheignores@Compendium[swade-core-rules.swade-rules.Recoil]{Recoil}butstillsubtracts2fromhistotalforMediumRange.Heendsupwitha9onhis@Compendium[swade-core-rules.swade-skills.Shooting]{distance}roll.</p>\n<p>TwooftheinsectoidswerebehindalargerockandgetMedium@Compendium[swade-core-rules.swade-rules.CoverandObstacles]{Couvert}.Thatsubtracts4fromthetotalsothat’sasinglesuccess—they’re@Compendium[swade-core-rules.swade-rules.DistractedandVulnerable]{Distracted}.</p>\n<p>Threeofthetargetswereoutintheopensothey’rehitwitha@Compendium[swade-core-rules.swade-rules.TraitRolls]{Prouesse}.Gabecanhituptofivegivenhisweapon’s@Compendium[swade-core-rules.swade-rules.RateofFire]{RoF},soallthreetake@Compendium[swade-core-rules.swade-rules.Damage]{dégâts}.</p>\n<p>The@Compendium[swade-
"description":"<div class=\"swade-core\">\n<h2>Surprise</h2>\n<p>Combat often starts before everyone involved is prepared. An ambush, a sudden double-cross, or a trap might all give one side in a fight an edge over the other.</p>\n<p>When this happens, the ambushers are automatically on @Compendium[swade-core-rules.swade-rules.Hold]{Hold}. Deal them in as usual anyway in case one of them gets a @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Joker}.</p>\n<p>The victims of the attack make a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll (if they haven’t already, perhaps from ambushers sneaking up on them). Those who make it are dealt in as usual. Those who fail get no @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} and can’t act in the first round of combat.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Test</h2>\n<p>The <strong>@Compendium[swade-core-rules.swade-rules.Support]{Support}</strong> option allows a character to help out her allies. Test is the opposite—it lets him make things more difficult for his foes! Tests include embarrassing an opponent, throwing sand in his eyes, staring him down with a steely gaze, or anything else a clever player can think of to rattle his enemy and put him off-balance.</p>\n<p>To perform a Test, the player describes the action and works with the GM to determine the most appropriate skill to roll for it. Tests are resisted instinctively, so the “attacker’s” @Compendium[swade-core-rules.swade-rules.Traits]{skill roll} is opposed by the @Compendium[swade-core-rules.swade-rules.Traits]{attribute} it’s linked to. Tripping someone is an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll versus @Compendium[swade-core-rules.swade-rules.Traits]{Agility} since that’s what @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} is linked to. @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} is linked to @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, so verbally humiliating someone is resisted by that @Compendium[swade-core-rules.swade-rules.Traits]{attribute}. @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps}, when used as a Test instead of an actual attack, isn’t compared to @Compendium[swade-core-rules.swade-rules.Characters]{Parry}—it’s opposed by @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</p>\n<p>If the attacker wins the opposed roll, he can choose to make his foe @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted or Vulnerable}. If he wins with a raise, the target is also @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or there may be other subjective effects as the GM allows, such as a tripped foe being knocked prone.</p>\n<p><strong>Modifiers: </strong>The GM must determine which modifiers apply to a Test. @Compendium[swade-core-rules.swade-skills.Shooting]{distance}, for example, should include @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil}, etc. A hero with a bonus to his @Compendium[swade-core-rules.swade-rules.Characters]{Parry} does <em>not</em> add it to his @Compendium[swade-core-rules.swade-rules.Traits]{Agility} when challenged with a @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} roll, however, because the defender resists with @Compendium[swade-core-rules.swade-rules.Traits]{Agility}—not his @Compendium[swade-core-rules.swade-rules.Characters]{Parry}.</p>\n<p>Take the details into consideration as well—using @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} to hit a rival’s ego where it hurts, for example, might be worth a +2 bonus to the attacker.</p>\n<p><strong>Repetition:</strong> Using the same or similar action repeatedly quickly grows less effective, so the GM should apply a steep penalty if a character’s Tests become repetitive (or disallow it entirely).</p>\n<p><strong>Additional Dice:</strong> If characters have addi­tional dice for a Test, such as when using a weapon with a high @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}, he may roll all the dice but takes only the highest as his Test total. He doesn’t get multiple results and he can’t spread them out to other targets.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>The Drop</h2>\n<p>Sometimes an attacker is able to catch a foe off-guard and gets “The Drop” on him. The GM decides when this is in effect—usually it’s when the victim is bound or completely unaware of an attack. The Drop usually happens up close but the GM can also allow it in other situations as she sees fit (a sniper attacking an unaware and stationary target).</p>\n<p>The Drop adds +4 to a character’s attack and @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls against that target for one @Compendium[swade-core-rules.swade-rules.Actions]{action}.</p>\n<p><strong>Knockout Blow: </strong>If a character takes enough @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} to be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or worse from an attacker with The Drop on him, he must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at −2 if the attack was to the head) or be knocked unconscious.</p>\n<p>KO’ed characters stay that way for about half an hour or until the GM decides it’s dramatically appropriate to wake up. Note that Knockout Blows come from any kind of @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, not just blows to the head!</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Thirst</h2>\n<p>An average-sized human requires two quarts of water a day. This requirement is doubled in very dry conditions (such as the desert) or areas of heat and high humidity (the jungle) as the character perspires constantly and begins to dehydrate.</p>\n<p>If enough water isn’t available, the hero begins to suffer from dehydration. A day after he can’t get enough water, he must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} every eight hours (every four hours in a very hot or humid environment). Subtract 2 if he has less than half the water he needs in that period, and −4 if he has no water at all. Failure incurs a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} and @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he’s @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.</p>\n<p>See the <strong>@Compendium[swade-core-rules.swade-skills.Survival]{Survival}</strong> skill when a character wants to search for water from the local environment.</p>\n<p><strong>Recovery: </strong>Characters recover Fatigue levels normally after receiving sufficient water.</p>\n<p><strong>Death: </strong>An individual @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacitated} by thirst perishes after 2d6 hours.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h3>Three-Round Burst</h3>\n<p>A few military weapons can fire three rounds in rapid succession with one pull of the trigger. If the weapon has this ability, its @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} is 1 in that mode but it fires three bullets at once and adds +1 to the @Compendium[swade-core-rules.swade-skills.Shooting]{distance} and @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Touch Attack</h2>\n<p>A character who simply wants to touch a foe (usually to deliver a magical effect of some kind) may add +2 to his @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} roll.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Trait Rolls</h2>\n<div>\n<p>To make a skill or attribute “check” or “roll,” simply roll the die assigned to it. If the result is a 4 or better (the “Target Number” or TN), the action is successful. For example, if a character’s @Compendium[swade-core-rules.swade-rules.Traits]{Strength} is a d6, he rolls a six-sided die. On a 4 or better, he’s successful.</p>\n<p><strong>Modifiers: </strong>Circumstances modify the die roll, such as shooting at something far away or finding a well-hidden clue. Some things, such as @Compendium[swade-core-rules.swade-rules.Range]{ranged attacks}, have standard modifiers. It’s up to the GM to determine any modifiers for more subjective tasks, such as spotting an ambush or eavesdropping on a conversation through a door.</p>\n<p>In general, an easy task, such as finding tracks in the mud, is made at +2. A difficult task, such as finding tracks by torchlight, is made at −2. A very difficult task, such as finding tracks in a rainstorm, is made at −4.</p>\n<p><strong>Multiple Dice: </strong>When a character rolls multiple dice, such as when firing a machine-gun, check each die separately.</p>\n<h3>The Wild Die</h3>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} roll a single die when making a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} roll. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} roll an extra d6 and take the highest of their @Compendium[swade-core-rules.swade-rules.Traits]{Trait} die or the “Wild Die.” Both of these dice can Ace (see below).</p>\n<p><strong>One Wild Die Per Action: </strong>When @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} roll multiple dice for a single action, such as when firing a machine gun, they roll only one Wild Die.</p>\n<p>The Wild Die may replace a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} die or be ignored—it never adds another action or attack to the roll.</p>\n<p class=\"embedded-example\"><strong>Example:</strong> Gabe has the <strong>Frenzy Edge</strong> (page 42). He rolls an extra Fighting die when making a melee attack along with a Wild Die. Only two of his dice can cause hits since the Wild Die can only replace a die, not add another attack.</p>\n<h3>Aces</h3>\n<p>All @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and damage rolls in <cite>Savage Worlds</cite> are open-ended. That means that when you roll the highest number possible on a die (a 6 on a d6, an 8 on a d8, and so on), you get to roll that die again and add it to the total. This is called an “Ace.” Any modifiers to the die roll should be tacked on after adding up an Aced roll.</p>\n<p class=\"embedded-example\"><strong>Example:</strong>Redattemptstoleapadangerousicechasm.She’sa@Compendium[swade-core-rules.swade-rules.WildCardsandExtras]{Joker}withad8in@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics},sosherollsad8andad6andtakesthehighestresult.Inthiscase,bothdiceAce(8onthed8and6onthed6).Sherollsthed8againandgetsa4foratotalof12.Sherollsthed6againandgetsanother6,followedbya2—that’satotalof14.Redleapsthechasmwithease…thistime!</p>\n<h3>Raises</h3>\n<p>Sometimesit’simportanttoknowjusthowsuccessfula@Compendium[swade-core-rules.swade-rules.Traits]{Trait}rollwas.Every4pointsovertheTargetNumberiscalleda“raise.”Ifyourheroneedsa4toshootanopponentandrollsan11,hehitswithoneraise(andwouldhavetworaiseswitharollof12).Figureraisesafteradjustingforanymodifiers.</p>\n<p>Asingleraisealwaysprovidesanadditionaleffectofsomesort,suchasbonusdamagewhenattackingorabenefitdeterminedbytheGMforotherrolls.</p>\n<h3>OpposedRolls</h3>\n<p>Sometimesrollsare“opposed”byanopponent.Theattackergetsa@Compendium[swad
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Traits</h1>\n</div>\n<div>\n<p>Characters are defined by their “Traits,” attributes and skills ranked by die types. A d6 is average, while higher die types reflect much greater ability.</p>\n<p><strong>Attributes</strong> are primarily passive or innate abilities used for resisting effects like fear or supernatural attacks. <strong>Skills</strong> are used to <em>actively</em> do things or affect others.</p>\n<p>Exceptions occur, but these are the foundational differences between the two concepts.</p>\n<h2>Attributes</h2>\n<p>Attributes don’t directly affect skill rolls. <em>Savage Worlds</em> treats learned knowledge and training as the most relevant and direct factors. A high attribute allows one to increase a skill faster and opens up options to Edges that greatly differentiate two characters with the same skill.</p>\n<p>Every character starts with a d4 in each of five attributes:</p>\n<p><strong>Agility</strong> is a measure of a character’s nimble­ness, dexterity, and general coordination.</p>\n<p><strong>Smarts</strong> measures raw intelligence, mental acuity, and how fast a heroine thinks on her feet. It’s used to resist certain types of mental and social attacks.</p>\n<p><strong>Spirit</strong> is self-confidence, backbone, and willpower. It’s used to resist social and supernatural attacks as well as fear.</p>\n<p><strong>Strength</strong> is physical power and fitness. It’s also used as the basis of a warrior’s damage in hand-to-hand combat, and to determine how much he can wear or carry.</p>\n<p><strong>Vigor</strong> represents an individual’s endurance, resistance to disease, poison, or toxins, and how much physical damage she can take before she can’t go on. It is most often used to resist Fatigue effects, and as the basis for the derived stat of Toughness.</p>\n<h3>Using Attributes</h3>\n<p>Attributes are used to:</p>\n<ul>\n<li>Determine how fast skills increase during<strong> @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}</strong></li>\n<li>Limit access to <strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}</strong></li>\n<li>Derive @Compendium[swade-core-rules.swade-rules.Characters]{secondary statistics} such as Toughness or melee damage.</li>\n<li>Resist effects such as being @Compendium[swade-core-rules.swade-rules.Grappling]{grappled} or counter spells, @Compendium[swade-core-rules.swade-rules.Powers]{powers}, or social attacks such as @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} or @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\n</ul>\n<h2>Skills</h2>\n<p>Heroes have 12 points to buy skills during character creation. A skill that’s below the linked attribute (noted in parentheses beside the skill name) is cheaper to increase than one that’s at or above it. See <strong>@Compendium[swade-core-rules.swade-rules.Character Creation Summary]{Character Creation}</strong> and <strong>@Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}.</strong></p>\n<p>Core skills are marked with a <span class=\"red-text\">red star</span>, and start at d4 for@Compendium[swade-core-rules.swade-rules.Trait Rolls]{player characters}.</p>\n<p>Characters can attempt skills they don’t have but it’s more difficult. See<strong> @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Unskilled Attempts}</strong>.</p>\n<h2>Skill changes in this edition of Savage Worlds</h2>\n<p>Here's a summary of the most important skill changes in this edition of <cite>Savage Worlds</cite></p>\n<h3>Core Skills</h3>\n<p>Every hero starts with a d4 in five basic abilities: Athletics, Common Knowledge, Notice, Persuasion, and Stealth. A d4 doesn’t mean they’re <em>good</em> at these skills, but they have some basic experience with them.</p>\n<p><strong>MAJOR CHANGES:</strong></p>\n<ul>\n<li><span class=\"red-text\">Charisma</span> was removed from the game</li>\n<li><span class=\"red-te
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Trappings</h1>\n</div>\n<div>\n<p>Trappings allow the core @Compendium[swade-core-rules.swade-rules.Powers]{powers} presented in this chapter to have many different appearances. They usually have no game effect on their own, but are important for atmosphere and theme.</p>\n<p>One character might fire a swarm of bees to attack her foes, for example, while another shoots red lasers from her eyes. Both are examples of the <em>@Compendium[swade-core-rules.swade-powers.Bolt]{bolt}</em> power and share the same mechanics, but they look and are described differently.</p>\n<p>Trappings <em>do</em> matter when an obstacle or opponent has a particular strength or weakness. If an ice troll suffers +4 damage from fire- or heat-based attacks, for example, a blast a player describes as a fireball counts as a fire attack and does +4 damage.</p>\n<p>Once described, a power’s Trappings don’t change without the <strong>@Compendium[swade-core-rules.swade-edges.Wizard]{Wizard}</strong> Edge, or an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance}—see below.</p>\n<p>A character can alter the power’s effects as she wishes using the <strong>@Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir}</strong>.</p>\n<h3>Synergy</h3>\n<p>Sometimes logic dictates a power’s Trapping should have some additional effect. Zapping someone with a lightning bolt while they’re standing in water should cause additional @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, for example, or less if they’re wearing a rubber hazmat suit.</p>\n<p>When this occurs, the GM can decide there’s synergy that either increases or decreases the effect or damage (GM’s call) by +2 or −2.</p>\n<p>Oppositional forces, such as fire and ice or light and darkness, <em>don’t</em> have synergy against one another (though such effects are sometimes accounted for in some creatures’ @Compendium[swade-core-rules.swade-rules.Bestiary]{Special Abilities}). If a fire <em>@Compendium[swade-core-rules.swade-powers.Blast]{blast}</em> hits ice armor (<em>@Compendium[swade-core-rules.swade-powers.Protection]{Protection}</em>), for example, there’s no synergy because they cancel each other out.</p>\n<h3>Limitations</h3>\n<p>Sometimes a power’s Trapping imposes a limitation on the power. This gives the power focus at the expense of versatility, reducing the strain it causes the caster.</p>\n<p>The Limitation is permanent and always in effect unless changed with an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance} as noted below.</p>\n<p>Each limitation placed upon the power reduces its total @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} cost by one (to a minimum of 1). If this would reduce the cost to 0, you gain a +1 bonus (+2 maximum) to the arcane skill total instead.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Range]{Portée}:</strong>Thepower’s@Compendium[swade-core-rules.swade-rules.Range]{Portée}isreducedtoTouch(anditslisted@Compendium[swade-core-rules.swade-rules.Range]{Portée}isgreater).</li>\n<li><strong>PERSONAL:</strong>Thepower's@Compendium[swade-core-rules.swade-rules.Range]{Portée}becomesSelf(andhasa@Compendium[swade-core-rules.swade-rules.Range]{Portée}ofTouchorthe@Compendium[swade-core-rules.swade-rules.Range]{Portée}Limitationabove).</li>\n<li><strong>ASPECT:</strong>Thecharactercanonlyaccessoneaspectofapower(thathasmorethanonechoice),suchas<em>@Compendium[swade-core-rules.swade-powers.Sloth/Speed]{sloth/speed}</em>or<em>@Compendium[swade-core-rules.swade-powers.Boost/LowerTrait]{boost/lowerTrait}</em>.</li>\n</ul>\n<h3>Adding&ChangingTrappings</h3>\n<p>Acharactergetstwonew@Compendium[swade-core-rules.swade-rules.Powers]{powers}whenhetakesthe<strong>@Compendium[swade-core-rules.swade-edges.NewPowers]{NewPowers}</
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Travel</h1>\n</div>\n<div>\n<p>Many epic tales feature trips across great expanses. Adventurers might endure a long voyage across the endless seas of <cite>50 Fathoms</cite> or ride the dusty trails of <cite>Deadlands: The Weird West.</cite></p>\n<p>Below are some guidelines to help you figure out how long these journeys take and what dramatic events might happen along the way.</p>\n<p><strong>When to Use These Rules:</strong> If it doesn’t matter how long the trip takes, skip all this. Narrate the journey, maybe do an <strong>@Compendium[swade-core-rules.swade-rules.Interludes]{Interludes}</strong>, and get to the next scene. If you need to know how long the trip takes, or want to insert an obstacle or encounter of some sort, use the information below as a guideline.</p>\n<p><strong>The Basics:</strong> The mode of travel determines how many miles the group makes per day.</p>\n<h2>Travel Times</h2>\n<p>The rates below assume reasonable terrain and weather. Difficult conditions can drastically decrease progress (or increase it in the case of sailing with strong winds).</p>\n<table class=\"table reverse-value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Average Travel Times</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Transport</th>\n<th class=\"table-column-header\" scope=\"col\">Miles/8 Hour Day</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>Foot</td>\n<td>24</td>\n</tr>\n<tr>\n<td>Horse</td>\n<td>30</td>\n</tr>\n<tr>\n<td>Early Car</td>\n<td>200</td>\n</tr>\n<tr>\n<td>Modern Car</td>\n<td>400</td>\n</tr>\n<tr>\n<td>Sailing Ship*</td>\n<td>30</td>\n</tr>\n<tr>\n<td>Steam Ship*</td>\n<td>40</td>\n</tr>\n<tr>\n<td>Modern Passenger Train</td>\n<td>400</td>\n</tr>\n<tr>\n<td>Prop Plane</td>\n<td>1,000</td>\n</tr>\n<tr>\n<td>Commerical Jet</td>\n<td>4,000</td>\n</tr>\n</tbody>\n</table>\n<p><em>*Sailing ships (and steam ships to a lesser degree) are greatly affected by currents and winds. Strong winds or currents in the right direction allow them to travel about 60 miles per day. Poor winds or going against the current reduces them to 20 miles per day or less.</em></p>\n<h2>Encounters</h2>\n<p>If an area is dangerous or lawless, draw a card from the @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Deck} once per day (or even two or three times a day in particularly dangerous areas). A face card or higher represents an encounter, and the card suit can be used to determine the type.</p>\n<p>Draw twice more if the card is a Joker and combine the results—such as Enemies and an Obstacle or Strangers and Treasure (defined below).</p>\n<p>Game Masters are highly encouraged to customize encounters based on their setting.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>SPADES—ENEMIES: </strong>Monsters, enemies, or hostile beasts bar the way. Perhaps they lie in ambush if it’s a popular path, waiting for the next band of unwary travelers.</li>\n<li><strong>HEARTS—STRANGERS: </strong>The group comes upon neutral or friendly nonplayer charac­ters such as merchants, lost travelers, a guide, or even other adventurers.</li>\n<li><strong>DIAMONDS—TREASURE: </strong>Somewhere along the way is something of value—the hulk of a crashed ship with some remaining supplies waiting to be scavenged, a cache of useful or valuable minerals, or a magic item for sale or guarded by someone or something.</li>\n<li><strong>CLUBS—OBSTACLE: </strong>The heroes encounter an obstacle of some kind and must figure out how to circumvent it. Some examples are a flooded river, minefields, a decaying rope bridge, whirlpool, etc. The obstacle might also be defended by creatures or enemies as well.</li>\n</ul>\n<h2 class=\"blue-example\">Example:IrradiatedWastes</h2>\n<p>RedandGabearewastelandwarriorsin<cite>Deadlands:HellonEarth</cite>,traversinganareaoutsideofLasVegas,Nevada,that’sbeenblastedbyn
"description":"<div class=\"swade-core\">\n<h3>Two Hands</h3>\n<p>A two-handed weapon can be used with one hand at a −4 penalty. He counts his full @Compendium[swade-core-rules.swade-rules.Traits]{Strength} for @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} but loses all other advantages such as @Compendium[swade-core-rules.swade-rules.Reach]{Reach} or @Compendium[swade-core-rules.swade-rules.Characters]{Parry} bonuses.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Two Weapons</h2>\n<p>A character armed with two melee weapons adds +1 to his @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} rolls if his foe has a single weapon or is @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{unarmed}, and has no shield. It adds no bonus against creatures with <strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}</strong>.</p>\n<p>Wielding two firearms offers no special advantage other than additional ammunition.</p>\n<p>Characters who want to specialize further can take the <strong>@Compendium[swade-core-rules.swade-edges.Two-Fisted]{Two-Fisted}</strong> or <strong>@Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Two-Gun Kid}</strong> Edge.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Unarmed Defender</h2>\n<p>It’s difficult to @Compendium[swade-core-rules.swade-rules.Characters]{Parry} a blade with one’s bare hands. An attacker armed with a melee weapon adds +2 to his @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} attacks if his foe has no weapon or shield. (This doesn’t stack with @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}.)</p>\n<img src=\"modules/swade-core-rules/assets/art/UnarmedDefender.webp\" /></div>"
"description":"<div class=\"swade-core\">\n<h2>Unarmored Hero</h2>\n<p>Pulp action tales often feature heroes with little or no armor defeating far more heavily armored adversaries.</p>\n<p>In these settings, if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} chooses not to wear <em>any</em> @Compendium[swade-core-rules.swade-rules.Armor]{armor} (ignoring shields), he adds +2 bonus to his @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak rolls}!</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Unstable Platform</h2>\n<p>A character attempting to @Compendium[swade-core-rules.swade-skills.Shooting]{fire} or @Compendium[swade-core-rules.swade-skills.Athletics]{throw} a ranged weapon from the back of a horse or other mount, a moving vehicle, or other “unstable platform” subtracts 2 from his total.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Vehicles</h1>\n</div>\n<div>\n<p>In the Vehicle Tables section are a number of sample vehicles for @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{land}, @Compendium[swade-core-rules.swade-rules.Aircraft Table]{air}, and @Compendium[swade-core-rules.swade-rules.Watercraft Table]{water}, including some military vehicles such as tanks and armored personnel carriers.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>SIZE:</strong>TheSizeandScaleofthevehiclerelativetoahuman(see<strong>@Compendium[swade-core-rules.swade-rules.SizeandScale]{SizeandScale}</strong> andthe<strong>@Compendium[swade-core-rules.swade-rules.SizeTable]{SizeTable}</strong>).Vehiclescannormallytakethree@Compendium[swade-core-rules.swade-rules.DamageEffects]{Wounds}beforethey’re<strong>@Compendium[swade-core-rules.swade-rules.ChasesandVehicles]{Wrecked}</strong>,butLargeVehiclescantakeoneadditionalWound,Hugevehiclestwo,andGargantuanthree.</li>\n<li><strong>Handling:</strong>Thevehicle’srespons­ive­nessandmaneuverabilityisaddedorsubtractedfromallitsoperator’smaneuveringrolls(@Compendium[swade-core-rules.swade-skills.Boating]{Boating},@Compendium[swade-core-rules.swade-skills.Driving]{Driving},or@Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}).Thistypicallyrangesfrom−4forparticularlysloworsluggishvehiclesto+4forthosethatcanturnonadime.</li>\n<li><strong>TOPSPEED:</strong>TopSpeedisexpressedinmilesperhour(MPH)ratherthan@Compendium[swade-core-rules.swade-rules.Movement]{Pace} soit’seasierforyoutolookupreal-worldvehiclesandusetheminyourgame.TheChaserulesonlycareabouttherelativespeedsofvehiclesanyway,nottheiractualspeeds(see <strong>@Compendium[swade-core-rules.swade-rules.ChasesandVehicles]{Chases}</strong>)\n<p>Toconvertmilesperhourto@Compendium[swade-core-rules.swade-rules.Movement]{Pace},multiplyMPHby1.5.Seethe<strong>@Compendium[swade-core-rules.swade-rules.ChasesandVehicles]{VehiclesontheTabletopsidebar}</strong> tointegratevehiclesintotabletopcombatswithcharacters.</p>\n</li>\n<li><strong>TOUGHNESS:</strong>Thevehicle’sbasedurabilityincluding@Compendium[swade-core-rules.swade-rules.Armor]{Armor}(inparentheses).Usetheincludedvehiclesasaguide(see@Compendium[swade-core-rules.swade-rules.GroundVehicles]{GroundVehicles},@Compendium[swade-core-rules.swade-rules.WatercraftTable]{Watercraft},and@Compendium[swade-core-rules.swade-rules.AircraftTable]{Aircraft})whencreatingyourownorwritingupthosethataren’tlistedhere.\n<p>Toestimatethe@Compendium[swade-core-rules.swade-rules.Armor]{Armor}valueofrealworldvehicleswithHeavyArmor(tanks),startwith+4asabase,thenadd+2foreveryinchofarmorupto10″,+1perinchupto20″,andfinally+1foreverytwo<em>full</em>inchesafterthat.Atankwith23″ofarmor,forexample,hasanArmorvalueof(4+20+10+1)=35.</p>\n<p>Adjusttoreflectanyotherfactorssuchasmoderncompositematerialsandthelike.</p>\n</li>\n<li><strong>PASSENGERS:</strong>Thenumberofcrewplusanyadditionalpassengersitcantransport.Anotationof“2+8,”forexample,meansitrequiresacrewoftwoandcancarryuptoeightadditionalpassengers.</li>\n<li><strong>COST:</strong>Theaveragepriceofthevehicle.</li>\n</ul>\n<h2>VehicleNotes</h2>\n<p><strong>AirBags&SafetyHarnesses:</strong>Passengerswithvehicularprotectivedevicestakehalfdamagefromcollisions(rounddown).See <strong>@Compendium[swade-core-rules.swade-rules.ChasesandVehicles]{Wrecked}</strong>.</p>\n<p><strong>Amphibious:</strong>Thevehiclecanenterwaterwithoutfloodingorcapsizing.Seetheindividualdescriptionsfortheirmovementrateswhileinwater.</p>\n<p><strong>Anti-MissileCounterMeasures(AMCM):</strong>AMCMs
"description":"<div class=\"swade-core\">\n<h2>Vehicles</h2>\n<p>Sample lists of vehicles (@Compendium[swade-core-rules.swade-rules.Aircraft Table]{aircraft}, @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{ground vehicles}, and @Compendium[swade-core-rules.swade-rules.Watercraft Table]{watercraft}) are included in Chapter Two (Gear) along with any relevant @Compendium[swade-core-rules.swade-rules.Vehicle Notes].</p>\n<p>Vehicular weapons work just like any other—characters make @Compendium[swade-core-rules.swade-skills.Shooting]{distance} rolls to hit a target and roll damage if successful (plus a bonus die if they hit with a raise). Unless a character has the @Compendium[swade-core-rules.swade-edges.Steady Hands]{Steady Hands} Edge, don’t forget the @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform} penalty.</p>\n<p>Damage and how to handle vehicles on the tabletop are covered under <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chases and Vehicles}</strong>.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Vehicular Weapons</h2>\n<div class=\"table-summary\">\n<p>Below are the most common weapons mounted on military vehicles in the 20th century and beyond. All except the medium machine gun and Gatling laser are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.</p>\n<p><strong>Minimum Rate of Fire: </strong>Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.</p>\n<p><strong>Heavy Flamethrowers: </strong> Vehicular flamethrowers have longer ranges than personal devices. The wielder can use the Cone Template or arc a blast the size of a Medium Blast Template up to 18” (36 yards) distant. (Use the center of the template for the Range.) This shot can Deviate (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}</strong>).</p>\n<p><strong>Tank and AT Guns: </strong>May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p><strong>Costs: </strong>Prices of military-grade weapons varies widely depending on setting, and should be considered baselines the GM can use to set prices in her campaign world.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">AP Rounds</th>\n<th class=\"table-column-header\" scope=\"col\">HE Rounds</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Med. Machine Gun}</td>\n<td>30/60/120</td>\n<td>2d8+1, AP 2</td>\n<td>—</td>\n<td>3</td>\n<td>750</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes}</td>\n<td>50/100/200</td>\n<td>2d10, AP 4</td>\n<td>—</td>\n<td>3</td>\n<td>1000</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Heavy Flamethrower}</td>\n<td>Cone or MBT</td>\n<td>—</td>\n<td>3d8</td>\n<td>1</td>\n<td>1000</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.20mm Cannon]{canon de 20 mm}</td>\n<td>50/100/200</td>\n<td>2d12, AP 4</td>\n<td>—</td>\n<td>4</td>\n<td>50K</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.25mm Cannon]{canon de 25 mm}</td>\n<td>50/100/200</td>\n<td>3d8, AP 4</td>\n<td>—</td>\n<td>3</td>\n<td>75K</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.30mm Cannon]{canon de 30 mm}</td>\n<td>50/100/200</td>\n<td>3d8, AP 6</td>\n<td>—</td>\n<td>3</td>\n<td>200K</td>\n</tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">40mm Cannon (@Compendium[swade-core-rules.swade-equipment.40mm Cannon (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.40mm Cannon (HE Rounds)]{HE})</span></td>\n<td>75/150/300</td>\n<td>4d8, AP 5</td>\n<td>3d8, AP 2, MBT</td>\n<td>4</td>\n<td>200K</td>\n</tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">2 pd AT Gun (@Compendium[swade-core-rules.swade-equipment.2 pd AT Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.2 pd AT Gun (HE Rounds)]{HE})</span></td>\n<td>75/150/300</td>\n<td>4d8, AP 5</td>\n<td>3d6, AP 2, MBT</td>\n<td>1</td>\n<td>75K</td>\n</tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">37mmATGun(@Compendium[swade-core-rules.swade-equipment.37mmATGun(APRounds)]{AP}/@Compendium[swade-core-
"description":"<div class=\"swade-core\">\n<h2>Wild Attack</h2>\n<p>Sometimes a desperate character may want to throw caution to the wind and attack with everything he’s got.</p>\n<p>A Wild Attack adds +2 to the character’s @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} attacks and resulting damage rolls for the turn, but he is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} until the end of his next turn (not this one).</p>\n<p>Wild Attacks can be used with multiple attacks, such as from @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} or the @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy} and @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} Edges.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Wild Cards & Extras</h2>\n<p>Your hero (a player character), and unique allies, villains, and monsters are collectively called “Wild Cards.” These beings have a better chance at doing things, are a little tougher to put down, and are generally more detailed than common guards, minions, or lackeys—collectively called “Extras.”</p>\n<p>Wild Cards are noted with a design of some sort before their name, like this:</p>\n<h3><img style=\"height: 20px; width: 20px;\" src=\"modules/swade-core-rules/assets/icons/wild-card.svg\" alt=\"A burning sword through a globe.\" />RED</h3>\n<p>The actual Wild Card symbol varies and is usually themed for the particular setting, such as a skull-and-crossbones for a pirate game like <cite>50 Fathoms</cite> or a marshal’s badge in <cite>Deadlands</cite>.</p>\n<p>Besides your own characters, it’s up to the Game Master to decide which characters are Wild Cards. The sergeant of the City Watch probably isn’t a Wild Card, but Sergeant Grimlock of the City Watch may be. Skytch the Dragon is also a Wild Card, though his three young wyrms aren’t.</p>\n<p>Wild Cards are those who have stepped up to do more than most. They dare, aspire, and risk it all to be a hero—or a villain!</p>\n<p>They have two special abilities in the game:</p>\n<ul>\n<li>Wild Cards can take three @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before they’re @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}.</li>\n<li>Wild Cards roll a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild Die} (usually a d6) along with their @Compendium[swade-core-rules.swade-rules.Traits]{Trait} die when making @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait Rolls} and take the highest of the two as their total (see <strong>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{The Wild Die}</strong>).</li>\n</ul>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Withdrawing From Melee</h2>\n<p>Whenever a character retreats from melee, all adjacent non-@Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} and non-@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} opponents get an immediate Free Attack (see <strong>@Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks}</strong>).</p>\n<p class=\"embedded-example\"><strong>Example:</strong> Red is surrounded by five strange xenos and must get to a wounded Gabe. She takes the @Compendium[swade-core-rules.swade-rules.Defend]{Defend} option (increasing her @Compendium[swade-core-rules.swade-rules.Characters]{Parry} by +4) and backs away. All five xenos get a Free Attack, at +4 for @Compendium[swade-core-rules.swade-rules.Ganging Up]{Ganging Up}. Fortunately, Red’s high @Compendium[swade-core-rules.swade-rules.Characters]{Parry} fends them off and she makes her way to her injured friend.</p>\n</div>"
"description":"<div class=\"swade-core\">\n<h2>Wound Cap</h2>\n<p>Use this Setting Rule when you want combat to remain dangerous but reduce the chances of characters (and villains!) dying from a single lucky blow. It can still happen, but it is far more rare.</p>\n<p>Characters can never suffer more than four @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} in a single hit and therefore never have to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak} more than four wounds either!</p>\n<p><strong>Large Creatures:</strong> The Wound Cap applies even to creatures with more than three Wounds (due to their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} or the @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient/Very Resilient Special Ability}). A Huge creature that can take five Wounds, for example, can’t take more than four from a single attack, so it can’t normally be killed with a single attack. The GM can always overrule this in specific and obvious situations, of course, such as massive blasts, falling from towering cliffs or mountains, etc.</p>\n</div>"