Aces are pilots and drivers who have a special affinity with their car, boat, plane, or other vehicle. They ignore two points of penalties to any @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} roll, and may spend @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak} damage for any @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{vehicles} they control or command, using the appropriate Boating, Driving, or Piloting skill instead of @Compendium[swade-core-rules.swade-rules.Traits]{Vigor}. Each success and raise negates a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.
The Acrobat gets one free reroll on @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} totals that involve balance, tumbling, or grappling. It doesn’t affect rolls to interrupt actions, climb, swim, or throw
Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to hear, see, or otherwise sense the world around him.
Your warrior is as deft with his left hand as he is with his right. He ignores the @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Off-Hand Penalty}
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If holding a weapon in each hand, @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous} characters may stack @Compendium[swade-core-rules.swade-rules.Characters]{Parry} bonuses (if any) from both weapons.
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
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.
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.
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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
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
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.
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A weird scientist’s @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} must always include the item they’re associated with. The @Compendium[swade-core-rules.swade-powers.Burst]{burst} power might manifest through a magical flamethrower in Deadlands: Weird West, for instance, while “Dr. Gabriel’s Wondrous Restorative Elixir!” is a @Compendium[swade-core-rules.swade-powers.Healing]{healing} potion.
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Weird scientists must have their devices at hand to activate their powers (but seeJury Rig, below).
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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.
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Creating devices for others is possible—it just requires an Arcane Device and the @Compendium[swade-core-rules.swade-edges.Artificer]{Artificer} Edge .
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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.
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Jury Rig: 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.
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Example
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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 @Compendium[swade-core-rules.swade-powers.Blast]{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.
Magic and the supernatural hold little sway with this individual. Whether by nature, heritage, or training he’s particularly resistant to magic, psionics, weird science, and other supernatural energies.
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Arcane skills targeting the hero suffer a -2 penalty (even if cast by allies!) and magical damage is reduced by 2 as well.
This individual was born into privilege or came into it later in life. She may or may not have money (the @Compendium[swade-core-rules.swade-edges.Rich]{Rich} or @Compendium[swade-core-rules.swade-edges.Filthy Rich]{Filthy Rich} Edge), but she still walks in the elite social circles of the setting.
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Aristocrats add +2 to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} when @Compendium[swade-core-rules.swade-rules.Networking]{Networking} with the local elite, captains of industry, nobles, or other aristocrats. They also add +2 to @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} rolls made to know the etiquette of the upper class, recognize family trees or heraldry, or recall gossip concerning others of their station
Those who tangle with supernatural forces sometimes find ways to imbue powers into items. They may turn an ordinary blade into a magic sword, grant powerful potions to their friends, or even bless holy relics with divine grace. Artificers can create @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Arcane Devices} and give them to their allies.
Assassins are trained killers who know how to kill even the toughest foes. They add +2 to damage rolls when their foe is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} or they have @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}
It’s no secret people are more willing to help those they find physically attractive. Your character adds +1 to @Compendium[swade-core-rules.swade-skills.Performance]{Performance} and @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls if the target is attracted to his general type (gender, sex, species, etc.).
Some individuals have an extraordinary bond with their animal companions. These characters may spend their own @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} for any animals under their control, including mounts, pets, familiars, and so on.
Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
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The Beast Master’s “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically an animal of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 0 or smaller, subject to the GM’s approval.
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The beast is an @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} and doesn’t @Compendium[swade-core-rules.swade-rules.Advancement]{Advance} in Rank or abilities. If a pet is dismissed or killed, the hero gains a replacement in [[/r 1d4]] days.
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More Powerful Companions: Beast Master may be taken more than once. Choose one of the effects below each time it’s chosen:
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Gain an additional pet.
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Increase one of the pet’s @Compendium[swade-core-rules.swade-rules.Traits]{Traits} one die type (only one Trait per pet).
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Increase the maximum Size pet you may have by +1, to a maximum of 3.
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Make one pet a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}. (The hero must be of @Compendium[swade-core-rules.swade-rules.Advancement]{Heroic Rank}).
Berserkers become wild and nearly uncontrollable when the “red rage” takes them, but they are deadly killing machines as well!
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Immediately after suffering a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound or a Shaken} result (from physical damage only), your hero must make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll or go Berserk. She can voluntarily fail this check if she likes.
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Going Berserk has the following effects:
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FURY: The character’s Strength increases a die type and every melee attack must be a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack}. She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, for example.
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ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
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RECKLESS ABANDON: Anytime a berserker rolls a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} on a @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
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After five consecutive rounds of berserk fury, the hero takes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} -2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
Through hard-fought experience your hero has learned to defend himself in vicious hand-to-hand combat. His @Compendium[swade-core-rules.swade-rules.Characters]{Parry} increases by +1 and any @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang Up} bonus against him is reduced by one
Belittling or humiliating an enemy can also boost your ally’s spirits. When this character successfully @Compendium[swade-core-rules.swade-rules.Test]{Tests}a foe, he may also remove the @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted or Vulnerable}state from one of his allies.
Those with this Edge have learned to master their fear, or have dealt with so many horrors they’ve become jaded. These valiant explorers add +2 to @Compendium[swade-core-rules.swade-rules.Fear]{Fear} checks and subtract 2 from @Compendium[swade-core-rules.swade-tables.Fear Table]{Fear Table} results.
His fists hit like hammers or his talons cut like scythes. His body feels like it’s made of stone. Brawlers increase their @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1 and roll @Compendium[swade-core-rules.swade-rules.Traits]{Strength} +d4 when hitting with their fists or feet (or claws if they have them). If they already have a damage die from @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}, the @Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist} Edge, etc., increase the damage die type by one instead.
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The Brawler Edge doesn’t make the character’s fists @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}
Your bruiser is very large or very fit. Her @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} increases by +1 (and therefore @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1) and she treats her @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance}and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} to use armor, weapons, and equipment without a penalty.
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Brawny can’t increase a character’s Size above +3.
The fighter increases his @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} an additional +1, and the damage caused with his fists or claws another die type.
Brutes focus on core strength and fitness over coordination and flexibility. They treat @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} as linked to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility} for purposes of @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}. The character may also resist Athletics @Compendium[swade-core-rules.swade-rules.Test]{Tests} with Strength if she chooses.
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Finally, Brutes increase the @Compendium[swade-core-rules.swade-rules.Range]{Short Range} of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range. If a thrown item’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.
A few seconds to study your foe’s actions gives your hero a major advantage. When his @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} is a Five or less, he ignores up to 2 points of penalties on one action that turn, which can include @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action}, cover, @Compendium[swade-core-rules.swade-rules.Range]{Range}, and even @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties
Champions are holy (or unholy) men and women chosen to fight for a particular deity or religion. Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the role and follow their path with some reluctance.
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Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area effect damage}, @Compendium[swade-core-rules.swade-rules.Attacks]{ranged attacks}, @Compendium[swade-core-rules.swade-rules.Powers]{powers}, etc.
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The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.
When the character gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise }on her arcane skill roll (or roll to activate or use an @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane device}), she reduces its @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} cost by 1. This can take it to 0
Your hero is likable for some reason. She may be trustworthy or kind, or might just exude confidence and goodwill. You get one free reroll on @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls.
Your hero’s martial arts training goes beyond the norm and into the realm of the mystical. At the start of each combat encounter, she gains a “Chi Point” that can be spent to:
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Reroll one of her failed attacks (even a Critical Failure).
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Make an enemy discard an attack against her, then reroll it from scratch.
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Add +d6 damage to a successful @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack made with her hands, feet, claws, or other @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} (this may @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Ace}).
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Unspent Chi is lost at the end of the combat encounter.
The tumbler leaps quickly about so that attacks against her are made at -1 as long as she’s aware of the attack, can reasonably move about, and isn’t suffering any @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} or @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} penalties.
Your warrior recovers quickly from shock and trauma. He adds +2 to his rolls when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}
Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in @Compendium[swade-core-rules.swade-rules.Edges]{Command Range} add +1 to their @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} rolls when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} and +1 to @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
A booming voice, effective commands, natural charisma, or simple training results in a much more effective combat element. A hero with this Edge has a @Compendium[swade-core-rules.swade-rules.Edges]{Command Range} of 10″ (20 yards).
Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them. A character with this Edge may freely give her @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} to any other character she can communicate with. The player should explan what form this takes, from a quick shout of encouragement to a welcome pat on the back
Through training and focus, the caster is extremely efficient in channeling arcane forces. The base @Compendium[swade-core-rules.swade-rules.Powers]{Powers} of any non-Instant power is doubled. This includes maintaining powers as well.
Your heroine is connected to people or organizations who can help her when the chips are down. It might be the mob, the Feds, a union, or even other adventurers. Connections may be taken more than once, selecting a new faction or contact each time. Once per session, and assuming she can get in touch with them, the heroine can call on her friends for a favor. The favor depends on the nature of the contact (GM’s call), but might include a loan, gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker or scholar.
Fighters with this Edge deal instant punishment for an enemy’s mistakes. Once per round (if not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}), the character receives a @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks} against one failed @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against him. The counterattack takes place immediately (before other hits against the hero on the same @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card}, if any)
Your hero can sense when something bad is about to happen. When rolling for @Compendium[swade-core-rules.swade-rules.Surprise]{Surprise}, he adds +2 to his @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll to act in the first round. With a raise, he starts the encounter on @Compendium[swade-core-rules.swade-rules.Hold]{Hold}.
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In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives him a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes his Notice roll, the foe doesn’t get @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} against him.
When your @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} is a Joker, double the total damage of your first successful @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing) or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll this round.
The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all @Compendium[swade-core-rules.swade-rules.Attacks]{ranged attacks} made against the character. Dodge does not stack with actual @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, however
Experienced firearms experts fire two shots in rapid succession without spoiling their aim.
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Double Tap can only be used with weapons that have a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 1 and can fire two shots without needing to manually @Compendium[swade-core-rules.swade-rules.Reload]{reload}. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action}.
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Double Tap cannot be combined with @Compendium[swade-core-rules.swade-edges.Rapid Fire]{Rapid Fire}.
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If used with a weapon capable of @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}, it adds +2 to @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} and damage instead of +1 and expends six bullets.
Elan means energy or spirit. Those who have it rise to the occasion when the going gets toughest. When you spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to reroll a @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, add +2 to the total. The bonus applies only when rerolling. It doesn’t apply to @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} rolls (since they’re not Trait rolls), nor does it apply to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak rolls} unless you’re using another Benny to reroll the @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} check.
As the @Compendium[swade-core-rules.swade-edges.Professional]{Professional} Edge, increasing the @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and its limit one additional step.
Some @Compendium[swade-core-rules.swade-edges.Arcane Background (Gifted)]{Gifted} can dig deep into their souls to significantly boost their powers.
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Extra Effort increases a @Compendium[swade-core-rules.swade-skills.Focus]{Focus} total after it’s rolled by +1 for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point}, or +2 for 3 Power Points. It may not be used to improve a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}.
When a character withdraws from melee, adjacent attackers get a free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against him (see @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}). This is a very dangerous proposition for most, but not your wily champion.
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When moving away from adjacent foes, one of them (player’s choice), doesn’t get his free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack.
Your character is a minor celebrity of some sort. She might be a popular bard known in a particular fiefdom, a minor rock star, or a beloved B-movie actor.
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She makes double the normal fee when performing for pay (see @Compendium[swade-core-rules.swade-skills.Performance]{Performance}). She can also use her celebrity to add +1 to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls if a target is friendly and knows who she is (a @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} roll modified by how likely the individual is to know the celebrity).
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The downside of @Compendium[swade-core-rules.swade-edges.Fame]{Fame} is that the individual is often recognized, others frequently want something from her, she may be followed by fans or admirers, or she may not be able to shirk obligations, performances, or other duties without causing trouble for herself.
Your hero is truly famous. She’s wellknown in a large circle such as a country, a large industry, or a popular medium (film or television, the music industry). She makes 5 × the normal fee when performing and adds +2 to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls when influencing friendly individuals who know who she is.
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The price is higher for the truly @Compendium[swade-core-rules.swade-edges.Famous]{Famous}, too, with more demands on her time, obligations, rivals, scandals, and an inability to operate in crowds without being recognized.
Those with this blessing add +2 to @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls for natural healing, and check every three days instead of five (see @Compendium[swade-core-rules.swade-skills.Healing]{Healing}).
When performing a @Compendium[swade-core-rules.swade-rules.Test]{Test} with the @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} skill, you can choose to make the foe resist with @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.
A simple phrase uttered by a great leader can sometimes have momentous results. A commander with this ability can inspire his troops to bloody fervor by yelling a motto, slogan, or other inspirational words.
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@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} in range add +1 to their @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} damage rolls
This fortunate individual is very wealthy. He has five times the @Compendium[swade-core-rules.swade-rules.Characters]{starting funds} for the setting during character creation and, if appropriate, a yearly income after responsibilities of around $500,000.
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Even wealthier characters may exist, but unless there’s a game effect it probably shouldn’t matter. This should be worked out with the GM and come with many more assets as well as onerous responsibilities
Once per round, as long as he’s not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, the hero gets a free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against a foe immediately after he moves into @Compendium[swade-core-rules.swade-rules.Reach]{Reach}. (See @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks})
The hero’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{running die} increases one step (from d6 to d8, for example)
Each time this Edge is chosen, five followers come to fight by the hero’s side. If any are lost, others eventually take their place (how long is up to the GM and the circumstances).
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Followers must be cared for and generally want a share of whatever loot, treasure, or other rewards the hero acquires. Otherwise, they are completely dedicated to their task. They won’t throw their lives away but are willing to risk them repeatedly in his service.
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Use the @Compendium[swade-core-rules.swade-bestiary.Soldier]{Soldier} profile for the followers. A hero may outfit her allies as she sees fit. Followers @Compendium[swade-core-rules.swade-rules.Advancement]{Advance} just like player characters.
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Use the @Compendium[swade-core-rules.swade-rules.Allies]{Allies} rules to give them distinctive personalities if desired.
Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles.
\n
As long as there are obstacles she can bound on, bounce off, or swing on, she moves at her full @Compendium[swade-core-rules.swade-rules.Movement]{Pace} on @Compendium[swade-core-rules.swade-rules.Movement]{Difficult Ground} when on foot. She also adds +2 to her @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} rolls when climbing and in foot Chases (see @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chases & Vehicles}).
A character with Frenzy rolls a second @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately
Some mechanical gurus can build incredible devices out of most anything.
\n
A Gadgeteer can spend up to three @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} to “jury rig” a device from any reasonable collection of spare parts. This allows her to activate any @Compendium[swade-core-rules.swade-rules.Powers]{power} normally available to Weird Scientists of her @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} or lower in her particular setting, with a Power Point cost of 3 or lower.
\n
The total cost of an individual power (plus any modifiers) cannot exceed the points spent to create it, nor can the inventor apply @Compendium[swade-core-rules.swade-rules.Trappings]{Limitations} to the gadget. She may attempt to create multiple devices as long as she has the points to do so.
\n
Each gadget is created and activated with a @Compendium[swade-core-rules.swade-skills.Weird Science]{Weird Science}} roll at –2. This takes one entire turn, during which she can do nothing else (she cannot take @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Actions} that turn). In all other ways, it works as the normal activation of a power.
\n
The inventor uses Power Points directly from her pool for the device, but once its initial @Compendium[swade-core-rules.swade-rules.Powers]{Duration} is finished (it cannot be maintained) it falls apart into its component pieces.
\n
Example
\n
Gabe is an inventor in the Weird West. He wants to use @Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{boost Trait}to help Red fight a giant rattlesnake, but only has the @Compendium[swade-core-rules.swade-powers.Burst]{burst} and @Compendium[swade-core-rules.swade-powers.Blast]{blast} powers. Fortunately, he’s a Gadgeteer, so Gabe can put boost Trait into an “electrical bio-inducer.” The device can take up to three points worth of powers, so he adds the @Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hurry} modifier and gives Red +2 @Compendium[swade-core-rules.swade-rules.Movement]{Pace} as well
The bigger they are, the harder they are to kill. At least for most. Your hero knows how to find the weak points in the most massive of foes.
\n
He adds +1d6 damage when attacking creatures who are three or more Sizes larger than himself (see @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size}). A human (Size 0) gets the bonus against a creature of Size 3 or greater.
The player draws two extra @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} instead of one at the start of each session.
\n
"
},
{
"id": "Hard To Kill",
- "name": "Hard To Kill"
+ "name": "Hard To Kill",
+ "description": "
\n
This adventurer has more lives than a herd of cats. He may ignore his @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties when making @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to avoid @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.
\n
"
},
{
"id": "Harder To Kill",
- "name": "Harder To Kill"
+ "name": "Harder To Kill",
+ "description": "
\n
Your hero is tougher to kill than Rasputin. If he is ever “killed,” roll a die. On an odd result, he’s dead as usual. On an even roll, he’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.
A hero with this Edge adds +2 to all @Compendium[swade-core-rules.swade-rules.Healing]{Healing} rolls, whether natural or magical in nature.
\n
"
},
{
"id": "Hold the Line!",
- "name": "Hold the Line!"
+ "name": "Hold the Line!",
+ "description": "
\n
Hold the Line strengthens the will of any @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} under the hero's command, adding +1 to their @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}.
Believers face grave dangers in service to their divine patrons. To survive such hardships, the forces of good (or evil) grant miracles and the ability to turn their favor into supernatural protection.
\n
The chosen may add +1 to the total of a final @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak roll} for each @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} spent, to a maximum of +4.
Those with a cruel wit can destroy a rival’s ego in a single remark or well-timed gesture. Your hero gets a free reroll on @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt Tests}
Magic and the supernatural hold little sway with this individual. Whether by nature, heritage, or training he’s particularly resistant to magic, psionics, weird science, and other supernatural energies.
\n
Arcane skills targeting the hero suffer a -4 penalty (even if cast by allies!) and magical damage is reduced by 4 as well.
The hero’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} bonus is now +2 and the @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang Up} bonus against him is reduced by 2
Up to three foes’ (player’s choice) don’t get attacks when your warrior @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{moves out of melee} with them
\n
"
},
{
"id": "Improved First Strike",
- "name": "Improved First Strike"
+ "name": "Improved First Strike",
+ "description": "
\n
Once per round, as long as he’s not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, the hero gets a free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against three foes immediately after he moves into @Compendium[swade-core-rules.swade-rules.Reach]{Reach}. (See @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks}).
The fighter rolls an extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die with up to two Fighting attacks in the same turn
\n
Example
\n
Red desperately attacks a giant crab-like creature on an alien planet. She has Improved Frenzy and decides to attack three times (a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} at the usual penalty). She rolls her Fighting skill with an extra die for her first attack and second attack. She doesn’t get the extra die on her third Fighting roll.
Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws two additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} in combat and chooses which to use.
\n
"
},
{
"id": "Improved Nerves of Steel",
- "name": "Improved Nerves of Steel"
+ "name": "Improved Nerves of Steel",
+ "description": "
\n
The hero ignores two points of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties.
The shooter may now increase her weapon's @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} by 1 twice in the same turn (via a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action})
\n
Example
\n
Gabe fires a machine gun and has Improved Rapid Fire. The weapon has a Rate of Fire of 4 and Gabe decides to fire it on all three of his allowed actions (see Multi-Actions).
\n
He rolls an extra @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} die with his first and second attack, raising the weapon’s Rate of Fire to 5 each time. He doesn’t get the bonus on his third attack—the machine gun’s Rate of Fire remains a 4.
The character now regains 20 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} per hour spent @Compendium[swade-core-rules.swade-rules.Activation]{resting}.
Improved Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} (friends and foes alike). Resolve damage separately for each enemy that’s hit.
\n
A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.
The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using it, he adds +2 to his @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing), @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting}, or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} rolls, and +2 to @Compendium[swade-core-rules.swade-rules.Characters]{Parry} when readied (even if it’s a ranged weapon).
\n
A fighter can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, he can replace it but the benefits don’t kick in for a few days (however long the GM feels is dramatically appropriate).
Heroes often find themselves fighting with pieces of equipment or furnishings not designed for combat. A brawler with this Edge has a knack for using such improvised weapons. He ignores the usual -2 penalty when wielding them. See @Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Improvised Weapons} for more details.
Exceptional leaders inspire those around them to great feats of valor and determination. Once per turn, the hero may roll his @Compendium[swade-core-rules.swade-skills.Battle]{Battle} skill to @Compendium[swade-core-rules.swade-rules.Support]{Support} one type of @Compendium[swade-core-rules.swade-rules.Traits]{Trait} roll, and apply it to all allied @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} in @Compendium[swade-core-rules.swade-rules.Edges]{Command Range}. A leader could Support all @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} attacks in range, for example, or all @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} rolls to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}.
\n
Inspire is an @Compendium[swade-core-rules.swade-rules.Actions]{action} and requires some sort of communication with those it affects.
Investigators spend a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual private investigators while others are sleuthing mages in a fantasy world or inquisitive college professors stumbling upon Things Man Was Not Meant to Know.
\n
Investigators add +2 to @Compendium[swade-core-rules.swade-skills.Research]{Research} rolls and @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls made to search through desks for important papers, sift through stacks of junk mail for something of note, or spy obscured items from piles of junk or debris
The hero can shrug off even extreme blows. He adds +2 to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak rolls} and @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to avoid @Compendium[swade-core-rules.swade-rules.The Drop]{Knockout Blows}
The hero now adds his @Compendium[swade-core-rules.swade-edges.Strong Willed]{Strong Willed} bonus to resist powers and negate their effects. Iron Will doesn’t stack with @Compendium[swade-core-rules.swade-edges.Brave]{Brave}, nor does it apply to subsequent rolls resulting from powers such as being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} by a damaging @Compendium[swade-core-rules.swade-rules.Powers]{power}, @Compendium[swade-core-rules.swade-powers.Fear]{fear}, or the like.
Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There’s little he can’t figure out given a little time and a dash of luck.
\n
The character makes a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll as an action after observing or studying some subject. She gains a d4 in the relevant skill with success, or d6 with a raise. She may try again after an hour of study, trial and effort, or immersion if she fails or wants to try for a raise. This lasts until the character attempts to learn a different subject, whether she’s successful or not.
Fighters who can keep their cool when everyone else is running for @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover} make deadly combatants. A hero with this Edge draws an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} in combat and chooses which to use.
This world-traveler has an ear for languages. She begins play knowing half her @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} die type in different @Compendium[swade-core-rules.swade-skills.Language]{Language} skills of her choice at d6.
This gregarious individual processes alcohol far differently than most. The round after consuming a stiff drink (about eight ounces of hard liquor or equivalent), her @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} increases one die type (increasing @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} as well). The drinker can also ignore one level of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties (which stacks with other abilities that do the same).
\n
@Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Agility}, and all linked skills suffer a −1 penalty for the duration, however.
\n
The effect lasts for one hour after it begins, at which point the boozer suffers a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} for the next four hours.
The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!).
\n
He draws one extra @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 1 as her first action, she may add +1 to an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing) or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll, or ignore up to 2 points of penalties from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover}, @Compendium[swade-core-rules.swade-rules.Range]{Range}, @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}, or @Compendium[swade-core-rules.swade-rules.Speed]{Speed}. This is a lesser version of the @Compendium[swade-core-rules.swade-rules.Aim]{Aim} maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
The fighter has trained in basic martial arts. Her fists and feet are weapons (see @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}) so she’s always considered armed. She adds +1 when striking with them and causes @Compendium[swade-core-rules.swade-rules.Traits]{Strength}+d4 damage. If she already has a Strength damage die from the @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws} racial ability or the @Compendium[swade-core-rules.swade-edges.Brawler]{Brawler} Edge, increase the damage a die type.
\n
Martial Artist does not add to damage from other Natural Weapons such as fangs or horns.
The fighter has trained in basic martial arts. Her fists and feet are weapons (see @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} so she’s always considered armed. She adds +2 when striking with them and causes @Compendium[swade-core-rules.swade-rules.Traits]{Strength}+d6 damage. If she already has a Strength damage die from the @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws} racial ability or the @Compendium[swade-core-rules.swade-edges.Brawler]{Brawler} Edge, increase the damage a die type.
\n
@Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist} does not add to damage from other Natural Weapons such as fangs or horns.
The character’s Wild Die increases to a d10 when rolling the selected @Compendium[swade-core-rules.swade-edges.Expert]{Expert} Trait.
"
},
{
"id": "Master of Arms",
- "name": "Master of Arms"
+ "name": "Master of Arms",
+ "description": "
\n
Increase the hero’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} an additional +1 and his @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} bonus damage die is now a d10.
The @Compendium[swade-core-rules.swade-edges.Tactician]{Tactician} now gets a total of two extra @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} to distribute each round
A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device.
\n
Failure means the device isn’t ready. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means he doesn’t have the right materials and can’t create the device this encounter.
\n
Success creates a minor explosive (2d4 explosive in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}), a one shot projectile weapon like a “zip gun” (@Compendium[swade-core-rules.swade-rules.Range]{Range} 5/10/20, Damage 2d6), rickety raft, electrical source, etc.
\n
A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc.
\n
The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations.
Being a brutish lout isn’t always a drawback if you know how to use it. Menacing allows a character to put her bad looks or worse attitude to good use. The goon adds +2 to her @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} rolls.
Constant contact with multiple minds gives these psionic agents an edge when it comes to forcing or resisting mental assaults.
\n
Mentalists add +2 to opposed @Compendium[swade-core-rules.swade-skills.Psionics]{Psionics} rolls, whether they are using their powers against a foe or defending against a rival.
If your Action Card is a Joker, double the damage of your first successful @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack this round.
The mechanic adds +2 to @Compendium[swade-core-rules.swade-skills.Repair]{Repair} rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr Fix It can finish the job in one quarter the time with a raise.
This leader has proven herself time and time again, gaining the respect of all those who fight by her side.
\n
Any Leadership Edge that says it applies only to @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} now applies to @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} as well.
\n
"
},
{
"id": "Nerves of Steel",
- "name": "Nerves of Steel"
+ "name": "Nerves of Steel",
+ "description": "
\n
Your hero has learned to fight on through the most intense pain. He may ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties.
\n
"
},
{
"id": "New Powers",
- "name": "New Powers"
+ "name": "New Powers",
+ "description": "
\n
An arcane character may learn two new @Compendium[swade-core-rules.swade-rules.Powers]{powers} by choosing this Edge (which may be taken multiple times). He may choose from any powers of his @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} or lower normally available to his particular @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Background}.
\n
A character can add a new @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping} on a power she already has instead of gaining a new one. She might add an ice Trapping to her existing fire @Compendium[swade-core-rules.swade-powers.Bolt]{bolt}, for example, so she could switch between ice and fire Trappings freely
\n
"
},
{
"id": "No Mercy",
- "name": "No Mercy"
+ "name": "No Mercy",
+ "description": "
\n
When this killer spends a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to reroll damage, he adds +2 to his final total.
Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.
\n
Power Points may be selected more than once, but only once per @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}. It may be taken as often as desired at Legendary Rank, but each grants only 2 additional points.
The character recovers 10 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} when his @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} is a Joker. This may not exceed his usual limit
The character is an expert at a particular skill or attribute (his choice). This increases the @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and its limit one step (a d12+1 becomes a d12+2, for example). This Edge may be selected once per Trait.
Clever characters can manipulate their foes, drawing enemy focus on themselves to protect their allies. Once per turn, when your hero uses @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} for a @Compendium[swade-core-rules.swade-rules.Test]{Test} and gets a raise, she may @Compendium[swade-core-rules.swade-edges.Provoke]{Provoke} the foe.
\n
In addition to all the usual effects of the success and raise, the enemy suffers a -2 penalty to affect any other target besides the one who provoked her. This stacks with @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} but not further instances of Provoke.
\n
Provoke lasts until a Joker is drawn, someone else Provokes the target, or the encounter ends. Provoke can affect multiple targets, and may be combined with @Compendium[swade-core-rules.swade-edges.Rabble-Rouser]{Rabble-Rouser}.
Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} of Five or lower, you may discard it and draw again until you get a card higher than Five.
\n
@Compendium[swade-core-rules.swade-rules.Characters]{Characters} with both the @Compendium[swade-core-rules.swade-edges.Level Headed]{Level Headed} and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
This instigator knows how to rile up several enemies at once.
\n
Once per turn, a character with this Edge can make a social @Compendium[swade-core-rules.swade-rules.Test]{Test} with @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} or @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} against all enemies in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. The targets must be able to see and hear the hero clearly. Each defender resists and is affected by the Test separately.
The shooter is practiced at taking quick and accurate shots. As long as she’s armed with a fast-firing ranged weapon of some sort (such as a revolver or semi-automatic) and has enough ammunition to do so, she may increase her weapon’s @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} by 1 for any one of her @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} attacks that turn.
@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} normally recharge at a rate of 5 points every hour spent resting (see @Compendium[swade-core-rules.swade-rules.Activation]{Recharging}). This Edge increases that rate to 10 every hour.
People know they can depend on your hero when they need assistance. He gets a free reroll on any @Compendium[swade-core-rules.swade-rules.Support]{Support} roll.
This verbal duelist can turn the slings and arrows of social combat right back at the unwitting fools who hurled them.
\n
If a character with Retort gets a raise when resisting an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} or @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} @Compendium[swade-core-rules.swade-rules.Test]{Test}, the foe is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}.
Whether the individual was born with a silver spoon in his mouth or earned it through hard work, he’s got more money than most.
\n
Rich heroes start with three times the normal @Compendium[swade-core-rules.swade-rules.Characters]{starting funds} for the setting. If a regular income is appropriate for this setting, the hero receives the modern-day equivalent of a $150,000 annual salary
\n
"
},
{
"id": "Rock and Roll!",
- "name": "Rock and Roll!"
+ "name": "Rock and Roll!",
+ "description": "
\n
Experienced shooters learn to compensate for the recoil of fully automatic weapons. If a character with this Edge doesn’t move on his turn, he ignores the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty when firing at a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 or higher.
Once per encounter the hero may find, “suddenly remember,” or dig up some much-needed piece of equipment, a handful of ammunition, or some other useful device.
\n
The Game Master decides what constitutes an encounter, and has the final word on what can and can’t be found.
Learned professors, devoted students, and amateur enthusiasts spend great amounts of time and energy studying particular subjects. They become experts in these fields, and rarely fail to answer questions in their particular area of expertise.
\n
Pick any one of the following skills: @Compendium[swade-core-rules.swade-skills.Academics]{Academics}, @Compendium[swade-core-rules.swade-skills.Battle]{Battle}, @Compendium[swade-core-rules.swade-skills.Occult]{Occult}, @Compendium[swade-core-rules.swade-skills.Science]{Science}, or a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}-based “knowledge”-type skill allowed in your setting, and add +2 to the total whenever they’re used.
\n
This Edge may be taken more than once if applied to different skills.
A character who triumphs over evil time and time again becomes an inspiration to others. Eventually, one of these young crusaders may attempt to join the hero in his epic quests.
\n
The hero gains a @Compendium[swade-core-rules.swade-rules.Advancement]{Novice Rank} sidekick. The sidekick is a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}, starts each session with two @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}, may @Compendium[swade-core-rules.swade-rules.Advancement]{Advance}, and has abilities that complement his mentor. The player character controls his sidekick just like any other ally, though he may occasionally cause trouble by getting captured, running into danger when he’s not supposed to, and so on. The player should be prepared for his Edge to occasionally become a Hindrance!
\n
If the sidekick dies, he isn’t replaced unless the hero chooses this Edge again. Fortunately, heroes may always spend Bennies for their sidekicks as if she had the @Compendium[swade-core-rules.swade-edges.Common Bond]{Common Bond} Edge. Sidekicks must actually take that Edge to do the same for their mentors.
Professional soldiers get used to carrying heavy loads, and enduring harsh conditions. After a few days getting used to their gear (GM’s call), they treat their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} as one die type higher when determining @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance}and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} to use armor, weapons, and equipment without a penalty. (This stacks with the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge.)
\n
They also get a free reroll on @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to survive environmental hazards (see @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}).
Desperate times call for desperate measures. Soul Drain allows an arcane character to channel her physical energy into power, taking a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} to recover up to five @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}. She can take an additional level of Fatigue (to @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhaustion}) to recover up to five more Power Points. She cannot render herself @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacitated} in this way.
\n
Fatigue incurred by Soul Drain comes from deep within and may only be recovered naturally. The @Compendium[swade-core-rules.swade-powers.Relief]{relief}power and similar abilities have no effect.
Firing from the back of a horse or moving vehicle is tricky business, but your adventurer has figured it out. She ignores the @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform} penalty.
\n
This also helps when running, reducing the usual penalty from -2 to -1 (see @Compendium[swade-core-rules.swade-rules.Movement]{Movement})
Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities.
\n
Streetwise characters add +2 to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} or @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls made to @Compendium[swade-core-rules.swade-rules.Networking]{Networking} with shady or criminal elements.
\n
They also add +2 to @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} rolls pertaining to the types of disreputable activities listed above
Self-confidence is powerful armor against those who attempt to attack this individual’s will. He adds +2 to his total when resisting @Compendium[swade-core-rules.swade-rules.Test]{Tests} with @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} or @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.
Sweep allows a character to make a single @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack and apply it against all targets in his @Compendium[swade-core-rules.swade-rules.Reach]{Reach} at a -2 penalty (friends and foes alike). Resolve damage separately for each enemy that’s hit.
\n
A fighter may only perform a Sweep once per turn. It may not be combined with @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}
The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
\n
A Tactician is dealt an extra @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} each round of combat or a chase—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} in @Compendium[swade-core-rules.swade-rules.Edges]{Command Range}. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.
\n
Thieves know how to use protrusions on walls and window ledges to climb the tallest of buildings, scampering through streets and back alleys like cats. They add +1 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} rolls made to climb in urban areas.
\n
Thieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls when in an urban environment.
\n
Finally, these rogues are—not surprisingly— adept at @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery} itself, adding +1 to those rolls in all circumstances.
\n
"
},
{
"id": "Tough As Nails",
- "name": "Tough As Nails"
+ "name": "Tough As Nails",
+ "description": "
\n
Your character keeps going when others fall. She can take four @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before she’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} (her maximum Wound penalty is still −3).
\n
\n
"
},
{
"id": "Tougher Than Nails",
- "name": "Tougher Than Nails"
+ "name": "Tougher Than Nails",
+ "description": "
\n
The hero can take up to five @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before she’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}! Her maximum Wound penalty is still −3.
The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using it, he adds +1 to his @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing), @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting}, or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} rolls, and +1 to @Compendium[swade-core-rules.swade-rules.Characters]{Parry} when readied (even if it’s a ranged weapon).
\n
A fighter can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, he can replace it but the benefits don’t kick in for a few days (however long the GM feels is dramatically appropriate).
If a character makes a @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack withone action and another from a different hand in a later action, the second attack doesn’t inflict a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} penalty. The @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Off-Hand} penalty still applies unless he’s @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous}.
\n
If the character has @Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Two-Gun Kid}, the second action may also be a ranged attack.
Two-Gun Kid works just like @Compendium[swade-core-rules.swade-edges.Two-Fisted]{Two-Fisted}, but with ranged weapons, allowing her to fire or throw a weapon in each hand as two different actions but without triggering a@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} penalty.
\n
If the character has Two-Fisted, the second action may also be a melee attack.
\n
Example
\n
Red has a sword in one hand and a pistol in the other. She has both Two-Fisted and Two-Gun Kid, so she can make a @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack on one action and then a second Fighting or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} attack with no @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} penalty on a later action that turn
Your hero is drop-dead gorgeous. He increases his @Compendium[swade-core-rules.swade-skills.Performance]{Performance} and @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} bonus to +2.
The warrior increases his @Compendium[swade-core-rules.swade-rules.Characters]{Parry} by +1 and the bonus damage die for @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} rolls is a d8 instead of a d6 (see @Compendium[swade-core-rules.swade-rules.Dealing Damage]{Bonus Damage}). He must be armed to gain these benefits, but this includes the @Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist} Edge, @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{claws}, or other abilities that count as weapons.
Magic is varied and wonderful, and wizards are exposed to countless tomes, scrolls, and incantations as they master their craft. Sometimes they use this knowledge to recall variations of their various enchantments.
\n
A Wizard can spend 1 extra @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} when casting a power to change its @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}. A fireball (@Compendium[swade-core-rules.swade-powers.Blast]{blast}) might manifest as a lightning bolt, for example. This can often have important consequences if a foe has a particular resistance or weakness to the spell’s usual Trapping
Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time.
\n
Woodsmen add +2 to @Compendium[swade-core-rules.swade-skills.Survival]{Survival} rolls, and @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls made in the wild (not towns, ruins, or underground).
\n
"
},
{
"id": "Work the Crowd",
- "name": "Work the Crowd"
+ "name": "Work the Crowd",
+ "description": "
\n
As @Compendium[swade-core-rules.swade-edges.Work The Room]{Work The Room} but the hero now can @Compendium[swade-core-rules.swade-rules.Support]{Support} another on up to two of her Support actions.
\n
\n
"
},
{
"id": "Work The Room",
- "name": "Work The Room"
+ "name": "Work The Room",
+ "description": "
\n
Your hero’s words don’t just inspire those they’re directed at—they often inspire others as well. Once per turn, you can use Work the Room to roll an additional skill die when @Compendium[swade-core-rules.swade-rules.Support]{Supporting} with @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} or @Compendium[swade-core-rules.swade-skills.Performance]{Performance}. The additional die Supports any other ally who can see or hear your hero, and applies to their next action, whatever it may be.
"
},
{
"id": "#[CF_tempEntity]",
@@ -222,315 +223,393 @@
},
{
"id": "120mm Tank Gun (AP Rounds)",
- "name": "120mm Tank Gun (AP Rounds)"
+ "name": "120mm Tank Gun (AP Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "120mm Tank Gun (HE Rounds)",
- "name": "120mm Tank Gun (HE Rounds)"
+ "name": "120mm Tank Gun (HE Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "125mm Tank Gun (AP Rounds)",
- "name": "125mm Tank Gun (AP Rounds)"
+ "name": "125mm Tank Gun (AP Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "125mm Tank Gun (HE Rounds)",
- "name": "125mm Tank Gun (HE Rounds)"
+ "name": "125mm Tank Gun (HE Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "2 pd AT Gun (AP Rounds)",
- "name": "2 pd AT Gun (AP Rounds)"
+ "name": "2 pd AT Gun (AP Rounds)",
+ "description": "
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "2 pd AT Gun (HE Rounds)",
- "name": "2 pd AT Gun (HE Rounds)"
+ "name": "2 pd AT Gun (HE Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
Minimum Rate of Fire: 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.
Minimum Rate of Fire: 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.
Minimum Rate of Fire: 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.
"
},
{
"id": "37mm AT Gun (AP Rounds)",
- "name": "37mm AT Gun (AP Rounds)"
+ "name": "37mm AT Gun (AP Rounds)",
+ "description": "
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "37mm AT Gun (HE Rounds)",
- "name": "37mm AT Gun (HE Rounds)"
+ "name": "37mm AT Gun (HE Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "40mm Cannon (AP Rounds)",
- "name": "40mm Cannon (AP Rounds)"
+ "name": "40mm Cannon (AP Rounds)",
+ "description": "
\n
Minimum Rate of Fire: 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.
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
Minimum Rate of Fire: 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.
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "57mm AT Gun (AP Rounds)",
- "name": "57mm AT Gun (AP Rounds)"
+ "name": "57mm AT Gun (AP Rounds)",
+ "description": "
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "57mm AT Gun (HE Rounds)",
- "name": "57mm AT Gun (HE Rounds)"
+ "name": "57mm AT Gun (HE Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "75mm Tank Gun (AP Rounds)",
- "name": "75mm Tank Gun (AP Rounds)"
+ "name": "75mm Tank Gun (AP Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "75mm Tank Gun (HE Rounds)",
- "name": "75mm Tank Gun (HE Rounds)"
+ "name": "75mm Tank Gun (HE Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "76mm Tank Gun (AP Rounds)",
- "name": "76mm Tank Gun (AP Rounds)"
+ "name": "76mm Tank Gun (AP Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "76mm Tank Gun (HE Rounds)",
- "name": "76mm Tank Gun (HE Rounds)"
+ "name": "76mm Tank Gun (HE Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "88mm Tank Gun (AP Rounds)",
- "name": "88mm Tank Gun (AP Rounds)"
+ "name": "88mm Tank Gun (AP Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
"
},
{
"id": "88mm Tank Gun (HE Rounds)",
- "name": "88mm Tank Gun (HE Rounds)"
+ "name": "88mm Tank Gun (HE Rounds)",
+ "description": "
\n
Tank and AT Guns: 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. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).
Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.
\n
Minefields: 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.
@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, AP 5 vs. ½ the vehicle’s @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value (round up), @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\n\n
Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.
\n
Minefields: 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.
A heavy American anti-tank weapon of the modern era. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\n\n
Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\n\n
Modern shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\n
While worn, shields can be used to bash for Str+d4 damage.
@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]{Rifle Scope}.
\n\n
Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.
@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.
\n
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
"
},
{
"id": "Battle Helmet w/ Energy Skin",
- "name": "Battle Helmet w/ Energy Skin"
+ "name": "Battle Helmet w/ Energy Skin",
+ "description": "
\n
@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.
\n
@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}: This 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.
\n
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
@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. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\n\n
Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.
Takes an action to deploy. Negates @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} penalties.
Light, armored clothing made from complex polymers or advanced ballistic weave.
\n
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
Light, armored clothing made from complex polymers or advanced ballistic weave.
\n
@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}: This 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.
\n
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
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).
A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.
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. Use a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.
\n\n
Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.
\n
Minefields: 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.
@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).
\n\n
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.
\n
Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} 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.
\n
Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
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 @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} and moves in a straight line up to 24” (it affects [[/r d6]] targets if not using miniatures, or [[/r 2d6]] if they’re tightly packed). Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll to every target within using a base TN of 4, adjusted for each target’s cover, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, etc. A hit causes 2d6 damage and a raise causes 3d6.
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]{Shooting} roll.
\n
Bombard: 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]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).
\n
Canister: 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 @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} and moves in a straight line up to 24” (it affects [[/r d6]] targets if not using miniatures, or [[/r 2d6]] if they’re tightly packed).
\n
Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} 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]{cover}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, etc. A hit causes 2d6 damage and a raise causes 3d6.
\n
Note: All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.
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]{Shooting} roll.
\n
Bombard: 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]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).
\n
Shrapnel: 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]{Area Effect Attack} and uses the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} unless otherwise noted.
\n
Note: All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.
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]{Shooting} roll.
\n
Bombard: 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]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).
\n
Solid Shot: 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]{Shooting} 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.
\n
Note: All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.
@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}, @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.
\n\n
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.
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. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Special Area Effect Damage}.
\n\n
Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.
\n
Minefields: 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.
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.
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.
\n
−2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden.
@Compendium[swade-core-rules.swade-rules.Shotguns]{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.
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 @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template}, and may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
\n
@Compendium[swade-core-rules.swade-rules.Armor]{Armor} protects normally, but flammable targets may @Compendium[swade-core-rules.swade-rules.Fire]{catch fire}.
\n
For vehicular flamethrowers, see @Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Heavy Flamethrower}.
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.
\n
Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} 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.
\n
Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\n
Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
Minimum Rate of Fire: 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.
Lasers fire intensely focused beams of light to penetrate and burn their targets.
\n
Cauterize: Anyone 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}.
\n
Overcharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.
\n
No Recoil: 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}.
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.
Vehicular flamethrowers have longer ranges than personal devices. The wielder can use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or arc a blast the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} up to 18” (36 yards) distant. (Use the center of the template for the Range.) This shot can @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Deviate}.
Minimum Rate of Fire: 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.
@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A laser-guided missile fired from a vehicle-mounted launcher. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\n\n
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.
\n
The enemy attempts to evade each missile separately by making a 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]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.
\n
Anti-Missile Systems: 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]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—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.Breaking Things]{Toughness} of 8 (2).
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
"
},
{
"id": "Infantry Battle Suit w/ Energy Skin",
- "name": "Infantry Battle Suit w/ Energy Skin"
+ "name": "Infantry Battle Suit w/ Energy Skin",
+ "description": "
\n
@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.
\n
A full suit of armor with boots and gloves.
\n
@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}: This 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.
\n
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\n
"
},
{
"id": "Kevlar Vest with ceramic inserts",
- "name": "Kevlar Vest with ceramic inserts"
+ "name": "Kevlar Vest with ceramic inserts",
+ "description": "
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2 when charging, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, only usable in @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\n\n
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 @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\n
While worn, shields can be used to bash for Str+d4 damage.
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.
\n
Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} 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.
\n
Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\n
Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. A grenade launcher mounted on the bottom of an assault rifle. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\n\n
Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.
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.
\n
Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} 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.
\n
Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\n
Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in Vietnam. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\n\n
Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.
Minimum Rate of Fire: 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.
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\n\n
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 @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\n
While worn, shields can be used to bash for Str+d4 damage.
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.
\n
Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} 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.
\n
Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\n
Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
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).
\n\n
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.
\n
Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} 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.
\n
Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
"
},
{
"id": "Mk II (WW2 Pineapple)",
- "name": "Mk II (WW2 Pineapple)"
+ "name": "Mk II (WW2 Pineapple)",
+ "description": "
\n
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 Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\n
All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
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 Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}
\n
All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
A successful hit means the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. The net is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and vulnerable only to cutting attacks.
No penalty for Dim or Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}. For double the price the goggles are “active” and ignore all Illumination penalties.
@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Literally, the “tank terror” rocket launcher used by German forces in World War II. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\n\n
Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.
Use @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} (or @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} if engaged). No @Compendium[swade-core-rules.swade-rules.Attacks]{Range Penalty} but max range is 2″ (about 10 feet), Shots 5, victim must make @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll at –2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
Lasers fire intensely focused beams of light to penetrate and burn their targets.
\n
Cauterize: Anyone 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}.
\n
Overcharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.
\n
No Recoil: 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}.
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.
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\n\n
Polymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\n
While worn, shields can be used to bash for Str+d4 damage.
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\n\n
Polymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\n
While worn, shields can be used to bash for Str+d4 damage.
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\n\n
Polymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\n
While worn, shields can be used to bash for Str+d4 damage.
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 Ranges listed, and cannot make use of Extreme Range (see @Compendium[swade-core-rules.swade-rules.Range]{Range}). @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\n
All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
@Compendium[swade-core-rules.swade-rules.Shotguns]{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.
Lasers fire intensely focused beams of light to penetrate and burn their targets.
\n
Cauterize: Anyone 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}.
\n
Overcharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.
\n
No Recoil: 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}.
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\n\n
Modern shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\n
While worn, shields can be used to bash for Str+d4 damage.
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.
\n
Weapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} 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.
\n
Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\n
Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
@Compendium[swade-core-rules.swade-rules.Shotguns]{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.
"
},
{
"id": "Sharps Big 50",
- "name": "Sharps Big 50"
+ "name": "Sharps Big 50",
+ "description": "
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]{Area Effect Attack} and uses the Medium Blast Template unless otherwise noted.
@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A short range, heat-seeking missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.
\n\n
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.
\n
The enemy attempts to evade each missile separately by making a 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]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.
\n
Anti-Missile Systems: 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]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—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.Breaking Things]{Toughness} of 8 (2).
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\n\n
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 @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\n
While worn, shields can be used to bash for Str+d4 damage.
Lasers fire intensely focused beams of light to penetrate and burn their targets.
\n
Cauterize: Anyone 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}.
\n
Overcharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.
\n
No Recoil: 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}.
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.
Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} that obscures vision (–4).
\n\n
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 Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}.
\n
All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
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]{Shooting} 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.
@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A medium range, radar-guided missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.
\n\n
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.
\n
The enemy attempts to evade each missile separately by making a 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]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.
\n
Anti-Missile Systems: 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]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—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.Breaking Things]{Toughness} of 8 (2).
@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1. @Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1 if used @Compendium[swade-core-rules.swade-rules.Two Hands]{two-handed}
@Compendium[swade-core-rules.swade-rules.Shotguns]{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.
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-powers.Stun]{Stunned}.
\n\n
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 Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}
\n
All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
Uses @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}. @Compendium[swade-core-rules.swade-rules.Range]{Range} 1/2/4. Shots 3 before needing to be recharged for at least two hours. Victims must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll at –2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
Thompson submachine guns may also use a 50-round drum. This increases the weight by 2 lbs and each loaded drum costs $50.
\n\n
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.
Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
@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]{Shooting} roll, and can’t be jammed. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\n\n
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.
\n
The enemy attempts to evade each missile separately by making a 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]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.
\n
Anti-Missile Systems: 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]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—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.Breaking Things]{Toughness} of 8 (2).
@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}, @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.
\n\n
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.
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.
Due to upbringing, lack of exposure, or pure bad luck, some individuals are “all thumbs” when it comes to mechanical or technological devices.
\n
All Thumbs inflicts a -2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} when using mechanical or electrical devices. If he rolls a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} while using such a device (and it doesn’t already have a built-in effect), it’s broken. If the GM feels it’s appropriate, it can be fixed with a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll and 1d6 hours.
Anemic characters are particularly susceptible to sickness, disease, environmental effects, and fatigue. They subtract 2 from @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls made to resist @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} (see @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}).
Your hero doesn’t think he’s the best—he knows he is. Whether it’s swordsmanship, kung fu, or painting, few compare to his skills and he flaunts it every chance he gets. Winning isn’t enough for this champion. He wants to dominate his opponent and prove there’s no one better. He’s the kind of fighter who disarms an opponent in a duel just to pick the sword up and hand it back with a smirk. Arrogant individuals look for the greatest threat in battle, hacking their way through lesser minions only because they’re in the way.
Your hero’s eyes aren’t what they used to be. He suffers a -1 penalty to any @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait rolls} dependent on vision (such as ranged attacks and @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls) or -2 as a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}.
\n
In settings where glasses are available, they negate the penalty when worn. If lost or broken during a combat (generally a 50% chance when he’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded}, falls, or suffers some other trauma), the character is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} (and @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} if a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}) until the end of their next turn.
Your hero is a little less lucky than most. He gets one less@Compendium[swade-core-rules.swade-rules.Bennies]{Benny} per game session than normal. A character cannot have both Bad Luck and the @Item[SJAAkOAUeXTk1GCU]{Luck} Edge.
Loose lips sink ships, the saying goes. This hero’s mouth could drown an armada. The blabbermouth can’t keep a secret very well. He reveals plans and gives away things best kept among friends, usually at the worst possible times
The individual is completely without sight. He suffers a -6 to all physical tasks that require vision (GM’s call). On the plus side, Blind characters gain their choice of a free @Compendium[swade-core-rules.swade-rules.Edges]{Edge} to compensate for this particularly difficult @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}.
Your hero never takes prisoners unless under the direct supervision of a superior. His cold-blooded ruthlessness causes enemies to respond in kind, often costs vital information, creates constant enemies, and may get him in trouble with his superiors or the authorities, depending on the setting.
Most people in the 21st century can swim thanks to swimming pools, easy travel to lakes and beaches, or educational efforts. Historically, however, those who weren’t raised around a temperate body of water could not. @Compendium[swade-core-rules.swade-rules.Characters]{Characters} with this @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} suffer a -2 penalty to the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill when swimming and each inch moved in water costs 3″ of @Compendium[swade-core-rules.swade-rules.Movement]{Pace}. See @Compendium[swade-core-rules.swade-rules.Movement]{Movement} for more details and @Compendium[swade-core-rules.swade-rules.Drowning]{Drowning}.
This planner personifies restraint and carefulness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.
Your hero doesn’t pay much attention to the world around him and can’t seem to find a haystack in a small pile of needles. He suffers a -1 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} to @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} and @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls.
Your hero is an uncoordinated klutz who trips over air and is always the last one picked for sports. He subtracts 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} and @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{rolls}.
\n
"
},
{
"id": "Code of Honor",
- "name": "Code of Honor"
+ "name": "Code of Honor",
+ "description": "
Honor is very important to your character. He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior.
It killed the cat, and it might kill your warrior as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.
Having a death wish doesn’t mean your adventurer is suicidal—he might just think his life is worth less than some noble but clearly deadly goal. Those with a Death Wish don’t throw their lives away for no reason, but when there’s a chance to complete a goal they do anything—and take any risk—to achieve it.
Your hero believes something that is considered quite strange by everyone else. @Compendium[swade-core-rules.swade-rules.Characters]{Minor} Delusions are harmless or the character generally keeps it to himself (the government puts sedatives in soft drinks, dogs can talk, we’re all just characters in some bizarre game, etc.).
\n
With a@Compendium[swade-core-rules.swade-rules.Characters]{Major} Delusion, he expresses his view on the situation frequently and it can occasionally lead to danger (the government is run by aliens, hospitals are deadly, I’m allergic to armor, zombies are my friends).
Some people don’t believe in the supernatural until they’re halfway down some creature’s gullet. Doubting Thomases are skeptics who try their best to rationalize supernatural events. They walk right into danger they don’t believe in and look for alternate explanations to every supernatural event.
\n
Even after being confronted with undeniable truth, the doubter’s mind eventually begins to doubt what he saw, rationalizes it away, or compartmentalizes the event as “one of a kind” while continuing to doubt the next mystery.
A vow is a commitment to others. Driven characters want something for themselves. It may be to protect the realm, become a decorated officer, prove you’re the best gladiator in Rome, or the best pilot in the galactic fleet.
\n
The @Compendium[swade-core-rules.swade-rules.Characters]{Minor} version shapes the character and pushes his decisions but either happens rarely or is fairly harmless. As a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} it’s an overriding desire that comes up frequently or causes peril for the heroine and those around her.
Your adventurer is getting on in years, but he’s not quite ready for the nursing home yet. His@Compendium[swade-core-rules.swade-rules.Movement]{Pace} is reduced by 1, and he subtracts 1 from @Compendium[swade-core-rules.swade-rules.Movement]{running rolls} (minimum 1). He also suffers a -1 penalty to@Compendium[swade-core-rules.swade-rules.Traits]{Agility}, @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, and @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls, but not their linked @Compendium[swade-core-rules.swade-rules.Traits]{skills}.
\n
On the plus side, the wisdom of his years grants the hero 5 extra @Compendium[swade-core-rules.swade-rules.Characters]{skill points} which may be used for any @Compendium[swade-core-rules.swade-rules.Traits]{skills} linked to @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}.
Someone out there hates the character and wants him ruined, locked away, or dead. The value of the @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} depends on how powerful the enemy is and how often he might show up. A @Compendium[swade-core-rules.swade-rules.Characters]{Minor} Enemy might be a lone gunslinger out for vengeance or a betrayed brotherhood that’s deadly but appears rarely. A @Compendium[swade-core-rules.swade-rules.Characters]{Major} Enemy might represent powerful authorities, a band of outlaws, or a single very powerful and relentless rival.
\n
If the enemy is one day defeated, the GM should gradually work in a replacement, or the hero may buy off the @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} by sacrificing an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance}.
A miser measures worth in material possessions or wealth. If a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} Hindrance, he argues bitterly for more than his fair share of any loot or reward the party might come across. As a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, he fights over anything he considers unfair, and may even kill for it if he feels slighted or covets something he cannot have.
Your warrior has an annoying or dangerous compulsion. A @Compendium[swade-core-rules.swade-rules.Characters]{Minor} Habit irritates those around her but isn’t dangerous. Maybe she picks her nose, can’t stop fiddling with her phone, says “y’know” in the middle of every sentence, or chews and smacks her gum loudly and often. Allies avoid her if possible.
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A @Compendium[swade-core-rules.swade-rules.Characters]{Major} Habit is a physical or mental addiction of some sort that is debilitating or possibly even deadly. This includes drug use, chronic drinking, or perhaps even an addiction to virtual reality in a hightech setting.
\n
An addict who doesn’t get his fix must make a@Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll every 24 hours he goes without or take a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.
\n
Once every 24 hours, a @Compendium[swade-core-rules.swade-skills.Healing]{Healing} roll with some sort of appropriate medicine removes one level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} for four hours. After that the Fatigue returns and can only be recovered with the addicting substance.
\n
"
},
{
"id": "Hard of Hearing",
- "name": "Hard of Hearing"
+ "name": "Hard of Hearing",
+ "description": "
\n
(MINOR OR MAJOR)
\n
Characters who have lost some or all of their hearing have this disadvantage. As a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, it subtracts 4 from all @Compendium[swade-core-rules.swade-skills.Notice]{Notice} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{rolls} made to hear, including awaking due to loud noises. A @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} means the character is deaf. She cannot hear and automatically fails all @Compendium[swade-core-rules.swade-skills.Notice]{Notice} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{rolls} that depend on hearing.
\n
Hearing aids reduce the penalty by 2, but require batteries and have a 50% chance of falling out when he’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded}, @Compendium[swade-core-rules.swade-rules.Hazards]{falls}, or suffers some other @Compendium[swade-core-rules.swade-rules.Hazards]{trauma}.
This noble soul never says no to a person in need. She doesn’t have to be happy about it,but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
Your hero hesitates in stressful situations. Draw two @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} in @Compendium[swade-core-rules.swade-rules.Combat]{combat} and @Compendium[swade-core-rules.swade-rules.Actions]{act} on the lowest. If you draw a Joker, use it normally and ignore the @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} for the round (hence this being a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, it actually increases your chances of drawing a Joker!)
\n
Hesitant characters cannot take the @Compendium[swade-core-rules.swade-edges.Quick]{Quick} or @Compendium[swade-core-rules.swade-edges.Level Headed]{Level Headed} @Compendium[swade-core-rules.swade-rules.Edges]{Edges}.
Your hero cannot read. He can sign his name and knows what a STOP sign says, but little else. He also doesn’t know much about math. He can probably do 2 + 2 = 4, but multiplication and the like are beyond him.
\n
Illiterate characters can’t read or write in any language, by the way, no matter how many they actually speak.
Insecurity leads to envy of others’ accomplishments or being overly possessive of what this disgruntled soul feels belongs to him. He often complains, pouts, covets others’ possessions or accolades, claims credit for another’s work, disobeys commands, and generally causes problems.
\n
As a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, the character’s jealousy is focused on one particular subject (such as his “unrivaled” skill as a pilot or a romantic interest).
\n
As a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, the character is jealous of anyone and everyone he feels outshines him. He consistently bad-mouths his rivals, tries to upstage them, or actively plots to discredit those who threaten his ego.
This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
This curmudgeon is ill-tempered and disagreeable. He has trouble doing anything kind for anyone else, must be paid for his troubles, and doesn’t accept awards or favors graciously. Besides the obvious roleplaying issues, Mean characters subtract 1 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{rolls}.
Your milquetoast just isn’t threatening. Maybe he’s a little doughy around the middle, has a kind face, or a soft voice. Whatever the issue, he has a hard time looking tough. He subtracts 2 when making @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{rolls}.
Due to trauma or birth, your character has lost the ability to speak. He can write messages to others when needed, use sign language, or some combination of visual communication.
\n
Vison-based communication may require a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll to perceive correctly (@Compendium[swade-core-rules.swade-rules.Illumination]{illumination} and similar @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties} apply).
Those who carry their weight well have the @Compendium[swade-core-rules.swade-edges.Brawny]{Brawny} Edge. Those who don’t are Obese. A character cannot be both @Compendium[swade.edges.Brawny]{Brawny} and Obese, and this @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} can’t increase your @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} above +3.
\n
An Obese hero’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} (and therefore @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}) increase by +1. His @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is reduced by 1, and his @Compendium[swade-core-rules.swade-rules.Movement]{running die} by one die type (minimum d4). @Compendium[swade-core-rules.swade-rules.Traits]{Strength} is considered one die type less (minimum d4) for armor and worn gear (not weapons). They may also have difficulty finding armor or @Compendium[swade-core-rules.swade-rules.Common Gear Table]{clothing} that fits or entering confined spaces.
Your hero has a responsibility she must attend to on a daily or regular basis. It could be a job, volunteer work, taking care of family or friends, etc.
\n
The Obligation consumes about 20 hours most weeks, or 40 + for the @Compendium[swade-core-rules.swade-rules.Characters]{Major} version. Exactly what that entails should be discussed between the player and the Game Master.
By birth or battle, your hero has lost an arm. Fortunately, his other arm is (now) his “good” one. Tasks that require two hands, such as some @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{rolls} (GM’s call) or using a two-handed weapon, suffer a -4 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modifier}.
This veteran lost an eye and has trouble with depth perception. He subtracts 2 from any @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait roll} dependent on vision and more than 5″ (10 yards) distant.
In a society made up of only a few types of people, your hero isn’t one of them. A Native American in a Western town, an alien in a scifi game of human marines, or a half-orc in a party of elves, dwarves, and humans are all examples. Locals are likely to raise prices on her, ignore pleas for help, and generally treat her as lower class.
\n
Outsiders subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{rolls} made to influence those who aren’t her own kind. The @Compendium[swade-core-rules.swade-rules.Characters]{Major} version also means the character has few or no legal rights in the main campaign area. She might be a different species among xenophobes, the civilization may be cruel and unenlightened toward strangers, or she might even be an artificial intelligence whose sapience isn’t acknowledged by the law.
There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
Your hero absolutely despises violence. Minor pacifism means he only fights when given no other choice and never allows the killing of prisoners or other defenseless victims.
\n
Major Pacifists won’t fight living characters under any circumstances. They may defend themselves, but won’t do anything to permanently harm sapient, living creatures. They may use @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal} methods, but only in self-defense or the defense of others. Note that undeniably evil creatures, undead, demons, and the like are fair game even for @Compendium[swade-core-rules.swade-rules.Characters]{Major} Pacifists!
Phobias are overwhelming and irrational fears that plague a hero’s psyche.
\n
Whenever a character is in the presence of his phobia (GM’s call, but generally sight), he subtracts 1 from all his @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait rolls} if it’s a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, and 2 if it’s @Compendium[swade-core-rules.swade-rules.Characters]{Major}.
\n
Phobias shouldn’t be too obvious; everyone should be afraid of vampires, for example, so it’s not a phobia, it’s common sense. Instead, the phobia usually centers on some random element the mind associates with the event. Remember, phobias are irrational fears.
It’s said a fool and his money are soon parted. Your hero is one of them. He starts with half the usual @Compendium[swade-core-rules.swade-rules.Characters]{money} for your @Compendium[swade-core-rules.swade-rules.Setting Rules]{setting} and just can’t seem to hang on to funds acquired after play begins. In general, the player halves his total funds every game week.
This individual has some minor foible that is usually humorous but can occasionally cause him real trouble. A swashbuckler may always try to slash his initials on his foes, a dwarf may brag constantly about his culture, or a snobby débutante might not eat, drink, or socialize with the lower class, for example.
The fanatic will do most anything to accomplish her goals. As a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, she harms anyone and everyone who gets in her way. As a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} Hindrance, she stops short of true harm to anyone except those who directly oppose her.
Your hero has a secret she keeps to protect herself or others. As a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, the secret is troublesome but not life-threatening. The @Compendium[swade-core-rules.swade-rules.Characters]{Major} version would cause severe problems if discovered. If it ever becomes public knowledge, she should trade it for @Compendium[swade-core-rules.swade-hindrances.Enemy]{Enemy}, @Compendium[swade-core-rules.swade-hindrances.Shamed]{Shamed}, @Compendium[swade-core-rules.swade-hindrances.Wanted]{Wanted}, or another appropriate @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} approved by the GM.
Something haunts your adventurer. Maybe he made a vow he didn’t keep. Maybe he was defeated in an honorable fight and ordered the death of his foe anyway for some greater principle. Maybe he isn’t actually cowardly but once ran from a battle and left others to die.
\n
As a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, the shameful circumstances aren’t generally known—it just haunts the hero. He might go out of his way, against all reason, not to repeat the mistake. Or he might give in to the same set of circumstances and hate himself for it.
\n
As a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, his deed is wellknown—or at least known among those he cares about. The other player characters should be told the tale as soon as possible (preferably at character creation). If not, it should be revealed by @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{nonplayer characters} at some point, and occasionally used against the hero.
A disability or past injury has hindered this hero’s mobility. As a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, reduce his @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and his @Compendium[swade-core-rules.swade-rules.Movement]{running die} one step (if already d4, reduce to d4-1). As a @Compendium[swade-core-rules.swade-rules.Characters]{Major} Hindrance, reduce the running die a step, @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 2, and subtract 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} rolls and rolls to resist @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (such as @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Tests} or @Compendium[swade-core-rules.swade-rules.Grappling]{Grappling}).
\n
Slow characters may not take the @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} Edge
\n
Prosthesis: A character with the @Compendium[swade-core-rules.swade-rules.Characters]{Minor} version of this @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} may have a prosthesis. If the prosthesis is lost, he suffers the effects of the @Compendium[swade-core-rules.swade-rules.Characters]{Major} version of Slow.
\n
Wheelchairs: From about the Victorian era forward, Slow heroes may start with a manual wheelchair at no cost. In the modern era (1980s and on), the character may also choose from an ultralight or powered chair. All wheelchairs require reasonably smooth ground to operate (GM’s call).
\n
\n
MANUAL: @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is half @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} die (max of 3) and cannot run
\n
ULTRALIGHT: @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is half @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} die and may run at d4 (Minor) or d4-1 (Major)
\n
POWERED: @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 6 on flat, even ground, Pace 3 on uneven ground, cannot run. Most powered chairs can go about 10 miles before requiring a recharge.
This adventurer is very skinny, very short, or both. His@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} is reduced by 1, which reduces his @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} as well.
\n
@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} can’t be reduced below -1, but the @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} penalty remains. A Small half-folk, for example, remains Size -1 and loses a point of Toughness.
Stubborn individuals always want their way and never admit they’re wrong. Even when it’s painfully obvious they’ve made a mistake they try to justify it with half-truths and rationalizations.
Your character is suspicious of everyone. As a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, his paranoia causes frequent trust issues. He might demand full payment before doing a task, want every agreement in writing, or believe even his friends are out to get him.
\n
As a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, @Compendium[swade-core-rules.swade-rules.Support]{Support} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{rolls} to aid the distrustful individual are made at -2.
Personal attacks really get under this individual’s skin. As a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, he subtracts 2 when resisting @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} attacks. As a @Compendium[swade-core-rules.swade-rules.Characters]{Major}, he subtracts 4.
Your adventurer flubs cool lines (or thinks of them afterwards!), goes off on tangents when he’s trying to talk someone into something, and generally miscommunicates most everything he says. He suffers a -1 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Performance]{Performance}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, and @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} rolls that involve speech.
@Compendium[swade-core-rules.swade-edges.Attractive]{Attractive} people get all the breaks. This unfortunate individual isn’t one of them. He subtracts 1 from his @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{rolls}, or 2 if taken as a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}.
Payback is… well… bad news for someone, and this adventurer is going to get it.
\n
As a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} she usually seeks vengeance legally. The method varies by situation. Some plot and scheme for months while others demand immediate results.
\n
Those with the @Compendium[swade-core-rules.swade-rules.Characters]{Major} version of this @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} don’t let anything prevent them from a reckoning. This doesn’t mean they immediately resort to violence, but their actions always escalate until total and complete satisfaction is achieved.
The character has sworn an oath to someone or something he believes in.
\n
The danger in fulfilling the Vow and how often it might occur determines the level of the @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}. A @Compendium[swade-core-rules.swade-rules.Characters]{Minor} Vow might be to serve an order with a broad mandate that rarely conflicts with the party’s goals.
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A @Compendium[swade-core-rules.swade-rules.Characters]{Major} Vow makes long-term and frequent demands on the servant’s time and results in great risks to his life.
Your hero has committed some crime and will be arrested if discovered by the authorities. This assumes the setting actually has laws and police officers to enforce them.
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The level of the @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} depends on how serious the crime was and how active the hunters are. A hero with numerous unpaid parking tickets (in a game where he might have to drive occasionally) has a @Compendium[swade-core-rules.swade-rules.Characters]{Minor} Hindrance, as does someone wanted for more serious crimes away from the main campaign area. Being accused of murder is a @Compendium[swade-core-rules.swade-rules.Characters]{Major} Hindrance in almost any setting if there’s someone around to seek justice (or vengeance).
Not everyone has ice water in their veins. Your hero is squeamish at the sight of blood and gore and terrified of coming to harm. He subtracts 2 from @Compendium[swade-core-rules.swade-rules.Fear]{Fear} checks and when resisting @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
The hero is 12–15 years old (in human years—adjust this for other races). He has only 4 points to adjust his@Compendium[swade-core-rules.swade-rules.Traits]{attributes} instead of 5, and 10 skill points instead of 12. He may also have legal restrictions depending on the setting (can’t drive, own a firearm, and so on).
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On the plus side, youths have a fair amount of luck. They draw one extra @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} at the beginning of each game session (this stacks with other @Compendium[swade-core-rules.swade-rules.Edges]{Edges} such @Compendium[swade-core-rules.swade-edges.Luck]{Luck} or @Compendium[swade-core-rules.swade-edges.Great Luck]{Great Luck}).
\n
Most Young characters should also take the @Compendium[swade-core-rules.swade-hindrances.Small]{Small} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, but it’s not mandatory.
\n
As a @Compendium[swade-core-rules.swade-rules.Characters]{Major} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, the character is Very Young (8 to 11 years old). He has only 3 points for @Compendium[swade-core-rules.swade-rules.Traits]{attributes} and 10 for skills, and the @Compendium[swade-core-rules.swade-hindrances.Small]{Small} Hindrance. Very Young heroes draw two extra @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} at the start of each session.
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with arcane protection means hostile powers suffer a −2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} (−4 with a raise) to affect this character.
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If the power causes harm, @Compendium[swade-core-rules.swade-rules.Damage Effects]{damage} is also reduced a like amount. Arcane Protection stacks with @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance} should the recipient have both!
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Modifiers
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Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
Banish sends entities from immaterial planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM’s discretion).
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Banishing a being is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the caster’s arcane skill versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the target is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, and each @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.
\n
If this @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitates} the target it returns to its native plane of existence. Banished entities may return when the Game Master feels it’s appropriate, such as the next full moon, when summoned again, or even a few rounds later if it’s a particularly powerful creature under the right conditions or in a location of power.
Barrier creates a straight wall 5″ (10 yards) long and 1″ (two yards) tall, of immobile material that conforms to the surface it’s cast upon. Thickness varies depending on what the wall is made of, but is usually a few inches.
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The wall has a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} of 10, and may be destroyed as any other object (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}).
\n
When the spell expires or the wall is broken it crumbles to dust or dissipates. @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} are never left behind.
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Modifiers
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Damage (+1): The barrier causes 2d4 damage to anyone who contacts it
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Hardened (+1): The wall is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12.
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Shaped (+2): The barrier forms a circle, square or other basic shape.
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Size (+1): The length and height of the barrier doubles.
This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} (minimum 1 per creature). Controlling five @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolves} (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.
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@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.
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@Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms} can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
\n
Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
\n
Modifiers
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\n
Mind Rider (+1): The caster can communicate and sense through any of the beasts they've befriended.
Blast launches a ball of explosive energy or matter. The area of effect is a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. Every target within suffers 2d6 damage, or 3d6 with a raise (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks})
\n
Modifiers
\n
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Area Effect (+0/+1): The caster can focus the blast to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template} for no extra cost, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} for +1
\n
Damage (+2): The blast causes3d6 damage (4d6 with a raise).
Those affected by this malicious power suffer blurred vision or near-complete blindness with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.
\n
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the victim suffers a -2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} to all actions requiring sight, or -4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.
\n
The victim automatically tries to shake off the effect with a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of his following turns. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} removes 2 points of @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties}, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes the effect entirely.
\n
Modifiers
\n
\n
Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
\n
Strong (+1): The @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll to shake of the effect is made at -2.
Boltsends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.
\n
There are no @Compendium[swade-core-rules.swade-rules.Attacks]{Range} penalties, but the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{arcane skill roll} is affected by @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, and all other usual @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties}.
\n
The @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} of the bolt is 2d6, or 3d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.
\n
Modifiers
\n
\n
Damage (+2): The bolt causes 3d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} (4d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).
This power allows a character to increase or decrease a target’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (attribute or skill).
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Boosting an ally’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} increases the selected Trait one die type, or two with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, for five rounds.
\n
Lowering an enemy’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} has a @Compendium[swade-core-rules.swade-rules.Powers]{Duration} of Instant and lowers the selected attribute or skill a die type with @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, or two with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} (to a minimum of d4). A victim automatically tries to shake off the effect with a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
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Additional castings don’t stack on a single @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (take the highest), but may affect different Traits.
\n
Modifiers
\n
\n
Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
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Strong (+1):Lower Trait only. The @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll to shake off the effect is made at -2.
Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of \"limbo\" or burrow through the ground at half his normal @Compendium[swade-core-rules.swade-rules.Movement]{Pace} (or full Pace with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}). He may not run.
\n
A burrowing character may attempt to suprise a foe by making an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} versus @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. If the burrower wins, the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to him only. 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.
\n
Burrowers can't usually @Compendium[swade-core-rules.swade-rules.Surprise]{surprise} a foe once their presence is known, but can still burrow for protection and mobility.
\n
Modifiers
\n
\n
Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
\n
Power (+1): The caster can burrow through stone, concrete, or similar substances. (Some substances, like plastic, glass, solid lead, etc., might be resistant at the GM's discreation.)
Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.
\n
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} creates a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} starting at the caster and extending outward. Everything within suffers 2d6 damage (or 3d6 with a raise).
\n
Modifiers
\n
\n
Damage (+2): The burst causes 3d6 damage, or 4d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.
Confusion confounds a target, making him both @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable} if he @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the arcane skill roll). Both states are removed at the end of the victim’s next @Compendium[swade-core-rules.swade-rules.Actions]{turn}.
\n
Modifiers
\n
\n
Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
Damage field creates a dangerous aura around the recipient that harms foes foolish enough to get too close.
\n
At the end of the affected character’s @Compendium[swade-core-rules.swade-rules.Actions]{turn}, all adjacent beings (including allies!) automatically take 2d4 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}.
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Modifiers
\n
\n
Damage (+2): The damage field causes 2d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}.
Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination penalties}. With a raise, he ignores up to six points and can see in @Compendium[swade-core-rules.swade-rules.Illumination]{pitch darkness}.
\n
Modifiers
\n
\n
Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
Deflection powers work in a variety of ways. Some manifestations actually deflect incoming @Compendium[swade-core-rules.swade-rules.Attacks]{attacks}, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile @Compendium[swade-core-rules.swade-rules.Attacks]{attacks} from the recipient of the power.
\n
Once cast, foes must subtract 2 from @Compendium[swade-core-rules.swade-rules.Attacks]{attack} rolls directed at the user (or 4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).
\n
Modifiers
\n
\n
Additional Recipients (+1): The power may effect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. This includes @Compendium[swade-core-rules.swade-powers.Invisibility]{invisible} foes, enchantments on people or items, @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{weird science} devices, and so on. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster knows the general type of enchantment as well — harmful, obscurement, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magic}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracles}, etc.
\n
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by @Compendium[swade-core-rules.swade-powers.Light / Darkness]{magical darkness}, @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibility}, or similar abilities (or all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties} with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).
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Conceal arcana prevents detection of arcane energies on one being or item of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Normal Scale} for one hour.
\n
Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skills} (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
\n
Modifiers
\n
\n
Additional Recipients (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
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Area of Effect (+1/+2):Conceal only. The power effects everything in a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} for +1 points, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} for +2
\n
Strong (+1):Conceal only. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Detection rolls} to see through the concealment are made at -2.
Disguise allows the target to assume the appearance of another person of the same @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} and shape, including clothing. It does not confer any abilities, however.
\n
Those who have reason to question the imposter’s identity make a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll at -2 to see through the disguise (-4 with a raise on the casting roll). This is a @Compendium[swade-core-rules.swade-rules.Actions]{free action}.
\n
Modifiers
\n
\n
Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
\n
Size (+1): The recipient may assume the shape of someone up to two @Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes} larger or smaller than themselves.
Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon’s breath or a banshee’s scream. Dispel affects @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane devices} normally.
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Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and interrupt his foe’s action.
\n
In either case, dispelling an opponent’s power is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of arcane skills (with a -2 modifier if the rival’s power is of another type such as magic vs. miracles, psionics vs. weird science, etc.).
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If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient of the dispelled power is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}.
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Modifiers
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\n
Power (+1): For +1 Power Point, dispel can disrupt @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchanted devices} for one round, or two with a raise. The difficulty to do is -2 for permanently enchanted items such as found in most swords & sorcery campaigns, or -4 for divine or legendary relics.
Divination allows the caster to contact otherworldly beings or forces to gain information.
\n
Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted. If speaking with a ghost, for example, the conversation should occur at its grave, where it was killed, or with a personal object in hand. Oracles may only be engaged at temples, fire spirits near open flames, and so on.
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After the preparation time is complete, the caster makes her arcane skill roll. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel of her campaign. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not). The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen.
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Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality. Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.
\n
"
},
{
"id": "Drain Power Points",
- "name": "Drain Power Points"
+ "name": "Drain Power Points",
+ "description": "
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Powerful mages, priests, psykers, and the like can use this ability to drain arcane energy from their foes. They can sometimes even leech the stolen energy for themselves.
\n
The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, and the caster suffers a -2 penalty to her roll if the target has a different @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Background} than her own.
\n
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} drains 1d6 of the rival’s Power Points (if any, and the die doesn’t ace). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster adds the points to her own. This maytake her above her usual maximum! They last until used, and must be the first spent when casting.
\n
Drain Power Points can also be used on an @Compendium[swade-core-rules.swade-rules.Arcane Devices]{arcane device} (the creator still resists with her arcane skill whether she wields it or not). The device can’t lose more @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} than it has.
This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, or d8 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.
\n
Here are some ideas for what each element can do. Each is an action.
\n
\n
Air: Push someone, blow out a torch, fan a flame, cool someone down (+2 to @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} rolls in oppressive heat).
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Earth: Move a square foot of earth (half that in stone) each @Compendium[swade-core-rules.swade-rules.Actions]{round}, cover tracks.
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Fire: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see @Compendium[swade-core-rules.swade-rules.Fire]{Fire}).
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Water: Conjure a quart of water (not \"inside\" objects or people), purify a gallon of water per casting.
The caster forms an emotional bond between himself and the target with a successful @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} vs @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll. He knows the target’s emotional state and most basic surface thoughts, and gains +1 (+2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}) to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Performance]{Performance}, or @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} rolls against him.
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Empathy also works on animals, adding +2 to @Compendium[swade-core-rules.swade-skills.Riding]{Riding} or other rolls used to interact with the creature .
Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} (@Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 5). If successful, the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. With a raise, he’s @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound}.
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Victims may break free on their turn as detailed under @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}.
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Modifiers
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\n
Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
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Strong (+2): The entangling material is particularly resilient. Rolls to break free are made at -2 and it's @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} increases to 7
Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.
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Environmental protection allows the target to breathe, speak, and move at his normal @Compendium[swade-core-rules.swade-rules.Movement]{Pace} in an otherwise fatal environment. It protects him against intense @Compendium[swade-core-rules.swade-rules.Heat]{heat}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Radiation]{radiation}, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.
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Modifiers
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Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
Farsight allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant.
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With a raise, she also halves @Compendium[swade-core-rules.swade-rules.Range]{range penalties} for @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing), or other abilities affected by @Compendium[swade-core-rules.swade-rules.Attacks]{Range}.
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Modifiers
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Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
This power causes overwhelming dread and horror. The affected make a @Compendium[swade-core-rules.swade-rules.Fear]{Fear} roll. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} who fail are @Compendium[swade-core-rules.swade-tables.Fear Table]{Panicked} and @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} roll on the @Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}. If the power is cast with a raise, the Fear roll is at -2 and Wild Cards add +2 to Fear Tableresults.
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Modifiers
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Area of Effect (+2/+3): For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 poitns the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
Fly allows a character to soar at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12″, or twice that with a raise (he may not @Compendium[swade-core-rules.swade-rules.Movement]{Run}).
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Modifiers
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Additional Recipients (+2): The power may affect more than one target for 2 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.
Growth increases the recipient’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} by 1 for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} spent. Each increase in Size grants the target a one-step increase to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and 1 point of @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}. This does not increase @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} regardless of change to @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}.
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Shrink reduces the @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} of the subject one step for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} spent to a maximum of Size -2 (approximately the size of a cat). Each step reduced decreases @Compendium[swade-core-rules.swade-rules.Traits]{Strength} one die type (minimum of d4) and @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1 (minimum of 2).
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For unwilling targets, the caster’s arcane skill roll is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.
This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.
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With success, the caster places a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} anywhere within @Compendium[swade-core-rules.swade-rules.Range]{range}, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} emanating from the caster.
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Anyone touched by the template is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} and must then make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll (at -2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or directly away from the center if using a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Blast Template} (the caster chooses for those in the dead center).
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Victims who strike a hard object (such as a wall) take 2d4 damage (@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal} unless it’s a spiked wall or other more dangerous hazard).
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Airborne Targets: Flying or airborne targets suffer an additional -2 to their @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls as they have no ground to brace themselves on.
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Modifiers
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Area Effect (+1):Havoc affects a @Compendium[swade-core-rules.swade-powers.Blast]{Large Blast Template}.
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Strong (+1):@Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls are made at -2
Healing removes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} less than an hour old. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.
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For @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}, the GM must first determine if the ally is still alive (see @Compendium[swade-core-rules.swade-rules.Healing]{Aftermath}). If so, a successful arcane skill roll returns the ally to action (@Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} if it matters).
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Modifiers
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Greater Healing (+10):Greater healing can restore any @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, including those more than an hour old.
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Crippling Injuries (+20): The power can heal a permanent @Compendium[swade-core-rules.swade-tables.Injury Table]{Crippling Injury} (see @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation}). This requires an hour of preparation and only one casting is permitted per injury. If it @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails}, this caster cannot heal that particular injury (but somoene else may try). If successful, the subject is @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted} for 24 hours.
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Neutralize Poison or Disease (+1): A successful healing roll negates any @Compendium[swade-core-rules.swade-rules.Poison]{poison} or @Compendium[swade-core-rules.swade-rules.Disease]{disease}. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll as well.
Illusion can be used to create a visual scene or replica of most anything the caster can imagine, but it is silent, intangible, and incapable of affecting the real world. For example, illusionary weapons pass through foes, one cannot sit in an illusionary chair, and an illusionary dog has no audible bark.
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Those who contact an illusion or doubt it’s real make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} (at -2 if the power was activated with a raise). If @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful}, that individual is no longer subject to this casting.
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The GM should make @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group rolls} for @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} as they point out the illusion’s inconsistencies to each other.
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The volume of the illusion must fit within a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} (4″ or eight yards in diameter).
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Modifiers
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Sound (+1): The power generates sound appropriate to the Illusion. Illusionary allies may talk, illusionary crows caw, and so on. It may not mask or mute existing sound, however.
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Strong (+2): @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} rolls to disbelieve the illusion are made at -2.
With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
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While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including @Compendium[swade-core-rules.swade-rules.Powers]{powers} and @Compendium[swade-core-rules.swade-rules.Arcane Devices]{enchanted items}. The being becomes corporeal when the power ends, but if within someone or something he’s shunted to the nearest open space and @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
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If cast on an unwilling target, the victim @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resists} with @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}.
With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, the character and his personal items are transparent except for a vague blur or outline. Any @Compendium[swade-core-rules.swade-rules.Actions]{action} taken against him that requires sight is made at -4, or -6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The same penalty applies to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls to detect the unseen presence.
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Modifiers
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Additional Recipients (+3): The power may affect more than one target for 3 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.
Light creates bright @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}. With a raise, the light can be focused into a 5″ (10 yard) beam as well.
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Darkness blocks @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} in an area the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}, making the area Dark, or Pitch Darkness with a raise (see @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}).
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If light and darkness overlap, they create a patch of Dim light (-2).
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Modifiers
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Mobile (+1): The caster can move the area of effect up to his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} die type each @Compendium[swade-core-rules.swade-rules.Actions]{round} after casting, or attach it to an inanimate object when first cast.
Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.
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Once @Compendium[swade-core-rules.swade-rules.Trait Rolls]{activated}, the @Compendium[swade-core-rules.swade-rules.Range]{Range} between all linked minds is one mile, or five with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.
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If any of the linked characters suffers a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, all others must make a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll or be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} (this cannot cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}).
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The speed of communication is that of normal speech, but with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} members may communicate up to 30 seconds or so of speech on a single combat turn.
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Modifiers
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Additional Recipients (+1): The power may affect additional individuals for 1 additonal @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
Mind reading is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The GM may apply @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modifiers} based on the subject’s mental @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} or current state of mind.
Mind wipe removes a target’s memories, a terrible violation in most civilized societies. The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by a victim’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} and requires a full minute of mental struggle. The victim must be conscious during this time, so if not restrained he can simply move out of @Compendium[swade-core-rules.swade-rules.Range]{Range}.
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If @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful}, the victim forgets a single event (up to about 30 minutes of time). A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes a complex memory of several hours.
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If the defender wins, the caster cannot affect him with mind wipe for 24 hours. (Others may reattempt the power, however.)
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The memory remains missing but strong evidence that challenges its “logic” allows a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at -2 to remember fragments determined by the GM.
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Modifiers
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Edit (+1): Instead of wiping the memory, the caster edits it as she sees fit.
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Fast Cast (+2): The caster can wipe a memory as an @Compendium[swade-core-rules.swade-rules.Actions]{action}.
Object reading is the ability to see the past of an inanimate object, discovering who held it, where it’s been, and what it might have been used for. The object has no sentience of its own — the caster simply sees and hears visions of the past that took place in its presence.
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@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to see events that occurred within 10 yards up to about five years past. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} increases this to 100 years and 20 yards. The caster can “fast forward” and “rewind” as desired, skimming about 10 years of history per minute of real time.
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When watching an actual event, it occurs in real time, just as if watching a digital video.
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Modifiers
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Strong (+2): The caster can see or hear from the item's creation forward.
Protection creates a field of energy or armor around a character, giving him 2 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}, or +4 with a raise.
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Whether the protection is visible or not depends on the @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}—this is entirely up to the caster.
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Protection stacks with all other armor, natural or worn, and is negated by @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} as usual.
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Modifiers
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Additional Recipients (+1): The power may affect additional targets at a cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
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More Armor (+1): Success grants 4 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor} (+6 with a raise).
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Toughness (+1):Armor provides Toughness instead of @Compendium[swade-core-rules.swade-rules.Armor]{Armor} and is not affected by @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} (magical or otherwise).
Puppet is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of the character’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, the victim automatically obeys commands that don’t directly harm himself or those he cares about.
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With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the target is completely controlled, but gets an automatic @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} to avoid directly arming himself or those he cares about. If the puppet’s resistance @Compendium[swade-core-rules.swade-rules.Trait Rolls]{succeeds}, he doesn’t carry out that particular command but doesn’t otherwise resist his master. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, he breaks the controller’s hold and the power ends.
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Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many @Compendium[swade-core-rules.swade-rules.Actions]{actions} the victim uses in a turn, whether or not he uses his @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} Edge, etc.
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Modifiers
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Additional Recipients (+2): The caster may affect others at the cost of 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} each.
Relief removes one @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level, or two with a raise. It can also remove a character’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} status, and removes @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} status with a raise.
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Modifiers
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Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
Perhaps the greatest power of all is the ability to bring someone back from the dead. It can restore lost loves, bring solace to the grieving, and topple kingdoms.
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Returning the dead to life requires a reasonably complete corpse no more than a year old. The caster then prays, meditates, chants, or otherwise concentrates on mending the body and pulling the spirit back to it for four hours.
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Once done, the healer makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{casting roll} at -8. If successful, the victim returns to life with three @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} and is @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}. With a raise, she returns merely @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.
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Modifiers
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Power (+5): The hero can raise a spirit dead up to a decade for +5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.
Many cultures have legends of shamans or wizards who take on the shape of animals.
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This power does just that, allowing the caster to take the form of any animal (including fantastic creatures such as @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragons} and hippogriffs if they exist in that setting, but not humanoids, undead, etc). What a character can change into depends on his @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}:
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Shape Change
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Cost
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Rank
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Size
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3
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Novice
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Size -4 to Size -1
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5
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Seasoned
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Size 0
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8
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Veteran
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Size 1 to 2
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11
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Heroic
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Size 3 to 4
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15
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Legendary
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Size 5 to 10
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With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the roll, the character transforms into a particularly large version of its type—increase its @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} by one die type each.
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Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.
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While transformed, the character retains his own @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}, @Compendium[swade-core-rules.swade-rules.Edges]{Edges}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} (though he may not be able to use some or all of them depending on the form -- GM’s call). He gains the animal’s @Compendium[swade-core-rules.swade-rules.Traits]{Agility}, @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, @Compendium[swade-core-rules.swade-rules.Traits]{Vigor}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} and cannot use devices that require humanoid form. He has no capacity for speech and cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}, though he may continue to maintain powers previously active.
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A @Compendium[swade-core-rules.swade-rules.Bestiary]{creature’s} natural abilities inherent to its form are conferred, but magical ones aren’t. A @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragon} can fly and breathe fire in a traditional fantasy setting, for example, so a character who shape changes into one may do so as well. If dragons also cast spells in that world, however, shape change would not grant that ability because it’s not inherent to the physical form.
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Size: The caster does not inherit extra @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wounds} when transforming into creatures of Large or Huge @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}.
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Modifiers
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Speech (+1): The recipient retains the power of speech (but still cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}).
Sloth lessens celerity and coordination while speed increases it. It halves the target’s total @Compendium[swade-core-rules.swade-rules.Movement]{movement} each @Compendium[swade-core-rules.swade-rules.Actions]{round} (round up). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, movement is also an @Compendium[swade-core-rules.swade-rules.Actions]{action}. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.
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@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} with speed doubles the target’s @Compendium[swade-core-rules.swade-rules.Movement]{movement} (basic Pace and @Compendium[swade-core-rules.swade-rules.Movement]{running}). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} the character also ignores the -2 running penalty.
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Modifiers
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Additional Recipients (+1):Speed only. The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
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Area of Effect (+2/+3):Sloth only. For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 poitns the area of efect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
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Quickness (+2):Speed only. The character's total @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} penalty each turn is reduced by 2 (she can do two actions at no penalty, or three at -2 each).
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Strong (+1):Sloth only. The @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll to shake off sloth's effects is made at -2.
Those who favor stealth or want to avoid harming their foes are drawn to this spell, which puts its victims into a deep and restful sleep.
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Anyone affected by slumber must make a @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll (at -2 if the caster got a raise on her @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll). Those who fail fall asleepfor the @Compendium[swade-core-rules.swade-rules.Powers]{Duration} of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example), grant another @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll.
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Modifiers
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Area of Effect (+2/+3): For +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} is increased by +2, or +4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.
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Modifiers
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Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
Sound mimics any known sound or voice, emanating from a point of origin within @Compendium[swade-core-rules.swade-rules.Range]{Range} at a volume up to the sound of a loud shout. If used as a @Compendium[swade-core-rules.swade-rules.Test]{Test}, the defender @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposes} the casting roll with @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}.
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Silence does the opposite, muting all sound up to a loud shout within a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}. This subtracts 4 from @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} completely mutes all sound inside the template—such @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls automatically fail.
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Modifiers
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Mobile (+1): The caster can move the area of effect up to his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} die type each @Compendium[swade-core-rules.swade-rules.Actions]{round}.
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Targeted (+0): Instead of casting silence in an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area of effect}, the caster may instead target individuals in @Compendium[swade-core-rules.swade-rules.Range]{Range} for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each. Unwilling targets resist with @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} (at -2 if the caster gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}).
This power allows a character to speak, read, and write a sapient language other than his own. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll allows the user to appropriately use and understand slang and dialect as well.
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Modifiers
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Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
Stun shocks a target with concussive force, sound, light, magical energy, or the like.
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A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} casting means the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
Modifiers
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Area of Effect (+2/+3): For +2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}. For +3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{points} the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} but can appear differently based on the caster’s @Compendium[swade-core-rules.swade-rules.Trappings]{trappings}. It materializes anywhere in @Compendium[swade-core-rules.swade-rules.Range]{Range}, and with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, it’s @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}) as well.
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The ally acts on its creator’s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, it fades into nothingness, leaving no trace behind.
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The type of servant that can be summoned depends on the caster’s @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolf}, for example, the caster might exchange the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill for @Compendium[swade-core-rules.swade-skills.Survival]{Survival} so that the “animal” can track its foes.
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SUMMON ALLY
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Rank
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Cost
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Servant
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Novice
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2
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Attendant
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Seasoned
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4
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Bodyguard
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Veteran
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6
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Mirror Self*
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Heroic
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8
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Sentinel
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*Mirror Self costs +2 power points per Rank above Veteran to a maximum of 10 PPs at Legendary
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Modifiers
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Bite/Claw (+1): The ally can bite or claw at Str+d6
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Flight (+2): The ally can fly at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12
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Mind Rider (+1): The caster can communicate and sense through the ally.
@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}; ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound penalties}; doesn’t breathe, immune to @Compendium[swade-core-rules.swade-rules.Poison]{poison} and @Compendium[swade-core-rules.swade-rules.Disease]{disease}.
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@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{fear} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{fear} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
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Mirror Self The ally is a clone of the caster except: it’s an @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}; it has the same number of current @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} as the caster after subtracting for this casting; it cannot use the summon ally power; its @Compendium[swade-core-rules.swade-rules.Traits]{skills} (but not @Compendium[swade-core-rules.swade-rules.Traits]{attributes}) are one die type less (minimum d4) than the original; it has identical mundane equipment (no magical qualities, disappears when the power expires); has the @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct} and @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless} abilities.
@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{fear} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
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@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 2: Sentinels are 8' tall and very dense.
Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} of d10, or d12 with a raise.
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Unwilling opponents resist the caster’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} with an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} roll when targeted and at the start of each of their @Compendium[swade-core-rules.swade-rules.Actions]{turns} afterward until they’re released. They can be moved up to the caster’ @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}. Dropped creatures suffer @Compendium[swade-core-rules.swade-rules.Falling]{falling damage} as usual.
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Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant @Compendium[swade-core-rules.swade-rules.Traits]{skill} when attacking in this way (not his @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}).
Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. Teleporting to an unseen location incurs a -2 penalty on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll.
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Opponents adjacent to a character who teleports away don’t get a free attack (see@Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}).
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If casting teleport on a willing subject, the caster decides where they move to, not the target.
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Modifiers
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Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
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Teleport Foe (+2): Foes may be targeted by a @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}. This is an @Compendium[swade-core-rules.swade-rules.Actions]{action}, so the casting must be the second part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} if the attack is successful. The foe resists the casting with an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Spirit roll against the @Compendium[swade-core-rules.swade-rules.Actions]{arcane skill} total and is sent up to the 12\" away with success and 24\" with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. Foes may not be teleported into solid objects.
Wall walker allows the recepient to walk on vertical or horizontal surfaces. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, she moves at half her normal @Compendium[swade-core-rules.swade-rules.Movement]{Pace}. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, she may move at full @Compendium[swade-core-rules.swade-rules.Movement]{Pace} and even @Compendium[swade-core-rules.swade-rules.Movement]{run}.
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If forced to make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll to climb or hang on to the a surface, she adds +4 to the total.
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Modifiers
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Additional Recipients (+1): The caster may affect others at the cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll, the recipient gains the benefits of a single Combat @Compendium[swade-core-rules.swade-rules.Edges]{Edge} chosen by the caster. The caster (not the recipient) must have the same @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} or higher as the Edge’s Requirements. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the @Compendium[swade-core-rules.swade-rules.Edges]{Rank Requirement}).
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Modifiers
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Additional Recipients (+1): The power may affect more than one target for 1 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
Zombie grants animation and basic intelligence to the remains of a once-living being. The summoned horror is obedient but literal-minded in its duties. It isn’t telepathic, and must be controlled by voice.
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The being has the physical skills it had in life, but its @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}, @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}, and related @Compendium[swade-core-rules.swade-rules.Traits]{skills} are reset to d4. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{casting roll} increases any one of their @Compendium[swade-core-rules.swade-rules.Traits]{Traits} by one die type (caster’s choice).
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Corpses aren’t summoned by this ability, so there must actually be a supply of bodies in @Compendium[swade-core-rules.swade-rules.Range]{Range} (GM’s call).
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An undead @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by damage can’t be raised with this power again.
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Modifiers
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Additional Zombies (+1): A larger horde can be raised in a single casting by paying an additional 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} for each extra zombie raised.
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Armed (+1 per Zombie): The dead rise with a rusting weapon common to their setting and environment. Choose one:\n
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Hand Weapon: Str+d6
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Ranged Weapon: Range 12/24/48, Dmg 2d6
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Armor (+1 per Zombie): The horrors crawl from their grave wearing 2 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}. This might be old chain mail, rusting plate, rotting bulletproof vests, etc.
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Mind Rider (+1): The caster can communicate and sense through one of the undead he's conjured. If it's destroyed, he may jupm to any of the others currently under his control.
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Permanent (0): The zombie is given unlife until @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by Wounds. The @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} used to raise it are \"invested\" and unavailable until it's destroyed. The necromancer may terminate his creations' unlife at any time, regardless of sight, distance, or other factors. His Power Points then begin recharging normally. Permanent zombies remain animated even if their creator is slain!
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Zombie Creatures
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Animals and other creatures can also be raised with this foul ability! The cost is 2 for a creature of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} -1 or -2, 3 for @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 0, and 1 for a Small @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarm}, 2 for a Medium Swarm, or 3 for a Large Swarm.
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Larger creatures cost 3 + @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} in Power Points. For example, an undead grizzly (Size 2) costs 5 Power Points to raise.
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Magical or supernatural @Compendium[swade-core-rules.swade-rules.Bestiary]{Special Abilities} aren’t conferred to the undead form, but those inherent to the creature are, such as @Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Improved Frenzy}, @Compendium[swade-core-rules.swade-rules.Reach]{Reach}, a swarm’s attack, etc.
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Additional zombie creatures cost half their base cost if raised at once, instead of the +1 listed for Additional Zombies (round up, minimum of 1).
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Zombie
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These walking dead are typical groaning fiends looking for fresh meat.
@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Zombies are immune to @Compendium[swade-core-rules.swade-rules.Fear]{Fear} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
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@Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Undead}: +2 Toughness; +2 to recover from being Shaken; no additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}; ignores 1 point of Wound penalties; doesn’t breathe; immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
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Weakness (Head): @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} to a zombie’s head do the usual +4 damage.
The action in Savage Worlds is fast and furious. To help the Game Master keep track of who goes in what order and add a little randomness to the game, we use a single deck of playing cards with both Jokers left in to determine everyone’s initiative order. We call these “Action Cards.”
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The GM can deal cards face up or face down as she sees fit. She might also deal the players’ cards face up and the villains face down to increase the players’ tension and uncertainty!
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At the start of each round:
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Deal each @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card} a single Action Card (plus any extra cards for @Compendium[swade-core-rules.swade-rules.Edges]{Edges}). Allies under a player’s control act on his Action Card.
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@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}, such as all zombies, all wolves, and so on, should usually share an Action Card so they act at the same time. This makes them much easier to manage. She can also group Wild Cards with their minions if she wants. The goal is to do whatever makes running the battle as quick and easy as possible.
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Shuffle: Shuffle the deck after any round in which a Joker was dealt.
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Large Groups: In very large groups or time-sensitive games, the Game Master can deal a single card per side (heroes and villains). On the heroes’ turn, simply start at one end of the group and work quickly around. This speeds things up dramatically if that’s more important than varying initiative order. If one or more characters have @Compendium[swade-core-rules.swade-edges.Level Headed]{Level Headed} or @Compendium[swade-core-rules.swade-edges.Quick]{Quick}, let that apply to the draw (but only once).
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The Countdown
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Once the cards are dealt, the Game Master starts the round by counting down from Ace down to Two, with each group resolving its actions when its card comes up.
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Ties: Ties are resolved by suit order: Spades ♠ are first, then Hearts ♥, Diamonds ♦, and Clubs ♣. That’s reverse alphabetical order as used in many common card games.
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JOKERS: Characters (or groups) with a Joker act whenever they want in the round, even interrupting another’s action. They also add +2 to all @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and @Compendium[swade-core-rules.swade-rules.Damage]{damage} rolls this round!
Characters perform “actions” when their @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} comes up each round. A character can move (see @Compendium[swade-core-rules.swade-rules.Movement]{Movement}) and perform one regular action at any point in their movement, attacking, casting a spell, and so on, without penalty.
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Characters can choose from a multitude of actions on their turn. Common actions include @Compendium[swade-core-rules.swade-rules.Support]{Supporting} allies, @Compendium[swade-core-rules.swade-rules.Test]{Testing} foes, using a @Compendium[swade-core-rules.swade-rules.Powers]{power}, or attacking with @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}. See @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Actions} to perform more than one action per turn.
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More complex actions like lighting a torch or digging through a backpack for a small item might require a set or random amount of time (such as [[/r 1d6]] rounds—GM’s call).
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Free Actions
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Speaking a short sentence or two, moving up to the character’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace}, falling @Compendium[swade-core-rules.swade-rules.Prone]{prone}, or dropping an item are all free actions. A hero can generally perform several free actions on her turn simultaneously (speaking and dropping an item while walking, for example). The GM must decide how much is too much.
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Some free actions occur automatically at the beginning of a character’s turn and may only be tried once, such as recovering from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
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Free actions that are “reactions,” such as resisting opposed rolls or powers, are unlimited and occur each time the situation presents itself.
A character activates a @Compendium[swade-core-rules.swade-rules.Powers]{power} by picking a target within @Compendium[swade-core-rules.swade-rules.Range]{Range} and making an @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane} skill roll. A roll less than 4 means the power doesn’t activate. The caster spends one @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} regardless of any @Compendium[swade-core-rules.swade-rules.Edges]{Edges} such as @Compendium[swade-core-rules.swade-edges.Channeling]{Channeling}, unless the ability specifically says it reduces the minimum cost to 0.
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A roll of 4 or higher means the power activates and consumes all the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} allocated to it, even if it misses the target (such as with bolt), or the defender resists.
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Success means the hero spends the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} and resolves the power’s effects. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} has additional effects noted in the particular power description.
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Backlash: A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} when activating a power is called Backlash. It causes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} and all currently active powers instantly terminate.
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Group Rolls: The GM can choose to make @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Group Rolls} when large numbers of nonplayer characters are affected by a power. It’s useful to roll damage against each group of like targets separately in an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attack}, for example, but to roll separately for those trying to escape an entangle or similar power.
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Casting Requirements
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A character must be able to see his target and cannot be @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound}.
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Maintaining Powers
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It costs 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} to maintain a power for its base @Compendium[swade-core-rules.swade-rules.Powers]{Duration}. If a power’s Duration is five rounds, for example, it can be maintained for another five @Compendium[swade-core-rules.swade-rules.Combat]{rounds} for 1 Power Point.
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Maintenance is per target but ignores other @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Power Modifiers}, so renewing @Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{Boost Trait} on three allies costs 3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} and extends the effect of each another five rounds.
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Unless a power says otherwise, the caster can terminate it as a free action.
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Recharging
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A character recovers 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} per hour spent resting, meditating, etc. What constitutes “rest” is up to the GM, but they do not recharge while powers are maintained, or during anything more than mild physical exertion, emotional stress, or mental distraction. A hero can rest while riding a horse, for example, unless the animal is restless, the road is terribly bumpy, traffic requires frequent concentration, etc.
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Heroes can also regain @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} while walking if the conditions are generally favorable and the @Compendium[swade-core-rules.swade-rules.Movement]{pace} is leisurely.
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Powers as Multi-Actions
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Each power activated is its own @Compendium[swade-core-rules.swade-rules.Actions]{action}, and the same or different powers may be cast multiple times as a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action}. A wizard in a fantasy setting might open combat by invoking @Compendium[swade-core-rules.swade-powers.Protection]{protection} and @Compendium[swade-core-rules.swade-powers.Deflection]{deflection}, for example, or a priest might attempt to @Compendium[swade-core-rules.swade-powers.Banish]{banish} a spirit while invoking @Compendium[swade-core-rules.swade-powers.Smite]{smite} on his @Compendium[swade-core-rules.swade-equipment.Mace]{mace}.
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Shorting
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A character may cast a power with fewer @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} than it requires (whether she has them or not) by increasing the difficulty of her @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane} skill roll.
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For every Power Point a character will short, she suffers a −1 penalty to the roll. Casting a 3-point @Compendium[swade-core-rules.swade-powers.Healing]{healing} with 0 Power Points, for example, inflicts a −3 penalty.
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Shorting is risky. If a character fails a shorted arcane skill roll, it’s considered a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}!
One of the many great aspects of roleplaying games is advancing your character, watching her grow from a Novice to a Legendary hero.
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Advancement in Savage Worlds depends on the length of your intended campaign. For short campaigns of 10 sessions or fewer, we recommend characters Advance after each session. In a One Shot, you might even want to allow an Advance in the middle of the adventure, especially if there’s some downtime or a narrative opportunity that makes sense.
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You can slow things down for longer campaigns by granting an Advance every other session, or even every third session if you intend on playing for years. You can even decide to grant Advances after certain objectives are met—it’s completely in the hands of the Game Master.
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An Advance lets a character do one of the following. Remember that no @Compendium[swade-core-rules.swade-rules.Traits]{Trait} may be raised above its racial maximum (usually d12).
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Gain a new @Compendium[swade-core-rules.swade-rules.Edges]{Edge}.
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Increase a @Compendium[swade-core-rules.swade-rules.Traits]{skill} that is equal to or greater than its linked attribute one die type.
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Increase two skills that are lower than their linked attributes by one die type each (including new skills the character didn’t have before at d4).
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Increase one attribute by a die type. This option may only be taken once per Rank (see Rank, below). Legendary characters may raise an attribute every other Advance, up to the racial maximum.
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Permanently remove a Minor @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}, or reduce a Major Hindrance to a Minor (if possible). With the GM’s permission, and if it makes sense, two Advances may be saved up and spent to remove a Hindrance. The player and GM should work out how and when this happens. Perhaps the shocking death of an ally triggers a change in attitude, the hero puts real effort into improving harmful behavior, or might even seek professional help during downtime between missions.
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Rank
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As a character gains Advances, she goes up in “Rank.” This is a rough measure of how powerful she is. Each Rank allows access to more powerful @Compendium[swade-core-rules.swade-rules.Edges]{Edges} and certain abilities (such as @Compendium[swade-core-rules.swade-rules.Powers]{Powers})!
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Rank
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\n\n
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Advances
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Rank
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\n\n\n
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0-3
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Novice
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4-7
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Seasoned
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8-11
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Veteran
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12-15
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Heroic
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16+
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Legendary
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Starting with experienced characters
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If the GM wants to start a game with more experienced characters, you should still make a Novice and Advance it normally. This ensures characters are balanced just as if they had gained experience normally.
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Additional goods, equipment, or other assets must be determined by the Game Master and the particular setting. As a quick rule of thumb, a character’s starting funds double with each Rank after Novice.
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Replacement Characters: When a character dies, we recommend the player create a new Novice hero then give him the same number of Advances his previous champion had when he fell.
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Allies & Advancement
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Followers and other allies who stay with the party for extended periods can improve their abilities as well.
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At the end of a game session in which the allies had a significant role (usually by participating in combat, but GM’s call), Advance them just as you would the player characters.
The following chapter contains tools the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Game Master} can use for all the special situations that often come up in a game, such as:
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@Compendium[swade-core-rules.swade-rules.Allies]{ALLIES}: Managing Extras under the player character’s control.
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@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{CHASES & VEHICLES}: Dynamic and thrilling chases on foot, in cars, or on motorcycles, or dogfights between massive fleets of starships!
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@Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{DRAMATIC TASKS}: Add tension and drama to situations like defusing a bomb or hacking a computer.
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@Compendium[swade-core-rules.swade-rules.Fear]{FEAR}: The effects of overwhelming terror.
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@Compendium[swade-core-rules.swade-rules.Hazards]{HAZARDS}: The effects of scorching heat, bitter cold, radiation, and more.
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@Compendium[swade-core-rules.swade-rules.Interludes]{INTERLUDES}: Narrative storytelling for long trips or to reveal bits about the player characters’ backstories.
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@Compendium[swade-core-rules.swade-rules.Mass Battles]{MASS BATTLES}: Desperate last stands against incredible odds between armies.
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@Compendium[swade-core-rules.swade-rules.Networking]{NETWORKING}: Gathering information or asking for favors.
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@Compendium[swade-core-rules.swade-rules.Quick Encounters]{QUICK ENCOUNTERS}: A fast and easy way to resolve fights, heists, or capers when pressed for time.
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@Compendium[swade-core-rules.swade-rules.Setting Rules]{SETTING RULES}: A host of special rules you can use to customize your setting!
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@Compendium[swade-core-rules.swade-rules.Social Conflict]{SOCIAL CONFLICT}: Run a court trial, plead for aid, or convince a crowd.
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@Compendium[swade-core-rules.swade-rules.Travel]{TRAVEL}: Figure out how long it takes for the party to cross your savage world!
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@Compendium[swade-core-rules.swade-rules.Wealth]{WEALTH}: An optional system for those who don’t want to worry about tracking income and expenses.
@Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} rolls assume a character is moving about, dodging attacks, and keeping an eye on the chaos around her. If she focuses her attention and aims, however, she can make a much more accurate shot.
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If a character spends her entire turn Aiming a ranged weapon at a particular target and takes no other actions, on her next turn she may ignore up to 4 points of @Compendium[swade-core-rules.swade-rules.Range]{Range}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover}, @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shot}, @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}, or @Compendium[swade-core-rules.swade-rules.Speed]{Speed} penalties; or add +2 to her roll. Her attack must be used on the first action of her next turn or the bonus is lost
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The shooter must be “stationary” to Aim. She can’t walk, run, ride a horse, or otherwise move under her own power. She could Aim from a vehicle traveling over or through a smooth surface, or one using the @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Hold Steady} Chase maneuver.
Use the @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Linked Weapon} rules to divide guns into the largest possible blocks. Roll the machine guns on a @Compendium[swade-core-rules.swade-vehicles.P-51 Mustang]{Mustang} as three sets of two, for example, and a @Compendium[swade-core-rules.swade-vehicles.Spitfire Mk IIA]{Spitfire} as two sets of four.
Allies play a big part in many Savage Worlds games. They serve as troops under your hero’s command in Weird Wars, loyal retainers in fantasy settings, or fellow fighters in glorious rebellions against oppression.
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When to Use These Rules: 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.
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The Basics: Players create, control, and track their own followers and nonplayer character allies.
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Using Allies
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Keeping up with allies in Savage Worlds is simple. Just download the Ally Sheet from our website and fill in the blanks.
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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 Savage Worlds 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.
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It doesn’t matter whether or not the characters 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.
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Allied Personalities
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You can add a little flavor to your allies by rolling on the Allied Personalities 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.
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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 Weird War Two 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.
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Allied Personalities
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D20
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Personality
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D20
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Personality
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\n\n\n
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1
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Treacherous
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11
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Crude
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2
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Cruel
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12
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Agile
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3
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Old
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13
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Observant
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4
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Happy
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14
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Clueless
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5
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Experienced
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15
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Mysterious
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6
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Gung-Ho
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16
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Creative
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7
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Lazy
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17
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Artistic
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8
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Sneaky
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18
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Fearless
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9
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Bright
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19
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Cowardly
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10
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Young
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20
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Heroic
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Allies & Advancement
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Allies can improve their abilities as well. See @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}.
Keeping track of ammo for all your allies can be difficult. Here’s an easy and dramatic way to handle this problem.
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The ammo level of each group of allied Extras starts at Very High, High (the usual level), Low, or Out, as determined by the GM.
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After each fight, the ammo automatically drops a level. This makes for dramatic situations and realistic logistical problems while eliminating the bookkeeping.
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The GM can always decide otherwise, of course. Perhaps the troops are told to fight with hand weapons instead of their firearms, or they don’t get to fire off more than a couple of shots before the fight is over.
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Typical Allies
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Here are a few typical soldier archetypes you might use for your Savage Worlds games. Fill in any additional Traits @Compendium[swade-core-rules.swade-rules.Traits]{skills} or @Compendium[swade-core-rules.swade-rules.Edges]{Edges} as you see fit. A group of rangers, for example, should have the @Compendium[swade-core-rules.swade-skills.Survival]{Survival} skill, while cavalrymen should have the @Compendium[swade-core-rules.swade-skills.Riding]{Riding} skill, and so on.
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.
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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}.
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PACIFIST (Major): 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.
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CONSTRUCT: Androids add +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, 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]{Healing} 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 @Compendium[swade-core-rules.swade-rules.Healing]{\"Golden Hour\"}.
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OUTSIDER (Major): 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).
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VOW (Major): 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.
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.
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AQUATIC: Aquarians cannot drown in water and move at their full Pace when swimming. See @Compendium[swade-core-rules.swade-rules.Movement]{Movement} for normal swimming rates.
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DEPENDENCY: 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}.
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LOW LIGHT VISION: Aquarians are used to the darkness of the depths. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
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TOUGHNESS: 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}.
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.
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.
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.
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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.
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.
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.
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A weird scientist’s @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} must always include the item they’re associated with. The burst power might manifest through a magical flamethrower in Deadlands: The Weird West, for instance, while “Dr. Gabriel’s Wondrous Restorative Elixir!” is a healing potion.
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Weird scientists must have their devices at hand to activate their powers (but see Jury Rig, below).
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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
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Creating devices for others is possible—it just requires an @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Arcane Device} and the @Compendium[swade-core-rules.swade-edges.Artificer]{Artificer} Edge.
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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.
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Jury Rig: 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.
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Example: 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.
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}.
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Each type has the following entries:
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ARCANE SKILL: Each type of power has a particular arcane @Compendium[swade-core-rules.swade-rules.Traits]{skill} 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.
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STARTING POWERS: 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 @Compendium[swade-core-rules.swade-edges.New Powers]{New Powers}@Compendium[swade-core-rules.swade-rules.Edges]{Edge}. 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.
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POWER POINTS: The number of Power Points the character starts with when she chooses an Arcane Background. A hero increases her Power Points by taking the @Compendium[swade-core-rules.swade-edges.Power Points]{Power Points}@Compendium[swade-core-rules.swade-rules.Edges]{Edge}.
A character with the @Compendium[swade-core-rules.swade-edges.Artificer]{Artificer} @Compendium[swade-core-rules.swade-rules.Edges]{Edge} 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.
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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}.
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Note: 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]{Power Points}, and are created by the Game Master as she sees fit (such as those found in the Savage Worlds Fantasy Companion).
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The @Compendium[swade-core-rules.swade-rules.No Power Points]{No Power Points} @Compendium[swade-core-rules.swade-rules.Setting Rules]{Setting Rule} isn’t compatible with Arcane Devices.
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Creation
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Creating a device takes one hour per @Compendium[swade-core-rules.swade-rules.Powers]{power} 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]{Power Points} to it. The device can only use the powers and Power Points allocated to it.
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@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} invested in an arcane device are lost to the inventor until they’re used or recovered with Tinkering, see below (they don’t recharge).
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Power Modifiers: A user may spend a device’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} as desired, including enabling any applicable @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Power Modifiers}.
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Arcane devices may not be @Compendium[swade-core-rules.swade-rules.Activation]{Shorted}.
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Limitations: Arcane devices may benefit from @Compendium[swade-core-rules.swade-rules.Trappings]{Limitations}.
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Activation: 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]{Shooting}, 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 not benefit from any of the creator’s @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or other abilities, however).
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Failure to activate the device costs one @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} as usual, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} causes the user @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.
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Tinkering: A creator can reassign up to five @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} 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!
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Example: Gabe is an alchemist. He makes an “oil of sharpness” Red can rub on her sword to activate the @Compendium[swade-core-rules.swade-powers.Smite]{smite} power. He invests four @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} into it. Red soon finds herself in battle with the undead. She rubs the oil on the blade and rolls Gabe’s @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Weird Science} (since there’s no other obvious skill). She fails, which drains the oil of one Power Point. She tries again in the next round and gets a raise, granting her sword +4 damage. Smite normally costs 2 Power Points but Gabe’s Trapping has the “@Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch}” Limitation so it only costs 1 point each time she applies it (see @Compendium[swade-core-rules.swade-rules.Trappings]{Trappings}).
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.
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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]{Speed} penalties.
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Cone templates are placed with the small end emanating from the attacker and fired with the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} 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.
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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]{Shooting}, 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 Deviation, below.
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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]{Damage}, roll for each victim separately. Attacks that hit with a raise cause bonus @Compendium[swade-core-rules.swade-rules.Damage]{Damage} as usual.
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Deviation
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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 game effect on characters or other targets this time.
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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]{Range}, 3 if Long, and 4 for Extreme.
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Next roll a d12 and read it like a clock facing to determine the direction the missile deviates. A weapon can never deviate more than half the distance to the original target (that keeps it from going behind the thrower).
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Cover & Area Effect Attacks
\n
Solid obstacles like trees or brick walls protect against area effect attacks if they’re between the origin of the blast and the GM reasonably thinks they’d apply. Reduce the @Compendium[swade-core-rules.swade-rules.Damage]{Damage} by the amount listed on the Cover Bonus table under @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover & Obstacles}
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.
\n
Worn Armor stacks with natural Armor (such as scaly skin) at its full value.
\n
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.
@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.
\n
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).
The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} 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}.
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.
The basics of fast, furious combat are discussed below. Many additional options and situations are covered under @Compendium[swade-core-rules.swade-rules.Rules]{Situational Rules}.
\n
Melee Attacks
\n
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]{Fighting} skill).
\n
Ranged Attacks
\n
The @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} 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.
\n
All ranged weapons have a @Compendium[swade-core-rules.swade-rules.Range]{Range} statistic written like this: 5/10/20, or Short/Medium/Long Range.
\n
The base Target Number to hit something at Short Range is 4. Firing at longer ranges inflicts the penalties listed below.
\n
\n
Range Penalties
\n
\n\n
\n
Range
\n
Modifier
\n
\n\n\n
\n
Short
\n
—
\n
\n
\n
Medium
\n
-2
\n
\n
\n
Long
\n
-4
\n
\n
\n
Extreme (see notes)
\n
-8
\n
\n\n
\n
Extreme Range: Extreme Range is up to 4× a weapon’s Long Range. Firing at such a great distance requires the @Compendium[swade-core-rules.swade-rules.Aim]{Aim} 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}.
\n
Rate of Fire: Rate of Fire is how many shots (@Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} 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).
\n
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]{Shooting} dice and assign them in whatever order you like to the targets you declared.
\n
@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} roll their @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} 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.
\n
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.
\n
\n
Bullets Per Rate of Fire
\n
\n\n
\n
Rate of Fire
\n
Bullets Fired
\n
\n\n\n
\n
1
\n
1
\n
\n
\n
2
\n
5
\n
\n
\n
3
\n
10
\n
\n
\n
4
\n
20
\n
\n
\n
5
\n
40
\n
\n
\n
6
\n
50
\n
\n\n
\n
Recoil: Firing more than one shot in one action from a weapon subtracts 2 from the attacker’s @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} rolls (see @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil}).
\n
Unless a weapon says otherwise, a shooter can fire less shots than his weapon’s maximum Rate of Fire.
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.
\n
\n
CAN'T SWIM: 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.
\n
FLIGHT: 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.
\n
FRAIL: Avions have −1 @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} due to their hollow bones.
\n
KEEN SENSES: 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.
\n
REDUCED PACE: 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.
Every now and then, dice rolls may not work in your favor. That’s why Savage Worlds gives players a little control over their hero’s fate.
\n
Player Character Bennies
\n
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.
\n
Bennies are discarded at the end of each session—use them or lose them!
\n
Bennies are awarded in two ways:
\n
\n
AWARDS: 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. 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.
\n
JOKER'S WILD: When a player character draws a Joker during combat, all player characters receive a Benny!
\n
\n
Game Master Bennies
\n
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.
\n
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]{Edges} 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.
\n
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:
\n
\n
JOKER'S WILD: 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]{Wild Card}.
\n
\n
Using Bennies
\n
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.
\n
Here are the ways characters can use their Bennies.
\n
\n
REROLL A TRAIT: Bennies grant a hero a reroll on any @Compendium[swade-core-rules.swade-rules.Traits]{Traits}, and best of all, you get to keep the best total from all your rolls. The only exception is a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}, which ends the attempt and must be accepted. Such is the price of tempting fate!
\n
RECOVER FROM @Compendium[swade-core-rules.swade-rules.Damage Effects]{SHAKEN}: This is instant and may be done at any time, even interrupting another’s actions if desired.
\n
SOAK ROLLS: Bennies can also be used to prevent @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} or recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}. See @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak Rolls} for more information.
\n
DRAW A NEW ACTION CARD: When the game is in rounds, a character can spend a Benny to get a new @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card}. This occurs after all cards are dealt and @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} like Quick, @Compendium[swade-core-rules.swade-edges.Level Headed]{Level Headed}, or Hesitant are resolved. Then players or the GM may spend Bennies for an additional card as many times as they like and take their choice of all their draws. @Compendium[swade-core-rules.swade-rules.Edges]{Edges} like @Compendium[swade-core-rules.swade-edges.Quick]{Quick} or @Compendium[swade-core-rules.swade-edges.Level Headed]{Level Headed} do not apply to these additional cards drawn with Bennies. This continues until everyone (including the GM) passes. Then the round begins and no further cards may be drawn.
\n
REROLL DAMAGE: You may spend a Benny to reroll @Compendium[swade-core-rules.swade-rules.Damage]{damage}. Include any additional dice you may have gained for a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the attack roll.
\n
REGAIN POWER POINTS: A character with an @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Background} can spend a Benny to regain 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.
\n
INFLUENCE THE STORY: This one is entirely up to the Game Master, who may allow your character to spend a Benny to find an additional clue if you’re stuck, come up with some mundane but needed item, or push a nonplayer character into being a bit more agreeable.
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 Savage Worlds.
\n
Designing Threats
\n
Nonplayer characters and monsters should have any @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} the GM feels are appropriate. They are not 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.
\n
Bestiary Compendium
\n
This section contains animals and monsters common to many Savage Settings. 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.
Notes: @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.
\n
\n
\n
\n
\n
\n
@Compendium[swade-core-rules.swade-equipment.Springfield Model 1861]{Springfield Model 1861}
The following are the sizes of the blast templates in inches for use on a grid. If you're using a non-1\" grid, be sure to scale your templates appropriately.
\n
Please refer to the Savage Worlds documentation for your preferred VTT to learn how to apply these automatically to the tabletop.
\n
\n
Cone Templates are 9\" long and 3\" wide at their widest point
\n
Large Burst Templates are 6\" in diameter
\n
Medium Burst Templates are 4\" in diameter
\n
Small Burst Templates are 2\" in diameter.
\n
The Turning Template is a 45 degree angle.
\n
\n
"
+ },
+ {
+ "id": "Born A Hero",
+ "name": "Born A Hero",
+ "description": "
\n
Born A Hero
\n
Heroes may ignore the @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} qualifications for @Compendium[swade-core-rules.swade-rules.Edges]{Edges} 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.
\n
"
+ },
+ {
+ "id": "Bound and Entangled",
+ "name": "Bound and Entangled",
+ "description": "
\n
Bound & Entangled
\n
@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.
\n
\n
ENTANGLED: The victim can’t move and is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} as long as he remains so.
\n
BOUND: 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.
\n
\n
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:
\n
Breaking Free from a Foe: Use the @Compendium[swade-core-rules.swade-rules.Grappling]{Grappling} 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.
\n
A @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} grappler maintains her hold. @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} grapplers let go immediately.
\n
Breaking Free from a Device: Escaping a web, net, or the @Compendium[swade-core-rules.swade-powers.Entangle]{Entangle} 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).
\n
Characters and allies may also destroy the entanglement (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}). Webs, ropes, nets, and the like are generally Hardness 4 and must be cut with an edged weapon.
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.
\n
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).
\n
\n
Object Hardness
\n
\n\n
\n
Hardness
\n
Object
\n
\n\n\n
\n
8
\n
Door, Light
\n
\n
\n
10
\n
Door, Heavy
\n
\n
\n
8
\n
Lock
\n
\n
\n
9
\n
Firearm (pistol or rifle)
\n
\n
\n
12
\n
Handcuffs
\n
\n
\n
10
\n
Knife, Sword
\n
\n
\n
10
\n
Medieval Shield*
\n
\n
\n
12
\n
Modern Shield*
\n
\n
\n
4
\n
Rope
\n
\n\n
\n
* 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.
\n
No Bonus Damage or Aces: Attacks against solid objects don’t get bonus @Compendium[swade-core-rules.swade-rules.Damage]{Damage} 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.
\n
Damage Types: 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.
\n
See @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover & Obstacles} to attack through barriers.
\n
"
+ },
+ {
+ "id": "Bumps and Bruises",
+ "name": "Bumps and Bruises",
+ "description": "
\n
Bumps & Bruises
\n
Stumbling down a slope or running through a cavern in the dark might cause numerous cuts, scrapes, and bumps.
\n
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}.
\n
Recovery: Fatigue levels from Bumps & Bruises improve one level every 24 hours instead of every hour (see @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}).
\n
A character may use the @Compendium[swade-core-rules.swade-powers.Healing]{Healing} 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]{raise} 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).
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.
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]{Scale} of the target itself (not the creature it’s part of). Use the @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale Modifiers} 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:
\n
\n
HAND (-4): Target may be @Compendium[swade-core-rules.swade-rules.Disarm]{Disarmed}
\n
HEAD OR VITALS (-4): Hitting the head or vital organs of living creatures adds +4 damage to the attacker’s total. 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}).
\n
ITEM (?): 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.
\n
LIMBS (-2): 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 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}).
\n
UNARMORED AREA (?): 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).
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]{Shooting} roll.
\n
Bombard: 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]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).
\n
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.
\n
\n
Solid Shot: 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]{Shooting} 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.
\n
Shrapnel: 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]{area effect attack} and uses the Medium Blast Template unless otherwise noted.
\n
Canister: 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 @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) 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]{Shooting} 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]{cover}, 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]{damage} and a raise causes 3d6.
\n
\n
Note: 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.
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.
Notes: @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.
Notes: @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.
\n
\n
\n
\n
\n\n
\n
"
+ },
+ {
+ "id": "Celestials and Guardians",
+ "name": "Celestials and Guardians",
+ "description": "
\n
Celestials
\n
Angels are a great and varied lot, but all have these traits in common.
\n
\n
@Compendium[swade-core-rules.swade-hindrances.All Thumbs]{ALL THUMBS}: Celestials are not accustomed to technology or machines.
\n
@Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{ARCANE BACKGROUND (Miracles)}: Celestials can call forth a variety of blessed miracles.
\n
@Compendium[swade-core-rules.swade-skills.Faith]{FAITH}: All celestials start with a d6 in Faith. This increases their maximum to d12+1.
\n
FLIGHT: Angels fly at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12.
\n
RACIAL ENEMY (Demons & Devils): Those who descend from above do not easily tolerate those who crawl forth from the Abyss.
\n
@Compendium[swade-core-rules.swade-hindrances.Vow]{VOW} (Major — Protect humanity): The blessed must protect the flock that remains on the ravaged Earth.
\n
\n \n
Guardians
\n
Those humans who serve the Heavenly Choir are called guardians.
\n
\n
ADAPTABLE: Guardians begin play with any Novice Edge of their choosing (meeting its Requirements as usual).
\n
@Compendium[swade-core-rules.swade-edges.Champion]{CHAMPIONS}: Guardians have the Champion Edge, giving them a +2 bonus to damage against supernaturally evil foes such as demons and devils.
\n
VIGOROUS: 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.
\n
FLIGHT: Angels fly at Pace 12.
\n
@Compendium[swade-core-rules.swade-hindrances.Vow]{VOW} (Major — Protect humanity): The blessed must protect the flock that remains on the ravaged Earth.
@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.
\n
You have 12 points to put into these or any other skills.
\n
Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.
Standard @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is 6″, but may be changed by racial abilities, @Compendium[swade-core-rules.swade-rules.Edges]{Edges}, or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}.
\n
@Compendium[swade-core-rules.swade-rules.Characters]{Parry} is 2 plus half of Fighting.
\n
\n
@Compendium[swade-core-rules.swade-rules.Characters]{Toughness} is 2 plus half of @Compendium[swade-core-rules.swade-rules.Characters]{Vigor}, plus any @Compendium[swade-core-rules.swade-rules.Armor]{Armor}.
\n
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.
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 www.peginc.com and follow the steps below
\n
CONCEPT
\n
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.
\n
You might play an iconic gunslinger in Deadlands: The Weird West, for example, or you might try something a little different and play the innocent schoolmarm destined to save the town. 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.
\n
Race
\n
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.
\n
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}.
\n
HINDRANCES
\n
@Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} are flaws, drawbacks, or dark secrets drawn from a character’s backstory.
\n
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!)
\n
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]{Edges}, or even money for @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear}.
\n
For 2 points you can:
\n
\n
Raise an attribute one die type, or
\n
Choose an @Compendium[swade-core-rules.swade-rules.Edges]{Edge}
\n
\n
For 1 point you can:
\n
\n
Gain another skill point, or
\n
Gain additional starting funds equal to twice your setting's starting amount (see below)
\n
\n
TRAITS
\n
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!
\n
ATTRIBUTES
\n
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}).
\n
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.
\n\n
SKILLS
\n
Skills are learned abilities such as firing weapons, hand-to-hand combat, scientific knowledge, professional aptitudes, and so on.
\n
Skills in Savage Worlds are very broad to keep the action simple and straightforward. The Shooting skill, for example, covers all types of guns, bows, rocket launchers, and other ranged weapons.
\n
Core Skills: Five skills are marked with a red star in the @Compendium[swade-core-rules.swade-rules.Traits]{list}:@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}. These are “innate” abilities most adult adventurers have. Unless a @Compendium[swade-core-rules.swade-rules.Races]{racial ability}, Edge, or Hindrance says otherwise, your character starts with a d4 in each of these five core skills.
\n
Buying Skills: After core skills are assigned, you have 12 additional points to raise core skills or buy and raise new skills as you see fit.
\n
Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it’s linked to (listed beside the skill in parentheses in @Compendium[swade-core-rules.swade-rules.Traits]{Traits}). If you exceed the linked attribute, the cost becomes 2 points per die type.
\n
Skill Maximums: Skills may not be increased above d12 during character creation unless the character’s race starts with the skill at d6. If the skill starts with a d6, increase her maximum to d12+1. @Compendium[swade-core-rules.swade-rules.Celestials and Guardians]{Celestials} start with a d6 in Faith, for example, which means their Faith skill may be increased to d12+1.
\n
DERIVED STATISTICS
\n
Your character sheet contains a few other statistics you need to fill in, described below.
\n
Pace is how fast your character moves in tactical situations like combat. Standard Pace is 6, which means six tabletop inches per game round. Each inch is two yards in the real world. @Compendium[swade-core-rules.swade-rules.Movement]{Movement} is explained in more detail here.
\n
Parry is equal to 2 plus half your character’s @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die type (a total of 2 if a character doesn’t have Fighting), plus any bonuses for shields or certain weapons. This is the @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Target Number} (TN) to hit your hero in hand-to-hand combat.
\n
For Fighting skills higher than d12, such as d12+1, add half the fixed modifier, rounded down. For instance, Fighting d12+1 grants a Parry of 8, while Fighting d12+2 results in a Parry of 9.
\n
Size: A hero’s default @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} is 0 unless altered by @Compendium[swade-core-rules.swade-rules.Races]{racial abilities}, @Compendium[swade-core-rules.swade-rules.Edges]{Edges}, or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}. It cannot be less than −1 or more than +3.
\n
Toughness is your hero’s damage threshold. @Compendium[swade-core-rules.swade-rules.Damage]{Damage} rolls that equal or exceed this number cause harm.
\n
Toughness is 2 plus half your hero’s Vigor, plus @Compendium[swade-core-rules.swade-rules.Armor Notes]{Armor} (use the armor worn on his torso). Vigor over a d12 is calculated just like Parry, above.
\n
EDGES
\n
Traits @Compendium[swade-core-rules.swade-rules.Traits]{Attributes and skills} are a character’s basic statistics, but what really makes individuals different are their @Compendium[swade-core-rules.swade-rules.Edges]{Edges}. Even two legionaries in Weird Wars Rome with identical Traits play vastly different depending on the Edges they take. One might focus on Leadership Edges that lets him rally his fellow soldiers while another concentrates on taking out large numbers of foes at once with @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} or @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.
\n
Characters get @Compendium[swade-core-rules.swade-rules.Edges]{Edges} by taking @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} from @Compendium[swade-core-rules.swade-rules.Races]{racial abilities} (such as @Compendium[swade-core-rules.swade-rules.Humans]{Humans' Adpatability}), or @Compendium[swade-core-rules.swade-rules.Advancement]{Advances} once play begins.
\n
A comprehensive list of Edges is available. Your setting book likely has additional abilities specific to that world or genre as well.
\n
GEAR
\n
Some settings provide your hero with all the @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear} she needs. Most simply grant a starting amount of funds you can use to purchase whatever you like from a relevant list of weapons, armor, and adventuring gear.
\n
Unless your setting book or GM says otherwise, the standard starting amount is $500. A list of common gear and weapons can be found in the @Compendium[swade-core-rules.swade-rules.Gear Notes]{Chapter Two}.
\n
Depending on the setting, this might be everything the character owns or it may represent their “adventuring” gear, with their more mundane belongings stored at a home or apartment. The latter is up to the Game Master. In modern settings, most everyone should have a home, clothes, appliances, and so on. The equipment you list on your character sheet should be your character’s “adventuring gear” rather than an exhaustive list of everything she owns.
\n
Players don’t have to worry about how much they can carry in most games, but if it becomes important, see @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance}.
\n\n
BACKGROUND EDGES
\n
Finish your new hero by filling in any additional history or background you care to. Ask yourself why she’s where she is and what her goals are. Where does she live? Does she have any close friends or family who might be relevant to the game?
\n
Or just start playing and fill in these details as they become important and you walk around in her shoes a bit.
\n
You might also want to talk to the other players. Maybe your characters know each other right from the start. Or you might collectively decide to optimize your group a bit and ensure you’ve got a good assortment of skills and abilities. If so, make sure you’re playing what you want to play. There’s no point in being the party’s healer if that’s not a role you’re interested in.
\n
\n
"
+ },
+ {
+ "id": "Chases and Vehicles",
+ "name": "Chases and Vehicles",
+ "description": "
\n
\n
Chases & Vehicles
\n
\n
\n
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.
\n
When to Use These Rules: Use the @Compendium[swade-core-rules.swade-rules.Quick Encounters]{Quick Encounters} 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.
\n
The Basics: Participants vie for position using “Chase Cards” to track relative distance
\n
Maneuvering Skills
\n
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:
\n
\n
Airplane or Spaceship: @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}
\n
Foot or Bike: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}
\n
Mount or Wagon: @Compendium[swade-core-rules.swade-skills.Riding]{Riding}
Critical Failure: 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:
\n
\n
@Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted}: 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 and 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.
\n
Vehicle: The operator must roll on the @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control} table.
\n
Walking/Running: 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}.
\n
\n\n
Setup
\n
To start a chase, shuffle an extra deck of @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} and deal them out in a row on the table (nine is a good number for most chases, add more as needed).
\n
Now break all the participants into each group that will move and act independently. Everyone in the same ship, boat, or vehicle, for example, is one group. In a foot chase, each player character acts independently because they move independently. The horde of @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} chasing them can be broken up into groups as the GM decides.
\n
The rear-most character or vehicle should be at the rear—on the far left card or “Card 1.” Everyone else should be placed to his right as fits the circumstances. Add more cards to either end of the row if someone falls behind or surges ahead.
\n
The Range is the number of Chase Cards between participants (not counting the attacker’s card) times the Range Increment, which varies for the type of chase:
\n
\n
Range Increments
\n
\n\n
\n
Type
\n
Increment
\n
\n\n\n
\n
Foot, Mounted, or Vehicular
\n
5
\n
\n
\n
Airplane or Sailing Ship
\n
25
\n
\n
\n
Jets or Starships
\n
50
\n
\n\n
\n
These are suggested ranges based on the weapons typically used in that type of chase. The goal is to give most ranged weapons the ability to fire at a few cards distance and give an advantage to those with longer ranged weapons. Increase or decrease the Range Increment as makes sense for the particular scenario. In a tank battle, for instance, you might want to change the Range Increment to 100, even though it’s a “vehicular” fight.
\n\n
Chase Rounds
\n
Once all the participants are placed, deal each independent character or group an @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} at the start of each round as usual. They then act in whatever order they choose as their Action Card comes up. This is important so passengers can @Compendium[swade-core-rules.swade-rules.Support]{Support} their driver before he has to make a critical roll, @Compendium[swade-core-rules.swade-rules.Test]{Test} a foe to make him @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable}, attack before their vehicle changes distance (or after) to take maximum advantage of their weapons, and so on.
\n
The participants can move along the track using the Change Position maneuver (see below), closing on foes, running from them, or attempting to reach some objective.
\n
The length of each round is up to the GM, but is usually a combat round in a foot or car chase. Battles in space might represent many minutes per round until the action zooms in on a fast-paced dogfight.
\n
Boarders: Characters in or on an enemy vehicle get their own Action Card (as a group).
\n
Minimum Speed: The Game Master must decide who’s allowed to participate in a chase. A kid on a bike might be able to chase bandits in a car if the streets are very congested, but is left behind after a round on the open road.
\n
Ending the Chase: A chase ends when one side gets away (disabling all pursuers, the Flee maneuver, etc.) or is forced to stop. Participants can always choose to stop if they want, either dropping out or stopping to engage their enemies.
\n
A chase might also end after a certain number of rounds or as one or more of those involved reach a certain card along the track. In a Weird War Two bombing run, for example, the bombers might need to reach the last card on the track to drop their payload. The fighters scrambling after them must try to stop them before they reach their target.
\n
Chase Actions
\n
Characters in a chase can do most anything they’d normally do, such as @Compendium[swade-core-rules.swade-rules.Test]{Test}, @Compendium[swade-core-rules.swade-rules.Support]{Support}, use @Compendium[swade-core-rules.swade-rules.Powers]{powers}, or make @Compendium[swade-core-rules.swade-rules.Attacks]{attacks}. The GM decides how close a character has to be to try a particular action. A defender must be able to see or hear a @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} for it to be effective, for example. If the attacker and defender are connected via audio or video feeds, of course, distance probably won’t matter.
\n
Nonplayer character crews of ships, starships, and other large vehicles are assumed to be doing their jobs already and shouldn’t roll Support or Tests. Those special actions are the domain of the player characters or named Extras and @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards}—including those on the opposing side!
\n
Held Actions: A character on Hold may attempt to interrupt enemy actions as usual. In personal combat (including foot chases), the two make opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} rolls. When mounted, it’s opposed @Compendium[swade-core-rules.swade-skills.Riding]{Riding} rolls. In vehicle chases, the GM must decide which skills are most appropriate (@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} vs. maneuvering to interrupt the driver, for example).
\n
If trying to act before an entire vehicle, ship, or group with multiple characters takes its action, the opposed roll should be made against the driver or leader.
\n\n
Maneuvers
\n
Below are a number of special maneuvers characters can attempt during a chase. Maneuvers may also be part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action}. A driver can Change Position and fire his weapon, for example, or say he attempts a Force if he gets close enough.
\n
\n
Board (Action): Sailing ships use grappling hooks and planks to pull their prey close and board. Starships might use breaching tubes or assault pods. To board, the attacker and defender must be on the same Chase Card. The two then make opposed maneuvering rolls. If the attacker is successful, the two vessels are joined and his crew may board the enemy craft. If defenders have been designated to repel boarders and weren’t being used for other purposes (such as sailing or crewing stations on a starship), they start on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} unless the attacker won the boarding roll with a raise. Once a boarding action begins, the commander of the boarded vessel can only attempt to Change Position, which is made at −4 if grappling lines, tractor beams, or other restraints are involved. If she’s successful, her vessel is no longer grappled (though some of the boarders may still be on her ship!). With a raise, she breaks free and may move one Chase Card in either direction.
\n
Change Position (Action or Free Action): A character or driver may change his position by making a maneuvering roll as a free action. Success allows him to move up or down one Chase Card, and up to two with a raise. The character may also Change Position as an action, adding +2 to his roll. Either way, this maneuver may only be used once per turn. Speed Bonus: If a rider, runner, ship, or vehicle’s Top Speed is faster than the fastest of his rivals, he adds +1 to his maneuvering roll to Change Position, or +2 if he’s twice as fast. Dropping Back: In a linear chase, a character may drop “back” one or two Chase Cards without making a maneuvering roll. He may not Change Position further, either as an action or a free action.
\n
Evade (Action or Free Action): The character or driver zigzags through terrain, maximizes cover, or otherwise concentrates on not getting hit. Melee and ranged attacks against him, his vehicle, or anyone on it suffer a −2 penalty until the start of that vehicle’s next turn. The character and any occupants on his mount or in his vehicle also take the penalty to their attacks as the erratic movement or obstacles affect their targeting and aim as well. If the character performs this maneuver as an action, the penalty increases to −4 (in both directions). Evade may not be taken more than once per round (it does not stack).
\n
Flee (Action): A character or vehicle may escape the chase if there are at least four Chase Cards between himself and the closest foe. If so, he makes a maneuvering roll at −4 and escapes if successful. The penalty is reduced to −2 if there are at least five cards between them, and 0 if there are six or more.
\n
Force (Action): The attacker attempts to force a rival away from his vehicle or into an obstacle. To do so, both must be on the same Chase Card and make opposed maneuvering rolls. If the attacker wins, he Bumps (see below) his foe. A raise is treated as if the defender rolled a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} on a maneuvering roll (see Maneuvering Skills, above). The GM may also allow characters to use other skills, such as @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}, to put obstacles in the foe’s path. Critical Failure means the attempt backfires on the attacker!
\n
Hold Steady (Free Action): The character, driver, or pilot holds steady to line up a better shot. They ignore the @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform} and @Compendium[swade-core-rules.swade-rules.Movement]{Running} penalties, but attacks against the vehicle and all its occupants are made at +2 until the beginning of their next turn (this does not stack with Vulnerable).
\n
Ram (Action): An attacker can Ram a defender if they’re on the same Chase Card by making opposed maneuvering rolls. If successful, both participants cause the following damage to the other: \n
\n
Scale: The base damage each being or vehicle causes is based on its Scale: Small (d6), Normal (2d6), Large (3d6), Huge (4d6), and Gargantuan (5d6).
\n
Raise: +d6 bonus damage for the attacker if he got a raise on his maneuvering roll. Toughness: +d6 if the vehicle’s Toughness is higher than his foe’s; +2d6 if Toughness is twice as high.
\n
@Compendium[swade-core-rules.swade-rules.Speed]{Speed}: +d6 to both sides if the attacker’s Top Speed is between 60 and 120 MPH; +2d6 if it’s over 120 MPH.
\n
\n
\n
\n\n
Complications
\n
If a character or group’s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} is a Club, something has gone wrong. An obstacle may block the path, the engine might stall, or a hero might have to run through mud, ice, uphill, or some other impediment.
\n
The character, driver, or pilot must make a maneuvering roll as a free action to deal with the Complication. The suit on his current Chase Card determines any modifier to the maneuvering roll and the results of failure.
\n
Note: The Action Card triggers the Complication; the Chase Card defines any modifier (Mod) and the result of failure.
\n
\n
Complications
\n
\n\n
\n
Suit
\n
Mod
\n
Failure Result
\n
\n\n\n
\n
Spades
\n
—
\n
Treat as a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} on a maneuvering roll.
\n
\n
\n
Hearts
\n
—
\n
The character or vehicle is Bumped.
\n
\n
\n
Diamonds
\n
-2
\n
The character or vehicle is Bumped.
\n
\n
\n
Clubs
\n
-2
\n
Treat as a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} on a maneuvering roll.
\n
\n
\n
Joker
\n
+2
\n
The character or vehicle is Bumped up to two Chase Cards.
\n
\n\n
\n
Special Conditions: GMs can also use Complications to trigger special conditions or hazards of the encounter. For example, triggering reinforcements anytime a Diamond Complication occurs, or the first character to fail a Club Complication is hit by lightning during a battle in a fierce storm.
\n
Attacks
\n
Characters may make ranged and melee attacks normally, using all their usual @Compendium[swade-core-rules.swade-rules.Edges]{Edges} and @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} as usual as long as the GM agrees they make sense in the particular situation.
\n
\n
Melee Attacks: In foot, mounted, or car chases, characters can make hand-to-hand attacks only if they’re on the same Chase Card. The usual rules, such as the @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang-Up} bonus, @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}, @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}, etc., apply as the GM sees fit. Should anyone want to attack a moving vehicle, its @Compendium[swade-core-rules.swade-rules.Characters]{Parry} is 2+ half the driver’s maneuvering skill, plus its @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Handling}. Attacks aren’t usually possible between very fast vehicles, airplanes, starships, and the like.
\n
Ranged Attacks: Drivers and characters can fire ranged weapons as usual. The @Compendium[swade-core-rules.swade-rules.Range]{Range} is the number of Chase Cards between participants (not counting the attacker’s card) times the Range Increment. Attacks may also target crew if they’re visible (don’t forget any @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} they might have).
\n
\n
Damage
\n
\n
Characters/Mounts: Damage is resolved normally, but if the character (or his mount) is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} in a chase, he’s Bumped as well.
\n
Vehicles: Vehicles cannot be Shaken, but if damage equals or exceeds their Toughness (whether they take a Wound or not), the driver must make a maneuvering roll or go @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}. Each raise on a vehicular damage roll causes a Wound and one roll on the @Compendium[swade-core-rules.swade-tables.Vehicle Critical Hits]{Vehicle Critical Hits} table (not one roll per Wound). Most vehicles can take three Wounds before they’re Wrecked (see below). Each Wound reduces a vehicle’s Handling by 1 (to a maximum of −4). If this is a chase, damage that equals or exceeds a vehicle’s Toughness also Bumps it (see above), but only once per attacker.
\n
\n
Called Shots on Vehicles: To target a particular part of a vehicle, the GM assigns a modifier based on the dimensions of the target. See @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size & Scale} and @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} for specifics. If the attack is successful and causes a Wound, it also causes the effects for that area (see the @Compendium[swade-core-rules.swade-tables.Vehicle Critical Hits]{Vehicle Critical Hits} table).
\n\n
Wrecked
\n
Vehicles take three @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before they’re “Wrecked” as their base. @Compendium[swade-core-rules.swade-rules.Size and Scale]{Large} vehicles can take four Wounds, @Compendium[swade-core-rules.swade-rules.Size and Scale]{Huge} can take five, and @Compendium[swade-core-rules.swade-rules.Size and Scale]{Gargantuans} can take six.
\n
A wrecked land vehicle can’t move, but its weapons may still be fired if they aren’t powered by the vehicle’s propulsion system.
\n
Watercraft sink. Small vessels sink in a few rounds. Medium boats might take up to an hour to slip beneath the surface, and large ships might take several hours.
\n
Aircraft plummet to the ground and are destroyed.
\n
Occupants: Those inside a vehicle (and whatever it hits, if it matters) take damage depending on what caused the Wreck:
\n
\n
Collisions: If the vehicle is Wrecked from a Collision on the @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control} table, the passengers suffer Xd6 damage, where X is equal to the Wounds the vehicle suffered from the collision (don’t forget any @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air Bags & Safety Harnesses}).
\n
Damage: If the vehicle is Wrecked from Wounds caused by enemy attacks, occupants in a land vehicle, speed boat, starship, or similar vessel take 3d6 damage, or 5d6 if the GM feels the vehicle was traveling at a high speed (usually in excess of 60 MPH) or some other precarious circumstance. Those on large boats or ships don’t take Wounds but must contend with Swimming rolls and survival afterward. Occupants of an aircraft make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll if they have parachutes to land safely. Failure means they take @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}, from a hard landing. Those who roll a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} on @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} or are without parachutes plummet to their death, unless the GM feels they have a chance to survive. In that case they suffer @Compendium[swade-core-rules.swade-rules.Falling]{Falling} damage instead.
\n
\n
Repairs
\n
Characters may repair vehicles given sufficient time and at least some basic tools. The attempt takes two hours per Wound and a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll. If the roll fails, the mechanic must start over.
\n
Field work requires at least a toolbox and basic supplies, and subtracts 2 from the Repair roll. An average garage negates this penalty, and an excellent or dedicated facility adds +2.
\n
Each success and raise on the Repair roll fixes one of the vehicle’s Wounds. With an additional raise above and beyond what’s required to fix all Wounds, the repair time is halved.
\n
Wrecks: Wrecked vehicles can be repaired if the mechanic has access to a full body shop and spare parts (GM’s call). This takes a full day before other repairs can be made.
\n\n
Customized Chases
\n
A little customization can make each chase different and unique. Here are some ideas you can use for your encounters.
\n
City Streets
\n
Busy streets are a dangerous place for high-speed vehicle or frantic foot chases. Ranged attacks are made at −2 (in addition to @Compendium[swade-core-rules.swade-rules.Range]{Range} penalties) to account for the @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} of buildings, cars, pedestrians, and so on.
\n
Complications besides Jokers have a minimum penalty of −2 to represent the dangers of running red lights, pedestrians that must be avoided, blocked streets, or other hazards.
\n
Rooftops: If the chase takes place on rooftops, change the results for @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failures} (and failed Complications that say to treat the result as a Critical Failure) to the following:
\n
Roll a d6. On a 1–2, the runner loses his turn. On a 3–4, he takes Fatigue. On a 5–6, he tumbles over an edge and must make an immediate @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll (a free action). Success means he catches a ledge, railing, gutter, or other precipice and can pull himself up with a Strength roll (a free action each round). Failure means he’s stuck for the turn and can take no further actions. A Critical Failure means the hero falls d6 × 10 stories—or whatever the GM feels is appropriate for that city.
\n
Deep Space
\n
The @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform} penalty usually applies in chases, but it can be ignored in the vacuum of deep space!
\n
Dogfights & Duels
\n
The Chase rules generally assume the combatants are moving in the same direction—chasing prey, toward a target or escape route, etc. But the rules can also easily accommodate dogfights, tank battles, demolition derbies, and aerial or naval duels by arranging the Chase Cards in different ways.
\n
Instead of dealing the Chase Cards in a straight line, arrange them in a 4 × 4 grid to create a more fluid battlefield. Vehicles move and count Range orthogonally (no diagonals). Use common sense when determining weapon arcs and vehicle facings. A pirate ship with cannons on either side, for example, can fire left and right on an action, but can’t fire at targets ahead or behind them on the same action.
\n
Change the Range Increment as makes sense for your particular battle, letting the weapons with the longest ranges reach across the board but forcing those with shorter range to get in close.
\n
You can also place special cards in the grid to represent asteroid fields or space stations in space battles, whirlpools and islands in naval battles, and so on. They might be impassable or have their own special rules as you see fit.
\n
Naval Chases
\n
Bringing a target to battle on the high seas can take many hours or even days depending on the weather and the initial distance between the vessels.
\n
If the ships are more than a mile apart when first encountered, assume the first phase of the chase represents the pursuer trying to bring the prey to battle. Treat each round as about four hours (or much longer in the age of sail if the wind is against them) and the Range Increment as a mile.
\n
Once the pursuer reaches the same Chase Card as the prey, “zoom” in on the action and run the chase as usual, perhaps using the Dogfights and Duels option discussed above.
\n\n\n
Example: Red's Dead Redemption
\n
Red is chasing a notorious space pirate who injured Gabe in a previous encounter. Both Red and the pirate have identical star fighters.
\n
Red is on the first Chase Card and the pirate’s on the fifth. That means the @Compendium[swade-core-rules.swade-rules.Range]{Range} is 200″ (4 × the Range Increment of 50″). That’s Long Range for her Gatling laser so she decides to get closer. She makes a @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll as a free action and gets a 7, +2 for her ship’s Handling gives her a 9. That’s a success and a raise so she moves two Chase Cards closer.
\n
There are now two Chase Cards between Red and her target, or 100″. That’s Medium Range for her Gatling so she fires it up.
\n
The base TN is 4, −2 for Medium Range (no penalty for Unstable Platform in space!). The Rate of Fire on the Gatling is 4 though, so Red rolls four d10s (her Shooting skill) and a Wild die. She gets one regular hit and one with a raise. The regular hit causes 16 damage, which is 2 over the pirate’s Toughness of 14. The pirate must make a @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll (he makes it) or go Out of Control. Since this is a Chase, Red also Bumps him a card away—a smart move since the pirate goes next.
\n
Now Red resolves the hit with a raise. This one causes a Wound. She can’t Bump the pirate again in her same turn, but he still has to make another @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll or go @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}. He fails this time and rolls a 3 on the table, which gives him another Wound. Since he took Wounds from the attack, he takes a Critical Hit as well. It’s a 5, so his Top Speed drops 10%. He’s now slower than Red so she adds +1 to her @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} rolls when changing positions.
\n\n
Crews
\n
Passengers and crews go in whatever order they decide on their @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card}. This can make for dramatic and interactive experiences with a little narrative interpretation. On a pirate ship, the captain makes the maneuvering (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}) rolls. The rest of the player characters fire a cannon, take a shot with a musket (if the captain is willing to get that close!), yell insults at the enemy (@Compendium[swade-core-rules.swade-rules.Test]{Test}), or point out hazards (@Compendium[swade-core-rules.swade-rules.Support]{Support} for the captain’s @Compendium[swade-core-rules.swade-skills.Boating]{Boating} rolls).
\n
The player character-controlled “bridge crew” of a starship can do the same. Maybe the captain focuses on Testing the enemy in a duel of wits and leaves the maneuvering rolls to the Navigation officer. The Weapons officers fire weapons while the Engineer Supports the navigator, captain, or gunners as needed each turn.
\n
Reminders
\n
\n
Add or subtract Chase Cards to the track as needed.
\n
A character’s Action Card determines if a Complication occurs, but his Chase Card determines any penalty and results of failure.
\n
Dealing with a Complication is a free action.
\n
Evade and Hold Steady are good options for characters who don’t expect frequent chases and so don’t have Edges like @Compendium[swade-core-rules.swade-edges.Steady Hands]{Steady Hands}.
Climbing uses the Athletics skill, and the basics are covered under @Compendium[swade-core-rules.swade-rules.Movement]{Movement}. When the game is in rounds, each inch climbed takes 2″ of Pace.
\n
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.).
\n
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]{Critical Failure} indicates a fall! If secured by a rope or other restraint, he falls half the length of the restraint and suffers Fatigue from @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}. If unsecured, see the @Compendium[swade-core-rules.swade-rules.Falling]{Falling} rules.
\n
Modifiers: 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.
\n
Prepared Climbs
\n
Break lengthy ascents like climbing mountain sides into three roughly even sections. Assume any falls occur at the “top” of each section.
\n
The GM might also consider using the @Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Dramatic Tasks} system if the surface must be ascended in a certain amount of time—such as before weather hits, guards return, etc.
Trudging through deep snow for hours on end or facing biting, bitter winds can dehydrate and tire a character as quickly as blazing deserts.
\n
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.
\n
Clothing: 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).
\n
Death: @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}.
\n
Recovery: Victims can only recover @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} once they receive adequate warmth and shelter.
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}.
\n
Distance: Distance: Because the game assumes you are using terrain or a battlemat and standard 28mm miniatures, @Compendium[swade-core-rules.swade-rules.Movement]{movement} 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.
\n
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]{movement} rates and the like appropriately.
\n
Time: When a fight breaks out, game time breaks down into rounds of about six seconds each. Ten rounds, then, equals one minute.
\n
\n
ROUND: 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).
\n
TURN: 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.
\n
ACTION: 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 @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Actions}).
Notes: Takes an @Compendium[swade-core-rules.swade-rules.Actions]{action} to deploy. Negates @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Min Str} penalties.
Notes: Use @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} (or @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} if engaged). No @Compendium[swade-core-rules.swade-rules.Range]{Range} penalty but max range is 2″ (about 10 feet), Shots 5, victim must make @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll at –2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
Notes: Uses @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}. Range 1/2/4. Shots 3 before needing to be recharged for at least two hours. Victims must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll at –2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
Notes: No penalty for Dim or Dark. @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}. For double the price the goggles are \"active\" and ignore all Illumination penalties.
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 Deadlands, a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} of a different color, a toy doubloon for 50 Fathoms, and so on.
\n
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]{damage} 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.
\n
Conviction tokens aren’t @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} and can’t be used as such. They are kept between sessions, however.
\n
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.
\n
Triumph And Tragedy
\n
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]{Edges} and @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}.
\n
Savage settings may also grant Conviction for certain world-specific actions or events.
\n
Triumph: 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.
\n
The victory should be an achievement over and above the usual. A vampire hunter in Rippers 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.
\n
Tragedy: 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.
\n
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.
\n
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.
\n
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.
\n
Example: Red's Rage
\n
Emily is Red, a fighter in a fantasy campaign. She has “anger management issues” but didn’t take the @Compendium[swade-core-rules.swade-hindrances.Mean]{Mean} Hindrance because she’s had her problem under control for a year or so. But it’s a fun part of her backstory and Emily loves roleplaying constantly managing her character’s temper.
\n
Unfortunately, Red and her constant ally Gabe failed in their last adventure. Emily decides this is a good time for Red to go on a rampage. She narrates a story about going into town and terrorizing everyone in sight with her surly attitude. During the course of a “bad day,” she breaks a window, turns over an apple cart, and even insults a friar’s mule!
\n
The GM loves Emily’s story and awards her a point of Conviction. In the game, Red is barred from the local tavern, has to pay for all the damage she caused, and is refused help by the friar (the town’s only healer!) until she performs some act of penance (a new quest!)
\n
More importantly, Emily told a story about her heroine’s tragic flaw—and has a point of Conviction to carry her through the next chapter of her quest.
\n
"
+ },
+ {
+ "id": "Cover and Obstacles",
+ "name": "Cover and Obstacles",
+ "description": "
\n
Cover & Obstacles
\n
@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:
\n
\n
Cover Penalties
\n
\n\n
\n
Penalty
\n
Cover
\n
\n\n\n
\n
-2
\n
Light Cover: A quarter of the target is obscured.
\n
\n
\n
-4
\n
Medium Cover: Half the target is obscured, or target is @Compendium[swade-core-rules.swade-rules.Prone]{Prone}.
\n
\n
\n
-6
\n
Heavy Cover: Three-quarters of the target is obscured.
\n
\n
\n
-8
\n
Near Total Cover: The target is barely visible.
\n
\n\n
\n
Obstacles
\n
Sometimes characters have sufficient power to attack their foes through obstacles. (See @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things} 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}.
\n
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.
\n
\n
Cover Bonus
\n
\n\n
\n
Bonus
\n
Obstacle
\n
\n\n\n
\n
+2
\n
Heavy glass, thick leather, drywall, wooden shield, aluminum car door
@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.
\n
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]{Shaken}—she rolls on the @Compendium[swade-core-rules.swade-tables.Creative Combat]{Creative Combat table} instead.
Written & Designed By Shane Lacy Hensley, with Clint Black
\n
Art Direction By Aaron Acevedo & Alida Saxon
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Layout By Karl Keesler & Thomas Shook
\n
Cover Art By Jimbo Salgado & Unique Soparie
\n
Interior Art By Aaron Acevedo, Bruno Baxila, Chris Bivins, Emil Cabaltierra, Donald Crank, Dennis Darmody, Sebastien Ecosse, Alberto Foche, Bien Flores, Gil Formosa, Ross Grams, Konrad Korgull, Irina Kuzmina, Chris Malidore, Jordan Peacock, Aaron Riley, Martin De Diego Sadaba, Alida Saxon, Unique Soparie, Bryan Syme, Jon Taylor, Tomek Tworek, Cheyenne Wright
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Line Editors: Matthew Cutter, John Goff, Teller, Scott Woodard
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Pinnacle Playtesters & Proofers: Erica Balsley, Jodi Black, Matthew Cutter, Preston DuBose, John Goff, Norm Hensley, Simon Lucas, Mike McNeal, Sean Roberson, Thomas Shook, Steve Todd
\n
Advocates, Contributors & Playtesters
\n
Dave Andrews, Veronica Blessing, Ron Blessing, Jayson C, Jordan Caves-Callarman, Jack Emmert, Sean Patrick Fannon, Chris Fuchs, M. Alfonso García, Marc Gacy, David Garrett, Hamish Halket, Darrell Hardy, Dustin Hatchett, Darrell Hayhurst, John Hopler, Neal Hyde, Aaron Isaac, Derek Johnson, Steve Kellison, Christopher Landauer, Lee Langston, Adam Loyd, Min Lungelow, Brian McCabe, Randy Mosiondz, Andrea Parducci, Bruce Powell, Paul Rigby, R Kal Ringenbach, Dave Ross, Matt Rowles, Tracy Sizemore, Zeke Sparkes, Robert Spice, Bill Stilson, Joe Thomas, Brett Wallis, Scott Woodard, Michael Ysker, Micheal Zeid
\n
Special Thanks To Our Licensees, the Aces
\n
Please see our website at www.peginc.com for a current list. Thank you so much for sharing your incredible creativity and passion with our community. Truly.
\n
Special Thanks to Our VTT Conversion Team
\n
Aaron Acevedo, Dr. Amy Marshall, Dev Bharel, Florian Radlberger, Kristian Serrano, Dan Orcott, Jeremy Puckett, Mike Combs, Jon Odishoo, Rich Finder, John Stevens, Joseph Schnurr
\n
Special Thanks To Our International Partners
\n
Brazil: Guilherme Moraes, Fernando Pires, Eder Marques, Daniel Martins of Retropunk–France: Sabine Abbonato, Ghislain Bonnotte, David Burckle, Damien Coltice, Yannick “Torgan” Le Guédart of Black Book Editions–Germany: Markus Ploetz, Michael Mingers of Ulisses Spiele (Adventure Edition)–Germany: Sascha Schnitzer, Christian Loewenthal of Prometheus Games (Deluxe Edition)–Italy: Luca Basile, Matteo Ceresa, Gionata Dal Farra of Jolly Troll / SpaceOrange42–Poland: Piotr Koryś, Umberto Pignatelli, Andy Slack, Tomasz Z. Majkowski of GRAmel Books–Russia: Anastasia “Chima” Gasteva, Aleksandr Ermakov, Pavel Gurov of Studio 101–South Korea: Seungyeon Yi, Hanah Seo–Spain: Jorge “Tiberio” Coto, Adolfo García, M. Alfonso García of HT Publishers
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Dedicated to hundreds of thousands of Game Masters and players who have explored countless landscapes, rolled endless Aces, and shared their love and enthusiasm of gaming with friends, family, and strangers around the most Savage of Worlds…
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.
Damage can result in three effects: Shaken, Wounds, and Incapacitation.
\n
Shaken
\n
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.
\n
\n
FAILURE: The character remains Shaken. She can only perform free actions.
\n
SUCCESS: The character is no longer Shaken and may act normally.
\n
\n
Spending Bennies: 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).
\n
Wounds
\n
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 @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}). They’re dead, injured, or otherwise out of the fight.
\n
@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]{Edges} or abilities). Further damage doesn’t cause additional Wounds but Incapacitates them instead.
\n
Wound Penalties: 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.
\n
Timing: Characters sometimes take multiple hits on the same @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card}. 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}).
\n
Incapacitation
\n
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 Bleeding Out (below). @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect card draws, such as @Compendium[swade-core-rules.swade-edges.Quick]{Quick}, @Compendium[swade-core-rules.swade-edges.Level Headed]{Level Headed}, or @Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hesitant} are ignored when the hero is Incapacitated.
\n
If Incapacitated by damage or injury, he must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll:
\n
\n
CRITICAL FAILURE: The character dies.
\n
FAILURE: Roll on the @Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}. The Injury is permanent and the character is Bleeding Out, see below.
\n
SUCCESS: Roll on the Injury Table. The Injury goes away when all Wounds are healed.
\n
RAISE: Roll on the Injury Table. The Injury goes away in 24 hours, or when all Wounds are healed (whichever is sooner).
\n
\n
Characters cannot take actions and might be unconscious (GM’s call). The victim makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll each day thereafter and is no longer Incapacitated (or unconscious) if successful. They may also heal Wounds during this time (see @Compendium[swade-core-rules.swade-rules.Healing]{Healing}).
\n
Bleeding Out: The injured character is dying and must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll at the start of his turn. Failure means he perishes. With success he survives but must roll again next turn (or every minute if not in combat). With a raise, he stabilizes and no further rolls are required
\n
Other characters may stop a victim’s bleeding by making a @Compendium[swade-core-rules.swade-rules.Healing]{Healing} roll. This is an action, and if successful the patient is stabilized.
\n
The healing power can also stabilize Wounds, as can a successful “natural” healing roll by a being with regeneration of some sort.
\n
Incapacitation from Fatigue: See @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.
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.
\n
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.
\n
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.
\n
All damage rolls can Ace.
\n
Unarmed Damage: An unarmed combatant rolls only his Strength die unless he has an @Compendium[swade-core-rules.swade-rules.Edges]{Edge} like @Compendium[swade-core-rules.swade-edges.Brawler]{Brawler} or @Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist} that grants him a damage die.
\n
Bonus Damage
\n
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!
\n
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.
\n
Applying Damage
\n
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]{Shaken}. Each raise on the damage roll also inflicts a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}:
\n
\n
SUCCESS: 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.
\n
Raise: The character suffers a Wound for every raise on the damage roll, and is Shaken.
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]{Multi-Actions}. 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.
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}.
\n
The attacker must first hit the object or the opponent’s limb or hand (see @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots})
\n
If the attack hits the weapon, the attacker rolls damage normally for an item (no raise effect or Aces, see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}). The defender must make a @Compendium[swade-core-rules.swade-rules.Traits]{Strength} roll equal to the damage or drop the item.
\n
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.
Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or death.
\n
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.
\n
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.
\n
Recovery: 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.
\n
The symptoms can often be treated by common medicines, however. With a successful @Compendium[swade-core-rules.swade-skills.Healing]{Healing} roll, a doctor, physician, shaman, etc., can prescribe or create a treatment. He may attempt to do so once per day.
\n
Each application of the treatment (pills, poultices, etc.) reduces @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} by one level for four hours.
\n
\n
Disease Categories
\n
\n\n
\n
Type
\n
Effect
\n
\n\n\n
\n
Chronic
\n
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]{Critical Failure} 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.
\n
\n
\n
Debilitating
\n
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.
\n
\n
\n
Lethal
\n
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 @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued}. 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]{Healing} 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.
\n
\n\n
\n
"
+ },
+ {
+ "id": "Distracted and Vulnerable",
+ "name": "Distracted and Vulnerable",
+ "description": "
\n
Distracted & Vulnerable
\n
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 next turn.
\n
\n
DISTRACTED: The hero subtracts 2 from all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait Rolls} until the end of his next turn.
\n
VULNERABLE: @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 @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}—use only the highest.
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.
\n
The system below simulates these events and helps the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Game Master} insert some drama into what would otherwise be simple skill rolls.
\n
When to Use These Rules: Dramatic Tasks are great for tense actions that must be performed in a hurry or have disastrous effects if failed.
\n
The Basics: The heroes make skill rolls to accumulate “Task Tokens” and resolve the event before time runs out.
\n
Setup
\n
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.
\n
Single Person Tasks
\n
Use these guidelines when only a single character can attempt the task each turn:
\n
\n
Challenging: Collect four Task Tokens in three rounds. Examples: Defuse an explosive with no booby traps, hack a keypad in a low-end security door, untangle a parachute before it hits the ground, disengage a railroad car.
\n
Difficult: Collect six Task Tokens in four rounds. Examples: Defuse a bomb with a booby trap, cast a ritual, land a passenger jet with no @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} skill and instructions from the tower.
\n
Complex: Collect eight Task Tokens in five rounds. Examples: Defuse a bomb with multiple booby traps inside a protective case, hack into a highly protected computer system, cast a large and powerful ritual, repair a complicated machine with multiple moving or electronic parts.
\n
\n
Multi-Person Tasks
\n
If more than one person can attempt the task at once, such as crewing different stations in a falling starship, the GM must set the number of rounds and tokens required for victory herself. Here are some guidelines.
\n
Assume each player will average one success per turn. Use that as a guideline if you want the task to be “fair,” and set the number of rounds from three to five as you feel appropriate. A party of five given three rounds to save a starship, for example, needs to accumulate 15 Task Tokens in three rounds. Increase or decrease the number of tokens to make it more or less challenging.
\n
If the number of tokens achieved is a measure of success rather than a straight win/fail condition, such as rescuing victims from a fire or taking bags of gold from a bank before the automated vault closes, simply set the possible number of tokens that may be gathered in the time allowed. Each token gathered represents a person saved, a bag recovered, etc. It’s up to you whether it’s possible to save them all (using the guide above) or not.
\n
Don’t be afraid to let the party choose how many will attempt the task either, especially if there’s something else going on at the same time. Deciding how many heroes will hack a large computer system while they’re being attacked by security drones allows them to choose their tactics.
\n
Performing The Task
\n
Characters are dealt @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} as usual during a Dramatic Task. Those attempting the task make relevant @Compendium[swade-core-rules.swade-rules.Traits]{skill} checks and get a Task Token for each success and raise. Failure means no progress and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} reduces progress by one (if there are any).
\n
The skills that can be used to accumulate tokens depends on the situation. They might be defined, such as @Compendium[swade-core-rules.swade-skills.Repair]{Repair} to defuse a bomb, or they might be open—a police officer might use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} to carry people from a burning building while a mage uses telekinesis (@Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting}).
\n
Multiple Skills
\n
The GM can break tasks down into steps if she likes, each of which might require different skills. In defusing a bomb, for example, the heroes might first have to get two tokens to crack open the casing using @Compendium[swade-core-rules.swade-skills.Repair]{Repair}, then three more tokens using @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} to rewire the timer.
\n
Requiring multiple skills throughout the task makes it more difficult since raises from one type of skill check don’t carry over to the other. In the bomb example above, for example, cracking open the case requires two Repair successes. Additional successes don’t carry over to the Electronics rolls needed afterward.
\n
Complications
\n
If a character’s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} is a Club, something has gone wrong. Attempts to resolve the task (or @Compendium[swade-core-rules.swade-rules.Support]{Support} it!) are made at an additional −2.
\n
Worse, if a roll is failed during a Complication, the Dramatic Task fails—the bomb explodes, the computer locks the hacker out, a victim cannot be saved, and so on. The character may choose not to attempt a roll on a turn he has a Complication—it just costs him precious time.
\n
Support: Characters assisting with the Support option suffer the Complication penalty, and an additional −2 if their Action Card is a Club! @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} on their part just subtracts from the lead’s roll as usual, however, it doesn’t cause the entire task to fail.
\n
Death Traps
\n
Think carefully before designing Dramatic Tasks that might wipe out the entire party if failed. The threat of catastrophe should be very real—Savage Worlds is designed around that very concept—but you don’t want a couple of bad die rolls to end the entire game.
\n
Instead of total disaster, maybe the party has a moment to run before the bomb explodes. They don’t perish, but later awake in the local hospital, or even captured and experience a new type of adventure.
\n\n
Example: The Fire Bug
\n
Gabe and Red are cops in New York City searching for an arsonist who’s been setting fire bombs all over the city. The “Fire Bug” placed the latest bomb in a gang warehouse in hopes of starting a war with their rivals.
\n
Red and Gabe found the device and are trying to defuse it while the gangers attack the cops for being on their turf!
\n
The GM decides only one character can defuse the bomb, and that it’s a Challenging task (four Task Tokens in three rounds). The GM also decides each step is a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −2 for the difficulty of Fire Bug’s devices. Gabe starts working on the bomb right away while Red keeps the gang members away.
\n
Gabe gets a success and a raise on his first round thanks to @Compendium[swade-core-rules.swade-rules.Support]{Support} from Red (who also uses @Compendium[swade-core-rules.swade-rules.Suppresive Fire]{Suppresive Fire} as a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} to keep the gang members away). He’s halfway there!
\n
A Complication comes up on the second round. Gabe is low on @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} so he decides to wait and Supports Red’s Suppressive Fire instead.
\n
On the third and final round Gabe fails…the heroes have to run for it! KaBoOM! They failed to defuse the bomb and now the gang war is on—but this just leads to new adventures for our heroes!
Swimming is covered under @Compendium[swade-core-rules.swade-rules.Movement]{Movement}. 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.
\n
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]{Critical Failure} causes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. With success she moves normally.
\n
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.
\n
Life Vests: Add +2 to swimming rolls if a character wears a life vest.
\n
Death: 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]{Healing} roll at −2.
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]{Critical Failure}. 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.
\n
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]{Fighting} roll might hit a foe as if he’d thrown the weapon!
\n
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.
\n
Example: 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. 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!
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.
\n
Dwarves usually live upwards of 200 years. In most fantasy campaigns, they have ruddy skin and all human hair colors.
\n
\n
LOW LIGHT VISION: 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}.
\n
REDUCED PACE: 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.
\n
TOUGH: 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.
A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} on an arcane skill check results in @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. 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 @Compendium[swade-core-rules.swade-tables.Dynamic Backlash]{Dynamic Backlash} table instead.
\n
Example: 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. Red’s Agility suddenly drops two die types, forcing the warrior to go on the defensive until the power wears off.
Below is a list of Edges common to most settings. You’ll find new Edges designed for your game world in official Savage Worlds books as well.
\n
The Edges are grouped by type to help during character creation. You’ll find a summary below.
\n
Unless an Edge specifically says otherwise, it may only be selected once.
\n
Requirements: 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.
After being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken or Wounded}, melee attacks must be@Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attacks}, +1 die type to @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, +2 to @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}, ignore one level of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound penalties}, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} on @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} roll hits random target. Take @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} after every five consecutive rounds, may choose to end rage with @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll –2.
+2 to @Compendium[swade-core-rules.swade-rules.Fear]{Fear} checks and –2 to rolls on the @Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}.
@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} (and therefore @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}) +1. Treat @Compendium[swade-core-rules.swade-rules.Characters]{Strength} as one die type higher for @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and Minimum Strength to use weapons, armor, or equipment.
Link @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} to @Compendium[swade-core-rules.swade-rules.Characters]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Characters]{Agility} (including resistance). Short @Compendium[swade-core-rules.swade-rules.Range]{Range} of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
+2 @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} when recognized, 5× or more usual fee for @Compendium[swade-core-rules.swade-skills.Performance]{Performance}.
+2 @Compendium[swade-core-rules.swade-skills.Performance]{Vigor} when rolling for @Compendium[swade-core-rules.swade-rules.Healing]{natural healing}; check every 3 days.
@Compendium[swade-core-rules.swade-rules.Characters]{Toughness} +1, add d4 to damage from fists; or increase it a die type if combined with @Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist}, @Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Claws}, or similar abilities.
Increase unarmed @Compendium[swade-core-rules.swade-rules.Traits]{Strength} damage a die type and @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} another +1.
Ignore up to 2 points of penalties on one action with an @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card)} of Five or less.
+2 @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
First successful@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (Thorwing) or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll, double damage from when dealt a Joker.
You may choose to make foe resist with @Compendium[swade-core-rules.swade-rules.Traits]{Smarts Instead of Agility} during a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Fighting Test}.
Free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack once per round when foe moves within @Compendium[swade-core-rules.swade-rules.Reach]{Reach}.
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@Compendium[swade-core-rules.swade-edges.Improved First Strike]{Improved First Strike}
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H, First Strike
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Free @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack against up to three foes when they move within @Compendium[swade-core-rules.swade-rules.Reach]{Reach}.
Ignore @Compendium[swade-core-rules.swade-rules.Movement]{Difficult Ground} and add +2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} in foot @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{chases} and @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (climbing).
+1d6 damage vs. creatures three @Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes} larger or more.
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@Compendium[swade-core-rules.swade-edges.Hard To Kill]{Hard To Kill}
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N, Sp d8
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Ignore @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound penalties} when making @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to avoid @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.
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@Compendium[swade-core-rules.swade-edges.Harder To Kill]{Harder To Kill}
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V, Hard to Kill
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Roll a die if the character perishes. Even if he’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, he survives somehow.
+2 to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak Rolls} and @Compendium[swade-core-rules.swade-rules.Characters]{Vigor} rolls to avoid @Compendium[swade-core-rules.swade-rules.The Drop]{Knockout Blows}.
Draw two additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} each round in combat and choose which one to use.
Ignore up to 2 points of penalties from @Compendium[swade-core-rules.swade-rules.Range]{Range},@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover}, @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale}, or @Compendium[swade-core-rules.swade-rules.Speed]{Speed}; or add +1 to first @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (Throwing) or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll. Character may not move or fire greater than @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF 1}.
@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Fighting} +1, fists and feet count as @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}, add d4 damage die to unarmed @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attacks (or increase die a step if you already have it).
Increase @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} by 1 for one @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} attack per turn.
Increase @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} by 1 for up to two @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} attacks per turn.
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@Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock and Roll!}
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S, Shooting d8
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Ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty when firing weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} of 2 or more. Character may not move.
@Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} roll at –2 to hit all targets in weapon’s @Compendium[swade-core-rules.swade-rules.Reach]{Reach}, no more than once per turn.
+1 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (Throwing), @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} total with a specific weapon; +1 @Compendium[swade-core-rules.swade-rules.Characters]{Parry} while weapon is readied.
Make one extra @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} roll with a second melee weapon in the off-hand at no Multi-Action penalty.
Make one extra @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (Throwing) or@Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll with a second ranged weapon in the @Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Off-Hand} at no @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action} penalty.
+1 to @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras'} @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} recovery rolls.
Extras in range add +1 to their @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} damage rolls.
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@Compendium[swade-core-rules.swade-edges.Hold the Line!]{Hold the Line!}
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S, Sm d8, Command
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+1 to @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras'} @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} in Command Range.
Once per turn, the hero may roll his @Compendium[swade-core-rules.swade-skills.Battle]{Battle} skill to @Compendium[swade-core-rules.swade-rules.Support]{Support} one type of Trait roll, and apply it to everyone in Command Range.
Draw an extra @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Card} each turn that may be assigned to any allied @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} in Command Range.
Character may spend @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak} damage for his vehicle and ignores up to 2 points of penalties.
+2 to damage foes when @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} or assassin has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}.
+2 to @Compendium[swade-core-rules.swade-skills.Research]{Research} and certain types of @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls.
Strength is one die type higher for @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Min Str}. Reroll @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls when resisting environmental @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}.
+1 @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} rolls made to climb, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} in urban environments.
May remove @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted or Vulnerable} state after a @Compendium[swade-core-rules.swade-rules.Test]{Test}.
Once per turn, affect all foes in a Medium Blast Template with an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} or @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} @Compendium[swade-core-rules.swade-rules.Test]{Test}.
A raise when resisting a @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} or @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} attack makes the foe @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}.
The bonus now applies to resisting and recovery from powers.
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@Compendium[swade-core-rules.swade-edges.Work The Room]{Work The Room}
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N, Sp d8
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Once per turn, roll a second die when @Compendium[swade-core-rules.swade-rules.Support]{Supporting} via @Compendium[swade-core-rules.swade-skills.Performance]{Performance} or @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} and apply result to additional ally.
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@Compendium[swade-core-rules.swade-edges.Work the Crowd]{Work the Crowd}
Once per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack.
Alcohol increases @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} a die type and ignores one level of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound penalties}; –1 to @Compendium[swade-core-rules.swade-rules.Traits]{Agility, Smarts}, and related skills.
The character’s @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild Die} is a d10 with a chosen @Compendium[swade-core-rules.swade-rules.Traits]{Trait}.
@Compendium[swade-core-rules.swade-rules.Characters]{Parry} increases by +1 and Fighting bonus damage die is d8.
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@Compendium[swade-core-rules.swade-edges.Master of Arms]{Master of Arms}
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L, Weapon Master
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Parry increases another +1 and @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} @Compendium[swade-core-rules.swade-rules.Dealing Damage]{bonus damage} die is d10.
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]{Stunned}.
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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).
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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.
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High Voltage
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Contact with a high voltage electrical source such as a military-level fence or power line causes 4d6 damage.
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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.
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Increase the damage to 5d6 if the victim is standing in water or in the rain.
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Armor: @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).
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.
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AGILE: 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.
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ALL THUMBS: 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.
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LOW LIGHT VISION: 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}.
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.
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.
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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]{area effect attack}, the GM should place the figure to the side or rear of the template as makes sense in the situation.
Falling damage is 1d6+1 per 2″ (4 yards), to a maximum of 10d6+10.
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Snow: Particularly soft ground, such as very deep snow, acts as a cushion. Every foot of soft snow reduces damage 1 point.
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Water: 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]{raise} negates the damage entirely. Those who fall into water from heights greater than 20 yards take damage as if they’d hit solid earth.
Use this rule in pulp-style games where henchmen are numerous and villains are larger than life.
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When a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card} 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.
@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} make natural @Compendium[swade-core-rules.swade-skills.Healing]{healing} 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}).
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Bumps & Bruises: Wild Cards recover one level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises} every four hours instead of the usual 24.
Some hazards, stress, powers, or circumstances may cause Fatigue instead of @Compendium[swade-core-rules.swade-rules.Damage]{Damage}. This represents mental stress or minor but lingering injuries that make a person less effective. Fatigue stacks until the victim is Incapacitated.
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FATIGUED: 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.
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EXHAUSTED: The victim subtracts 2 from all Trait rolls. If he takes another level of Fatigue, he’s Incapacitated.
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INCAPACITATED: The victim cannot perform actions and may be unconscious (GM’s call).
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Recovery
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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]{Healing} roll is made, the character improves to Exhausted.
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Mixed Fatigue: 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.
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Hazards
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Fatigue from hunger, thirst, etc., sometimes has different recovery conditions. See @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards}.
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]{power} 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.
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.
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These rules reflect the horror of these terrible situations upon your heroes’ psyches.
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When to Use These Rules: 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.
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The Basics: Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} when confronted by creatures or situations that cause Fear.
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Fear Checks
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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.
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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:
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Nausea: 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]{Shaken} and @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the victim must roll on the Fear Table as well.
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Terror: 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 @Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table} (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).
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Becoming Jaded
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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.
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Fear Table
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For a rollable version of this table, please use this @Compendium[swade-core-rules.swade-macros.Fear Table]{Fear macro} which rolls on the @Compendium[swade-core-rules.swade-tables.Fear Table]{Fear Table}
\n*Add the creature’s Fear penalty as a positive number to this roll.\n
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Fear Table
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D20*
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Effect
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1-3
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Adrenaline Surge: The hero’s “fight” response takes over. He acts as if he had a @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Joker} this action!
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4-6
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Distracted: The hero is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} until the end of his next turn.
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7-9
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Vulnerable: The target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} until the end of his next turn.
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10-12
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Shaken: The character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}.
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13
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The Mark of Fear: The hero is @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} and suffers some cosmetic physical alteration—a white streak forms in his hair, his eyes twitch constantly, or some other minor physical alteration manifests.
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14-15
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Frightened: The character gains the @Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hesitant} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} for the remainder of the encounter. If he already has it, he’s Panicked instead.
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16-17
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Panicked: The character immediately moves his full @Compendium[swade-core-rules.swade-rules.Movement]{Pace} plus running die away from the danger and is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}.
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18-19
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Minor Phobia: The character gains a Minor @Compendium[swade-core-rules.swade-hindrances.Phobia]{Phobia} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} somehow associated with the trauma.
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20-21
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Major Phobia: The character gains the Major @Compendium[swade-core-rules.swade-hindrances.Phobia]{Phobia} Hindrance.
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22+
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Heart Attack: The hero is so overwhelmed with fear that his heart stutters. He must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll at –2. If successful, he’s @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}. If he fails, he’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} and dies in 2d6 rounds. In the latter case, a @Compendium[swade-core-rules.swade-skills.Healing]{Healing} roll at –4 saves his life, but he remains Incapacitated. He may be treated normally thereafter.
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.
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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.
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.
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Fire Damage
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Damage
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Description
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\n\n\n
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1d6
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Spot contact, steam
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2d6
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Bonfire, burning room
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3d6
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Flamethrower
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5d6
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Lava
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\n\n
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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.
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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.
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Armor: @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.
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Flaming Weapons: Flame doesn’t cause extra damage but may set the target on fire.
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Smoke Inhalation
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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.
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Death: 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]{Healing} roll at −2.
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"
+ },
+ {
+ "id": "Firing Into Melee",
+ "name": "Firing Into Melee",
+ "description": "
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Firing Into Melee
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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 @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders} rules when this occurs.
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 @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}), and may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
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Armor protects normally, but flammable targets may catch fire (see @Compendium[swade-core-rules.swade-rules.Fire]{Fire}).
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For vehicular flamethrowers, see the @Compendium[swade-core-rules.swade-rules.Vehicular Weapons Table]{Vehicular Weapons Table}.
Some @Compendium[swade-core-rules.swade-rules.Edges]{Edges}, 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 @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}, allow a character to make a free attack
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Free attacks are a single attack unaltered by other Edges or combat options. This is usually a @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} or @Compendium[swade-core-rules.swade-rules.Grappling]{Grappling} attack, but could include @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} if the attacker is armed with a pistol or other ranged weapon that can fire in melee (see @Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee}).
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\n,\n
Apply AP only to the item's actual @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value.
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Item
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Armor
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Min Str.
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Weight
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Cost
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\n\n\n
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Light/Civilian ArmorEnergy Skin: 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.
A group of heroes embarks upon an epic quest. Terrible monsters and bitter rivals oppose them. The elements are against them. Mysteries must be solved, artifacts found, innocents saved.
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It’s your privilege as Game Master to bring all these fantastic elements to life, challenging your players with adventure beyond their wildest imaginations and providing a framework to find out if they succeed or fail in their ultimate goal.
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This is the fun of being a Game Master—creating, managing, and presenting an entire world of excitement and adventure to your friends and peers. It can be one of the most satisfying entertainment experiences in existence and Savage Worlds is designed to help you ruthlessly wring every tension-filled moment and gut-busting laugh from it.
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So now you’ve read the rules and probably have more ideas for a new campaign than you know what to do with, but before you dive in, let’s take a moment to talk about the art of being a good Game Master, leading your group, creating worlds, and putting together memorable and exciting adventures.
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Learning The Rules
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Don’t be intimidated by all the rules in Savage Worlds. They’re meant to handle most everything under the sun, but all you need to start is how to resolve @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait Rolls} and basic @Compendium[swade-core-rules.swade-rules.Combat]{combat}.
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Everything else in this book, from all those @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chase} maneuvers to @Compendium[swade-core-rules.swade-rules.Interludes]{Interludes} and @Compendium[swade-core-rules.swade-rules.Rules]{Situational Rules} can be ignored until you need them.
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A great way to learn the core rules is to run a simple fight on your own first. Put a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card} fighter and three skeletons on the table in front of you and have at it. Your only goal is to get a feel for rolling the dice, figuring totals from @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Aces} and modifiers, rolling and @Compendium[swade-core-rules.swade-rules.Dealing Damage]{applying damage}, and @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soaking} @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}.
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Once you’ve got the hang of that, you’re ready to run your first game. Don’t worry if you and your friends have to look a few things up the first time. And don’t be afraid not to look things up and just wing it if you’re in the middle of a good story and want to move on. The vast majority of the experience is just you and your friends talking and making some skill rolls. All those extra rules are there when you want or need them to help make a decision.
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Your Game
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You might think the first step in starting a new game is finding a group of people to play with. That is important, but don’t do that yet. First get yourself excited. Figure out what you want to run and start jotting down ideas. Do that and you’ll likely get all your friends excited as well.
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Once you’ve figured out what kind of setting you want to run, ask yourself what types of characters your friends might play. What might a typical adventure be like? Write down what makes your game cool, who the bad guys are, what kinds of magic or other supernatural aspects are present, and what your basic storyline is. If you have these elements, you likely have enough information to get your friends excited and ready to play.
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Game Nights
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Now it’s time to recruit some players. You have a great campaign idea and enough information about it to explain it to your friends. The next step is to find out who wants to play and when they can get together.
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It might be best to tell everyone when you’d like to run your game. You’re the one person who must be there every session so the timing needs to work for you. You can alter it based on your friends’ schedules, of course, but if you just ask when everyone is free you’re going to spend a lot of time trying to manage a lot of often vague or conflicting preferences.
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Most groups meet once a week, or every other week, depending on how busy everyone is. More important is that once you set a regular date you try and stick to it. If you rely on a fluctuating schedule people tend to forget or schedule conflicting events. People have busy lives, and as much as everyone involved might want to play, they still have to study for classes, take care of their children, work, manage personal events, and otherwise live their lives. If you have a set night every week, it’s much easier for your friends to schedule most of their activities around it. It also helps you know when you have to be ready to run.
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Don’t rule out playing on weeknights. Friday and Saturday are great if you’re single or in college but difficult for players who need to focus the weekends on their families. If you start at 6 p.m., your players have time to get off work, grab some food (or share the traditional pizza with the group!), and get deep into the game by 7 or so.
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Most sessions should wrap things up by 11 p.m. or so. Most people tend to get a little tired by then and you don’t want game night to be a stressful experience. Talk it over with your friends and see what works for them. Setting some basic rules helps everyone schedule their time and show up week after week.
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You might want to end each game session with a cliffhanger, question, or quest. Hearing your players talk about what’s going to happen next is one of the best rewards you can hope for when running a game!
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Character Types
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Once you have a game night and a few friends set to attend, give them some basic information on the setting and find out what kind of characters they want to play.
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You don’t need everyone to make characters at this point—character creation in Savage Worlds is fast enough they can do it at your first session if you want. But if some of your friends have neat ideas as to their background or basic type (fighter, investigator, etc.), you can start doing more detail work on your story.
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If you’re going to run Deadlands, for example, and all your friends make combat types you know they’re looking for a high-action game. You can still mix in lots of other elements—exploration, investigation, horror, deep roleplaying—but every now and then set up a big bloody shootout as well.
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Getting the Party Together
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Now that you have the players together, you have to figure out why their characters are together. There are two common ways to handle this.
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The Mission
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One way to build a party is for a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{nonplayer character} to offer a reward for adventurers to complete some task. Perhaps they answer a want ad, are hired in a smoky tavern, or are called on by connections or friends. Thrown together by fate and circumstance, the heroes must then learn to work as a team.
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There’s a problem that sometimes arises from this approach. Say you’re running a fantasy campaign and the mission is to deliver a message to a distant city. But one of the characters in your group is a witch hunter. His player is all excited about making such a unique character, but you need him (and the others) to be a courier for now and accept the assignment to kick off your campaign.
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Fortunately, there’s an easy fix: let the player figure it out. Be honest and tell him this is what you need to get things started. Maybe the witch hunter is simply between jobs. Or maybe he’s working under cover to root out some evil sorceress, or needs to earn gold to buy better arms and equipment for his true quest. Or maybe the employer or the recipient is an old friend (or enemy).
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This approach not only helps get things moving but empowers the player and might give your campaign a new and interesting subplot!
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Former Acquaintances
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You can also start a campaign with all the characters already knowing each other. This works great for getting the game moving, and is very appropriate for certain campaign types. In Weird Wars settings, for example, the player characters have often served together for weeks, months, or even years. They know the basic faults and vices of their companions. This is also a great way to kick off a convention game where your group only has a few hours to play.
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Staying Together
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After the first adventure, the players may wonder why their characters stay together. That’s easy if they’re employed by a common benefactor, or if similar groups are common to the setting (adventuring crews, military teams, and so on).
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Staying together might be more difficult if the campaign goal isn’t very clear though, or if some of the characters don’t get along that well. How to fix this depends a lot on the type of game you’re running. If there’s a clear, overall objective or over-arching storyline, the party might stay together to defeat the greater evil, even if they aren’t the best of friends.
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If the campaign goal is more ambiguous, the best answer may be not to force the heroes to stay together. Consider a modern horror game. The players are thrust together in a haunted mansion for a weekend. Terrible things occur, but eventually at least some of the investigators survive and stagger back into daylight. Why would they then go out hunting vampires or searching for zombies the following week just because they had one incredible encounter together?
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Maybe they don’t. Maybe they all go home and try to forget what happened just like normal folks. Let a few days or weeks pass where nothing happens (narratively, of course). Later on, one of the characters gets involved in another creepy encounter. Now he knows a few others who might believe his wild tale so he calls for help.
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Friction
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So what happens if your group doesn’t get along? That depends on whether it’s the players or the characters who are arguing.
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We won’t give you advice on how to handle conflicts with your friends. You know them best and will have to figure out if there are certain individuals who just don’t fit in this campaign. Remember though that friends are more important than games—even this one. If you and the rest of the group can’t talk out your differences, find something else to do for a while that doesn’t cause such friction.
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Maybe you can come back to the game once you’ve worked things out.
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Friction between characters, on the other hand, is not only fine, it’s actually encouraged to some degree. Any interesting group of personalities squabble and argue on occasion. As long as this is done in character it adds to the roleplaying experience and the depth of your campaign. Quiet fights between the heroes can often take on a life of their own, encouraging players to take you, the Game Master, aside or write you private notes about actions their heroes perform away from the prying eyes of others. Intrigue and betrayal are integral to good dramatic stories. Just make sure the group talks things out and keeps the conflict to their characters; not real life.
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Campaign Types
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Different groups like different types of games. Some like lots of combat, others want to explore the world, and some are into deep roleplaying and storytelling. Most people like a good mix. Here are some pointers on each.
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Hack and Slash
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A hack and slash game features lots of combat. With Savage Worlds, you can do more than pit your five player characters against a couple of orcs and an ogre. You can throw a whole horde at your heroes and give them a few staunch @Compendium[swade-core-rules.swade-rules.Allies]{allies} or henchmen to help as well!
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The best part is that players who just want to wade into the forces of darkness with two blades slashing can do that too. More tactically-minded players can load up on @Compendium[swade-core-rules.swade-rules.Edges]{Leadership Edges} and direct the actions of hirelings and allies.
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Players who like to think on their feet can use the @Compendium[swade-core-rules.swade-rules.Support]{Support} and @Compendium[swade-core-rules.swade-rules.Test]{Test} rules to defeat foes without ever making a single attack!
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Some disparage hack and slash campaigns these days, but there’s nothing wrong with enjoying a good tactical combat either—and there can be epic roleplaying even in the middle of massive fights.
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Exploration
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Wandering through lost cities, finding forgotten treasures, or reclaiming fallen civilizations is exciting for explorer-types. The Great Unknown lurks behind every pile of toppled columns, and incredible treasures await those brave enough to take them from their mysterious guardians.
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The trouble with exploration games is that they’re often difficult for you, the Game Master, to create. All those incredible surprises, fearsome beasts, and awesome treasures have to be created, of course. Fortunately, Savage Worlds makes it easy to quickly create just about any creature, magic item, or other surprise you can dream up.
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One important tip here. The players don’t have access to your creatures’ statistics unless you show them. If you describe mysterious creatures of different shapes and sizes, they won’t know they’re all basically the same stats with just cosmetic or descriptive differences.
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It’s hard to describe wonders in a game and keep them exciting. Ancient vases, strange pictograms, and archaeological sites set a great tone for exploration-style games but unless they convey meaning or occasionally provide some sort of game effect players can get bored quickly. It’s hard for most to stay excited about detailed descriptions of Etruscan urns. Give them an occasional urn with a hidden bag of gold coins, or better yet an ancient wine that miraculously relieves @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, and they’ll be much more interested in sifting through the ruins.
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Roleplaying
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Perhaps the trickiest type of campaign to run is one that involves deep roleplaying. It’s easy to handle rules-wise—there likely won’t be much die rolling. The tricky part is knowing when to push the team into a new situation or event and when to just let them talk to each other or your @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{nonplayer characters}.
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Being able to create characters and creatures on the fly helps tremendously here. You can jot down a few notes about a character’s most important @Compendium[swade-core-rules.swade-rules.Edges]{Edges}, @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}, or @Compendium[swade-core-rules.swade-rules.Traits]{skills} and move on. That way you can concentrate on giving your @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} more personality and worry less about calculating their @Compendium[swade-core-rules.swade-rules.Characters]{Parry or Toughness}—at least until they get into a fight!
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Another thing to be careful about when running a game that’s heavy on roleplaying is making sure there are at least a few events scheduled to give the group something to talk about. If the majority of your adventure is a bunch of people standing in a room, you’re likely in for a slow night. If they’re in a room trying to find out which one of them is a murderer, the action will likely be quite exciting. And if the lights occasionally go out and another victim turns up dead, the interaction between characters can easily get as exciting as the most knock-down, drag-out dungeon crawl.
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Horror
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Most every game has an element of horror to it. New Game Masters often ask how to handle horror in their games. They have visions in their heads of their friends sitting around shivering in utter terror as gruesome fiends stalk their underpowered investigators.
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In our experience, that’s not very likely. There may certainly be moments like that, but more often your group will be sitting around eating nachos and making bad jokes to each other. The worst thing you can do is try and stop them. Remember they’re there to have a good time and socialize while exercising their own imaginations. Let them enjoy themselves and don’t try to be overly oppressive with the spooky stuff.
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When the time comes and the weirdness begins, subtly change the tone a bit. Smile and dim the lights, then turn on some creepy music—just loud enough for them to hear it without being intrusive. If what you’re running is genuinely creepy, your group will be relaxed and willing to go with the flow and let the heebie-jeebies take over. Try and force them and it will almost certainly backfire.
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Whatever you do, when the group finally encounters some horrid monster, make sure to describe it rather than refer to it by name. A “large, lanky, green-skinned creature with drool dripping from its fangs and beady black eyes” is much more frightening than “a troll.”
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Running the Game
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Savage Worlds has been designed from the ground up to make the job of the Game Master as easy as possible. The designers want you to concentrate on making incredible and exciting memories with your friends. We aren’t interested in spending hours before the game creating statistics for Karlos the Innkeeper.
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That means you can concentrate on creating intricate plots, tricky puzzles, and interesting characters. You don’t have to do complex math to make your nonplayer characters and monsters, and you certainly don’t need to spend more than a minute or two to make up bandits for a quick ambush.
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Your job is kept easy during the game as well since there’s very little bookkeeping. You might have to track a few @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card} villains’ @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}, but other than that, the foes are up and acting normally, @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, or removed from play. You can focus on describing the action instead of trying to record “2 hit points of damage on the skeleton figure with the chipped paint on his sword.”
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Take advantage of these things to give yourself a break and run a game like you never have before. If you want to spend a lot of time on your campaign, make some cool props, work on your plots and subplots, and give your monsters a few memorable Special Abilities (and maybe even playtest them all by yourself to make sure they work how you want).
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Introducing New Players
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Getting your friends to try a new game, especially if they’re used to one system and don’t like to try many others, can be pretty difficult. We recommend printing the free Test Drive rules from our website and giving them to each of your friends. This will show them what Savage Worlds is all about and encourage them to try it at least once. If you run one of the free adventures from our site with pregenerated characters from one of our settings it should be very easy for everyone to jump in, play a short session, and figure out if it’s for them. We hope it is of course.
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If so, you can then try one of our more involved settings, like Deadlands, Necessary Evil, Rippers, one of our excellent licensees’ worlds, or even one of your own creation. You can also convert your favorite game world into the Savage Worlds rules.
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Balance
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Some games have very strict rules for how to balance encounters so that every fight is “fair.” The battle might be a tough one, but it’s still expected the heroes can win if they play smart and have decent luck.
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In Savage Worlds, most set piece encounters should be reasonably balanced for the expected power level of the group, but this isn’t always the case. Sometimes it’s just as interesting for the players to evaluate a situation and realize they probably can’t win—at least not by charging in guns blazing. This is desirable on occasion as it encourages the group to think, talk, plan, and come up with clever solutions to the most challenging situations.
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Game Masters should never be afraid to let the opposition flex their muscles. These are savage worlds, after all, and triumphing against these foes should be a major accomplishment—not a given.
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That brings us to failure. If a monster or villain defeats the party, take a moment to talk to the group and remind them that the greatest heroes often experience such setbacks. How they pick themselves up and carry on after is what truly defines them.
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Failure is also often more interesting than success. Say a young lord challenges a barbarian to a one-on-one fight to bring peace to their lands. The young lord loses and the player characters assigned to protect him decide to violate the rules of the truce. They step in and kill the barbarian champion! The noble is now disgraced but must somehow continue to lead those who sacrificed their own honor to save him.
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Crafting A Challenge
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Once you’ve played Savage Worlds for a while you should have a good feel for how many foes to throw at your adventurers. Here’s some general advice, but make sure to think about additional advantages either side might have (traps, support, powerful magic items, or favorable terrain).
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A Novice Wild Card hero with at least some combat ability should be able to take on three average foes (those with mostly d6s in everything and normal arms and armor), or two foes with better skills, arms, or armor.
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As the party’s @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} increases, the number or quality of foes should increase as well.
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A good fight for a party of heroes is two @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} per hero plus an enemy @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card} leader with roughly the same number of combat @Compendium[swade-core-rules.swade-rules.Edges]{Edges} (or other advantages).
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Experiment with these compositions until you have a feel for the game. Then you can try more powerful opponents or increased numbers of less powerful foes.
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If a fight is going poorly, you don’t have to “fudge” the rivals’ dice rolls or put them down when the situation didn’t really deserve it. That feels cheap and undeserved to the players. Instead, reward the heroes with @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} when you have the chance. That will help them succeed when they need to and Soak Wounds.
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But also…don’t be afraid to let them fail. It doesn’t have to be a TPK (Total Party Kill). Maybe they wake up in their enemy’s dungeons or are bound and on a train to some distant locale. Both are just excuses for new adventures and obstacles to overcome—not the end of the campaign.
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Experience
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In general, player characters at the start of Savage Worlds campaigns are of Novice Rank. They have a little training and talent but haven’t had many adventures on their own yet.
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This bears repeating: Novice characters are “novices.” They have a little more skill and ability than most but are only just beginning their careers. They aren’t expected to take on dragons or arch villains—they’re expected to earn their way to those penultimate confrontations.
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Of course, that’s a typical campaign. You may also want to start with more experienced characters. That’s encouraged for really difficult worlds or for shorter campaigns where the heroes need to get to the heart of the action a little quicker. A commando raid in Weird War Two, an assault on a lich’s lair, or super spies infiltrating a diabolical villain’s base are not adventures for the untrained.
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If you do start with experienced heroes, make sure players create their characters as Novices and then @Compendium[swade-core-rules.swade-rules.Advancement]{Advance} them normally. That ensures Edges, ability points, and powers are purchased correctly so that characters retain the balance built into each of those systems.
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Start experienced characters as Seasoned, or very rarely, Veterans, when first trying this out. Once you have a good feel for it, you can go as high as you want. A tournament of Legendary characters is an amazing spectacle!
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Bennies
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@Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} are the true economy of Savage Worlds. They allow you to reward creative players for their actions, entertaining the group, and playing in character.
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New Savage Worlds Game Masters often forget to award them or are afraid Bennies will make things too easy for the party. They won’t. When players have lots of Bennies, they tend to spend them on what’s important to their character rather than just hoarding them to stay alive. If Bennies are scarce, they’ll definitely do the latter, and, the game’s balance is built around their constant flow. Remember that the rerolls they grant guarantee nothing. A player might spend five Bennies on a simple Notice roll and still fail. It’s not likely, but it’s definitely possible.
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So when do you award them? Anytime a player does something clever, finds an important clue, or roleplays his character, particularly if it involves their @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} or background. If a Loyal character jeopardizes his life to save his comrade, he definitely deserves a Benny for his efforts. If a @Compendium[swade-core-rules.swade-hindrances.Slow]{Slow} hero tells the others to go on while he stays back to fight the pack of wolves at their heels because he knows he’s slowing down the rest of the group, reward him for it!
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It also never hurts to reward a player for a great line, side-splitting in-game joke; or even better when she pulls off a serious and dramatic moment.
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Once a player has been rewarded for something, you can stop or slow down rewarding the same behavior. A running joke shouldn’t grant a Benny every time it’s mentioned, for example. Risking real danger for the @Compendium[swade-core-rules.swade-hindrances.Heroic]{Heroic} Hindrance, however, should almost always result in a reward.
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Bennies usually flow at the start of the adventure as players roleplay and get used to the game. They slow down later once those traits have been rewarded a few times already. By the climax, Bennies might be fairly scarce, both in the players’ stacks and as rewards.
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Then they have to rely on Jokers or those really big moments for rewards—jumping on the dragon’s back, leaping through a stained glass window, a particularly good @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} against the villain, and so on.
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Interpret The Die Rolls
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Savage Worlds frequently features wild and unpredictable @Compendium[swade-core-rules.swade-rules.Trait Rolls]{die rolls}. When this happens, go with it! If a hero has to jump from a wrecked car as it careens out of control and makes an amazing @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll, describe how he leaps into the air, tucks and rolls on the ground, and comes up on his feet with perfect balance. Similarly, don’t be afraid to throw some bad luck at him when he gets a really poor roll. Maybe while using the @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chase} rules a player skis down a mountain to escape a rampaging yeti and rolls @Compendium[swade-core-rules.swade-rules.Trait Rolls]{snake eyes}! Describe how he tumbles, rolling and tumbling through the cold, wet snow as the beast bounds after his fallen prey.
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Your players will love the extra embellishment. They’ll feel powerful and cool when the dice are nice, and danger and excitement when the dice betray them, especially if you take a moment to make the setback interesting. That’s what makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} on a @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack, for example, go from feeling like a lost turn to a memorable part of the story.
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Pacing
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A good Game Master must pay attention to the pace of the game. Sometimes your friends will want to take their time roleplaying their characters, interacting with the world, or even just joking out of character and enjoying the social aspect of the game. If this goes on too long, however, they may need a little prodding.
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This can be especially true in open adventures such as a murder mystery that requires the players to figure out where their characters go and what they should do (as opposed to a dungeon crawl or similar adventure where they really only need to decide if they’re pressing forward or not).
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If most or all of the group is roleplaying, smiling, and having a good time—leave them alone. Let them set the tempo. If you notice some of your players are left out or looking a little bored, prod the group to see what they want to next. If they seem lost as to what to do next, ask one of the group to recount the clues or situation as they understand it. This is often enough to spark an idea or lead they want to follow up on. You might also introduce new information via a call or visit from a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{nonplayer character}.
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Finally, don’t be afraid to contrive an encounter that gives the group a new path to follow. Maybe the team is attacked by their rivals and in the aftermath are able to gather a new clue from the survivors.
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Combat Pacing
\n
Just as important as keeping the plot moving forward is making sure combats are fast and furious. As you count down the @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards}, make each player tell you what his character is doing fairly quickly. If he needs a moment, put his character on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and move on to the next player.
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If you feel the scene should be particularly dramatic and a player doesn’t announce his character’s intentions quickly enough, start counting down… “What do you do? 5, 4, 3…!” That will get all the players’ blood pumping and reinforce the notion that their characters are in a dangerous situation that requires quick decisions and big heroics. Most of the time, rush things along. Make them feel the urgency of combat. Make them a little nervous. Make them realize things are desperate and that the next die roll better be a good one.
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That’s not to say there aren’t times when you want to give a player a moment to think—particularly if they have a big plan or need to look up something really important, like the details of a power or a special rule.
\n
You might also occasionally give the entire group a moment. If a terrible foe shows up after a few rounds of combat, a quick bathroom break gives everyone a moment to soak in the fact that things just got more challenging.
\n
Feel the moment and play up the drama befitting your scenario, the environment, and the party’s mood, and let them plan and strategize a bit if it makes sense or will benefit the game.
\n \n
@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}
\n
The backbone of any good game is the world that surrounds the player characters, and nonplayer characters are a big part of that. This section shows you how to breathe life into the supporting cast of your world.
\n
Creating Extras
\n
Consider this Game Master’s Rule #1 when it comes to Extras: Don’t “build” them!
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Don’t create your Extras with the character creation rules. Just give them what you think they ought to have in their various skills and attributes and move on. The game is supposed to be easy for you to set up, run, and play. Don’t sit around adding up skill points for Extras when you could be designing fiendish traps and thinking up nasty Special Abilities for your monsters!
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Personality
\n
Far more important than most nonplayer character’s statistics are their personalities. Jot down a note or two about any Extras the party is likely to come across so you’ll have some idea how to run them. Some Game Masters find it useful to identify prominent Extras with actors or characters from film, television, books, or comics.
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Knowing that the Captain of the City Guard is “played by Sam Elliot,” for instance, gives you a good handle on how to handle interactions with him. He’s likely to be gruff, to the point, and have a deep, throaty voice.
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Adding these additional touches to the characters can really make them stand out and be remembered. The grizzled sergeant of the city watch becomes a memorable character they may call on in the future rather than just a momentary encounter they forget by the next scene. Not every Extra needs this kind of depth, of course, but those that do add a level of realism, continuity, and most importantly immersion to your game.
Though it’s rarely written, most games assume the Game Master controls the nonplayer characters, both when they’re being talked to and when they fight alongside the player characters in combat. The latter is a burden for the GM, who often simply forgets about the additional characters during a fight, or shoves them off to the side and narratively describes what happens to them. This goes for hirelings as well as animal companions, sidekicks, or love interests. The simple fact is that in most games, allies are a cumbersome complication.
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Savage Worlds takes a very different approach—we turn control of allies over to the player characters. The GM acts out these allies when they’re spoken to, of course, but should very rarely, if ever, take them over in combat.
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If you allow your heroes to have allies, you can include all the minions your villains should have as well. Picture an ancient lich in his unholy tomb. Would he be sitting there alone? No, he’d be surrounded by scores of ghoulish undead. These lesser minions make great complications for your battles and your players will have fun bashing through them with the Extras while their heroes battle the lich and his named lieutenants.
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This takes a little getting used to if you’ve been Game Mastering other games for a long time. We suggest you try it for a bit and see how it works out. You can always change if it doesn’t make sense for your group.
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Artificial Inflation
\n
When running Savage Worlds, a lot of Game Masters become extremely enamored with the ally aspect of the game. Sometimes that leads to very large parties of player characters and their followers, which then demands very large parties of opponents.
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It’s okay if you do this—the system can handle it—but be warned that a combat with 50+ combatants will take a bit, even with a fast and furious system like this one!
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]{Stunned}) adds +1 to all the attackers’ @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} 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.
\n
Each ally 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.
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.
\n
Costs
\n
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.
\n
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.
\n
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.
\n
Use the prices listed in this book for quick games or as a baseline for campaign worlds of your own creation. Our official Savage Worlds settings have all new equipment lists and prices specific to their time and environment.
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 Encumbrance Levels table below. If a character carries more than the listed weight, he’s Encumbered.
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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 @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.
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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.
\n
The maximum weight a character can lift or carry is four times the listed weight.
\n
\n
Encumbrance
\n
\n\n
\n
Strength
\n
Can carry weight up to...
\n
\n\n\n
\n
d4
\n
20 lbs
\n
\n
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d6
\n
40 lbs
\n
\n
\n
d8
\n
60 lbs
\n
\n
\n
d10
\n
80 lbs
\n
\n
\n
d12
\n
100 lbs
\n
\n
\n
Each +1
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+20 lbs
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\n\n
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Bulky Items: Carrying a bulky, awkward, or unbalanced item, such as a large box, treasure chest, a person, and so on, may make a character Encumbered despite its actual weight (GM’s call).
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.
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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.
\n
If you’re new to this whole thing, we recommend watching some “actual play” videos on the internet to get a feel for it.
\n
And if you are new, we think you’ll love exploring the incredible world of roleplaying games!
\n\n
What You Need to Play
\n
Here’s what else you need to begin your journey…
\n
Dice
\n
Savage Worlds uses traditional gaming dice: 4, 6, 8, 10, 12, and 20-sided. You also need a special “Wild Die,” a d6 of a different color explained in Chapter Three. Dice are available from your favorite local gaming store, or online directly from Pinnacle.
\n
We abbreviate the different dice as d4, d6, d8, d10, d12, and d20. If you see something like 2d6+1, that means to roll two six-sided dice, add the two together, then add 1 to the total.
\n
The Action Deck
\n
Savage Worlds uses a standard deck of playing cards with the Jokers left in. Cards are used for initiative in combat and to help keep things moving fast and furious.
\n
Look for official Savage Worlds Action Decks for both the core game and most of our Savage Settings!
\n
A Savage Setting
\n
Will you and your friends explore post-apocalyptic ruins? Lead a rugged warband in your favorite fantasy world? Take on the role of vampire lords? Or perhaps fight evil in the many theaters of the Weird Wars™?
\n
Pick up the book for your favorite game setting at your local game store, or create your own. Official Savage Settings include new Edges and Hindrances, Setting Rules, powers, weapons, gear, monsters, and more!
\n
Bennies
\n
Tokens of some sort represent “@Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}” (American slang for “benefits”). These can be used to reroll dice, prevent damage, and much more.
\n
Miniatures (Optional)
\n
If you like to use miniatures in your games, we make the most iconic characters and creatures for many of our settings, and our friends at Reaper Minis and Bronze Age make lots of other useful models for tactical battles on the tabletop.
\n
We also offer printable “Figure Flats” for many of our games—print what you need for quick and colorful minis of heroes and heroines, villains, monsters, and more.
\n
Savage Settings
\n
Our Savage Settings are designed to be easy to read, run, and play. They focus on what players and Game Masters are most likely to need in their adventures and campaigns.
\n
Most settings feature adventures (called Savage Tales) and Plot Point Campaigns.
\n
Savage Tales
\n
Most Savage Tales are designed to be easy to read, prepare, and run in minutes, and provide a solid night’s entertainment.
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Others are longer, full-length scenarios with multiple chapters designed to be run over several sessions. Full-length adventures are often bundled with our Game Master Screens.
\n
Plot Point Campaigns
\n
Most of our Savage Settings include a “Plot Point Campaign,” a grand backstory to the campaign world and a set of Savage Tales that eventually resolve the main plot.
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The Game Master can insert her own Savage Tales between the plot points, allowing the players to choose where they wander between those events that advance the larger story.
\n
Companions
\n
Companions dig deeper into the most important genres—such as fantasy, science fiction, super heroes, horror, and more.
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Companions add new Edges and Hindrances, powers, monsters, and Setting Rules you can use to create your own world, or recreate your favorite book, movie, or even another tabletop or video game.
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\n\n
The boxed set for Fritz Leiber's Lankhmar: City of Thieves™ setting, including the books, Bennies, dice, Game Master's screen, and maps! We also offer miniatures by our friends at Bronze Age! Look for similar accessories for all our Savage Settings
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"
+ },
+ {
+ "id": "Getting Started Alternate",
+ "name": "Getting Started Alternate",
+ "description": ""
+ },
+ {
+ "id": "Glow or Shroud (+1)",
+ "name": "Glow or Shroud (+1)",
+ "description": "
\n
Glow/Shroud (+1)
\n
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.
\n
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.
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 @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}.
\n
If a foe is Bound, the grappler is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} while maintaining his hold.
\n
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.
\n
Size Matters: 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).
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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).
\n
Example: 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. If an ogre (Normal) tries to wrestle a great white shark (Large +2), he must subtract 2 from his roll.
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Crush: 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).
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 @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}.
\n
All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}).
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Grenades may be Evaded. See @Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}.
\n
\n
\n\n
\n
Type
\n
Range
\n
Damage
\n
AP
\n
ROF
\n
Blast
\n
Weight
\n
Cost
\n
\n\n\n
\n
@Compendium[swade-core-rules.swade-equipment.Mk II (WW2 Pineapple)]{Mk II (WW2 Pineapple)}
Notes: 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]{Stunned}.
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.
\n
Whenever a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card} takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}, roll on the @Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table} 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 @Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}.
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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.
\n
A Shaken character who’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} a second time (from damage) receives a Wound as usual but does not roll on the Injury Table.
\n
Example: 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. 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.
Notes: 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.
Notes: 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.
Notes: Trailer is @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 7 (Large), @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} 14 (2). *@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Handling} with a trailer attached is –2.
\n
\n
\n
\n
\n
\n
World War II Military VehiclesCosts are in 1940s dollars and represent \"war time\" economies
Futuristic Military VehiclesThese vehicles reflect futuristic economies and advanced designs. The attached @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Lasers}, for example, gain @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Reaction Fire} due to the attached power plant and managed weapon systems.
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.
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HERITAGE: 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]{Edge} 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).
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LOW LIGHT VISION: Half-elves ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
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OUTSIDER (Minor): 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.
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.
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LUCK: Half-folk draw one additional @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} per game session.
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REDUCED PACE: Decrease the character’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and their running die one die type.
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SIZE -1: 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.
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SPIRITED: 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.
Use this rule for more dramatic and gritty games. The GM and her @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card} 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.
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.
\n
When to Use These Rules: 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.
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The other Hazards listed here, such as falling, poison, disease, and the like, generally come up in response to a creature or situation.
\n
The Basics: Each Hazard is different, but most are an attribute check made periodically against some dangerous effect. Failure tends to cause @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} . Use the standard rules modified by any changes noted in this section.
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Hazards
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\n
@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}
The @Compendium[swade-core-rules.swade-skills.Healing]{Healing} 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.
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A success removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} removes two. Failure means no Wounds are removed. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} increases the victim’s Wound level by one.
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The Golden Hour: A character may only attempt to heal @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} on a patient once within the hour they were sustained. Failing the roll means the healer isn’t able to treat those particular injuries. A different character may attempt a @Compendium[swade-core-rules.swade-skills.Healing]{Healing} roll on the same patient, however.
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Once the @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} are over an hour old, only natural healing or the @Compendium[swade-core-rules.swade-powers.Healing]{healing} power (using greater healing) can heal Wounds.
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Bleeding Out: The @Compendium[swade-core-rules.swade-skills.Healing]{Healing} skill can also be used to stabilize someone who’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}. Each attempt is an @Compendium[swade-core-rules.swade-rules.Actions]{action}, and if successful the victim is stabilized.
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Incapacitation: Healing at least one @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} on an @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} patient removes that state (and restores consciousness if he was knocked out).
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Natural Healing
\n
@Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor} roll every five days. Success recovers one Wounds, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} recovers two.
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A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} increases the victim’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} level by one—either from infection, blood loss, or aggravating the injuries. If this causes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation}, don’t use the usual rules for taking damage. Instead, the victim lapses in and out of consciousness and makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor} roll every 12 hours. If the roll is failed, he expires. Success means he must roll again 12 hours later. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} he stabilizes and wakes. Allies may also attempt to stabilize the hero as explained under Bleeding Out, above.
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Support: Don’t forget to use @Compendium[swade-core-rules.swade-rules.Support]{Support} when your party has been beaten up a bit. Characters with @Compendium[swade-core-rules.swade-skills.Healing]{Healing}, @Compendium[swade-core-rules.swade-skills.Survival]{Survival}, or other skills can make Support rolls to help allies make their @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor} rolls to heal!
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Aftermath & Extras
\n
If it’s important to know what happens to Extras who were @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} during a fight, make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor} roll for each. Those who succeed survive and must be cared for, taken prisoner, or released. This can present interesting challenges for your heroes in the aftermath of savage combat!
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.
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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.
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Modifiers: 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.
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Heatstroke: 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]{Critical Failure} on this roll means he perishes.
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Recovery: A victim must cool down somehow to recover Fatigue. This usually means water, shade, air conditioning, etc.
The caster pours his energy into the attack, creating a focused blast. The attack counts as a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}.
The weapon can affect vehicles or other devices with @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}.
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"
+ },
+ {
+ "id": "Heroes Never Die",
+ "name": "Heroes Never Die",
+ "description": "
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Heroes Never Die
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Heroes in movies very rarely die. When they do, they go down fighting or perform one last, epic act of heroism.
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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.
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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.
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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.
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Villains: 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.
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]{Edge}. 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.
High explosive rounds use a blast template, the size of which is listed in the weapon or ammunition’s notes. See the rules for @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area of Effect}.
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"
+ },
+ {
+ "id": "Hinder or Hurry (+1)",
+ "name": "Hinder or Hurry (+1)",
+ "description": "
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Hinder/Hurry (+1)
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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.
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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.
Hindrances are character flaws and physical handicaps that occasionally make life a little tougher for your hero.
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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.
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\n\n
\nHindrance Summaries\n
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@Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs (Minor)}: –2 to use mechanical or electrical devices.
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@Compendium[swade-core-rules.swade-hindrances.Anemic]{Anemic} (Minor): –2 @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} when resisting @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.
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@Compendium[swade-core-rules.swade-hindrances.Arrogant]{Arrogant} (Minor): Likes to dominate his opponent, challenge the most powerful foe in combat.
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@Compendium[swade-core-rules.swade-hindrances.Bad Eyes]{Bad Eyes} (Minor/Major): –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.
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@Compendium[swade-core-rules.swade-hindrances.Bad Luck]{Bad Luck} (Major): The characters starts with one less Benny per session.
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@Compendium[swade-core-rules.swade-hindrances.Big Mouth]{Big Mouth} (Minor): Unable to keep secrets and constantly gives away private information.
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@Compendium[swade-core-rules.swade-powers.Blind]{Blind} (Major): –6 to all tasks that require vision (but choice of a free Edge to offset).
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@Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Bloodthirsty} (Major): Never takes prisoners.
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@Compendium[swade-core-rules.swade-hindrances.Can't Swim]{Can't Swim} (Minor): –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}.
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@Compendium[swade-core-rules.swade-hindrances.Cautious]{Cautious} (Minor): The character plans extensively and/or is overly careful.
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@Compendium[swade-core-rules.swade-hindrances.Clueless]{Clueless} (Major): –1 to Common Knowledge and @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls.
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@Compendium[swade-core-rules.swade-hindrances.Clumsy]{Clumsy} (Major): –2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} and @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls.
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@Compendium[swade-core-rules.swade-hindrances.Code of Honor]{Code of Honor} (Major): The character keeps his word and acts like a gentleman.
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@Compendium[swade-core-rules.swade-hindrances.Curious]{Curious} (Major): The character wants to know about everything.
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@Compendium[swade-core-rules.swade-hindrances.Death Wish]{Death Wish} (Minor): The hero wants to die after or while completing some epic task.
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@Compendium[swade-core-rules.swade-hindrances.Delusional]{Delusional} (Minor/Major): The individual believes something strange that causes him occasional or frequent trouble.
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@Compendium[swade-core-rules.swade-hindrances.Doubting Thomas]{Doubting Thomas} (Minor): The character doesn’t believe in the supernatural, often exposing him to unnecessary risks.
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@Compendium[swade-core-rules.swade-hindrances.Driven]{Driven} (Minor/Major): The hero’s actions are driven by some important goal or belief.
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@Compendium[swade-core-rules.swade-hindrances.Elderly]{Elderly} (Major): –1 to @Compendium[swade-core-rules.swade-rules.Movement]{Pace}, running, @Compendium[swade-core-rules.swade-rules.Traits]{Agility, Strength, and Vigor}. Hero gets 5 extra skill points.
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@Compendium[swade-core-rules.swade-hindrances.Enemy]{Enemy} (Minor/Major): The character has a recurring nemesis.
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@Compendium[swade-core-rules.swade-hindrances.Greedy]{Greedy} (Minor/Major): The individual is obsessed with wealth and material possessions.
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@Compendium[swade-core-rules.swade-hindrances.Habit]{Habit} (Minor/Major): Addicted to something, suffers Fatigue if deprived.
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@Compendium[swade-core-rules.swade-hindrances.Hard of Hearing]{Hard of Hearing} (Minor/Major): –4 to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} sounds; automatic failure if completely deaf.
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@Compendium[swade-core-rules.swade-hindrances.Heroic]{Heroic} (Major): The character always helps those in need.
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@Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hesitant} (Minor): Draw two @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} and take the lowest (except Jokers, which may be kept).
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@Compendium[swade-core-rules.swade-hindrances.Illiterate]{Illiterate} (Minor): The character cannot read or write.
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@Compendium[swade-core-rules.swade-hindrances.Impulsive]{Impulsive} (Major): The hero leaps before he looks.
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@Compendium[swade-core-rules.swade-hindrances.Jealous]{Jealous} (Minor/Major): The individual covets what others have.
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@Compendium[swade-core-rules.swade-hindrances.Loyal]{Loyal} (Minor): The hero is loyal to his friends and allies.
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@Compendium[swade-core-rules.swade-hindrances.Mean]{Mean} (Minor): –1 to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls.
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@Compendium[swade-core-rules.swade-hindrances.Mild Mannered]{Mild Mannered} (Minor): –2 to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} rolls.
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@Compendium[swade-core-rules.swade-hindrances.Mute]{Mute} (Major): The hero cannot speak.
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@Compendium[swade-core-rules.swade-hindrances.Obese]{Obese} (Minor): @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} +1, @Compendium[swade-core-rules.swade-rules.Movement]{Pace} –1 and running die of d4. Treat Strength as one die type lower for Min Str.
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@Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligation} (Minor/Major): The character has a weekly obligation of 20 (Minor) to 40 (Major) hours.
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@Compendium[swade-core-rules.swade-hindrances.One Arm]{One Arm} (Major): –4 to tasks (such as @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}) that require two hands.
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@Compendium[swade-core-rules.swade-hindrances.One Eye]{One Eye} (Major): –2 to actions at 5″ (10 yards) or more distance.
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@Compendium[swade-core-rules.swade-hindrances.Outsider]{Outsider} (Minor/Major): The character doesn’t fit in to the local environment and subtracts 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls. As a Major Hindrance she has no legal rights or other serious consequences.
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@Compendium[swade-core-rules.swade-hindrances.Overconfident]{Overconfident} (Major): The hero believes she can do anything.
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@Compendium[swade-core-rules.swade-hindrances.Pacifist]{Pacifist} (Minor/Major): Fights only in self-defense as a Minor Hindrance, won’t fight at all as Major.
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@Compendium[swade-core-rules.swade-hindrances.Phobia]{Phobia} (Minor/Major): The character is afraid of something, and subtracts –1/–2 from all Trait rolls in its presence.
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@Compendium[swade-core-rules.swade-hindrances.Poverty]{Poverty} (Minor): Half starting funds and the character is always broke.
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@Compendium[swade-core-rules.swade-hindrances.Quirk]{Quirk} (Minor): The individual has some minor but persistent foible that often annoys others.
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@Compendium[swade-core-rules.swade-hindrances.Ruthless]{Ruthless} (Minor/Major): The character does what it takes to get her way.
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@Compendium[swade-core-rules.swade-hindrances.Secret]{Secret} (Minor/Major): The hero has a dark secret of some kind.
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@Compendium[swade-core-rules.swade-hindrances.Shamed]{Shamed} (Minor/Major): The individual is haunted by some tragic event from her past.
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@Compendium[swade-core-rules.swade-hindrances.Slow]{Slow} (Minor/Major): Pace –1, reduce running die one step. As Major, @Compendium[swade-core-rules.swade-rules.Movement]{Pace} –2, –2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} and rolls to resist @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}. Neither may take the @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} Edge.
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@Compendium[swade-core-rules.swade-hindrances.Small]{Small} (Minor): @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} and Toughness are reduced by 1. @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} cannot be reduced below –1.
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@Compendium[swade-core-rules.swade-hindrances.Stubborn]{Stubborn} (Minor): The character wants his way and rarely admits his mistakes.
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@Compendium[swade-core-rules.swade-hindrances.Suspicious]{Suspicious} (Minor/Major): The individual is paranoid. As a Major Hindrance, allies subtract 2 when rolling to @Compendium[swade-core-rules.swade-rules.Support]{Support} him.
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@Compendium[swade-core-rules.swade-hindrances.Thin Skinned]{Thin Skinned} (Minor/Major): The character is particularly susceptible to personal attacks. As a Minor Hindrance, he subtracts two when resisting Taunt attacks. As a Major, he subtracts four.
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@Compendium[swade-core-rules.swade-hindrances.Tongue-Tied]{Tongue-Tied} (Major): The character often misspeaks or can’t get her words out. –1 to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, and @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} rolls.
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@Compendium[swade-core-rules.swade-hindrances.Ugly]{Ugly} (Minor/Major): The character is physically unattractive and subtracts 1 or 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls.
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@Compendium[swade-core-rules.swade-hindrances.Vengeful]{Vengeful} (Minor/Major): The adventurer seeks payback for slights against her. As a Major Hindrance, she’ll cause physical harm to get it.
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@Compendium[swade-core-rules.swade-hindrances.Vow]{Vow} (Minor/Major): The individual has pledged himself to some cause.
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@Compendium[swade-core-rules.swade-hindrances.Wanted]{Wanted} (Minor/Major): The character is wanted by the authorities.
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@Compendium[swade-core-rules.swade-hindrances.Yellow]{Yellow} (Major): –2 to Fear checks and resisting @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
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@Compendium[swade-core-rules.swade-hindrances.Young]{Young} (Minor/Major): Minor has 4 attribute points and 10 skill points, extra @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} per session. Major has 3 attribute points, 10 skill points, and two extra Bennies per session.
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)]{Action Card} 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.)
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Shaken and Stunned: If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} 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.)
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Interrupting Actions: 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.
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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.
Humans in most settings get one free @Compendium[swade-core-rules.swade-rules.Edges]{Edge} of their choice. This option reflects their versatility and adaptability compared to most other races.
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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.
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ADAPTABLE: Humans begin play with any Novice @Compendium[swade-core-rules.swade-rules.Edges]{Edge} of their choosing. They must meet its Requirements as usual.
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.
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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.
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See the @Compendium[swade-core-rules.swade-skills.Survival]{Survival} skill when a character wants to hunt or scrounge for food from the local environment.
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Death: An Incapacitated character dies from hunger 3d6 hours later.
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Recovery: The victim must have at least a half day’s food to recover.
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.
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Illumination Penalties
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Penalty
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Lighting
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-2
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Dim: Twilight, light fog, night with a full moon.
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-4
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Dark: 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″.
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-6
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Pitch Darkness: Complete and total darkness (or the target is hidden or invisible). Powers that require sight may not be possible.
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.
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Characters with improvised weapons count as armed but subtract 2 from attack rolls. @Compendium[swade-core-rules.swade-rules.Range]{Range}, @Compendium[swade-core-rules.swade-rules.Damage]{Damage} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} are determined by type:
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LIGHT: Metal beer stein, fist-sized rock, pistol (as a club). Range 3/6/12, Damage Str+d4, Min Str d4.
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MEDIUM: Bowling ball, submachine gun (as a club), wooden chair. Range 2/4/8, Damage Str+d6, Min. Str d6.
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HEAVY: Head-size rock, metal chair, duffel bag full of guns. Range 1/2/4, Damage Str+d8, Min. Str d8.
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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.
When an attacker misses a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} 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.
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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.
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A @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card} 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).
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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.
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@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 2+ or @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}: 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.
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.
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When to Use These Rules: 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.
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The Basics: Players tell a story from their character’s point of view and are rewarded with a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.
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Running An Interlude
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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 everyone an extra @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} and let them choose the suit and category!)
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DOWNTIME: What the hero does when left alone. A priest might quietly read a holy text while a warrior constantly sharpens his blades.
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BACKSTORY: A tale of the character’s past, told through her voice and narration.
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TREK: The story of an obstacle or challenge the party encountered on their trip.
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Reward
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Those players who participate in the Interlude receive a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.
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Interludes
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Spades
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Downtime: The character spends time alone in quiet contemplation. What does she do?
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Backstory: A great victory or personal triumph.
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Trek: A difficult obstacle the group negotiated along the way.
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Hearts
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Downtime: The hero practices a skill. What is it?
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Backstory: A tale of the hero’s greatest love—lost, found, present, or waiting on her back home.
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Trek: How the party endured a trying hardship on the journey.
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Diamonds
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Downtime: The character studies or works on an object of some sort. What is it?
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Backstory: 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.
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Trek: How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.
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Hearts
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Downtime: Your hero broods or is angry about something. What is it, and how does she misbehave?
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Backstory: A tale of misfortune from your hero’s past, perhaps revealing something of his Hindrances or a dark secret.
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Trek: 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.
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 East Texas University™. We’ve wandered the moors of Europe and the savannas of Africa with Solomon Kane™. We’ve galloped across the haunted High Plains of Deadlands: The Weird West™, and the irradiated wastes of Deadlands: Hell on Earth™. We’ve delved the deepest dungeons, blasted to The Last Parsec™ of known space and beyond, battled across the bloody fields of the Weird Wars™, and slugged it out with super villains over cities both real and imagined.
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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 Game of Thrones® and another we want to share a cool idea inspired by the Avengers®.
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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.
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Each new printing of Savage Worlds has added to the experience, carefully integrating new styles of play through the years with the solid foundation laid at the very beginning.
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This version of Savage Worlds is what we hope is our best attempt yet at accommodating not just every era, genre, and setting, but most every play style as well.
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Want to sit around on couches and carry out most of the tale through talk and a few die rolls? It’s here.
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Want to break out miniatures and have a massive knock-down, drag-out fight? Everything you need is here.
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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.
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Perhaps the best thing a game system can do is support your 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.
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Enough talk. Grab your dice. It’s time to get savage!
Lasers fire intensely focused beams of light to penetrate and burn their targets.
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Cauterize: 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}.
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Overcharge: The lasers below can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.
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No Recoil: 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}.
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 @Compendium[swade-core-rules.swade-powers.Bolt]{bolt}, 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.
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.
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Weapon Mount: Most machine-guns require a bipod, tripod, or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} 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.
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Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
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Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
Notes: @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).
Notes: 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).
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:
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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.
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If you want to include an ability we haven’t included here, simply assign it a value based on the examples below.
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Names: 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.
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Positive Racial Abilities
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The number in parentheses after the name of each entry is the number of times the particular enhancement may be taken. “U” means unlimited.
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Value
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Abilities
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2
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Adaptable (1): The race has great variation among its people and cultures. Characters start with a free Novice @Compendium[swade-core-rules.swade-rules.Edges]{Edge} of their choice (and must meet all the Edge’s Requirements).
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3
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Additional Action (1): 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]{Multi-Action} penalties each turn.
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1/2
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Aquatic/Semi-Aquatic (1): 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 @Compendium[swade-core-rules.swade-rules.Movement]{Movement}).
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1
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Armor (3): 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.
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2
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Attribute Increase (U): 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.
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1
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Bite (1): The race has fangs that cause Strength+d4 damage. See @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} for more information.
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1
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Burrowing (1): The species can burrow into loose earth and move through it at half normal Pace (he cannot run). He cannot normally be attacked while burrowing, and can attempt to surprise opponents who didn’t see him coming by making an opposed @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} vs. @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. If successful, the burrower adds +2 to his attack and damage rolls that round, or +4 with a raise (he has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}).
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2/3/4
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Claws (1): The race has claws that cause Str+d4 damage. One more point may be spent to increase their damage to Strength+d6, and/or another to add @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2. See @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}.
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8
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Construct (1): Constructs are artificial beings made of inorganic material. They add +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, ignore one level of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound modifiers}, don’t breathe, and are immune to disease and poison. @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} must be mended via the @Compendium[swade-core-rules.swade-skills.Repair]{Repair} skill. Each attempt takes one hour per current @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} level and ignores the @Compendium[swade-core-rules.swade-rules.Healing]{\"The Golden Hour\"}. Many Constructs have the Dependency Negative Racial Ability (reflecting their need for a power source).
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2
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Doesn't Breathe (1): The species does not breathe. Individuals aren’t affected by inhaled @Compendium[swade-core-rules.swade-rules.Poison]{toxins}, can’t @Compendium[swade-core-rules.swade-rules.Drowning]{drown}, and don’t suffocate in a vacuum. (They may still freeze, however.)
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2+X
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Edge (U): All members of this race have the same innate @Compendium[swade-core-rules.swade-rules.Edges]{Edge} chosen from those available in the setting. Unlike Adaptable, this ability ignores Requirements except other @Compendium[swade-core-rules.swade-rules.Edges]{Edges}. Each @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} beyond Novice costs an additional point to a maximum of Heroic Rank (5).
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1
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Environmental Resistance (U): The species receives a +4 bonus to resist a single negative environmental effect, such as @Compendium[swade-core-rules.swade-rules.Heat]{heat}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, lack of air, @Compendium[swade-core-rules.swade-rules.Radiation]{radiation}, etc. Damage from that source is also reduced by 4.
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2/4/6
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Flight (1): The species can fly at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 6 (or 12 for 4 points) and “run” for extra movement as usual. For 6 points, the being can fly at 24 and may “run” for 2d6″ of additional movement. Maneuvering uses the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill. Racial flight presumes some kind of wings which can be targeted or fouled (a @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound or Entangled} character cannot fly).
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2
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Hardy (1): A second @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} result in combat does not cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.
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1/2
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Horns (1): The being has a horn or horns that cause Str+d4 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage} (or Str+d6 for 2 points). See @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} for more information.
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1
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Immune to Poison or Disease (2): The species is immune to @Compendium[swade-core-rules.swade-rules.Poison]{poison} or @Compendium[swade-core-rules.swade-rules.Disease]{disease} (your choice). It may be taken twice for both effects.
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1
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Infravision (1): The creature “sees” heat, either through eyes or other sensory organs. This halves @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} penalties when attacking warm targets (including @Compendium[swade-core-rules.swade-rules.Powers]{invisible} beings).
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2
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Leaper (1): The character can jump twice as far as listed under @Compendium[swade-core-rules.swade-rules.Movement]{Movement}. In addition, he adds +4 to damage when leaping as part of a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack} instead of the usual +2 (unless in a closed or confined space where he cannot leap horizontally or vertically—GM’s call).
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1
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Low Light Vision (1): The being ignores penalties for Dim or Dark @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} (but not Pitch Darkness).
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1
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No Vital Organs (1): These species have hidden, extremely tough, or redundant vital organs. @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} do no extra damage against them.
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2
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Pace (2): The character’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is increased by +2 and his running die is increased a die type.
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1
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Parry (3): The creature’s natural @Compendium[swade-core-rules.swade-rules.Characters]{Parry} is increased by +1. This may be due to a prehensile tail, extra limbs, enhanced reflexes, or even latent psi-sense.
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1/3
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Poisonous Touch (1): With a successful @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}, bite, or claw, the victim must roll @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} or suffer the effects of @Compendium[swade-core-rules.swade-rules.Poison]{Mild Poison}. For 3 points the poison can be upgraded to Knockout, Lethal, or Paralyzing instead, but each use causes the hero @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. The character may always choose whether or not to use her poison touch.
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2/1
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Power (U): The race has an innate ability that functions like a @Compendium[swade-core-rules.swade-rules.Powers]{Power}. For 2 points, she has @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Arcane Background (Gifted)} and a power that reflects her unusual ability. Each time this is taken after the first costs 1 point and grants another power. It does not increase her Power Points—use the @Compendium[swade-core-rules.swade-edges.Power Points]{Power Points} edge for that.
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1
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Reach (3): Long limbs, tentacles, etc. grant the creature @Compendium[swade-core-rules.swade-rules.Reach]{Reach} +1 (add +1 each time it’s taken after the first).
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2/3
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Regeneration (1): The being heals damage quickly. She may make a @Compendium[swade-core-rules.swade-rules.Healing]{natural healing} roll once per day (rather than every five days). For 3 points, @Compendium[swade-core-rules.swade-rules.Damage Effects]{permanent injuries} may be recovered once all other @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} are regenerated. Treat each injury as an additional @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} for purposes of recovery (the being may try once per week).
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1
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Size +1 (3): The creature is larger than normal. Each point of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} adds directly to Toughness and increases maximum Strength one step. Large species may have difficulty using equipment designed for more traditional humanoids. See Size and Scale and the @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table}.
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1/2
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Skill (1/skill): The character starts with a d4 in a @Compendium[swade-core-rules.swade-rules.Traits]{skill} inherent to her race. For 2 points (or 1 if already a core skill), it starts at d6 and the skill’s maximum increases to d12+1.
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1/2
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Skill Bonus (1/skill): Biological factors give the race a +1/+2 bonus when using a particular @Compendium[swade-core-rules.swade-rules.Traits]{skill}. A race that emits pheromones, for example, might have a +1 bonus to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.
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1
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Sleep Reduction (2): The being needs half the normal amount of @Compendium[swade-core-rules.swade-rules.Sleep]{sleep} as humans. If taken a second time, the being never sleeps.
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2+X
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Super Powers (1): The race has truly extraordinary abilities taken from the Savage Worlds Super Powers Companion. The cost is 2—for Arcane Background (Super Powers)—plus the actual cost of the power selected (X). Make sure you have the GM’s permission before taking this powerful ability.
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1
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Toughness (3): The character has hardened skin, scales, or extremely dense tissue that increases his base @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by +1.
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1
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Wall Walker (1): The species may walk on vertical surfaces normally, or inverted surfaces at half @Compendium[swade-core-rules.swade-rules.Movement]{Pace}.
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Negative Racial Abilities
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Value
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Ability
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-2/-3
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Attribute Penalty (Once per Attribute): One @Compendium[swade-core-rules.swade-rules.Traits]{attribute} (but not its linked skills) suffers a –1 penalty. For 3 points, it suffers a –2 penalty. If @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, this applies to damage as well.
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-2
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Big (1): The race is particularly large in a world where most others aren’t. He subtracts 2 from @Compendium[swade-core-rules.swade-rules.Traits]{Trait} rolls when using equipment that wasn’t specifically designed for his race and cannot wear their armor or clothing. Equipment, food, and clothing cost double the listed price.
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-1
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Cannot Speak (1): The race has no vocal cords or cannot form the sounds made by most other races. He can communicate with members of his own race naturally (through song, pheromones, body language, etc.). Other races can’t speak his “language” but may learn to understand him if they take the proper @Compendium[swade-core-rules.swade-skills.Language]{Language} skill. The species can hear and understand other typical languages and may communicate via electronic devices or the like.
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-2
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Dependency (1): The race must consume or have contact with some sort of relatively common substance for an hour out of every 24. Creatures from water-based worlds, for example, might need to immerse themselves in water; plant people might need sunlight. Without the required contact, a character becomes @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued} each day until @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
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-1
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Environmental Weakness (U): The race suffers a –4 penalty to resist a particular environmental effect, such as @Compendium[swade-core-rules.swade-rules.Heat]{heat}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, etc. If the being suffers an attack based on that form, the penalty acts as a bonus to @Compendium[swade-core-rules.swade-rules.Dealing Damage]{damage}.
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-1
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Frail (2): The creature is less durable than most. Reduce its @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1.
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-1/-2
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Hindrance (U): The race has an inherent Minor @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance} for 1 point, or a Major Hindrance for 2. This doesn’t affect the ability to choose other Hindrances during character creation.
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-1
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Poor Parry (3): These beings are poor melee defenders; –1 @Compendium[swade-core-rules.swade-rules.Characters]{Parry}.
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-1
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Racial Enemy (U): This species dislikes another species relatively common to the setting. They suffer a –2 penalty to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls when dealing with their rivals and may become hostile with little provocation. This may only be taken once per race.
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-1
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Reduced Core Skills (5): This race starts with one less @Compendium[swade-core-rules.swade-rules.Traits]{core skill}. The skill may be gained normally but does not start at a d4. This may be taken once per core skill affected.
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-1/-2
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Reduced Pace (1): For –1 point, reduce @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and the running die a die type (d4 is reduced to d4–1). For –2 points, reduce Pace another 2 points and subtract 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} and rolls to resist @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} where movement and mobility are integral to the challenge (GM’s call).
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-1
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Size -1(1): The entity is smaller than average, reducing its @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} and @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1 (see the @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table}).
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-1/-2
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Skill Penalty (Once per Skill): The race suffers a –1 penalty to a very commonly used skill such as @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, or even @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} in a game focused on airplanes (the GM decides based on her campaign). If the skill is less common or only comes up in certain situations, the penalty is −2. For 2 points, the penalty is −2/−4 instead.
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@Compendium[swade-core-rules.swade-rules.Celestials and Gaurdians]{Celestials & Guardians}
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Emily is creating an “End of Days” campaign—angels and their champions battle demonic forces on a ravaged planet Earth. She decides all player characters are either celestials (angels) or guardians (humans), and will have +4 points of racial abilities instead of the usual +2.
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Emily wants to make her angels fairly iconic. They’re tough, have wings, and call forth miracles. She gives them @Compendium[swade-core-rules.swade-skills.Faith]{Faith} at d6 (2 points), Flight (4), and @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{Arcane Background (Miracles)} (2 points for the @Compendium[swade-core-rules.swade-rules.Edges]{Edge}). That’s 8 points and she needs to get down to +4, so she needs 4 points of negative racial abilities. Celestials are responsible for the meek and must fight the legions of Hell, so she gives them a @Compendium[swade-core-rules.swade-hindrances.Vow]{Vow} (Major—Protect humanity) for −2 points and Racial Enemy (Demons & Devils) for −1 point. She finishes with @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs} for −1, Emily figures angels don’t really get technology.
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Emily’s guardians are human champions who fight the “Infernals.” These are @Compendium[swade-core-rules.swade-rules.Humans]{humans}, so she starts with Adaptable (2 points). They’re also hardened survivors of the End Times, so they also get Attribute Increase (@Compendium[swade-core-rules.swade-rules.Traits]{Vigor}) for another two points. Emily then gives them the @Compendium[swade-core-rules.swade-edges.Champion]{Champion} Edge (2 points) since they serve the celestials, and the same @Compendium[swade-core-rules.swade-hindrances.Vow]{Vow} (Major—Protect humanity) for −2 points to balance everything back to +4.
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.
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The rules presented here allow the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Game Master} 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!
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When to Use These Rules: 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!
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The Basics: 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.
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Setup
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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.
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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.
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Battle
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At the start of each round, the player characters discuss and decide on their plan.
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Next comes opposed Battle rolls by the rival commanders. Add the modifiers below as appropriate to each roll.
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Battle Modifiers
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\n\n
\n
Modifier
\n
Circumstance
\n
\n\n\n
\n
+1 per point of advantage
\n
Force Bonus: 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.
\n
\n
\n
+1 to +4
\n
Tactical Advantage: 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.
\n
\n
\n
+1 to +4
\n
Battle Plan: Add +1 to +4 if one side has a particularly effective or clever plan over the other.
\n
\n\n
\n
Results
\n
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.
\n
\n
Battle Results
\n
\n\n
\n
Modifier
\n
Result
\n
\n\n\n
\n
Tie
\n
Draw: Both sides lose one Force Token.
\n
\n
\n
Success
\n
Success: The victor loses one Force Token, the defeated loses two.
\n
\n
\n
Raise
\n
Victory: The defeated army loses two Force Tokens.
\n
\n\n
\n
Time: A standard battle round is two hours of hard fighting. The Game Master should change this as suits her needs or the story. A more reserved fight might have four- or even eight-hour rounds, while a siege might be a battle round per day.
\n
Morale
\n
After an army loses one or more Force Tokens, its leader rolls his @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit} modified by these circumstances:
\n
\n
Morale Modifiers
\n
\n\n
\n
Modifier
\n
Circumstance
\n
\n\n\n
\n
-1
\n
Each Force Token lost so far.
\n
\n
\n
+2
\n
The army is made up mostly of undead or other fearless troops.
\n
\n
\n
+2
\n
The army is within fortifications or prepared positions.
\n
\n
\n
+2
\n
The army cannot retreat or will be killed if it does.
\n
\n\n
\n
Success means he cajoles the army to fight on. The battle continues another round (or as the attacker sees fit).
\n
Failure means the commander loses control of his force. The army is defeated but conducts an orderly retreat. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means they flee the field in a reckless rout. They may be scattered temporarily or permanently, ridden down by the enemy, or captured as the GM decides.
\n
Aftermath
\n
When one side routs, retreats, or runs out of Force Tokens, the battle ends. If it’s important to determine the fate of named Extras or other nonplayer characters, use the @Compendium[swade-core-rules.swade-rules.Healing]{Aftermath & Extras} rules.
\n
Characters In Mass Battles
\n
Player characters can dramatically affect the results of the battle. Before their commander makes his Battle roll, each player who wants to enter the fray describes what she’s doing and makes a Support roll with whatever skill she feels is most appropriate. (Don’t forget that enemy champions can add to the rival commander’s Battle roll as well!)
\n
Success grants the commander +1 to his Battle roll but the hero takes @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises} for her efforts. With a raise, she emerges unharmed and rolls on the @Compendium[swade-core-rules.swade-tables.Battle Effects]{Battle Effects} table. She may choose to use the result rolled or give her commander the usual +2 bonus instead.
\n
Failure means the warrior fought bravely. She takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} but doesn’t add to the commander’s Battle roll. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the hero rolls on the @Compendium[swade-core-rules.swade-tables.Battle Effects]{Battle Effects} table but also suffers d4+1 Wounds!
\n
The Game Master and players should work together to describe each character’s glorious scenes of bravery and carnage once the results are determined.
\n
Ammo & Power Points
\n
If it’s important to track, each round a hero enters the fray and uses his @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} or an @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} he expends some of his @Compendium[swade-core-rules.swade-rules.Ammo Table]{ammo} or @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.
\n
Arcane types use 3d6 Power Points each round of battle. Characters with @Compendium[swade-core-rules.swade-rules.Ranged Weapons Table]{ranged weapons} fire at their weapon’s standard @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}, 2d6 times.
\n
Arcane types use 3d6 Power Points each round of battle. Characters with ranged weapons fire at their weapon’s standard Rate of Fire, 2d6 times.
\n
Example: Gabe is in a mass battle against a horde of xenos. His @Compendium[swade-core-rules.swade-rules.Machine Guns Table]{minigun's} RoF is 5 so it fires 40 bullets per shot. He rolls 7 on 2d6, so Gabe uses 7 × 40 bullets, or 280 rounds!
\n
\n
"
+ },
+ {
+ "id": "Medieval and Ancient Armor Table",
+ "name": "Medieval and Ancient Armor Table",
+ "description": "
@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2 when charging, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, only usable in @Compendium[swade-core-rules.swade-rules.Mounted Combat]{mounted combat}
A shotgun shell on a stick used in melee; must be @Compendium[swade-core-rules.swade-rules.Reload]{reloaded} with a fresh shell (one @Compendium[swade-core-rules.swade-rules.Actions]{action})
Str+d6 and @Compendium[swade-core-rules.swade-rules.Characters]{Parry} +1 attached to rifle, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands
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.
\n
Minefields: 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.
Notes: @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).
Notes: 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.
Notes: 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.
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.
\n
\n
ARMOR/WORN GEAR: 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.
\n
MELEE/THROWN WEAPONS: 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.
\n
RANGED WEAPONS: 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.
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.
\n
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]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.
\n
Anti-Missile Systems: 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]{Shooting} 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]{Speed}—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 @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}).
Notes: @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]{Shooting} roll, and can’t be jammed.
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\n,\n
Apply AP only to the item's actual @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value.
\n
\n
\n\n
\n
Item
\n
Armor
\n
Min Str.
\n
Weight
\n
Cost
\n
\n\n\n
\n
Cloth/LeatherHeavy winter clothing, leather jacket or pants, chaps.
Notes: 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).
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.
\n
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 The Last Parsec.
Characters @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} from horseback (or other strange beasts) have certain advantages and disadvantages in combat, as described below.
\n
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.
\n
Horsemanship: Characters who wish to fight from horseback must use the lowest of their @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} or @Compendium[swade-core-rules.swade-skills.Riding]{Riding} skills. This makes it important for cavalrymen to actually be able to ride well!
\n
Falling: If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, 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)}.
\n
Missed @Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Attacks}: 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.
\n
@Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} Mounts: When an animal is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} 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.
\n
Charging
\n
A rider on a charging horse adds +4 to his damage roll with a successful @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} attack. To be considered charging, the rider must have moved at least 6″ or more in a relatively straight line toward his foe.
\n
Setting Weapons: 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.
\n
The winner attacks first. If successful, he adds the +4 charge bonus to his damage (whether he’s the rider or not).
Characters can move a number of tabletop inches equal to their @Compendium[swade-core-rules.swade-rules.Characters]{Pace} each turn.
\n
Each inch of movement spent climbing, crawling, or swimming uses 2″ of Pace.
\n
Running: 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).
\n
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.
\n
Difficult Ground: 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.
\n
Hazards: 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]{Critical Failure} the character takes @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}, falls if climbing or in a precarious position (@Compendium[swade-core-rules.swade-rules.Falling]{Falling}), or drowns if swimming (@Compendium[swade-core-rules.swade-rules.Drowning]{Drowning}).
\n
Other Movement Issues
\n
\n
JUMPING: 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.
\n
PRONE: 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.
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.
\n
@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} get their Wild Die on each action as usual.
\n
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).
\n
Movement and Multiple Actions: A character may perform multiple actions at different points in his @Compendium[swade-core-rules.swade-rules.Movement]{Movement}.
\n
Free Actions: Multi-Action penalties do not apply to @Compendium[swade-core-rules.swade-rules.Actions]{free actions}.
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.
\n
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).
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]{Fighting} skill. Damage is stated for character races and beasts in their various descriptions.
\n
Creatures with natural weapons are always considered armed. This means they aren’t an @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender} and foes @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} with @Compendium[swade-core-rules.swade-rules.Two Weapons]{Two Weapons} gain no advantage against them. Here are a few additional notes for each type of attack:
\n
\n
BITE: The creature may bite a target it’s grappled (most attackers can only crush their prey, see @Compendium[swade-core-rules.swade-rules.Grappling]{Grappling}).
\n
CLAWS: +2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (climbing) rolls on any rough or soft surface (not sheer steel, glass, etc.).
\n
HORNS: Add +4 @Compendium[swade-core-rules.swade-rules.Damage]{Damage} at the end of one @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} action in which it @Compendium[swade-core-rules.swade-rules.Movement]{Runs}, moves at least 5″(10 yards), and successfully hits with its horns.
Your heroes often need to spend some time finding information or asking for favors. You can roleplay these encounters out, or you can allow them to use their skills in a “macro” sense—summing up hours of effort with a single roll.
\n
@Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} is the nice way of interacting with one’s contacts. The flip side of the coin is @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}. Either can get the job done but in slightly different ways, as shown below.
\n
When to Use These Rules: Networking is a good way for social characters to spend their time while bookworm types are doing @Compendium[swade-core-rules.swade-skills.Research]{Research}.
\n
The Basics: Characters use their Persuasion or Intimidation to gather favors or information. As always, the GM should apply any bonuses or penalties appropriate to the situation.
\n
Persuasion (The Nice Way)
\n
Characters use @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} to socialize within their various social circles for information or favors. When used in this way, Persuasion isn’t a single exchange but several hours of networking, hobnobbing, carousing, drinks, gifts, bribes, or entertaining. This might represent time at the office, a series of meetings with important people, or (most commonly) an evening of dinner and drinks.
\n
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} grants most of what the character wants, though it may take a while, cost some money, or require a favor in return. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} either gets more of whatever he was looking for, or at a lower cost.
\n
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the hero’s efforts are in vain. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means he’s cut off from that particular group for a while (up to the GM but typically about a week).
\n
Money Talks: You can catch more flies with honey than vinegar, the saying goes. A character with a little lucre to spread around adds +2 to her networking attempt by spending money on better bribes, gifts, or wining and dining her contacts.
\n
The amount required is up to the GM, the setting, and the nature of the contact(s) she interacts with. As a rule of thumb, use the setting’s Starting Funds and modify as appropriate from there.
\n
Intimidation (The Not-So-Nice-Way)
\n
@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} can also be used to gather information, call in favors, or make demands, but it’s a little less savory.
\n
Each attempt to “work the streets” takes several hours of threats and general unpleasantness, rousting the local populace for whatever the hero needs.
\n
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} grants the character most of what she wants, though her victims might decide to get some payback later on. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} means she gets more info, gets it faster, or her victims are too scared or otherwise preoccupied to plot revenge.
\n
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the goon doesn’t get anything useful. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means she ends the evening with a fat lip, black eye, or broken nose (see @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}). She can work her contacts again the next day, but they’re more likely to be waiting for her this time!
\n
Busting Heads: The bruiser can improve her odds by getting more violent or extreme than usual. This alienates her contacts for a week but adds +2 to the roll.
\n
This raises the stakes as well. A simple failure means the evening ends with @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} bears more serious consequences. The GM might break the action down to an actual encounter (which might be an ambush!), she might run afoul of the law, come back with two levels of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from Bumps & Bruises, or her questions might trigger a deadly reaction from a more powerful enemy!
\n
Example: Savage Mojo
\n
Gabe is a private eye in Deadlands Noir. He needs to find out where the Red Hand, an evil voodoo cult in New Orleans, has taken the District Attorney.
\n
Gabe’s Intimidation is better than his Persuasion, and he has the @Compendium[swade-core-rules.swade-edges.Menacing]{Menacing} Edge that adds +2 to Intimidation rolls. Time is tight so he decides to bust some heads. That adds another +2 to his roll. With the +4 bonus he gets a success and a raise. Gabe finds where the DA is being held and how many guards are with her as well.
\n
\n
"
+ },
+ {
+ "id": "No Power Points",
+ "name": "No Power Points",
+ "description": "
\n
No Power Points
\n
Instead of using @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}, 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.
\n
Casting @Compendium[swade-core-rules.swade-powers.Protection]{protection} (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.
\n
Success means the power activates as usual. A raise grants any additional bonuses stated in its description.
\n
Failure means all current powers are canceled and the caster is Shaken. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} results in @Compendium[swade-core-rules.swade-rules.Activation]{Backlash}.
\n
Maintaining Powers: 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.
\n
Power Preparation: 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.
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]{Fighting} rolls.
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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.
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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.
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]{Fighting} or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}, suffer a −2 penalty when done solely with the off-hand.
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Off-hand weapons don’t add their @Compendium[swade-core-rules.swade-rules.Parry]{Parry} bonus unless the hero is @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous}.
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}).
RevolversRevolvers 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.
Semi-AutomaticsSemi-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.
The bane of adventurers across all Savage Worlds can be delivered by the smallest of foes—poison!
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When an adventurer comes into contact with poison (at least a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} 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.
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KNOCKOUT: The victim is knocked out (Incapacitated and unconscious) for 2d6 hours (twice that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}).
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LETHAL: The victim is @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}, takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} (two with a Critical Failure), and perishes in 2d6 rounds.
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MILD: 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.
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PARALYZING: The victim is Incapacitated for 2d6 minutes, or twice that with a Critical Failure.
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\n
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.
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Treatment: A character may make a @Compendium[swade-core-rules.swade-skills.Healing]{Healing} 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.
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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.
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}.
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Power Modifiers are selected each time a power is activated and may be freely changed each time. An icy @Compendium[swade-core-rules.swade-powers.Bolt]{bolt} 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.
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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]{Power Points} it costs to add the effect.
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@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Casters} must declare which modifiers they’re using before rolling their arcane skill.
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Unless a modifier says otherwise, it may be applied to any power, but only once per casting.
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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.
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Modifiers
\n
\n
@Compendium[swade-core-rules.swade-rules.Armor Piercing (+1 to +3)]{Armor Piercing}
Most Savage Worlds 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.
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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.
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List of Powers
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Listed below are a number of powers available in most Savage Settings. Each power has the following statistics:
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Rank: The @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} a character must be to learn the power.
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Power Points: The cost to activate the power in @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points}.
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Range: 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.
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Unless the power says otherwise, Range has no effect after the power is activated. An ally who has been granted @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibility}, for example, may then move beyond the caster’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} with no ill effect.
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Duration: How long the power lasts in @Compendium[swade-core-rules.swade-rules.Combat]{rounds} (unless otherwise noted).
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Powers expire at the end of the character’s turn X @Compendium[swade-core-rules.swade-rules.Combat]{rounds} later, where X is the Duration listed. Count the @Compendium[swade-core-rules.swade-rules.Combat]{rounds} the power activated. If a psychic activates @Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{boost Trait} (Duration 5) on the second @Compendium[swade-core-rules.swade-rules.Combat]{rounds} of combat, for example, it remains in place until the end of her turn on the sixth @Compendium[swade-core-rules.swade-rules.Combat]{rounds}
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Powers may be maintained for their base Duration for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} per individual.
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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.
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@Compendium[swade-core-rules.swade-rules.Trappings]{Trappings} : These are descriptive ideas and suggestions for how the power might look or manifest in different types of settings.
Enemy casters subtract 2 (4 with a raise) when targeting this character; reduces @Compendium[swade-core-rules.swade-rules.Damage]{damage} a like amount.
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Opposed Roll} vs @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} to add +2 to social attacks for the Duration of the power.
Targets in @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{MBT or Cone} are @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} and may be hurled.
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}.
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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]{Fighting} rolls.
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Standing costs a character 2″ of @Compendium[swade-core-rules.swade-rules.Movement]{Movement}.
Sometimes characters may want to push a foe in hopes of knocking him out of position, @Compendium[swade-core-rules.swade-rules.Prone]{prone}, or even into a deadly @Compendium[swade-core-rules.swade-rules.Hazards]{hazard}.
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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]{Scale} is larger than the foe’s.
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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]{prone}.
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Running: If the attacker ran at least 2″ (four yards) before the Push, he adds +2 to his total.
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Size Matters: 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).
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Skill: 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.
\n
Shields: 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.
Sometimes the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Game Master} 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.
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When to Use These Rules: 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.
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When to Use These Rules: 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.
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Encounter Types
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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.
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Once everyone states their intent, they can pick the skill that best represents their actions during the encounter.
Modifiers: The GM should assign modifiers based on the situation. If the heroes greatly outnumber their opposition, pursue much slower prey, have prior experience with the obstacles in their path, or special equipment to deal with hazards, the roll might be made at +1 to +4.
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Very difficult encounters, such as powerful foes (relative to the party), faster prey, or extreme conditions inflict a −1 to −4 penalty.
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Turn Order & Critical Actions
\n
Players can go in whatever order they want in a Quick Encounter. This might be important if some of their @Compendium[swade-core-rules.swade-rules.Actions]{actions} are dependent on someone else’s. In a heist, for example, the group might depend on the hacker to shut down a company’s security measures before they can break in. Similarly, the crew of a B-17 in Weird War Two might need the navigator to get them to the mission location before they can fend off enemies and bomb a target.
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Resolve these kinds of actions in the order that makes sense, and allow those who come after to change their own plans as the situation changes.
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If a critical task is failed, the GM must decide if it stops the encounter or simply complicates it (perhaps inflicting a penalty to everyone else’s roll). In the heist example above, for example, maybe the hacker does break in but alerts the guards, inflicting a −2 penalty to Stealth or combat rolls and possibly turning the operation deadly. In the Weird War Two example, the navigator might still get them to the location but arrives just as the enemy fighters respond and make things more difficult.
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These kinds of complications might also mean resolving the encounter in multiple stages instead of one roll as the heroes must react to the changing circumstances (see Staged Encounters, immediately below).
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Staged Encounters
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Quick Encounters are typically a single die roll followed by some narration between the GM and the players. But some encounters might need additional rounds to better reflect the results or any new information or events that come to light.
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If the heist to break into a pawn shop and steal a powerful occult artifact goes badly, for example, the next stage might become a crisis when the shop suddenly bursts into supernatural flames. That might then lead to a combat encounter as an artifact in the shop breaks and releases an angry djinn!
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The beauty of staged encounters is their ability to handle complex problems when the constraints of time or larger narrative require a speedy resolution.
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Encounter Results
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Once each player has determined her @Compendium[swade-core-rules.swade-rules.Traits]{skill} and any @Compendium[swade-core-rules.swade-rules.Power Modifiers]{modifiers}, she rolls the dice and works with the Game Master to narrate the details based on the total, the situation, and the other players’ actions.
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Dangerous Encounters
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If a character fails his roll in a dangerous situation he takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} (or d4 Wounds with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}). If he’s the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soaked} as usual.
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Success means the hero emerges with only @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}, and a raise means he escapes unscathed.
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Nonlethal Encounters
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If the encounter isn’t physically dangerous, failure means the hero doesn’t contribute to the party’s overall success somehow. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means she suffers social stigma, loses or breaks a piece of vital equipment, is positively identified, or gets the wrong information. This likely means moving on to a second stage of the encounter as she deals with the fallout of her errors.
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Success & Failure
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In general, narration and individual actions determine the success or failure of an encounter. If the hacker can’t get past a building’s security measures, for example, and the GM decides it shuts down the operation rather than complicating it, the encounter fails. In other words, let the story tell the tale.
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In a more dynamic situation such as @Compendium[swade-core-rules.swade-rules.Combat]{combat}, assume the group “wins” if there are at least as many total successes (one for each success and raise) as there are player characters. They get the information, drive off their foes, complete the mission, or avert (or escape) the crisis. @Compendium[swade-core-rules.swade-rules.Support]{Support} rolls don’t count as successes.
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If there are fewer successes than player characters, they fail. Specifics are up to the Game Master, but might mean the party has to fall back or retreat from their foes, their prey escapes, they don’t get the object or data they were looking for, they survive the crisis but can’t save most of the bystanders, and so on.
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If they can try again, the GM should “reset” the encounter with the new narrative so the group has to come up with a new plan. And of course, their foes are likely on to them now!
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Ammo & Power Points
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Use the rules for@Compendium[swade-core-rules.swade-rules.Ammo Table]{Ammo} &@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Points} under @Compendium[swade-core-rules.swade-rules.Mass Battles]{Mass Battles} for combat encounters if desired. Otherwise the player and GM can just decide what resources were consumed in the encounter.
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Example: Night At The Museum
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Red and Gabe must break into a museum, steal an ancient book, and stop a global conspiracy that threatens all of humanity.
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The group decides to play out the break-in as a Quick Encounter. Red plans to use @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery} to break into the museum, take the manuscript, then escape out the back. Gabe will @Compendium[swade-core-rules.swade-rules.Support]{Support} her using @Compendium[swade-core-rules.swade-skills.Hacking]{Hacking} as she runs into trouble.
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The GM decides Red’s Thievery roll is at −2 to get into the museum. Gabe tries to turn off cameras and unlock security doors as she goes, Supporting her Thievery roll with Hacking. He gets one success and adds +1 to his friend’s roll.
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Red manages a single success, but since there are two player characters and the rules say they need at least as many successes as there are characters, they fail.
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The GM says several night watchmen are alerted by the pair’s actions and begin prowling through the museum. Red and Gabe can continue if they want, but the encounter is now more difficult (−2). The GM also says it’s now “dangerous” as the guards are armed and nervous.
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With the fate of the world at stake, the heroes agree to press on. Red now uses @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} to avoid the guards. Gabe gives up on Hacking, borrows some clothing from a passing tourist, and knocks on the door, pretending to be lost! The GM tells him to use @Compendium[swade-core-rules.swade-skills.Performance]{Performance} and he rolls a 21! Both characters are successful, so the ancient manuscript is secured!
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.
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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.
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.
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Radiation Poisoning: An Incapacitated victim contracts radiation sickness, a Chronic Disease, as explained under @Compendium[swade-core-rules.swade-rules.Disease]{Disease}.
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.
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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.
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AGILE: 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.
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BITE/CLAWS: Rakashan fangs and claws are @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} that cause Strength+d4 damage.
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BLOODTHIRSTY: 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.
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CAN'T SWIM: 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}.
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LOW LIGHT VISION: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
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RACIAL ENEMY: 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.
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]{Shooting} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing) modifiers and more details.
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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.
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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.
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"
+ },
+ {
+ "id": "Range (+1 or +2)",
+ "name": "Range (+1 or +2)",
+ "description": "
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Range (+1/+2)
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Double the power’s listed Range for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point}, or triple it for +2. This modifier may not be used on powers with a @Compendium[swade-core-rules.swade-rules.Range]{Range} of @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch} or the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Cone Template}.
\n
"
+ },
+ {
+ "id": "Ranged Weapons In Melee",
+ "name": "Ranged Weapons In Melee",
+ "description": "
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Ranged Weapons In Melee
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Heroes may fire ranged weapons when engaged in melee with a few caveats:
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\n
The attacker may only use a @Compendium[swade-core-rules.swade-rules.Powers]{power} 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.
\n
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}.
Notes: A successful hit means the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. The net is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and vulnerable only to cutting attacks.
"
+ },
+ {
+ "id": "Rate of Fire",
+ "name": "Rate of Fire",
+ "description": "
\n
Rate of Fire
\n
This is the number of shots that may be fired by this weapon in a single action. See @Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Weapons} for further details.
Weapons with “Reach” allow their user to make @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} 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).
\n
Reach can be very important when fighting from horseback and against mounted foes (see @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}).
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.
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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.
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]{Shooting} 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.
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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.
Reloading magazines, clips, and individual bullets in modern firearms is explained in detail in @Compendium[swade-core-rules.swade-rules.Reloading]{Reloading}.
\n
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.
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.
\n
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.
\n
Example: Gabe fires a heavy crossbow (Reload 2) as part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Action}, using his other two actions that turn to reload. Since this is three actions, his @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll is made at −4. On the following round, he can fire again at no penalty.
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Running & Reloading: 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.
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.
Notes: @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}.
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}.
Notes: @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.
Notes: @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Literally, the “tank terror” rocket launcher used by German forces in World War II.
Savage Worlds 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!
The core Savage Worlds 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.
\n
In the following section are some of the more elaborate options and maneuvers characters can attempt.
Lizard men typically come from steaming jungles or deep deserts where they have unique civilizations unknown to other sentient races.
\n
\n
ARMOR +2: Saurians have scaly skin that acts as leather @Compendium[swade-core-rules.swade-rules.Armor]{armor}.
\n
BITE: A saurian’s fangs are @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} that cause Strength+d4 damage.
\n
ENVIRONMENTAL WEAKNESS: 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.
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KEEN SENSES: Saurians have acute senses, giving them the @Compendium[swade-core-rules.swade-edges.Alertness]{Alertness} Edge.
\n
LOW LIGHT VISION: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
\n
OUTSIDER (Minor): 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.
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 @Compendium[swade-core-rules.swade-powers.Blast]{blast}, for example).
Savage Worlds 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!
\n
When to Use These Rules: 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.
\n
The Basics: 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.
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]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\n
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 @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}). Modern shields are Hardness 12 and also provide +2 Armor. Polymer shields are Hardness 10 and provide Armor +4.
\n
While worn, shields can be used to bash for Str+d4 damage.
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]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\n
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 @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}). 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.
\n
While worn, shields can be used to bash for Str+d4 damage.
Shotguns fire a spread of metal “shot,” and so do more @Compendium[swade-core-rules.swade-rules.Damage]{Damage} at close @Compendium[swade-core-rules.swade-rules.Range]{Range} 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]{Shooting} rolls and cause 3d6 @Compendium[swade-core-rules.swade-rules.Damage]{Damage} at Short @Compendium[swade-core-rules.swade-rules.Range]{Range}, 2d6 at Medium, and 1d6 at Long. Shotguns may not be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Range}.
\n
Double Barrels: 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]{Damage} once and add +4.
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Slugs: Shotguns can also fire slugs. The attacker doesn’t get the +2 shotgun bonus to his @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll, but the @Compendium[swade-core-rules.swade-rules.Damage]{Damage} is 2d10 regardless of @Compendium[swade-core-rules.swade-rules.Range]{Range} (and they may be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Range}). @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders} are hit only on a 1 (instead of 1 or 2).
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 @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} for details.
"
+ },
+ {
+ "id": "Size and Scale",
+ "name": "Size and Scale",
+ "description": "
\n
Size & Scale
\n
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 @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table}.
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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.
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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).
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The larger creature subtracts the difference from its attacks. A Very Small eagle (−4) subtracts 2 from its Fighting totals when attacking a Tiny fairy (−6).
\n
\n
Scale Modifiers
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\n\n
\n
Modifier
\n
Scale & Examples
\n
\n\n\n
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-6
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Tiny: Armor join, baseball, mouse
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\n
\n
-4
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Very Small: Human hand or head, basketball, house cat
Use the Scale of the target when making @Compendium[swade-core-rules.swade-rules.Called Shots]{called shots} against creatures, not their Scale. If a hero wants to blast the eye of a Huge robot destroying the city, for example, use the Scale of the eye, 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.
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Hitting the vital areas have extra effects listed under @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}.
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.
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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 @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms}).
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\n
\n\n
\n
Size / Toughness Bonus
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Typical Strength Range
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Scale Modifier
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Typical Height / Length Up To...
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Mass Up To...
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Example Creatures
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\n\n\n
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Tiny
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\n
\n
-4
\n
1
\n
-6
\n
6\"
\n
<4 lbs
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Crow, mouse
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\n
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Very Small
\n
\n
\n
-3
\n
d4-3
\n
-4
\n
18\"
\n
16 lbs
\n
House @Compendium[swade-core-rules.swade-bestiary.Cat, Small]{cat}, small dogs
Savage Worlds skills are intended to be broad, allowing characters to focus primarily on @Compendium[swade-core-rules.swade-rules.Edges]{Edges} for customization rather than multiple iterations of something like @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} for edged weapons, Fighting for blunt weapons, etc.
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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.
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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.
\n
Below are skills appropriate for this extra detail and some example specializations:
@Compendium[swade-core-rules.swade-skills.Fighting]: Axe, Blunt Weapon, Exotic (such as nunchaku; each is separate), Long Blade, Pole Arm, Short Blade.
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.
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]{Shooting} penalty.
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.
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If the character Soaks all 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.
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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.
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Shaken: A character can also spend a Benny to immediately eliminate a Shaken condition. This can be done at any time.
Not every conflict is won by the blade. Successful oratory can topple nations.
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When to Use These Rules: 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]{Dramatic Tasks} instead if the argument must be won in a hurry!)
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The Basics: Characters make arguments back and forth over three rounds, roll their appropriate skills, then consult the Conflict Results table (below) to see how well they’ve influenced their audience.
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Conflict Rounds
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The conflict is broken down into three rounds of conversation, each focusing on a particular point (or a few highly connected points).
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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.
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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).
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Modifiers: @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 faux pas inflicts a similar penalty.
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@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.
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Results
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At the end of the third round, the speaker looks up her total Influence Tokens on the Social Conflict Results table below.
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Trials: 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.).
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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.
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\n
Social Conflict Results
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\n\n
\n
Tokens
\n
Results
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\n\n\n
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0
\n
Pleas are denied and negotiations fail. Discussions may reopen if new information is presented or favors are performed. In a trial, the defendant is acquitted.
\n
\n
\n
1-3
\n
The target isn’t truly convinced, but provides the minimum amount of support possible. In a trial, the defendant receives the minimum penalty.
\n
\n
\n
4-5
\n
The arbiter is reasonably convinced or willing to help. He grants the aid requested, more or less, but only under certain conditions or in exchange for payment, tasks, favors, etc. The prosecution is successful with typical sentencing in a trial.
\n
\n
\n
6+
\n
The target is eager to help or agree. He gives more than expected in a negotiation or provides more support than requested. A defendant is convicted with the maximum penalty.
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\n\n
\n \n
Example: To Arms!
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Red must convince a baron to send troops to the defense of a neighboring fiefdom. The barony has warred with his neighbor for generations so the GM decides that’s a −4 penalty to Red’s @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls.
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Worse, she’s opposed by his slimy wizard, who argues against the idea every round (he opposes her Persuasion rolls).
\n
Red gets lucky the first round and gets a success and @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. That’s two Influence Tokens. She fails on the second, but gets one more in the third.
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That’s three tokens in total. The baron agrees but requires payment in land from his neighbor in return for sending part of his army to his rival’s defense.
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.
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.
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}.
\r\n
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]{Multi-Actions} in the same round they make a breath attack.
From massive worms to sand-dwelling humanoids, many creatures are able to burrow beneath the earth and move within it.
\r\n
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.
\r\n
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.
\r\n
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} to it only. 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.
\r\n
Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility.
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.
\r\n
Whatever their origin or material, constructs have several inherent advantages over creatures of flesh and blood.
\r\n
Constructs add +2 when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, 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]{Healing} with no @Compendium[swade-core-rules.swade-powers.Healing]{“Golden Hour.”}
Air, earth, fire, and water form the basis of the elemental realms, wherein dwell strange, unfathomable creatures.
\r\n
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.
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.
\r\n
Damage from the source is reduced by 4, and the being adds +4 to resist matching @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}.
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.
\r\n
Damage from the source is increased by 4, and the being subtracts 4 when resisting matching @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}.
@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.
\r\n
Unless its description says otherwise, ethereal creatures can throw objects, wield weapons, or even push terrified heroes down long, dark stairs.
Particularly frightening monsters cause @Compendium[swade-core-rules.swade-powers.Fear]{Fear} 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 @Compendium[swade-core-rules.swade-powers.Fear]{Fear} rules for effects.
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]{Fear} 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).
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.
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.
\n
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}.
\n
Stomp: 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]{Scale} 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.
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.
\n
If the beast is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, another Shaken result doesn’t cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.
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 @Compendium[swade-core-rules.swade-powers.Bolt]{bolt} 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 @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerability}, they just ignore @Compendium[swade-core-rules.swade-rules.Damage Effects]{damage} and @Compendium[swade-core-rules.swade-rules.Stunned]{Stun} results from the specific attack types named.
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.
\n
A character @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} 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.
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 invisible foes).
\r\n
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.
\r\n
Humanoids with Infravision usually have normal sight as well.
Some Savage Tales feature invulnerable horrors that can only be defeated by discovering their weakness.
\r\n
Invulnerable creatures ignore damage as listed in their description. Unless otherwise specified, they can be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} or @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} 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.
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]{Shaken} 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]{Stunned}. They’re also paralyzed and incapable of any action—even speech—for 2d6 rounds (or longer if otherwise specified).
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]{Shaken} 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 @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards} section.
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.
\n
Regeneration comes in two types: Fast and Slow.
\n
\n
FAST: 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.
\n
SLOW: The creature makes a @JournalEntry[xiTS5HW9LVPSUqz5]{natural healing roll} once per day.
\n
\n
\n
"
+ },
+ {
+ "id": "Special Ability (Resilient or Very Resilient)",
+ "name": "Special Ability (Resilient or Very Resilient)",
+ "description": "
\n
Resilient/Very Resilient
\n
\n
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.
\n
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.
@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 guide to the typical @Compendium[swade-core-rules.swade-rules.Traits]{Strength} of creatures in that general range.
\n
Size is generally based on mass, but exceptions exist for extremely large but weak creatures, small but strong beings, etc.
\n
Scale Modifiers are explained under @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size & Scale}.
\n
Additional Wounds: 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}.
\n
Such creatures typically have @Compendium[swade-core-rules.swade-rules.Reach]{Reach} equal to the additional Wounds granted by Size.
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 @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
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]{Scale} penalties when attacking with certain abilities listed in its description (and only those specific abilities).
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]{Fighting}, @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}, or @Compendium[swade-core-rules.swade-rules.Grappling]{grappling} attack, but this is the GM’s call.
\r\n
If the creature is a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}, it rolls its @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild Die} with each tentacle action as usual.
\r\n
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]{Multi-Action} penalty as usual.
\r\n
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.
\r\n
Severing a tentacle is a @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shot}. 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]{Shaken}. If it was already Shaken, it takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.
@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.
\r\n
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]{Shaken}, 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 @Compendium[swade-core-rules.swade-powers.Healing]{healing}.
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.
\r\n
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.
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.
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:
\n
\n
Relative Speed Penalty
\n
\n\n
\n
Penalty
\n
Target's Relative Speed Is...
\n
\n\n\n
\n
-1
\n
60 MPH+
\n
\n
\n
-2
\n
120 MPH+
\n
\n
\n
-4
\n
240 MPH+
\n
\n
\n
-6
\n
Mach 1+
\n
\n
\n
-8
\n
Mach 2+
\n
\n
\n
-10
\n
Near Light Speed+
\n
\n\n
\n
\n
Multiply MPH by 1.5 to get @Compendium[swade-core-rules.swade-rules.Movement]{Pace}
\n
Divide @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1.5 to get MPH
@Compendium[swade-core-rules.swade-equipment.Stun Gun]{Stun guns}, creature abilities, the @Compendium[swade-core-rules.swade-powers.Stun]{stun} 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.
\n
Stunned Characters
\n
\n
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)
\n
Are @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} (this remains until they recover from being Stunned)
\n
Fall @Compendium[swade-core-rules.swade-rules.Prone]{Prone} (or to their knees, GM’s call)
\n
Can’t @Compendium[swade-core-rules.swade-rules.Movement]{move} or take any @Compendium[swade-core-rules.swade-rules.Actions]{actions}
\n
Don’t count toward the @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang Up} bonus
\n
\n
Recovery: 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 next turn. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, his @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} state goes away at the end of this turn.
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.
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]{skill} (on their action if the game is in rounds) and declare which of their ally’s skills they’re attempting to Support.
\n
Success grants the ally +1 to one @Compendium[swade-core-rules.swade-rules.Traits]{skill} 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!
\n
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).
\n
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.
\n
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]{Healing} 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.
\n
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.
\n
Example: 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]{raise}. 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]{Shaken}. 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]{Shaken}.
\n
Support vs. @Compendium[swade-core-rules.swade-rules.Test]{Test}
\n
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]{Fighting} 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]{prone}, @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]{Shaken} as it might if she had used the @Compendium[swade-core-rules.swade-rules.Test]{Test} option.
\n
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}).
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.
\n
A weapon must be able to fire at least as rapidly as a revolver and can’t require reloading in between shots.
\n
Suppressive Fire uses three times the usual number of bullets for its @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 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).
\n
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]{Shooting} roll (a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} 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]{Range}, @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.
\n
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]{Cover}, the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, the @Compendium[swade-core-rules.swade-powers.Deflection]{deflection} 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]{raise} means he’s actually hit (no bonus @Compendium[swade-core-rules.swade-rules.Damage]{damage} is possible from Suppressive Fire).
\n
Maximum Casualties: 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]{damage} 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.
\n
\n
Example: Gabe fires a minigun at a group of rampaging insectoids. He places a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} over five of them and rolls his @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} die and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild die}. He has the @Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock and Roll!} Edge so he ignores @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} but still subtracts 2 from his total for Medium Range. He ends up with a 9 on his @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.
\n
Two of the insectoids were behind a large rock and get Medium @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover}. That subtracts 4 from the total so that’s a single success—they’re @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}.
\n
Three of the targets were out in the open so they’re hit with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. Gabe can hit up to five given his weapon’s @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF}, so all three take @Compendium[swade-core-rules.swade-rules.Damage]{damage}.
\n
The @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 5 means each “shot” is 40 bullets, multiplied by three for Suppressive Fire. That’s 120 bullets, which is why miniguns come loaded with lots of ammo!
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.
\n
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}.
\n
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)]{Action Card} and can’t act in the first round of combat.
The @Compendium[swade-core-rules.swade-rules.Support]{Support} 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.
\n
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]{Fighting}, 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}.
\n
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]{Shaken} or there may be other subjective effects as the GM allows, such as a tripped foe being knocked prone.
\n
Modifiers: The GM must determine which modifiers apply to a Test. @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}, for example, should include @Compendium[swade-core-rules.swade-rules.Range]{Range}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover}, @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 not add it to his @Compendium[swade-core-rules.swade-rules.Traits]{Agility} when challenged with a @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} 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}.
\n
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.
\n
Repetition: 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).
\n
Additional Dice: 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.
\n
"
+ },
+ {
+ "id": "The Drop",
+ "name": "The Drop",
+ "description": "
\n
The Drop
\n
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).
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The Drop adds +4 to a character’s attack and @Compendium[swade-core-rules.swade-rules.Damage]{damage} rolls against that target for one @Compendium[swade-core-rules.swade-rules.Actions]{action}.
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Knockout Blow: If a character takes enough @Compendium[swade-core-rules.swade-rules.Damage]{damage} to be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} 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.
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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]{damage}, not just blows to the head!
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.
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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]{Critical Failure} means he’s @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.
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See the @Compendium[swade-core-rules.swade-skills.Survival]{Survival} skill when a character wants to search for water from the local environment.
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Recovery: Characters recover Fatigue levels normally after receiving sufficient water.
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Death: An individual @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacitated} by thirst perishes after 2d6 hours.
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]{Shooting} and @Compendium[swade-core-rules.swade-rules.Damage]{damage} rolls.
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]{Fighting} roll.
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.
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Modifiers: 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.
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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.
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Multiple Dice: When a character rolls multiple dice, such as when firing a machine-gun, check each die separately.
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The Wild Die
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@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).
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One Wild Die Per Action: 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.
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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.
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Example: Gabe has the Frenzy Edge (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.
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Aces
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All @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and damage rolls in Savage Worlds 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.
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Example: Red attempts to leap a dangerous ice chasm. She’s a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card} with a d8 in @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}, so she rolls a d8 and a d6 and takes the highest result. In this case, both dice Ace (8 on the d8 and 6 on the d6). She rolls the d8 again and gets a 4 for a total of 12. She rolls the d6 again and gets another 6, followed by a 2—that’s a total of 14. Red leaps the chasm with ease…this time!
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Raises
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Sometimes it’s important to know just how successful a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} roll was. Every 4 points over the Target Number is called a “raise.” If your hero needs a 4 to shoot an opponent and rolls an 11, he hits with one raise (and would have two raises with a roll of 12). Figure raises after adjusting for any modifiers.
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A single raise always provides an additional effect of some sort, such as bonus damage when attacking or a benefit determined by the GM for other rolls.
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Opposed Rolls
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Sometimes rolls are “opposed” by an opponent. The attacker gets a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} total, then the defender attempts to beat it.
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The exact skills or attributes used in a contest are specified in each circumstance, or the GM can decide what makes the most sense. If two characters try to pull something from each other’s hands, for example, they make opposed @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls. Sneaking up on someone is a @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} roll opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (which is detailed in the @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} skill description).
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The acting character in an opposed roll always gets his @Compendium[swade-core-rules.swade-rules.Traits]{Trait} total first (including spending any @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}), and must get at least a basic success (TN 4) or he fails. The defender rolls next and must meet or exceed the first character’s result or the attacker wins.
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The winner also uses his opponent’s total for purposes of determining raise effects.
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Critical Failures
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A Critical Failure occurs when a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card} rolls a 1 on both the skill die and Wild Die of a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} roll. The attempt automatically fails and something bad happens—a weapon is dropped or gets stuck, the attack hits a friend, the vehicle crashes, spells misfire (see @Compendium[swade-core-rules.swade-rules.Activation]{Backlash}), and so on.
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Critical Failures cannot be rerolled, even with @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}.
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Extras and Critical Failures: If an @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} rolls a 1 on a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} check and it’s important to know if it’s a Critical Failure, such as when casting a spell, roll a d6. On a 1, it’s a Critical Failure. Otherwise it’s just a normal failure.
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Multiple Dice: Some abilities allow characters to roll multiple @Compendium[swade-core-rules.swade-rules.Traits]{Trait} dice, such as the @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy} Edge or firing a weapon with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} higher than 1. A Critical Failure with multiple dice occurs when more than half the die results are a natural 1. If the character is a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}, the Wild Die must be a 1 as well.
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Example: Gabe fires the auto-cannon of a high-tech hovercraft. It has a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 3 so he rolls three @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice and one Wild Die. If three or more of the dice come up 1s, including the Wild Die, it’s a Critical Failure.
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Unskilled Attempts
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If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.
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The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.
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Reroll
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Some @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or abilities allow a character to reroll @Compendium[swade-core-rules.swade-rules.Traits]{Traits} (as long as they’re not a Critical Failure). To do so, roll all the dice again and get a new total. You may keep any of the totals generated, so rerolls never make things worse unless you roll a Critical Failure. This ends all rerolls immediately and becomes the result of the attempt—that’s the risk one takes in pushing the limits!
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Multiple rerolls are allowed from different @Compendium[swade-core-rules.swade-rules.Edges]{Edges}, @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}, or other abilities.
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Group Rolls
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When you want to make a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} roll for a group of @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} with like Traits, roll one Trait die as usual along with a Wild Die and treat this as the group’s result. This gives a decent average without making rolls for every individual.
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Example: A group of soldiers attempts to slip through Gabe’s sensors. The GM rolls their @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} die (a d6) and a Wild Die and takes the best of the two as the soldiers’ total.
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.
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Attributes are primarily passive or innate abilities used for resisting effects like fear or supernatural attacks. Skills are used to actively do things or affect others.
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Exceptions occur, but these are the foundational differences between the two concepts.
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Attributes
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Attributes don’t directly affect skill rolls. Savage Worlds 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.
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Every character starts with a d4 in each of five attributes:
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Agility is a measure of a character’s nimbleness, dexterity, and general coordination.
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Smarts 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.
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Spirit is self-confidence, backbone, and willpower. It’s used to resist social and supernatural attacks as well as fear.
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Strength 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.
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Vigor 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.
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Using Attributes
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Attributes are used to:
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Determine how fast skills increase during @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}
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Limit access to @Compendium[swade-core-rules.swade-rules.Edges]{Edges}
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Derive @Compendium[swade-core-rules.swade-rules.Characters]{secondary statistics} such as Toughness or melee damage.
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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}.
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Skills
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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 @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{Character Creation} and @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}.
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Core skills are marked with a red star, and start at d4 for@Compendium[swade-core-rules.swade-rules.Trait Rolls]{player characters}.
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Characters can attempt skills they don’t have but it’s more difficult. See @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Unskilled Attempts}.
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Skill changes in this edition of Savage Worlds
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Here's a summary of the most important skill changes in this edition of Savage Worlds
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Core Skills
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Every hero starts with a d4 in five basic abilities: Athletics, Common Knowledge, Notice, Persuasion, and Stealth. A d4 doesn’t mean they’re good at these skills, but they have some basic experience with them.
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MAJOR CHANGES:
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Charisma was removed from the game
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Climbing has been folded into @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}
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@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} is now its own skill rather than a Smarts roll
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Investigation is now @Compendium[swade-core-rules.swade-skills.Research]{Research} to make its meaning and usage more clear.
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@Compendium[swade-core-rules.swade-skills.Focus]{Focus} is a new skill for the @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Gifted Arcane Background}
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Knowledge has been broken down into the separate skills used in most campaigns. Specially: @Compendium[swade-core-rules.swade-skills.Academics]{Academics}, @Compendium[swade-core-rules.swade-skills.Battle]{Battle}, @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics}, @Compendium[swade-core-rules.swade-skills.Hacking]{Hacking}, @Compendium[swade-core-rules.swade-skills.Language]{Language}, @Compendium[swade-core-rules.swade-skills.Occult]{Occult}, and @Compendium[swade-core-rules.swade-skills.Science]{Science}
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Lockpicking is now part of @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery}, which also handles pickpocketing, slight of hand, safecracking, and other roguish tricks.
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@Compendium[swade-core-rules.swade-skills.Performance]{Performance} is a new skill
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@Compendium[swade-core-rules.swade-skills.Repair]{Repair} and its use are better defined.
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Streetwise is now an @Compendium[swade-core-rules.swade-rules.Edges]{Edge}
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Swimming is handled by @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}
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Throwing is covered by @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}
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Tracking is now part of @Compendium[swade-core-rules.swade-skills.Survival]{Survival}
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Creating Other Skills
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Game Masters can create any skill they want or need for their setting. If the skill has defined uses, she should work out exactly how it functions. If navigating the stars is a big part of your planetary romance campaign and you don’t think the Electronics skill covers use of the navigational systems, for example, you might want to add Astrogation.
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Players can also add their own specialty skills (with the GM’s approval). These aren’t likely to come up much in most settings, however, unless the player proactively looks for ways to use them.
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Example: In Deadlands: Hell on Earth, the heroes must rally the town against an approaching mutant horde. Emily has a skill of her own creation, Journalism. She decides to use it to write an emotional article and print it up for everyone in the settlement to read. She gets a raise and the GM decides the entire town rallies to the defenders’ side.
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Skill Philosophy
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New players sometimes focus on some skills being so broad—such as @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} or @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}—and trying to make all other skills equally so. But the primary goal of the skill system is to create and support character tropes. A shooter, whether he’s a sniper or a bowman, is ubiquitous across many settings and all use a single ability—being able to fire weapons accurately. You don’t need a skill for firearms and another for bows to reinforce those character tropes.
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Investigators do need many different skills, however, because they do things in completely different ways. A hard-nosed detective needs @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} to work the streets, socialites mingle with high society, bookworms hit the library, and computer geeks use @Compendium[swade-core-rules.swade-skills.Hacking]{Hacking} to get what they want.
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Also, some skills just don’t make sense when combined. You could combine @Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, and @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} into “Vehicles,” for example, but then every modern day person who can drive a car could fly a plane. Consider that when you’re altering skills for your campaigns.
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Comprehensive Modifiers
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Previous editions of Savage Worlds listed a host of modifiers for things like @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} and Tracking (now part of @Compendium[swade-core-rules.swade-skills.Survival]{Survival}). We’ve foregone those tables in this edition for a more subjective stance that allows the GM to look at the entire situation—something we can’t sum up in a table—and assign a bonus or penalty on her own, usually from +4 to −4.
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This allows her to consider all the factors more generally, especially those that overlap (like dual penalties for rain or darkness that both limit visibility and therefore shouldn’t stack) and sum them up quickly and easily without having to consult a table in the middle of a tense scene.
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Familiarization
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If it’s dramatically appropriate to show that a character is out of his element with the particular use of a skill—such as picking up an alien weapon and trying to make a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} attack with it—the GM should simply apply a penalty (usually −2 to −4) to the total.
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When to do this, and how large the penalty is, depends entirely on the situation. A gunslinger might suffer a penalty when using a bow, for example, at least until he’s had a day or two to practice. A professor might suffer a −4 to a @Compendium[swade-core-rules.swade-skills.Science]{Science} roll if the player specifically says he’s a world famous chemist when the check the GM has called for concerns Paleozoic geology. (Though that’s a great time to award a Benny if the player roleplays his lack of knowledge!)
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How long a penalty lasts under repeated use depends on the skill in question. Physical penalties likely fade after a day or so of practice. Penalties for knowledge-based skills are removed if the character spends time researching the subject matter and has access to suitable materials. A French literature major who has time to study up on her Shakespeare, for example, shouldn’t suffer a penalty to her @Compendium[swade-core-rules.swade-skills.Academics]{Academics}.
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In summary, use familiarization penalties for dramatic use or to illustrate differences in cultures or technology levels. Even then, keep the story moving and don’t get bogged down in the minutiae.
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\nTrait Summaries\n
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Attributes
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Agility: Nimbleness, dexterity, and overall physical coordination of muscles and reflexes.
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Smarts: Raw intellect, perception, and ability to sort and make use of complex information.
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Spirit: Inner strength and willpower.
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Strength: Raw muscle power.
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Vigor: Endurance, health, and constitution.
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Skills
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@Compendium[swade-core-rules.swade-skills.Academics]{Academics} (Smarts): Knowledge of liberal arts, social sciences, literature, history, etc.
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@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (Agility): Overall athletic coordination and ability. Climbing, jumping, balancing, wrestling, skiing, swimming, throwing, or catching.
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@Compendium[swade-core-rules.swade-skills.Battle]{Battle} (Smarts): Strategy, tactics, and understanding military operations. A key skill in Mass Battles.
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@Compendium[swade-core-rules.swade-skills.Boating]{Boating} (Agility): Ability to sail or pilot a boat, ship, or other watercraft.
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@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} (Smarts): General knowledge of a character’s world.
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@Compendium[swade-core-rules.swade-skills.Driving]{Driving} (Agility): The ability to control, steer, and operate ground vehicles.
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@Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} (Smarts): The use of electronic devices and systems.
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@Compendium[swade-core-rules.swade-skills.Faith]{Faith} (Spirit): The arcane skill for @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{Arcane Background (Miracles)}.
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@Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} (Agility): Skill in armed and unarmed combat.
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@Compendium[swade-core-rules.swade-skills.Focus]{Focus} (Spirit): The arcane skill for @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Arcane Background (Gifted)}.
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@Compendium[swade-core-rules.swade-skills.Gambling]{Gambling} (Smarts): Skill and familiarity with games of chance.
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@Compendium[swade-core-rules.swade-skills.Hacking]{Hacking} (Smarts): Coding, programming, and breaking into computer systems.
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@Compendium[swade-core-rules.swade-skills.Healing]{Healing} (Smarts): The ability to treat and heal Wounds and diseases, and decipher forensic evidence.
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@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} (Spirit): A character’s ability to threaten others into doing what she wants.
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@Compendium[swade-core-rules.swade-skills.Language]{Language} (Smarts): Knowledge and fluency in a particular language.
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@Compendium[swade-core-rules.swade-skills.Notice]{Notice} (Smarts): General awareness and perception.
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@Compendium[swade-core-rules.swade-skills.Occult]{Occult} (Smarts): Knowledge of supernatural events, creatures, history, and ways.
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@Compendium[swade-core-rules.swade-skills.Performance]{Performance} (Spirit): Singing, dancing, acting, or other forms of public expression.
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@Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} (Spirit): The ability to convince others to do what you want.
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@Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} (Agility): Skill with maneuvering vehicles that operate in three dimensions, such as airplanes, helicopters, spaceships, etc.
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@Compendium[swade-core-rules.swade-skills.Psionics]{Psionics} (Smarts): The arcane skill for @Compendium[swade-core-rules.swade-rules.Arcane Background (Psionics)]{Arcane Background (Psionics)}.
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@Compendium[swade-core-rules.swade-skills.Repair]{Repair} (Smarts): The ability to fix mechanical and electrical gadgets.
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@Compendium[swade-core-rules.swade-skills.Research]{Research} (Smarts): Finding written information from various sources.
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@Compendium[swade-core-rules.swade-skills.Riding]{Riding} (Agility): A character’s skill in mounting, controlling, and riding a tamed beast.
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@Compendium[swade-core-rules.swade-skills.Science]{Science} (Smarts): Knowledge of scientific fields such as biology, chemistry, geology, engineering, etc.
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@Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} (Agility): Precision with any type of ranged weapon.
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@Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} (Smarts): The arcane skill for @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Arcane Background (Magic)}.
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@Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} (Agility): The ability to sneak and hide.
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@Compendium[swade-core-rules.swade-skills.Survival]{Survival} (Smarts): How to find food, water, or shelter, and tracking.
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@Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} (Smarts): Insulting or belittling another. Almost always done as a Test.
\n
\n
\n
@Compendium[swade-core-rules.swade-skills.Thievery]{Thievery} (Agility): Sleight of hand, pickpocketing, lockpicking, and other typically shady feats.
\n
\n
\n
@Compendium[swade-core-rules.swade-skills.Weird Science]{Weird Science} (Smarts): The arcane skill for @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Arcane Background (Weird Science)}.
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.
\n
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 @Compendium[swade-core-rules.swade-powers.Bolt]{bolt} power and share the same mechanics, but they look and are described differently.
\n
Trappings do 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.
\n
Once described, a power’s Trappings don’t change without the @Compendium[swade-core-rules.swade-edges.Wizard]{Wizard} Edge, or an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance}—see below.
\n
A character can alter the power’s effects as she wishes using the @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Power Modifiers}.
\n
Synergy
\n
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]{damage}, for example, or less if they’re wearing a rubber hazmat suit.
\n
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.
\n
Oppositional forces, such as fire and ice or light and darkness, don’t 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 @Compendium[swade-core-rules.swade-powers.Blast]{blast} hits ice armor (@Compendium[swade-core-rules.swade-powers.Protection]{Protection}), for example, there’s no synergy because they cancel each other out.
\n
Limitations
\n
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.
\n
The Limitation is permanent and always in effect unless changed with an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance} as noted below.
\n
Each limitation placed upon the power reduces its total @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} 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.
\n
\n
@Compendium[swade-core-rules.swade-rules.Range]{RANGE}: The power’s @Compendium[swade-core-rules.swade-rules.Range]{Range} is reduced to Touch (and its listed @Compendium[swade-core-rules.swade-rules.Range]{Range} is greater).
\n
PERSONAL: The power's @Compendium[swade-core-rules.swade-rules.Range]{Range} becomes Self (and has a @Compendium[swade-core-rules.swade-rules.Range]{Range} of Touch or the @Compendium[swade-core-rules.swade-rules.Range]{Range} Limitation above).
\n
ASPECT: The character can only access one aspect of a power (that has more than one choice), such as @Compendium[swade-core-rules.swade-powers.Sloth/Speed]{sloth/speed} or @Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{boost/lower Trait}.
\n
\n
Adding & Changing Trappings
\n
A character gets two new @Compendium[swade-core-rules.swade-rules.Powers]{powers} when he takes the @Compendium[swade-core-rules.swade-edges.New Powers]{New Powers} Edge. He may instead add Trappings to his @Compendium[swade-core-rules.swade-rules.Powers]{powers} in place of one or two of the new @Compendium[swade-core-rules.swade-rules.Powers]{powers}. A hero who takes the @Compendium[swade-core-rules.swade-edges.New Powers]{New Powers} Edge, for example, could choose one new power and add an ice Trapping to her @Compendium[swade-core-rules.swade-powers.Bolt]{olt}.
\n
The GM may also allow a player to change the trapping of existing power when she gains an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance}. This should reflect a major change in the character in some way as determined by the player and GM.
Many epic tales feature trips across great expanses. Adventurers might endure a long voyage across the endless seas of 50 Fathoms or ride the dusty trails of Deadlands: The Weird West.
\n
Below are some guidelines to help you figure out how long these journeys take and what dramatic events might happen along the way.
\n
When to Use These Rules: If it doesn’t matter how long the trip takes, skip all this. Narrate the journey, maybe do an @Compendium[swade-core-rules.swade-rules.Interludes]{Interludes}, 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.
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The Basics: The mode of travel determines how many miles the group makes per day.
\n
Travel Times
\n
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).
\n
\n
Average Travel Times
\n
\n\n
\n
Transport
\n
Miles/8 Hour Day
\n
\n\n\n
\n
Foot
\n
24
\n
\n
\n
Horse
\n
30
\n
\n
\n
Early Car
\n
200
\n
\n
\n
Modern Car
\n
400
\n
\n
\n
Sailing Ship*
\n
30
\n
\n
\n
Steam Ship*
\n
40
\n
\n
\n
Modern Passenger Train
\n
400
\n
\n
\n
Prop Plane
\n
1,000
\n
\n
\n
Commerical Jet
\n
4,000
\n
\n\n
\n
*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.
\n
Encounters
\n
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.
\n
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).
\n
Game Masters are highly encouraged to customize encounters based on their setting.
\n
\n
SPADES—ENEMIES: 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.
\n
HEARTS—STRANGERS: The group comes upon neutral or friendly nonplayer characters such as merchants, lost travelers, a guide, or even other adventurers.
\n
DIAMONDS—TREASURE: 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.
\n
CLUBS—OBSTACLE: 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.
\n
\n
Example: Irradiated Wastes
\n
Red and Gabe are wasteland warriors in Deadlands: Hell on Earth, traversing an area outside of Las Vegas, Nevada, that’s been blasted by nuclear “ghost rock” bombs.
\n
The GM draws a Jack of Clubs and decides the area is now a maze of jagged “glass chasms” and toxic sinkholes. This slows progress to a crawl for two days and makes them both roll for @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from heat and radiation (see the @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards} section).
\n
The GM draws again later that day and gets a Queen of Spades. From one of the sinkholes slithers a swarm of irradiated serpents, hungry for fresh prey.
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]{damage} 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.
A character armed with two melee weapons adds +1 to his @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} 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 @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}.
\n
Wielding two firearms offers no special advantage other than additional ammunition.
\n
Characters who want to specialize further can take the @Compendium[swade-core-rules.swade-edges.Two-Fisted]{Two-Fisted} or @Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Two-Gun Kid} Edge.
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]{Fighting} attacks if his foe has no weapon or shield. (This doesn’t stack with @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}.)
Pulp action tales often feature heroes with little or no armor defeating far more heavily armored adversaries.
\n
In these settings, if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card} chooses not to wear any @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}!
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.
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.
\n
\n
SIZE: The Size and Scale of the vehicle relative to a human (see @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size and Scale} and the @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table} ). Vehicles can normally take three @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before they’re @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Wrecked}, but Large Vehicles can take one additional Wound, Huge vehicles two, and Gargantuan three.
\n
Handling: The vehicle’s responsiveness and maneuverability is added or subtracted from all its operator’s maneuvering rolls (@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}). This typically ranges from −4 for particularly slow or sluggish vehicles to +4 for those that can turn on a dime.
\n
TOP SPEED: Top Speed is expressed in miles per hour (MPH) rather than @Compendium[swade-core-rules.swade-rules.Movement]{Pace} so it’s easier for you to look up real-world vehicles and use them in your game. The Chase rules only care about the relative speeds of vehicles anyway, not their actual speeds (see @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chases})\n
To convert miles per hour to @Compendium[swade-core-rules.swade-rules.Movement]{Pace}, multiply MPH by 1.5. See the @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Vehicles on the Tabletop sidebar} to integrate vehicles into tabletop combats with characters.
\n
\n
TOUGHNESS: The vehicle’s base durability including @Compendium[swade-core-rules.swade-rules.Armor]{Armor} (in parentheses). Use the included vehicles as a guide (see @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{Ground Vehicles}, @Compendium[swade-core-rules.swade-rules.Watercraft Table]{Watercraft}, and @Compendium[swade-core-rules.swade-rules.Aircraft Table]{Aircraft}) when creating your own or writing up those that aren’t listed here.\n
To estimate the @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value of real world vehicles with Heavy Armor (tanks), start with +4 as a base, then add +2 for every inch of armor up to 10″, +1 per inch up to 20″, and finally +1 for every two full inches after that. A tank with 23″ of armor, for example, has an Armor value of (4+20+10+1)=35.
\n
Adjust to reflect any other factors such as modern composite materials and the like.
\n
\n
PASSENGERS: The number of crew plus any additional passengers it can transport. A notation of “2+8,” for example, means it requires a crew of two and can carry up to eight additional passengers.
\n
COST: The average price of the vehicle.
\n
\n
Vehicle Notes
\n
Air Bags & Safety Harnesses: Passengers with vehicular protective devices take half damage from collisions (round down). See @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Wrecked}.
\n
Amphibious: The vehicle can enter water without flooding or capsizing. See the individual descriptions for their movement rates while in water.
\n
Anti-Missile Counter Measures (AMCM): AMCM systems are electronic jammers, chaff, and flares. They add +2 to a user’s maneuvering rolls to evade missiles (see @Compendium[swade-core-rules.swade-rules.Missiles Table]{Missiles}).
\n
Four-Wheel Drive (4WD): Treat each inch of @Compendium[swade-core-rules.swade-rules.Movement]{Difficult Ground} as 1.5″ instead of 2″.
\n
Heavy Armor: Only weapons marked as @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons} can hurt this vehicle, regardless of the damage roll. This keeps a lucky pistol shot from destroying a tank. Vehicles with Heavy Armor halve damage they take from colliding with other obstacles (including vehicles) that don’t have Heavy Armor.
\n
Unless otherwise specified, these vehicles have less protection on their sides and rear. Attacks that hit either (GM’s call) increase the weapon’s damage dice by one, thus 3d8 becomes 4d8, for example.
\n
Hover: The vehicle is a hovercraft and can ignore most low terrain obstacles and water.
\n
Infrared Night Vision: Thermal imaging devices halve @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalties versus targets that give off heat.
\n\n
Linked: Weapons of the same type may be dual or quad linked and fired as one (triple linked is ineffective). Dual linked weapons add +1 to hit and +2 damage; quad linked weapons add +2 to hit and +4 damage.
\n
Example: A pilot with d8 @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} in a @Compendium[swade-core-rules.swade-rules.Aircraft Table]{Spitfire} (8× machine-guns, @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} 3) rolls 3d8 for each wing, adding +2 to his Shooting total and +4 damage to those rounds that hit.
\n
Night Vision: Various vehicular night vision systems eliminate Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalties as long as there is at least some amount of ambient light.
\n
Reaction Fire: These weapons have special abilities in @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chases}.
\n
Sloped Armor: Sloped armor deflects shots away from the hull. Direct-fire ballistic attacks against the vehicle, such as a @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{tank} gun or @Compendium[swade-core-rules.swade-rules.Rocket Launchers and Torpedoes Table]{bazooka}, suffer a −2 @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} penalty.
\n
Spacecraft: The vehicle is designed for use in outer space. Those noted as Atmospheric can enter and exit planetary atmospheres as well.
\n
Stabilizer: A stabilizer reduces the @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform} penalty for whatever weapon it’s attached to (usually the main gun of a tank or armored vehicle). The penalty is reduced to −1 for a Stabilizer and 0 for an Improved Stabilizer.
\n
Stealth Paint: Radar-absorbent black paint makes the vehicle less detectable by sensors. @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} rolls to spot or lock onto the target are made at −4.
\n
Tracked: Tracked vehicles can climb over most low obstacles such as logs or low rocks, and can push through snow, mud, and other slippery surfaces. They ignore movement penalties for @Compendium[swade-core-rules.swade-rules.Movement]{Difficult Ground}.
\n
Weapons: Vehicles with weapons note their location for narrative play and for the @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chase} rules. Here are the most common:
\n
\n
FIXED: The vehicle’s weapon fires only in the listed direction (typically front or rear in a 45° arc).
\n
PINTILE MOUNT: A raised swivel mount that can fire in a 180° arc to the listed direction. If mounted on the turret it must fire in the same facing as the turret each turn.
\n
TURRET: The weapon is in a turret and has a 360° arc of fire.
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].
\n
Vehicular weapons work just like any other—characters make @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} 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.
\n
Damage and how to handle vehicles on the tabletop are covered under @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chases and Vehicles}.
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}.
\n
Minimum Rate of Fire: 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.
\n
Heavy Flamethrowers: 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 @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}).
\n
Tank and AT Guns: 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).
\n
Costs: 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.
40mm Cannon (@Compendium[swade-core-rules.swade-equipment.40mm Cannon (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.40mm Cannon (HE Rounds)]{HE})
\n
75/150/300
\n
4d8, AP 5
\n
3d8, AP 2, MBT
\n
4
\n
200K
\n
\n
\n
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})
\n
75/150/300
\n
4d8, AP 5
\n
3d6, AP 2, MBT
\n
1
\n
75K
\n
\n
\n
37mm AT Gun (@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (HE Rounds)]{HE})
\n
50/100/200
\n
4d8, AP 3
\n
4d6, AP 3, MBT
\n
1
\n
100K
\n
\n
\n
57mm AT Gun (@Compendium[swade-core-rules.swade-equipment.57mm AT Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.57mm AT Gun (HE Rounds)]{HE})
\n
75/150/300
\n
4d8, AP 5
\n
3d8, AP 3, MBT
\n
1
\n
150K
\n
\n
\n
75mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (HE Rounds)]{HE})
\n
75/150/300
\n
4d10, AP 6
\n
3d8, AP 3, MBT
\n
1
\n
250K
\n
\n
\n
76mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (HE Rounds)]{HE})
\n
75/150/300
\n
4d10, AP 10
\n
3d8, AP 5, MBT
\n
1
\n
300K
\n
\n
\n
88mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (HE Rounds)]{HE})
\n
100/200/400
\n
4d10+1, AP 16
\n
4d8, AP 8, MBT
\n
1
\n
500K
\n
\n
\n
120mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (HE Rounds)]{HE})
\n
100/200/400
\n
5d10, AP 31
\n
4d8, AP 17, MBT
\n
1
\n
800K
\n
\n
\n
125mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (HE Rounds)]{HE})
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}. Has both oars and sails. Weapons: @Compendium[swade-core-rules.swade-equipment.Catapult]{Catapult} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixed Front}).
The fight against evil can sometimes be expensive! The system here makes managing money in the game a bit easier and occasionally dramatic.
\n
When to Use These Rules: Use the Wealth system if you want a quick and easy way of handling financial resources without tracking actual currency.
\n
The Basics: Characters have a new statistic called Wealth they can use to buy things. It increases when they’re rewarded and decreases after significant purchases.
\n
Buying Things
\n
Each character has a d6 in Wealth, which represents average, middle class resources for the setting. This isn’t a @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, but acts like one—players may spend @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} when checking it, get their @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild Die}, and benefit from allies’ @Compendium[swade-core-rules.swade-rules.Support]{Support}.
\n
When a hero wants to buy something mundane, she does so—no roll is required. If the item is more than about $10 × her Wealth die, or she’s made numerous recent trivial purchases, she must make a Wealth roll. The GM should add bonuses for savings or deals, subtract penalties for expensive purchases, or rule out all-together purchases beyond the character’s means.
\n
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the buyer can’t scrape up the needed funds at the moment but may try again the next week, or after he obtains one or more Rewards (see below). With a regular failure, the buyer can either forgo the expense or she can buy it but goes broke (defined below) regardless of her Wealth die.
\n
Success means she purchases the item but her Wealth is reduced a die type until the GM feels her finances are restored by time or Rewards. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} means she buys the item without reducing her Wealth.
\n
Going Broke
\n
If a hero’s Wealth would be reduced below d4, she’s dead broke. She has basic food, water, and shelter (unless the GM and the situation dictate otherwise), but otherwise can’t buy luxury foods, transportation, or even ammo.
\n
Poor or Rich Characters
\n
Wealth is only permanently increased by Rewards or the @Compendium[swade-core-rules.swade-edges.Rich]{Rich} @Compendium[swade-core-rules.swade-rules.Edges]{Edge}. It’s decreased through use and the @Compendium[swade-core-rules.swade-hindrances.Poverty]{Poverty} @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrance}. Those with the Poverty Hindrance have a d4 Wealth. Rich characters have a d8, and Very Rich heroes have a d10.
\n
Heroes with the @Compendium[swade-core-rules.swade-edges.Fame]{Fame} Edge add +1 to their Wealth rolls or +2 if they’re Famous. Not only do they tend to have more money, but people love to give discounts to celebrities.
\n
Support Rolls
\n
Other characters may @Compendium[swade-core-rules.swade-rules.Support]{Support} a hero’s Wealth roll, but assume the same risks as the buyer (losing a die type in Wealth with success, for example).
\n
Availability
\n
If an item isn’t commonly available, finding it on the black market, via a private dealer, or in an internet chat room requires the @Compendium[swade-core-rules.swade-skills.Research]{Research} skill or @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.
\n
The GM can also simply decide the item isn’t available or she can assign a modifier to the hero’s roll as she sees fit. Finding a firearm in modern-day Europe, for example, is at least a −4 penalty, with serious consequences if the roll is failed.
\n
Rewards
\n
Getting paid for a job or finding treasure increases the characters’ Wealth die one step for an average task, two for a particularly lucrative reward, or three for a very great reward.
\n
Rewards and cost of living are relative, so the increase lasts only for a month of game time or until the GM thinks the party’s lifestyle, carousing, or general living expenses restores it to normal.
Sometimes a desperate character may want to throw caution to the wind and attack with everything he’s got.
\n
A Wild Attack adds +2 to the character’s @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} 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).
\n
Wild Attacks can be used with multiple attacks, such as from @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Multi-Actions} or the @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy} and @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} Edges.
\n
"
+ },
+ {
+ "id": "Wild Cards and Extras",
+ "name": "Wild Cards and Extras",
+ "description": "
\n
Wild Cards & Extras
\n
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.”
\n
Wild Cards are noted with a design of some sort before their name, like this:
\n
RED
\n
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 50 Fathoms or a marshal’s badge in Deadlands.
\n
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.
\n
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!
\n
They have two special abilities in the game:
\n
\n
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}.
\n
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 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{The Wild Die}).
\n
\n
"
+ },
+ {
+ "id": "Withdrawing From Melee",
+ "name": "Withdrawing From Melee",
+ "description": "
\n
Withdrawing From Melee
\n
Whenever a character retreats from melee, all adjacent non-@Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} and non-@Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} opponents get an immediate Free Attack (see @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks}).
\n
Example: 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.
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.
\n
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!
\n
Large Creatures: The Wound Cap applies even to creatures with more than three Wounds (due to their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} 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.
Academics reflects knowledge of the liberal arts, social sciences, literature, history, archaeology, and similar fields. If an explorer wants to remember when the Mayan calendar ended or cite a line from Macbeth, this is the skill to have.
Athletics combines an individual’s coordination with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.
Battle is an individual’s command of strategy and tactics. It can be used for general military knowledge and is critical when commanding troops in @Compendium[swade-core-rules.swade-rules.Mass Battles]{Mass Battles}.
Characters with this skill can handle most any boat or ship common to their setting. They also know how to handle common tasks associated with their vessel such as tying knots, rigging sails, or following currents.
Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.
Driving allows a hero to control any powered ground vehicle common to his setting. This includes cars, motorcycles, tanks, and the like.
\n
(Bikes and other self-powered transports use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}, beast-drawn transports use @Compendium[swade-core-rules.swade-skills.Riding]{Riding}.)
\n
Characters in modern settings where vehicles are ubiquitous don’t need Driving for ordinary travel. Driving rolls are typically only needed in dangerous or stressful conditions, such as @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chases}.
Electronics allows a hero to use complex or specialized devices such as the control panels on industrial machines or the sensor systems found on spaceships in futuristic settings.
\n
Consumer or electronic devices common to the setting don’t require Electronics— @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} suffices if a roll is required at all. In the modern world, this applies to video recorders, cell phones, etc.
\n
Fixing any type of broken electronic device uses the @Compendium[swade-core-rules.swade-skills.Repair]{Repair} skill.
Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.
Gambling is common in the saloons of the Old West, the back rooms of criminal organizations, the barracks of most armies, or the flight decks of scifi spaceships.
\n
To simulate an hour of gambling without having to roll for every single toss of the dice or hand of cards, have everyone agree on the stakes, such as $10, 10 gold coins, etc. Everyone in the game then makes a Gambling roll. The lowest total pays the highest total the difference times the stake. The next lowest pays the second highest the difference times the stake, and so on. If there’s an odd man left in the middle, he breaks even.
\n
Example: Red rolls highest with a 10 and Gabe rolls lowest with a 4. The difference is 6, so Gabe pays Red 6 × the stake of $10, or $60.
\n
Cheating: A character who cheats adds +2 to his roll. The GM may raise or lower this modifier depending on the particulars of the game or the method of cheating. If a cheater rolls a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}, however, he’s caught. The consequences depend on the circumstances and who noticed, but are usually unpleasant!
Hacking is the skill used to create programs and “hack” into secured systems. Use of this skill always requires a computer or interface of some sort.
\n
Most tasks are a simple Hacking roll. The amount of time it takes is determined by the GM, from a single action to hours, days, or even months depending on the complexity of the project. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the attempt works as desired and a raise halves the time required. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} usually just means the hacker must try again, while a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} may mean the system locks the user out, issues an alarm, or enacts another countermeasure of some sort.
Healing has multiple uses, from treating @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} to diagnosing diseases and analyzing certain kinds of forensic evidence.
\n
See @Compendium[swade-core-rules.swade-rules.Healing]{Healing} for rules on mending and treating @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}, and @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards} for treatment of disease or poison.
\n
Forensics: Healing can also be used to analyze evidence that relates to anatomical trauma, including cause and time of death, angle of attack, and similar matters. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} provides basic information and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} increases the details uncovered.
Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
\n
Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.
\n
A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.
\n
In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Intimidation attempts for the remainder of this encounter!
\n
Networking: Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.
In some settings, such as those that focus on pulp action or “planetary romance” (where characters frequently travel among many strange civilizations), speaking various languages can simply be roleplayed with halting dialogue and campy accents that start out a little difficult and are quickly forgotten. The GM may ignore this skill altogether in these settings, or use the @Compendium[swade-core-rules.swade-rules.Multiple Languages]{Multiple Languages} option in the @Compendium[swade-core-rules.swade-rules.Setting Rules]{Setting Rules}.
\n
In more realistic settings, communication can be a major barrier that requires characters to put skill points into additional languages. In a 1980s World War Three game, for example, a group of United Nations paratroopers won’t be able to speak with their foes unless they take Russian, Polish, or other languages common to the Warsaw Pact.
\n
If the Language skill is in use, it should be listed as Language (Spanish), Language (American Sign Language), etc. A character’s die type also notes how fluent he is in it. (Characters start with a d8 in their own Language.)
\n
\n
\n
Language Proficiency
\n
\n\n
\n
Skill
\n
Ability
\n
\n\n\n
\n
d4
\n
The character can read, write and speak common words and phrases.
\n
\n
\n
d6
\n
The speaker can carry on a prolonged but occasionally halting conversation.
\n
\n
\n
d8
\n
The character can speak fluently.
\n
\n
\n
d10
\n
The hero can mimic other dialects within the language.
\n
\n
\n
d12
\n
The speaker can masterfully recite important literary or oral works.
\n
\n\n
\n
\n
Limited: Use whichever skill is lowest when performing an action that requires knowledge of a foreign language. @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} (if verbal), @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Research]{Research}, @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt}, etc., are all limited by the character’s Language skill.
\n
This limitation never applies to a character’s native tongue.
Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
\n
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.
\n
A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
Occult reflects knowledge and experience with the paranormal most others don’t even believe exists. It can be used to decipher strange pictograms, recall information about supernatural creatures, remember cures for monstrous maladies like lycanthropy or vampirism, or perform rituals.
\n
Finding information in a library, newspaper morgue, old tome, the internet, etc., uses the @Compendium[swade-core-rules.swade-skills.Research]{Research} skill. As noted there, however, if the investigator’s Occult skill is higher she may use that instead.
A good entertainer can lift the spirits, rally a crowd to action, or simply earn a few bucks from the locals. Specifics depend on the situation, setting, and how well the character is known in the area.
\n
Performance covers singing, acting, playing an instrument, or similar tasks that require an audience to appreciate.
\n
Raising Funds: The amount of money a character can raise by performing is extremely subjective, but as a general rule a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} performance raises 20% of the setting's @Compendium[swade-core-rules.swade-rules.Characters]{Starting Funds} with a success and 30% with a raise. The GM can multiply this amount by the performer's @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} if she feels it's appropriate. These numbers work for typical performers who might be known in a small establishment or area. Larger performances can greatly boost the performer's fee, but also require more time, energy, and setup.
\n
Deception: Performance can be used instead of @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} if the character is attempting to deceive, bluff, or disguise herself and the GM agrees it makes sense in the context of the situation.
Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
\n
When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.
\n
Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.
\n
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.
\n
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also reduces the target’s attitude two levels.
\n
Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
\n
Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.
Piloting allows a character to maneuver airplanes, helicopters, jet packs, or spaceships. See the rules for @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chases and Vehicles}.
\n
A being with the innate ability to fly (he has wings, for example) uses @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} instead.
This is the skill “psions” or “psis” use to activate and control their psionic abilities. See the @Compendium[swade-core-rules.swade-edges.Arcane Background (Psionics)]{Arcane Background (Psionics)} edge.
Repair is the ability to take apart and/or fix mechanical gadgets, vehicles, weapons, and simple electrical devices. It also covers the use of demolitions and explosives.
\n
How long a Repair roll takes is up to the GM and the complexity of the task. Fixing a @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Wound} on a compact car in a post-apocalyptic setting might take an hour. Fixing a Wound on the same car in the present day might take four hours if the character wants it painted, polished, etc. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the item is functional. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the Repair roll halves the time required.
\n
Tools: Characters suffer a minor @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} (−1 to −2) to their roll if they don’t have access to basic tools, or a major penalty (−3 to −4) if the device requires specialized equipment.
\n
Electronics: Repair can be used to repair electronic devices, but is limited by the hero’s @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} skill. Use whichever skill is lowest.
A character skilled in Research knows how to make good use of libraries, newspaper morgues, the internet, or other written sources of information.
\n
The amount of time this takes is up to the GM and the situation. Finding something on the internet or a specific passage in a book might be possible in a @Compendium[swade-core-rules.swade-rules.Combat]{combat round}. Looking through books in a library, searching the internet for a complex topic, or digging up background information on an individual usually takes about an hour.
\n
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} finds basic information and a raise provides more detail. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the researcher doesn’t find what she’s looking for.
\n
A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} might mean the researcher finds plausible but incorrect information, triggers the notice of some opposed entity or faction, reads something “Humanity Was Not Meant to Know” and suffers a mental illness of some sort (a Minor @Compendium[swade-core-rules.swade-hindrances.Phobia]{Phobia}, @Compendium[swade-core-rules.swade-hindrances.Quirk]{Quirk}, etc.), or she might even accidentally destroy the source. The GM is encouraged to be creative when such a mishap occurs, perhaps forcing the party to approach the situation in a different way.
\n
Related Skills: If a character has a skill that relates directly to the subject he’s researching, he can use that instead of Research. An explorer with @Compendium[swade-core-rules.swade-skills.Occult]{Occult} d10 and Research d6, for example, rolls a d10 when investigating vampire lore at a forgotten library. If he later goes to search for the deed to a house where the vampires are rumored to lair, he rolls his normal Research instead.
\n
Note: Research may only provide the clues, especially in a mystery-heavy game. Putting the clues together from the information gathered is up to the players.
Riding allows a hero to mount, control, and ride any beast or beast-drawn vehicle common to his setting. This includes horses, camels, dragons, wagons, chariots, and the like. See @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}.
Those with this skill have studied various hard sciences such as biology, xenobiology, chemistry, geology, engineering, or any other “hard” science.
\n
A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} Science roll reveals basic information about a topic, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more details.
Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.
Mages, wizards, warlocks, and witches use Spellcasting to cast spells. See the @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Arcane Background (Magic)} Edge.
Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren’t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
\n
Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.
\n
The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.
\n
Sneak Attack: Sneaking up close enough to make a melee attack always requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.
\n
Movement: In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.
\n
Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they’re trying to quietly walk the path through a dark forest without alerting the creatures that live there.
Survival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren’t, and so on.
\n
A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} Survival roll provides enough food and water for one person for one day; or five people with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.
\n
More detailed information on @Compendium[swade-core-rules.swade-rules.Hunger]{Hunger} and @Compendium[swade-core-rules.swade-rules.Thirst]{Thirst} can be found under @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards} section.
\n
Tracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances.
\n
The Game Master should assign a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{bonus or penalty} based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a −4 penalty.
Taunt attacks a person’s pride through ridicule, cruel jests, or oneupmanship.
\n
Taunt is an opposed roll @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resisted} by the opponent’s Smarts. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}.
\n
Out of combat, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} means the defender backs down, slinks away, or starts a fight. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might leave the victim cowed for the remainder of the scene, or make her storm out of the area fuming or even in tears, or attack her tormentor recklessly (perhaps with a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack} on the first round of combat).
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A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character’s Taunts for the remainder of the encounter.
Lockpicking, safecracking, picking pockets, sleight of hand, setting and disabling traps and similar acts of misdirection, sabotage, subterfuge, and manipulation are called Thievery.
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If used to pick a lock, crack a safe, disable a trap, or perform a simple unopposed action, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} opens or disables the device, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} does it in less time, without tripping alarms, or whatever else the GM feels is appropriate.
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Sleight of hand, hiding or planting an item, or picking a pocket require a simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}. If foes are actively watching the character, Thievery is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by @Compendium[swade-core-rules.swade-skills.Notice]{Notice}.
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The Game Master should assign @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties} for particularly difficult circumstances. Picking a heavy padlock might have a −4 penalty, while hiding a revolver in bulky winter clothing might grant a +1 bonus. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} typically means the character is spotted or it takes too much time (after which the character can try again). A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} typically sets off the trap, alerts the victim, or jams the device so that it must be opened or interacted with in a different way.
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Limited: Using Thievery on an electronic device, such as a keypad, is limited by the thief’s @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} skill. Use the lowest of the two skills.
If a character doesn’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.
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The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.
“Mad” scientists, inventors in worlds with magic (or technology far beyond our own), alchemists, or artificers can be found throughout many Savage Worlds.
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Though their techniques may vary, all use Weird Science as their arcane skill. See the @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Arcane Background (Weird Science)} Edge to learn more of their wondrous ways.
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.
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.
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.
Trailer is @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 7 (Large), @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} 14 (2). *@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Handling} with a trailer attached is –2.