From 4e6f72d38a31b00ae05ae1e597df61bcbc917ad7 Mon Sep 17 00:00:00 2001 From: Sasmira Date: Fri, 19 Mar 2021 15:46:05 +0100 Subject: [PATCH] Auto stash before rebase of "origin/master" En cours powers / rules --- .../swade-core-rules.swade-powers.json | 218 ++++++------- .../swade-core-rules.swade-rules.json | 308 +++++++++--------- 2 files changed, 263 insertions(+), 263 deletions(-) diff --git a/module/compendiums/swade-core-rules.swade-powers.json b/module/compendiums/swade-core-rules.swade-powers.json index 5dddeb2..16dd4b5 100644 --- a/module/compendiums/swade-core-rules.swade-powers.json +++ b/module/compendiums/swade-core-rules.swade-powers.json @@ -1,332 +1,332 @@ { "label": "SWADE Pouvoirs", "mapping": { - "description": "data.description" + "description_full": "data.description" }, "entries": [ { "id": "Arcane Protection", "name": "Protection Arcanique", - "description": "
Voir SWADE p. 231
", - "description_full": : "
\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} , les pouvoirs hostiles subissent un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de −2 (−4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}) pour affecter le bénéficiaire.

\n

Leurs éventuels @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} sont réduits de même. Protection arcanique se cumule avec l'Atout @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Résistance aux arcanes}. Le bénéficiaire peut donc avoir les deux.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 231", + "description_full": "
\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} , les pouvoirs hostiles subissent un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de −2 (−4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}) pour affecter le bénéficiaire.

\n

Leurs éventuels @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} sont réduits de même. Protection arcanique se cumule avec l'Atout @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Résistance aux arcanes}. Le bénéficiaire peut donc avoir les deux.

\n

Modificateurs

\n\n
" }, { "id": "Banish", "name": "Bannissement", - "description": "
Voir SWADE p. 217
", - "description_full": : "
\n

Bannissement renvoie les entités des plans immatériels vers leur dimension d’origine. Cela inclut les fantômes, les démons, les élémentaux et autres êtres similaires (à la discrétion du MJ).

\n

Bannir une créature est un jet d’Arcanes du conjurateur @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} la cible est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée}, chaque @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} inflige une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

\n

Si cela @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacite} la cible, elle retourne dans son plan d’existence d’origine. Une entité bannie peut revenir à la discrétion du MJ : à la prochaine pleine lune, quand elle est de nouveau invoquée ou quelques instants plus tard pour une créature particulièrement puissante dans des conditions adéquates tel un lieu de pouvoir.

\n
" + "description": "Voir SWADE p. 217", + "description_full": "
\n

Bannissement renvoie les entités des plans immatériels vers leur dimension d’origine. Cela inclut les fantômes, les démons, les élémentaux et autres êtres similaires (à la discrétion du MJ).

\n

Bannir une créature est un jet d’Arcanes du conjurateur @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} la cible est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée}, chaque @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} inflige une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}.

\n

Si cela @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacite} la cible, elle retourne dans son plan d’existence d’origine. Une entité bannie peut revenir à la discrétion du MJ : à la prochaine pleine lune, quand elle est de nouveau invoquée ou quelques instants plus tard pour une créature particulièrement puissante dans des conditions adéquates tel un lieu de pouvoir.

\n
" }, { "id": "Barrier", "name": "Barrière", - "description": "
Voir SWADE p. 217
", - "description_full": : "
\n

Barrière crée un mur de 5 cases de long (10 mètres) et 1 case de haut (2 mètres), immobile et épousant la surface où il apparaît. Son épaisseur dépend de sa composition mais ne dépasse généralement pas quelques poignées de centimètres.

\n

Le mur a une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 10 et peut être @Compendium[swade-core-rules.swade-rules.Breaking Things]{cassé} comme n’importe quel autre objet (voir p. 139).

\n

Quand le sort expire ou que le mur est brisé, il tombe en poussière ou se dissipe, rien ne subsistant de l’@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 217", + "description_full": "
\n

Barrière crée un mur de 5 cases de long (10 mètres) et 1 case de haut (2 mètres), immobile et épousant la surface où il apparaît. Son épaisseur dépend de sa composition mais ne dépasse généralement pas quelques poignées de centimètres.

\n

Le mur a une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 10 et peut être @Compendium[swade-core-rules.swade-rules.Breaking Things]{cassé} comme n’importe quel autre objet (voir p. 139).

\n

Quand le sort expire ou que le mur est brisé, il tombe en poussière ou se dissipe, rien ne subsistant de l’@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.

\n

Modificateurs

\n\n
" }, { "id": "Beast Friend", "name": "Ami des bêtes", - "description": "
Voir SWADE p. 215
", - "description_full": : "
\n

Ce sort permet à un individu de parler à des animaux naturels et de guider leurs actions. Le coût d’activation est égal à la somme de leur @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} (minimum 1 par créature). Par exemple, contrôler trois @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{loups} (Taille −1) coûte ainsi 3 Points de pouvoir (car le coût minimum est de 1), tandis que contrôler un rhinocéros (Taille 5) coûte 5 Points de pouvoir.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, les créatures obéissent à des ordres simples comme des chiens bien dressés. Ils attaquent les ennemis de leur maître quitte à se mettre en danger. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, elles seront davantage soumises. Sans être suicidaires, elles dépasseront leurs peurs naturelles pour suivre les ordres.

\n

Les @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaims} aussi peuvent être contrôlés au coût de 1 Point de pouvoir pour un Petit, 2 PP pour un Moyen et 3 PP pour un Grand.

\n

Ami des Bêtes ne fonctionne que sur les créatures naturelles dotées d’une intelligence animale. Il est sans effet sur les animaux conjurés, magiques ou surnaturels.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 215", + "description_full": "
\n

Ce sort permet à un individu de parler à des animaux naturels et de guider leurs actions. Le coût d’activation est égal à la somme de leur @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} (minimum 1 par créature). Par exemple, contrôler trois @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{loups} (Taille −1) coûte ainsi 3 Points de pouvoir (car le coût minimum est de 1), tandis que contrôler un rhinocéros (Taille 5) coûte 5 Points de pouvoir.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, les créatures obéissent à des ordres simples comme des chiens bien dressés. Ils attaquent les ennemis de leur maître quitte à se mettre en danger. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, elles seront davantage soumises. Sans être suicidaires, elles dépasseront leurs peurs naturelles pour suivre les ordres.

\n

Les @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaims} aussi peuvent être contrôlés au coût de 1 Point de pouvoir pour un Petit, 2 PP pour un Moyen et 3 PP pour un Grand.

\n

Ami des Bêtes ne fonctionne que sur les créatures naturelles dotées d’une intelligence animale. Il est sans effet sur les animaux conjurés, magiques ou surnaturels.

\n

Modificateurs

\n\n
" }, { "id": "Blast", "name": "Explosion", - "description": "
Voir SWADE p. 226
", - "description_full": : "
\n

Explosion produit une boule d’énergie ou de matière explosive. La zone d’effet couvre un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Tout ce qui s’y trouve subit 2d6 de dégâts, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 226", + "description_full": "
\n

Explosion produit une boule d’énergie ou de matière explosive. La zone d’effet couvre un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. Tout ce qui s’y trouve subit 2d6 de dégâts, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).

\n

Modificateurs

\n\n
" }, { "id": "Blind", "name": "Aveuglement", - "description": "
Voir SWADE p. 216
", - "description_full": : "
\n

La cible de ce pouvoir vicieux souffre d’une vision floue, ou d’une quasi-cécité en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

La victime subit un malus de −2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} (et −4 en cas de Prouesse) pour toute action requérant la vue.

\n

À la fin de ses prochains tours, la victime tente automatiquement d’annuler cet effet en réussissant un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}. En cas de Succès, elle annulle 2 points de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus}, en cas de Prouesse elle annulle complètement l’effet.

\n

Modifiers

\n\n
" + "description": "Voir SWADE p. 216", + "description_full": "
\n

La cible de ce pouvoir vicieux souffre d’une vision floue, ou d’une quasi-cécité en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

La victime subit un malus de −2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} (et −4 en cas de Prouesse) pour toute action requérant la vue.

\n

À la fin de ses prochains tours, la victime tente automatiquement d’annuler cet effet en réussissant un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}. En cas de Succès, elle annulle 2 points de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus}, en cas de Prouesse elle annulle complètement l’effet.

\n

Modifiers

\n\n
" }, { "id": "Bolt", "name": "Éclair", - "description": "
Voir SWADE p. 224
", - "description_full": : "
\n

Éclair envoie une décharge dévastatrice d’énergie, un rayon sacré ou des éclats de matière sur un seul ennemi.

\n

Il n’y a pas de malus de @Compendium[swade-core-rules.swade-rules.Attacks]{Portée} mais le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est affecté par les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} et tous les autres habituels.

\n

Un éclair inflige 2d6 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Modifiers

\n\n
" + "description": "Voir SWADE p. 224", + "description_full": "
\n

Éclair envoie une décharge dévastatrice d’énergie, un rayon sacré ou des éclats de matière sur un seul ennemi.

\n

Il n’y a pas de malus de @Compendium[swade-core-rules.swade-rules.Attacks]{Portée} mais le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est affecté par les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} et tous les autres habituels.

\n

Un éclair inflige 2d6 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Modifiers

\n\n
" }, { "id": "Boost/Lower Trait", "name": "Augmentation / Diminution de Trait", - "description": "
Voir SWADE p. 216
", - "description_full": : "
\n

Ce pouvoir permet à un personnage d’améliorer ou de diminuer un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (attribut ou compétence) de la cible.

\n

Augmentation améliore le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} choisi d’un cran en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, de deux crans en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, pour 5 @Compendium[swade-core-rules.swade-rules.Actions]{rounds}.

\n

Diminution réduit le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} adverse d’un cran en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, de deux crans en cas de Prouesse, avec un d4 au minimum. A la fin de ses prochains tours, la victime tente automatiquement d’annuler cet effect en réussissant un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}. Un Succès restaure un cran dans le Trait tandis qu'une Prouesse les restaure complètement.

\n

Des sorts répétés ne cumulent pas leurs effets sur un même Trait (prendre le plus élevé) mais peuvent affecter différents Traits.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 216", + "description_full": "
\n

Ce pouvoir permet à un personnage d’améliorer ou de diminuer un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} (attribut ou compétence) de la cible.

\n

Augmentation améliore le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} choisi d’un cran en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, de deux crans en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, pour 5 @Compendium[swade-core-rules.swade-rules.Actions]{rounds}.

\n

Diminution réduit le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} adverse d’un cran en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, de deux crans en cas de Prouesse, avec un d4 au minimum. A la fin de ses prochains tours, la victime tente automatiquement d’annuler cet effect en réussissant un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}. Un Succès restaure un cran dans le Trait tandis qu'une Prouesse les restaure complètement.

\n

Des sorts répétés ne cumulent pas leurs effets sur un même Trait (prendre le plus élevé) mais peuvent affecter différents Traits.

\n

Modificateurs

\n\n
" }, { "id": "Burrow", "name": "Enfouissement", - "description": "
Voir SWADE p. 225
", - "description_full": : "
\n

Enfouissement permet au bénéficiaire de se fondre dans de la terre naturelle. Il peut rester dans une sorte de limbes ou creuser à la moitié de son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (son Allure complète en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}). Il ne peut pas courir.

\n

Un personnage enfoui peut tenter de surprendre un ennemi avec un jet de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à la @Compendium[swade-core-rules.swade-skills.Notice]{Perception} adverse. Le personnage considère sa cible comme @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} en cas de Succès, @Compendium[swade-core-rules.swade-rules.The Drop]{Surprise} en cas de Prouesse. Les cibles @Compendium[swade-core-rules.swade-rules.Hold]{En attente} peuvent tenter d’interrompre l’attaque juste avant.

\n

Un personnage enfoui ne peut généralement plus surprendre un ennemi une fois sa présence connue mais peut s’enfouir pour se protéger et se déplacer.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 225", + "description_full": "
\n

Enfouissement permet au bénéficiaire de se fondre dans de la terre naturelle. Il peut rester dans une sorte de limbes ou creuser à la moitié de son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (son Allure complète en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}). Il ne peut pas courir.

\n

Un personnage enfoui peut tenter de surprendre un ennemi avec un jet de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à la @Compendium[swade-core-rules.swade-skills.Notice]{Perception} adverse. Le personnage considère sa cible comme @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnérable} en cas de Succès, @Compendium[swade-core-rules.swade-rules.The Drop]{Surprise} en cas de Prouesse. Les cibles @Compendium[swade-core-rules.swade-rules.Hold]{En attente} peuvent tenter d’interrompre l’attaque juste avant.

\n

Un personnage enfoui ne peut généralement plus surprendre un ennemi une fois sa présence connue mais peut s’enfouir pour se protéger et se déplacer.

\n

Modificateurs

\n\n
" }, { "id": "Burst", "name": "Rafale", - "description": "
Voir SWADE p. 232
", - "description_full": : "
\n

Rafale produit de l’énergie en éventail baignant ses cibles dans un feu vif, dans un cône de froid ou dans toute autre matière ou énergie dévastatrice.

\n

Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} crée un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit de cône} dont l’origine est l’arcaniste (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).Tout ce qui s’y trouve subit 2d6 de @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts}, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 232", + "description_full": "
\n

Rafale produit de l’énergie en éventail baignant ses cibles dans un feu vif, dans un cône de froid ou dans toute autre matière ou énergie dévastatrice.

\n

Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} crée un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit de cône} dont l’origine est l’arcaniste (voir @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}).Tout ce qui s’y trouve subit 2d6 de @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts}, 3d6 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Modificateurs

\n\n
" }, { "id": "Confusion", "name": "Confusion", - "description": "
Voir SWADE p. 218
", - "description_full": : "
\n

Confusion confond une cible, la rendant à la fois @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite et Vulnérable} si elle @Compendium[swade-core-rules.swade-rules.Trait Rolls]{échoue} un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} (−2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au jet d’activation). Ces deux états durent jusqu’à la fin du prochain @Compendium[swade-core-rules.swade-rules.Actions]{tour} de la cible.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 218", + "description_full": "
\n

Confusion confond une cible, la rendant à la fois @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite et Vulnérable} si elle @Compendium[swade-core-rules.swade-rules.Trait Rolls]{échoue} un jet d’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} (−2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au jet d’activation). Ces deux états durent jusqu’à la fin du prochain @Compendium[swade-core-rules.swade-rules.Actions]{tour} de la cible.

\n

Modificateurs

\n\n
" }, { "id": "Damage Field", "name": "Zone de dégâts", - "description": "
Voir SWADE p. 237
", - "description_full": : "
\n

Zone de dégâts crée une aura dangereuse autour du bénéficiaire qui blesse les ennemis suffisamment fous pour s’en approcher.

\n

À la fin du @Compendium[swade-core-rules.swade-rules.Actions]{tour} du personnage affecté, tous les individus adjacents (alliés inclus !) subissent automatiquement 2d4 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 237", + "description_full": "
\n

Zone de dégâts crée une aura dangereuse autour du bénéficiaire qui blesse les ennemis suffisamment fous pour s’en approcher.

\n

À la fin du @Compendium[swade-core-rules.swade-rules.Actions]{tour} du personnage affecté, tous les individus adjacents (alliés inclus !) subissent automatiquement 2d4 de @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts}.

\n

Modificateurs

\n\n
" }, { "id": "Darksight", "name": "Vision dans le noir", - "description": "
Voir SWADE p. 236
", - "description_full": : "
\n

Vision dans le noir permet à un héros de voir dans l’obscurité. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} il ignore 4 points de @Compendium[swade-core-rules.swade-rules.Illumination]{malus de Visibilité}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} il en ignore 6 points et peut voir dans les Ténèbres.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 236", + "description_full": "
\n

Vision dans le noir permet à un héros de voir dans l’obscurité. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} il ignore 4 points de @Compendium[swade-core-rules.swade-rules.Illumination]{malus de Visibilité}. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} il en ignore 6 points et peut voir dans les Ténèbres.

\n

Modificateurs

\n\n
" }, { "id": "Deflection", "name": "Déflexion", - "description": "
Voir SWADE p. 221
", - "description_full": : "
\n

Les pouvoirs Déflexion fonctionnent de diverses manières. Certaines manifestations repoussent réellement les attaques reçues, d’autres floutent la forme de la cible ou produisent des illusions. Le résultat final reste cependant toujours le même : détourner du bénéficiaire les @Compendium[swade-core-rules.swade-rules.Attacks]{attaques} au contact ou à distance.

\n

Une fois actif, les ennemis subissent un malus de −2 pour leurs attaques ciblant le bénéficiaire, −4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 221", + "description_full": "
\n

Les pouvoirs Déflexion fonctionnent de diverses manières. Certaines manifestations repoussent réellement les attaques reçues, d’autres floutent la forme de la cible ou produisent des illusions. Le résultat final reste cependant toujours le même : détourner du bénéficiaire les @Compendium[swade-core-rules.swade-rules.Attacks]{attaques} au contact ou à distance.

\n

Une fois actif, les ennemis subissent un malus de −2 pour leurs attaques ciblant le bénéficiaire, −4 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Modificateurs

\n\n
" }, { "id": "Detect/Conceal Arcana", "name": "Détection / Dissimulation d'Arcanes", - "description": "
Voir SWADE p. 221
", - "description_full": : "
\n

Détection d’Arcanes permet au bénéficiaire de voir et détecter toutes personnes, objets ou effets surnaturels dans son champ de vision pendant cinq @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. Ceci inclut les ennemis @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibles}, les enchantements sur les gens ou les objets, les @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{appareils de science étrange}, etc. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le bénéficiaire connaît également la nature générale de l’enchantement : nocif, camouflage, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magie}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracle}, etc.

\n

Détection d’Arcanespermet également d’ignorer jusqu’à 4 points de malus pour attaquer des ennemis cachés par des @Compendium[swade-core-rules.swade-powers.Light / Darkness]{ténèbres magiques}, invisibilité ou des capacités similaires (le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} complet en cas de Prouesse).

\n

Dissimulation d’arcanes met à l’abri de la détection des énergies arcaniques un être ou un objet d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle normale} pour une heure.

\n

Détection vs. Dissimulation : Détecter des arcanes sur quelqu’un ou quelque chose de dissimulé est un jet @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} à lancer à chaque tentative, une fois maximum par @Compendium[swade-core-rules.swade-rules.Actions]{tour}. Si la dissimulation l’emporte, le personnage ne peut percer le camouflage avec son sort mais il peut annuler ce dernier pour le relancer.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 221", + "description_full": "
\n

Détection d’Arcanes permet au bénéficiaire de voir et détecter toutes personnes, objets ou effets surnaturels dans son champ de vision pendant cinq @Compendium[swade-core-rules.swade-rules.Actions]{rounds}. Ceci inclut les ennemis @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibles}, les enchantements sur les gens ou les objets, les @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{appareils de science étrange}, etc. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le bénéficiaire connaît également la nature générale de l’enchantement : nocif, camouflage, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{magie}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{miracle}, etc.

\n

Détection d’Arcanespermet également d’ignorer jusqu’à 4 points de malus pour attaquer des ennemis cachés par des @Compendium[swade-core-rules.swade-powers.Light / Darkness]{ténèbres magiques}, invisibilité ou des capacités similaires (le @Compendium[swade-core-rules.swade-rules.Trait Rolls]{malus} complet en cas de Prouesse).

\n

Dissimulation d’arcanes met à l’abri de la détection des énergies arcaniques un être ou un objet d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle normale} pour une heure.

\n

Détection vs. Dissimulation : Détecter des arcanes sur quelqu’un ou quelque chose de dissimulé est un jet @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} à lancer à chaque tentative, une fois maximum par @Compendium[swade-core-rules.swade-rules.Actions]{tour}. Si la dissimulation l’emporte, le personnage ne peut percer le camouflage avec son sort mais il peut annuler ce dernier pour le relancer.

\n

Modificateurs

\n\n
" }, { "id": "Disguise", "name": "Déguisement", - "description": "
Voir SWADE p. 221
", - "description_full": : "
\n

Déguisement permet au bénéficiaire de prendre l’apparence d’une autre personne de même @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} et de même forme, vêtements inclus, mais cela n’octroie aucune autre capacité.

\n

Ceux ayant une raison de douter de l’identité de l’imposteur font un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} à −2 pour percer le déguisement (−4 en cas de Prouesse au jet d’activation du pouvoir) en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 221", + "description_full": "
\n

Déguisement permet au bénéficiaire de prendre l’apparence d’une autre personne de même @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} et de même forme, vêtements inclus, mais cela n’octroie aucune autre capacité.

\n

Ceux ayant une raison de douter de l’identité de l’imposteur font un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} à −2 pour percer le déguisement (−4 en cas de Prouesse au jet d’activation du pouvoir) en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}.

\n

Modificateurs

\n\n
" }, { "id": "Dispel", "name": "Dissipation", - "description": "
Voir SWADE p. 222
", - "description_full": : "
\n

Dissipation permet à un héros d’annuler des pouvoirs adverses. C’est sans effet sur les enchantements permanents ou les capacités innées tels le souffle d’un dragon ou le cri d’une banshee. Dissipation affecte normalement les @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objets arcaniques}.

\n

Dissipation peut être utilisé contre un pouvoir déjà actif ou pour contrer un pouvoir adverse en cours d’activation. Dans ce dernier cas, l’arcaniste doit être @Compendium[swade-core-rules.swade-rules.Hold]{En Attente} et interrompre l’action adverse.

\n

Dans les deux cas, dissiper un pouvoir adverse est un jet @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes}, avec un malus de −2 si le pouvoir à annuler est d’une autre nature (tels Magie contre Miracles, Psionique contre Science étrange).

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} le pouvoir est dissipé et en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} son bénéficiaire est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait}. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} lors d’un contre, le jet adverse sert également à activer son pouvoir.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 222", + "description_full": "
\n

Dissipation permet à un héros d’annuler des pouvoirs adverses. C’est sans effet sur les enchantements permanents ou les capacités innées tels le souffle d’un dragon ou le cri d’une banshee. Dissipation affecte normalement les @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objets arcaniques}.

\n

Dissipation peut être utilisé contre un pouvoir déjà actif ou pour contrer un pouvoir adverse en cours d’activation. Dans ce dernier cas, l’arcaniste doit être @Compendium[swade-core-rules.swade-rules.Hold]{En Attente} et interrompre l’action adverse.

\n

Dans les deux cas, dissiper un pouvoir adverse est un jet @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes}, avec un malus de −2 si le pouvoir à annuler est d’une autre nature (tels Magie contre Miracles, Psionique contre Science étrange).

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} le pouvoir est dissipé et en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} son bénéficiaire est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait}. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} lors d’un contre, le jet adverse sert également à activer son pouvoir.

\n

Modificateurs

\n\n
" }, { "id": "Divination", "name": "Divination", - "description": "
Voir SWADE p. 222
", - "description_full": : "
\n

Divination permet à l’arcaniste de contacter des entités ou des puissances d’un autre monde pour glaner des informations.

\n

Préparer ce sort nécessite une minute ininterrompue de préparation et doit s’accomplir sur un lieu propice à l’être spirituel à contacter. Par exemple pour converser avec un fantôme, il faut être sur sa tombe, le lieu de son trépas ou avec un de ses objets personnels en main, les oracles ne peuvent être délivrés que dans les temples, les esprits du feu seulement près d’un foyer ouvert, etc.

\n

Une fois le temps de préparation écoulé, l’arcaniste fait son @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}. Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} lui permet de contacter l’esprit et de lui poser ses questions. L’entité doit répondre au mieux de ses capacités, avec franchise ou ambiguïté selon ce que le meneur de jeu pense approprié pour la personnalité de l’esprit et la campagne. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, l’esprit est plus serviable, connaisseur ou franc que d’habitude, qu’il le veuille ou non.

\n

Le type d’entité contactée détermine le contenu de la communication. Les esprits d’outre-tombe ont tendance à ne connaître que des choses concernant leur vie et leur mort, sans savoir l’identité de leur meurtrier si celui-ci était masqué ou hors de vue.

\n

De la même façon, les esprits de la nature connaissent leur environnement local, les démons les affaires qu’ils traitent directement, etc. Le meneur de jeu doit trancher sur ce que sait l’entité selon son passé, son origine et sa personnalité.

\n

Un esprit contacté ne peut plus l’être à nouveau avant 24 heures. Le meneur de jeu peut étendre cela à une communauté d’esprits dans un même lieu tels des élémentaires de l’eau dans un ruisseau clapotant ou les esprits d’une fosse commune.

\n
" + "description": "Voir SWADE p. 222", + "description_full": "
\n

Divination permet à l’arcaniste de contacter des entités ou des puissances d’un autre monde pour glaner des informations.

\n

Préparer ce sort nécessite une minute ininterrompue de préparation et doit s’accomplir sur un lieu propice à l’être spirituel à contacter. Par exemple pour converser avec un fantôme, il faut être sur sa tombe, le lieu de son trépas ou avec un de ses objets personnels en main, les oracles ne peuvent être délivrés que dans les temples, les esprits du feu seulement près d’un foyer ouvert, etc.

\n

Une fois le temps de préparation écoulé, l’arcaniste fait son @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes}. Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} lui permet de contacter l’esprit et de lui poser ses questions. L’entité doit répondre au mieux de ses capacités, avec franchise ou ambiguïté selon ce que le meneur de jeu pense approprié pour la personnalité de l’esprit et la campagne. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, l’esprit est plus serviable, connaisseur ou franc que d’habitude, qu’il le veuille ou non.

\n

Le type d’entité contactée détermine le contenu de la communication. Les esprits d’outre-tombe ont tendance à ne connaître que des choses concernant leur vie et leur mort, sans savoir l’identité de leur meurtrier si celui-ci était masqué ou hors de vue.

\n

De la même façon, les esprits de la nature connaissent leur environnement local, les démons les affaires qu’ils traitent directement, etc. Le meneur de jeu doit trancher sur ce que sait l’entité selon son passé, son origine et sa personnalité.

\n

Un esprit contacté ne peut plus l’être à nouveau avant 24 heures. Le meneur de jeu peut étendre cela à une communauté d’esprits dans un même lieu tels des élémentaires de l’eau dans un ruisseau clapotant ou les esprits d’une fosse commune.

\n
" }, { "id": "Drain Power Points", "name": "Siphon d'énergie", - "description": "
Voir SWADE p. 233
", - "description_full": : "
\n

Un puissant mage, prêtre, psionique ou autre peut utiliser cette capacité pour drainer de l’énergie arcanique d’un adversaire. Il peut par fois même se l’accaparer.

\n

Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. L’arcaniste subit un malus de -2 si ses @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} sont différentes de celles adverses.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le rival perd 1d6 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} (dé non explosif). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} l’arcaniste gagne ces Points de pouvoir pour son propre usage. Il peut ainsi dépasser son maximum. Ces PP durent jusqu’à utilisation et seront les premiers dépensés.

\n

Siphon d’énergie peut également être utilisé sur un @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objet arcanique} (celui-ci résiste avec la Compétence d’arcanes de son créateur, qu’il le porte ou non). L’objet ne perd pas plus de Points de pouvoir qu’il n’en a.

\n
" + "description": "Voir SWADE p. 233", + "description_full": "
\n

Un puissant mage, prêtre, psionique ou autre peut utiliser cette capacité pour drainer de l’énergie arcanique d’un adversaire. Il peut par fois même se l’accaparer.

\n

Le @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} est @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme} de la cible. L’arcaniste subit un malus de -2 si ses @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} sont différentes de celles adverses.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, le rival perd 1d6 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} (dé non explosif). En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} l’arcaniste gagne ces Points de pouvoir pour son propre usage. Il peut ainsi dépasser son maximum. Ces PP durent jusqu’à utilisation et seront les premiers dépensés.

\n

Siphon d’énergie peut également être utilisé sur un @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objet arcanique} (celui-ci résiste avec la Compétence d’arcanes de son créateur, qu’il le porte ou non). L’objet ne perd pas plus de Points de pouvoir qu’il n’en a.

\n
" }, { "id": "Elemental Manipulation", "name": "Manipulation élémentaire", - "description": "
Voir SWADE p. 230
", - "description_full": : "
\n

Ce pouvoir donne un contrôle limité sur les quatre éléments traditionnels : l’air, l’eau, le feu et la terre (ces éléments peuvent varier selon l’univers). Le pouvoir agit comme s’il avait d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Force}, d8 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Voici quelques idées de ce que chaque élément peut faire. Chacune est une action.

\n\n
" + "description": "Voir SWADE p. 230", + "description_full": "
\n

Ce pouvoir donne un contrôle limité sur les quatre éléments traditionnels : l’air, l’eau, le feu et la terre (ces éléments peuvent varier selon l’univers). Le pouvoir agit comme s’il avait d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Force}, d8 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Voici quelques idées de ce que chaque élément peut faire. Chacune est une action.

\n\n
" }, { "id": "Empathy", "name": "Empathie", - "description": "
Voir SWADE p. 224
", - "description_full": : "
\n

L’arcaniste noue un lien émotionnel avec sa cible en réussissant un @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}. Il connaît alors l’état émotionnel de sa cible et ses pensées de surface les plus basiques. Il bénéficie de +1 (+2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}) en @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Performance]{Performance} ou @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} contre elle.

\n

Empathie fonctionne également sur les animaux, octroyant +2 en @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} ou autres jets pour interagir avec la créature.

\n
" + "description": "Voir SWADE p. 224", + "description_full": "
\n

L’arcaniste noue un lien émotionnel avec sa cible en réussissant un @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{jet d'Arcanes} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} à l’@Compendium[swade-core-rules.swade-rules.Traits]{Âme}. Il connaît alors l’état émotionnel de sa cible et ses pensées de surface les plus basiques. Il bénéficie de +1 (+2 en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}) en @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Performance]{Performance} ou @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} contre elle.

\n

Empathie fonctionne également sur les animaux, octroyant +2 en @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} ou autres jets pour interagir avec la créature.

\n
" }, { "id": "Entangle", "name": "Enchevêtrement", - "description": "
Voir SWADE p. 225
", - "description_full": : "
\n

Enchevêtrement permet à l’arcaniste de restreindre les mouvements d’une cible avec de la glace, des liens d’énergie, des lianes ou tout autre @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} avec une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 5. En cas de Succès la cible est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravé}, en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} elle est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Immobilisée}.

\n

Une victime peut tenter de se libérer à son tour comme détaillé dans @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravé et Immobilisé}.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 225", + "description_full": "
\n

Enchevêtrement permet à l’arcaniste de restreindre les mouvements d’une cible avec de la glace, des liens d’énergie, des lianes ou tout autre @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} avec une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 5. En cas de Succès la cible est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravé}, en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} elle est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Immobilisée}.

\n

Une victime peut tenter de se libérer à son tour comme détaillé dans @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravé et Immobilisé}.

\n

Modificateurs

\n\n
" }, { "id": "Environmental Protection", "name": "Adaptation environnementale", - "description": "
Voir SWADE p. 214
", - "description_full": : "
\n

Les aventuriers voyagent parfois sous l’eau, dans l’espace ou dans un autre environnement hostile. Ce pouvoir les protège contre la pression abyssale, la chaleur accablante, le froid intense et même les radiations.

\n

Adaptation environnementale permet à la cible de respirer, de parler et de se déplacer à son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} normale dans un environnement qui lui serait autrement fatal. Il protège contre la @Compendium[swade-core-rules.swade-rules.Heat]{chaleur intense}, le @Compendium[swade-core-rules.swade-rules.Cold]{froid}, les @Compendium[swade-core-rules.swade-rules.Radiation]{radiations}, la pression atmosphérique ou d’un fluide, le manque d’oxygène. D’une manière générale l’aventurier peut agir normalement dans l’eau, l’espace, le cratère d’un volcan, etc. Le pouvoir flanche rapidement (1d4 rounds) en présence de conditions extrêmes comme une coulée de lave ou l'irradiation massive du cœur d'un réacteur nucléaire en fusion.

\n

Modificateurs

\n\n
" + "description": "Voir SWADE p. 214", + "description_full": "
\n

Les aventuriers voyagent parfois sous l’eau, dans l’espace ou dans un autre environnement hostile. Ce pouvoir les protège contre la pression abyssale, la chaleur accablante, le froid intense et même les radiations.

\n

Adaptation environnementale permet à la cible de respirer, de parler et de se déplacer à son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} normale dans un environnement qui lui serait autrement fatal. Il protège contre la @Compendium[swade-core-rules.swade-rules.Heat]{chaleur intense}, le @Compendium[swade-core-rules.swade-rules.Cold]{froid}, les @Compendium[swade-core-rules.swade-rules.Radiation]{radiations}, la pression atmosphérique ou d’un fluide, le manque d’oxygène. D’une manière générale l’aventurier peut agir normalement dans l’eau, l’espace, le cratère d’un volcan, etc. Le pouvoir flanche rapidement (1d4 rounds) en présence de conditions extrêmes comme une coulée de lave ou l'irradiation massive du cœur d'un réacteur nucléaire en fusion.

\n

Modificateurs

\n\n
" }, { "id": "Farsight", "name": "Vision lointaine", - "description": "
Voir SWADE p. 236
", - "description_full": : "
\n

Vision lointaine permet au bénéficiaire de voir en détail à de grandes distances. Il peut lire sur les lèvres ou voir des petits caractères jusqu’à 1,5 km.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, ses malus de @Compendium[swade-core-rules.swade-rules.Attacks]{Portée} sont réduits de moitié en @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) ou autres.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" + "description": "Voir SWADE p. 236", + "description_full": "
\n

Vision lointaine permet au bénéficiaire de voir en détail à de grandes distances. Il peut lire sur les lèvres ou voir des petits caractères jusqu’à 1,5 km.

\n

En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, ses malus de @Compendium[swade-core-rules.swade-rules.Attacks]{Portée} sont réduits de moitié en @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) ou autres.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" }, { "id": "Fear", "name": "Terreur", - "description": "
Voir SWADE p. 235
", - "description_full": : "
\n

Ce pouvoir cause une extrême épouvante. La personne affectée doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Fear]{Terreur}. En cas d’Échec, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} est paniqué, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} fait un jet sur la @Compendium[swade-core-rules.swade-macros.Fear Table]{table de Terreur}. Si le pouvoir est activé avec une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le jet de Terreur se fait à -2 et les Jokers ajoutent +2 à leur jet sur la table de Terreur.

\n

Modificateurs

\n
    \n
  • Zone d’effet (+2/+3) : pour +2 Points de pouvoir le pouvoir affecte tout le monde dans un Gabarit moyen. Pour +3 Points de pouvoir il affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n
\n
" + "description": "Voir SWADE p. 235", + "description_full": "
\n

Ce pouvoir cause une extrême épouvante. La personne affectée doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Fear]{Terreur}. En cas d’Échec, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extra} est paniqué, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} fait un jet sur la @Compendium[swade-core-rules.swade-macros.Fear Table]{table de Terreur}. Si le pouvoir est activé avec une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, le jet de Terreur se fait à -2 et les Jokers ajoutent +2 à leur jet sur la table de Terreur.

\n

Modificateurs

\n
    \n
  • Zone d’effet (+2/+3) : pour +2 Points de pouvoir le pouvoir affecte tout le monde dans un Gabarit moyen. Pour +3 Points de pouvoir il affecte tout le monde dans un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n
\n
" }, { "id": "Fly", "name": "Fly", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

Fly allows a character to soar at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12″, or twice that with a raise (he may not @Compendium[swade-core-rules.swade-rules.Movement]{Run}).

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+2) : The power may affect more than one target for 2 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} each.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

Fly allows a character to soar at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12″, or twice that with a raise (he may not @Compendium[swade-core-rules.swade-rules.Movement]{Run}).

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+2) : The power may affect more than one target for 2 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} each.
  • \n
\n
" }, { "id": "Growth/Shrink", "name": "Growth/Shrink", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

Growth increases the recipient’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} by 1 for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} spent. Each increase in Size grants the target a one-step increase to @Compendium[swade-core-rules.swade-rules.Traits]{Force} 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}.

\n

Shrink reduces the @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} of the subject one step for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} spent to a maximum of Size -2 (approximately the size of a cat). Each step reduced decreases @Compendium[swade-core-rules.swade-rules.Traits]{Force} one die type (minimum of d4) and @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1 (minimum of 2).

\n

For unwilling targets, the caster’s arcane skill roll is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} by @Compendium[swade-core-rules.swade-rules.Traits]{Âme}.

\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

Growth increases the recipient’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} by 1 for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} spent. Each increase in Size grants the target a one-step increase to @Compendium[swade-core-rules.swade-rules.Traits]{Force} 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}.

\n

Shrink reduces the @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} of the subject one step for every 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} spent to a maximum of Size -2 (approximately the size of a cat). Each step reduced decreases @Compendium[swade-core-rules.swade-rules.Traits]{Force} one die type (minimum of d4) and @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1 (minimum of 2).

\n

For unwilling targets, the caster’s arcane skill roll is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} by @Compendium[swade-core-rules.swade-rules.Traits]{Âme}.

\n
" }, { "id": "Havoc", "name": "Havoc", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.

\n

With success, the caster places a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} anywhere within @Compendium[swade-core-rules.swade-rules.Range]{range}, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit de Cône} emanating from the caster.

\n

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]{Force} 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]{Gabarit de Cône} 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).

\n

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).

\n

Airborne Targets: Flying or airborne targets suffer an additional -2 to their @Compendium[swade-core-rules.swade-rules.Traits]{Force} rolls as they have no ground to brace themselves on.

\n

Modificateurs

\n
    \n
  • Area Effect (+1) : Havoc affects a @Compendium[swade-core-rules.swade-powers.Blast]{Large Blast Template}.
  • \n
  • Strong (+1) : @Compendium[swade-core-rules.swade-rules.Traits]{Force} rolls are made at -2
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions.

\n

With success, the caster places a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} anywhere within @Compendium[swade-core-rules.swade-rules.Range]{range}, or a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit de Cône} emanating from the caster.

\n

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]{Force} 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]{Gabarit de Cône} 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).

\n

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).

\n

Airborne Targets: Flying or airborne targets suffer an additional -2 to their @Compendium[swade-core-rules.swade-rules.Traits]{Force} rolls as they have no ground to brace themselves on.

\n

Modificateurs

\n
    \n
  • Area Effect (+1) : Havoc affects a @Compendium[swade-core-rules.swade-powers.Blast]{Large Blast Template}.
  • \n
  • Strong (+1) : @Compendium[swade-core-rules.swade-rules.Traits]{Force} rolls are made at -2
  • \n
\n
" }, { "id": "Healing", "name": "Healing", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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]{Succès} removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} 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]{Points de pouvoir}.

\n

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]{Secouée} if it matters).

\n

Modificateurs

\n
    \n
  • Greater Healing (+10) : Greater healing can restore any @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, including those more than an hour old.
  • \n
  • 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]{échoue}, 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.
  • \n
  • 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.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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]{Succès} removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} 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]{Points de pouvoir}.

\n

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]{Secouée} if it matters).

\n

Modificateurs

\n
    \n
  • Greater Healing (+10) : Greater healing can restore any @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, including those more than an hour old.
  • \n
  • 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]{échoue}, 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.
  • \n
  • 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.
  • \n
\n
" }, { "id": "Illusion", "name": "Illusion", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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.

\n

Those who contact an illusion or doubt it’s real make a @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} (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.

\n

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.

\n

The volume of the illusion must fit within a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} (4″ or eight yards in diameter).

\n

Modificateurs

\n
    \n
  • 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. 
  • \n
  • Strong (+2) : @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} rolls to disbelieve the illusion are made at -2. 
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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.

\n

Those who contact an illusion or doubt it’s real make a @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} (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.

\n

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.

\n

The volume of the illusion must fit within a sphere the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} (4″ or eight yards in diameter).

\n

Modificateurs

\n
    \n
  • 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. 
  • \n
  • Strong (+2) : @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} rolls to disbelieve the illusion are made at -2. 
  • \n
\n
" }, { "id": "Intangibility", "name": "Intangibility", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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.

\n

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}.

\n

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]{Âme}.

\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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.

\n

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}.

\n

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]{Âme}.

\n
" }, { "id": "Invisibility", "name": "Invisibility", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, 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]{Prouesse}. The same penalty applies to @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls to detect the unseen presence.

\n

Modifiers

\n
    \n
  • Cibles supplémentaires (+3) : The power may affect more than one target for 3 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} each.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, 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]{Prouesse}. The same penalty applies to @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls to detect the unseen presence.

\n

Modifiers

\n
    \n
  • Cibles supplémentaires (+3) : The power may affect more than one target for 3 additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} each.
  • \n
\n
" }, { "id": "Light / Darkness", "name": "Light / Darkness", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

Light creates bright @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}. With a raise, the light can be focused into a 5″ (10 yard) beam as well.

\n

Darkness blocks @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} in an area the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}, making the area Dark, or Pitch Darkness with a raise (see @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).

\n

If light and darkness overlap, they create a patch of Dim light (-2).

\n

Modificateurs

\n
    \n
  • 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. 
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

Light creates bright @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}. With a raise, the light can be focused into a 5″ (10 yard) beam as well.

\n

Darkness blocks @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} in an area the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}, making the area Dark, or Pitch Darkness with a raise (see @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}).

\n

If light and darkness overlap, they create a patch of Dim light (-2).

\n

Modificateurs

\n
    \n
  • 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. 
  • \n
\n
" }, { "id": "Mind Link", "name": "Mind Link", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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.

\n

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]{Prouesse}.

\n

If any of the linked characters suffers a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, all others must make a @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} roll or be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée} (this cannot cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}).

\n

The speed of communication is that of normal speech, but with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} members may communicate up to 30 seconds or so of speech on a single combat turn.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : The power may affect additional individuals for 1 additonal @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each. 
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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.

\n

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]{Prouesse}.

\n

If any of the linked characters suffers a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, all others must make a @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} roll or be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée} (this cannot cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}).

\n

The speed of communication is that of normal speech, but with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} members may communicate up to 30 seconds or so of speech on a single combat turn.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : The power may affect additional individuals for 1 additonal @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each. 
  • \n
\n
" }, { "id": "Mind Reading", "name": "Mind Reading", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

Mind reading is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} 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]{Prouesse}. 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.

\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

Mind reading is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} 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]{Prouesse}. 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.

\n
" }, { "id": "Mind Wipe", "name": "Mind Wipe", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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]{opposé} by a victim’s @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} 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}.

\n

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]{Prouesse} removes a complex memory of several hours.

\n

If the defender wins, the caster cannot affect him with mind wipe for 24 hours. (Others may reattempt the power, however.)

\n

The memory remains missing but strong evidence that challenges its “logic” allows a @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} roll at -2 to remember fragments determined by the GM.

\n

Modifiers

\n
    \n
  • Edit (+1) : Instead of wiping the memory, the caster edits it as she sees fit.
  • \n
  • Fast Cast (+2) : The caster can wipe a memory as an @Compendium[swade-core-rules.swade-rules.Actions]{action}.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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]{opposé} by a victim’s @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} 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}.

\n

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]{Prouesse} removes a complex memory of several hours.

\n

If the defender wins, the caster cannot affect him with mind wipe for 24 hours. (Others may reattempt the power, however.)

\n

The memory remains missing but strong evidence that challenges its “logic” allows a @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} roll at -2 to remember fragments determined by the GM.

\n

Modifiers

\n
    \n
  • Edit (+1) : Instead of wiping the memory, the caster edits it as she sees fit.
  • \n
  • Fast Cast (+2) : The caster can wipe a memory as an @Compendium[swade-core-rules.swade-rules.Actions]{action}.
  • \n
\n
" }, { "id": "Object Reading", "name": "Object Reading", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} 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]{Prouesse} 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.

\n

When watching an actual event, it occurs in real time, just as if watching a digital video.

\n

Modificateurs

\n
    \n
  • Strong (+2) : The caster can see or hear from the item's creation forward.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} 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]{Prouesse} 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.

\n

When watching an actual event, it occurs in real time, just as if watching a digital video.

\n

Modificateurs

\n
    \n
  • Strong (+2) : The caster can see or hear from the item's creation forward.
  • \n
\n
" }, { "id": "Protection", "name": "Protection", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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.

\n

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.

\n

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.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : The power may affect additional targets at a cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • More Armor (+1) : Success grants 4 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor} (+6 with a raise).
  • \n
  • 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).
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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.

\n

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.

\n

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.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : The power may affect additional targets at a cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
  • More Armor (+1) : Success grants 4 points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor} (+6 with a raise).
  • \n
  • 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).
  • \n
\n
" }, { "id": "Puppet", "name": "Puppet", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

Puppet is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} 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]{Âme}. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, the victim automatically obeys commands that don’t directly harm himself or those he cares about.

\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, the target is completely controlled, but gets an automatic @Compendium[swade-core-rules.swade-rules.Traits]{Âme} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} 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]{Prouesse}, he breaks the controller’s hold and the power ends.

\n

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.

\n

Modifiers

\n
    \n
  • Cibles supplémentaires (+2) : The caster may affect others at the cost of 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} each.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

Puppet is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposé} 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]{Âme}. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, the victim automatically obeys commands that don’t directly harm himself or those he cares about.

\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, the target is completely controlled, but gets an automatic @Compendium[swade-core-rules.swade-rules.Traits]{Âme} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite} 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]{Prouesse}, he breaks the controller’s hold and the power ends.

\n

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.

\n

Modifiers

\n
    \n
  • Cibles supplémentaires (+2) : The caster may affect others at the cost of 2 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} each.
  • \n
\n
" }, { "id": "Relief", "name": "Relief", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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]{Secouée} status, and removes @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} status with a raise.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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]{Secouée} status, and removes @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned} status with a raise.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" }, { "id": "Resurrection", "name": "Resurrection", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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.

\n

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.

\n

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}.

\n

Modificateurs

\n
    \n
  • Puissant (+5) : The hero can raise a spirit dead up to a decade for +5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir}.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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.

\n

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.

\n

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}.

\n

Modificateurs

\n
    \n
  • Puissant (+5) : The hero can raise a spirit dead up to a decade for +5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir}.
  • \n
\n
" }, { "id": "Shape Change", "name": "Shape Change", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

Many cultures have legends of shamans or wizards who take on the shape of animals.

\n

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}:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Shape Change
CostRankSize
3NoviceSize -4 to Size -1
5SeasonedSize 0
8VeteranSize 1 to 2
11HeroicSize 3 to 4
15LegendarySize 5 to 10
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} on the roll, the character transforms into a  particularly large version of its type—increase its @Compendium[swade-core-rules.swade-rules.Traits]{Force} and @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} by one die type each.

\n

Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.

\n

While transformed, the character retains his own @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, @Compendium[swade-core-rules.swade-rules.Traits]{Âme}, @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]{Force}, @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur}, 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.

\n

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.

\n

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}.

\n

Modificateurs

\n
    \n
  • Speech (+1) : The recipient retains the power of speech (but still cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}).
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

Many cultures have legends of shamans or wizards who take on the shape of animals.

\n

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}:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Shape Change
CostRankSize
3NoviceSize -4 to Size -1
5SeasonedSize 0
8VeteranSize 1 to 2
11HeroicSize 3 to 4
15LegendarySize 5 to 10
\n

With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} on the roll, the character transforms into a  particularly large version of its type—increase its @Compendium[swade-core-rules.swade-rules.Traits]{Force} and @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} by one die type each.

\n

Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.

\n

While transformed, the character retains his own @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, @Compendium[swade-core-rules.swade-rules.Traits]{Âme}, @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]{Force}, @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur}, 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.

\n

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.

\n

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}.

\n

Modificateurs

\n
    \n
  • Speech (+1) : The recipient retains the power of speech (but still cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}).
  • \n
\n
" }, { "id": "Sloth/Speed", "name": "Sloth/Speed", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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]{Prouesse}, 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]{Âme} roll.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} 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]{Prouesse} the character also ignores the -2 running penalty.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Speed only. Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
  • Zone d’effet (+2/+3) : Sloth only. For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. For +3 poitns the area of efect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n
  • 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).
  • \n
  • Strong (+1) : Sloth only. The @Compendium[swade-core-rules.swade-rules.Traits]{Âme} roll to shake off sloth's effects is made at -2.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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]{Prouesse}, 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]{Âme} roll.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès} 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]{Prouesse} the character also ignores the -2 running penalty.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Speed only. Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
  • Zone d’effet (+2/+3) : Sloth only. For +2 points the power affects everyone in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen}. For +3 poitns the area of efect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n
  • 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).
  • \n
  • Strong (+1) : Sloth only. The @Compendium[swade-core-rules.swade-rules.Traits]{Âme} roll to shake off sloth's effects is made at -2.
  • \n
\n
" }, { "id": "Slumber", "name": "Slumber", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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.

\n

Anyone affected by slumber must make a @Compendium[swade-core-rules.swade-rules.Traits]{Âme} 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 asleep for 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]{Âme} roll.

\n

Modifiers

\n
    \n
  • Zone d’effet (+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]{Gabarit moyen}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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.

\n

Anyone affected by slumber must make a @Compendium[swade-core-rules.swade-rules.Traits]{Âme} 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 asleep for 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]{Âme} roll.

\n

Modifiers

\n
    \n
  • Zone d’effet (+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]{Gabarit moyen}. For +3 points the area of effect is increased to a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}.
  • \n
\n
" }, { "id": "Smite", "name": "Smite", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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]{dégâts} is increased by +2, or +4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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]{dégâts} is increased by +2, or +4 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" }, { "id": "Sound/Silence", "name": "Sound/Silence", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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]{Intellect}.

\n

Silence does the opposite, muting all sound up to a loud shout within a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}. This subtracts 4 from @Compendium[swade-core-rules.swade-skills.Notice]{Perception} 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]{Prouesse} completely mutes all sound inside the template—such @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls automatically fail.

\n

Modificateurs

\n
    \n
  • 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}.
  • \n
  • 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]{Âme} (at -2 if the caster gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}).
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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]{Intellect}.

\n

Silence does the opposite, muting all sound up to a loud shout within a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Grand gabarit}. This subtracts 4 from @Compendium[swade-core-rules.swade-skills.Notice]{Perception} 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]{Prouesse} completely mutes all sound inside the template—such @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls automatically fail.

\n

Modificateurs

\n
    \n
  • 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}.
  • \n
  • 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]{Âme} (at -2 if the caster gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}).
  • \n
\n
" }, { "id": "Speak Language", "name": "Speak Language", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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]{Prouesse} 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.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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]{Prouesse} 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.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" }, { "id": "Stun", "name": "Stun", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

Stun shocks a target with concussive force, sound, light, magical energy, or the like.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} casting means the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

Modificateurs

\n
    \n
  • Zone d’effet (+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]{Gabarit moyen}. 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]{Grand gabarit}.
  • \n
\n

\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

Stun shocks a target with concussive force, sound, light, magical energy, or the like.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} casting means the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll (at -2 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.

Modificateurs

\n
    \n
  • Zone d’effet (+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]{Gabarit moyen}. 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]{Grand gabarit}.
  • \n
\n

\n
" }, { "id": "Summon Ally", "name": "Summon Ally", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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]{Taille} but can appear differently based on the caster’s @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}. It materializes anywhere in @Compendium[swade-core-rules.swade-rules.Range]{Range}, and with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} 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.

\n

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.

\n

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]{Tir} skill for @Compendium[swade-core-rules.swade-skills.Survival]{Survival} so that the “animal” can track its foes.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SUMMON ALLY
RankCostServant
Novice2Attendant
Seasoned4Bodyguard
Veteran6Mirror Self*
Heroic8Sentinel
\n

*Mirror Self costs +2 power points per Rank above Veteran to a maximum of 10 PPs at Legendary

\n

Modificateurs

\n
    \n
  • Bite/Claw (+1) :  The ally can bite or claw at Str+d6
  • \n
  • Flight (+2) : The ally can fly at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12
  • \n
  • Mind Rider (+1) : The caster can communicate and sense through the ally.
  • \n
\n

 

\n

STATBLOCKS

\n

Attendant

\n

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d4, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d6
Pace: 4; Parry: 4; Toughness: 4
Special Abilities:

\n
    \n
  • Claw: Str+d4.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée}; 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}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n

 

\n

Bodyguard

\n

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}
Gear: Melee attack (Str+d6).
Special Abilities:

\n
    \n
  • Armor +2: Hardened skin.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: See Attendant.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n

 

\n

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]{Points de pouvoir} 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.

\n

 

\n

Sentinel
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d10, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d10, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d8
Pace: 6; Parry: 7; Toughness: 13 (4)
Edges: @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance}, @Compendium[swade-core-rules.swade-edges.Improved Sweep]{Sweep (Improved)}.
Gear: Melee attack (Str+d8).
Special Abilities:

\n
    \n
  • Armor +4: Stone skin.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: See Attendant.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 2: Sentinels are 8' tall and very dense.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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]{Taille} but can appear differently based on the caster’s @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}. It materializes anywhere in @Compendium[swade-core-rules.swade-rules.Range]{Range}, and with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} 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.

\n

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.

\n

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]{Tir} skill for @Compendium[swade-core-rules.swade-skills.Survival]{Survival} so that the “animal” can track its foes.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SUMMON ALLY
RankCostServant
Novice2Attendant
Seasoned4Bodyguard
Veteran6Mirror Self*
Heroic8Sentinel
\n

*Mirror Self costs +2 power points per Rank above Veteran to a maximum of 10 PPs at Legendary

\n

Modificateurs

\n
    \n
  • Bite/Claw (+1) :  The ally can bite or claw at Str+d6
  • \n
  • Flight (+2) : The ally can fly at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12
  • \n
  • Mind Rider (+1) : The caster can communicate and sense through the ally.
  • \n
\n

 

\n

STATBLOCKS

\n

Attendant

\n

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d4, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d6
Pace: 4; Parry: 4; Toughness: 4
Special Abilities:

\n
    \n
  • Claw: Str+d4.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée}; 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}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n

 

\n

Bodyguard

\n

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d4, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d4
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}
Gear: Melee attack (Str+d6).
Special Abilities:

\n
    \n
  • Armor +2: Hardened skin.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: See Attendant.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
\n

 

\n

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]{Points de pouvoir} 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.

\n

 

\n

Sentinel
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d10, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d10, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d8
Pace: 6; Parry: 7; Toughness: 13 (4)
Edges: @Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance}, @Compendium[swade-core-rules.swade-edges.Improved Sweep]{Sweep (Improved)}.
Gear: Melee attack (Str+d8).
Special Abilities:

\n
    \n
  • Armor +4: Stone skin.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: See Attendant.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 2: Sentinels are 8' tall and very dense.
  • \n
\n
" }, { "id": "Telekinesis", "name": "Telekinesis", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a @Compendium[swade-core-rules.swade-rules.Traits]{Force} of d10, or d12 with a raise.

\n

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]{opposé} @Compendium[swade-core-rules.swade-rules.Traits]{Âme} 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]{Intellect} 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]{dégâts}. Dropped creatures suffer @Compendium[swade-core-rules.swade-rules.Falling]{falling damage} as usual.

\n

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}).

\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a @Compendium[swade-core-rules.swade-rules.Traits]{Force} of d10, or d12 with a raise.

\n

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]{opposé} @Compendium[swade-core-rules.swade-rules.Traits]{Âme} 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]{Intellect} 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]{dégâts}. Dropped creatures suffer @Compendium[swade-core-rules.swade-rules.Falling]{falling damage} as usual.

\n

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}).

\n
" }, { "id": "Teleport", "name": "Teleport", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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]{Prouesse}. Teleporting to an unseen location incurs a -2 penalty on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll.

\n

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}).

\n

If casting teleport on a willing subject, the caster decides where they move to, not the target.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
  • 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]{opposé} 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]{Prouesse}. Foes may not be teleported into solid objects.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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]{Prouesse}. Teleporting to an unseen location incurs a -2 penalty on the @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} roll.

\n

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}).

\n

If casting teleport on a willing subject, the caster decides where they move to, not the target.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
  • 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]{opposé} 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]{Prouesse}. Foes may not be teleported into solid objects.
  • \n
\n
" }, { "id": "Wall Walker", "name": "Wall Walker", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

Wall walker allows the recepient to walk on vertical or horizontal surfaces. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, she moves at half her normal @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, she may move at full @Compendium[swade-core-rules.swade-rules.Movement]{Allure} and even @Compendium[swade-core-rules.swade-rules.Movement]{run}.

\n

If forced to make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll to climb or hang on to the a surface, she adds +4 to the total.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : The caster may affect others at the cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

Wall walker allows the recepient to walk on vertical or horizontal surfaces. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Succès}, she moves at half her normal @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, she may move at full @Compendium[swade-core-rules.swade-rules.Movement]{Allure} and even @Compendium[swade-core-rules.swade-rules.Movement]{run}.

\n

If forced to make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll to climb or hang on to the a surface, she adds +4 to the total.

\n

Modificateurs

\n
    \n
  • Cibles supplémentaires (+1) : The caster may affect others at the cost of 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Power Point} each.
  • \n
\n
" }, { "id": "Warrior's Gift", "name": "Warrior's Gift", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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]{Prouesse}, 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}).

\n

Modifiers

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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]{Prouesse}, 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}).

\n

Modifiers

\n
    \n
  • Cibles supplémentaires (+1) : Le pouvoir voir peut affecter des cibles additionnelles pour +1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Point de pouvoir} chacune.
  • \n
\n
" }, { "id": "Zombie", "name": "Zombie", - "description": "
Voir SWADE p. xx
", - "description_full": : "
\n

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.

\n

The being has the physical skills it had in life, but its @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, @Compendium[swade-core-rules.swade-rules.Traits]{Âme}, and related @Compendium[swade-core-rules.swade-rules.Traits]{skills} are reset to d4. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} 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).

\n

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).

\n

An undead @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by damage can’t be raised with this power again.

\n

Modificateurs

\n
    \n
  • 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.
  • \n
  • Armed (+1 per Zombie) : The dead rise with a rusting weapon common to their setting and environment. Choose one:\n
      \n
    • Hand Weapon: Str+d6
    • \n
    • Ranged Weapon: Range 12/24/48, Dmg 2d6
    • \n
    \n
  • \n
  • 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.
  • \n
  • 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.
  • \n
  • 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]{Points de pouvoir} 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!
  • \n
\n

 

\n

Zombie Creatures

\n

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]{Taille} -1 or -2, 3 for @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 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.

\n

Larger creatures cost 3 + @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} in Power Points. For example, an undead grizzly (Size 2) costs 5 Power Points to raise.

\n

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.

\n

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).

\n

 

\n
\n

Zombie

\n

These walking dead are typical groaning fiends looking for fresh meat.

\n

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6

\n

Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d6

\n

Pace: 4; Parry: 5; Toughness: 7

\n

Edges:

\n

Special Abilities:

\n
    \n
  • Bite/Claws: Str.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Zombies are immune to @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @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}.
  • \n
  • Weakness (Head) : @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} to a zombie’s head do the usual +4 damage.
  • \n
\n
" + "description": "Voir SWADE p. xx", + "description_full": "
\n

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.

\n

The being has the physical skills it had in life, but its @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, @Compendium[swade-core-rules.swade-rules.Traits]{Âme}, and related @Compendium[swade-core-rules.swade-rules.Traits]{skills} are reset to d4. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} 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).

\n

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).

\n

An undead @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by damage can’t be raised with this power again.

\n

Modificateurs

\n
    \n
  • 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.
  • \n
  • Armed (+1 per Zombie) : The dead rise with a rusting weapon common to their setting and environment. Choose one:\n
      \n
    • Hand Weapon: Str+d6
    • \n
    • Ranged Weapon: Range 12/24/48, Dmg 2d6
    • \n
    \n
  • \n
  • 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.
  • \n
  • 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.
  • \n
  • 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]{Points de pouvoir} 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!
  • \n
\n

 

\n

Zombie Creatures

\n

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]{Taille} -1 or -2, 3 for @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 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.

\n

Larger creatures cost 3 + @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} in Power Points. For example, an undead grizzly (Size 2) costs 5 Power Points to raise.

\n

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.

\n

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).

\n

 

\n
\n

Zombie

\n

These walking dead are typical groaning fiends looking for fresh meat.

\n

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6

\n

Skills: @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d4, @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d4, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d6

\n

Pace: 4; Parry: 5; Toughness: 7

\n

Edges:

\n

Special Abilities:

\n
    \n
  • Bite/Claws: Str.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Zombies are immune to @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
  • \n
  • @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}.
  • \n
  • Weakness (Head) : @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} to a zombie’s head do the usual +4 damage.
  • \n
\n
" } ] } diff --git a/module/compendiums/swade-core-rules.swade-rules.json b/module/compendiums/swade-core-rules.swade-rules.json index 4039c18..062d4de 100644 --- a/module/compendiums/swade-core-rules.swade-rules.json +++ b/module/compendiums/swade-core-rules.swade-rules.json @@ -9,7 +9,7 @@ { "id": "Actions", "name": "Actions", - "description": "
\n

Actions

\n

Les personnages font des “actions” lorsque vient le tour de leur @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} à chaque round. Un personnage peut se déplacer (voir @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}) p. 92) et effectuer une action à n’importe quel point de son déplacement sans malus (qu’il s’agisse d’une attaque, d’un sort, etc.).

\n

Les personnages ont le choix parmi une multitude d’actions possibles durant leur tour. @Compendium[swade-core-rules.swade-rules.Support]{Soutenir} des alliées, imposer des @Compendium[swade-core-rules.swade-rules.Test]{Épreuves} à des adversaires, utiliser un @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}, attaquer au @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} ou @Compendium[swade-core-rules.swade-skills.Shooting]{distance}. Un personnage peut effectuer plusieurs actions au cours de son tour (voir @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} p. 97).

\n

Pour des actions plus complexes comme allumer une torche ou chercher un objet dans son sac à dos, plusieurs rounds peuvent être nécessaires. Dans ce cas, le MJ reste seul juge et peut décider que le temps nécessaire est fixe ou aléatoire ([[/r 1d6]] rounds par exemple).

\n

Actions gratuites

\n

Déclamer une phrase ou deux, déplacer un personnage d’un nombre de cases inférieur ou égal à son mouvement, se jeter @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, ou encore lâcher un objet sont des exemples d’actions gratuites. Un héros peut en général effectuer plusieurs actions gratuites simultanées durant son tour (parler et lâcher un objet tout en marchant, par exemple). Là encore, le MJ reste seul juge de ce qui reste acceptable, mais le bon sens devrait rester le guide principal.

\n

Certaines actions gratuites adviennent de manière automatique et une seule fois au début du tour d’un personnage, comme les jets pour récupérer des états @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\n

Les actions gratuites qui sont des réactions — comme les jets opposés pour résister à des actions adverses ou à des pouvoirs — ne sont pas limitées et adviennent à chaque fois que la situation l’exige.

\n
" + "description": "
\n

Actions

\n

Les personnages font des “actions” lorsque vient le tour de leur @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} à chaque round. Un personnage peut se déplacer (voir @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}) p. 92) et effectuer une action à n’importe quel point de son déplacement sans malus (qu’il s’agisse d’une attaque, d’un sort, etc.).

\n

Les personnages ont le choix parmi une multitude d’actions possibles durant leur tour. @Compendium[swade-core-rules.swade-rules.Support]{Soutenir} des alliées, imposer des @Compendium[swade-core-rules.swade-rules.Test]{Épreuves} à des adversaires, utiliser un @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}, attaquer au @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} ou @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}. Un personnage peut effectuer plusieurs actions au cours de son tour (voir @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} p. 97).

\n

Pour des actions plus complexes comme allumer une torche ou chercher un objet dans son sac à dos, plusieurs rounds peuvent être nécessaires. Dans ce cas, le MJ reste seul juge et peut décider que le temps nécessaire est fixe ou aléatoire ([[/r 1d6]] rounds par exemple).

\n

Actions gratuites

\n

Déclamer une phrase ou deux, déplacer un personnage d’un nombre de cases inférieur ou égal à son mouvement, se jeter @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, ou encore lâcher un objet sont des exemples d’actions gratuites. Un héros peut en général effectuer plusieurs actions gratuites simultanées durant son tour (parler et lâcher un objet tout en marchant, par exemple). Là encore, le MJ reste seul juge de ce qui reste acceptable, mais le bon sens devrait rester le guide principal.

\n

Certaines actions gratuites adviennent de manière automatique et une seule fois au début du tour d’un personnage, comme les jets pour récupérer des états @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\n

Les actions gratuites qui sont des réactions — comme les jets opposés pour résister à des actions adverses ou à des pouvoirs — ne sont pas limitées et adviennent à chaque fois que la situation l’exige.

\n
" }, { "id": "Activation", @@ -33,78 +33,78 @@ }, { "id": "Aircraft Table", - "name": "Véhicules aériens", + "name": "Table des Véhicules aériens", "description": "
\n

Utilisez les règles d'@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armes Jumelées} pour répartir vos armes par lots, de manière ce que chaque lot soit le plus important possible. Faites feu avec les armes d'un @Compendium[swade-core-rules.swade-vehicles.P-51 Mustang]{Mustang} avec par exemple trois lots de deux armes, et d'un @Compendium[swade-core-rules.swade-vehicles.Spitfire Mk IIA]{Spitfire} avec deux lots de quatre armes.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Véhicules aériens

\n
VéhiculeTailleManœuvrabilitéVitesse Max.Rés.Pass.Prix
Véhicules civils
@Compendium[swade-core-rules.swade-vehicles.Biplane]{Biplan}4 (Grand)+119012 (1)1150K+
@Compendium[swade-core-rules.swade-vehicles.Cessna Skyhawk]{Cessna Skyhawk}5 (Grand)+121012 (2)1+3150K+
@Compendium[swade-core-rules.swade-vehicles.Helicopter]{Hélicoptère}7 (Grand)020012 (2)1+3500K+
@Compendium[swade-core-rules.swade-vehicles.Learjet]{Jet}8 (Énorme)+280016 (2)2+1020M+
@Compendium[swade-core-rules.swade-vehicles.Space Shuttle]{Navette spatiale}13 (Gigantesque)-125K20 (4)1+40250M+
Véhicules militaires de la seconde guerre mondiale
@Compendium[swade-core-rules.swade-vehicles.B-17 Flying Fortress]{B-17, Forteresse volante}10 (Énorme)-217019 (2)10250K
Armes: 2× @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), 2× @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tourelle supérieure}), 2× @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tourelle inférieure}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixe vers la droite}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixe vers la gauche}), @Compendium[swade-core-rules.swade-equipment.Bombs]{Bombes}.
 
@Compendium[swade-core-rules.swade-vehicles.BF-109]{BF-109}6 (Grand)+157013 (2)135K
Armes: @Compendium[swade-core-rules.swade-equipment.20mm Cannon]{canon de 20 mm} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), 2× @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}).
 
@Compendium[swade-core-rules.swade-vehicles.P-51 Mustang]{P-51 Mustang}7 (Grand)+165514 (2)150K
Armes: 6× @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant})
 
@Compendium[swade-core-rules.swade-vehicles.Japanese Zero]{Japonais, Zero}6 (Grand)+152512 (2)130K
Armes: 2× @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{mitrailleuses} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), 2× @Compendium[swade-core-rules.swade-equipment.20mm Cannon]{canon de 20 mm} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant})
 
@Compendium[swade-core-rules.swade-vehicles.Spitfire Mk IIA]{Spitfire Mk IIA}6 (Grand)+154014 (1)140K
Armes: 8× @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{mitrailleuses} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}).
 
Véhicules militaires contemporains
@Compendium[swade-core-rules.swade-vehicles.AH-64 Apache]{AH-64 Apache}8 (Énorme)034020 (4)235M
Notes: Hélicoptère, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}. Armes: @Compendium[swade-core-rules.swade-equipment.30mm Cannon]{canon de 30 mm} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), 16× @Compendium[swade-core-rules.swade-equipment.Hellfire]{missiles Hellfire}
 
@Compendium[swade-core-rules.swade-vehicles.AV-8B Harrier]{AV-8B Harrier}7 (Grand)+195017 (3)128M
Notes: –1 en Manœuvrabilité lors d’un décollage vertical. Armes: @Compendium[swade-core-rules.swade-equipment.25mm Cannon]{canon de 25 mm} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), 2× @Compendium[swade-core-rules.swade-equipment.Sidewinder]{missiles Sidewinder}, @Compendium[swade-core-rules.swade-equipment.Bombs]{Bombes}.
 
@Compendium[swade-core-rules.swade-vehicles.F-15 Eagle]{F-15 Eagle}9 (Énorme)+2280018 (4)130M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}. Armes: @Compendium[swade-core-rules.swade-equipment.20mm Cannon]{canon de 20 mm} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), 4× @Compendium[swade-core-rules.swade-equipment.Sidewinder]{missiles Sidewinder}, 4× @Compendium[swade-core-rules.swade-equipment.Sparrow]{missiles Sparrow}, @Compendium[swade-core-rules.swade-equipment.Bombs]{Bombes}.
 
@Compendium[swade-core-rules.swade-vehicles.SU-27]{SU-27}9 (Grand)+1230016 (4)130M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}. Armes: @Compendium[swade-core-rules.swade-equipment.30mm Cannon]{canon de 30 mm} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), 4× @Compendium[swade-core-rules.swade-equipment.Sidewinder]{missiles Sidewinder} (équivalent soviétique).
 
@Compendium[swade-core-rules.swade-vehicles.UH-1 (Huey)]{UH-1 (Huey)}7 (Grand)+218014 (2)4+1225M
Notes: Hélicoptère. Armes: @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{mitrailleuse} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{(Fixe vers la droite} ou @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{la gauche}).
 
\n
" }, { "id": "Allies", "name": "Alliés", - "description": "
\n
\n

Allies

\n
\n
\n

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.

\n

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.

\n

The Basics: Players create, control, and track their own followers and nonplayer character allies.

\n

Using Allies

\n

Keeping up with allies in Savage Worlds is simple. Just download the Ally Sheet from our website and fill in the blanks.

\n

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.

\n

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.

\n

Allied Personalities

\n

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.

\n

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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\n

Allied Personalities

\n
D20PersonalityD20Personality
1Treacherous11Crude
2Cruel12Agile
3Old13Observant
4Happy14Clueless
5Experienced15Mysterious
6Gung-Ho16Creative
7Lazy17Artistic
8Sneaky18Fearless
9Bright19Cowardly
10Young20Heroic
\n
\"How
\n

Allies & Advancement

\n

Allies can improve their abilities as well. See @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}.

\n

@Compendium[swade-core-rules.swade-rules.Ammo Table]{Ammo}

\n

Keeping track of ammo for all your allies can be difficult. Here’s an easy and dramatic way to handle this problem.

\n

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.

\n

After each fight, the ammo automatically drops a level. This makes for dramatic situations and realistic logistical problems while eliminating the bookkeeping.

\n

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.

\n

Typical Allies

\n

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]{Atouts} 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.

\n

Soldier

\n

@Compendium[swade-core-rules.swade-rules.Traits]{Attributes}: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6

\n

@Compendium[swade-core-rules.swade-rules.Traits]{Skills}: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d6, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d6, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} d6, @Compendium[swade-core-rules.swade-skills.Shooting]{distance} d6, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} d4

\n

@Compendium[swade-core-rules.swade-rules.Movement]{Pace}: 6; @Compendium[swade-core-rules.swade-rules.Characters]{Parry}: 5; @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}: 5

\n

@Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}:

\n

@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}: @Compendium[swade-core-rules.swade-edges.Soldier]{Soldier}

\n

Experienced Soldier

\n

@Compendium[swade-core-rules.swade-rules.Traits]{Attributes}: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8

\n

@Compendium[swade-core-rules.swade-rules.Traits]{Skills}: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} d6, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} d8, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Notice} d6, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} d6, @Compendium[swade-core-rules.swade-skills.Shooting]{distance} d8, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} d6

\n

@Compendium[swade-core-rules.swade-rules.Movement]{Pace}: 6; @Compendium[swade-core-rules.swade-rules.Characters]{Parry}: 6; @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}: 6

\n

@Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}:

\n

@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}: Soldier and any two combat Edges.

\n
\n
" + "description": "
\n
\n

Allies

\n
\n
\n

Les Alliés ont une place non négligeable dans divers univers Savage Worlds. Ils servent de troupes placées sous le commandement des héros dans les Weird Wars de loyaux serviteurs dans des univers de fantasy, de compagnons d’arme pour résister à l’oppresseur.

\n

Quand utiliser ces règles : utiliser ces règles pour gérer les partisans du groupe mais également pour leur donner un peu plus de personnalité.

\n

La base : les joueurs créent, contrôlent et gèrent leurs propres partisans et PNJ alliés.

\n

Utilisation des alliés

\n

Gérer ses alliés est simple dans Savage Worlds. Il suffit d’utiliser la fiche d’Alliés et d’en remplir les blancs.

\n

Les joueurs se répartissent le contrôle des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} alliés. C’est un aspect non négligeable de Savage Worlds : nos univers comportent souvent des mercenaires compétents, des trouffions bourrus ou de loyaux serviteurs. Le jeu est conçu pour les contrôler rapidement et facilement, mais aussi pour que ce soit les joueurs qui les gèrent et non le meneur de jeu.

\n

Peu importe que les alliés soient ou non sous le contrôle des personnages, ce sont les joueurs qui les incarnent. Cela permet aux joueurs de rester impliqués dans un combat même quand leurs héros n'y participe pas et de rendre les grandes batailles épiques plus simples et plus funs à mettre en scène. Bien sûr, le MJ peut reprendre le contrôle d’un Allié au besoin mais avec des joueurs expérimentés, cela devrait rarement être nécessaire.

\n

Personnalité d'un Allié

\n

Vous pouvez donner un peu de saveur à vos alliés en tirant sur la table de Personnalité d'un Allié. Notez leur mot-clef sur la fiche d’Alliés afin que vous et le MJ ayez un petit aperçu du caractère de chacun.

\n

Considérez que ces impressions générales n’ont pas d’effet particulier en jeu. Elles aideront les joueurs et le MJ à décider comment réagit tel Allié à une situation donnée. Par exemple, dans Weird War Two, un joueur incarnant un jeune lieutenant peut parcourir la liste pour désigner le PNJ « observateur » pour monter la garde. S’il se trouve obligé de choisir un soldat « paresseux », il y a de bonnes chances que le MJ décide que cet Allié s’endorme durant sa garde.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Personnalité d'un Allié

\n
D20PersonnalitéD20Personnalité
1Déloyal11Grossier
2Cruel12Agile
3Vieux13Observateur
4Joyeux14Ignorant
5Expérimenté15Mystérieux
6Impétueux16Créatif
7Paresseux17Artiste
8Sournois18Intrépide
9Brillant19Couard
10Jeune20Heroïque
\n
\"Comment
\n

Alliés et progression

\n

Les Alliés aussi peuvent @Compendium[swade-core-rules.swade-rules.Advancement]{Progresser} (voir p. 54).

\n

@Compendium[swade-core-rules.swade-rules.Ammo Table]{Munitions}

\n

Gérer les munitions de chaque allié peut être fastidieux. Voici une façon simple et dramatique de gérer ce problème.

\n

Le niveau de munitions de chaque groupe d’Extras alliés est Très haut, Haut (le niveau normal), Bas ou À court. Il est déterminé par le MJ.

\n

Après chaque combat, ce niveau baisse automatiquement d’un palier. Cela amène des situations dramatiques et des problèmes logistiques tout en éliminant la comptabilité.

\n

Bien sûr, le MJ peut toujours en décider autrement. Peut-être que les troupes se sont battues au contact sans utiliser leurs armes à feu ou qu’elles ont à peine eu le temps de tirer quelques coups avant que tout soit fini.

\n

Alliés typiques

\n

Voici quelques archétypes de soldat typique que vous pouvez utiliser dans vos parties de Savage Worlds. Complétez-les avec les @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} ou @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} qui vous semblent adaptés. Par exemple, un groupe d’éclaireurs devrait avoir @Compendium[swade-core-rules.swade-skills.Survival]{Survie}, des cavaliers @Compendium[swade-core-rules.swade-skills.Riding]{Équitation}, etc.

\n

Soldat

\n

@Compendium[swade-core-rules.swade-rules.Traits]{Attributs}: Agilité d6, Intellect d4, Âme d6, Force d6, Vigueur d6

\n

@Compendium[swade-core-rules.swade-rules.Traits]{Compétences}: @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d6, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} d6, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d6, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} d6, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d6, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d4

\n

@Compendium[swade-core-rules.swade-rules.Movement]{Allure}: 6; @Compendium[swade-core-rules.swade-rules.Characters]{Parade}: 5; @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}: 5

\n

@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}:

\n

@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}: @Compendium[swade-core-rules.swade-edges.Soldier]{Soldat}

\n

Soldat Expérimenté

\n

@Compendium[swade-core-rules.swade-rules.Traits]{Attributs}: Agilité d6, Intellect d6, Âme d6, Force d8, Vigueur d8

\n

@Compendium[swade-core-rules.swade-rules.Traits]{Compétences}: @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} d6, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} d6, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} d8, @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} d6, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} d6, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} d6, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} d8, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} d6

\n

@Compendium[swade-core-rules.swade-rules.Movement]{Allure}: 6; @Compendium[swade-core-rules.swade-rules.Characters]{Parade}: 6; @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}: 6

\n

@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}:

\n

@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}: Soldat et deux autres Atouts de combat.

\n
\n
" }, { "id": "Ammo Table", - "name": "Ammo Table", - "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Ammo

\n
AmmoCostWeightNotes
@Compendium[swade-core-rules.swade-equipment.Arrows/Bolts]{Arrows/Bolts}1/2 Arrows1 lbs/5 arrowsArrows for bows, bolts for crossbows
@Compendium[swade-core-rules.swade-equipment.Bullets, Small]{Bullets - Small}10/50 Rounds1 lbs/50.22 to .32 @Compendium[swade-core-rules.swade-rules.Caliber]{caliber}
@Compendium[swade-core-rules.swade-equipment.Bullets, Medium]{Bullets - Medium}20/50 Rounds2 lbs/509mm to .45 @Compendium[swade-core-rules.swade-rules.Caliber]{caliber}
@Compendium[swade-core-rules.swade-equipment.Bullets, Large]{Bullets - Large}50/50 Rounds15 lbs/50.50 @Compendium[swade-core-rules.swade-rules.Caliber]{caliber} and larger rounds
@Compendium[swade-core-rules.swade-equipment.Laser Battery, Pistol]{Laser Battery - Pistol}200.25Provides one full magazine
@Compendium[swade-core-rules.swade-equipment.Laser Battery, Rifle / SMG]{Laser Battery - Rifle / SMG}200.5Provides one full magazine
@Compendium[swade-core-rules.swade-equipment.Laser Battery, Gatling]{Laser Battery - Gatling}504Provides one full magazine
@Compendium[swade-core-rules.swade-equipment.Shot (w/ powder)]{Shot (w/ powder)}1/10 shots0.5 lbs/10For black powder weapons
@Compendium[swade-core-rules.swade-equipment.Shotgun Shells]{Shotgun - Shells}15/251.5 lbs/25Standard buckshot
@Compendium[swade-core-rules.swade-equipment.Shotgun Slugs]{Shotgun - Slugs}20/251.5 lbs/25See @Compendium[swade-core-rules.swade-rules.Shotguns]{shotguns}.
@Compendium[swade-core-rules.swade-equipment.Sling stones]{Sling stones}2/20 stones1 lbs/20
\n
" + "name": "Table des Munitions", + "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Munitions

\n
MunitionPrixPoidsNotes
@Compendium[swade-core-rules.swade-equipment.Arrows/Bolts]{Flèches / carreaux}1/20.1Flèches pour arc, carreaux pour arbalète
@Compendium[swade-core-rules.swade-equipment.Bullets, Small]{Balles - Petites}100.5(Boîte de 50) @Compendium[swade-core-rules.swade-rules.Caliber]{calibre} .22 à .32
@Compendium[swade-core-rules.swade-equipment.Bullets, Medium]{Balles - Moyennes}201(Boîte de 50) 9mm au @Compendium[swade-core-rules.swade-rules.Caliber]{calibre} .45
@Compendium[swade-core-rules.swade-equipment.Bullets, Large]{Balles - Grosses}507.5(Boîte de 50) @Compendium[swade-core-rules.swade-rules.Caliber]{calibre} .50 and plus
@Compendium[swade-core-rules.swade-equipment.Laser Battery, Pistol]{Batteries pour laser - Pistolet}200.1(Chargeur complet)
@Compendium[swade-core-rules.swade-equipment.Laser Battery, Rifle / SMG]{Batteries pour laser - Fusil}200.2(Chargeur complet)
@Compendium[swade-core-rules.swade-equipment.Laser Battery, Gatling]{Batteries pour laser - Gatling}502(Chargeur complet)
@Compendium[swade-core-rules.swade-equipment.Shot (w/ powder)]{Plombs ×10}10.2(Avec poudre) Pour les armes à poudre noire
@Compendium[swade-core-rules.swade-equipment.Shotgun Shells]{Fusil de chasse - Chevrotine}150.7(Boîte de 25) Plombs standards
@Compendium[swade-core-rules.swade-equipment.Shotgun Slugs]{Fusil de chasse - Balles slug}200.7(Boîte de 25) Voir @Compendium[swade-core-rules.swade-rules.Shotguns]{Fusils de chasse} p. 101.
@Compendium[swade-core-rules.swade-equipment.Sling stones]{Pierres de fronde}10.2(Par 20)
\n
" }, { "id": "Android", - "name": "Android", - "description": "
\n

Android

\n

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.

\n

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}.

\n
    \n
  • 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.
  • \n
  • CONSTRUCT: Androids add +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, don’t breathe, ignore one level of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} modifiers, and are immune to poison and disease. Constructs cannot heal naturally. @Compendium[swade-core-rules.swade-rules.Healing]{Guérison} one requires the @Compendium[swade-core-rules.swade-skills.Repair]{Repair} skill, which takes one hour per current Wound level per attempt and is not limited to the @Compendium[swade-core-rules.swade-rules.Healing]{\"Golden Hour\"}.
  • \n
  • 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).
  • \n
  • 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.
  • \n
\n\"Image
" + "name": "Androïdes", + "description": "
\n

Android

\n

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.

\n

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]{Capacités innées} (voir p. 18).

\n
    \n
  • 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.
  • \n
  • CONSTRUCT: Androids add +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, don’t breathe, ignore one level of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} modifiers, and are immune to poison and disease. Constructs cannot heal naturally. @Compendium[swade-core-rules.swade-rules.Healing]{Guérison} one requires the @Compendium[swade-core-rules.swade-skills.Repair]{Repair} skill, which takes one hour per current Wound level per attempt and is not limited to the @Compendium[swade-core-rules.swade-rules.Healing]{\"Golden Hour\"}.
  • \n
  • 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).
  • \n
  • 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.
  • \n
\n\"Image
" }, { "id": "Aquarian", "name": "Aquarian", - "description": "
\n

Aquarian

\n

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.

\n
    \n
  • AQUATIC: Aquarians cannot drown in water and move at their full Pace when swimming. See @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} for normal swimming rates.
  • \n
  • 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}.
  • \n
  • 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}.
  • \n
  • 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}.
  • \n
\n\"An
" + "description": "
\n

Aquarian

\n

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.

\n
    \n
  • AQUATIC: Aquarians cannot drown in water and move at their full Pace when swimming. See @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} for normal swimming rates.
  • \n
  • 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}.
  • \n
  • 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}.
  • \n
  • 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]{Résistance}.
  • \n
\n\"An
" }, { "id": "Arcane Background (Gifted)", "name": "Arcane Background (Gifted)", - "description": "
\n

Arcane Background (Gifted)

\n
\n
    \n
  • ARCANE SKILL: @Compendium[swade-core-rules.swade-skills.Focus]{Focus} (@Compendium[swade-core-rules.swade-rules.Traits]{Spirit})
  • \n
  • STARTING POWERS: 1
  • \n
  • POWER POINTS: 15
  • \n
\n

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.

\n
\n
" + "description": "
\n

Arcane Background (Gifted)

\n
\n
    \n
  • ARCANE SKILL: @Compendium[swade-core-rules.swade-skills.Focus]{Focus} (@Compendium[swade-core-rules.swade-rules.Traits]{Âme})
  • \n
  • STARTING POWERS: 1
  • \n
  • POWER POINTS: 15
  • \n
\n

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.

\n
\n
" }, { "id": "Arcane Background (Magic)", "name": "Arcane Background (Magic)", - "description": "
\n

Arcane Background (Magic)

\n
\n
    \n
  • ARCANE SKILL: @Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} (@Compendium[swade-core-rules.swade-rules.Traits]{Smarts})
  • \n
  • STARTING POWERS: 3
  • \n
  • POWER POINTS: 10
  • \n
\n

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.

\n
\n
" + "description": "
\n

Arcane Background (Magic)

\n
\n
    \n
  • ARCANE SKILL: @Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} (@Compendium[swade-core-rules.swade-rules.Traits]{Intellect})
  • \n
  • STARTING POWERS: 3
  • \n
  • POWER POINTS: 10
  • \n
\n

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.

\n
\n
" }, { "id": "Arcane Background (Miracles)", "name": "Arcane Background (Miracles)", - "description": "
\n

Arcane Background (Miracles)

\n
\n
    \n
  • ARCANE SKILL: @Compendium[swade-core-rules.swade-skills.Faith]{Faith} (@Compendium[swade-core-rules.swade-rules.Traits]{Spirit})
  • \n
  • STARTING POWERS: 3
  • \n
  • POWER POINTS: 10
  • \n
\n

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.

\n

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.

\n
\n
" + "description": "
\n

Arcane Background (Miracles)

\n
\n
    \n
  • ARCANE SKILL: @Compendium[swade-core-rules.swade-skills.Faith]{Faith} (@Compendium[swade-core-rules.swade-rules.Traits]{Âme})
  • \n
  • STARTING POWERS: 3
  • \n
  • POWER POINTS: 10
  • \n
\n

Those who invoke miracles draw their power from a divine presence of some sort, including gods, nature, or Âmes. Their powers are usually invoked with a few words of prayer or by performing established rituals.

\n

Those who cast miracles are champions of their particular religions. They typically have @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} 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.

\n
\n
" }, { "id": "Arcane Background (Psionics)", "name": "Arcane Background (Psionics)", - "description": "
\n

Arcane Background (Psionics)

\n
\n
    \n
  • ARCANE SKILL: @Compendium[swade-core-rules.swade-skills.Psionics]{Psionics} (@Compendium[swade-core-rules.swade-rules.Traits]{Smarts})
  • \n
  • STARTING POWERS: 3
  • \n
  • POWER POINTS: 10
  • \n
\n

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.

\n
\n
" + "description": "
\n

Arcane Background (Psionics)

\n
\n
    \n
  • ARCANE SKILL: @Compendium[swade-core-rules.swade-skills.Psionics]{Psionics} (@Compendium[swade-core-rules.swade-rules.Traits]{Intellect})
  • \n
  • STARTING POWERS: 3
  • \n
  • POWER POINTS: 10
  • \n
\n

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.

\n
\n
" }, { "id": "Arcane Background (Weird Science)", "name": "Arcane Background (Weird Science)", - "description": "
\n

Arcane Background (Weird Science)

\n
\n
    \n
  • ARCANE SKILL: @Compendium[swade-core-rules.swade-rules.Weird Science]{Weird Science} (@Compendium[swade-core-rules.swade-rules.Traits]{Smarts})
  • \n
  • STARTING POWERS: 2
  • \n
  • POWER POINTS: 15
  • \n
\n

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.

\n

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.

\n

Weird scientists must have their devices at hand to activate their powers (but see Jury Rig, below).

\n

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

\n

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.

\n

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.

\n

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.

\n

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.

\n\"One
\n
" + "description": "
\n

Arcane Background (Weird Science)

\n
\n
    \n
  • ARCANE SKILL: @Compendium[swade-core-rules.swade-rules.Weird Science]{Weird Science} (@Compendium[swade-core-rules.swade-rules.Traits]{Intellect})
  • \n
  • STARTING POWERS: 2
  • \n
  • POWER POINTS: 15
  • \n
\n

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.

\n

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.

\n

Weird scientists must have their devices at hand to activate their powers (but see Jury Rig, below).

\n

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

\n

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.

\n

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.

\n

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.

\n

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.

\n\"One
\n
" }, { "id": "Arcane Backgrounds", "name": "Arcane Backgrounds", - "description": "
\n
\n

Arcane Backgrounds

\n
\n
\n

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}.

\n

Each type has the following entries:

\n
    \n
  • ARCANE SKILL: Each type of power has a particular arcane @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} listed in its description. Take this skill and buy it just like any other on the skill list. The attribute to which the skill is linked is listed in parentheses beside the skill itself.
  • \n
  • 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]{Atout}. 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.
  • \n
  • 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]{PP}@Compendium[swade-core-rules.swade-rules.Edges]{Atout}.
  • \n
\n\n\"I
\n\n
" + "description": "
\n
\n

Arcane Backgrounds

\n
\n
\n

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}.

\n

Each type has the following entries:

\n
    \n
  • ARCANE SKILL: Each type of power has a particular arcane @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} listed in its description. Take this skill and buy it just like any other on the skill list. The attribute to which the skill is linked is listed in parentheses beside the skill itself.
  • \n
  • 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]{Atout}. 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.
  • \n
  • 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]{PP}@Compendium[swade-core-rules.swade-rules.Edges]{Atout}.
  • \n
\n\n\"I
\n\n
" }, { "id": "Arcane Devices", "name": "Arcane Devices", - "description": "
\n

Arcane Devices

\n

A character with the @Compendium[swade-core-rules.swade-edges.Artificer]{Artificer} @Compendium[swade-core-rules.swade-rules.Edges]{Atout} can focus items into devices for herself or others. The advantage is that they can be given to and used by allies. The trade-off is that devices take a little preparation to create and can be lost or destroyed.

\n

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}.

\n

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]{PP}, and are created by the Game Master as she sees fit (such as those found in the Savage Worlds Fantasy Companion).

\n

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.

\n

Creation

\n

Creating a device takes one hour per @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} that can be activated through it. The player must list which powers are in the device and then allocate @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} to it. The device can only use the powers and Power Points allocated to it.

\n

@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} invested in an arcane device are lost to the inventor until they’re used or recovered with Tinkering, see below (they don’t recharge).

\n

Power Modifiers: A user may spend a device’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} as desired, including enabling any applicable @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir}.

\n

Arcane devices may not be @Compendium[swade-core-rules.swade-rules.Activation]{Shorted}.

\n

Limitations: Arcane devices may benefit from @Compendium[swade-core-rules.swade-rules.Trappings]{Limitations}.

\n

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]{distance}, grenades use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing), and so on. If there is no other obvious skill, such as for a potion or worn item, the character rolls the inventor’s arcane skill as if it were his own (he does not benefit from any of the creator’s @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or other abilities, however).

\n

Failure to activate the device costs one @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} as usual, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} causes the user @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.

\n

Tinkering: A creator can reassign up to five @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} per action between an arcane device and her own pool. She must be in physical contact with the item to do so. Inventors should lend out their devices very carefully!

\n

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]{frappe} power. He invests four @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} 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}).

\n\n\"Here's
" + "description": "
\n

Arcane Devices

\n

A character with the @Compendium[swade-core-rules.swade-edges.Artificer]{Artificer} @Compendium[swade-core-rules.swade-rules.Edges]{Atout} can focus items into devices for herself or others. The advantage is that they can be given to and used by allies. The trade-off is that devices take a little preparation to create and can be lost or destroyed.

\n

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}.

\n

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]{PP}, and are created by the Game Master as she sees fit (such as those found in the Savage Worlds Fantasy Companion).

\n

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.

\n

Creation

\n

Creating a device takes one hour per @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} that can be activated through it. The player must list which powers are in the device and then allocate @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} to it. The device can only use the powers and Power Points allocated to it.

\n

@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} invested in an arcane device are lost to the inventor until they’re used or recovered with Tinkering, see below (they don’t recharge).

\n

Power Modifiers: A user may spend a device’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} as desired, including enabling any applicable @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir}.

\n

Arcane devices may not be @Compendium[swade-core-rules.swade-rules.Activation]{Shorted}.

\n

Limitations: Arcane devices may benefit from @Compendium[swade-core-rules.swade-rules.Trappings]{Limitations}.

\n

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]{Tir}, grenades use @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (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]{Atouts} or other abilities, however).

\n

Failure to activate the device costs one @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} as usual, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} causes the user @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.

\n

Tinkering: A creator can reassign up to five @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} per action between an arcane device and her own pool. She must be in physical contact with the item to do so. Inventors should lend out their devices very carefully!

\n

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]{frappe} power. He invests four @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} 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}).

\n\n\"Here's
" }, { "id": "Area Effect Attacks", "name": "Area Effect Attacks", - "description": "
\n

Area Effect Attacks

\n

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.

\n

Area effect weapons target a location rather than individuals and so ignore defensive bonuses for specific targets covered by the template, such as the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge or @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse} penalties.

\n

Cone templates are placed with the small end emanating from the attacker and fired with the @Compendium[swade-core-rules.swade-skills.Shooting]{distance} skill (or @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} for breath weapons and other natural attacks). A basic success means those beneath the template are hit. Failure means the attack didn’t occur for some reason—the creature failed to belch up noxious gas, the flamethrower malfunctioned, etc.

\n

To attack with a blast template, the player places the template on the tabletop (or describes where he wants it to land) and rolls @Compendium[swade-core-rules.swade-skills.Shooting]{distance}, or @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} for thrown weapons and breath attacks. If the attack fails and there’s a chance it might deviate and hit someone else, see Deviation, below.

\n

If the roll is successful, any target even partially beneath the template is affected, regardless of any attack penalties to hit such as the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge. If the effect causes @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, roll for each victim separately. Attacks that hit with a raise cause bonus @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} as usual.

\n

Deviation

\n

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.

\n

If a blast template misses, it deviates 1d6″ for thrown weapons (such as grenades) and 2d6″ for fired projectiles. Multiply by 2 if the attack was made at Medium @Compendium[swade-core-rules.swade-rules.Range]{Portée}, 3 if Long, and 4 for Extreme.

\n\n

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).

\n

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]{dégâts} by the amount listed on the Cover Bonus table under @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover & Obstacles}

\n
" + "description": "
\n

Area Effect Attacks

\n

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.

\n

Area effect weapons target a location rather than individuals and so ignore defensive bonuses for specific targets covered by the template, such as the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge or @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse} penalties.

\n

Cone templates are placed with the small end emanating from the attacker and fired with the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} skill (or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} 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.

\n

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]{Tir}, or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} 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.

\n

If the roll is successful, any target even partially beneath the template is affected, regardless of any attack penalties to hit such as the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge. If the effect causes @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, roll for each victim separately. Attacks that hit with a raise cause bonus @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} as usual.

\n

Deviation

\n

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.

\n

If a blast template misses, it deviates 1d6″ for thrown weapons (such as grenades) and 2d6″ for fired projectiles. Multiply by 2 if the attack was made at Medium @Compendium[swade-core-rules.swade-rules.Range]{Portée}, 3 if Long, and 4 for Extreme.

\n\n

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).

\n

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]{dégâts} by the amount listed on the Cover Bonus table under @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover & Obstacles}

\n
" }, { "id": "Armor", "name": "Armor", - "description": "
\n

Armor

\n

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.

\n
" + "description": "
\n

Armor

\n

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]{Résistance}. 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]{Force minimum} 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.

\n
" }, { "id": "Armor Notes", "name": "Armor Notes", - "description": "
\n
\n

Armor

\n
\n
\n

@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).

\n

Keywords

\n
\n

@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}

\n

@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}

\n

@Compendium[swade-core-rules.swade-rules.Shields]{Shields}

\n
\n

Tables

\n
\n

@Compendium[swade-core-rules.swade-rules.Common Gear Table]{Common Gear}

\n

@Compendium[swade-core-rules.swade-rules.Medieval and Ancient Armor Table]{Medieval and Ancient Armor}

\n

@Compendium[swade-core-rules.swade-rules.Modern Armor Table]{Modern Armor}

\n

@Compendium[swade-core-rules.swade-rules.Futuristic Armor Table]{Futuristic Armor}

\n

@Compendium[swade-core-rules.swade-rules.Shields Table]{Shields}

\n
\n
\n\"Gotta
" + "description": "
\n
\n

Armor

\n
\n
\n

@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]{Force minimum} doesn’t change).

\n

Keywords

\n
\n

@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}

\n

@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}

\n

@Compendium[swade-core-rules.swade-rules.Shields]{Shields}

\n
\n

Tables

\n
\n

@Compendium[swade-core-rules.swade-rules.Common Gear Table]{Common Gear}

\n

@Compendium[swade-core-rules.swade-rules.Medieval and Ancient Armor Table]{Medieval and Ancient Armor}

\n

@Compendium[swade-core-rules.swade-rules.Modern Armor Table]{Modern Armor}

\n

@Compendium[swade-core-rules.swade-rules.Futuristic Armor Table]{Futuristic Armor}

\n

@Compendium[swade-core-rules.swade-rules.Shields Table]{Shields}

\n
\n
\n\"Gotta
" }, { "id": "Armor Piercing (+1 to +3)", @@ -119,12 +119,12 @@ { "id": "Attacks", "name": "Attacks", - "description": "
\n

Attacks

\n

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]{corps-à-corps} skill).

\n

Ranged Attacks

\n

The @Compendium[swade-core-rules.swade-skills.Shooting]{distance} skill covers everything from bows to pistols to rocket launchers and fixed machine guns. Throwing grenades, knives, spears, or other thrown projectiles uses the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill.

\n

All ranged weapons have a @Compendium[swade-core-rules.swade-rules.Range]{Portée} statistic written like this: 5/10/20, or Short/Medium/Long Range.

\n

The base Target Number to hit something at Short Range is 4. Firing at longer ranges inflicts the penalties listed below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Range Penalties

\n
RangeModifier
Short
Medium-2
Long-4
Extreme (see notes)-8
\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]{distance} dice) a ranged weapon can fire in one action. A pistol with a RoF of 1, for example, can fire one shot per action. A machine gun with a Rate of Fire of 3 can fire three shots per action (10 actual bullets, see below).

\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]{distance} 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]{distance} dice plus a Wild Die, which can be assigned wherever they like after seeing the result of the roll. They still can’t hit with more shots than the weapon’s Rate of Fire, however.

\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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Bullets Per Rate of Fire

\n
Rate of FireBullets Fired
11
25
310
420
540
650
\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]{distance} 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.

\n
" + "description": "
\n

Attacks

\n

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]{Parade} score (2 plus half his Fighting die type; 2 if he has no @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} skill).

\n

Ranged Attacks

\n

The @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} 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]{Athlétisme} skill.

\n

All ranged weapons have a @Compendium[swade-core-rules.swade-rules.Range]{Portée} statistic written like this: 5/10/20, or Short/Medium/Long Range.

\n

The base Target Number to hit something at Short Range is 4. Firing at longer ranges inflicts the penalties listed below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Range Penalties

\n
RangeModifier
Short
Medium-2
Long-4
Extreme (see notes)-8
\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]{Tir} 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]{Tir} 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]{Tir} 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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Bullets Per Rate of Fire

\n
Rate of FireBullets Fired
11
25
310
420
540
650
\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]{Tir} 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.

\n
" }, { "id": "Avion", "name": "Avion", - "description": "
\n

Avion

\n

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.
  • \n
\n\"An
" + "description": "
\n

Avion

\n

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]{Athlétisme} (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]{Allure} 12 per round. Use @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} when maneuvering.
  • \n
  • FRAIL: Avions have −1 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} 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]{Perception} (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]{Allure} by 1 and their running die by one step.
  • \n
\n\"An
" }, { "id": "Back of Book", @@ -139,16 +139,16 @@ { "id": "Bennies", "name": "Bennies", - "description": "
\n

Bennies

\n

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]{Atouts} such as @Compendium[swade-core-rules.swade-edges.Luck]{Luck}) when they appear in the game. They can use these or any of the Bennies in the common pool as the GM wishes, but can’t share them without an Edge or ability that allows it.

\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]{Joker}.
  • \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]{Échec critique}, 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]{Secoué}: 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]{Secoué}. 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)]{Cartes d'action}. This occurs after all cards are dealt and @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} like Quick, @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid}, 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]{Atouts} like @Compendium[swade-core-rules.swade-edges.Quick]{Vif} or @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid} 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]{dégâts}. Include any additional dice you may have gained for a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} 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]{PP}.
  • \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.
  • \n
\n\"Let\n\n\"A
" + "description": "
\n

Bennies

\n

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]{Handicaps}), 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]{Atouts} such as @Compendium[swade-core-rules.swade-edges.Luck]{Luck}) when they appear in the game. They can use these or any of the Bennies in the common pool as the GM wishes, but can’t share them without an Edge or ability that allows it.

\n

Heroes get Bennies when they do some­thing clever, roleplay, or are affected by their @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} 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]{Joker}.
  • \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]{Échec critique}, 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]{Secoué}: 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]{Secoué}. 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)]{Cartes d'action}. This occurs after all cards are dealt and @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} like Quick, @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid}, 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]{Atouts} like @Compendium[swade-core-rules.swade-edges.Quick]{Vif} or @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid} 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]{dégâts}. Include any additional dice you may have gained for a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} 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]{PP}.
  • \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.
  • \n
\n\"Let\n\n\"A
" }, { "id": "Bestiary", "name": "Bestiary", - "description": "
\n
\n
\n

Bestiary

\n
\n
\n
\n

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]{Atouts} 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.

\n

Special Abilities

\n
\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Special Ability (Aquatic)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Armor)]{Special Ability (Armor)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Special Ability (Bite)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Breath Weapons)]{Special Ability (Breath Weapons)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Special Ability (Burrow)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Special Ability (Claws)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Special Ability (Construct)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Special Ability (Elemental)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Environmental Resistance)]{Special Ability (Environmental Resistance)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Environmental Weakness)]{Special Ability (Environmental Weakness)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Special Ability (Ethereal)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Special Ability (Fear)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Special Ability (Fearless)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Special Ability (Flight)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Gargantuan)]{Special Ability (Gargantuan)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Special Ability (Hardy)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Horns)]{Special Ability (Horns)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Special Ability (Immunity)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Infection)]{Special Ability (Infection)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Special Ability (Infravision)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Special Ability (Invulnerability)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Special Ability (Low Light Vision)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Paralysis)]{Special Ability (Paralysis)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Special Ability (Poison)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Special Ability (Regeneration)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Special Ability (Resilient or Very Resilient)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Special Ability (Size)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Stun)]{Special Ability (Stun)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Special Ability (Swat)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Tentacles)]{Special Ability (Tentacles)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Special Ability (Undead)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Special Ability (Wall Walker)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Special Ability (Weakness)}

\n
\n
\n
" + "description": "
\n
\n
\n

Bestiary

\n
\n
\n
\n

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]{Atouts} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} 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]{Intellect} 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.

\n

Special Abilities

\n
\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Special Ability (Aquatic)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Armor)]{Special Ability (Armor)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Special Ability (Bite)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Breath Weapons)]{Special Ability (Breath Weapons)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Special Ability (Burrow)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Special Ability (Claws)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Special Ability (Construct)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Special Ability (Elemental)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Environmental Resistance)]{Special Ability (Environmental Resistance)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Environmental Weakness)]{Special Ability (Environmental Weakness)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Special Ability (Ethereal)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Special Ability (Fear)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Special Ability (Fearless)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Special Ability (Flight)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Gargantuan)]{Special Ability (Gargantuan)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Special Ability (Hardy)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Horns)]{Special Ability (Horns)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Special Ability (Immunity)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Infection)]{Special Ability (Infection)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Special Ability (Infravision)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Special Ability (Invulnerability)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Special Ability (Low Light Vision)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Paralysis)]{Special Ability (Paralysis)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Special Ability (Poison)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Special Ability (Regeneration)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Special Ability (Resilient or Very Resilient)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Special Ability (Size)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Stun)]{Special Ability (Stun)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Special Ability (Swat)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Tentacles)]{Special Ability (Tentacles)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Special Ability (Undead)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Special Ability (Wall Walker)}

\n

@Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Special Ability (Weakness)}

\n
\n
\n
" }, { "id": "Black Powder Weapons Table", - "name": "Black Powder Weapons Table", + "name": "Table des Armes à poudre noire", "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Black Powder Weapons

\n
\n

Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.

\n
\n
TypeRangeDamageAPRoFShotsMin Str.WeightCost
Pistols
@Compendium[swade-core-rules.swade-equipment.Flintlock Pistol]{Flintlock Pistol}5/10/202d6+11d43150
Muskets
@Compendium[swade-core-rules.swade-equipment.Brown Bess or Similar Muskets]{Brown Bess}
or Similar Muskets
10/20/402d81d615300
@Compendium[swade-core-rules.swade-equipment.Blunderbuss]{Blunderbuss}10/20/401-3d61d615300
Rifled Muskets
@Compendium[swade-core-rules.swade-equipment.Kentucky Rifle]{Kentucky Rifle}15/30/602d821d68300
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.
 
@Compendium[swade-core-rules.swade-equipment.Springfield Model 1861]{Springfield Model 1861}15/30/602d81d611250
\n\"A
" }, { @@ -164,17 +164,17 @@ { "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]{Secoué} grappler maintains her hold. @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} 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.

\n
" + "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]{Athlétisme} roll with whoever’s holding him (either may roll @Compendium[swade-core-rules.swade-rules.Traits]{Force} 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]{Secoué} grappler maintains her hold. @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} 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]{Force} −2 roll or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} 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.

\n
" }, { "id": "Breaking Things", "name": "Breaking Things", - "description": "
\n

Breaking Things

\n

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Object Hardness

\n
HardnessObject
8Door, Light
10Door, Heavy
8Lock
9Firearm (pistol or rifle)
12Handcuffs
10Knife, Sword
10Medieval Shield*
12Modern Shield*
4Rope
\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]{dégâts} from raises, and damage rolls don’t @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Ace}. Unlike a person or complex device like a computer or a vehicle, an attack can’t hit a “vital” area on a lock or a door and thus do more damage.

\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
" + "description": "
\n

Breaking Things

\n

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]{Parade} 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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Object Hardness

\n
HardnessObject
8Door, Light
10Door, Heavy
8Lock
9Firearm (pistol or rifle)
12Handcuffs
10Knife, Sword
10Medieval Shield*
12Modern Shield*
4Rope
\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]{dégâts} from raises, and damage rolls don’t @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Ace}. Unlike a person or complex device like a computer or a vehicle, an attack can’t hit a “vital” area on a lock or a door and thus do more damage.

\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]{Guérison} skill to treat and cover the injuries, or medicate the patient to relieve pain at any time. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} relieves one level of Fatigue from Bumps & Bruises and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} relieves two. Each healer may attempt this roll only once unless the GM decides a change in circumstances warrants another opportunity (finding medical supplies, for example).

\n
" + "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]{Athlétisme} 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]{Guérison} skill to treat and cover the injuries, or medicate the patient to relieve pain at any time. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} relieves one level of Fatigue from Bumps & Bruises and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} relieves two. Each healer may attempt this roll only once unless the GM decides a change in circumstances warrants another opportunity (finding medical supplies, for example).

\n
" }, { "id": "Caliber", @@ -184,22 +184,22 @@ { "id": "Called Shots", "name": "Called Shots", - "description": "
\n

Called Shots

\n

Targeting a particular part of the body is a Called Shot. The modifier to the attack roll depends on the @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} of the target itself (not the creature it’s part of). Use the @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).
  • \n
\n
" + "description": "
\n

Called Shots

\n

Targeting a particular part of the body is a Called Shot. The modifier to the attack roll depends on the @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} of the target itself (not the creature it’s part of). Use the @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]{Allure} 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).
  • \n
\n
" }, { "id": "Cannons Table", - "name": "Cannons Table", - "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cannons

\n
\n

Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll.

\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]{distance} 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]{distance} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6” of the first and hits him as well. Continue in this way until the die roll is odd.
  • \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]{Attaque de zone} 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]{distance} roll to every target within using a base TN of 4, adjusted for each target’s @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge Edge}, etc. A hit causes 2d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and a raise causes 3d6.
  • \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.

\n
\n
\n
 
\n
TypeRangeDamageAPROFBlastWeightCost
Cannon (12lb) By Ammo Type 120010K
  @Compendium[swade-core-rules.swade-equipment.Canister Shot (Cannon)]{Canister}24\" path2d61@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{MBT}50
  @Compendium[swade-core-rules.swade-equipment.Cannon (12 lb), Solid Shot]{Solid Shot}50/100/2003d6+14150
  @Compendium[swade-core-rules.swade-equipment.Cannon (12 lb), Shrapnel]{Shrapnel}50/100/2003d61@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{MBT}50
\n\"Image
" + "name": "Table des Canons", + "description": "
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Cannons

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\n

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]{Tir} roll.

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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]{Tir} 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]{Tir} 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]{Attaque de zone} 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]{Tir} roll to every target within using a base TN of 4, adjusted for each target’s @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge Edge}, etc. A hit causes 2d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and a raise causes 3d6.
  • \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.

\n
\n
\n
 
\n
TypeRangeDamageAPROFBlastWeightCost
Cannon (12lb) By Ammo Type 120010K
  @Compendium[swade-core-rules.swade-equipment.Canister Shot (Cannon)]{Canister}24\" path2d61@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{MBT}50
  @Compendium[swade-core-rules.swade-equipment.Cannon (12 lb), Solid Shot]{Solid Shot}50/100/2003d6+14150
  @Compendium[swade-core-rules.swade-equipment.Cannon (12 lb), Shrapnel]{Shrapnel}50/100/2003d61@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{MBT}50
\n\"Image
" }, { "id": "Catapults Table", - "name": "Catapults Table", + "name": "Table des Catapultes", "description": "
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Catapults

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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.

\n
\n
TypeRangeDamageAPROFBlastWeightCost
@Compendium[swade-core-rules.swade-equipment.Catapult]{Catapult}24/48/963d64SpecialMBT10K
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.
 
@Compendium[swade-core-rules.swade-equipment.Trebuchet]{Trebuchet}30/60/1203d84SpecialMBT50K
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.
 
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" }, { "id": "Celestials and Guardians", "name": "Celestials and Guardians", - "description": "
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Celestials

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Angels are a great and varied lot, but all have these traits in common.

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    \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
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\n

Guardians

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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.
  • \n
\n\"A
" + "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]{Allure} 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
  • VigueurOUS: Those humans who have inherited this blasted Earth start the game with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} instead of a d4. This increases their Vigueur 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.
  • \n
\n\"A
" }, { "id": "Chapter Beastiary Art", @@ -239,17 +239,17 @@ { "id": "Character Creation Summary", "name": "Character Creation Summary", - "description": "
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Character Creation Summary

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\n

Concept

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    \n
  • Start with a general idea of what you want to play. Your setting book likely provides many ideas.
  • \n
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@Compendium[swade-core-rules.swade-rules.Races]{Race}

\n
    \n
  • Choose your character’s @Compendium[swade-core-rules.swade-rules.Races]{race} and apply any bonuses or special abilities it grants.
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@Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances}

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    \n
  • Select up to four points of Hindrances (Major Hindrances are worth 2, Minor are worth 1).
  • \n
  • For 2 Hindrance points you can raise an attribute one die type, or choose an Edge.
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  • For 1 Hindrance point you can gain another skill point, or gain additional starting funds equal to twice your setting’s starting amount.
  • \n
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@Compendium[swade-core-rules.swade-rules.Traits]{Attributes}

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    \n
  • Attributes start at d4. You have 5 points to distribute among them. Each step costs 1 point.
  • \n
  • Attributes may not be raised beyond d12 unless your hero’s racial bonus states otherwise.
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@Compendium[swade-core-rules.swade-rules.Traits]{Skills}

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    \n
  • @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.
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@Compendium[swade-core-rules.swade-rules.Characters]{Derived Statistics}

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    \n
  • 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]{Atouts}, 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.

    \n
  • \n
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@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}

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    \n
  • Use any leftover Hindrance points to take Edges if you like.
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  • Each Edge costs 2 Hindrance points.
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@Compendium[swade-core-rules.swade-rules.Gear Notes]{Gear}

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    \n
  • Purchase up to $500 worth of equipment.
  • \n
\n





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" + "description": "
\n
\n
\n

Character Creation Summary

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\n

Concept

\n
    \n
  • Start with a general idea of what you want to play. Your setting book likely provides many ideas.
  • \n
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@Compendium[swade-core-rules.swade-rules.Races]{Race}

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    \n
  • Choose your character’s @Compendium[swade-core-rules.swade-rules.Races]{race} and apply any bonuses or special abilities it grants.
  • \n
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@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}

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    \n
  • Select up to four points of Hindrances (Major Hindrances are worth 2, Minor are worth 1).
  • \n
  • For 2 Hindrance points you can raise an attribute one die type, or choose an Edge.
  • \n
  • For 1 Hindrance point you can gain another skill point, or gain additional starting funds equal to twice your setting’s starting amount.
  • \n
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@Compendium[swade-core-rules.swade-rules.Traits]{Attributs}

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    \n
  • Attributes start at d4. You have 5 points to distribute among them. Each step costs 1 point.
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  • Attributes may not be raised beyond d12 unless your hero’s racial bonus states otherwise.
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@Compendium[swade-core-rules.swade-rules.Traits]{Compétences}

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    \n
  • @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, and @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} are core skills and start at d4 for free.
  • \n
  • You have 12 points to put into these or any other skills.
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  • Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.
  • \n
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@Compendium[swade-core-rules.swade-rules.Characters]{Derived Statistics}

\n
    \n
  • Standard @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is 6″, but may be changed by racial abilities, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}.
  • \n
  • @Compendium[swade-core-rules.swade-rules.Characters]{Parade} is 2 plus half of Fighting.
  • \n
  • \n

    @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} is 2 plus half of @Compendium[swade-core-rules.swade-rules.Characters]{Vigueur}, 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.

    \n
  • \n
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@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}

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    \n
  • Use any leftover Hindrance points to take Edges if you like.
  • \n
  • Each Edge costs 2 Hindrance points.
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@Compendium[swade-core-rules.swade-rules.Gear Notes]{Gear}

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    \n
  • Purchase up to $500 worth of equipment.
  • \n
\n





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" }, { "id": "Characters", "name": "Characters", - "description": "
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Characters

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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

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CONCEPT

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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.

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Race

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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.

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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}.

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HINDRANCES

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@Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} are flaws, drawbacks, or dark secrets drawn from a character’s backstory.

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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]{Atouts}, or even money for @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear}.

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For 2 points you can:

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    \n
  • Raise an attribute one die type, or
  • \n
  • Choose an @Compendium[swade-core-rules.swade-rules.Edges]{Atout}
  • \n
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For 1 point you can:

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    \n
  • Gain another skill point, or
  • \n
  • Gain additional starting funds equal to twice your setting's starting amount (see below)
  • \n
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TRAITS

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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!

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ATTRIBUTES

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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\"An\n

SKILLS

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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

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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]{Mouvement} is explained in more detail here.

\n

Parry is equal to 2 plus half your character’s @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} 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]{Atouts}, 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]{dégâts} 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]{Atouts}. 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]{Atouts} 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\"An\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.

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\n
" + "description": "
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Characters

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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

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CONCEPT

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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.

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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.

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Race

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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.

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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}.

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HINDRANCES

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@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} are flaws, drawbacks, or dark secrets drawn from a character’s backstory.

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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!)

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Taking Hindrances not only helps you define and roleplay your hero, but also gives you additional points you can use to start with additional attribute or skill points, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, or even money for @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear}.

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For 2 points you can:

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    \n
  • Raise an attribute one die type, or
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  • Choose an @Compendium[swade-core-rules.swade-rules.Edges]{Atout}
  • \n
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For 1 point you can:

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  • Gain another skill point, or
  • \n
  • Gain additional starting funds equal to twice your setting's starting amount (see below)
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TRAITS

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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!

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ATTRIBUTES

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Every character starts with a d4 in each of five attributes: Agilité, Intellect, Âme, Strength, and Vigueur (discussed in more detail @Compendium[swade-core-rules.swade-rules.Traits]{here}).

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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\"An\n

SKILLS

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Skills are learned abilities such as firing weapons, hand-to-hand combat, scientific knowledge, professional aptitudes, and so on.

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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.

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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]{Athlétisme}, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, and @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion}. 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.

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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.

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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.

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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.

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DERIVED STATISTICS

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Your character sheet contains a few other statistics you need to fill in, described below.

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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]{Mouvement} is explained in more detail here.

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Parry is equal to 2 plus half your character’s @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} 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.

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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.

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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]{Atouts}, or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}. It cannot be less than −1 or more than +3.

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Toughness is your hero’s damage thres­hold. @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls that equal or exceed this number cause harm.

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Toughness is 2 plus half your hero’s Vigueur, plus @Compendium[swade-core-rules.swade-rules.Armor Notes]{Armor} (use the armor worn on his torso). Vigueur over a d12 is calculated just like Parry, above.

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EDGES

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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]{Atouts}. 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]{Atouts} by taking @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} 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.

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GEAR

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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}.

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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.

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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\"An\n

BACKGROUND EDGES

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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?

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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.

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" }, { "id": "Chases and Vehicles", "name": "Chases and Vehicles", - "description": "
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Chases & Vehicles

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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.

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When to Use These Rules: Use the @Compendium[swade-core-rules.swade-rules.Quick Encounters]{Rencontres rapides} rules if you just want to find out if the heroes catch a fleeing foe. If you want more detail, use these rules for highly mobile pursuits too large for the tabletop. You’ll also find rules for resolving damage against vehicles, and what effect it has on their drivers in this section.

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The Basics: Participants vie for position using “Chase Cards” to track relative distance

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Maneuvering Skills

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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:

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    \n
  • Airplane or Spaceship: @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}
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  • Foot or Bike: @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}
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  • Mount or Wagon: @Compendium[swade-core-rules.swade-skills.Riding]{Riding}
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  • Vehicle: @Compendium[swade-core-rules.swade-skills.Driving]{Driving}
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  • Watercraft: @Compendium[swade-core-rules.swade-skills.Boating]{Boating}
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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:

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    \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.
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  • 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\"Image\n

Setup

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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).

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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.

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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.

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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:

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Range Increments

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TypeIncrement
Foot, Mounted, or Vehicular5
Airplane or Sailing Ship25
Jets or Starships50
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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\"An\n

Chase Rounds

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Once all the participants are placed, deal each independent character or group an @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} 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.

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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.

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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.

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Boarders: Characters in or on an enemy vehicle get their own Action Card (as a group).

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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.

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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.

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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.

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Chase Actions

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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.

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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!

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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).

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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.

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Maneuvers

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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]{Actions multiples}. A driver can Change Position and fire his weapon, for example, or say he attempts a Force if he gets close enough.

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    \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]{Échec critique} 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]{distance}, 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]{Vitesse}: +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

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If a character or group’s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} 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.

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Note: The Action Card triggers the Comp­lication; the Chase Card defines any modifier (Mod) and the result of failure.

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\n

Complications

\n
SuitModFailure Result
SpadesTreat as a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on a maneuver­ing roll.
HeartsThe character or vehicle is Bumped.
Diamonds-2The character or vehicle is Bumped.
Clubs-2Treat as a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on a maneuver­ing roll.
Joker+2The character or vehicle is Bumped up to two Chase Cards.
\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]{Atouts} 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]{Portée} 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]{Couvert} 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]{Secoué}, @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, 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]{Couvert} 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

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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.

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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.

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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.

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Aircraft plummet to the ground and are destroyed.

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Occupants: Those inside a vehicle (and whatever it hits, if it matters) take damage depending on what caused the Wreck:

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  • 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}).
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  • 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]{Échec critique} 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.
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Repairs

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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.

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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.

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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.

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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.

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Customized Chases

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A little customization can make each chase different and unique. Here are some ideas you can use for your encounters.

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City Streets

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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]{Portée} penalties) to account for the @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} of buildings, cars, pedestrians, and so on.

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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.

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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:

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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.

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Deep Space

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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!

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Dogfights & Duels

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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.

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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.

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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.

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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.

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Naval Chases

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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.

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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.

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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.

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\"YAR!
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Example: Red's Dead Redemption

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Red is chasing a notorious space pirate who injured Gabe in a previous encounter. Both Red and the pirate have identical star fighters.

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Red is on the first Chase Card and the pirate’s on the fifth. That means the @Compendium[swade-core-rules.swade-rules.Range]{Portée} 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.

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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.

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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.

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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.

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Crews

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Passengers and crews go in whatever order they decide on their @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action}. 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).

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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.

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Reminders

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  • Add or subtract Chase Cards to the track as needed.
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  • A character’s Action Card determines if a Complication occurs, but his Chase Card determines any penalty and results of failure.
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  • Dealing with a Complication is a free action.
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  • 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}.
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" + "description": "
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Chases & Vehicles

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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.

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When to Use These Rules: Use the @Compendium[swade-core-rules.swade-rules.Quick Encounters]{Rencontres rapides} rules if you just want to find out if the heroes catch a fleeing foe. If you want more detail, use these rules for highly mobile pursuits too large for the tabletop. You’ll also find rules for resolving damage against vehicles, and what effect it has on their drivers in this section.

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The Basics: Participants vie for position using “Chase Cards” to track relative distance

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Maneuvering Skills

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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:

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  • Airplane or Spaceship: @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}
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  • Foot or Bike: @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}
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  • Mount or Wagon: @Compendium[swade-core-rules.swade-skills.Riding]{Équitation}
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  • Vehicle: @Compendium[swade-core-rules.swade-skills.Driving]{Driving}
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  • Watercraft: @Compendium[swade-core-rules.swade-skills.Boating]{Boating}
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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:

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  • @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]{Équitation} rolls); 5–6: the rider suffers Fatigue from a bad bounce, low-hanging obstacle, or overexertion trying to control his animal.
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  • Vehicle: The operator must roll on the @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control} table.
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  • 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}.
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Setup

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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).

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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.

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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.

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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:

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Range Increments

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TypeIncrement
Foot, Mounted, or Vehicular5
Airplane or Sailing Ship25
Jets or Starships50
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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.

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Chase Rounds

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Once all the participants are placed, deal each independent character or group an @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} 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.

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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.

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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.

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Boarders: Characters in or on an enemy vehicle get their own Action Card (as a group).

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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.

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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.

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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.

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Chase Actions

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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.

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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!

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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]{Athlétisme} rolls. When mounted, it’s opposed @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} rolls. In vehicle chases, the GM must decide which skills are most appropriate (@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} vs. maneuvering to interrupt the driver, for example).

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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.

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Maneuvers

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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]{Actions multiples}. A driver can Change Position and fire his weapon, for example, or say he attempts a Force if he gets close enough.

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  • 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.
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  • 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.
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  • 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).
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  • 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.
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  • 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]{Échec critique} 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]{Tir}, to put obstacles in the foe’s path. Critical Failure means the attempt backfires on the attacker!
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  • 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).
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  • 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:
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    • 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).
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    • 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.
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    • @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}: +d6 to both sides if the attacker’s Top Speed is between 60 and 120 MPH; +2d6 if it’s over 120 MPH.
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Complications

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If a character or group’s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} 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.

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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.

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Note: The Action Card triggers the Comp­lication; the Chase Card defines any modifier (Mod) and the result of failure.

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Complications

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SuitModFailure Result
SpadesTreat as a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on a maneuver­ing roll.
HeartsThe character or vehicle is Bumped.
Diamonds-2The character or vehicle is Bumped.
Clubs-2Treat as a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on a maneuver­ing roll.
Joker+2The character or vehicle is Bumped up to two Chase Cards.
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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.

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Attacks

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Characters may make ranged and melee attacks normally, using all their usual @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} and @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} as usual as long as the GM agrees they make sense in the particular situation.

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  • 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]{Parade} 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.
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  • Ranged Attacks: Drivers and chara­cters can fire ranged weapons as usual. The @Compendium[swade-core-rules.swade-rules.Range]{Portée} 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]{Couvert} they might have).
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Damage

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  • Characters/Mounts: Damage is resolved normally, but if the character (or his mount) is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} in a chase, he’s Bumped as well.
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  • 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.
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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]{Couvert} 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).

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Wrecked

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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.

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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.

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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.

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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]{Athlétisme} 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]{Échec critique} on @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} 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\"Image\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]{Portée} penalties) to account for the @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} 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]{Athlétisme} 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
\"YAR!
\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]{Portée} 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)]{Cartes d'action}. 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}.
  • \n
\n\"An
\n
" }, { "id": "Climbing", @@ -259,7 +259,7 @@ { "id": "Cold", "name": "Cold", - "description": "
\n

Cold

\n

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.

\n
" + "description": "
\n

Cold

\n

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]{Vigueur} @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 Vigueur 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.

\n
" }, { "id": "Combat", @@ -268,8 +268,8 @@ }, { "id": "Common Gear Table", - "name": "Common Gear Table", - "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

3Common Gear

\n
ItemCostWeight
Animals & Tack
@Compendium[swade-core-rules.swade-equipment.Horse]{Horse}300
@Compendium[swade-core-rules.swade-equipment.War Horse]{War Horse}750
@Compendium[swade-core-rules.swade-equipment.Saddle]{Saddle}1010
@Compendium[swade-core-rules.swade-equipment.Elaborate Saddle]{Elaborate Saddle}5010
Adventuring Gear
@Compendium[swade-core-rules.swade-equipment.Backpack]{Backpack}502
@Compendium[swade-core-rules.swade-equipment.Bedroll]{Bedroll (sleeping bag; winterized)}254
@Compendium[swade-core-rules.swade-equipment.Blanket]{Blanket}104
@Compendium[swade-core-rules.swade-equipment.Camera (disposable)]{Camera (disposable)}101
@Compendium[swade-core-rules.swade-equipment.Camera (regular)]{Camera (regular)}752
@Compendium[swade-core-rules.swade-equipment.Camera (digital)]{Camera (digital)}3001
@Compendium[swade-core-rules.swade-equipment.Candle]{Candle} (one hour, 2\" radius)11
@Compendium[swade-core-rules.swade-equipment.Canteen (waterskin)]{Canteen (waterskin)}51
@Compendium[swade-core-rules.swade-equipment.Crowbar]{Crowbar}102
@Compendium[swade-core-rules.swade-equipment.First Aid Kit]{First Aid Kit}101
Notes: Three uses, see @Compendium[swade-core-rules.swade-rules.Healing]{Guérison}
 
@Compendium[swade-core-rules.swade-equipment.Flashlight]{Flashlight} (10\" beam)203
@Compendium[swade-core-rules.swade-equipment.Flask (ceramic)]{Flask (ceramic)}51
@Compendium[swade-core-rules.swade-equipment.Flint and Steel]{Flint and Steel}31
@Compendium[swade-core-rules.swade-equipment.Goggles]{Goggles}201
@Compendium[swade-core-rules.swade-equipment.Grappling Hook]{Grappling Hook}1002
@Compendium[swade-core-rules.swade-equipment.Hammer]{Hammer}101
@Compendium[swade-core-rules.swade-equipment.Handcuffs (manacles)]{Handcuffs (manacles)}152
@Compendium[swade-core-rules.swade-equipment.Lantern]{Lantern} (4 hours, 4\" radius)253
@Compendium[swade-core-rules.swade-equipment.Lighter]{Lighter}2
@Compendium[swade-core-rules.swade-equipment.Lockpicks]{Lockpicks}2001
@Compendium[swade-core-rules.swade-equipment.Medic Kit]{Medic Kit}1004
Notes: Five uses, +1 to @Compendium[swade-core-rules.swade-rules.Healing]{Guérison} skill rolls; $25 to refill.
 
@Compendium[swade-core-rules.swade-equipment.Oil]{Oil} (for lantern; one pint)21
@Compendium[swade-core-rules.swade-equipment.Quiver]{Quiver} (holds 20 arrows/bolts)252
@Compendium[swade-core-rules.swade-equipment.Rope, hemp]{Rope, hemp} (10\"/20 yards)1015
@Compendium[swade-core-rules.swade-equipment.Rope, nylon]{Rope, nylon} (10\"/20yards)103
@Compendium[swade-core-rules.swade-equipment.Shovel]{Shovel}55
@Compendium[swade-core-rules.swade-equipment.Soap]{Soap}10.2
@Compendium[swade-core-rules.swade-equipment.Tool Kit]{Tool Kit}2005
@Compendium[swade-core-rules.swade-equipment.Torch]{Torch} (one hour, 4\" radius)51
@Compendium[swade-core-rules.swade-equipment.Umbrella]{Umbrella}52
@Compendium[swade-core-rules.swade-equipment.Whistle]{Whistle}2
@Compendium[swade-core-rules.swade-equipment.Whetstone]{Whetstone}51
Clothing
@Compendium[swade-core-rules.swade-equipment.Boots, Hiking]{Boots, Hiking}1002
@Compendium[swade-core-rules.swade-equipment.Camouflage Fatigues]{Camouflage Fatigues}203
@Compendium[swade-core-rules.swade-equipment.Clothing, Casual]{Clothing, Casual}202
@Compendium[swade-core-rules.swade-equipment.Clothing, Formal]{Clothing, Formal}2003
@Compendium[swade-core-rules.swade-equipment.Winter Gear (cloak/parka)]{Winter Gear (cloak/parka)}2003
@Compendium[swade-core-rules.swade-equipment.Winter Boots]{Winter Boots}1001
Computers & Electronics
@Compendium[swade-core-rules.swade-equipment.Computer, Desktop]{Computer, Desktop}80020
@Compendium[swade-core-rules.swade-equipment.GPS]{GPS}2501
@Compendium[swade-core-rules.swade-equipment.Computer, Hand held]{Computer, Handheld}2501
@Compendium[swade-core-rules.swade-equipment.Computer, Laptop]{Computer, Laptop}12005
Firearms Accessories
@Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod}1002
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.
 
@Compendium[swade-core-rules.swade-equipment.Laser/Red Dot Sight]{Laser/Red Dot Sight}1501
Notes: +1 to @Compendium[swade-core-rules.swade-skills.Shooting]{distance} at Short and Medium @Compendium[swade-core-rules.swade-rules.Range]{Portée}
 
@Compendium[swade-core-rules.swade-equipment.Rifle Scope]{Rifle Scope}1002
Notes: Cancels 2 additional points of penalties when @Compendium[swade-core-rules.swade-rules.Aim]{Aiming}
 
Food
@Compendium[swade-core-rules.swade-equipment.Fast Food Meal]{Fast Food Meal}81
@Compendium[swade-core-rules.swade-equipment.Good Meal (restaurant)]{Good Meal (restaurant)})15
@Compendium[swade-core-rules.swade-equipment.MRE (Meal Ready to Eat)]{MRE (Meal Ready to Eat)}101
@Compendium[swade-core-rules.swade-equipment.Trail Rations]{Trail Rations}105
Notes: 5 meals; keeps one week
 
Personal Defense
@Compendium[swade-core-rules.swade-equipment.Pepper Spray]{Pepper Spray}150.5
Notes: Use @Compendium[swade-core-rules.swade-skills.Shooting]{distance} (or @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} if engaged). No @Compendium[swade-core-rules.swade-rules.Range]{Portée} 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]{Sonné}.
 
@Compendium[swade-core-rules.swade-equipment.Stun Gun]{Stun Gun}250.5
Notes: Uses @Compendium[swade-core-rules.swade-skills.Shooting]{distance}. 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]{Sonné}.
 
Surveillance
@Compendium[swade-core-rules.swade-equipment.\"Bug\" (Micro Transmitter)]{\"Bug\" (Micro Transmitter)}30
Notes: 12 hours of continuous use.
 
@Compendium[swade-core-rules.swade-equipment.Button Camera]{Button Camera}50
Notes: 12 hours of continuous use.
 
@Compendium[swade-core-rules.swade-equipment.Cellular Interceptor]{Cell Interceptor}6505
@Compendium[swade-core-rules.swade-equipment.Lineman's Telephone]{Lineman's Telephone}1502
Night Vision Goggles5003
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.
 
@Compendium[swade-core-rules.swade-equipment.Parabolic Microphone]{Parabolic Microphone}7504
Notes: Hear whispers up to 200 yards distant.
 
@Compendium[swade-core-rules.swade-equipment.Telephone Tap]{Telephone Tap}250
@Compendium[swade-core-rules.swade-equipment.Transmitter Detector]{Transmitter Detector}5251
\n
" + "name": "Table de l'Équipement commun", + "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

3Common Gear

\n
ItemCostWeight
Animals & Tack
@Compendium[swade-core-rules.swade-equipment.Horse]{Horse}300
@Compendium[swade-core-rules.swade-equipment.War Horse]{War Horse}750
@Compendium[swade-core-rules.swade-equipment.Saddle]{Saddle}1010
@Compendium[swade-core-rules.swade-equipment.Elaborate Saddle]{Elaborate Saddle}5010
Adventuring Gear
@Compendium[swade-core-rules.swade-equipment.Backpack]{Backpack}502
@Compendium[swade-core-rules.swade-equipment.Bedroll]{Bedroll (sleeping bag; winterized)}254
@Compendium[swade-core-rules.swade-equipment.Blanket]{Blanket}104
@Compendium[swade-core-rules.swade-equipment.Camera (disposable)]{Camera (disposable)}101
@Compendium[swade-core-rules.swade-equipment.Camera (regular)]{Camera (regular)}752
@Compendium[swade-core-rules.swade-equipment.Camera (digital)]{Camera (digital)}3001
@Compendium[swade-core-rules.swade-equipment.Candle]{Candle} (one hour, 2\" radius)11
@Compendium[swade-core-rules.swade-equipment.Canteen (waterskin)]{Canteen (waterskin)}51
@Compendium[swade-core-rules.swade-equipment.Crowbar]{Crowbar}102
@Compendium[swade-core-rules.swade-equipment.First Aid Kit]{First Aid Kit}101
Notes: Three uses, see @Compendium[swade-core-rules.swade-rules.Healing]{Guérison}
 
@Compendium[swade-core-rules.swade-equipment.Flashlight]{Flashlight} (10\" beam)203
@Compendium[swade-core-rules.swade-equipment.Flask (ceramic)]{Flask (ceramic)}51
@Compendium[swade-core-rules.swade-equipment.Flint and Steel]{Flint and Steel}31
@Compendium[swade-core-rules.swade-equipment.Goggles]{Goggles}201
@Compendium[swade-core-rules.swade-equipment.Grappling Hook]{Grappling Hook}1002
@Compendium[swade-core-rules.swade-equipment.Hammer]{Hammer}101
@Compendium[swade-core-rules.swade-equipment.Handcuffs (manacles)]{Handcuffs (manacles)}152
@Compendium[swade-core-rules.swade-equipment.Lantern]{Lantern} (4 hours, 4\" radius)253
@Compendium[swade-core-rules.swade-equipment.Lighter]{Lighter}2
@Compendium[swade-core-rules.swade-equipment.Lockpicks]{Lockpicks}2001
@Compendium[swade-core-rules.swade-equipment.Medic Kit]{Medic Kit}1004
Notes: Five uses, +1 to @Compendium[swade-core-rules.swade-rules.Healing]{Guérison} skill rolls; $25 to refill.
 
@Compendium[swade-core-rules.swade-equipment.Oil]{Oil} (for lantern; one pint)21
@Compendium[swade-core-rules.swade-equipment.Quiver]{Quiver} (holds 20 arrows/bolts)252
@Compendium[swade-core-rules.swade-equipment.Rope, hemp]{Rope, hemp} (10\"/20 yards)1015
@Compendium[swade-core-rules.swade-equipment.Rope, nylon]{Rope, nylon} (10\"/20yards)103
@Compendium[swade-core-rules.swade-equipment.Shovel]{Shovel}55
@Compendium[swade-core-rules.swade-equipment.Soap]{Soap}10.2
@Compendium[swade-core-rules.swade-equipment.Tool Kit]{Tool Kit}2005
@Compendium[swade-core-rules.swade-equipment.Torch]{Torch} (one hour, 4\" radius)51
@Compendium[swade-core-rules.swade-equipment.Umbrella]{Umbrella}52
@Compendium[swade-core-rules.swade-equipment.Whistle]{Whistle}2
@Compendium[swade-core-rules.swade-equipment.Whetstone]{Whetstone}51
Clothing
@Compendium[swade-core-rules.swade-equipment.Boots, Hiking]{Boots, Hiking}1002
@Compendium[swade-core-rules.swade-equipment.Camouflage Fatigues]{Camouflage Fatigues}203
@Compendium[swade-core-rules.swade-equipment.Clothing, Casual]{Clothing, Casual}202
@Compendium[swade-core-rules.swade-equipment.Clothing, Formal]{Clothing, Formal}2003
@Compendium[swade-core-rules.swade-equipment.Winter Gear (cloak/parka)]{Winter Gear (cloak/parka)}2003
@Compendium[swade-core-rules.swade-equipment.Winter Boots]{Winter Boots}1001
Computers & Electronics
@Compendium[swade-core-rules.swade-equipment.Computer, Desktop]{Computer, Desktop}80020
@Compendium[swade-core-rules.swade-equipment.GPS]{GPS}2501
@Compendium[swade-core-rules.swade-equipment.Computer, Hand held]{Computer, Handheld}2501
@Compendium[swade-core-rules.swade-equipment.Computer, Laptop]{Computer, Laptop}12005
Firearms Accessories
@Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod}1002
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.
 
@Compendium[swade-core-rules.swade-equipment.Laser/Red Dot Sight]{Laser/Red Dot Sight}1501
Notes: +1 to @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} at Short and Medium @Compendium[swade-core-rules.swade-rules.Range]{Portée}
 
@Compendium[swade-core-rules.swade-equipment.Rifle Scope]{Rifle Scope}1002
Notes: Cancels 2 additional points of penalties when @Compendium[swade-core-rules.swade-rules.Aim]{Aiming}
 
Food
@Compendium[swade-core-rules.swade-equipment.Fast Food Meal]{Fast Food Meal}81
@Compendium[swade-core-rules.swade-equipment.Good Meal (restaurant)]{Good Meal (restaurant)})15
@Compendium[swade-core-rules.swade-equipment.MRE (Meal Ready to Eat)]{MRE (Meal Ready to Eat)}101
@Compendium[swade-core-rules.swade-equipment.Trail Rations]{Trail Rations}105
Notes: 5 meals; keeps one week
 
Personal Defense
@Compendium[swade-core-rules.swade-equipment.Pepper Spray]{Pepper Spray}150.5
Notes: Use @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} (or @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} if engaged). No @Compendium[swade-core-rules.swade-rules.Range]{Portée} penalty but max range is 2″ (about 10 feet), Shots 5, victim must make @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll at –2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.
 
@Compendium[swade-core-rules.swade-equipment.Stun Gun]{Stun Gun}250.5
Notes: Uses @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}. 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]{Vigueur} roll at –2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.
 
Surveillance
@Compendium[swade-core-rules.swade-equipment.\"Bug\" (Micro Transmitter)]{\"Bug\" (Micro Transmitter)}30
Notes: 12 hours of continuous use.
 
@Compendium[swade-core-rules.swade-equipment.Button Camera]{Button Camera}50
Notes: 12 hours of continuous use.
 
@Compendium[swade-core-rules.swade-equipment.Cellular Interceptor]{Cell Interceptor}6505
@Compendium[swade-core-rules.swade-equipment.Lineman's Telephone]{Lineman's Telephone}1502
Night Vision Goggles5003
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.
 
@Compendium[swade-core-rules.swade-equipment.Parabolic Microphone]{Parabolic Microphone}7504
Notes: Hear whispers up to 200 yards distant.
 
@Compendium[swade-core-rules.swade-equipment.Telephone Tap]{Telephone Tap}250
@Compendium[swade-core-rules.swade-equipment.Transmitter Detector]{Transmitter Detector}5251
\n
" }, { "id": "Compendium Folders License", @@ -279,12 +279,12 @@ { "id": "Conviction", "name": "Conviction", - "description": "
\n

Conviction

\n

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]{dégâts} totals until the beginning of her next @Compendium[swade-core-rules.swade-rules.Actions]{turn}. This die can @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Ace}, and its result is added to the final total.

\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]{Atouts} 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
" + "description": "
\n

Conviction

\n

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]{dégâts} totals until the beginning of her next @Compendium[swade-core-rules.swade-rules.Actions]{turn}. This die can @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Ace}, and its result is added to the final total.

\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]{Atouts} and @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}.

\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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cover Penalties

\n
PenaltyCover
-2Light Cover: A quarter of the target is obscured.
-4Medium Cover: Half the target is obscured, or target is @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.
-6Heavy Cover: Three-quarters of the target is obscured.
-8Near Total Cover: The target is barely visible.
\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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cover Bonus

\n
BonusObstacle
+2Heavy glass, thick leather, drywall, wooden shield, aluminum car door
+4Sheet metal, steel car door
+6Oak door, cinder block wall
+8Brick wall
+10Stone wall, bulletproof glass, tree
\n\"Cover \"Image
" + "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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cover Penalties

\n
PenaltyCover
-2Light Cover: A quarter of the target is obscured.
-4Medium Cover: Half the target is obscured, or target is @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.
-6Heavy Cover: Three-quarters of the target is obscured.
-8Near Total Cover: The target is barely visible.
\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]{Résistance} from the attack. Use the table below as a guide for other materials.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cover Bonus

\n
BonusObstacle
+2Heavy glass, thick leather, drywall, wooden shield, aluminum car door
+4Sheet metal, steel car door
+6Oak door, cinder block wall
+8Brick wall
+10Stone wall, bulletproof glass, tree
\n\"Cover \"Image
" }, { "id": "Creative Combat", @@ -299,32 +299,32 @@ { "id": "Damage", "name": "Damage", - "description": "
\n

Damage

\n

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.

\n
" + "description": "
\n

Damage

\n

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]{Force} die plus another die, as listed under individual weapon entries. A dagger, for instance, inflicts Str+d4 damage.

\n
" }, { "id": "Damage Effects", "name": "Damage Effects", - "description": "
\n

Damage Effects

\n

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]{Atouts} 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)]{Cartes d'action}. Resolve each damage roll separately and completely before moving on to the next (including any @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak Rolls}).

\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]{Atouts} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect card draws, such as @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid}, or @Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hesitant} are ignored when the hero is Incapacitated.

\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]{Guérison}).

\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]{Guérison} 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}.

\n
" + "description": "
\n

Damage Effects

\n

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]{Âme} 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]{Atouts} 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]{Allure} (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)]{Cartes d'action}. Resolve each damage roll separately and completely before moving on to the next (including any @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak Rolls}).

\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]{Atouts} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} that affect card draws, such as @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid}, or @Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hesitant} are ignored when the hero is Incapacitated.

\n

If Incapacitated by damage or injury, he must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} 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]{Vigueur} 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]{Guérison}).

\n

Bleeding Out: The injured character is dying and must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} 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]{Guérison} 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}.

\n
" }, { "id": "Dealing Damage", "name": "Dealing Damage", - "description": "
\n

Damage

\n

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]{Atout} 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]{Secoué}. 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.
  • \n
\n\n
" + "description": "
\n

Damage

\n

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]{Force} 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]{Atout} 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]{Résistance}, the victim is beaten up a bit but there’s no game effect. If the damage is equal to or greater than his Toughness, he’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Each raise on the damage roll also inflicts a  @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}:

\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.
  • \n
\n\n
" }, { "id": "Defend", "name": "Defend", - "description": "
\n

Defend

\n

A character can choose to focus all her energy and skill into defense against melee attacks with the Defend maneuver. This increases her @Compendium[swade-core-rules.swade-rules.Characters]{Parry} by +4 and takes her entire turn—she cannot perform @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}. She may move normally but may not @Compendium[swade-core-rules.swade-rules.Movement]{run}. The bonus lasts until the beginning of her next turn.

\n
" + "description": "
\n

Defend

\n

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]{Parade} by +4 and takes her entire turn—she cannot perform @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}. She may move normally but may not @Compendium[swade-core-rules.swade-rules.Movement]{run}. The bonus lasts until the beginning of her next turn.

\n
" }, { "id": "Disarm", "name": "Disarm", - "description": "
\n

Disarm

\n

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.

\n
" + "description": "
\n

Disarm

\n

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]{Force} 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]{Force} 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.

\n
" }, { "id": "Disease", "name": "Disease", - "description": "
\n

Disease

\n

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]{Guérison} 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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Disease Categories

\n
TypeEffect
ChronicIncludes leprosy, the final stages of tuberculosis or cancer, and similar severe maladies. They may result in death if left untreated. At the start of every game session, the character makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Failure means she’s @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted} from spasms, coughing fits, or similar issues for that session. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he will expire before the end of the session. The GM is encouraged to let heroes go out in a blaze of glory if possible. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the victim is Fatigued for the game session, and a raise means he gets a second wind and suffers no ill effects.
DebilitatingFlus, 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.
LethalFast-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]{Guérison} roll stops the effects only if the proper medicine is on hand to stop the disease. The @Compendium[swade-core-rules.swade-powers.Healing]{healing power} also halts the effects.
\n
" + "description": "
\n

Disease

\n

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]{Vigueur} @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]{Guérison} 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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Disease Categories

\n
TypeEffect
ChronicIncludes 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]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Failure means she’s @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted} from spasms, coughing fits, or similar issues for that session. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he will expire before the end of the session. The GM is encouraged to let heroes go out in a blaze of glory if possible. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the victim is Fatigued for the game session, and a raise means he gets a second wind and suffers no ill effects.
DebilitatingFlus, 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.
LethalFast-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]{Vigueur} @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 Vigueur roll more slowly, such as once per hour or once per day.) A successful @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll stops the effects only if the proper medicine is on hand to stop the disease. The @Compendium[swade-core-rules.swade-powers.Healing]{healing power} also halts the effects.
\n
" }, { "id": "Distracted and Vulnerable", @@ -339,27 +339,27 @@ { "id": "Dramatic Tasks", "name": "Dramatic Tasks", - "description": "
\n
\n

Dramatic Tasks

\n
\n
\n

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]{Meneur de Jeu} 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]{Compétence} 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]{Échec critique} 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)]{Cartes d'action} 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]{Échec critique} 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\"Image\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]{Actions multiples} 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!

\n\"You
\n
" + "description": "
\n
\n

Dramatic Tasks

\n
\n
\n

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]{Meneur de Jeu} 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]{Compétence} 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]{Échec critique} 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]{Athlétisme} 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)]{Cartes d'action} 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]{Échec critique} 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\"Image\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]{Actions multiples} 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!

\n\"You
\n
" }, { "id": "Drowning", "name": "Drowning", - "description": "
\n

Drowning

\n

Swimming is covered under @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}. In still water, each inch of movement on the tabletop takes 2″ of @Compendium[swade-core-rules.swade-rules.Characters]{Pace}. Swimming up or down stream should modify this as the Game Master sees fit.

\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]{Échec critique} 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]{Guérison} roll at −2.

\n
" + "description": "
\n

Drowning

\n

Swimming is covered under @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}. In still water, each inch of movement on the tabletop takes 2″ of @Compendium[swade-core-rules.swade-rules.Characters]{Allure}. 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]{Athlétisme} to move. Failure means she makes no progress that round, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} causes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. With success she moves normally.

\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]{Vigueur} 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]{Vigueur} die. If someone can get to the victim before then, he can be resuscitated with a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll at −2.

\n
" }, { "id": "Dumb Luck", "name": "Dumb Luck", - "description": "
\n

Dumb Luck

\n

Dumb Luck allows a player to spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} even after a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}. The failure still happens in some way, but the character can spend one Benny (and only one) for one more roll. The hero still drops her weapon, flubs her @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt}, or otherwise “fails” the attempt—but if the reroll from the Benny is actually successful, it somehow still results in whatever success the new roll provides.

\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]{corps-à-corps} 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!

\n
" + "description": "
\n

Dumb Luck

\n

Dumb Luck allows a player to spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} even after a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}. The failure still happens in some way, but the character can spend one Benny (and only one) for one more roll. The hero still drops her weapon, flubs her @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt}, or otherwise “fails” the attempt—but if the reroll from the Benny is actually successful, it somehow still results in whatever success the new roll provides.

\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]{Combat} 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!

\n
" }, { "id": "Dwarves", "name": "Dwarves", - "description": "
\n

Dwarves

\n

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.
  • \n
\n\"An
" + "description": "
\n

Dwarves

\n

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]{Allure} 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]{Vigueur} instead of a d4. This increases maximum Vigueur to d12+1.
  • \n
\n\"An
" }, { "id": "Dynamic Backlash", "name": "Dynamic Backlash", - "description": "
\n

Dynamic Backlash

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} 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.

\n
" + "description": "
\n

Dynamic Backlash

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} 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 Agilité. Gabe’s player rolls Backfire on the Dynamic Backlash table so it affects his friend Red instead.
Red’s Agilité suddenly drops two die types, forcing the warrior to go on the defensive until the power wears off.

\n
" }, { "id": "Edge 01", @@ -393,33 +393,33 @@ }, { "id": "Edges", - "name": "Edges", - "description": "
\n
\n

Edges

\n
\n
\n

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.

\n
\n
\n
Edge Summaries
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\n

Background Edges

\n
EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Alertness]{Alertness}N+2 to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} Rolls.
@Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous}N, A d8Ignore –2 penalty when making @Compendium[swade-core-rules.swade-rules.Traits]{Trait} rolls with off-hand.
@Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance}N, Sp d8Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2.
@Compendium[swade-core-rules.swade-edges.Improved Arcane Resistance]{Improved Arcane Resistance}N, Arcane ResistanceAs Arcane Resistance except penalty is increased to −4 and magical damage is reduced by 4.
@Compendium[swade-core-rules.swade-edges.Aristocrat]{Aristocrat}N+2 to @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} and networking with upper class.
@Compendium[swade-core-rules.swade-edges.Attractive]{Attractive}N, V, d6+1 to @Compendium[swade-core-rules.swade-skills.Performance]{Performance} and @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls.
@Compendium[swade-core-rules.swade-edges.Berserk]{Berserk}NAfter 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]{Échec critique} on @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} 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.
@Compendium[swade-core-rules.swade-edges.Brave]{Brave}N, Sp d6+2 to @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} checks and –2 to rolls on the @Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}.
@Compendium[swade-core-rules.swade-edges.Brawny]{Brawny}N, St d6, V d6@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.
@Compendium[swade-core-rules.swade-edges.Brute]{Brute}N. St d6, V d6Link @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]{Portée} of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
@Compendium[swade-core-rules.swade-edges.Charismatic]{Charismatic}N, Sp d8Free reroll when using @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.
@Compendium[swade-core-rules.swade-edges.Elan]{Elan}N, Sp d8+2 when spending a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to reroll a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} roll.
@Compendium[swade-core-rules.swade-edges.Fame]{Fame}N+1 Persuasion rolls when recognized (Common Knowledge), double usual fee for Performance.
@Compendium[swade-core-rules.swade-edges.Famous]{Famous}S, Fame+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}.
@Compendium[swade-core-rules.swade-edges.Fast Healer]{Fast Healer}N, Vd8+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-edges.Fleet-Footed]{Fleet-Footed}N, A d6@Compendium[swade-core-rules.swade-rules.Movement]{Pace} +2, increase running die one step.
@Compendium[swade-core-rules.swade-edges.Linguist]{Linguist}N, Sm d6Character has d6 in languages equal to half her @Compendium[swade-core-rules.swade-rules.Characters]{Smarts} die.
@Compendium[swade-core-rules.swade-edges.Luck]{Luck}N+1 @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} at the start of each session.
@Compendium[swade-core-rules.swade-edges.Great Luck]{Great Luck}N, Luck+2 @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} at the start of each session.
@Compendium[swade-core-rules.swade-edges.Quick]{Vif}N, A d8The hero may discard and redraw @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} of 5 or lower.
@Compendium[swade-core-rules.swade-edges.Rich]{Rich}NCharacter starts with three times the @Compendium[swade-core-rules.swade-rules.Characters]{starting funds} and a $150K annual salary.
@Compendium[swade-core-rules.swade-edges.Filthy Rich]{Filthy Rich}N, RichFive times @Compendium[swade-core-rules.swade-rules.Characters]{starting funds} and $500K average salary.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Combat Edges

\n
EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Block]{Block}S, Fighting d8+1 @Compendium[swade-core-rules.swade-rules.Characters]{Parry}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang Up} bonus.
@Compendium[swade-core-rules.swade-edges.Improved Block]{Improved Block}V, Block+2 @Compendium[swade-core-rules.swade-rules.Characters]{Parry}, ignore 2 points of @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang Up} bonus.
@Compendium[swade-core-rules.swade-edges.Brawler]{Brawler}N, St d8, V d8@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.
@Compendium[swade-core-rules.swade-edges.Bruiser]{Bruiser}S, BrawlerIncrease unarmed @Compendium[swade-core-rules.swade-rules.Traits]{Strength} damage a die type and @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} another +1.
@Compendium[swade-core-rules.swade-edges.Calculating]{Calculating}N, St d8, V d8Ignore 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.
@Compendium[swade-core-rules.swade-edges.Combat Reflexes]{Combat Reflexes}S+2 @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.
@Compendium[swade-core-rules.swade-edges.Counterattack]{Counterattack}S, Fighting d8Free @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} attack against one foe per round who failed a  roll.
@Compendium[swade-core-rules.swade-edges.Improved Counterattack]{Improved Counterattack}V, CounterattackAs Counterattack, but against three failed attacks per round.
@Compendium[swade-core-rules.swade-edges.Dead Shot]{Dead Shot}WC, N, Athletics or Shooting d8First successful@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (Thorwing) or @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll, double damage from when dealt a Joker.
@Compendium[swade-core-rules.swade-edges.Dodge]{Dodge}S, A d8−2 to be hit by @Compendium[swade-core-rules.swade-rules.Attacks]{ranged attacks}.
@Compendium[swade-core-rules.swade-edges.Improved Dodge]{Improved Dodge}S, Dodge+2 to @Compendium[swade-core-rules.swade-rules.Evasion]{Evasion} totals.
@Compendium[swade-core-rules.swade-edges.Double Tap]{Double Tap}S, Shooting d6+1 to hit and damage when firing no more than @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF 1} per action.
@Compendium[swade-core-rules.swade-edges.Extraction]{Extraction}N, A d8One adjacent foe doesn’t get a free attack when you @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{withdraw from close combat}.
@Compendium[swade-core-rules.swade-edges.Improved Extraction]{Improved Extraction}S, ExtractionThree adjacent foes don’t get free attacks when you @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{withdraw from close combat.
@Compendium[swade-core-rules.swade-edges.Feint]{Feint}N, Fighting d8You 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}.
@Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}N, A d8Free @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} attack once per round when foe moves within @Compendium[swade-core-rules.swade-rules.Reach]{Reach}.
@Compendium[swade-core-rules.swade-edges.Improved First Strike]{Improved First Strike}H, First StrikeFree @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} attack against up to three foes when they move within @Compendium[swade-core-rules.swade-rules.Reach]{Reach}.
@Compendium[swade-core-rules.swade-edges.Free Runner]{Free Runner}N, A d8Ignore @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).
@Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}S, Fighting d8Roll a second @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} die with one melee attack per turn.
@Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Improved Frenzy}V, FrenzyRoll a second @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} die with up to two melee attacks per turn.
@Compendium[swade-core-rules.swade-edges.Giant Killer]{Giant Killer}V+1d6 damage vs. creatures three @Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes} larger or more.
@Compendium[swade-core-rules.swade-edges.Hard To Kill]{Hard To Kill}N, Sp d8Ignore @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}.
@Compendium[swade-core-rules.swade-edges.Harder To Kill]{Harder To Kill}V, Hard to KillRoll a die if the character perishes. Even if he’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, he survives somehow.
@Compendium[swade-core-rules.swade-edges.Improvisational Fighter]{Improvisational Fighter}S, Sm d6Ignore –2 penalty when attacking with @Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Improvised Weapons}.
@Compendium[swade-core-rules.swade-edges.Iron Jaw]{Iron Jaw}N, V d8+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}.
@Compendium[swade-core-rules.swade-edges.Killer Instinct]{Killer Instinct}SThe hero gets a free reroll in any opposed @Compendium[swade-core-rules.swade-rules.Test]{Test} he initiates.
@Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid}S, Sm d8Draw an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} each round in combat and choose which one to use.
@Compendium[swade-core-rules.swade-edges.Improved Level Headed]{Improved Level Headed}S, Level HeadedDraw two additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} each round in combat and choose which one to use.
@Compendium[swade-core-rules.swade-edges.Marksman]{Marksman}S, Athletics or Shooting d8Ignore up to 2 points of penalties from @Compendium[swade-core-rules.swade-rules.Range]{Portée},@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle}, or @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}; or add +1 to first @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (Throwing) or @Compendium[swade-core-rules.swade-skills.Shooting]{distance} 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-edges.Martial Artist]{Martial Artist}N, Fighting d6@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]{corps-à-corps} attacks (or increase die a step if you already have it).
@Compendium[swade-core-rules.swade-edges.Martial Warrior]{Martial Warrior}S, Martial Artist@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Fighting} +2, increase damage die type a step.
@Compendium[swade-core-rules.swade-edges.Mighty Blow]{Mighty Blow}WC, N, Fighting d8On first successful @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} roll, double damage when dealt a Joker.
@Compendium[swade-core-rules.swade-edges.Nerves of Steel]{Nerves of Steel}N, V d8Ignore one level of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound Penalties} penalties.
@Compendium[swade-core-rules.swade-edges.Improved Nerves of Steel]{Improved Nerves of Steel}N, Nerves of SteelIgnore up to two levels of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound Penalties} penalties.
@Compendium[swade-core-rules.swade-edges.No Mercy]{No Mercy}S+2 damage when spending a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to reroll damage.
@Compendium[swade-core-rules.swade-edges.Rapid Fire]{Rapid Fire}S, Shooting d6Increase @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} by 1 for one @Compendium[swade-core-rules.swade-skills.Shooting]{distance} attack per turn.
@Compendium[swade-core-rules.swade-edges.Improved Rapid Fire]{Improved Rapid Fire}V, Rapid FireIncrease @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} by 1 for up to two @Compendium[swade-core-rules.swade-skills.Shooting]{distance} attacks per turn.
@Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock and Roll!}S, Shooting d8Ignore 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-edges.Steady Hands]{Steady Hands}N, A d8Ignore @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform} penalty; reduce running penalty to –1.
@Compendium[swade-core-rules.swade-edges.Sweep]{Sweep}N, St d8, Fighting d8@Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} roll at –2 to hit all targets in weapon’s @Compendium[swade-core-rules.swade-rules.Reach]{Reach}, no more than once per turn.
@Compendium[swade-core-rules.swade-edges.Improved Sweep]{Improved Sweep}V, SweepAs above, but ignore the –2 penalty.
@Compendium[swade-core-rules.swade-edges.Trademark Weapon]{Trademark Weapon}N, d8 in related skill+1 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (Throwing), @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} or @Compendium[swade-core-rules.swade-skills.Shooting]{distance} total with a specific weapon; +1 @Compendium[swade-core-rules.swade-rules.Characters]{Parry} while weapon is readied.
@Compendium[swade-core-rules.swade-edges.Improved Trademark Weapon]{Improved Trademark Weapon}S, Trademark WeaponThe attack and @Compendium[swade-core-rules.swade-rules.Characters]{Parry} bonus increases to +2.
@Compendium[swade-core-rules.swade-edges.Two-Fisted]{Two-Fisted}N, A d8Make one extra @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} roll with a second melee weapon in the off-hand at no Multi-Action penalty.
@Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Two-Gun Kid}N, A d8Make one extra @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (Throwing) or@Compendium[swade-core-rules.swade-skills.Shooting]{distance} 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]{Actions multiples} penalty.
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Leadership Edges

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(Command Range is 5\" or 10 Yards)

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EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Command]{Command}N, Sm d6+1 to @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras'} @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} recovery rolls.
@Compendium[swade-core-rules.swade-edges.Command Presence]{Command Presence}S, CommandIncrease Command Range to 10″ (20 yards)
@Compendium[swade-core-rules.swade-edges.Fervor]{Fervor}V, Sp d8, CommandExtras in range add +1 to their @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} damage rolls.
@Compendium[swade-core-rules.swade-edges.Hold the Line!]{Hold the Line!}S, Sm d8, Command+1 to  @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras'} @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} in Command Range.
@Compendium[swade-core-rules.swade-edges.Inspire]{Inspire}S, CommandOnce 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.
@Compendium[swade-core-rules.swade-edges.Natural Leader]{Natural Leader}S, Sp d8, CommandLeadership Edges now apply to @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards}.
@Compendium[swade-core-rules.swade-edges.Tactician]{Tactician}S, Sm d8, Command, Battle d6Draw an extra @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} each turn that may be assigned to any allied @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} in Command Range.
@Compendium[swade-core-rules.swade-edges.Master Tactician]{Master Tactician}V, TacticianDraw and distribute two extra @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} instead of one.
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Power Edges

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(\"AB\" is Arcane Background)

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EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Artificer]{Artificer}S, ABAllows user to create @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Arcane Devices}
@Compendium[swade-core-rules.swade-edges.Channeling]{Canalisation}S, ABReduce Power Point cost by 1 with a raise on the @Compendium[swade-core-rules.swade-rules.Activation]{Activation} roll.
@Compendium[swade-core-rules.swade-edges.Concentration]{Concentration}S, ABDouble Duration of non-Instant powers.
@Compendium[swade-core-rules.swade-edges.Extra Effort]{Extra Effort}S, AB (Gifted), Focus d6Increase @Compendium[swade-core-rules.swade-skills.Focus]{Focus} by +1 for 1 Power Point or +2 for 3 Power Points.
@Compendium[swade-core-rules.swade-edges.Gadgeteer]{Gadgeteer}S, AB (Weird Science), Weird Science d6Spend 3 Power Points to create a device that replicates another power.
@Compendium[swade-core-rules.swade-edges.Holy/Unholy Warrior]{Holy/Unholy Warrior}S, AB (Miracles), Faith d6Add +1 to +4 to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak Rolls} for each Power Point spent.
@Compendium[swade-core-rules.swade-edges.Mentalist]{Mentalist}S, AB (Psionics), Psionics d6+2 to opposed @Compendium[swade-core-rules.swade-skills.Psionics]{Psionics} rolls.
@Compendium[swade-core-rules.swade-edges.New Powers]{New Powers}N, ABYour character knows two new powers.
@Compendium[swade-core-rules.swade-edges.Power Points]{PP}N, ABGain 5 additional Power Points, no more than once per @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}.
@Compendium[swade-core-rules.swade-edges.Power Surge]{Power Surge}WC, N, AB, arcane skill d8Recover 10 Power Points when dealt a Joker in combat.
@Compendium[swade-core-rules.swade-edges.Rapid Recharge]{Rapid Recharge}S, Sp d6, ABRecover 10 Power Points per hour.
@Compendium[swade-core-rules.swade-edges.Improved Rapid Recharge]{Improved Rapid Recharge}V, Rapid RechargeRecover 20 Power Points per hour.
@Compendium[swade-core-rules.swade-edges.Soul Drain]{Soul Drain}S, AB, arcane skill d10Recover 5 Power Points for a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.
@Compendium[swade-core-rules.swade-edges.Wizard]{Wizard}S, AB (Magic), Spellcasting d6Spend 1 extra Power Point to change a spell’s @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}.
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Professional Edges

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EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Ace]{Ace}N, A d8Character 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.
@Compendium[swade-core-rules.swade-edges.Acrobat]{Acrobat}N, A d8, Athletics d8Free reroll on acrobatic @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} attempts.
@Compendium[swade-core-rules.swade-edges.Combat Acrobat]{Combat Acrobat}S, Acrobat−1 to hit with @Compendium[swade-core-rules.swade-rules.Attacks]{ranged and melee attacks}.
@Compendium[swade-core-rules.swade-edges.Assassin]{Assassin}N, A d8, Fighting d6, Stealth d8+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}.
@Compendium[swade-core-rules.swade-edges.Investigator]{Investigator}N, Sm d8, Research d8+2 to @Compendium[swade-core-rules.swade-skills.Research]{Research} and certain types of @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls.
@Compendium[swade-core-rules.swade-edges.Jack-Of-All-Trades]{Jack-Of-All-Trades}N, Sm d10Gain d4 in a skill (or d6 with a raise) until replaced.
@Compendium[swade-core-rules.swade-edges.Mcgyver]{Mcgyver}N, Sm d6, Repair d6, Notice d8Quickly create improvised devices from scraps.
@Compendium[swade-core-rules.swade-edges.Mr Fix It]{Mr. Fix It}N, Repair d8+2 to @Compendium[swade-core-rules.swade-skills.Repair]{Repair} rolls, half the time required with a raise.
@Compendium[swade-core-rules.swade-edges.Scholar]{Scholar}N, Research d8+2 to any one “knowledge” skill.
@Compendium[swade-core-rules.swade-edges.Soldier]{Soldier}N, S d6, V d6Strength 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]{Périls}.
@Compendium[swade-core-rules.swade-edges.Thief]{Thief}N, A d8, Stealth d6, Thievery d6+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.
@Compendium[swade-core-rules.swade-edges.Woodsman]{Woodsman}N, Sp d6, Survival d8+2 to @Compendium[swade-core-rules.swade-skills.Survival]{Survival} and @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} in the wilds.
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Social Edges

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EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Bolster]{Bolster}N, Sp d8May remove @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted or Vulnerable} state after a @Compendium[swade-core-rules.swade-rules.Test]{Test}.
@Compendium[swade-core-rules.swade-edges.Common Bond]{Common Bond}WC, N, Sp d8The hero may freely give her @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} to others.
@Compendium[swade-core-rules.swade-edges.Connections]{Connections}NContacts provide aid or other favors once per session.
@Compendium[swade-core-rules.swade-edges.Humiliate]{Humiliate}N, Taunt d8Free reroll when making @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} rolls.
@Compendium[swade-core-rules.swade-edges.Menacing]{Menacing}N, See Text+2 to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
@Compendium[swade-core-rules.swade-edges.Provoke]{Provoke}N, Taunt d6May “provoke” foes with a raise on a @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} roll. See text.
@Compendium[swade-core-rules.swade-edges.Rabble-Rouser]{Rabble-Rouser}S, Spirit d8Once 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}.
@Compendium[swade-core-rules.swade-edges.Reliable]{Reliable}N, Sp d8Free reroll when making @Compendium[swade-core-rules.swade-rules.Support]{Support} rolls.
@Compendium[swade-core-rules.swade-edges.Retort]{Retort}N, Taunt d6A 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}.
@Compendium[swade-core-rules.swade-edges.Streetwise]{Streetwise}N, Sm d6+2 to @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} and criminal networking.
@Compendium[swade-core-rules.swade-edges.Strong Willed]{Strong Willed}N, Sp d8+2 to resist @Compendium[swade-core-rules.swade-rules.Traits]{Smarts or Spirit}-based @Compendium[swade-core-rules.swade-rules.Test]{Tests}.
@Compendium[swade-core-rules.swade-edges.Iron Will]{Iron Will}S, Brave, Strong WilledThe bonus now applies to resisting and recovery from powers.
@Compendium[swade-core-rules.swade-edges.Work The Room]{Work The Room}N, Sp d8Once per turn, roll a second die when @Compendium[swade-core-rules.swade-rules.Support]{Soutenir} via @Compendium[swade-core-rules.swade-skills.Performance]{Performance} or @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} and apply result to additional ally.
@Compendium[swade-core-rules.swade-edges.Work the Crowd]{Work the Crowd}S, Work the RoomAs above, but up to twice per turn.
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Weird Edges

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EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Beast Bond]{Beast Bond}NThe hero may spend @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} for animals under her control.
@Compendium[swade-core-rules.swade-edges.Beast Master]{Beast Master}N, Sp d8Animals like your hero and he has a pet of some sort. See text.
@Compendium[swade-core-rules.swade-edges.Champion]{Champion}N, Sp d8, Fighting d6+2 damage vs. supernaturally evil creatures.
@Compendium[swade-core-rules.swade-edges.Chi]{Chi}V, Martial WarriorOnce per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} attack.
@Compendium[swade-core-rules.swade-edges.Danger Sense]{Danger Sense}N@Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll at +2 to sense ambushes or similar events.
@Compendium[swade-core-rules.swade-edges.Healer]{Healer}N, Sp d8+2 to @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} rolls, magical or otherwise.
@Compendium[swade-core-rules.swade-edges.Liquid Courage]{Liquid Courage}N, V d8Alcohol 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.
@Compendium[swade-core-rules.swade-edges.Scavenger]{Scavenger}N, LuckMay find a needed item once per encounter.
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Legendary Edges

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EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Followers]{Followers}WC, LThe hero has five followers.
@Compendium[swade-core-rules.swade-edges.Professional]{Professional}L, Max TraitThe character’s @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and its limit increases one step.
@Compendium[swade-core-rules.swade-edges.Expert]{Expert}L, Professional in TraitThe character’s @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and its limit increases one step.
@Compendium[swade-core-rules.swade-edges.Master]{Master}WC, L, Expert in TraitThe 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-edges.Sidekick]{Sidekick}WC, LThe character gains a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} sidekick.
@Compendium[swade-core-rules.swade-edges.Tough As Nails]{Tough As Nails}L, V d8The hero can take four @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before being Incapacitated.
@Compendium[swade-core-rules.swade-edges.Tougher Than Nails]{Tougher Than Nails}L, Tough as Nails, V d12The hero can take five @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before being Incapacitated.
@Compendium[swade-core-rules.swade-edges.Weapon Master]{Weapon Master}L, Fighting d12@Compendium[swade-core-rules.swade-rules.Characters]{Parry} increases by +1 and Fighting bonus damage die is d8.
@Compendium[swade-core-rules.swade-edges.Master of Arms]{Master of Arms}L, Weapon MasterParry increases another +1 and @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} @Compendium[swade-core-rules.swade-rules.Dealing Damage]{bonus damage} die is d10.
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" + "name": "Atouts", + "description": "
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Atouts

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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.

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The Edges are grouped by type to help during character creation. You’ll find a summary below.

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Unless an Edge specifically says otherwise, it may only be selected once.

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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.

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Edge Summaries
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Background Edges

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EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Alertness]{Alertness}N+2 to @Compendium[swade-core-rules.swade-skills.Notice]{Perception} Rolls.
@Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre}N, A d8Ignore –2 penalty when making @Compendium[swade-core-rules.swade-rules.Traits]{Trait} rolls with off-hand.
@Compendium[swade-core-rules.swade-edges.Arcane Resistance]{Arcane Resistance}N, Sp d8Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2.
@Compendium[swade-core-rules.swade-edges.Improved Arcane Resistance]{Improved Arcane Resistance}N, Arcane ResistanceAs Arcane Resistance except penalty is increased to −4 and magical damage is reduced by 4.
@Compendium[swade-core-rules.swade-edges.Aristocrat]{Aristocrat}N+2 to @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} and networking with upper class.
@Compendium[swade-core-rules.swade-edges.Attractive]{Attractive}N, V, d6+1 to @Compendium[swade-core-rules.swade-skills.Performance]{Performance} and @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls.
@Compendium[swade-core-rules.swade-edges.Berserk]{Berserk}NAfter 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]{Force}, +2 to @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}, ignore one level of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound penalties}, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} 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]{Intellect} roll –2.
@Compendium[swade-core-rules.swade-edges.Brave]{Brave}N, Sp d6+2 to @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} checks and –2 to rolls on the @Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}.
@Compendium[swade-core-rules.swade-edges.Brawny]{Brawny}N, St d6, V d6@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} (and therefore @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}) +1. Treat @Compendium[swade-core-rules.swade-rules.Characters]{Force} as one die type higher for @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrance} and Minimum Strength to use weapons, armor, or equipment.
@Compendium[swade-core-rules.swade-edges.Brute]{Brute}N. St d6, V d6Link @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} to @Compendium[swade-core-rules.swade-rules.Characters]{Force} instead of @Compendium[swade-core-rules.swade-rules.Characters]{Agilité} (including resistance). Short @Compendium[swade-core-rules.swade-rules.Range]{Portée} of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
@Compendium[swade-core-rules.swade-edges.Charismatic]{Charismatic}N, Sp d8Free reroll when using @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.
@Compendium[swade-core-rules.swade-edges.Elan]{Elan}N, Sp d8+2 when spending a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to reroll a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} roll.
@Compendium[swade-core-rules.swade-edges.Fame]{Fame}N+1 Persuasion rolls when recognized (Common Knowledge), double usual fee for Performance.
@Compendium[swade-core-rules.swade-edges.Famous]{Famous}S, Fame+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}.
@Compendium[swade-core-rules.swade-edges.Fast Healer]{Fast Healer}N, Vd8+2 @Compendium[swade-core-rules.swade-skills.Performance]{Vigueur} when rolling for @Compendium[swade-core-rules.swade-rules.Healing]{natural healing}; check every 3 days.
@Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed}N, A d6@Compendium[swade-core-rules.swade-rules.Movement]{Allure} +2, increase running die one step.
@Compendium[swade-core-rules.swade-edges.Linguist]{Linguist}N, Sm d6Character has d6 in languages equal to half her @Compendium[swade-core-rules.swade-rules.Characters]{Intellect} die.
@Compendium[swade-core-rules.swade-edges.Luck]{Luck}N+1 @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} at the start of each session.
@Compendium[swade-core-rules.swade-edges.Great Luck]{Great Luck}N, Luck+2 @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} at the start of each session.
@Compendium[swade-core-rules.swade-edges.Quick]{Vif}N, A d8The hero may discard and redraw @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} of 5 or lower.
@Compendium[swade-core-rules.swade-edges.Rich]{Rich}NCharacter starts with three times the @Compendium[swade-core-rules.swade-rules.Characters]{starting funds} and a $150K annual salary.
@Compendium[swade-core-rules.swade-edges.Filthy Rich]{Filthy Rich}N, RichFive times @Compendium[swade-core-rules.swade-rules.Characters]{starting funds} and $500K average salary.
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Combat Edges

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EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Block]{Block}S, Fighting d8+1 @Compendium[swade-core-rules.swade-rules.Characters]{Parade}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang Up} bonus.
@Compendium[swade-core-rules.swade-edges.Improved Block]{Improved Block}V, Block+2 @Compendium[swade-core-rules.swade-rules.Characters]{Parade}, ignore 2 points of @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang Up} bonus.
@Compendium[swade-core-rules.swade-edges.Brawler]{Brawler}N, St d8, V d8@Compendium[swade-core-rules.swade-rules.Characters]{Résistance} +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.
@Compendium[swade-core-rules.swade-edges.Bruiser]{Bruiser}S, BrawlerIncrease unarmed @Compendium[swade-core-rules.swade-rules.Traits]{Force} damage a die type and @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} another +1.
@Compendium[swade-core-rules.swade-edges.Calculating]{Calculating}N, St d8, V d8Ignore 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.
@Compendium[swade-core-rules.swade-edges.Combat Reflexes]{Combat Reflexes}S+2 @Compendium[swade-core-rules.swade-rules.Traits]{Âme} to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.
@Compendium[swade-core-rules.swade-edges.Counterattack]{Counterattack}S, Fighting d8Free @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attack against one foe per round who failed a  roll.
@Compendium[swade-core-rules.swade-edges.Improved Counterattack]{Improved Counterattack}V, CounterattackAs Counterattack, but against three failed attacks per round.
@Compendium[swade-core-rules.swade-edges.Dead Shot]{Dead Shot}WC, N, Athletics or Shooting d8First successful@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Thorwing) or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll, double damage from when dealt a Joker.
@Compendium[swade-core-rules.swade-edges.Dodge]{Dodge}S, A d8−2 to be hit by @Compendium[swade-core-rules.swade-rules.Attacks]{ranged attacks}.
@Compendium[swade-core-rules.swade-edges.Improved Dodge]{Improved Dodge}S, Dodge+2 to @Compendium[swade-core-rules.swade-rules.Evasion]{Evasion} totals.
@Compendium[swade-core-rules.swade-edges.Double Tap]{Double Tap}S, Shooting d6+1 to hit and damage when firing no more than @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF 1} per action.
@Compendium[swade-core-rules.swade-edges.Extraction]{Extraction}N, A d8One adjacent foe doesn’t get a free attack when you @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{withdraw from close combat}.
@Compendium[swade-core-rules.swade-edges.Improved Extraction]{Improved Extraction}S, ExtractionThree adjacent foes don’t get free attacks when you @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{withdraw from close combat.
@Compendium[swade-core-rules.swade-edges.Feint]{Feint}N, Fighting d8You may choose to make foe resist with @Compendium[swade-core-rules.swade-rules.Traits]{Intellect Instead of Agilité} during a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Fighting Test}.
@Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}N, A d8Free @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attack once per round when foe moves within @Compendium[swade-core-rules.swade-rules.Reach]{Reach}.
@Compendium[swade-core-rules.swade-edges.Improved First Strike]{Improved First Strike}H, First StrikeFree @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attack against up to three foes when they move within @Compendium[swade-core-rules.swade-rules.Reach]{Reach}.
@Compendium[swade-core-rules.swade-edges.Free Runner]{Free Runner}N, A d8Ignore @Compendium[swade-core-rules.swade-rules.Movement]{Difficult Ground} and add +2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} in foot @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{chases} and @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (climbing).
@Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}S, Fighting d8Roll a second @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} die with one melee attack per turn.
@Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Improved Frenzy}V, FrenzyRoll a second @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} die with up to two melee attacks per turn.
@Compendium[swade-core-rules.swade-edges.Giant Killer]{Giant Killer}V+1d6 damage vs. creatures three @Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes} larger or more.
@Compendium[swade-core-rules.swade-edges.Hard To Kill]{Hard To Kill}N, Sp d8Ignore @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound penalties} when making @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} rolls to avoid @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.
@Compendium[swade-core-rules.swade-edges.Harder To Kill]{Harder To Kill}V, Hard to KillRoll a die if the character perishes. Even if he’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, he survives somehow.
@Compendium[swade-core-rules.swade-edges.Improvisational Fighter]{Improvisational Fighter}S, Sm d6Ignore –2 penalty when attacking with @Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Improvised Weapons}.
@Compendium[swade-core-rules.swade-edges.Iron Jaw]{Iron Jaw}N, V d8+2 to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak Rolls} and  @Compendium[swade-core-rules.swade-rules.Characters]{Vigueur} rolls to avoid @Compendium[swade-core-rules.swade-rules.The Drop]{Knockout Blows}.
@Compendium[swade-core-rules.swade-edges.Killer Instinct]{Killer Instinct}SThe hero gets a free reroll in any opposed @Compendium[swade-core-rules.swade-rules.Test]{Test} he initiates.
@Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid}S, Sm d8Draw an additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} each round in combat and choose which one to use.
@Compendium[swade-core-rules.swade-edges.Improved Level Headed]{Improved Level Headed}S, Level HeadedDraw two additional @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} each round in combat and choose which one to use.
@Compendium[swade-core-rules.swade-edges.Marksman]{Marksman}S, Athletics or Shooting d8Ignore up to 2 points of penalties from @Compendium[swade-core-rules.swade-rules.Range]{Portée},@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle}, or @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}; or add +1 to first @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Throwing) or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} 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-edges.Martial Artist]{Martial Artist}N, Fighting d6@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]{Combat} attacks (or increase die a step if you already have it).
@Compendium[swade-core-rules.swade-edges.Martial Warrior]{Martial Warrior}S, Martial Artist@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Fighting} +2, increase damage die type a step.
@Compendium[swade-core-rules.swade-edges.Mighty Blow]{Mighty Blow}WC, N, Fighting d8On first successful @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} roll, double damage when dealt a Joker.
@Compendium[swade-core-rules.swade-edges.Nerves of Steel]{Nerves of Steel}N, V d8Ignore one level of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound Penalties} penalties.
@Compendium[swade-core-rules.swade-edges.Improved Nerves of Steel]{Improved Nerves of Steel}N, Nerves of SteelIgnore up to two levels of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound Penalties} penalties.
@Compendium[swade-core-rules.swade-edges.No Mercy]{No Mercy}S+2 damage when spending a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to reroll damage.
@Compendium[swade-core-rules.swade-edges.Rapid Fire]{Rapid Fire}S, Shooting d6Increase @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} by 1 for one @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} attack per turn.
@Compendium[swade-core-rules.swade-edges.Improved Rapid Fire]{Improved Rapid Fire}V, Rapid FireIncrease @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} by 1 for up to two @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} attacks per turn.
@Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock and Roll!}S, Shooting d8Ignore 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-edges.Steady Hands]{Steady Hands}N, A d8Ignore @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform} penalty; reduce running penalty to –1.
@Compendium[swade-core-rules.swade-edges.Sweep]{Sweep}N, St d8, Fighting d8@Compendium[swade-core-rules.swade-skills.Fighting]{Combat} roll at –2 to hit all targets in weapon’s @Compendium[swade-core-rules.swade-rules.Reach]{Reach}, no more than once per turn.
@Compendium[swade-core-rules.swade-edges.Improved Sweep]{Improved Sweep}V, SweepAs above, but ignore the –2 penalty.
@Compendium[swade-core-rules.swade-edges.Trademark Weapon]{Trademark Weapon}N, d8 in related skill+1 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Throwing), @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} total with a specific weapon; +1 @Compendium[swade-core-rules.swade-rules.Characters]{Parade} while weapon is readied.
@Compendium[swade-core-rules.swade-edges.Improved Trademark Weapon]{Improved Trademark Weapon}S, Trademark WeaponThe attack and @Compendium[swade-core-rules.swade-rules.Characters]{Parade} bonus increases to +2.
@Compendium[swade-core-rules.swade-edges.Two-Fisted]{Two-Fisted}N, A d8Make one extra @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} roll with a second melee weapon in the off-hand at no Multi-Action penalty.
@Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Two-Gun Kid}N, A d8Make one extra @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Throwing) or@Compendium[swade-core-rules.swade-skills.Shooting]{Tir} 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]{Actions multiples} penalty.
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\n

Leadership Edges

\n

(Command Range is 5\" or 10 Yards)

\n
EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Command]{Command}N, Sm d6+1 to @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras'} @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} recovery rolls.
@Compendium[swade-core-rules.swade-edges.Command Presence]{Command Presence}S, CommandIncrease Command Range to 10″ (20 yards)
@Compendium[swade-core-rules.swade-edges.Fervor]{Fervor}V, Sp d8, CommandExtras in range add +1 to their @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} damage rolls.
@Compendium[swade-core-rules.swade-edges.Hold the Line!]{Hold the Line!}S, Sm d8, Command+1 to  @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras'} @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} in Command Range.
@Compendium[swade-core-rules.swade-edges.Inspire]{Inspire}S, CommandOnce 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.
@Compendium[swade-core-rules.swade-edges.Natural Leader]{Natural Leader}S, Sp d8, CommandLeadership Edges now apply to @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards}.
@Compendium[swade-core-rules.swade-edges.Tactician]{Tactician}S, Sm d8, Command, Battle d6Draw an extra @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} each turn that may be assigned to any allied @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} in Command Range.
@Compendium[swade-core-rules.swade-edges.Master Tactician]{Master Tactician}V, TacticianDraw and distribute two extra @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} instead of one.
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\n

Power Edges

\n

(\"AB\" is Arcane Background)

\n
EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Artificer]{Artificer}S, ABAllows user to create @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Arcane Devices}
@Compendium[swade-core-rules.swade-edges.Channeling]{Canalisation}S, ABReduce Power Point cost by 1 with a raise on the @Compendium[swade-core-rules.swade-rules.Activation]{Activation} roll.
@Compendium[swade-core-rules.swade-edges.Concentration]{Concentration}S, ABDouble Duration of non-Instant powers.
@Compendium[swade-core-rules.swade-edges.Extra Effort]{Extra Effort}S, AB (Gifted), Focus d6Increase @Compendium[swade-core-rules.swade-skills.Focus]{Focus} by +1 for 1 Power Point or +2 for 3 Power Points.
@Compendium[swade-core-rules.swade-edges.Gadgeteer]{Gadgeteer}S, AB (Weird Science), Weird Science d6Spend 3 Power Points to create a device that replicates another power.
@Compendium[swade-core-rules.swade-edges.Holy/Unholy Warrior]{Holy/Unholy Warrior}S, AB (Miracles), Faith d6Add +1 to +4 to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak Rolls} for each Power Point spent.
@Compendium[swade-core-rules.swade-edges.Mentalist]{Mentalist}S, AB (Psionics), Psionics d6+2 to opposed @Compendium[swade-core-rules.swade-skills.Psionics]{Psionics} rolls.
@Compendium[swade-core-rules.swade-edges.New Powers]{New Powers}N, ABYour character knows two new powers.
@Compendium[swade-core-rules.swade-edges.Power Points]{PP}N, ABGain 5 additional Power Points, no more than once per @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}.
@Compendium[swade-core-rules.swade-edges.Power Surge]{Power Surge}WC, N, AB, arcane skill d8Recover 10 Power Points when dealt a Joker in combat.
@Compendium[swade-core-rules.swade-edges.Rapid Recharge]{Rapid Recharge}S, Sp d6, ABRecover 10 Power Points per hour.
@Compendium[swade-core-rules.swade-edges.Improved Rapid Recharge]{Improved Rapid Recharge}V, Rapid RechargeRecover 20 Power Points per hour.
@Compendium[swade-core-rules.swade-edges.Soul Drain]{Soul Drain}S, AB, arcane skill d10Recover 5 Power Points for a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.
@Compendium[swade-core-rules.swade-edges.Wizard]{Wizard}S, AB (Magic), Spellcasting d6Spend 1 extra Power Point to change a spell’s @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}.
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\n

Professional Edges

\n
EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Ace]{Ace}N, A d8Character 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.
@Compendium[swade-core-rules.swade-edges.Acrobat]{Acrobat}N, A d8, Athletics d8Free reroll on acrobatic @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} attempts.
@Compendium[swade-core-rules.swade-edges.Combat Acrobat]{Combat Acrobat}S, Acrobat−1 to hit with @Compendium[swade-core-rules.swade-rules.Attacks]{ranged and melee attacks}.
@Compendium[swade-core-rules.swade-edges.Assassin]{Assassin}N, A d8, Fighting d6, Stealth d8+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}.
@Compendium[swade-core-rules.swade-edges.Investigator]{Investigator}N, Sm d8, Research d8+2 to @Compendium[swade-core-rules.swade-skills.Research]{Research} and certain types of @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls.
@Compendium[swade-core-rules.swade-edges.Jack-Of-All-Trades]{Jack-Of-All-Trades}N, Sm d10Gain d4 in a skill (or d6 with a raise) until replaced.
@Compendium[swade-core-rules.swade-edges.Mcgyver]{Mcgyver}N, Sm d6, Repair d6, Notice d8Quickly create improvised devices from scraps.
@Compendium[swade-core-rules.swade-edges.Mr Fix It]{Mr. Fix It}N, Repair d8+2 to @Compendium[swade-core-rules.swade-skills.Repair]{Repair} rolls, half the time required with a raise.
@Compendium[swade-core-rules.swade-edges.Scholar]{Scholar}N, Research d8+2 to any one “knowledge” skill.
@Compendium[swade-core-rules.swade-edges.Soldier]{Soldat}N, S d6, V d6Strength 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]{Vigueur} rolls when resisting environmental @Compendium[swade-core-rules.swade-rules.Hazards]{Périls}.
@Compendium[swade-core-rules.swade-edges.Thief]{Thief}N, A d8, Stealth d6, Thievery d6+1 @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery}, @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} rolls made to climb, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} in urban environments.
@Compendium[swade-core-rules.swade-edges.Woodsman]{Woodsman}N, Sp d6, Survival d8+2 to @Compendium[swade-core-rules.swade-skills.Survival]{Survie} and @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} in the wilds.
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\n

Social Edges

\n
EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Bolster]{Bolster}N, Sp d8May remove @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted or Vulnerable} state after a @Compendium[swade-core-rules.swade-rules.Test]{Test}.
@Compendium[swade-core-rules.swade-edges.Common Bond]{Common Bond}WC, N, Sp d8The hero may freely give her @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} to others.
@Compendium[swade-core-rules.swade-edges.Connections]{Connections}NContacts provide aid or other favors once per session.
@Compendium[swade-core-rules.swade-edges.Humiliate]{Humiliate}N, Taunt d8Free reroll when making @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} rolls.
@Compendium[swade-core-rules.swade-edges.Menacing]{Menacing}N, See Text+2 to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
@Compendium[swade-core-rules.swade-edges.Provoke]{Provoke}N, Taunt d6May “provoke” foes with a raise on a @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} roll. See text.
@Compendium[swade-core-rules.swade-edges.Rabble-Rouser]{Rabble-Rouser}S, Âme d8Once 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}.
@Compendium[swade-core-rules.swade-edges.Reliable]{Reliable}N, Sp d8Free reroll when making @Compendium[swade-core-rules.swade-rules.Support]{Support} rolls.
@Compendium[swade-core-rules.swade-edges.Retort]{Retort}N, Taunt d6A 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}.
@Compendium[swade-core-rules.swade-edges.Streetwise]{Streetwise}N, Sm d6+2 to @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} and criminal networking.
@Compendium[swade-core-rules.swade-edges.Strong Willed]{Strong Willed}N, Sp d8+2 to resist @Compendium[swade-core-rules.swade-rules.Traits]{Intellect or Âme}-based @Compendium[swade-core-rules.swade-rules.Test]{Tests}.
@Compendium[swade-core-rules.swade-edges.Iron Will]{Iron Will}S, Brave, Strong WilledThe bonus now applies to resisting and recovery from powers.
@Compendium[swade-core-rules.swade-edges.Work The Room]{Work The Room}N, Sp d8Once per turn, roll a second die when @Compendium[swade-core-rules.swade-rules.Support]{Soutenir} via @Compendium[swade-core-rules.swade-skills.Performance]{Performance} or @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} and apply result to additional ally.
@Compendium[swade-core-rules.swade-edges.Work the Crowd]{Work the Crowd}S, Work the RoomAs above, but up to twice per turn.
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\n

Weird Edges

\n
EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Beast Bond]{Beast Bond}NThe hero may spend @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} for animals under her control.
@Compendium[swade-core-rules.swade-edges.Beast Master]{Beast Master}N, Sp d8Animals like your hero and he has a pet of some sort. See text.
@Compendium[swade-core-rules.swade-edges.Champion]{Champion}N, Sp d8, Fighting d6+2 damage vs. supernaturally evil creatures.
@Compendium[swade-core-rules.swade-edges.Chi]{Chi}V, Martial WarriorOnce per combat, reroll failed attack, make enemy reroll successful attack, or add +d6 to unarmed @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attack.
@Compendium[swade-core-rules.swade-edges.Danger Sense]{Danger Sense}N@Compendium[swade-core-rules.swade-skills.Notice]{Perception} roll at +2 to sense ambushes or similar events.
@Compendium[swade-core-rules.swade-edges.Healer]{Healer}N, Sp d8+2 to @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} rolls, magical or otherwise.
@Compendium[swade-core-rules.swade-edges.Liquid Courage]{Liquid Courage}N, V d8Alcohol increases @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} 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]{Agilité, Intellect}, and related skills.
@Compendium[swade-core-rules.swade-edges.Scavenger]{Scavenger}N, LuckMay find a needed item once per encounter.
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\n

Legendary Edges

\n
EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Followers]{Followers}WC, LThe hero has five followers.
@Compendium[swade-core-rules.swade-edges.Professional]{Professional}L, Max TraitThe character’s @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and its limit increases one step.
@Compendium[swade-core-rules.swade-edges.Expert]{Expert}L, Professional in TraitThe character’s @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and its limit increases one step.
@Compendium[swade-core-rules.swade-edges.Master]{Master}WC, L, Expert in TraitThe 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-edges.Sidekick]{Sidekick}WC, LThe character gains a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} sidekick.
@Compendium[swade-core-rules.swade-edges.Tough As Nails]{Tough As Nails}L, V d8The hero can take four @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before being Incapacitated.
@Compendium[swade-core-rules.swade-edges.Tougher Than Nails]{Tougher Than Nails}L, Tough as Nails, V d12The hero can take five @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before being Incapacitated.
@Compendium[swade-core-rules.swade-edges.Weapon Master]{Weapon Master}L, Fighting d12@Compendium[swade-core-rules.swade-rules.Characters]{Parade} increases by +1 and Fighting bonus damage die is d8.
@Compendium[swade-core-rules.swade-edges.Master of Arms]{Master of Arms}L, Weapon MasterParry increases another +1 and @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} @Compendium[swade-core-rules.swade-rules.Dealing Damage]{bonus damage} die is d10.
\n
\n
" }, { "id": "Electricity", "name": "Electricity", - "description": "
\n

Electricity

\n

Touching or brushing up against an electrical outlet or the kind of electric fence found around small farms requires a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} at −2. Success means the character is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}. Failure means he’s @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\n

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).

\n

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.

\n

High Voltage

\n

Contact with a high voltage electrical source such as a military-level fence or power line causes 4d6 damage.

\n

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.

\n

Increase the damage to 5d6 if the victim is standing in water or in the rain.

\n

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).

\n
" + "description": "
\n

Electricity

\n

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]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} at −2. Success means the character is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}. Failure means he’s @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\n

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 Vigueur roll at −4 (at the start of each turn as a free action).

\n

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.

\n

High Voltage

\n

Contact with a high voltage electrical source such as a military-level fence or power line causes 4d6 damage.

\n

In dramatic games, this knocks the victim away from the fence 1d4″. In more realistic games, the victim spasms and must make a Vigueur 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.

\n

Increase the damage to 5d6 if the victim is standing in water or in the rain.

\n

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).

\n
" }, { "id": "Elves", "name": "Elves", - "description": "
\n

Elves

\n

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.

\n
    \n
  • 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.
  • \n
  • 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.
  • \n
  • 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}.
  • \n
\n\"An
" + "description": "
\n

Elves

\n

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.

\n
    \n
  • AGILE: Elves are graceful and agile. They start with a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} instead of a d4. This increases maximum Agilité to d12+1.
  • \n
  • 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.
  • \n
  • 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}.
  • \n
\n\"An
" }, { "id": "Energy Skin", "name": "Energy Skin", - "description": "
\n

Energy Skin

\n

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.

\n
" + "description": "
\n

Energy Skin

\n

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]{Discrétion} rolls based on vision.

\n
" }, { "id": "Evasion", "name": "Evasion", - "description": "
\n

Evasion

\n

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.

\n

If an attack can be evaded and the character is aware of it, he makes an @Compendium[swade-core-rules.swade-rules.Traits]{Agility} roll at −2. Those who are successful manage to avoid the attack and take no damage. If this was an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}, the GM should place the figure to the side or rear of the template as makes sense in the situation.

\n
" + "description": "
\n

Evasion

\n

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.

\n

If an attack can be evaded and the character is aware of it, he makes an @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} roll at −2. Those who are successful manage to avoid the attack and take no damage. If this was an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}, the GM should place the figure to the side or rear of the template as makes sense in the situation.

\n
" }, { "id": "Falling", "name": "Falling", - "description": "
\n

Falling

\n

Falling damage is 1d6+1 per 2″ (4 yards), to a maximum of 10d6+10.

\n

Snow: Particularly soft ground, such as very deep snow, acts as a cushion. Every foot of soft snow reduces damage 1 point.

\n

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]{Prouesse} negates the damage entirely. Those who fall into water from heights greater than 20 yards take damage as if they’d hit solid earth.

\n
" + "description": "
\n

Falling

\n

Falling damage is 1d6+1 per 2″ (4 yards), to a maximum of 10d6+10.

\n

Snow: Particularly soft ground, such as very deep snow, acts as a cushion. Every foot of soft snow reduces damage 1 point.

\n

Water: A successful @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} halves damage into reasonably deep water at heights of 10″ (20 yards) or less. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} negates the damage entirely. Those who fall into water from heights greater than 20 yards take damage as if they’d hit solid earth.

\n
" }, { "id": "Fanatics", @@ -444,7 +444,7 @@ { "id": "Fear", "name": "Fear", - "description": "
\n
\n

Fear

\n
\n
\n

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.

\n

These rules reflect the horror of these terrible situations upon your heroes’ psyches.

\n

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.

\n

The Basics: Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Spirit roll} when confronted by creatures or situations that cause Fear.

\n

Fear Checks

\n

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.

\n

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:

\n
    \n
  • 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]{Secoué} and @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the victim must roll on the Fear Table as well.
  • \n
  • 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).
  • \n
\n

Becoming Jaded

\n

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.

\n

Fear Table

\n

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Fear Table

\n
D20*Effect
1-3Adrenaline 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!
4-6Distracted: The hero is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} until the end of his next turn.
7-9Vulnerable: The target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} until the end of his next turn.
10-12Shaken: The character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.
13The Mark of Fear: The hero is @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} and suffers some cosmetic physical alteration—a white streak forms in his hair, his eyes twitch constantly, or some other minor physical alteration manifests.
14-15Frightened: The character gains the @Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hesitant} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} for the remainder of the encounter. If he already has it, he’s Panicked instead.
16-17Panicked: 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]{Secoué}.
18-19Minor Phobia: The character gains a Minor @Compendium[swade-core-rules.swade-hindrances.Phobia]{Phobia} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} somehow associated with the trauma.
20-21Major Phobia: The character gains the Major @Compendium[swade-core-rules.swade-hindrances.Phobia]{Phobia} Hindrance.
22+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]{Sonné}. 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]{Guérison} roll at –4 saves his life, but he remains Incapacitated. He may be treated normally thereafter.
\n
\n
" + "description": "
\n
\n

Fear

\n
\n
\n

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.

\n

These rules reflect the horror of these terrible situations upon your heroes’ psyches.

\n

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.

\n

The Basics: Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme roll} when confronted by creatures or situations that cause Fear.

\n

Fear Checks

\n

The heroes make a Fear check (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme roll} as a @Compendium[swade-core-rules.swade-rules.Combat]{free action}) when they first spot a creature with the Fear ability.

\n

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:

\n
    \n
  • 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]{Secoué} and @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the victim must roll on the Fear Table as well.
  • \n
  • 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).
  • \n
\n

Becoming Jaded

\n

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.

\n

Fear Table

\n

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Fear Table

\n
D20*Effect
1-3Adrenaline 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!
4-6Distracted: The hero is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} until the end of his next turn.
7-9Vulnerable: The target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} until the end of his next turn.
10-12Shaken: The character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.
13The Mark of Fear: The hero is @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} and suffers some cosmetic physical alteration—a white streak forms in his hair, his eyes twitch constantly, or some other minor physical alteration manifests.
14-15Frightened: The character gains the @Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hesitant} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} for the remainder of the encounter. If he already has it, he’s Panicked instead.
16-17Panicked: The character immediately moves his full @Compendium[swade-core-rules.swade-rules.Movement]{Allure} plus running die away from the danger and is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.
18-19Minor Phobia: The character gains a Minor @Compendium[swade-core-rules.swade-hindrances.Phobia]{Phobia} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} somehow associated with the trauma.
20-21Major Phobia: The character gains the Major @Compendium[swade-core-rules.swade-hindrances.Phobia]{Phobia} Hindrance.
22+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]{Vigueur} roll at –2. If successful, he’s @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}. 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]{Guérison} roll at –4 saves his life, but he remains Incapacitated. He may be treated normally thereafter.
\n
\n
" }, { "id": "Finishing Move", @@ -454,7 +454,7 @@ { "id": "Fire", "name": "Fire", - "description": "
\n

Fire

\n

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.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Fire Damage

\n
DamageDescription
1d6Spot contact, steam
2d6Bonfire, burning room
3d6Flamethrower
5d6Lava
\n

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.

\n

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.

\n

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.

\n

Flaming Weapons: Flame doesn’t cause extra damage but may set the target on fire.

\n

Smoke Inhalation

\n

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.

\n

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]{Guérison} roll at −2.

\n
" + "description": "
\n

Fire

\n

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.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Fire Damage

\n
DamageDescription
1d6Spot contact, steam
2d6Bonfire, burning room
3d6Flamethrower
5d6Lava
\n

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.

\n

A character may also make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} 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.

\n

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.

\n

Flaming Weapons: Flame doesn’t cause extra damage but may set the target on fire.

\n

Smoke Inhalation

\n

Fires in confined areas produce deadly smoke. Each person within must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} 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.

\n

Death: A person @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacitated} from smoke inhalation dies in a number of minutes equal to his Vigueur. If someone can get to the victim before then, he can be resuscitated by removing him from the hazard and a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll at −2.

\n
" }, { "id": "Firing Into Melee", @@ -469,17 +469,17 @@ { "id": "Free Attacks", "name": "Free Attacks", - "description": "
\n

Free Attacks

\n

Some @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, such as @Compendium[swade-core-rules.swade-edges.Counterattack]{Counterattack} and @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}, or options such as @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}, allow a character to make a free attack

\n

Free attacks are a single attack unaltered by other Edges or combat options. This is usually a @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} or @Compendium[swade-core-rules.swade-rules.Grappling]{Grappling} attack, but could include @Compendium[swade-core-rules.swade-skills.Shooting]{distance} if the attacker is armed with a pistol or other ranged weapon that can fire in melee (see @Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee}).

\n
" + "description": "
\n

Free Attacks

\n

Some @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, such as @Compendium[swade-core-rules.swade-edges.Counterattack]{Counterattack} and @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}, or options such as @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}, allow a character to make a free attack

\n

Free attacks are a single attack unaltered by other Edges or combat options. This is usually a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-rules.Grappling]{Grappling} attack, but could include @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} 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}).

\n
" }, { "id": "Futuristic Armor Table", - "name": "Futuristic Armor Table", - "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Futuristic Armor

\n
\n

@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
ItemArmorMin Str.WeightCost
Light/Civilian Armor Energy 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.
@Compendium[swade-core-rules.swade-equipment.Body Armor w/Energy Skin]{Body Armor} (torso, arms, legs)+4*d44200
Notes: Light, armored clothing made from complex polymers or advanced ballistic weave.
Military Armor Armor used by private or state forces.
@Compendium[swade-core-rules.swade-equipment.Infantry Battle Suit]{Infantry Battle Suit} (torso, arms, legs)+6*d612800
Notes: A full suit of armor with boots and gloves.
@Compendium[swade-core-rules.swade-equipment.Battle Helmet]{Battle Helmet} (head, full face)+6*d62100
\n
" + "name": "Table des Armures Futuriste", + "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Futuristic Armor

\n
\n

@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
ItemArmorMin Str.WeightCost
Light/Civilian Armor Energy 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]{Discrétion} rolls based on vision.
@Compendium[swade-core-rules.swade-equipment.Body Armor w/Energy Skin]{Body Armor} (torso, arms, legs)+4*d44200
Notes: Light, armored clothing made from complex polymers or advanced ballistic weave.
Military Armor Armor used by private or state forces.
@Compendium[swade-core-rules.swade-equipment.Infantry Battle Suit]{Infantry Battle Suit} (torso, arms, legs)+6*d612800
Notes: A full suit of armor with boots and gloves.
@Compendium[swade-core-rules.swade-equipment.Battle Helmet]{Battle Helmet} (head, full face)+6*d62100
\n
" }, { "id": "Game Mastering", "name": "Game Mastering", - "description": "
\n
\n
\n

Game Mastering

\n
\n
\n
\n

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.

\n

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.

\n

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.

\n

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.

\n

Learning The Rules

\n

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}.

\n

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.

\n

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]{Joker} 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}.

\n

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.

\n

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]{Alliés} 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]{Atouts}, @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]{Joker} 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]{Secoué}, 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]{Joker} leader with roughly the same number of combat @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} (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]{Échec critique} on a @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} 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

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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.

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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.

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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.

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@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}

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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.

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Creating Extras

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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

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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.

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@Compendium[swade-core-rules.swade-rules.Allies]{Alliés}

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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

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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!

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Game Mastering

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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]{Joker} 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]{Alliés} 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]{Atouts}, @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}, or @Compendium[swade-core-rules.swade-rules.Traits]{Compétences} 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]{Joker} 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]{Secoué}, 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]{Joker} leader with roughly the same number of combat @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} (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]{Handicaps} 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]{Athlétisme} 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]{Échec critique} on a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} 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

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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.

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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.

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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.

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@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}

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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.

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Creating Extras

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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

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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.

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@Compendium[swade-core-rules.swade-rules.Allies]{Alliés}

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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.

\n

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.

\n

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.

\n

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.

\n

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.

\n

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!

\n\"Nate
\n
" }, { "id": "Game Mastering Art", @@ -489,12 +489,12 @@ { "id": "Ganging Up", "name": "Ganging Up", - "description": "
\n

Ganging Up

\n

Ganging up allows attackers to flank, exploit openings, and generally harass a foe. Each additional adjacent foe (who isn’t @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}) adds +1 to all the attackers’ @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} rolls, up to a maximum of +4. If three goblins attack a single hero, for example, each of the three goblins add +2 to their Fighting rolls.

\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.

\n
" + "description": "
\n

Ganging Up

\n

Ganging up allows attackers to flank, exploit openings, and generally harass a foe. Each additional adjacent foe (who isn’t @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}) adds +1 to all the attackers’ @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} 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.

\n
" }, { "id": "Gear Notes", "name": "Gear Notes", - "description": "
\n
\n
\n

Gear

\n
\n
\n
\n

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.

\n

Gear Notes

\n
\n

@Compendium[swade-core-rules.swade-rules.Armor]{Armor}

\n

@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)}

\n

@Compendium[swade-core-rules.swade-rules.Caliber]{Caliber}

\n

@Compendium[swade-core-rules.swade-rules.Damage]{dégâts}

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n

@Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)}

\n

@Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength}

\n

@Compendium[swade-core-rules.swade-rules.Parry]{Parry}

\n

@Compendium[swade-core-rules.swade-rules.Range]{Portée}

\n

@Compendium[swade-core-rules.swade-rules.Reload]{Reload}

\n

@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}

\n

@Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}

\n

@Compendium[swade-core-rules.swade-rules.Two Hands]{Two Hands}

\n
\n

Encumbrance

\n

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.

\n

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}.

\n

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Encumbrance

\n
StrengthCan carry weight up to...
d420 lbs
d640 lbs
d860 lbs
d1080 lbs
d12100 lbs
Each +1+20 lbs
\n

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).

\n
\n
" + "description": "
\n
\n
\n

Gear

\n
\n
\n
\n

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.

\n

Gear Notes

\n
\n

@Compendium[swade-core-rules.swade-rules.Armor]{Armor}

\n

@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)}

\n

@Compendium[swade-core-rules.swade-rules.Caliber]{calibre}

\n

@Compendium[swade-core-rules.swade-rules.Damage]{dégâts}

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}

\n

@Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)}

\n

@Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum}

\n

@Compendium[swade-core-rules.swade-rules.Parry]{Parade}

\n

@Compendium[swade-core-rules.swade-rules.Range]{Portée}

\n

@Compendium[swade-core-rules.swade-rules.Reload]{Reload}

\n

@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}

\n

@Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}

\n

@Compendium[swade-core-rules.swade-rules.Two Hands]{Two Hands}

\n
\n

Encumbrance

\n

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.

\n

Encumbered characters subtract 2 from @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (minimum 1″), running rolls, Agilité and all linked skills, and Vigueur rolls made to resist @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.

\n

At three times the lifted weight or more, he can move at a @Compendium[swade-core-rules.swade-rules.Movement]{Allure} of 1 for a number of rounds equal to his Vigueur. Every round thereafter he must succeed at a Vigueur 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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Encumbrance

\n
StrengthCan carry weight up to...
d420 lbs
d640 lbs
d860 lbs
d1080 lbs
d12100 lbs
Each +1+20 lbs
\n

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).

\n
\n
" }, { "id": "Getting Started", @@ -509,37 +509,37 @@ { "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.

\n
" + "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]{Discrétion} 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]{Discrétion} rolls.

\n
" }, { "id": "Grappling", "name": "Grappling", - "description": "
\n

Grappling

\n

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).

\n

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.

\n

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).

\n
" + "description": "
\n

Grappling

\n

Grappling is an opposed roll between the attacker and defender’s @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}. 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).

\n

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]{Force} 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]{Athlétisme} roll.
If an ogre (Normal) tries to wrestle a great white shark (Large +2), he must subtract 2 from his roll.

\n

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]{Force} roll as an action on his turn. With success, he rolls his @Compendium[swade-core-rules.swade-rules.Traits]{Force} 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).

\n
" }, { "id": "Grenades Table", "name": "Grenades Table", - "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Grenades

\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 @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}).

\n

Grenades may be Evaded. See @Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}.

\n
\n
TypeRangeDamageAPROFBlastWeightCost
@Compendium[swade-core-rules.swade-equipment.Mk II (WW2 Pineapple)]{Mk II (WW2 Pineapple)}4/8/163d6MBT140
@Compendium[swade-core-rules.swade-equipment.Potato Masher (WW2)]{Potato Masher (WW2)}5/10/203d6-2MBT250
@Compendium[swade-core-rules.swade-equipment.Mk67 (Modern)]{Mk67 (Modern)}5/10/203d6MBT140
@Compendium[swade-core-rules.swade-equipment.Smoke Grenade]{Smoke Grenade}5/10/20LBT150
Notes: Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{LBT} that obscures vision (–4).
 
@Compendium[swade-core-rules.swade-equipment.Stun Grenade]{Stun Grenade}5/10/20LBT150
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]{Sonné}.
 
\n\n
" + "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Grenades

\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]{Athlétisme} 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}).

\n

Grenades may be Evaded. See @Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}.

\n
\n
TypeRangeDamageAPROFBlastWeightCost
@Compendium[swade-core-rules.swade-equipment.Mk II (WW2 Pineapple)]{Mk II (WW2 Pineapple)}4/8/163d6MBT140
@Compendium[swade-core-rules.swade-equipment.Potato Masher (WW2)]{Potato Masher (WW2)}5/10/203d6-2MBT250
@Compendium[swade-core-rules.swade-equipment.Mk67 (Modern)]{Mk67 (Modern)}5/10/203d6MBT140
@Compendium[swade-core-rules.swade-equipment.Smoke Grenade]{Smoke Grenade}5/10/20LBT150
Notes: Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{LBT} that obscures vision (–4).
 
@Compendium[swade-core-rules.swade-equipment.Stun Grenade]{Stun Grenade}5/10/20LBT150
Notes: Targets must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll (at –2 with a raise) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.
 
\n\n
" }, { "id": "Gritty Damage", "name": "Gritty Damage", - "description": "
\n

Gritty Damage

\n

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]{Joker} 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}.

\n

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]{Secoué} 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.

\n
" + "description": "
\n

Gritty Damage

\n

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]{Joker} 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}.

\n

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]{Secoué} 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 Vigueur from d8 to d6. Gabe now has three Wounds and two gruesome injuries.

\n
" }, { "id": "Ground Vehicles", "name": "Ground Vehicles", - "description": "
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\n

Ground Vehicles

\n
VehicleSizeHandlingTop Speed (MPH)ToughnessCrewCost
Civilian Vehicles
@Compendium[swade-core-rules.swade-vehicles.Bicycle]{Bicycle}-1+11641250
Notes: 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.
 
@Compendium[swade-core-rules.swade-vehicles.Carriage]{Carriage}3-21661+31-3K
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.
 
@Compendium[swade-core-rules.swade-vehicles.Early Car]{Early Car}3-14071+31000
Notes: Model Ts and the like.
 
@Compendium[swade-core-rules.swade-vehicles.Street Bike]{Street Bike}1+112081+13000
Notes: Stock name-brand street bikes designed for urban use. 50% chance any uncalled shot hits the character instead.
 
@Compendium[swade-core-rules.swade-vehicles.Dirt Bike]{Dirt Bike}0+180712000
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.
 
@Compendium[swade-core-rules.swade-vehicles.Compact Car]{Compact Car}4 (Grand)+112010 (2)1+35-14K
Notes: Honda Civic or similar vehicle.
 
@Compendium[swade-core-rules.swade-vehicles.Mid-Sized Car]{Mid-Sized Car}4 (Grand)012011 (2)1+430K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air bags}, luxury features.
 
@Compendium[swade-core-rules.swade-vehicles.Minivan]{Minivan}409012 (2)1+725K
Notes: Typical family mini-van. @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air bags}, some luxury features.
 
@Compendium[swade-core-rules.swade-vehicles.Sports Utility Vehicle]{Sports Utility Vehicle}5 (Grand)012014 (2)1+750K
Notes: Luxury features, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}
 
@Compendium[swade-core-rules.swade-vehicles.Sports Car]{Sports Car}4 (Grand)+216010 (2)1+315-300K
Notes: Mustang or similar stock sports cars.
 
@Compendium[swade-core-rules.swade-vehicles.Semi-Truck]{Semi-Truck}9 (Énorme)0*7514 (2)1+1200K
Notes: Trailer is @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 7 (Grand), @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.
 
World War II Military Vehicles Costs are in 1940s dollars and represent \"war time\" economies
@Compendium[swade-core-rules.swade-vehicles.Jeep]{Jeep}4 (Grand)+16510 (2)2+31000
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}. Weapons: @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} ( @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Front Pintle Mount})
 
@Compendium[swade-core-rules.swade-vehicles.M4 Sherman]{M4 Sherman}8 (Énorme)-13024 (8)545K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 75mm tank gun (@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.M5A1 Stuart]{M5A1 Stuart}7 (Grand)03621 (7)430K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 37mm tank gun (@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.T-34/76]{T-34/76}7 (Grand)-13524 (8)430K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Sloped Armor} (front only), @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 76mm tank gun (@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.Pz IVJ]{Pz IVJ}7 (Grand)-12526 (10)545K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 75mm tank gun (@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} ( @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.Pz VI Tiger II]{Pz VI Tiger II}8 (Énorme)-22534 (16)5120K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 88mm tank gun (@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).
 
Modern Military Vehicles
@Compendium[swade-core-rules.swade-vehicles.M1A1 Abrams]{M1A1 Abrams}9 (Énorme)-14057 (37)44M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 120mm tank gun (@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (HE Rounds)]{HE Rounds})(@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.M2 Bradley]{M2 Bradley}7 (Grand)04022 (6)3+73M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: @Compendium[swade-core-rules.swade-equipment.25mm Cannon]{25mm Autocannon} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (In @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.TOW Missile Launcher]{TOW Missile Launcher}.
 
@Compendium[swade-core-rules.swade-vehicles.T-72 MBT]{T-72 MBT}9 (Énorme)-15043 (25)31M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 125mm tank gun (@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (HE Rounds)]{HE Rounds}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (In Turret), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.T80 MBT]{T80 MBT}8 (Énorme)-14352 (32)32.2M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 125mm tank gun (@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (In @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.BTR 70 APC]{BTR 70 APC}6 (Grand)-14920 (5)2+8700K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Amphibious}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}. Weapons:@Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).
 
Futuristic Military Vehicles These 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.
@Compendium[swade-core-rules.swade-vehicles.Hover Tank]{Hover Tank}7 (Grand)04538 (22)41.2M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Hover}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}. Weapons: @Compendium[swade-core-rules.swade-equipment.Heavy Laser]{Heavy Laser} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Reaction Fire}).
 
@Compendium[swade-core-rules.swade-vehicles.Hover APC]{Hover APC}7 (Grand)07526 (10)2+1475K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Hover}. Weapons: @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Reaction Fire}).
 
\n
" + "description": "
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\n

Ground Vehicles

\n
VehicleSizeHandlingTop Speed (MPH)ToughnessCrewCost
Civilian Vehicles
@Compendium[swade-core-rules.swade-vehicles.Bicycle]{Bicycle}-1+11641250
Notes: 50% chance a shot hits the rider instead. Doubles rider’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} and @Compendium[swade-core-rules.swade-rules.Movement]{running die} result.
 
@Compendium[swade-core-rules.swade-vehicles.Carriage]{Carriage}3-21661+31-3K
Notes: Pulled by one @Compendium[swade-core-rules.swade-equipment.Horse]{Horse}. @Compendium[swade-core-rules.swade-rules.Movement]{Allure} on the tabletop is 12 and it may run.
 
@Compendium[swade-core-rules.swade-vehicles.Early Car]{Early Car}3-14071+31000
Notes: Model Ts and the like.
 
@Compendium[swade-core-rules.swade-vehicles.Street Bike]{Street Bike}1+112081+13000
Notes: Stock name-brand street bikes designed for urban use. 50% chance any uncalled shot hits the character instead.
 
@Compendium[swade-core-rules.swade-vehicles.Dirt Bike]{Dirt Bike}0+180712000
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.
 
@Compendium[swade-core-rules.swade-vehicles.Compact Car]{Compact Car}4 (Grand)+112010 (2)1+35-14K
Notes: Honda Civic or similar vehicle.
 
@Compendium[swade-core-rules.swade-vehicles.Mid-Sized Car]{Mid-Sized Car}4 (Grand)012011 (2)1+430K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air bags}, luxury features.
 
@Compendium[swade-core-rules.swade-vehicles.Minivan]{Minivan}409012 (2)1+725K
Notes: Typical family mini-van. @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air bags}, some luxury features.
 
@Compendium[swade-core-rules.swade-vehicles.Sports Utility Vehicle]{Sports Utility Vehicle}5 (Grand)012014 (2)1+750K
Notes: Luxury features, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}
 
@Compendium[swade-core-rules.swade-vehicles.Sports Car]{Sports Car}4 (Grand)+216010 (2)1+315-300K
Notes: Mustang or similar stock sports cars.
 
@Compendium[swade-core-rules.swade-vehicles.Semi-Truck]{Semi-Truck}9 (Énorme)0*7514 (2)1+1200K
Notes: Trailer is @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 7 (Grand), @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} 14 (2). *@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Handling} with a trailer attached is –2.
 
World War II Military Vehicles Costs are in 1940s dollars and represent \"war time\" economies
@Compendium[swade-core-rules.swade-vehicles.Jeep]{Jeep}4 (Grand)+16510 (2)2+31000
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}. Weapons: @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} ( @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Front Pintle Mount})
 
@Compendium[swade-core-rules.swade-vehicles.M4 Sherman]{M4 Sherman}8 (Énorme)-13024 (8)545K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 75mm tank gun (@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.M5A1 Stuart]{M5A1 Stuart}7 (Grand)03621 (7)430K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 37mm tank gun (@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.T-34/76]{T-34/76}7 (Grand)-13524 (8)430K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Sloped Armor} (front only), @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 76mm tank gun (@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.Pz IVJ]{Pz IVJ}7 (Grand)-12526 (10)545K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 75mm tank gun (@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} ( @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.Pz VI Tiger II]{Pz VI Tiger II}8 (Énorme)-22534 (16)5120K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 88mm tank gun (@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).
 
Modern Military Vehicles
@Compendium[swade-core-rules.swade-vehicles.M1A1 Abrams]{M1A1 Abrams}9 (Énorme)-14057 (37)44M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 120mm tank gun (@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (HE Rounds)]{HE Rounds})(@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.M2 Bradley]{M2 Bradley}7 (Grand)04022 (6)3+73M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: @Compendium[swade-core-rules.swade-equipment.25mm Cannon]{25mm Autocannon} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (In @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.TOW Missile Launcher]{TOW Missile Launcher}.
 
@Compendium[swade-core-rules.swade-vehicles.T-72 MBT]{T-72 MBT}9 (Énorme)-15043 (25)31M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 125mm tank gun (@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (HE Rounds)]{HE Rounds}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (In Turret), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.T80 MBT]{T80 MBT}8 (Énorme)-14352 (32)32.2M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 125mm tank gun (@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (In @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.BTR 70 APC]{BTR 70 APC}6 (Grand)-14920 (5)2+8700K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Amphibious}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}. Weapons:@Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).
 
Futuristic Military Vehicles These 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.
@Compendium[swade-core-rules.swade-vehicles.Hover Tank]{Hover Tank}7 (Grand)04538 (22)41.2M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Hover}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}. Weapons: @Compendium[swade-core-rules.swade-equipment.Heavy Laser]{Heavy Laser} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Reaction Fire}).
 
@Compendium[swade-core-rules.swade-vehicles.Hover APC]{Hover APC}7 (Grand)07526 (10)2+1475K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Hover}. Weapons: @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Reaction Fire}).
 
\n
" }, { "id": "Half-Elves", "name": "Half-Elves", - "description": "
\n

Half-elves

\n

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.

\n
    \n
  • 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]{Atout} of his choice or a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agility} instead of a d4 (which also increases his Agility maximum to d12+1).
  • \n
  • LOW LIGHT VISION: Half-elves ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
  • \n
  • 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.
  • \n
\n\"An
" + "description": "
\n

Half-elves

\n

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.

\n
    \n
  • 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]{Atout} of his choice or a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} instead of a d4 (which also increases his Agilité maximum to d12+1).
  • \n
  • LOW LIGHT VISION: Half-elves ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
  • \n
  • 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.
  • \n
\n\"An
" }, { "id": "Half-Folk", "name": "Half-Folk", - "description": "
\n

Half-Folk

\n

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.

\n
    \n
  • LUCK: Half-folk draw one additional @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} per game session.
  • \n
  • REDUCED PACE: Decrease the character’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and their running die one die type.
  • \n
  • 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.
  • \n
  • 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.
  • \n
\n\"An
" + "description": "
\n

Half-Folk

\n

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.

\n
    \n
  • LUCK: Half-folk draw one additional @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} per game session.
  • \n
  • REDUCED PACE: Decrease the character’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} by 1 and their running die one die type.
  • \n
  • 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]{Résistance}) by 1.
  • \n
  • ÂmeED: Half-folk are generally optimistic beings. They start with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Âme} instead of a d4. This increases their maximum Âme to d12+1.
  • \n
\n\"An
" }, { "id": "Hard Choices", @@ -554,12 +554,12 @@ { "id": "Healing", "name": "Healing", - "description": "
\n
\n

Healing

\n
\n
\n

The @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} skill is used to remove @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}. Each attempt requires 10 minutes per wound level of the patient. Subtract 1 from Healing rolls without a basic First Aid kit or similar supplies.

\n

A success removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} removes two. Failure means no Wounds are removed. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} increases the victim’s Wound level by one.

\n\n

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]{Guérison} roll on the same patient, however.

\n

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]{Guérison} power (using greater healing) can heal Wounds.

\n

Bleeding Out: The @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} 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.

\n

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).

\n

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]{Prouesse} recovers two.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} 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]{Prouesse} he stabilizes and wakes. Allies may also attempt to stabilize the hero as explained under Bleeding Out, above.

\n

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]{Guérison}, @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!

\n

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!

\n
\n
" + "description": "
\n
\n

Healing

\n
\n
\n

The @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} skill is used to remove @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}. Each attempt requires 10 minutes per wound level of the patient. Subtract 1 from Healing rolls without a basic First Aid kit or similar supplies.

\n

A success removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} removes two. Failure means no Wounds are removed. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} increases the victim’s Wound level by one.

\n\n

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]{Guérison} roll on the same patient, however.

\n

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]{Guérison} power (using greater healing) can heal Wounds.

\n

Bleeding Out: The @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} 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.

\n

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).

\n

Natural Healing

\n

@Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} roll every five days. Success recovers one Wounds, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} recovers two.

\n

A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} 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]{Vigueur} 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]{Prouesse} he stabilizes and wakes. Allies may also attempt to stabilize the hero as explained under Bleeding Out, above.

\n

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]{Guérison}, @Compendium[swade-core-rules.swade-skills.Survival]{Survie}, or other skills can make Support rolls to help allies make their @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} rolls to heal!

\n

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]{Vigueur} 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!

\n
\n
" }, { "id": "Heat", "name": "Heat", - "description": "
\n

Heat

\n

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.

\n

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.

\n

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.

\n

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]{Échec critique} on this roll means he perishes.

\n

Recovery: A victim must cool down some­how to recover Fatigue. This usually means water, shade, air conditioning, etc.

\n
" + "description": "
\n

Heat

\n

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.

\n

When the temperature reaches 90 degrees or more, heroes must make @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @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.

\n

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 Vigueurous or extreme activity.

\n

Heatstroke: If a character is Incapacitated from heat he must make another Vigueur roll. Success follows the usual rules for Incapacitation from Fatigue, but failure permanently reduces his Vigueur a die type (to a min­imum of d4). A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on this roll means he perishes.

\n

Recovery: A victim must cool down some­how to recover Fatigue. This usually means water, shade, air conditioning, etc.

\n
" }, { "id": "Heavy Weapon (+2)", @@ -574,7 +574,7 @@ { "id": "Heroes Never Die", "name": "Heroes Never Die", - "description": "
\n

Heroes Never Die

\n

Heroes in movies very rarely die. When they do, they go down fighting or perform one last, epic act of heroism.

\n

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.

\n

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.

\n

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.

\n

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.

\n
" + "description": "
\n

Heroes Never Die

\n

Heroes in movies very rarely die. When they do, they go down fighting or perform one last, epic act of heroism.

\n

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 Vigueur 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.

\n

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.

\n

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.

\n

Villains: The reverse is also true—villains rarely die either! Heroes should play this in the Âme 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.

\n
" }, { "id": "High Adventure", @@ -589,7 +589,7 @@ { "id": "Hinder or Hurry (+1)", "name": "Hinder or Hurry (+1)", - "description": "
\n

Hinder/Hurry (+1)

\n

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.

\n

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.

\n

Effects of either modifier aren’t cumulative.

\n
" + "description": "
\n

Hinder/Hurry (+1)

\n

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]{Allure} is reduced by 2 until the power expires.

\n

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]{Allure}  is increased by 2.

\n

Effects of either modifier aren’t cumulative.

\n
" }, { "id": "Hindrance 01", @@ -609,12 +609,12 @@ { "id": "Hindrances", "name": "Hindrances", - "description": "
\n
\n

Hindrances

\n
\n
\n

Hindrances are character flaws and physical handicaps that occasionally make life a little tougher for your hero.

\n

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.

\n
\n\"An\n
\n
Hindrance Summaries
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
@Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs (Minor)}: –2 to use mechanical or electrical devices.
@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}.
@Compendium[swade-core-rules.swade-hindrances.Arrogant]{Arrogant} (Minor): Likes to dominate his opponent, challenge the most powerful foe in combat.
@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.
@Compendium[swade-core-rules.swade-hindrances.Bad Luck]{Bad Luck} (Major): The characters starts with one less Benny per session.
@Compendium[swade-core-rules.swade-hindrances.Big Mouth]{Big Mouth} (Minor): Unable to keep secrets and constantly gives away private information.
@Compendium[swade-core-rules.swade-powers.Blind]{Blind} (Major): –6 to all tasks that require vision (but choice of a free Edge to offset).
@Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Bloodthirsty} (Major): Never takes prisoners.
@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}.
@Compendium[swade-core-rules.swade-hindrances.Cautious]{Cautious} (Minor): The character plans extensively and/or is overly careful.
@Compendium[swade-core-rules.swade-hindrances.Clueless]{Clueless} (Major): –1 to Common Knowledge and @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls.
@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.
@Compendium[swade-core-rules.swade-hindrances.Code of Honor]{Code of Honor} (Major): The character keeps his word and acts like a gentleman.
@Compendium[swade-core-rules.swade-hindrances.Curious]{Curious} (Major): The character wants to know about everything.
@Compendium[swade-core-rules.swade-hindrances.Death Wish]{Death Wish} (Minor): The hero wants to die after or while completing some epic task.
@Compendium[swade-core-rules.swade-hindrances.Delusional]{Delusional} (Minor/Major): The individual believes something strange that causes him occasional or frequent trouble.
@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.
@Compendium[swade-core-rules.swade-hindrances.Driven]{Driven} (Minor/Major): The hero’s actions are driven by some important goal or belief.
@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.
@Compendium[swade-core-rules.swade-hindrances.Enemy]{Enemy} (Minor/Major): The character has a recurring nemesis.
@Compendium[swade-core-rules.swade-hindrances.Greedy]{Greedy} (Minor/Major): The individual is obsessed with wealth and material possessions.
@Compendium[swade-core-rules.swade-hindrances.Habit]{Habit} (Minor/Major): Addicted to something, suffers Fatigue if deprived.
@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.
@Compendium[swade-core-rules.swade-hindrances.Heroic]{Heroic} (Major): The character always helps those in need.
@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).
@Compendium[swade-core-rules.swade-hindrances.Illiterate]{Illiterate} (Minor): The character cannot read or write.
@Compendium[swade-core-rules.swade-hindrances.Impulsive]{Impulsive} (Major): The hero leaps before he looks.
@Compendium[swade-core-rules.swade-hindrances.Jealous]{Jealous} (Minor/Major): The individual covets what others have.
@Compendium[swade-core-rules.swade-hindrances.Loyal]{Loyal} (Minor): The hero is loyal to his friends and allies.
\n

@Compendium[swade-core-rules.swade-hindrances.Mean]{Mean} (Minor): –1 to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls.

\n
@Compendium[swade-core-rules.swade-hindrances.Mild Mannered]{Mild Mannered} (Minor): –2 to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} rolls.
@Compendium[swade-core-rules.swade-hindrances.Mute]{Mute} (Major): The hero cannot speak.
@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.
@Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligation} (Minor/Major): The character has a weekly obligation of 20 (Minor) to 40 (Major) hours.
@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.
@Compendium[swade-core-rules.swade-hindrances.One Eye]{One Eye} (Major): –2 to actions at 5″ (10 yards) or more distance.
@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.
@Compendium[swade-core-rules.swade-hindrances.Overconfident]{Overconfident} (Major): The hero believes she can do anything.
@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.
@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.
@Compendium[swade-core-rules.swade-hindrances.Poverty]{Poverty} (Minor): Half starting funds and the character is always broke.
@Compendium[swade-core-rules.swade-hindrances.Quirk]{Quirk} (Minor): The individual has some minor but persistent foible that often annoys others.
@Compendium[swade-core-rules.swade-hindrances.Ruthless]{Ruthless} (Minor/Major): The character does what it takes to get her way.
@Compendium[swade-core-rules.swade-hindrances.Secret]{Secret} (Minor/Major): The hero has a dark secret of some kind.
@Compendium[swade-core-rules.swade-hindrances.Shamed]{Shamed} (Minor/Major): The individual is haunted by some tragic event from her past.
@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.
@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.
@Compendium[swade-core-rules.swade-hindrances.Stubborn]{Stubborn} (Minor): The character wants his way and rarely admits his mistakes.
@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.
@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.
@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.
@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.
@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.
@Compendium[swade-core-rules.swade-hindrances.Vow]{Vow} (Minor/Major): The individual has pledged himself to some cause.
@Compendium[swade-core-rules.swade-hindrances.Wanted]{Wanted} (Minor/Major): The character is wanted by the authorities.
@Compendium[swade-core-rules.swade-hindrances.Yellow]{Yellow} (Major): –2 to Fear checks and resisting @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
@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.
\n
\n
" + "description": "
\n
\n

Hindrances

\n
\n
\n

Hindrances are character flaws and physical handicaps that occasionally make life a little tougher for your hero.

\n

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.

\n
\n\"An\n
\n
Hindrance Summaries
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
@Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs (Minor)}: –2 to use mechanical or electrical devices.
@Compendium[swade-core-rules.swade-hindrances.Anemic]{Anemic} (Minor): –2 @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} when resisting @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.
@Compendium[swade-core-rules.swade-hindrances.Arrogant]{Arrogant} (Minor): Likes to dominate his opponent, challenge the most powerful foe in combat.
@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.
@Compendium[swade-core-rules.swade-hindrances.Bad Luck]{Bad Luck} (Major): The characters starts with one less Benny per session.
@Compendium[swade-core-rules.swade-hindrances.Big Mouth]{Big Mouth} (Minor): Unable to keep secrets and constantly gives away private information.
@Compendium[swade-core-rules.swade-powers.Blind]{Blind} (Major): –6 to all tasks that require vision (but choice of a free Edge to offset).
@Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Bloodthirsty} (Major): Never takes prisoners.
@Compendium[swade-core-rules.swade-hindrances.Can't Swim]{Can't Swim} (Minor): –2 to swimming (@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}) rolls; Each inch moved in water costs 3” of @Compendium[swade-core-rules.swade-rules.Movement]{Allure}.
@Compendium[swade-core-rules.swade-hindrances.Cautious]{Cautious} (Minor): The character plans extensively and/or is overly careful.
@Compendium[swade-core-rules.swade-hindrances.Clueless]{Clueless} (Major): –1 to Common Knowledge and @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls.
@Compendium[swade-core-rules.swade-hindrances.Clumsy]{Clumsy} (Major): –2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} and @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} rolls.
@Compendium[swade-core-rules.swade-hindrances.Code of Honor]{Code of Honor} (Major): The character keeps his word and acts like a gentleman.
@Compendium[swade-core-rules.swade-hindrances.Curious]{Curious} (Major): The character wants to know about everything.
@Compendium[swade-core-rules.swade-hindrances.Death Wish]{Death Wish} (Minor): The hero wants to die after or while completing some epic task.
@Compendium[swade-core-rules.swade-hindrances.Delusional]{Delusional} (Minor/Major): The individual believes something strange that causes him occasional or frequent trouble.
@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.
@Compendium[swade-core-rules.swade-hindrances.Driven]{Driven} (Minor/Major): The hero’s actions are driven by some important goal or belief.
@Compendium[swade-core-rules.swade-hindrances.Elderly]{Elderly} (Major): –1 to @Compendium[swade-core-rules.swade-rules.Movement]{Allure}, running, @Compendium[swade-core-rules.swade-rules.Traits]{Agilité, Strength, and Vigueur}. Hero gets 5 extra skill points.
@Compendium[swade-core-rules.swade-hindrances.Enemy]{Enemy} (Minor/Major): The character has a recurring nemesis.
@Compendium[swade-core-rules.swade-hindrances.Greedy]{Greedy} (Minor/Major): The individual is obsessed with wealth and material possessions.
@Compendium[swade-core-rules.swade-hindrances.Habit]{Habit} (Minor/Major): Addicted to something, suffers Fatigue if deprived.
@Compendium[swade-core-rules.swade-hindrances.Hard of Hearing]{Hard of Hearing} (Minor/Major): –4 to @Compendium[swade-core-rules.swade-skills.Notice]{Perception} sounds; automatic failure if completely deaf.
@Compendium[swade-core-rules.swade-hindrances.Heroic]{Heroic} (Major): The character always helps those in need.
@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).
@Compendium[swade-core-rules.swade-hindrances.Illiterate]{Illiterate} (Minor): The character cannot read or write.
@Compendium[swade-core-rules.swade-hindrances.Impulsive]{Impulsive} (Major): The hero leaps before he looks.
@Compendium[swade-core-rules.swade-hindrances.Jealous]{Jealous} (Minor/Major): The individual covets what others have.
@Compendium[swade-core-rules.swade-hindrances.Loyal]{Loyal} (Minor): The hero is loyal to his friends and allies.
\n

@Compendium[swade-core-rules.swade-hindrances.Mean]{Mean} (Minor): –1 to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls.

\n
@Compendium[swade-core-rules.swade-hindrances.Mild Mannered]{Mild Mannered} (Minor): –2 to @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} rolls.
@Compendium[swade-core-rules.swade-hindrances.Mute]{Mute} (Major): The hero cannot speak.
@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]{Allure} –1 and running die of d4. Treat Strength as one die type lower for Min Str.
@Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligation} (Minor/Major): The character has a weekly obligation of 20 (Minor) to 40 (Major) hours.
@Compendium[swade-core-rules.swade-hindrances.One Arm]{One Arm} (Major): –4 to tasks (such as @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}) that require two hands.
@Compendium[swade-core-rules.swade-hindrances.One Eye]{One Eye} (Major): –2 to actions at 5″ (10 yards) or more distance.
@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.
@Compendium[swade-core-rules.swade-hindrances.Overconfident]{Overconfident} (Major): The hero believes she can do anything.
@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.
@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.
@Compendium[swade-core-rules.swade-hindrances.Poverty]{Poverty} (Minor): Half starting funds and the character is always broke.
@Compendium[swade-core-rules.swade-hindrances.Quirk]{Quirk} (Minor): The individual has some minor but persistent foible that often annoys others.
@Compendium[swade-core-rules.swade-hindrances.Ruthless]{Ruthless} (Minor/Major): The character does what it takes to get her way.
@Compendium[swade-core-rules.swade-hindrances.Secret]{Secret} (Minor/Major): The hero has a dark secret of some kind.
@Compendium[swade-core-rules.swade-hindrances.Shamed]{Shamed} (Minor/Major): The individual is haunted by some tragic event from her past.
@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]{Allure} –2, –2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} and rolls to resist @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}. Neither may take the @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} Edge.
@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.
@Compendium[swade-core-rules.swade-hindrances.Stubborn]{Stubborn} (Minor): The character wants his way and rarely admits his mistakes.
@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.
@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.
@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.
@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.
@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.
@Compendium[swade-core-rules.swade-hindrances.Vow]{Vow} (Minor/Major): The individual has pledged himself to some cause.
@Compendium[swade-core-rules.swade-hindrances.Wanted]{Wanted} (Minor/Major): The character is wanted by the authorities.
@Compendium[swade-core-rules.swade-hindrances.Yellow]{Yellow} (Major): –2 to Fear checks and resisting @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.
@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.
\n
\n
" }, { "id": "Hold", "name": "Hold", - "description": "
\n

Hold

\n

A hero may choose to wait and see what happens by going on “Hold.” This allows her to resolve her turn later in the round if she wishes, and lasts until it’s used. If a character is on Hold when a new round begins, she’s not dealt a new @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} but can go at any point in the round she chooses. (Discard her current card and mark her as “On Hold” with a counter of some sort.)

\n

Shaken and Stunned: If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} while on Hold, she immediately loses her Hold status and her turn for the round. (Shaken or Stunned characters can’t go on Hold either.)

\n

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.

\n

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.

\n
" + "description": "
\n

Hold

\n

A hero may choose to wait and see what happens by going on “Hold.” This allows her to resolve her turn later in the round if she wishes, and lasts until it’s used. If a character is on Hold when a new round begins, she’s not dealt a new @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} but can go at any point in the round she chooses. (Discard her current card and mark her as “On Hold” with a counter of some sort.)

\n

Shaken and Stunned: If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} while on Hold, she immediately loses her Hold status and her turn for the round. (Shaken or Stunned characters can’t go on Hold either.)

\n

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]{Athlétisme} rolls. Whoever rolls highest goes first. In the rare case of a tie, the actions are simultaneous.

\n

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.

\n
" }, { "id": "Humans", @@ -624,22 +624,22 @@ { "id": "Hunger", "name": "Hunger", - "description": "
\n

Hunger

\n

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.

\n

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.

\n

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.

\n

Death: An Incapacitated character dies from hunger 3d6 hours later.

\n

Recovery: The victim must have at least a half day’s food to recover.

\n
" + "description": "
\n

Hunger

\n

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.

\n

After 24 hours without enough food, the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @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.

\n

See the @Compendium[swade-core-rules.swade-skills.Survival]{Survie} skill when a character wants to hunt or scrounge for food from the local environment.

\n

Death: An Incapacitated character dies from hunger 3d6 hours later.

\n

Recovery: The victim must have at least a half day’s food to recover.

\n
" }, { "id": "Illumination", "name": "Illumination", - "description": "
\n

Illumination

\n

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.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Illumination Penalties

\n
PenaltyLighting
-2Dim: Twilight, light fog, night with a full moon.
-4Dark: 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″.
-6Pitch Darkness: Complete and total darkness (or the target is hidden or invisible). Powers that require sight may not be possible.
\n
" + "description": "
\n

Illumination

\n

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]{Perception} rolls, the use of @Compendium[swade-core-rules.swade-rules.Powers]{Powers}, etc.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Illumination Penalties

\n
PenaltyLighting
-2Dim: Twilight, light fog, night with a full moon.
-4Dark: 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″.
-6Pitch Darkness: Complete and total darkness (or the target is hidden or invisible). Powers that require sight may not be possible.
\n
" }, { "id": "Improvised Weapons", "name": "Improvised Weapons", - "description": "
\n

Improvised Weapons

\n

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.

\n

Characters with improvised weapons count as armed but subtract 2 from attack rolls. @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} are determined by type:

\n
    \n
  • LIGHT: Metal beer stein, fist-sized rock, pistol (as a club). Range 3/6/12, Damage Str+d4, Min Str d4.
  • \n
  • MEDIUM: Bowling ball, submachine gun (as a club), wooden chair. Range 2/4/8, Damage Str+d6, Min. Str d6.
  • \n
  • HEAVY: Head-size rock, metal chair, duffel bag full of guns. Range 1/2/4, Damage Str+d8, Min. Str d8.
  • \n
\n

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.

\n
" + "description": "
\n

Improvised Weapons

\n

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.

\n

Characters with improvised weapons count as armed but subtract 2 from attack rolls. @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} are determined by type:

\n
    \n
  • LIGHT: Metal beer stein, fist-sized rock, pistol (as a club). Range 3/6/12, Damage Str+d4, Min Str d4.
  • \n
  • MEDIUM: Bowling ball, submachine gun (as a club), wooden chair. Range 2/4/8, Damage Str+d6, Min. Str d6.
  • \n
  • HEAVY: Head-size rock, metal chair, duffel bag full of guns. Range 1/2/4, Damage Str+d8, Min. Str d8.
  • \n
\n

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.

\n
" }, { "id": "Innocent Bystanders", "name": "Innocent Bystanders", - "description": "
\n

Innocent Bystanders

\n

When an attacker misses a @Compendium[swade-core-rules.swade-skills.Shooting]{distance} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing) roll, it may sometimes be important to see if any other targets in the line of fire were hit. The GM should only use this rule when it’s dramatically appropriate—not for every missed shot in a hail of gunfire.

\n

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.

\n

A @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} must miss with his Wild Die for a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} 1 weapon to hit an Innocent Bystander (except for @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}, see below).

\n

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.

\n
    \n
  • @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.
  • \n
\n
" + "description": "
\n

Innocent Bystanders

\n

When an attacker misses a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (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.

\n

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.

\n

A @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} must miss with his Wild Die for a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} 1 weapon to hit an Innocent Bystander (except for @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}, see below).

\n

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.

\n
    \n
  • @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.
  • \n
\n
" }, { "id": "Interludes", @@ -654,7 +654,7 @@ { "id": "Lasers (Futuristic) Table", "name": "Lasers (Futuristic) Table", - "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Lasers (Futuristic)

\n
\n

Lasers fire intensely focused beams of light to penetrate and burn their targets.

\n

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}.

\n

Overcharge: The lasers below can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{distance} dice are a 1, the weapon must cool down for a full round before it can be fired again.

\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}.

\n
\n
TypeRangeDamageAPROFShotsMin Str.WeightCost
@Compendium[swade-core-rules.swade-equipment.Pistol (Laser)]{Pistol}15/30/602d62150d42250
@Compendium[swade-core-rules.swade-equipment.SMG (Laser)]{SMG}15/30/602d624100d44500
@Compendium[swade-core-rules.swade-equipment.Rifle (Laser)]{Rifle}30/60/1203d623100d68700
@Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser}50/100/2003d6+424800d8201000
\n
" + "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Lasers (Futuristic)

\n
\n

Lasers fire intensely focused beams of light to penetrate and burn their targets.

\n

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]{Vigueur} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.

\n

Overcharge: The lasers below can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} 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}.

\n
\n
TypeRangeDamageAPROFShotsMin Str.WeightCost
@Compendium[swade-core-rules.swade-equipment.Pistol (Laser)]{Pistol}15/30/602d62150d42250
@Compendium[swade-core-rules.swade-equipment.SMG (Laser)]{SMG}15/30/602d624100d44500
@Compendium[swade-core-rules.swade-equipment.Rifle (Laser)]{Rifle}30/60/1203d623100d68700
@Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser}50/100/2003d6+424800d8201000
\n
" }, { "id": "Lingering Damage (+2)", @@ -664,47 +664,47 @@ { "id": "Machine Guns Table", "name": "Machine Guns Table", - "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Machine Guns

\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 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.

\n
\n
TypeRangeDamageAPROFShotsMin Str.WeightCost
@Compendium[swade-core-rules.swade-equipment.Browning Automatic Rifle]{Browning Automatic Rifle}20/40/602d82320d817300
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).
 
@Compendium[swade-core-rules.swade-equipment.Gatling]{Gatling}24/48/962d823100NA170500
@Compendium[swade-core-rules.swade-equipment.Minigun]{Minigun}30/60/1202d8+1254000d1085100K
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).
 
@Compendium[swade-core-rules.swade-equipment.M2 Browning]{M2 Browning}50/100/2002d1043200NA841500
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}
 
@Compendium[swade-core-rules.swade-equipment.M60]{M60}30/60/1202d8+123100d8336000
@Compendium[swade-core-rules.swade-equipment.MG42]{MG42}30/60/1202d8+124200d1026750
@Compendium[swade-core-rules.swade-equipment.SAW]{SAW}30/60/1202d824200d8204000
\n
" + "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Machine Guns

\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 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]{Force minimum} 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.

\n
\n
TypeRangeDamageAPROFShotsMin Str.WeightCost
@Compendium[swade-core-rules.swade-equipment.Browning Automatic Rifle]{Browning Automatic Rifle}20/40/602d82320d817300
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).
 
@Compendium[swade-core-rules.swade-equipment.Gatling]{Gatling}24/48/962d823100NA170500
@Compendium[swade-core-rules.swade-equipment.Minigun]{Minigun}30/60/1202d8+1254000d1085100K
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).
 
@Compendium[swade-core-rules.swade-equipment.M2 Browning]{M2 Browning}50/100/2002d1043200NA841500
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}
 
@Compendium[swade-core-rules.swade-equipment.M60]{M60}30/60/1202d8+123100d8336000
@Compendium[swade-core-rules.swade-equipment.MG42]{MG42}30/60/1202d8+124200d1026750
@Compendium[swade-core-rules.swade-equipment.SAW]{SAW}30/60/1202d824200d8204000
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" }, { "id": "Making Races", "name": "Making Races", - "description": "
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Making Races

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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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ValueAbilities
2Adaptable (1): The race has great variation among its people and cultures. Characters start with a free Novice @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choice (and must meet all the Edge’s Requirements).
3Additional 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]{Actions multiples} penalties each turn.
1/2Aquatic/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]{Mouvement}).
1Armor (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.
2Attribute 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.
1Bite (1): The race has fangs that cause Strength+d4 damage. See @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} for more information.
1Burrowing (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}).
2/3/4Claws (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}.
8Construct (1): Constructs are artificial beings made of inorganic material. They add +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, 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).
2Doesn'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.)
2+XEdge (U): All members of this race have the same innate @Compendium[swade-core-rules.swade-rules.Edges]{Atout} chosen from those available in the setting. Unlike Adaptable, this ability ignores Requirements except other @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}. Each @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} beyond Novice costs an additional point to a maximum of Heroic Rank (5).
1Environmental 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.
2/4/6Flight (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).
2Hardy (1): A second @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result in combat does not cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.
1/2Horns (1): The being has a horn or horns that cause Str+d4 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} (or Str+d6 for 2 points). See @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} for more information.
1Immune 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.
1Infravision (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).
2Leaper (1): The character can jump twice as far as listed under @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}. 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).
1Low Light Vision (1): The being ignores penalties for Dim or Dark @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} (but not Pitch Darkness).
1No 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.
2Pace (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.
1Parry (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.
1/3Poisonous 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.
2/1Power (U): The race has an innate ability that functions like a @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}. 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]{PP} edge for that.
1Reach (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).
2/3Regeneration (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).
1Size +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}.
1/2Skill (1/skill): The character starts with a d4 in a @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} 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.
1/2Skill Bonus (1/skill): Biological factors give the race a +1/+2 bonus when using a particular @Compendium[swade-core-rules.swade-rules.Traits]{Compétence}. A race that emits pheromones, for example, might have a +1 bonus to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.
1Sleep 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.
2+XSuper 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.
1Toughness (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.
1Wall 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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ValueAbility
-2/-3Attribute 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.
-2Big (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.
-1Cannot 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.
-2Dependency (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.
-1Environmental 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]{dégâts}.
-1Frail (2): The creature is less durable than most. Reduce its @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} by 1.
-1/-2Hindrance (U): The race has an inherent Minor @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} for 1 point, or a Major Hindrance for 2. This doesn’t affect the ability to choose other Hindrances during character creation.
-1Poor Parry (3): These beings are poor melee defenders; –1 @Compendium[swade-core-rules.swade-rules.Characters]{Parry}.
-1Racial 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.
-1Reduced 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.
-1/-2Reduced 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).
-1Size -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}).
-1/-2Skill 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]{corps-à-corps}, @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]{Atout}). 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.

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" + "description": "
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Making Races

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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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ValueAbilities
2Adaptable (1): The race has great variation among its people and cultures. Characters start with a free Novice @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choice (and must meet all the Edge’s Requirements).
3Additional 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]{Actions multiples} penalties each turn.
1/2Aquatic/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]{Mouvement}).
1Armor (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.
2Attribute Increase (U): During character creation, the species increases a particular @Compendium[swade-core-rules.swade-rules.Traits]{attribute} (Agilité, Intellect, Âme, Strength, or Vigueur) one die type. This increases the Trait's maximum by one as well.
1Bite (1): The race has fangs that cause Strength+d4 damage. See @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} for more information.
1Burrowing (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]{Discrétion} vs. @Compendium[swade-core-rules.swade-skills.Notice]{Perception} 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}).
2/3/4Claws (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}.
8Construct (1): Constructs are artificial beings made of inorganic material. They add +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, 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).
2Doesn'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.)
2+XEdge (U): All members of this race have the same innate @Compendium[swade-core-rules.swade-rules.Edges]{Atout} chosen from those available in the setting. Unlike Adaptable, this ability ignores Requirements except other @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}. Each @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} beyond Novice costs an additional point to a maximum of Heroic Rank (5).
1Environmental 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.
2/4/6Flight (1): The species can fly at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 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]{Athlétisme} 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).
2Hardy (1): A second @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result in combat does not cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.
1/2Horns (1): The being has a horn or horns that cause Str+d4 @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} (or Str+d6 for 2 points). See @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} for more information.
1Immune 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.
1Infravision (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).
2Leaper (1): The character can jump twice as far as listed under @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}. 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).
1Low Light Vision (1): The being ignores penalties for Dim or Dark @Compendium[swade-core-rules.swade-rules.Illumination]{illumination} (but not Pitch Darkness).
1No 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.
2Pace (2): The character’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his running die is increased a die type.
1Parry (3): The creature’s natural @Compendium[swade-core-rules.swade-rules.Characters]{Parade} is increased by +1. This may be due to a prehensile tail, extra limbs, enhanced reflexes, or even latent psi-sense.
1/3Poisonous 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]{Vigueur} 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.
2/1Power (U): The race has an innate ability that functions like a @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}. 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]{PP} edge for that.
1Reach (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).
2/3Regeneration (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).
1Size +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}.
1/2Skill (1/skill): The character starts with a d4 in a @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} 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.
1/2Skill Bonus (1/skill): Biological factors give the race a +1/+2 bonus when using a particular @Compendium[swade-core-rules.swade-rules.Traits]{Compétence}. A race that emits pheromones, for example, might have a +1 bonus to @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.
1Sleep 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.
2+XSuper 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.
1Toughness (3): The character has hardened skin, scales, or extremely dense tissue that increases his base @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} by +1.
1Wall Walker (1): The species may walk on vertical surfaces normally, or inverted surfaces at half @Compendium[swade-core-rules.swade-rules.Movement]{Allure}.
\n

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Negative Racial Abilities

\n
ValueAbility
-2/-3Attribute 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]{Force}, this applies to damage as well.
-2Big (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.
-1Cannot 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.
-2Dependency (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.
-1Environmental 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]{dégâts}.
-1Frail (2): The creature is less durable than most. Reduce its @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} by 1.
-1/-2Hindrance (U): The race has an inherent Minor @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} for 1 point, or a Major Hindrance for 2. This doesn’t affect the ability to choose other Hindrances during character creation.
-1Poor Parry (3): These beings are poor melee defenders; –1 @Compendium[swade-core-rules.swade-rules.Characters]{Parade}.
-1Racial 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.
-1Reduced 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.
-1/-2Reduced Pace (1): For –1 point, reduce @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 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]{Athlétisme} and rolls to resist @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} where movement and mobility are integral to the challenge (GM’s call).
-1Size -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]{Résistance} by 1 (see the @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table}).
-1/-2Skill 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]{Combat}, @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.
\n
\n
\n

@Compendium[swade-core-rules.swade-rules.Celestials and Gaurdians]{Celestials & Guardians}

\n

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.

\n

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]{Atout}). 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.

\n

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]{Vigueur}) 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.

\n
\n
\n
" }, { "id": "Mass Battles", "name": "Mass Battles", - "description": "
\n
\n

Mass Battles

\n
\n
\n

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.

\n

The rules presented here allow the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} to handle everything from a small warband holding a fort against an undead horde to full divisions of troops fighting a massive field battle or a planetary assault from a space-based invasion fleet. It’s abstract, but provides a narrative base for heroes to plan, get involved, and take part in the carnage!

\n

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!

\n

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.

\n

Setup

\n

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.

\n

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.

\n

Battle

\n

At the start of each round, the player characters discuss and decide on their plan.

\n

Next comes opposed Battle rolls by the rival commanders. Add the modifiers below as appropriate to each roll.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Battle Modifiers

\n
ModifierCircumstance
+1 per point of advantageForce 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.
+1 to +4Tactical 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.
+1 to +4Battle Plan: Add +1 to +4 if one side has a particularly effective or clever plan over the other.
\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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Battle Results

\n
ModifierResult
TieDraw: Both sides lose one Force Token.
SuccessSuccess: The victor loses one Force Token, the defeated loses two.
RaiseVictory: The defeated army loses two Force Tokens.
\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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Morale Modifiers

\n
ModifierCircumstance
-1Each Force Token lost so far.
+2The army is made up mostly of undead or other fearless troops.
+2The army is within fortifications or prepared positions.
+2The army cannot retreat or will be killed if it does.
\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]{Échec critique} 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]{Échec critique} 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]{distance} 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]{PP}.

\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
" + "description": "
\n
\n

Mass Battles

\n
\n
\n

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.

\n

The rules presented here allow the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} to handle everything from a small warband holding a fort against an undead horde to full divisions of troops fighting a massive field battle or a planetary assault from a space-based invasion fleet. It’s abstract, but provides a narrative base for heroes to plan, get involved, and take part in the carnage!

\n

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!

\n

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.

\n

Setup

\n

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.

\n

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.

\n

Battle

\n

At the start of each round, the player characters discuss and decide on their plan.

\n

Next comes opposed Battle rolls by the rival commanders. Add the modifiers below as appropriate to each roll.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Battle Modifiers

\n
ModifierCircumstance
+1 per point of advantageForce 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.
+1 to +4Tactical 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.
+1 to +4Battle Plan: Add +1 to +4 if one side has a particularly effective or clever plan over the other.
\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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Battle Results

\n
ModifierResult
TieDraw: Both sides lose one Force Token.
SuccessSuccess: The victor loses one Force Token, the defeated loses two.
RaiseVictory: The defeated army loses two Force Tokens.
\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]{Âme} modified by these circumstances:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Morale Modifiers

\n
ModifierCircumstance
-1Each Force Token lost so far.
+2The army is made up mostly of undead or other fearless troops.
+2The army is within fortifications or prepared positions.
+2The army cannot retreat or will be killed if it does.
\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]{Échec critique} 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]{Échec critique} 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]{Tir} 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]{Munitions} or @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}.

\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": "
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\n

Medieval & Ancient Armor

\n
ItemArmorMin Str.WeightCost
Cloth/Light Leather Heavy winter clothing, supple leather armor, soft hides.
@Compendium[swade-core-rules.swade-equipment.Jacket (Cloth/Light Leather)]{Jacket} (torso, arms)+1d4520
@Compendium[swade-core-rules.swade-equipment.Robes]{Robes} (torso, arms, legs)+1d4830
@Compendium[swade-core-rules.swade-equipment.Leggings (Cloth/Light Leather)]{Leggings} (legs)+1d4520
@Compendium[swade-core-rules.swade-equipment.Cap (Cloth/Light Leather)]{Cap} (head)+1d415
Thick Leather / Tough Hides Boiled leather, cuir bouilli, alligator hides.
@Compendium[swade-core-rules.swade-equipment.Jacket (Thick Leather/Tough Hides)]{Jacket} (torso, arms)+2d6880
@Compendium[swade-core-rules.swade-equipment.Leggings (Thick Leather/Tough Hides)]{Leggings} (legs)+2d6740
@Compendium[swade-core-rules.swade-equipment.Cap (Thick Leather/Tough Hides)]{Cap} (head)+2d6120
Chain Mail Chain, splint, metal scale, ring mail, samurai armor.
@Compendium[swade-core-rules.swade-equipment.Shirt (Chain Mail)]{Shirt} (torso, arms)+3d825300
@Compendium[swade-core-rules.swade-equipment.Leggings (Chain Mail)]{Leggings} (legs)+3d810150
@Compendium[swade-core-rules.swade-equipment.Chain Hood or Helm]{Chain Hood or Helm} (head)+3d8425
Bronze Armor (Pre-Iron Age Settings) Typically only found in ancient times or pre-iron civilizations.
@Compendium[swade-core-rules.swade-equipment.Bronze Barding (horse)]{Bronze Barding (horse)}+3d10501500
@Compendium[swade-core-rules.swade-equipment.Bronze Corselet]{Bronze Corselet}+3d81380
@Compendium[swade-core-rules.swade-equipment.Vambraces (Bronze Armor)]{Vambraces} (arms)+3d8540
@Compendium[swade-core-rules.swade-equipment.Greaves (Bronze Armor)]{Greaves} (legs)+3d8650
@Compendium[swade-core-rules.swade-equipment.Bronze Helmet]{Bronze Helmet} (head)+3d8625
Plate Mail Heavy steel armor made with “plates” of metal.
@Compendium[swade-core-rules.swade-equipment.Plate Barding (horse)]{Plate Barding (horse)}+4d10501500
@Compendium[swade-core-rules.swade-equipment.Corselet (Plate Mail)]{Corselet} (torso)+4d1030500
@Compendium[swade-core-rules.swade-equipment.Vambraces (Plate Mail)]{Vambraces} (arms)+4d1010200
@Compendium[swade-core-rules.swade-equipment.Greaves (Plate Mail)]{Greaves} (legs)+4d1010200
@Compendium[swade-core-rules.swade-equipment.Heavy Helm]{Heavy Helm} (head)+4d104100
@Compendium[swade-core-rules.swade-equipment.Heavy Helm, Enclosed]{Heavy Helm, Enclosed} (head)+4d108200
Notes: -1 to vision-based @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls.
\n
" + "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Medieval & Ancient Armor

\n
ItemArmorMin Str.WeightCost
Cloth/Light Leather Heavy winter clothing, supple leather armor, soft hides.
@Compendium[swade-core-rules.swade-equipment.Jacket (Cloth/Light Leather)]{Jacket} (torso, arms)+1d4520
@Compendium[swade-core-rules.swade-equipment.Robes]{Robes} (torso, arms, legs)+1d4830
@Compendium[swade-core-rules.swade-equipment.Leggings (Cloth/Light Leather)]{Leggings} (legs)+1d4520
@Compendium[swade-core-rules.swade-equipment.Cap (Cloth/Light Leather)]{Cap} (head)+1d415
Thick Leather / Tough Hides Boiled leather, cuir bouilli, alligator hides.
@Compendium[swade-core-rules.swade-equipment.Jacket (Thick Leather/Tough Hides)]{Jacket} (torso, arms)+2d6880
@Compendium[swade-core-rules.swade-equipment.Leggings (Thick Leather/Tough Hides)]{Leggings} (legs)+2d6740
@Compendium[swade-core-rules.swade-equipment.Cap (Thick Leather/Tough Hides)]{Cap} (head)+2d6120
Chain Mail Chain, splint, metal scale, ring mail, samurai armor.
@Compendium[swade-core-rules.swade-equipment.Shirt (Chain Mail)]{Shirt} (torso, arms)+3d825300
@Compendium[swade-core-rules.swade-equipment.Leggings (Chain Mail)]{Leggings} (legs)+3d810150
@Compendium[swade-core-rules.swade-equipment.Chain Hood or Helm]{Chain Hood or Helm} (head)+3d8425
Bronze Armor (Pre-Iron Age Settings) Typically only found in ancient times or pre-iron civilizations.
@Compendium[swade-core-rules.swade-equipment.Bronze Barding (horse)]{Bronze Barding (horse)}+3d10501500
@Compendium[swade-core-rules.swade-equipment.Bronze Corselet]{Bronze Corselet}+3d81380
@Compendium[swade-core-rules.swade-equipment.Vambraces (Bronze Armor)]{Vambraces} (arms)+3d8540
@Compendium[swade-core-rules.swade-equipment.Greaves (Bronze Armor)]{Greaves} (legs)+3d8650
@Compendium[swade-core-rules.swade-equipment.Bronze Helmet]{Bronze Helmet} (head)+3d8625
Plate Mail Heavy steel armor made with “plates” of metal.
@Compendium[swade-core-rules.swade-equipment.Plate Barding (horse)]{Plate Barding (horse)}+4d10501500
@Compendium[swade-core-rules.swade-equipment.Corselet (Plate Mail)]{Corselet} (torso)+4d1030500
@Compendium[swade-core-rules.swade-equipment.Vambraces (Plate Mail)]{Vambraces} (arms)+4d1010200
@Compendium[swade-core-rules.swade-equipment.Greaves (Plate Mail)]{Greaves} (legs)+4d1010200
@Compendium[swade-core-rules.swade-equipment.Heavy Helm]{Heavy Helm} (head)+4d104100
@Compendium[swade-core-rules.swade-equipment.Heavy Helm, Enclosed]{Heavy Helm, Enclosed} (head)+4d108200
Notes: -1 to vision-based @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls.
\n
" }, { "id": "Melee Weapons Table", "name": "Melee Weapons Table", - "description": "
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\n

Melee Weapons

\n
TypeDamageMin Str.WeightCostNotes
Medieval
@Compendium[swade-core-rules.swade-equipment.Axe, Hand]{Axe, Hand}Str+d6d62100
@Compendium[swade-core-rules.swade-equipment.Axe, Battle]{Axe, Battle}Str+d8d84300
@Compendium[swade-core-rules.swade-equipment.Axe, Great]{Axe, Great}Str+d10d107400@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2, @Compendium[swade-core-rules.swade-rules.Characters]{Parry} -1, two hands
@Compendium[swade-core-rules.swade-equipment.Club, Light]{Club, Light}Str+d4d4225A sign of low status or thuggery
@Compendium[swade-core-rules.swade-equipment.Club, Heavy]{Club, Heavy}Str+d6d6550A sign of low status or thuggery
@Compendium[swade-core-rules.swade-equipment.Dagger/Knife (melee)]{Dagger/Knife}Str+d4d6125
@Compendium[swade-core-rules.swade-equipment.Flail]{Flail}Str+d6d63200Ignores shield bonus
@Compendium[swade-core-rules.swade-equipment.Halberd]{Halberd}Str+d8d86250@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands
@Compendium[swade-core-rules.swade-equipment.Katana]{Katana}Str+d6+1d631000two hands
@Compendium[swade-core-rules.swade-equipment.Lance]{Lance}Str+d8d86300@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}
@Compendium[swade-core-rules.swade-equipment.Mace]{masse d’arme}Str+d6d64100
@Compendium[swade-core-rules.swade-equipment.Maul]{Maul}Str+d10d1010400Two hands, +2 damage to @Compendium[swade-core-rules.swade-rules.Breaking Things]{break objects}
@Compendium[swade-core-rules.swade-equipment.Pike]{Pike}Str+d8d818400@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, two hands
@Compendium[swade-core-rules.swade-equipment.Rapier]{Rapier}Str+d4d42150@Compendium[swade-core-rules.swade-rules.Characters]{Parry} +1
@Compendium[swade-core-rules.swade-equipment.Spear]{Spear}Str+d6d63100@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1. @Compendium[swade-core-rules.swade-rules.Characters]{Parry} +1 if used two-handed
@Compendium[swade-core-rules.swade-equipment.Staff]{Staff}Str+d4d4410@Compendium[swade-core-rules.swade-rules.Characters]{Parry} +1, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands
@Compendium[swade-core-rules.swade-equipment.Sword, Great]{Sword, Great}Str+d10d106400Two hands
@Compendium[swade-core-rules.swade-equipment.Sword, Long]{Sword, Long}Str+d8d83300Basic swords and scimitars
@Compendium[swade-core-rules.swade-equipment.Sword, Short]{Sword, Short}Str+d6d62100Includes cavalry sabers
@Compendium[swade-core-rules.swade-equipment.Warhammer]{Warhammer}Str+d6d62250Spiked, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 1
Modern
@Compendium[swade-core-rules.swade-equipment.Bangstick]{Bangstick}3d6d625A 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})
@Compendium[swade-core-rules.swade-equipment.Bayonet]{Bayonet}Str+d4d4125Str+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
@Compendium[swade-core-rules.swade-equipment.Billy Club/Baton]{Billy Club/Baton}Str+d4d4110Often carried by law enforcement
@Compendium[swade-core-rules.swade-equipment.Brass Knuckles]{Brass Knuckles}Str+d4d4120Do not count as a weapon for @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}
@Compendium[swade-core-rules.swade-equipment.Chainsaw]{Chainsaw}2d6+4d620200@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} hits the user
@Compendium[swade-core-rules.swade-equipment.Switchblade]{Switchblade}Str+d4d40.510−2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden
@Compendium[swade-core-rules.swade-equipment.Survival Knife]{Survival Knife}Str+d4d4150Basic tools in handle add +1 to @Compendium[swade-core-rules.swade-skills.Survival]{Survival} rolls
Futuristic
@Compendium[swade-core-rules.swade-equipment.Molecular Knife]{Molecular Knife}Str+d4+2d40.5250@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2, Cannot be thrown
@Compendium[swade-core-rules.swade-equipment.Molecular Sword]{Molecular Sword}Str+d8+2d62500@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 4
@Compendium[swade-core-rules.swade-equipment.Laser Sword]{Laser Sword}Str+d6+8d421000@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 12
\n
" + "description": "
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\n

Melee Weapons

\n
TypeDamageMin Str.WeightCostNotes
Medieval
@Compendium[swade-core-rules.swade-equipment.Axe, Hand]{Axe, Hand}Str+d6d62100
@Compendium[swade-core-rules.swade-equipment.Axe, Battle]{Axe, Battle}Str+d8d84300
@Compendium[swade-core-rules.swade-equipment.Axe, Great]{Axe, Great}Str+d10d107400@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2, @Compendium[swade-core-rules.swade-rules.Characters]{Parade} -1, two hands
@Compendium[swade-core-rules.swade-equipment.Club, Light]{Club, Light}Str+d4d4225A sign of low status or thuggery
@Compendium[swade-core-rules.swade-equipment.Club, Heavy]{Club, Heavy}Str+d6d6550A sign of low status or thuggery
@Compendium[swade-core-rules.swade-equipment.Dagger/Knife (melee)]{Dagger/Knife}Str+d4d6125
@Compendium[swade-core-rules.swade-equipment.Flail]{Flail}Str+d6d63200Ignores shield bonus
@Compendium[swade-core-rules.swade-equipment.Halberd]{Halberd}Str+d8d86250@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands
@Compendium[swade-core-rules.swade-equipment.Katana]{Katana}Str+d6+1d631000two hands
@Compendium[swade-core-rules.swade-equipment.Lance]{Lance}Str+d8d86300@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}
@Compendium[swade-core-rules.swade-equipment.Mace]{masse d’arme}Str+d6d64100
@Compendium[swade-core-rules.swade-equipment.Maul]{Maul}Str+d10d1010400Two hands, +2 damage to @Compendium[swade-core-rules.swade-rules.Breaking Things]{break objects}
@Compendium[swade-core-rules.swade-equipment.Pike]{Pike}Str+d8d818400@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, two hands
@Compendium[swade-core-rules.swade-equipment.Rapier]{Rapier}Str+d4d42150@Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1
@Compendium[swade-core-rules.swade-equipment.Spear]{Spear}Str+d6d63100@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1. @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1 if used two-handed
@Compendium[swade-core-rules.swade-equipment.Staff]{Staff}Str+d4d4410@Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands
@Compendium[swade-core-rules.swade-equipment.Sword, Great]{Sword, Great}Str+d10d106400Two hands
@Compendium[swade-core-rules.swade-equipment.Sword, Long]{Sword, Long}Str+d8d83300Basic swords and scimitars
@Compendium[swade-core-rules.swade-equipment.Sword, Short]{Sword, Short}Str+d6d62100Includes cavalry sabers
@Compendium[swade-core-rules.swade-equipment.Warhammer]{Warhammer}Str+d6d62250Spiked, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 1
Modern
@Compendium[swade-core-rules.swade-equipment.Bangstick]{Bangstick}3d6d625A 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})
@Compendium[swade-core-rules.swade-equipment.Bayonet]{Bayonet}Str+d4d4125Str+d6 and @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1 attached to rifle, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands
@Compendium[swade-core-rules.swade-equipment.Billy Club/Baton]{Billy Club/Baton}Str+d4d4110Often carried by law enforcement
@Compendium[swade-core-rules.swade-equipment.Brass Knuckles]{Brass Knuckles}Str+d4d4120Do not count as a weapon for @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}
@Compendium[swade-core-rules.swade-equipment.Chainsaw]{Chainsaw}2d6+4d620200@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} hits the user
@Compendium[swade-core-rules.swade-equipment.Switchblade]{Switchblade}Str+d4d40.510−2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden
@Compendium[swade-core-rules.swade-equipment.Survival Knife]{Survival Knife}Str+d4d4150Basic tools in handle add +1 to @Compendium[swade-core-rules.swade-skills.Survival]{Survie} rolls
Futuristic
@Compendium[swade-core-rules.swade-equipment.Molecular Knife]{Molecular Knife}Str+d4+2d40.5250@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2, Cannot be thrown
@Compendium[swade-core-rules.swade-equipment.Molecular Sword]{Molecular Sword}Str+d8+2d62500@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 4
@Compendium[swade-core-rules.swade-equipment.Laser Sword]{Laser Sword}Str+d6+8d421000@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 12
\n
" }, { "id": "Mines Table", "name": "Mines Table", - "description": "
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\n

Mines

\n
\n

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.

\n
\n
TypeRangeDamageAPROFBlastWeightCost
@Compendium[swade-core-rules.swade-equipment.Anti-Personnel Mine]{Anti-Personnel Mine}2d6+2SBT10100
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}
 
@Compendium[swade-core-rules.swade-equipment.Anti-Tank Mine]{Anti-Tank Mine}4d6MBT20200
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).
 
@Compendium[swade-core-rules.swade-equipment.Bouncing Betty]{Bouncing Betty}3d6SBT9125
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.
 
@Compendium[swade-core-rules.swade-equipment.Claymore Mine]{Claymore Mine}3d6Special475
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.
 
\n
" + "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Mines

\n
\n

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]{Perception} 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.

\n
\n
TypeRangeDamageAPROFBlastWeightCost
@Compendium[swade-core-rules.swade-equipment.Anti-Personnel Mine]{Anti-Personnel Mine}2d6+2SBT10100
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}
 
@Compendium[swade-core-rules.swade-equipment.Anti-Tank Mine]{Anti-Tank Mine}4d6MBT20200
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).
 
@Compendium[swade-core-rules.swade-equipment.Bouncing Betty]{Bouncing Betty}3d6SBT9125
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.
 
@Compendium[swade-core-rules.swade-equipment.Claymore Mine]{Claymore Mine}3d6Special475
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.
 
\n
" }, { "id": "Minimum Strength", "name": "Minimum Strength", - "description": "
\n

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.
  • \n
\n
" + "description": "
\n

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]{Force} 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]{Allure} (minimum of 1″), @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, and Agilité-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]{Force} 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]{Parade} 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]{Force} and the weapon’s minimum.
  • \n
\n
" }, { "id": "Missiles Table", "name": "Missiles Table", - "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Missiles

\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 @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{maneuvering} roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the craft goes @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]{distance} roll per missile at @Compendium[swade-core-rules.swade-rules.Range]{Short Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} of 8 (2) (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}).

\n
\n
TypeRangeDamageAPROFBlastWeightCost
@Compendium[swade-core-rules.swade-equipment.TOW Missile Launcher]{TOW}75/150/3005d10341MBT20760K
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]{distance} roll, and can’t be jammed.
 
@Compendium[swade-core-rules.swade-equipment.Hellfire]{Hellfire}150/300/6005d1040MBT100115K
Notes: @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-equipment.Sidewinder]{Sidewinder}100/200/4004d86SBT188600K
Notes: @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-equipment.Sparrow]{Sparrow}150/300/6005d86SBT617125K
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A medium range, radar-guided missile fired from an aircraft.
 
\n\"A
" + "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Missiles

\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 @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{maneuvering} roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the craft goes @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]{Tir} roll per missile at @Compendium[swade-core-rules.swade-rules.Range]{Short Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} of 8 (2) (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}).

\n
\n
TypeRangeDamageAPROFBlastWeightCost
@Compendium[swade-core-rules.swade-equipment.TOW Missile Launcher]{TOW}75/150/3005d10341MBT20760K
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]{Tir} roll, and can’t be jammed.
 
@Compendium[swade-core-rules.swade-equipment.Hellfire]{Hellfire}150/300/6005d1040MBT100115K
Notes: @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-equipment.Sidewinder]{Sidewinder}100/200/4004d86SBT188600K
Notes: @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-equipment.Sparrow]{Sparrow}150/300/6005d86SBT617125K
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A medium range, radar-guided missile fired from an aircraft.
 
\n\"A
" }, { "id": "Modern Armor Table", "name": "Modern Armor Table", - "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Modern Armor

\n
\n

@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
ItemArmorMin Str.WeightCost
Cloth/Leather Heavy winter clothing, leather jacket or pants, chaps.
@Compendium[swade-core-rules.swade-equipment.Thick Coat, Leather Jacket]{Thick Coat, Leather Jacket} (torso, arms)+1d45100
@Compendium[swade-core-rules.swade-equipment.Leather Riding Chaps]{Leather Riding Chaps} (legs)+1d4570
@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jacket]{Kevlar Riding Jacket} (torso, arms)+2d48350
@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jeans]{Kevlar Riding Jeans} (legs)+2d44175
@Compendium[swade-core-rules.swade-equipment.Bike helmet]{Bike helmet} (head)+2d4150
@Compendium[swade-core-rules.swade-equipment.Motorcycle Helmet]{Motorcycle Helmet} (head)+3d43100
Body Armor Flak jackets, bulletproof vests, body armor, and bombproof suits.
@Compendium[swade-core-rules.swade-equipment.Flak Jacket (Vietnam-era)]{Flak Jacket (Vietnam-era)}, torso)+2d61040
@Compendium[swade-core-rules.swade-equipment.Kevlar Vest]{Kevlar Vest} (torso)+2*d65200
@Compendium[swade-core-rules.swade-equipment.Kevlar Vest with ceramic inserts]{Kevlar Vest with ceramic inserts} (torso)+4*d817500
@Compendium[swade-core-rules.swade-equipment.Kevlar helmet]{Kevlar helmet} (head)+4*d4580
@Compendium[swade-core-rules.swade-equipment.Bombproof suit]{Bombproof suit} (entire body)+10d128025k
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).
\n
" + "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Modern Armor

\n
\n

@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
ItemArmorMin Str.WeightCost
Cloth/Leather Heavy winter clothing, leather jacket or pants, chaps.
@Compendium[swade-core-rules.swade-equipment.Thick Coat, Leather Jacket]{Thick Coat, Leather Jacket} (torso, arms)+1d45100
@Compendium[swade-core-rules.swade-equipment.Leather Riding Chaps]{Leather Riding Chaps} (legs)+1d4570
@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jacket]{Kevlar Riding Jacket} (torso, arms)+2d48350
@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jeans]{Kevlar Riding Jeans} (legs)+2d44175
@Compendium[swade-core-rules.swade-equipment.Bike helmet]{Bike helmet} (head)+2d4150
@Compendium[swade-core-rules.swade-equipment.Motorcycle Helmet]{Motorcycle Helmet} (head)+3d43100
Body Armor Flak jackets, bulletproof vests, body armor, and bombproof suits.
@Compendium[swade-core-rules.swade-equipment.Flak Jacket (Vietnam-era)]{Flak Jacket (Vietnam-era)}, torso)+2d61040
@Compendium[swade-core-rules.swade-equipment.Kevlar Vest]{Kevlar Vest} (torso)+2*d65200
@Compendium[swade-core-rules.swade-equipment.Kevlar Vest with ceramic inserts]{Kevlar Vest with ceramic inserts} (torso)+4*d817500
@Compendium[swade-core-rules.swade-equipment.Kevlar helmet]{Kevlar helmet} (head)+4*d4580
@Compendium[swade-core-rules.swade-equipment.Bombproof suit]{Bombproof suit} (entire body)+10d128025k
Notes: Bombproof suits aren’t built for flexibility except in the hands, which are uncovered. @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} and related skills that require more than manual dexterity cannot exceed d6 while wearing the suit, and @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is reduced by 2 (in addition to @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} penalties).
\n
" }, { "id": "More Skill Points", @@ -714,12 +714,12 @@ { "id": "Mounted Combat", "name": "Mounted Combat", - "description": "
\n

Mounted Combat

\n

Characters @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} from horseback (or other strange beasts) have certain advantages and disadvantages in combat, as described below.

\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]{corps-à-corps} or @Compendium[swade-core-rules.swade-skills.Riding]{Riding} skills. This makes it important for cavalrymen to actually be able to ride well!

\n

Falling: If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} while mounted, or his mount is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, he must make a @Compendium[swade-core-rules.swade-skills.Riding]{Riding} roll. If he fails, he falls. If the mount was running (GM’s call), the rider suffers 2d4 damage (2d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure)}.

\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]{Secoué} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded}, it rears or bucks. A rider must make a @Compendium[swade-core-rules.swade-skills.Riding]{Riding} roll to stay mounted, or falls as above.

\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]{corps-à-corps} attack. To be considered charging, the rider must have moved at least 6″ or more in a relatively straight line toward his foe.

\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).

\n\"Image
" + "description": "
\n

Mounted Combat

\n

Characters @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} 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]{Combat} or @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} 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]{Secoué}, @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} while mounted, or his mount is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, he must make a @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} 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]{Secoué} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded}, it rears or bucks. A rider must make a @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} 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]{Combat} 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]{Athlétisme} 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).

\n\"Image
" }, { "id": "Movement", "name": "Movement", - "description": "
\n

Movement

\n

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]{Échec critique} 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.
  • \n
\n
" + "description": "
\n

Movement

\n

Characters can move a number of tabletop inches equal to their @Compendium[swade-core-rules.swade-rules.Characters]{Allure} 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]{Vigueur} die type. Thus a @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} character with @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} 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]{Athlétisme} roll to move. Success means she continues on normally. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} the character takes @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from @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]{Athlétisme} 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.
  • \n
\n
" }, { "id": "Multi-Actions", @@ -729,12 +729,12 @@ { "id": "Multiple Languages", "name": "Multiple Languages", - "description": "
\n

Multiple Languages

\n

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).

\n
" + "description": "
\n

Multiple Languages

\n

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]{Intellect} (instead of half her Intellect).

\n
" }, { "id": "Natural Weapons", "name": "Natural Weapons", - "description": "
\n

Natural Weapons

\n

Creatures with natural weapons such as fangs, claws, or horns may attack with any or all of them using their @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} skill. Damage is stated for character races and beasts in their various descriptions.

\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]{corps-à-corps} 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]{dégâts} at the end of one @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} action in which it @Compendium[swade-core-rules.swade-rules.Movement]{Runs}, moves at least 5″(10 yards), and successfully hits with its horns.
  • \n
\n
" + "description": "
\n

Natural Weapons

\n

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]{Combat} 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]{Combat} 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]{Athlétisme} (climbing) rolls on any rough or soft surface (not sheer steel, glass, etc.).
  • \n
  • HORNS: Add +4 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at the end of one @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} action in which it @Compendium[swade-core-rules.swade-rules.Movement]{Runs}, moves at least 5″(10 yards), and successfully hits with its horns.
  • \n
\n
" }, { "id": "Networking", @@ -749,17 +749,17 @@ { "id": "Nonlethal Damage", "name": "Nonlethal Damage", - "description": "
\n

Nonlethal Damage

\n

A character who wants to beat someone up without killing them can choose to do nonlethal damage. This requires the attacker use only his fists or a blunt weapon of some sort. Edged weapons may be used if they have a flat side, but this subtracts −1 from the attacker’s @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} rolls.

\n

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.

\n

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.

\n
" + "description": "
\n

Nonlethal Damage

\n

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]{Combat} rolls.

\n

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.

\n

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.

\n
" }, { "id": "Off-Hand Attacks", "name": "Off-Hand Attacks", - "description": "
\n

Off-Hand Attacks

\n

Characters are assumed to be right-handed unless the player decides otherwise. Actions that require precise eye-hand coordination, such as @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} or @Compendium[swade-core-rules.swade-skills.Shooting]{distance}, suffer a −2 penalty when done solely with the off-hand.

\n

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}.

\n
" + "description": "
\n

Off-Hand Attacks

\n

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]{Combat} or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, suffer a −2 penalty when done solely with the off-hand.

\n

Off-hand weapons don’t add their @Compendium[swade-core-rules.swade-rules.Parry]{Parade} bonus unless the hero is @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre}.

\n
" }, { "id": "Parry", "name": "Parry", - "description": "
\n

Parry

\n

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}).

\n
" + "description": "
\n

Parry

\n

The weapon adds the bonus to the character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} 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}).

\n
" }, { "id": "Pistols Table", @@ -769,7 +769,7 @@ { "id": "Poison", "name": "Poison", - "description": "
\n

Poison

\n

The bane of adventurers across all Savage Worlds can be delivered by the smallest of foes—poison!

\n

When an adventurer comes into contact with poison (at least a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result if an attack) he must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} minus the Strength of the poison (if listed). Failure means the character is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} in addition to any specific effects listed below.

\n
    \n
  • KNOCKOUT: The victim is knocked out (Incapacitated and unconscious) for 2d6 hours (twice that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}).
  • \n
  • LETHAL: The victim is @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} (two with a Critical Failure), and perishes in 2d6 rounds.
  • \n
  • 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.
  • \n
  • PARALYZING: The victim is Incapacitated for 2d6 minutes, or twice that with a Critical Failure.
  • \n
\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.

\n

Treatment: A character may make a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll minus the strength of the poison (if any modifier is listed) to stop its effects. If this action is successful, the victim’s life is saved and the poison no longer has any ill effects—paralyzed victims can move and those rendered unconscious wake.

\n

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.

\n
" + "description": "
\n

Poison

\n

The bane of adventurers across all Savage Worlds can be delivered by the smallest of foes—poison!

\n

When an adventurer comes into contact with poison (at least a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result if an attack) he must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @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.

\n
    \n
  • KNOCKOUT: The victim is knocked out (Incapacitated and unconscious) for 2d6 hours (twice that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}).
  • \n
  • LETHAL: The victim is @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} (two with a Critical Failure), and perishes in 2d6 rounds.
  • \n
  • 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.
  • \n
  • PARALYZING: The victim is Incapacitated for 2d6 minutes, or twice that with a Critical Failure.
  • \n
\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.

\n

Treatment: A character may make a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll minus the strength of the poison (if any modifier is listed) to stop its effects. If this action is successful, the victim’s life is saved and the poison no longer has any ill effects—paralyzed victims can move and those rendered unconscious wake.

\n

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.

\n
" }, { "id": "Power Modifiers", @@ -779,7 +779,7 @@ { "id": "Powers", "name": "Powers", - "description": "
\n
\n
\n

Powers

\n
\n
\n
\n

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.

\n

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.

\n

List of Powers

\n

Listed below are a number of powers available in most Savage Settings. Each power has the following statistics:

\n

Rank: The @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} a character must be to learn the power.

\n

Power Points: The cost to activate the power in @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}.

\n

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.

\n

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.

\n

Duration: How long the power lasts in @Compendium[swade-core-rules.swade-rules.Combat]{tours} (unless otherwise noted).

\n

Powers expire at the end of the character’s turn X @Compendium[swade-core-rules.swade-rules.Combat]{tours} later, where X is the Duration listed. Count the @Compendium[swade-core-rules.swade-rules.Combat]{tours} the power activated. If a psychic activates @Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{{Augmentation de Trait}} (Duration 5) on the second @Compendium[swade-core-rules.swade-rules.Combat]{tours} of combat, for example, it remains in place until the end of her turn on the sixth @Compendium[swade-core-rules.swade-rules.Combat]{tours}

\n

Powers may be maintained for their base Duration for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} per individual.

\n

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.

\n

@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.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Powers

\n
PowerRankPower
Points
RangeDurSummary
@Compendium[swade-core-rules.swade-powers.Arcane Protection]{Arcane Protection}N1Sm5Enemy casters subtract 2 (4 with a raise) when targeting this character; reduces @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} a like amount.
@Compendium[swade-core-rules.swade-powers.Banish]{bannissement}V3SmI@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Opposed Roll} vs @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} to banish entities.
@Compendium[swade-core-rules.swade-powers.Barrier]{Barrier}S2Sm5Creates 5″ (10 yards) long, 1″ (2 yards) tall, @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 barrier.
@Compendium[swade-core-rules.swade-powers.Beast Friend]{Beast Friend}NSSm10mControls animals
@Compendium[swade-core-rules.swade-powers.Blast]{Blast}S3Sm x2I2d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}
@Compendium[swade-core-rules.swade-powers.Blind]{Blind}N2SmIInflicts -2/-4 penalty to victims
@Compendium[swade-core-rules.swade-powers.Bolt]{Bolt}N1Sm x2I2d6 ranged attack.
@Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{Boost/Lower Trait}N2Sm5/IIncreases or decreases a @Compendium[swade-core-rules.swade-rules.Traits]{skill or attribute}.
@Compendium[swade-core-rules.swade-powers.Burrow]{Burrow}N2Sm5Target tunnels through the earth.
@Compendium[swade-core-rules.swade-powers.Burst]{Burst}N2ConeI@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone shaped} attack for 2d6 damage.
@Compendium[swade-core-rules.swade-powers.Confusion]{Confusion}N1SmSMakes target @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable}.
@Compendium[swade-core-rules.swade-powers.Damage Field]{Damage Field}S4Sm5Creates aura that causes 2d4 damage.
@Compendium[swade-core-rules.swade-powers.Darksight]{Darksight}N1Sm1HIgnore up to 4 points of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalties, or 6 with a raise.
@Compendium[swade-core-rules.swade-powers.Deflection]{déflexion}N3Sm5−2/–4 to attack recipient.
@Compendium[swade-core-rules.swade-powers.Detect/Conceal Arcana]{Detect/Conceal Arcana}N2SmSDetects magic for Duration 5 or conceals it for one hour.
@Compendium[swade-core-rules.swade-powers.Disguise]{Disguise}S2Sm10mTarget looks like someone else.
@Compendium[swade-core-rules.swade-powers.Dispel]{Dispel}S1SmINegates magical effects.
@Compendium[swade-core-rules.swade-powers.Divination]{Divination}H5Self5mCaster asks questions of entities.
@Compendium[swade-core-rules.swade-powers.Drain Power Points]{Drain Power Points}V2SmIDrains d6 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} from enemy with successful opposed roll of arcane skills.
@Compendium[swade-core-rules.swade-powers.Elemental Manipulation]{Elemental Manipulation}N1Sm5Allows minor manipulation of basic elements.
@Compendium[swade-core-rules.swade-powers.Empathy]{Empathy}N1Sm5@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.
@Compendium[swade-core-rules.swade-powers.Entangle]{Entangle}N2SmI@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bind or Entangle} foes.
@Compendium[swade-core-rules.swade-powers.Environmental Protection]{Environmental Protection}N2Sm1HProtect target from @Compendium[swade-core-rules.swade-rules.Hazards]{hazardous} environments.
@Compendium[swade-core-rules.swade-powers.Farsight]{Farsight}S2Sm5See detail at great distance; halves @Compendium[swade-core-rules.swade-rules.Range]{Portée} penalties with a raise.
@Compendium[swade-core-rules.swade-powers.Fear]{Terreur}N2SmICauses @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} check.
@Compendium[swade-core-rules.swade-powers.Fly]{Fly}V3Sm5Target flies at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12″.
@Compendium[swade-core-rules.swade-powers.Growth/Shrink]{Growth/Shrink}SSSm5Increases or decreases @Compendium[swade-core-rules.swade-rules.Size Table]{Size}.
@Compendium[swade-core-rules.swade-powers.Havoc]{Havoc}N2SmITargets 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.
@Compendium[swade-core-rules.swade-powers.Healing]{Guérison}N3TIRestores @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} less than an hour old.
@Compendium[swade-core-rules.swade-powers.Illusion]{Illusion}N3Sm5Creates imaginary images.
@Compendium[swade-core-rules.swade-powers.Intangibility]{Intangibility}H5Sm5Target becomes incorporeal.
@Compendium[swade-core-rules.swade-powers.Invisibility]{Invisibility}S5Sm5Target is invisible (–4/–6 to affect).
@Compendium[swade-core-rules.swade-powers.Light / Darkness]{Light / Darkness}N2Sm10mCreates or dispels @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
@Compendium[swade-core-rules.swade-powers.Mind Link]{Mind Link}N1Sm30mMental link within one mile (5 with raise).
@Compendium[swade-core-rules.swade-powers.Mind Reading]{Mind Reading}N2SmI@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Opposed Roll} vs @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} to read mind.
@Compendium[swade-core-rules.swade-powers.Mind Wipe]{Mind Wipe}V3SmIRemoves and alters memories.
@Compendium[swade-core-rules.swade-powers.Object Reading]{Object Reading}S2TSReveals last five years of an object’s history (100 years with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}).
@Compendium[swade-core-rules.swade-powers.Protection]{Protection}N1Sm5Grants Armor +2/+4.
@Compendium[swade-core-rules.swade-powers.Puppet]{Puppet}V3Sm5@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Opposed Roll} vs @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}to control target.
@Compendium[swade-core-rules.swade-powers.Relief]{Relief}N1SmIRemoves @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; & @Compendium[swade-core-rules.swade-rules.Stunned]{Stun} with raise.
@Compendium[swade-core-rules.swade-powers.Resurrection]{Resurrection}H30TIBrings the dead back to life.
@Compendium[swade-core-rules.swade-powers.Shape Change]{Shape Change}NSpecialSelf5Caster takes on the form of various beings.
@Compendium[swade-core-rules.swade-powers.Sloth/Speed]{Sloth/Speed}S2Sm1/5Increases or decreases @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.
@Compendium[swade-core-rules.swade-powers.Slumber]{Slumber}S2Sm1HPuts victims to @Compendium[swade-core-rules.swade-rules.Sleep]{Sleep}.
@Compendium[swade-core-rules.swade-powers.Smite]{frappe}N2Sm5Increase a weapon’s @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} by +2/+4.
@Compendium[swade-core-rules.swade-powers.Sound/Silence]{Sound/Silence}S1Sm x5/SmI/5Create or mute sound.
@Compendium[swade-core-rules.swade-powers.Speak Language]{Speak Language}N1Sm10mCaster can speak and understand languages.
@Compendium[swade-core-rules.swade-powers.Stun]{Stun}N2SmITarget is @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.
@Compendium[swade-core-rules.swade-powers.Summon Ally]{Summon Ally}NSpecialSm5Conjures an ally of various sorts.
@Compendium[swade-core-rules.swade-powers.Telekinesis]{Telekinesis}S5Sm x25Moves items with @Compendium[swade-core-rules.swade-rules.Traits]{Strength} of d10 (d12 with a raise).
@Compendium[swade-core-rules.swade-powers.Teleport]{Teleport}S2SmICharacter teleports up to 12″ distant.
@Compendium[swade-core-rules.swade-powers.Wall Walker]{Wall Walker}N2Sm5Character can walk on walls at half @Compendium[swade-core-rules.swade-rules.Movement]{Pace} (full Pace with raise).
@Compendium[swade-core-rules.swade-powers.Warrior's Gift]{Warrior's Gift}S4Sm5Grant target a Combat @Compendium[swade-core-rules.swade-rules.Edges]{Atout}.
 V3Sm1HRaises and controls the undead.
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" + "description": "
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Powers

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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]{PP}.

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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]{Intellect}  or some multiple thereof. If so, read @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} as inches on the tabletop (twice that in yards). A @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} 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]{Intellect}  with no ill effect.

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Duration: How long the power lasts in @Compendium[swade-core-rules.swade-rules.Combat]{tours} (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]{tours} later, where X is the Duration listed. Count the @Compendium[swade-core-rules.swade-rules.Combat]{tours} the power activated. If a psychic activates @Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{{Augmentation de Trait}} (Duration 5) on the second @Compendium[swade-core-rules.swade-rules.Combat]{tours} of combat, for example, it remains in place until the end of her turn on the sixth @Compendium[swade-core-rules.swade-rules.Combat]{tours}

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Powers may be maintained for their base Duration for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} 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.

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Powers

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PowerRankPower
Points
RangeDurSummary
@Compendium[swade-core-rules.swade-powers.Arcane Protection]{Arcane Protection}N1Sm5Enemy casters subtract 2 (4 with a raise) when targeting this character; reduces @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} a like amount.
@Compendium[swade-core-rules.swade-powers.Banish]{bannissement}V3SmI@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Opposed Roll} vs @Compendium[swade-core-rules.swade-rules.Traits]{Âme} to banish entities.
@Compendium[swade-core-rules.swade-powers.Barrier]{Barrier}S2Sm5Creates 5″ (10 yards) long, 1″ (2 yards) tall, @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 barrier.
@Compendium[swade-core-rules.swade-powers.Beast Friend]{Beast Friend}NSSm10mControls animals
@Compendium[swade-core-rules.swade-powers.Blast]{Blast}S3Sm x2I2d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}
@Compendium[swade-core-rules.swade-powers.Blind]{Blind}N2SmIInflicts -2/-4 penalty to victims
@Compendium[swade-core-rules.swade-powers.Bolt]{Bolt}N1Sm x2I2d6 ranged attack.
@Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{Boost/Lower Trait}N2Sm5/IIncreases or decreases a @Compendium[swade-core-rules.swade-rules.Traits]{skill or attribute}.
@Compendium[swade-core-rules.swade-powers.Burrow]{Burrow}N2Sm5Target tunnels through the earth.
@Compendium[swade-core-rules.swade-powers.Burst]{Burst}N2ConeI@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone shaped} attack for 2d6 damage.
@Compendium[swade-core-rules.swade-powers.Confusion]{Confusion}N1SmSMakes target @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable}.
@Compendium[swade-core-rules.swade-powers.Damage Field]{Damage Field}S4Sm5Creates aura that causes 2d4 damage.
@Compendium[swade-core-rules.swade-powers.Darksight]{Darksight}N1Sm1HIgnore up to 4 points of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalties, or 6 with a raise.
@Compendium[swade-core-rules.swade-powers.Deflection]{déflexion}N3Sm5−2/–4 to attack recipient.
@Compendium[swade-core-rules.swade-powers.Detect/Conceal Arcana]{Detect/Conceal Arcana}N2SmSDetects magic for Duration 5 or conceals it for one hour.
@Compendium[swade-core-rules.swade-powers.Disguise]{Disguise}S2Sm10mTarget looks like someone else.
@Compendium[swade-core-rules.swade-powers.Dispel]{Dispel}S1SmINegates magical effects.
@Compendium[swade-core-rules.swade-powers.Divination]{Divination}H5Self5mCaster asks questions of entities.
@Compendium[swade-core-rules.swade-powers.Drain Power Points]{Drain Power Points}V2SmIDrains d6 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} from enemy with successful opposed roll of arcane skills.
@Compendium[swade-core-rules.swade-powers.Elemental Manipulation]{Elemental Manipulation}N1Sm5Allows minor manipulation of basic elements.
@Compendium[swade-core-rules.swade-powers.Empathy]{Empathy}N1Sm5@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Opposed Roll} vs @Compendium[swade-core-rules.swade-rules.Traits]{Âme} to add +2 to social attacks for the Duration of the power.
@Compendium[swade-core-rules.swade-powers.Entangle]{Entangle}N2SmI@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bind or Entangle} foes.
@Compendium[swade-core-rules.swade-powers.Environmental Protection]{Environmental Protection}N2Sm1HProtect target from @Compendium[swade-core-rules.swade-rules.Hazards]{hazardous} environments.
@Compendium[swade-core-rules.swade-powers.Farsight]{Farsight}S2Sm5See detail at great distance; halves @Compendium[swade-core-rules.swade-rules.Range]{Portée} penalties with a raise.
@Compendium[swade-core-rules.swade-powers.Fear]{Terreur}N2SmICauses @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} check.
@Compendium[swade-core-rules.swade-powers.Fly]{Fly}V3Sm5Target flies at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12″.
@Compendium[swade-core-rules.swade-powers.Growth/Shrink]{Growth/Shrink}SSSm5Increases or decreases @Compendium[swade-core-rules.swade-rules.Size Table]{Size}.
@Compendium[swade-core-rules.swade-powers.Havoc]{Havoc}N2SmITargets 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.
@Compendium[swade-core-rules.swade-powers.Healing]{Guérison}N3TIRestores @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} less than an hour old.
@Compendium[swade-core-rules.swade-powers.Illusion]{Illusion}N3Sm5Creates imaginary images.
@Compendium[swade-core-rules.swade-powers.Intangibility]{Intangibility}H5Sm5Target becomes incorporeal.
@Compendium[swade-core-rules.swade-powers.Invisibility]{Invisibility}S5Sm5Target is invisible (–4/–6 to affect).
@Compendium[swade-core-rules.swade-powers.Light / Darkness]{Light / Darkness}N2Sm10mCreates or dispels @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
@Compendium[swade-core-rules.swade-powers.Mind Link]{Mind Link}N1Sm30mMental link within one mile (5 with raise).
@Compendium[swade-core-rules.swade-powers.Mind Reading]{Mind Reading}N2SmI@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Opposed Roll} vs @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} to read mind.
@Compendium[swade-core-rules.swade-powers.Mind Wipe]{Mind Wipe}V3SmIRemoves and alters memories.
@Compendium[swade-core-rules.swade-powers.Object Reading]{Object Reading}S2TSReveals last five years of an object’s history (100 years with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}).
@Compendium[swade-core-rules.swade-powers.Protection]{Protection}N1Sm5Grants Armor +2/+4.
@Compendium[swade-core-rules.swade-powers.Puppet]{Puppet}V3Sm5@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Opposed Roll} vs @Compendium[swade-core-rules.swade-rules.Traits]{Âme}to control target.
@Compendium[swade-core-rules.swade-powers.Relief]{Relief}N1SmIRemoves @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; & @Compendium[swade-core-rules.swade-rules.Stunned]{Stun} with raise.
@Compendium[swade-core-rules.swade-powers.Resurrection]{Resurrection}H30TIBrings the dead back to life.
@Compendium[swade-core-rules.swade-powers.Shape Change]{Shape Change}NSpecialSelf5Caster takes on the form of various beings.
@Compendium[swade-core-rules.swade-powers.Sloth/Speed]{Sloth/Speed}S2Sm1/5Increases or decreases @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.
@Compendium[swade-core-rules.swade-powers.Slumber]{Slumber}S2Sm1HPuts victims to @Compendium[swade-core-rules.swade-rules.Sleep]{Sleep}.
@Compendium[swade-core-rules.swade-powers.Smite]{frappe}N2Sm5Increase a weapon’s @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} by +2/+4.
@Compendium[swade-core-rules.swade-powers.Sound/Silence]{Sound/Silence}S1Sm x5/SmI/5Create or mute sound.
@Compendium[swade-core-rules.swade-powers.Speak Language]{Speak Language}N1Sm10mCaster can speak and understand languages.
@Compendium[swade-core-rules.swade-powers.Stun]{Stun}N2SmITarget is @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.
@Compendium[swade-core-rules.swade-powers.Summon Ally]{Summon Ally}NSpecialSm5Conjures an ally of various sorts.
@Compendium[swade-core-rules.swade-powers.Telekinesis]{Telekinesis}S5Sm x25Moves items with @Compendium[swade-core-rules.swade-rules.Traits]{Force} of d10 (d12 with a raise).
@Compendium[swade-core-rules.swade-powers.Teleport]{Teleport}S2SmICharacter teleports up to 12″ distant.
@Compendium[swade-core-rules.swade-powers.Wall Walker]{Wall Walker}N2Sm5Character can walk on walls at half @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (full Pace with raise).
@Compendium[swade-core-rules.swade-powers.Warrior's Gift]{Warrior's Gift}S4Sm5Grant target a Combat @Compendium[swade-core-rules.swade-rules.Edges]{Atout}.
 V3Sm1HRaises and controls the undead.
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" }, { "id": "Powers 02", @@ -819,17 +819,17 @@ { "id": "Prone", "name": "Prone", - "description": "
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Prone

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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]{corps-à-corps} rolls.

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Standing costs a character 2″ of @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.

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" + "description": "
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Prone

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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]{Parade} is reduced by 2 and he must subtract 2 from his @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} rolls.

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Standing costs a character 2″ of @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.

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" }, { "id": "Push", "name": "Push", - "description": "
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Push

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Sometimes characters may want to push a foe in hopes of knocking him out of position, @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, or even into a deadly @Compendium[swade-core-rules.swade-rules.Hazards]{hazard}.

\n

Pushing a foe is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of @Compendium[swade-core-rules.swade-rules.Traits]{Strength}. If the attacker is successful he pushes the foe back up to 1″ (two yards). With a raise, increase the distance to 2″ (four yards). Double either distance if the attacker’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} is larger than the foe’s.

\n

A character who’s successfully Pushed must make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} roll (at −2 if the attacker got a raise) or be knocked @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.

\n

Running: If the attacker ran at least 2″ (four yards) before the Push, he adds +2 to his total.

\n

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).

\n

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.

\n
" + "description": "
\n

Push

\n

Sometimes characters may want to push a foe in hopes of knocking him out of position, @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, or even into a deadly @Compendium[swade-core-rules.swade-rules.Hazards]{hazard}.

\n

Pushing a foe is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of @Compendium[swade-core-rules.swade-rules.Traits]{Force}. If the attacker is successful he pushes the foe back up to 1″ (two yards). With a raise, increase the distance to 2″ (four yards). Double either distance if the attacker’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} is larger than the foe’s.

\n

A character who’s successfully Pushed must make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll (at −2 if the attacker got a raise) or be knocked @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.

\n

Running: If the attacker ran at least 2″ (four yards) before the Push, he adds +2 to his total.

\n

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]{Force} for their Size (GM’s call).

\n

Skill: The attacker or defender may roll @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Force} 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]{Force} (or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}) rolls when pushing.

\n
" }, { "id": "Quick Encounters", "name": "Quick Encounters", - "description": "
\n
\n

Quick Encounters

\n
\n
\n

Sometimes the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} may want to quickly sum up an encounter rather than track every action round by round. “Quick Encounters” resolve these kinds of situations with good collaborative storytelling, tension, and risk.

\n

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.

\n

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.

\n

Encounter Types

\n

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.

\n

Once everyone states their intent, they can pick the skill that best represents their actions during the encounter.

\n

Here are some examples:

\n
    \n
  • CHASE: @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} (for navi­gation), @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Repair]{Repair}, @Compendium[swade-core-rules.swade-skills.Shooting]{distance}.
  • \n
  • COMBAT: @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps}, @Compendium[swade-core-rules.swade-skills.Shooting]{distance}, @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}.
  • \n
  • CRISIS: @Compendium[swade-core-rules.swade-skills.Hacking]{Hacking}, @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth}, @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery}.
  • \n
  • HEIST: @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} (for navi­gation), @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Repair]{Repair}, @Compendium[swade-core-rules.swade-skills.Shooting]{distance}.
  • \n
  • MISSION: @Compendium[swade-core-rules.swade-skills.Battle]{Battle}, @Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, @Compendium[swade-core-rules.swade-skills.Shooting]{distance}.
  • \n
  • TREK: @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge}, @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, @Compendium[swade-core-rules.swade-skills.Survival]{Survival}.
  • \n
\n

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.

\n

Very difficult encounters, such as powerful foes (relative to the party), faster prey, or extreme conditions inflict a −1 to −4 penalty.

\n

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.

\n

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.

\n

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.

\n

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).

\n

Staged Encounters

\n

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.

\n

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!

\n

The beauty of staged encounters is their ability to handle complex problems when the constraints of time or larger narrative require a speedy resolution.

\n

Encounter Results

\n

Once each player has determined her @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} 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.

\n

Dangerous Encounters

\n

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]{Échec critique}). 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.

\n

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.

\n

Nonlethal Encounters

\n

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]{Échec critique} 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.

\n

Success & Failure

\n

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.

\n

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.

\n

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.

\n

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!

\n

Ammo & Power Points

\n

Use the rules for@Compendium[swade-core-rules.swade-rules.Ammo Table]{Ammo} &@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} under @Compendium[swade-core-rules.swade-rules.Mass Battles]{Combats de masse} for combat encounters if desired. Otherwise the player and GM can just decide what resources were consumed in the encounter.

\n

Example: Night At The Museum

\n

Red and Gabe must break into a museum, steal an ancient book, and stop a global conspiracy that threatens all of humanity.

\n

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.

\n

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.

\n

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.

\n

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.

\n

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!

\n\"Really
\n
" + "description": "
\n
\n

Quick Encounters

\n
\n
\n

Sometimes the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} may want to quickly sum up an encounter rather than track every action round by round. “Quick Encounters” resolve these kinds of situations with good collaborative storytelling, tension, and risk.

\n

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.

\n

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.

\n

Encounter Types

\n

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.

\n

Once everyone states their intent, they can pick the skill that best represents their actions during the encounter.

\n

Here are some examples:

\n
    \n
  • CHASE: @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} (for navi­gation), @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Repair]{Repair}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.
  • \n
  • COMBAT: @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}.
  • \n
  • CRISIS: @Compendium[swade-core-rules.swade-skills.Hacking]{Hacking}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion}, @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery}.
  • \n
  • HEIST: @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} (for navi­gation), @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Repair]{Repair}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.
  • \n
  • MISSION: @Compendium[swade-core-rules.swade-skills.Battle]{Battle}, @Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.
  • \n
  • TREK: @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Survival]{Survie}.
  • \n
\n

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.

\n

Very difficult encounters, such as powerful foes (relative to the party), faster prey, or extreme conditions inflict a −1 to −4 penalty.

\n

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.

\n

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.

\n

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.

\n

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).

\n

Staged Encounters

\n

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.

\n

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!

\n

The beauty of staged encounters is their ability to handle complex problems when the constraints of time or larger narrative require a speedy resolution.

\n

Encounter Results

\n

Once each player has determined her @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} 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.

\n

Dangerous Encounters

\n

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]{Échec critique}). 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.

\n

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.

\n

Nonlethal Encounters

\n

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]{Échec critique} 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.

\n

Success & Failure

\n

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.

\n

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.

\n

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.

\n

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!

\n

Ammo & Power Points

\n

Use the rules for@Compendium[swade-core-rules.swade-rules.Ammo Table]{Munitions} &@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} under @Compendium[swade-core-rules.swade-rules.Mass Battles]{Combats de masse} for combat encounters if desired. Otherwise the player and GM can just decide what resources were consumed in the encounter.

\n

Example: Night At The Museum

\n

Red and Gabe must break into a museum, steal an ancient book, and stop a global conspiracy that threatens all of humanity.

\n

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.

\n

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.

\n

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.

\n

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.

\n

With the fate of the world at stake, the heroes agree to press on. Red now uses @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} 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!

\n\"Really
\n
" }, { "id": "Races", @@ -839,17 +839,17 @@ { "id": "Radiation", "name": "Radiation", - "description": "
\n

Radiation

\n

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.

\n

Radiation Poisoning: An Incapacitated victim con­tracts radiation sickness, a Chronic Disease, as explained under @Compendium[swade-core-rules.swade-rules.Disease]{Disease}.

\n
" + "description": "
\n

Radiation

\n

Characters in a radioactive environment must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @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.

\n

Radiation Poisoning: An Incapacitated victim con­tracts radiation sickness, a Chronic Disease, as explained under @Compendium[swade-core-rules.swade-rules.Disease]{Disease}.

\n
" }, { "id": "Rakashans", "name": "Rakashans", - "description": "
\n

Rakashans

\n

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.

\n

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.

\n
    \n
  • 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.
  • \n
  • BITE/CLAWS: Rakashan fangs and claws are @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} that cause Strength+d4 damage.
  • \n
  • 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.
  • \n
  • 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}.
  • \n
  • LOW LIGHT VISION: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
  • \n
  • 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.
  • \n
\n\"An
" + "description": "
\n

Rakashans

\n

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.

\n

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.

\n
    \n
  • AGILE: Feline grace gives rakashans a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} attribute instead of a d4. This increases maximum Agilité to d12+1.
  • \n
  • BITE/CLAWS: Rakashan fangs and claws are @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons} that cause Strength+d4 damage.
  • \n
  • 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.
  • \n
  • 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]{Athlétisme} (swimming) rolls and each tabletop inch of movement in water uses 3″ of @Compendium[swade-core-rules.swade-rules.Movement]{Allure}.
  • \n
  • LOW LIGHT VISION: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
  • \n
  • 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.
  • \n
\n\"An
" }, { "id": "Range", "name": "Range", - "description": "
\n

Range

\n

This lists the weapon’s Short, Medium, and Long Range. Extreme Range is up to 4×its Long Range. See @Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Attacks} for @Compendium[swade-core-rules.swade-skills.Shooting]{distance} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (throwing) modifiers and more details.

\n

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.

\n

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.

\n
" + "description": "
\n

Range

\n

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]{Tir} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (throwing) modifiers and more details.

\n

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.

\n

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.

\n
" }, { "id": "Range (+1 or +2)", @@ -859,7 +859,7 @@ { "id": "Ranged Weapons In Melee", "name": "Ranged Weapons In Melee", - "description": "
\n

Ranged Weapons In Melee

\n

Heroes may fire ranged weapons when engaged in melee with a few caveats:

\n
    \n
  • The attacker may only use a @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} or a one-handed ranged weapon (such as a firearm no larger than a pistol) when in melee. He may not fire rifles or other “long arms.” The TN is the defender’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} instead of Short Range as he struggles, wrestles back and forth, etc.
  • \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}.
  • \n
\n\"An
" + "description": "
\n

Ranged Weapons In Melee

\n

Heroes may fire ranged weapons when engaged in melee with a few caveats:

\n
    \n
  • The attacker may only use a @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} or a one-handed ranged weapon (such as a firearm no larger than a pistol) when in melee. He may not fire rifles or other “long arms.” The TN is the defender’s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} 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}.
  • \n
\n\"An
" }, { "id": "Ranged Weapons Table", @@ -874,7 +874,7 @@ { "id": "Reach", "name": "Reach", - "description": "
\n

Reach

\n

Weapons with “Reach” allow their user to make @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} attacks at the listed range. A Reach of 1, for example, allows a character to strike a target 1″ distant. Weapons without a Reach value can only strike targets at arm’s length (adjacent).

\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}).

\n
" + "description": "
\n

Reach

\n

Weapons with “Reach” allow their user to make @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} 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}).

\n
" }, { "id": "Readying Weapons", @@ -884,7 +884,7 @@ { "id": "Recoil", "name": "Recoil", - "description": "
\n

Recoil

\n

Unless it says otherwise in its description, firing at a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} greater than 1 in one @Compendium[swade-core-rules.swade-rules.Actions]{action} causes Recoil, a −2 penalty to the attacker’s @Compendium[swade-core-rules.swade-skills.Shooting]{distance} rolls. A submachine gun with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 3, for example, causes Recoil unless its user fires only a single shot.

\n

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.

\n
" + "description": "
\n

Recoil

\n

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]{Tir} 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.

\n

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.

\n
" }, { "id": "Red and Gabe", @@ -899,7 +899,7 @@ { "id": "Reloading", "name": "Reloading", - "description": "
\n

Reloading

\n

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]{Actions multiples}, using his other two actions that turn to reload. Since this is three actions, his @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll is made at −4. On the following round, he can fire again at no penalty.

\n

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.

\n
" + "description": "
\n

Reloading

\n

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]{Actions multiples}, using his other two actions that turn to reload. Since this is three actions, his @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll is made at −4. On the following round, he can fire again at no penalty.

\n

Running & Reloading: Characters who @Compendium[swade-core-rules.swade-rules.Movement]{run} and load must make an @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} roll (at the usual −2 penalty for running). Failure means no progress toward reloading was made that action.

\n
" }, { "id": "Rifles Table", @@ -934,7 +934,7 @@ { "id": "Setting Rules", "name": "Setting Rules", - "description": "
\n
\n

Setting Rules

\n
\n
\n

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.

\n\n\"I
\n
" + "description": "
\n
\n

Setting Rules

\n
\n
\n

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]{Compétences}, or even @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} use in some way.

\n\n\"I
\n
" }, { "id": "Setting Rules 02", @@ -949,17 +949,17 @@ { "id": "Shields", "name": "Shields", - "description": "
\n

Shields

\n

Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the @Compendium[swade-core-rules.swade-rules.Shields Table]{Shields Table}. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).

\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.

\n
" + "description": "
\n

Shields

\n

Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} as shown in the @Compendium[swade-core-rules.swade-rules.Shields Table]{Shields Table}. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).

\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.

\n
" }, { "id": "Shields Table", "name": "Shields Table", - "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Shields

\n
\n

Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown below. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).

\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.

\n
\n
TypeParryCoverMin Str.WeightCost
Ancient & Medieval
@Compendium[swade-core-rules.swade-equipment.Small Shield]{Small Shield}+1d4450
@Compendium[swade-core-rules.swade-equipment.Medium Shield]{Medium Shield}+2-2d68100
@Compendium[swade-core-rules.swade-equipment.Large Shield]{Large Shield}+3-4d812200
Modern
@Compendium[swade-core-rules.swade-equipment.Riot Shield]{Riot Shield}+3-4d4580
@Compendium[swade-core-rules.swade-equipment.Ballistic Shield]{Ballistic Shield}+3-4d69250
Notes: Reduces damage from firearms by 4 when an attacker tries to shoot through it.
 
Futuristic
@Compendium[swade-core-rules.swade-equipment.Polymer Shield, small]{Polymer Shield, Small}+1d42200
@Compendium[swade-core-rules.swade-equipment.Polymer Shield, medium]{Polymer Shield, Medium}+2-2d44300
@Compendium[swade-core-rules.swade-equipment.Polymer Shield, large]{Polymer Shield, Large}+3-4d66400
\n
" + "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Shields

\n
\n

Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} as shown below. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).

\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.

\n
\n
TypeParryCoverMin Str.WeightCost
Ancient & Medieval
@Compendium[swade-core-rules.swade-equipment.Small Shield]{Small Shield}+1d4450
@Compendium[swade-core-rules.swade-equipment.Medium Shield]{Medium Shield}+2-2d68100
@Compendium[swade-core-rules.swade-equipment.Large Shield]{Large Shield}+3-4d812200
Modern
@Compendium[swade-core-rules.swade-equipment.Riot Shield]{Riot Shield}+3-4d4580
@Compendium[swade-core-rules.swade-equipment.Ballistic Shield]{Ballistic Shield}+3-4d69250
Notes: Reduces damage from firearms by 4 when an attacker tries to shoot through it.
 
Futuristic
@Compendium[swade-core-rules.swade-equipment.Polymer Shield, small]{Polymer Shield, Small}+1d42200
@Compendium[swade-core-rules.swade-equipment.Polymer Shield, medium]{Polymer Shield, Medium}+2-2d44300
@Compendium[swade-core-rules.swade-equipment.Polymer Shield, large]{Polymer Shield, Large}+3-4d66400
\n
" }, { "id": "Shotguns", "name": "Shotguns", - "description": "
\n

Shotguns

\n

Shotguns fire a spread of metal “shot,” and so do more @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at close @Compendium[swade-core-rules.swade-rules.Range]{Portée} where more of the shot hits the target. Because of this, shotguns add +2 to the user’s @Compendium[swade-core-rules.swade-skills.Shooting]{distance} rolls and cause 3d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at Short @Compendium[swade-core-rules.swade-rules.Range]{Portée}, 2d6 at Medium, and 1d6 at Long. Shotguns may not be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}.

\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]{dégâts} once and add +4.

\n

Slugs: Shotguns can also fire slugs. The attacker doesn’t get the +2 shotgun bonus to his @Compendium[swade-core-rules.swade-skills.Shooting]{distance} roll, but the @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} is 2d10 regardless of @Compendium[swade-core-rules.swade-rules.Range]{Portée} (and they may be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}). @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders} are hit only on a 1 (instead of 1 or 2).

\n
" + "description": "
\n

Shotguns

\n

Shotguns fire a spread of metal “shot,” and so do more @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at close @Compendium[swade-core-rules.swade-rules.Range]{Portée} where more of the shot hits the target. Because of this, shotguns add +2 to the user’s @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} rolls and cause 3d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at Short @Compendium[swade-core-rules.swade-rules.Range]{Portée}, 2d6 at Medium, and 1d6 at Long. Shotguns may not be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}.

\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]{dégâts} once and add +4.

\n

Slugs: Shotguns can also fire slugs. The attacker doesn’t get the +2 shotgun bonus to his @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll, but the @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} is 2d10 regardless of @Compendium[swade-core-rules.swade-rules.Range]{Portée} (and they may be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}). @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders} are hit only on a 1 (instead of 1 or 2).

\n
" }, { "id": "Shotguns Table", @@ -979,37 +979,37 @@ { "id": "Skill Specialization", "name": "Skill Specialization", - "description": "
\n

Skill Specialization

\n

Savage Worlds skills are intended to be broad, allowing characters to focus primarily on @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} for customization rather than multiple iterations of something like @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} for edged weapons, Fighting for blunt weapons, etc.

\n

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.

\n

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:

\n
    \n
  • @Compendium[swade-core-rules.swade-skills.Boating]: Powered, Sail, Steam.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Driving]: Hover, Tracked, Wheeled.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Fighting]: Axe, Blunt Weapon, Exotic (such as nunchaku; each is separate), Long Blade, Pole Arm, Short Blade.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}: Fixed Wing, Rotary, Space.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Riding]{Riding}: Camel, Horse, Dragon.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Science]{Science}: Biology, Chemistry, Engineering.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Shooting]{distance}: Bows, Pistol, Rifle, Shotgun.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Survival]{Survival}: Arctic, Desert, Temperate.
  • \n
\n
" + "description": "
\n

Skill Specialization

\n

Savage Worlds skills are intended to be broad, allowing characters to focus primarily on @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} for customization rather than multiple iterations of something like @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} for edged weapons, Fighting for blunt weapons, etc.

\n

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.

\n

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:

\n
    \n
  • @Compendium[swade-core-rules.swade-skills.Boating]: Powered, Sail, Steam.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Driving]: Hover, Tracked, Wheeled.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Fighting]: Axe, Blunt Weapon, Exotic (such as nunchaku; each is separate), Long Blade, Pole Arm, Short Blade.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}: Fixed Wing, Rotary, Space.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Riding]{Équitation}: Camel, Horse, Dragon.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Science]{Science}: Biology, Chemistry, Engineering.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}: Bows, Pistol, Rifle, Shotgun.
  • \n
  • @Compendium[swade-core-rules.swade-skills.Survival]{Survie}: Arctic, Desert, Temperate.
  • \n
\n
" }, { "id": "Sleep", "name": "Sleep", - "description": "
\n

Sleep

\n

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.

\n
" + "description": "
\n

Sleep

\n

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]{Vigueur} @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.

\n
" }, { "id": "Snapfire", "name": "Snapfire", - "description": "
\n

Snapfire

\n

Certain weapons, such as heavy sniper rifles, are very inaccurate if fired from the hip rather than using their sights, scopes, @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{bipod}, or @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}. If a character moves in the round he fires a Snapfire weapon, he suffers a −2 @Compendium[swade-core-rules.swade-skills.Shooting]{distance} penalty.

\n
" + "description": "
\n

Snapfire

\n

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]{Tir} penalty.

\n
" }, { "id": "Soak Rolls", "name": "Soak Rolls", - "description": "
\n

Soak Rolls

\n

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.

\n

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.

\n

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.

\n

Shaken: A character can also spend a Benny to immediately eliminate a Shaken condition. This can be done at any time.

\n
" + "description": "
\n

Soak Rolls

\n

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]{Vigueur} 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.

\n

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.

\n

Characters can’t Soak more than once per attack, but may spend Bennies as usual to reroll the Vigueur check if they aren’t satisfied with the results.

\n

Shaken: A character can also spend a Benny to immediately eliminate a Shaken condition. This can be done at any time.

\n
" }, { "id": "Social Conflict", "name": "Social Conflict", - "description": "
\n
\n

Social Conflict

\n
\n
\n

Not every conflict is won by the blade. Successful oratory can topple nations.

\n

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]{Scènes dramatiques} instead if the argument must be won in a hurry!)

\n

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.

\n

Conflict Rounds

\n

The conflict is broken down into three rounds of conversation, each focusing on a particular point (or a few highly connected points).

\n

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.

\n

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).

\n

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.

\n

@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.

\n

Results

\n

At the end of the third round, the speaker looks up her total Influence Tokens on the Social Conflict Results table below.

\n

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.).

\n

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.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Social Conflict Results

\n
TokensResults
0Pleas are denied and negotiations fail. Discussions may reopen if new information is presented or favors are performed. In a trial, the defendant is acquitted.
1-3The target isn’t truly convinced, but provides the minimum amount of support possible. In a trial, the defendant receives the minimum penalty.
4-5The 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.
6+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.
\n
\n

Example: To Arms!

\n

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.

\n

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]{Prouesse}. That’s two Influence Tokens. She fails on the second, but gets one more in the third.

\n

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.

\n
\n
" + "description": "
\n
\n

Social Conflict

\n
\n
\n

Not every conflict is won by the blade. Successful oratory can topple nations.

\n

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]{Âme}. For longer interactions, such as the back and forth of a long argument, negotiation, or a legal proceeding, the following system adds some drama and structure to each side’s discussion. (The GM might use a @Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques} instead if the argument must be won in a hurry!)

\n

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.

\n

Conflict Rounds

\n

The conflict is broken down into three rounds of conversation, each focusing on a particular point (or a few highly connected points).

\n

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]{Âme} of whoever she’s trying to convince. If a rival argues against her, the roll is opposed by his Persuasion instead.

\n

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).

\n

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.

\n

@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} 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.

\n

Results

\n

At the end of the third round, the speaker looks up her total Influence Tokens on the Social Conflict Results table below.

\n

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.).

\n

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.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Social Conflict Results

\n
TokensResults
0Pleas are denied and negotiations fail. Discussions may reopen if new information is presented or favors are performed. In a trial, the defendant is acquitted.
1-3The target isn’t truly convinced, but provides the minimum amount of support possible. In a trial, the defendant receives the minimum penalty.
4-5The 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.
6+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.
\n
\n

Example: To Arms!

\n

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.

\n

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]{Prouesse}. That’s two Influence Tokens. She fails on the second, but gets one more in the third.

\n

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.

\n
\n
" }, { "id": "Special Ability (Aquatic)", "name": "Special Ability (Aquatic)", - "description": "
\r\n

Aquatic

\r\n
\r\n

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.

\r\n
\r\n
" + "description": "
\r\n

Aquatic

\r\n
\r\n

The creature is native to the water. It is a natural swimmer and cannot drown. Its @Compendium[swade-core-rules.swade-rules.Movement]{Allure} in water is specified after the Aquatic ability.

\r\n
\r\n
" }, { "id": "Special Ability (Armor)", "name": "Special Ability (Armor)", - "description": "
\n

Armor

\n
\n

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.

\n
\n
" + "description": "
\n

Armor

\n
\n

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]{Résistance}, 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.

\n
\n
" }, { "id": "Special Ability (Bite)", @@ -1024,7 +1024,7 @@ { "id": "Special Ability (Burrow)", "name": "Special Ability (Burrow)", - "description": "
\r\n

Burrow

\r\n
\r\n

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.

\r\n
\r\n
" + "description": "
\r\n

Burrow

\r\n
\r\n

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]{Allure} 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]{Discrétion} roll versus the victim’s @Compendium[swade-core-rules.swade-skills.Notice]{Perception}. 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.

\r\n
\r\n
" }, { "id": "Special Ability (Claws)", @@ -1069,12 +1069,12 @@ { "id": "Special Ability (Flight)", "name": "Special Ability (Flight)", - "description": "
\r\n

Flight

\r\n
\r\n

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.

\r\n
\r\n
" + "description": "
\r\n

Flight

\r\n
\r\n

The creature can fly at the listed @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. It uses its @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} to maneuver in chases or other situations.

\r\n
\r\n
" }, { "id": "Special Ability (Gargantuan)", "name": "Special Ability (Gargantuan)", - "description": "
\n

Gargantuan

\n
\n

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]{Échelle} modifiers and is an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} vs @Compendium[swade-core-rules.swade-rules.Traits]{Agility} roll (defenders roll individually). Those who can’t get out of the way are stomped for damage equal to the thing’s @Compendium[swade-core-rules.swade-rules.Traits]{Strength} damage.

\n
\n
" + "description": "
\n

Gargantuan

\n
\n

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]{Échelle} modifiers and is an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} vs @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} 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]{Force} damage.

\n
\n
" }, { "id": "Special Ability (Hardy)", @@ -1094,7 +1094,7 @@ { "id": "Special Ability (Infection)", "name": "Special Ability (Infection)", - "description": "
\n

Infection

\n
\n

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]{Secoué} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} by a creature with Infection must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll. Modifiers to the roll are listed in the creature’s description, as are the effects of failure.

\n
\n
" + "description": "
\n

Infection

\n
\n

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]{Secoué} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} by a creature with Infection must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll. Modifiers to the roll are listed in the creature’s description, as are the effects of failure.

\n
\n
" }, { "id": "Special Ability (Infravision)", @@ -1114,17 +1114,17 @@ { "id": "Special Ability (Paralysis)", "name": "Special Ability (Paralysis)", - "description": "
\r\n

Paralysis

\r\n
\r\n

Paralyzing poisons are covered under @Compendium[swade-core-rules.swade-rules.Poison]{Poison}. Other creatures might paralyze their victims with magic, electricity, or other sources. Victims who suffer damage or a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result from such a creature must make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor} roll or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}. They’re also paralyzed and incapable of any action—even speech—for 2d6 rounds (or longer if otherwise specified).

\r\n
\r\n
" + "description": "
\r\n

Paralysis

\r\n
\r\n

Paralyzing poisons are covered under @Compendium[swade-core-rules.swade-rules.Poison]{Poison}. Other creatures might paralyze their victims with magic, electricity, or other sources. Victims who suffer damage or a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result from such a creature must make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} roll or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}. They’re also paralyzed and incapable of any action—even speech—for 2d6 rounds (or longer if otherwise specified).

\r\n
\r\n
" }, { "id": "Special Ability (Poison)", "name": "Special Ability (Poison)", - "description": "
\r\n

Poison

\r\n
\r\n

Snakes, spiders, and other creatures inject @Compendium[swade-core-rules.swade-rules.Poison]{poisonous} venom via bite or scratch. To do so, the thing must cause at least a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result to the victim, who then makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll modified by the strength of the poison (listed in parentheses after the creature’s Poison ability). Effects of failure are described in more detail in the @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} section.

\r\n
\r\n
" + "description": "
\r\n

Poison

\r\n
\r\n

Snakes, spiders, and other creatures inject @Compendium[swade-core-rules.swade-rules.Poison]{poisonous} venom via bite or scratch. To do so, the thing must cause at least a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result to the victim, who then makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} 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]{Périls} section.

\r\n
\r\n
" }, { "id": "Special Ability (Regeneration)", "name": "Special Ability (Regeneration)", - "description": "
\n

Regeneration

\n
\n

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
" + "description": "
\n

Regeneration

\n
\n

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]{Vigueur} 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)", @@ -1134,12 +1134,12 @@ { "id": "Special Ability (Size)", "name": "Special Ability (Size)", - "description": "
\n

Size

\n
\n

@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.

\n
\n
" + "description": "
\n

Size

\n
\n

@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} grants a bonus to @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} (or penalty for small creatures) and is a guide to the typical @Compendium[swade-core-rules.swade-rules.Traits]{Force} 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.

\n
\n
" }, { "id": "Special Ability (Stun)", "name": "Special Ability (Stun)", - "description": "
\r\n

Stun

\r\n
\r\n

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]{Sonné}.

\r\n
\r\n
" + "description": "
\r\n

Stun

\r\n
\r\n

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]{Vigueur} roll minus any listed penalties or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

\r\n
\r\n
" }, { "id": "Special Ability (Swat)", @@ -1149,17 +1149,17 @@ { "id": "Special Ability (Tentacles)", "name": "Special Ability (Tentacles)", - "description": "
\r\n

Tentacles

\r\n
\r\n

The creature has a number of “tentacle actions” specified in its description (usually 2 or 4). Tentacle actions collectively count as one of a creature’s three potential actions for the turn. The actions must stem from the tentacle in some way—usually a @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps}, @Compendium[swade-core-rules.swade-skills.Shooting]{distance}, or @Compendium[swade-core-rules.swade-rules.Grappling]{grappling} attack, but this is the GM’s call.

\r\n

If the creature is a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}, it rolls its @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild Die} with each tentacle action as usual.

\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]{Actions multiples} 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]{Attaque ciblée}. If damage exceeds the creature’s @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}, the limb is severed and the monster is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. If it was already Shaken, it takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.

\r\n
\r\n
" + "description": "
\r\n

Tentacles

\r\n
\r\n

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]{Combat}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, 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]{Joker}, 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]{Actions multiples} 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]{Force} in damage unless otherwise listed.

\r\n

Severing a tentacle is a @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque ciblée}. If damage exceeds the creature’s @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}, the limb is severed and the monster is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. If it was already Shaken, it takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.

\r\n
\r\n
" }, { "id": "Special Ability (Undead)", "name": "Special Ability (Undead)", - "description": "
\r\n

Undead

\r\n
\r\n

@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]{Secoué}, ignore addi­tional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties, don’t breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, don’t @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleed Out}, and can only be healed with magical @Compendium[swade-core-rules.swade-powers.Healing]{Guérison}.
  • \r\n
    \r\n
    " + "description": "
    \r\n

    Undead

    \r\n
    \r\n

    @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]{Résistance} and @Compendium[swade-core-rules.swade-rules.Traits]{Âme} rolls to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore addi­tional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties, don’t breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, don’t @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleed Out}, and can only be healed with magical @Compendium[swade-core-rules.swade-powers.Healing]{Guérison}.
  • \r\n
    \r\n
    " }, { "id": "Special Ability (Wall Walker)", "name": "Special Ability (Wall Walker)", - "description": "
    \r\n

    Wall Walker

    \r\n
    \r\n

    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.

    \r\n
    \r\n
    " + "description": "
    \r\n

    Wall Walker

    \r\n
    \r\n

    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]{Allure}. It may run as usual when walking on walls unless the specific creature’s text says otherwise.

    \r\n
    \r\n
    " }, { "id": "Special Ability (Weakness)", @@ -1169,7 +1169,7 @@ { "id": "Speed", "name": "Speed", - "description": "
    \n

    Speed

    \n

    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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    \n

    Relative Speed Penalty

    \n
    PenaltyTarget's Relative Speed Is...
    -160 MPH+
    -2120 MPH+
    -4240 MPH+
    -6Mach 1+
    -8Mach 2+
    -10Near Light Speed+
    \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
    • \n
    \n
    " + "description": "
    \n

    Speed

    \n

    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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    \n

    Relative Speed Penalty

    \n
    PenaltyTarget's Relative Speed Is...
    -160 MPH+
    -2120 MPH+
    -4240 MPH+
    -6Mach 1+
    -8Mach 2+
    -10Near Light Speed+
    \n
      \n
    • Multiply MPH by 1.5 to get @Compendium[swade-core-rules.swade-rules.Movement]{Allure}
    • \n
    • Divide @Compendium[swade-core-rules.swade-rules.Movement]{Allure} by 1.5 to get MPH
    • \n
    \n
    " }, { "id": "Steadfast", @@ -1179,7 +1179,7 @@ { "id": "Stunned", "name": "Stunned", - "description": "
    \n

    Stunned

    \n

    @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]{à terre} (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]{Prouesse}, his @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} state goes away at the end of this turn.

    \n
    " + "description": "
    \n

    Stunned

    \n

    @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]{à terre} (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]{Vigueur} 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]{Prouesse}, his @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} state goes away at the end of this turn.

    \n
    " }, { "id": "Submachine Guns Table", @@ -1189,57 +1189,57 @@ { "id": "Support", "name": "Support", - "description": "
    \n

    Support

    \n

    Sometimes characters may want to cooperate or help an ally with a task. If so, and the GM decides it’s possible, supporting characters roll the relevant @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} (on their action if the game is in rounds) and declare which of their ally’s skills they’re attempting to Support.

    \n

    Success grants the ally +1 to one  @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} total this round, and a raise adds +2. A Critical Failure on the support roll subtracts 2 from the lead’s total—sometimes extra hands just get in the way!

    \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]{Guérison} check, or a galactic explorer with @Compendium[swade-core-rules.swade-skills.Science]{Science} might calculate slingshot vectors that help a friend make a tricky @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll.

    \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]{Prouesse}. Gabe adds +2 to his next @Compendium[swade-core-rules.swade-skills.Driving]{Driving} roll. Later on, Red is hit by a ricochet and is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Gabe yells, “Toughen up, cowgirl! This ain’t your first rodeo!” and makes a Persuasion roll. He gets a success and Red adds +1 to her upcoming Spirit total to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.

    \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]{corps-à-corps} roll against it, for example, she can add +1 or +2 to his roll, but she doesn’t actually trip the ogre. It’s not made @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{vulnerable}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} as it might if she had used the @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}).

    \n
    " + "description": "
    \n

    Support

    \n

    Sometimes characters may want to cooperate or help an ally with a task. If so, and the GM decides it’s possible, supporting characters roll the relevant @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} (on their action if the game is in rounds) and declare which of their ally’s skills they’re attempting to Support.

    \n

    Success grants the ally +1 to one  @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} total this round, and a raise adds +2. A Critical Failure on the support roll subtracts 2 from the lead’s total—sometimes extra hands just get in the way!

    \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]{Force} 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]{Survie}, for example, might make a roll to find useful herbs for an ally attempting a @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} check, or a galactic explorer with @Compendium[swade-core-rules.swade-skills.Science]{Science} might calculate slingshot vectors that help a friend make a tricky @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll.

    \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]{Culture générale} and gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Gabe adds +2 to his next @Compendium[swade-core-rules.swade-skills.Driving]{Driving} roll. Later on, Red is hit by a ricochet and is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Gabe yells, “Toughen up, cowgirl! This ain’t your first rodeo!” and makes a Persuasion roll. He gets a success and Red adds +1 to her upcoming Âme total to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.

    \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]{Combat} roll against it, for example, she can add +1 or +2 to his roll, but she doesn’t actually trip the ogre. It’s not made @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{vulnerable}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} as it might if she had used the @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}).

    \n
    " }, { "id": "Suppresive Fire", "name": "Suppresive Fire", - "description": "
    \n

    Suppresive Fire

    \n

    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]{distance} roll (a single @Compendium[swade-core-rules.swade-skills.Shooting]{distance} die regardless of @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}—RoF comes into Maximum Casualties, below.) Figure @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil}, etc., as usual, to the center of the template.

    \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]{Couvert}, the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, the @Compendium[swade-core-rules.swade-powers.Deflection]{déflexion} power, etc.). Success means the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} means he’s actually hit (no bonus @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} is possible from Suppressive Fire).

    \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]{dégâts} to a number of targets equal to the weapon’s @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}. The attacker chooses which targets are hit among his possible choices.

    \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]{distance} 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]{distance} roll.

    \n

    Two of the insectoids were behind a large rock and get Medium @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}. 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]{Prouesse}. 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]{dégâts}.

    \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!

    \n
    \n\"Image
    " + "description": "
    \n

    Suppresive Fire

    \n

    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]{Tir} roll (a single @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} die regardless of @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}—RoF comes into Maximum Casualties, below.) Figure @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil}, etc., as usual, to the center of the template.

    \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]{Couvert}, the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, the @Compendium[swade-core-rules.swade-powers.Deflection]{déflexion} power, etc.). Success means the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} means he’s actually hit (no bonus @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} is possible from Suppressive Fire).

    \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]{dégâts} to a number of targets equal to the weapon’s @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire}. The attacker chooses which targets are hit among his possible choices.

    \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]{Tir} 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]{Tir} roll.

    \n

    Two of the insectoids were behind a large rock and get Medium @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}. 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]{Prouesse}. 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]{dégâts}.

    \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!

    \n
    \n\"Image
    " }, { "id": "Surprise", "name": "Surprise", - "description": "
    \n

    Surprise

    \n

    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)]{Cartes d'action} and can’t act in the first round of combat.

    \n
    " + "description": "
    \n

    Surprise

    \n

    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]{Perception} roll (if they haven’t already, perhaps from ambushers sneaking up on them). Those who make it are dealt in as usual. Those who fail get no @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} and can’t act in the first round of combat.

    \n
    " }, { "id": "Test", "name": "Test", - "description": "
    \n

    Test

    \n

    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]{corps-à-corps}, when used as a Test instead of an actual attack, isn’t compared to @Compendium[swade-core-rules.swade-rules.Characters]{Parry}—it’s opposed by @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.

    \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]{Secoué} 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]{distance}, for example, should include @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil}, etc. A hero with a bonus to his @Compendium[swade-core-rules.swade-rules.Characters]{Parry} does not add it to his @Compendium[swade-core-rules.swade-rules.Traits]{Agility} when challenged with a @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} roll, however, because the defender resists with @Compendium[swade-core-rules.swade-rules.Traits]{Agility}—not his @Compendium[swade-core-rules.swade-rules.Characters]{Parry}.

    \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
    " + "description": "
    \n

    Test

    \n

    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]{Athlétisme} roll versus @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} since that’s what @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} is linked to. @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} is linked to @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, so verbally humiliating someone is resisted by that @Compendium[swade-core-rules.swade-rules.Traits]{attribute}. @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, when used as a Test instead of an actual attack, isn’t compared to @Compendium[swade-core-rules.swade-rules.Characters]{Parade}—it’s opposed by @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}.

    \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]{Secoué} 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]{Tir}, for example, should include @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil}, etc. A hero with a bonus to his @Compendium[swade-core-rules.swade-rules.Characters]{Parade} does not add it to his @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} when challenged with a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} roll, however, because the defender resists with @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}—not his @Compendium[swade-core-rules.swade-rules.Characters]{Parade}.

    \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).

    \n

    The Drop adds +4 to a character’s attack and @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls against that target for one @Compendium[swade-core-rules.swade-rules.Actions]{action}.

    \n

    Knockout Blow: If a character takes enough @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} to be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or worse from an attacker with The Drop on him, he must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at −2 if the attack was to the head) or be knocked unconscious.

    \n

    KO’ed characters stay that way for about half an hour or until the GM decides it’s dramatically appropriate to wake up. Note that Knockout Blows come from any kind of @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, not just blows to the head!

    \n
    " + "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).

    \n

    The Drop adds +4 to a character’s attack and @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls against that target for one @Compendium[swade-core-rules.swade-rules.Actions]{action}.

    \n

    Knockout Blow: If a character takes enough @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} to be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or worse from an attacker with The Drop on him, he must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll (at −2 if the attack was to the head) or be knocked unconscious.

    \n

    KO’ed characters stay that way for about half an hour or until the GM decides it’s dramatically appropriate to wake up. Note that Knockout Blows come from any kind of @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, not just blows to the head!

    \n
    " }, { "id": "Thirst", "name": "Thirst", - "description": "
    \n

    Thirst

    \n

    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.

    \n

    If enough water isn’t available, the hero begins to suffer from dehydration. A day after he can’t get enough water, he must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} every eight hours (every four hours in a very hot or humid environment). Subtract 2 if he has less than half the water he needs in that period, and −4 if he has no water at all. Failure incurs a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} and @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he’s @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.

    \n

    See the @Compendium[swade-core-rules.swade-skills.Survival]{Survival} skill when a character wants to search for water from the local environment.

    \n

    Recovery: Characters recover Fatigue levels normally after receiving sufficient water.

    \n

    Death: An individual @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacitated} by thirst perishes after 2d6 hours.

    \n
    " + "description": "
    \n

    Thirst

    \n

    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.

    \n

    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]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} every eight hours (every four hours in a very hot or humid environment). Subtract 2 if he has less than half the water he needs in that period, and −4 if he has no water at all. Failure incurs a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} and @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he’s @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.

    \n

    See the @Compendium[swade-core-rules.swade-skills.Survival]{Survie} skill when a character wants to search for water from the local environment.

    \n

    Recovery: Characters recover Fatigue levels normally after receiving sufficient water.

    \n

    Death: An individual @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacitated} by thirst perishes after 2d6 hours.

    \n
    " }, { "id": "Three-Round Burst", "name": "Three-Round Burst", - "description": "
    \n

    Three-Round Burst

    \n

    A few military weapons can fire three rounds in rapid succession with one pull of the trigger. If the weapon has this ability, its @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} is 1 in that mode but it fires three bullets at once and adds +1 to the @Compendium[swade-core-rules.swade-skills.Shooting]{distance} and @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls.

    \n
    " + "description": "
    \n

    Three-Round Burst

    \n

    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]{Tir} and @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls.

    \n
    " }, { "id": "Touch Attack", "name": "Touch Attack", - "description": "
    \n

    Touch Attack

    \n

    A character who simply wants to touch a foe (usually to deliver a magical effect of some kind) may add +2 to his @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} roll.

    \n
    " + "description": "
    \n

    Touch Attack

    \n

    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]{Combat} roll.

    \n
    " }, { "id": "Trait Rolls", "name": "Trait Rolls", - "description": "
    \n

    Trait Rolls

    \n
    \n

    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.

    \n

    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.

    \n

    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.

    \n

    Multiple Dice: When a character rolls multiple dice, such as when firing a machine-gun, check each die separately.

    \n

    The Wild Die

    \n

    @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).

    \n

    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.

    \n

    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.

    \n

    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.

    \n

    Aces

    \n

    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.

    \n

    Example: Red attempts to leap a dangerous ice chasm. She’s a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} 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!

    \n

    Raises

    \n

    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.

    \n

    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.

    \n

    Opposed Rolls

    \n

    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.

    \n

    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).

    \n

    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.

    \n

    The winner also uses his opponent’s total for purposes of determining raise effects.

    \n

    Critical Failures

    \n

    A Critical Failure occurs when a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} 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.

    \n

    Critical Failures cannot be rerolled, even with @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}.

    \n

    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.

    \n

    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]{Joker}, the Wild Die must be a 1 as well.

    \n

    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]{distance} dice and one Wild Die. If three or more of the dice come up 1s, including the Wild Die, it’s a Critical Failure.

    \n

    Unskilled Attempts

    \n

    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]{Joker}) and subtracts 2 from the total.

    \n

    The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

    \n

    Reroll

    \n

    Some @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} 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!

    \n

    Multiple rerolls are allowed from different @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}, or other abilities.

    \n

    Group Rolls

    \n

    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.

    \n

    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.

    \n
    \n
    " + "description": "
    \n

    Trait Rolls

    \n
    \n

    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]{Force} is a d6, he rolls a six-sided die. On a 4 or better, he’s successful.

    \n

    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.

    \n

    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.

    \n

    Multiple Dice: When a character rolls multiple dice, such as when firing a machine-gun, check each die separately.

    \n

    The Wild Die

    \n

    @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).

    \n

    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.

    \n

    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.

    \n

    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.

    \n

    Aces

    \n

    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.

    \n

    Example: Red attempts to leap a dangerous ice chasm. She’s a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} with a d8 in @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}, 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!

    \n

    Raises

    \n

    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.

    \n

    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.

    \n

    Opposed Rolls

    \n

    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.

    \n

    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]{Force} rolls. Sneaking up on someone is a @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} roll opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Perception} (which is detailed in the @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} skill description).

    \n

    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.

    \n

    The winner also uses his opponent’s total for purposes of determining raise effects.

    \n

    Critical Failures

    \n

    A Critical Failure occurs when a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} 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.

    \n

    Critical Failures cannot be rerolled, even with @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}.

    \n

    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.

    \n

    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]{Joker}, the Wild Die must be a 1 as well.

    \n

    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]{Tir} dice and one Wild Die. If three or more of the dice come up 1s, including the Wild Die, it’s a Critical Failure.

    \n

    Unskilled Attempts

    \n

    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]{Joker}) and subtracts 2 from the total.

    \n

    The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.

    \n

    Reroll

    \n

    Some @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} 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!

    \n

    Multiple rerolls are allowed from different @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}, or other abilities.

    \n

    Group Rolls

    \n

    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.

    \n

    Example: A group of soldiers attempts to slip through Gabe’s sensors. The GM rolls their @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} die (a d6) and a Wild Die and takes the best of the two as the soldiers’ total.

    \n
    \n
    " }, { "id": "Traits", "name": "Traits", - "description": "
    \n
    \n

    Traits

    \n
    \n
    \n

    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.

    \n

    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.

    \n

    Exceptions occur, but these are the foundational differences between the two concepts.

    \n

    Attributes

    \n

    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.

    \n

    Every character starts with a d4 in each of five attributes:

    \n

    Agility is a measure of a character’s nimble­ness, dexterity, and general coordination.

    \n

    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.

    \n

    Spirit is self-confidence, backbone, and willpower. It’s used to resist social and supernatural attacks as well as fear.

    \n

    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.

    \n

    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.

    \n

    Using Attributes

    \n

    Attributes are used to:

    \n
      \n
    • Determine how fast skills increase during @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}
    • \n
    • Limit access to @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}
    • \n
    • Derive @Compendium[swade-core-rules.swade-rules.Characters]{secondary statistics} such as Toughness or melee damage.
    • \n
    • 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}.
    • \n
    \n

    Skills

    \n

    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}.

    \n

    Core skills are marked with a red star, and start at d4 for@Compendium[swade-core-rules.swade-rules.Trait Rolls]{player characters}.

    \n

    Characters can attempt skills they don’t have but it’s more difficult. See @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Unskilled Attempts}.

    \n

    Skill changes in this edition of Savage Worlds

    \n

    Here's a summary of the most important skill changes in this edition of Savage Worlds

    \n

    Core Skills

    \n

    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.

    \n

    MAJOR CHANGES:

    \n
      \n
    • Charisma was removed from the game
    • \n
    • Climbing has been folded into @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}
    • \n
    • @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} is now its own skill rather than a Smarts roll
    • \n
    • Investigation is now @Compendium[swade-core-rules.swade-skills.Research]{Research} to make its meaning and usage more clear.
    • \n
    • @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}
    • \n
    • 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}
    • \n
    • 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.
    • \n
    • @Compendium[swade-core-rules.swade-skills.Performance]{Performance} is a new skill
    • \n
    • @Compendium[swade-core-rules.swade-skills.Repair]{Repair} and its use are better defined.
    • \n
    • Streetwise is now an @Compendium[swade-core-rules.swade-rules.Edges]{Atout}
    • \n
    • Swimming is handled by @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}
    • \n
    • Throwing is covered by @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}
    • \n
    • Tracking is now part of @Compendium[swade-core-rules.swade-skills.Survival]{Survival}
    • \n
    \n

    Creating Other Skills

    \n

    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.

    \n

    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.

    \n

    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.

    \n

    Skill Philosophy

    \n

    New players sometimes focus on some skills being so broad—such as @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} or @Compendium[swade-core-rules.swade-skills.Shooting]{distance}—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.

    \n

    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.

    \n

    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.

    \n
    \n

    Comprehensive Modifiers

    \n

    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.

    \n

    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.

    \n

    \n

    Familiarization

    \n

    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]{distance} attack with it—the GM should simply apply a penalty (usually −2 to −4) to the total.

    \n

    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!)

    \n

    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}.

    \n

    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.

    \n

    \n
    \n
    Trait Summaries
    \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    Attributes
    Agility: Nimbleness, dexterity, and overall physical coordination of muscles and reflexes.
    Smarts: Raw intellect, perception, and ability to sort and make use of complex information.
    Spirit: Inner strength and willpower.
    Strength: Raw muscle power.
    Vigor: Endurance, health, and constitution.
    \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    Skills
    @Compendium[swade-core-rules.swade-skills.Academics]{Academics} (Smarts): Knowledge of liberal arts, social sciences, literature, history, etc.
    @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (Agility): Overall athletic coordination and ability. Climbing, jumping, balancing, wrestling, skiing, swimming, throwing, or catching.
    @Compendium[swade-core-rules.swade-skills.Battle]{Battle} (Smarts): Strategy, tactics, and understanding military operations. A key skill in Mass Battles.
    @Compendium[swade-core-rules.swade-skills.Boating]{Boating} (Agility): Ability to sail or pilot a boat, ship, or other watercraft.
    @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} (Smarts): General knowledge of a character’s world.
    @Compendium[swade-core-rules.swade-skills.Driving]{Driving} (Agility): The ability to control, steer, and operate ground vehicles.
    @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} (Smarts): The use of electronic devices and systems.
    @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)}.
    @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} (Agility): Skill in armed and unarmed combat.
    @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)}.
    @Compendium[swade-core-rules.swade-skills.Gambling]{Gambling} (Smarts): Skill and familiarity with games of chance.
    @Compendium[swade-core-rules.swade-skills.Hacking]{Hacking} (Smarts): Coding, programming, and breaking into computer systems.
    @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} (Smarts): The ability to treat and heal Wounds and diseases, and decipher forensic evidence.
    @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} (Spirit): A character’s ability to threaten others into doing what she wants.
    @Compendium[swade-core-rules.swade-skills.Language]{Language} (Smarts): Knowledge and fluency in a particular language.
    @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (Smarts): General awareness and perception.
    @Compendium[swade-core-rules.swade-skills.Occult]{Occult} (Smarts): Knowledge of supernatural events, creatures, history, and ways.
    @Compendium[swade-core-rules.swade-skills.Performance]{Performance} (Spirit): Singing, dancing, acting, or other forms of public expression.
    @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} (Spirit): The ability to convince others to do what you want.
    @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} (Agility): Skill with maneuvering vehicles that operate in three dimensions, such as airplanes, helicopters, spaceships, etc.
    @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)}.
    @Compendium[swade-core-rules.swade-skills.Repair]{Repair} (Smarts): The ability to fix mechanical and electrical gadgets.
    @Compendium[swade-core-rules.swade-skills.Research]{Research} (Smarts): Finding written information from various sources.
    @Compendium[swade-core-rules.swade-skills.Riding]{Riding} (Agility): A character’s skill in mounting, controlling, and riding a tamed beast.
    @Compendium[swade-core-rules.swade-skills.Science]{Science} (Smarts): Knowledge of scientific fields such as biology, chemistry, geology, engineering, etc.
    @Compendium[swade-core-rules.swade-skills.Shooting]{distance} (Agility): Precision with any type of ranged weapon.
    @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)}.
    @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} (Agility): The ability to sneak and hide.
    @Compendium[swade-core-rules.swade-skills.Survival]{Survival} (Smarts): How to find food, water, or shelter, and tracking.
    @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} (Smarts): Insulting or belittling another. Almost always done as a Test.
    @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery} (Agility): Sleight of hand, pickpocketing, lockpicking, and other typically shady feats.
    @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)}.
    \n
    \n
    \n
    " + "description": "
    \n
    \n

    Traits

    \n
    \n
    \n

    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.

    \n

    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.

    \n

    Exceptions occur, but these are the foundational differences between the two concepts.

    \n

    Attributes

    \n

    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.

    \n

    Every character starts with a d4 in each of five attributes:

    \n

    Agilité is a measure of a character’s nimble­ness, dexterity, and general coordination.

    \n

    Intellect 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.

    \n

    Âme is self-confidence, backbone, and willpower. It’s used to resist social and supernatural attacks as well as fear.

    \n

    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.

    \n

    Vigueur 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.

    \n

    Using Attributes

    \n

    Attributes are used to:

    \n
      \n
    • Determine how fast skills increase during @Compendium[swade-core-rules.swade-rules.Advancement]{Advancement}
    • \n
    • Limit access to @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}
    • \n
    • Derive @Compendium[swade-core-rules.swade-rules.Characters]{secondary statistics} such as Toughness or melee damage.
    • \n
    • 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}.
    • \n
    \n

    Skills

    \n

    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}.

    \n

    Core skills are marked with a red star, and start at d4 for@Compendium[swade-core-rules.swade-rules.Trait Rolls]{player characters}.

    \n

    Characters can attempt skills they don’t have but it’s more difficult. See @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Unskilled Attempts}.

    \n

    Skill changes in this edition of Savage Worlds

    \n

    Here's a summary of the most important skill changes in this edition of Savage Worlds

    \n

    Core Skills

    \n

    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.

    \n

    MAJOR CHANGES:

    \n
      \n
    • Charisma was removed from the game
    • \n
    • Climbing has been folded into @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}
    • \n
    • @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} is now its own skill rather than a Intellect roll
    • \n
    • Investigation is now @Compendium[swade-core-rules.swade-skills.Research]{Research} to make its meaning and usage more clear.
    • \n
    • @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}
    • \n
    • 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}
    • \n
    • 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.
    • \n
    • @Compendium[swade-core-rules.swade-skills.Performance]{Performance} is a new skill
    • \n
    • @Compendium[swade-core-rules.swade-skills.Repair]{Repair} and its use are better defined.
    • \n
    • Streetwise is now an @Compendium[swade-core-rules.swade-rules.Edges]{Atout}
    • \n
    • Swimming is handled by @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}
    • \n
    • Throwing is covered by @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}
    • \n
    • Tracking is now part of @Compendium[swade-core-rules.swade-skills.Survival]{Survie}
    • \n
    \n

    Creating Other Skills

    \n

    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.

    \n

    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.

    \n

    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.

    \n

    Skill Philosophy

    \n

    New players sometimes focus on some skills being so broad—such as @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}—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.

    \n

    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.

    \n

    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.

    \n
    \n

    Comprehensive Modifiers

    \n

    Previous editions of Savage Worlds listed a host of modifiers for things like @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} and Tracking (now part of @Compendium[swade-core-rules.swade-skills.Survival]{Survie}). 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.

    \n

    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.

    \n

    \n

    Familiarization

    \n

    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]{Tir} attack with it—the GM should simply apply a penalty (usually −2 to −4) to the total.

    \n

    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!)

    \n

    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}.

    \n

    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.

    \n

    \n
    \n
    Trait Summaries
    \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    Attributes
    Agilité: Nimbleness, dexterity, and overall physical coordination of muscles and reflexes.
    Intellect: Raw intellect, perception, and ability to sort and make use of complex information.
    Âme: Inner strength and willpower.
    Strength: Raw muscle power.
    Vigueur: Endurance, health, and constitution.
    \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
    Skills
    @Compendium[swade-core-rules.swade-skills.Academics]{Academics} (Intellect): Knowledge of liberal arts, social sciences, literature, history, etc.
    @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (Agilité): Overall athletic coordination and ability. Climbing, jumping, balancing, wrestling, skiing, swimming, throwing, or catching.
    @Compendium[swade-core-rules.swade-skills.Battle]{Battle} (Intellect): Strategy, tactics, and understanding military operations. A key skill in Mass Battles.
    @Compendium[swade-core-rules.swade-skills.Boating]{Boating} (Agilité): Ability to sail or pilot a boat, ship, or other watercraft.
    @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} (Intellect): General knowledge of a character’s world.
    @Compendium[swade-core-rules.swade-skills.Driving]{Driving} (Agilité): The ability to control, steer, and operate ground vehicles.
    @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} (Intellect): The use of electronic devices and systems.
    @Compendium[swade-core-rules.swade-skills.Faith]{Faith} (Âme): The arcane skill for @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{Arcane Background (Miracles)}.
    @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} (Agilité): Skill in armed and unarmed combat.
    @Compendium[swade-core-rules.swade-skills.Focus]{Focus} (Âme): The arcane skill for @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Arcane Background (Gifted)}.
    @Compendium[swade-core-rules.swade-skills.Gambling]{Gambling} (Intellect): Skill and familiarity with games of chance.
    @Compendium[swade-core-rules.swade-skills.Hacking]{Hacking} (Intellect): Coding, programming, and breaking into computer systems.
    @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} (Intellect): The ability to treat and heal Wounds and diseases, and decipher forensic evidence.
    @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} (Âme): A character’s ability to threaten others into doing what she wants.
    @Compendium[swade-core-rules.swade-skills.Language]{Language} (Intellect): Knowledge and fluency in a particular language.
    @Compendium[swade-core-rules.swade-skills.Notice]{Perception} (Intellect): General awareness and perception.
    @Compendium[swade-core-rules.swade-skills.Occult]{Occult} (Intellect): Knowledge of supernatural events, creatures, history, and ways.
    @Compendium[swade-core-rules.swade-skills.Performance]{Performance} (Âme): Singing, dancing, acting, or other forms of public expression.
    @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} (Âme): The ability to convince others to do what you want.
    @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} (Agilité): Skill with maneuvering vehicles that operate in three dimensions, such as airplanes, helicopters, spaceships, etc.
    @Compendium[swade-core-rules.swade-skills.Psionics]{Psionics} (Intellect): The arcane skill for @Compendium[swade-core-rules.swade-rules.Arcane Background (Psionics)]{Arcane Background (Psionics)}.
    @Compendium[swade-core-rules.swade-skills.Repair]{Repair} (Intellect): The ability to fix mechanical and electrical gadgets.
    @Compendium[swade-core-rules.swade-skills.Research]{Research} (Intellect): Finding written information from various sources.
    @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} (Agilité): A character’s skill in mounting, controlling, and riding a tamed beast.
    @Compendium[swade-core-rules.swade-skills.Science]{Science} (Intellect): Knowledge of scientific fields such as biology, chemistry, geology, engineering, etc.
    @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} (Agilité): Precision with any type of ranged weapon.
    @Compendium[swade-core-rules.swade-skills.Spellcasting]{Spellcasting} (Intellect): The arcane skill for @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Arcane Background (Magic)}.
    @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} (Agilité): The ability to sneak and hide.
    @Compendium[swade-core-rules.swade-skills.Survival]{Survie} (Intellect): How to find food, water, or shelter, and tracking.
    @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} (Intellect): Insulting or belittling another. Almost always done as a Test.
    @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery} (Agilité): Sleight of hand, pickpocketing, lockpicking, and other typically shady feats.
    @Compendium[swade-core-rules.swade-skills.Weird Science]{Weird Science} (Intellect): The arcane skill for @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Arcane Background (Weird Science)}.
    \n
    \n
    \n
    " }, { "id": "Trappings", "name": "Trappings", - "description": "
    \n
    \n

    Trappings

    \n
    \n
    \n

    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]{Modificateurs de pouvoir}.

    \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]{dégâts}, 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]{PP} cost by one (to a minimum of 1). If this would reduce the cost to 0, you gain a +1 bonus (+2 maximum) to the arcane skill total instead.

    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Range]{Portée}: The power’s @Compendium[swade-core-rules.swade-rules.Range]{Portée} is reduced to Touch (and its listed @Compendium[swade-core-rules.swade-rules.Range]{Portée} is greater).
    • \n
    • PERSONAL: The power's @Compendium[swade-core-rules.swade-rules.Range]{Portée} becomes Self (and has a @Compendium[swade-core-rules.swade-rules.Range]{Portée} of Touch or the @Compendium[swade-core-rules.swade-rules.Range]{Portée} 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.

    \n\n
    \n
    " + "description": "
    \n
    \n

    Trappings

    \n
    \n
    \n

    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]{Modificateurs de pouvoir}.

    \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]{dégâts}, 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]{PP} cost by one (to a minimum of 1). If this would reduce the cost to 0, you gain a +1 bonus (+2 maximum) to the arcane skill total instead.

    \n
      \n
    • @Compendium[swade-core-rules.swade-rules.Range]{Portée}: The power’s @Compendium[swade-core-rules.swade-rules.Range]{Portée} is reduced to Touch (and its listed @Compendium[swade-core-rules.swade-rules.Range]{Portée} is greater).
    • \n
    • PERSONAL: The power's @Compendium[swade-core-rules.swade-rules.Range]{Portée} becomes Self (and has a @Compendium[swade-core-rules.swade-rules.Range]{Portée} of Touch or the @Compendium[swade-core-rules.swade-rules.Range]{Portée} 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.

    \n\n
    \n
    " }, { "id": "Travel", @@ -1249,17 +1249,17 @@ { "id": "Two Hands", "name": "Two Hands", - "description": "
    \n

    Two Hands

    \n

    A two-handed weapon can be used with one hand at a −4 penalty. He counts his full @Compendium[swade-core-rules.swade-rules.Traits]{Strength} for @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} but loses all other advantages such as @Compendium[swade-core-rules.swade-rules.Reach]{Reach} or @Compendium[swade-core-rules.swade-rules.Characters]{Parry} bonuses.

    \n
    " + "description": "
    \n

    Two Hands

    \n

    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]{Force} for @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} but loses all other advantages such as @Compendium[swade-core-rules.swade-rules.Reach]{Reach} or @Compendium[swade-core-rules.swade-rules.Characters]{Parade} bonuses.

    \n
    " }, { "id": "Two Weapons", "name": "Two Weapons", - "description": "
    \n

    Two Weapons

    \n

    A character armed with two melee weapons adds +1 to his @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} rolls if his foe has a single weapon or is @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{unarmed}, and has no shield. It adds no bonus against creatures with @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.

    \n
    " + "description": "
    \n

    Two Weapons

    \n

    A character armed with two melee weapons adds +1 to his @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} 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.

    \n
    " }, { "id": "Unarmed Defender", "name": "Unarmed Defender", - "description": "
    \n

    Unarmed Defender

    \n

    It’s difficult to @Compendium[swade-core-rules.swade-rules.Characters]{Parry} a blade with one’s bare hands. An attacker armed with a melee weapon adds +2 to his @Compendium[swade-core-rules.swade-skills.Fighting]{corps-à-corps} attacks if his foe has no weapon or shield. (This doesn’t stack with @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}.)

    \n
    " + "description": "
    \n

    Unarmed Defender

    \n

    It’s difficult to @Compendium[swade-core-rules.swade-rules.Characters]{Parade} 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]{Combat} attacks if his foe has no weapon or shield. (This doesn’t stack with @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}.)

    \n
    " }, { "id": "Unarmored Hero", @@ -1274,12 +1274,12 @@ { "id": "Vehicle Notes", "name": "Vehicle Notes", - "description": "
    \n
    \n

    Vehicles

    \n
    \n
    \n

    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]{distance} 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]{distance} 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.
    • \n
    \n\"Three
    \n
    " + "description": "
    \n
    \n

    Vehicles

    \n
    \n
    \n

    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]{Allure}  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]{Allure}, 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]{Tir} 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]{Tir} 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.
    • \n
    \n\"Three
    \n
    " }, { "id": "Vehicles", "name": "Vehicles", - "description": "
    \n

    Vehicles

    \n

    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]{distance} rolls to hit a target and roll damage if successful (plus a bonus die if they hit with a raise). Unless a character has the @Compendium[swade-core-rules.swade-edges.Steady Hands]{Steady Hands} Edge, don’t forget the @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform} penalty.

    \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}.

    \n
    " + "description": "
    \n

    Vehicles

    \n

    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]{Tir} 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}.

    \n
    " }, { "id": "Vehicular Weapons Table", @@ -1304,7 +1304,7 @@ { "id": "Wild Attack", "name": "Wild Attack", - "description": "
    \n

    Wild Attack

    \n

    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]{corps-à-corps} attacks and resulting damage rolls for the turn, but he is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} until the end of his next turn (not this one).

    \n

    Wild Attacks can be used with multiple attacks, such as from @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} or the @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy} and @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} Edges.

    \n
    " + "description": "
    \n

    Wild Attack

    \n

    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]{Combat} 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]{Actions multiples} 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", @@ -1314,7 +1314,7 @@ { "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]{Secoué} and non-@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} 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.

    \n
    " + "description": "
    \n

    Withdrawing From Melee

    \n

    Whenever a character retreats from melee, all adjacent non-@Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} and non-@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} opponents get an immediate Free Attack (see @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]{Parade} 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]{Parade} fends them off and she makes her way to her injured friend.

    \n
    " }, { "id": "Wound Cap",