diff --git a/module/compendiums/swade-core-rules.swade-rules.json b/module/compendiums/swade-core-rules.swade-rules.json index 062d4de..355703f 100644 --- a/module/compendiums/swade-core-rules.swade-rules.json +++ b/module/compendiums/swade-core-rules.swade-rules.json @@ -49,97 +49,97 @@ { "id": "Android", "name": "Androïdes", - "description": "
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Android

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Androids are semi-organic beings created by advanced technology. The example here mimics humans in most ways and can generally pass for them when desired (and not examined by a physician). Their advanced neural network gives them artificial intelligence complete with individual personalities, quirks, and emotions just like any other sapient being.

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The android version presented here is a generic model. To create more specialized androids, use the custom racial abilities starting in @Compendium[swade-core-rules.swade-rules.Making Races]{Capacités innées} (voir p. 18).

\n\n\"Image
" + "description": "
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Androïdes

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Un androïde est un être semi-organique créé par une technologie avancée. Nous présentons ici une version classique calquée sur les humains et pouvant généralement se faire passer pour l’un d’eux, du moins tant qu’un examen médical approfondi n’est pas réalisé. Son réseau neuronal lui fournit une intelligence artificielle complète, incluant traits de personnalité, émotions et travers comme n’importe quel être vivant. Le modèle présenté ici est générique. Pour des versions plus spécialisées, utilisez les @Compendium[swade-core-rules.swade-rules.Making Races]{Capacités innées} (voir p. 18).

\n\n\"Image
" }, { "id": "Aquarian", - "name": "Aquarian", - "description": "
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Aquarian

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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\"An
" + "name": "Aquariens", + "description": "
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Aquariens

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Le peuple des aquariens vient des profondeurs insondables de l’océan. Résistants et puissants sous les flots, ils sont bien plus vulnérables à l’air libre ou simplement à la chaleur.

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

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\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
" + "name": "Arcanes (Don)", + "description": "
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Arcanes (Don)

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\n\n

Le personnage dispose de capacités innées ne correspondant pas aux tropes habituels de la magie, des miracles ou des psioniques. Il peut s’agir de super-pouvoirs de bas niveau, de dons divins ou même de talents extraterrestres. Ils sont souvent inhabituels ou uniques dans leur univers.

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

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\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
" + "name": "Arcanes (Magie)", + "description": "
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Arcanes (Magie)

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\n\n

Les magiciens vont des puissants sorciers jusqu’aux vils sectateurs. Ils puisent dans l’énergie surnaturelle brute pour alimenter leurs feux anciens. Ce flux imprègne les mondes dans lesquels ils vivent et est canalisé par des gestes, des mots de puissance ou d’anciennes runes.

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

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\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.

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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
" + "name": "Arcanes (Miracles)", + "description": "
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Arcanes (Miracles)

\n
\n\n

Ceux qui invoquent les miracles tirent leur puissance d’une présence supérieure comme les dieux, la nature ou les esprits. Leurs pouvoirs sont généralement invoqués par quelques mots de prière ou par des rituels bien établis.

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Les faiseurs de miracles sont les champions de leurs croyances. Ils ont généralement des @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} en rapport avec leur sacerdoce, comme @Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} ou @Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligation}. Ils peuvent aussi avoir pour @Compendium[swade-core-rules.swade-edges.Connections]{Contacts} d’autres personnes de leur religion pouvant les aider quand leur énergie divine vient à manquer.

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

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\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
" + "name": "Arcanes (Psionique)", + "description": "
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Arcanes (Psionique)

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\n\n

Les psioniques puisent dans leur propre énergie mentale pour manipuler la matière, lire les esprits, et bien d’autres choses. Certains sont employés par de grandes agences gouvernementales alors que d’autres cherchent souvent à leur échapper ! Certains ont des années d’entraînement alors que d’autres ont développé leurs incroyables pouvoirs de façon isolée.

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

Arcane Background (Weird Science)

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\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
" + "name": "Arcanes (Science étrange)", + "description": "
\n

Arcanes (Science étrange)

\n
\n\n

Les scientifiques étranges utilisent des inventions singulières et plus puissantes que le niveau technologique normal de l’univers. De telles créations peuvent devenir possibles grâce à des super-carburants, à des découvertes extraterrestres ou à la pure intelligence de rares super-génies repoussant les limites de la science.

\n

Un @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}(voir p. 150) de Science étrange doit toujours inclure l’appareil auquel il est associé. Par exemple, le pouvoir @Compendium[swade-core-rules.swade-powers.Burst]{rafale} pourrait se manifester à travers un lance-flammes magique dans Deadlands: Weird West , tandis que « le Fabuleux Élixir Revitalisant du Dr Gabriel »!” serait une potion @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} .

\n

L’appareil doit être tenu en main afin d’activer ses pouvoirs de Science étrange (sauf Bricolage de fortune, voir p. 149).

\n

OLes autres personnages ne peuvent pas activer une création de l’inventeur. Ils n’en comprennent pas les étranges mécanismes nécessaires à son fonctionnement, l’appareil n’est pas calibré pour d’autres utilisateurs ou il est simplement hors tension pour n’importe qui sauf son créateur. Bien que cela puisse sembler un peu étrange du point de vue narratif, la « magie » — et les PP — viennent de l’inventeur et c’est donc à lui d’activer son appareil.

\n

Créer des appareils pour autrui est possible avec un @Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objet arcanique} (voir p. 153) et l’Atout @Compendium[swade-core-rules.swade-edges.Artificer]{Artificier} (voir p. 46).

\n

Bien sûr, l’inventeur peut utiliser ses appareils sur autrui. Cela inclut l’ingestion de potion à base d’élixir magique ou l’injection de quelque super-sérum miraculeux de sa création. Si le Dr Gabriel administre son élixir, par exemple, il teste normalement l’activation du pouvoir. S'il donne la bouteille à quelqu’un pour un usage futur, il s’avérera qu’elle aura perdu ses propriétés actives.

\n

Bricolage de fortune: les inventeurs doivent normalement activer leurs pouvoirs en utilisant l’appareil associé. Si nécessaire, ils peuvent improviser d’autres moyens avec un malus de -2, une justification en accord avec l’univers et l’autorisation du MJ.

\n

Exemple : Gabe est capturé par de vils aliens et tout son équipement est confisqué. Il est confiné dans une cellule et décide qu’il va utiliser les lampes du plafonnier et ce qui y tient lieu d’électricité afin d’improviser une @Compendium[swade-core-rules.swade-powers.Blast]{explosion}. Le meneur donne son accord après qu’il ait détruit les lumières et la source d’alimentation de la cellule.

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

Arcane Backgrounds

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\n
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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\n\"I
\n\n
" + "name": "Arcanes", + "description": "
\n
\n

Arcanes

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\n
\n

Commencez par choisir l’un des Atouts Arcanes disponibles dans votre campagne. Cinq types différents sont présents dans ce livre : @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Don}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Magie}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{Miracles}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Psionics)]{Psionique}, et @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Science étrange}.

\n

Chacun comporte les rubriques suivantes :

\n\n\n\"I
\n\n
" }, { "id": "Arcane Devices", - "name": "Arcane Devices", - "description": "
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Arcane Devices

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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.

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Devices may be technological in nature, or they might be sacred, enchanted, or psychically powered objects, depending on the creator’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Background}.

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Note: Arcane devices are relatively temp­orary creations player characters can create from their powers. Truly permanent “magic” items or devices are setting-specific, don’t use @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, and are created by the Game Master as she sees fit (such as those found in the Savage Worlds Fantasy Companion).

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The @Compendium[swade-core-rules.swade-rules.No Power Points]{No Power Points} @Compendium[swade-core-rules.swade-rules.Setting Rules]{Setting Rule} isn’t compatible with Arcane Devices.

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Creation

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Creating a device takes one hour per @Compendium[swade-core-rules.swade-rules.Powers]{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).

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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}.

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

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Activation: The creator uses his arcane skill as usual. Others use whatever skill is associated with the device’s form—guns use @Compendium[swade-core-rules.swade-skills.Shooting]{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!

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Example: Gabe is an alchemist. He makes an “oil of sharpness” Red can rub on her sword to activate the @Compendium[swade-core-rules.swade-powers.Smite]{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
" + "name": "Objets arcaniques", + "description": "
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Objets arcaniques

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Un personnage ayant l’@Compendium[swade-core-rules.swade-rules.Edges]{Atout}@Compendium[swade-core-rules.swade-edges.Artificer]{Artificier} peut fabriquer des objets pour lui ou pour les autres. L’avantage est qu’ils peuvent être confiés à des alliés qui pourront les utiliser. En contrepartie cela demande un peu de préparation pour les créer et ils peuvent être perdus ou détruits.

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Ces objets peuvent être technologiques, sacrés, enchantés ou psychiquement imprégnés selon les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} de leur créateur.

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Note : les Objets arcaniques sont des créations relativement temporaires que les PJ peuvent produire à partir de leurs pouvoirs. De véritables objets “magiques” permanents sont spécifiques à certains univers. Ils n’utilisent pas de @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}et sont l’œuvre du MJ selon ses besoins (tels ceux du Savage Worlds Fantasy Companion).

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La @Compendium[swade-core-rules.swade-rules.Setting Rules]{règle d’univers} @Compendium[swade-core-rules.swade-rules.No Power Points]{Pas de points de pouvoirs} (voir p. 135) n’est pas compatible avec les Objets arcaniques

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Création

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Créer un objet prend une heure par @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} pouvoir qui peut être activé par son biais. Le joueur doit lister ces pouvoirs puis allouer des @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} à l’ensemble. L’objet ne peut utiliser que ces pouvoirs et ces PP.

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Les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} investis sont perdus pour l’inventeur tant qu’ils ne sont pas utilisés ou rechargés par Révision (voir ci-contre). L’objet ne recharge pas de PP.

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Modificateurs de pouvoir : un utilisateur peut dépenser les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} comme bon lui semble, y compris en activant des @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir} applicables.

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Les Objets arcaniques ne peuvent pas @Compendium[swade-core-rules.swade-rules.Activation]{Lésiner sur les PP} (voir p. 151).

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Limitations : les Objets arcaniques peuvent bénéficier des @Compendium[swade-core-rules.swade-rules.Trappings]{Limitations} (voir p. 150).

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Activation : le créateur utilise sa Compétence d’arcanes comme à son habitude. Les autres personnes utilisent la Compétence semblant la plus adaptée à l’objet. Les armes à feu sont utilisées avec @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, grenades avec @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer), et ainsi de suite. Si aucune Compétence ne semble évidente, comme pour une potion ou un vêtement, le personnage utilise alors la Compétence d’arcanes du créateur mais il ne bénéficie pas des @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et autres Capacités de ce dernier.

\n

Un Échec lors de l’activation coûte 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} comme d’habitude, un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} inflige 1 niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} à l’utilisateur.

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Révision : un créateur peut redistribuer librement jusqu’à 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} par action entre un Objet arcanique et sa propre réserve. Il doit être en contact physique avec l’objet. Les inventeurs devraient prêter leurs appareils avec précaution !

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Exemple: Gabe est alchimiste. Il prépare une “huile d’affûtage” afin que Red puisse en enduire son épée et activer le pouvoir @Compendium[swade-core-rules.swade-powers.Smite]{frappe}. Il y investit 4 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}. Red se retrouve prise dans une bataille contre des morts-vivants. Elle oint sa lame et lance avec @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Science étrange} de Gabe (comme il n’y a pas de Compétence évidente). Elle échoue, ce qui draine 1 PP. Elle retente au round suivant et obtient une Prouesse, octroyant +4 aux dégâts de son épée. Frappe coûte normalement 2 PP mais l’Aspect de Gabe inclut la Limitation “@Compendium[swade-core-rules.swade-rules.Touch Attack]{Toucher}”. Chaque application d’huile ne coûte que 1 PP @Compendium[swade-core-rules.swade-rules.Trappings]{Aspects}) p. 150).

\n\n\"Voici
" }, { "id": "Area Effect Attacks", - "name": "Area Effect Attacks", - "description": "
\n

Area Effect Attacks

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Grenades, spell effects, breath weapons, and other attacks that cover a large area are “area effect attacks.” The most common are @Compendium[swade-core-rules.swade-rules.Blast Templates]{Small, Medium, and Large Blast Templates, and the Cone Template}. There are copies you can print out on our website and we make durable acrylic versions as well.

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

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Cone templates are placed with the small end emanating from the attacker and fired with the @Compendium[swade-core-rules.swade-skills.Shooting]{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.

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To attack with a blast template, the player places the template on the tabletop (or describes where he wants it to land) and rolls @Compendium[swade-core-rules.swade-skills.Shooting]{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.

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If the roll is successful, any target even partially beneath the template is affected, regardless of any attack penalties to hit such as the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge. If the effect causes @Compendium[swade-core-rules.swade-rules.Damage]{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

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If an attack with a Cone Template fails, it goes over the targets’ heads, hits the ground, or simply falters for some reason. The GM may still decide the attack affects the area around it—perhaps a flamethrower sets a room on fire or a gas canister spews a cloud of gas—but there’s no game effect on characters or other targets this time.

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

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Cover & Area Effect Attacks

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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
" + "name": "Attaque de zone", + "description": "
\n

Attaque de zone

\n

Les grenades, les effets de certains sorts, les souffles de dragon et toutes les attaques qui affectent une “large zone” entrent dans cette catégorie. Pour simplifier, la plupart de ces attaques utilisent des Gabarits d’explosion de taille standard : @Compendium[swade-core-rules.swade-rules.Blast Templates]{Petit, Moyen et Grand pour les zones circulaires, ainsi qu’un Gabarit de cône}. Vous les trouverez p. 206-208 et sur notre site Internet.

\n

Les attaques de zone ciblent un endroit plutôt que des individus et ignorent donc les bonus défensifs pour les cibles spécifiquement couvertes par le gabarit, comme l'Atout @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive} ou les malus de @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}.

\n

Pour une attaque utilisant un Gabarit de cône, le personnage place le gabarit en contact avec sa figurine, puis fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} ou d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour les armes lancées ou les attaques naturelles. En cas de Succès, tous ceux sous le gabarit sont touchés. En cas d’Échec, l’attaque échoue pour une raison quelconque — la créature ne parvient pas à expirer suffisamment de gaz toxique, le lance-flammes crachote, etc.

\n

Pour une attaque utilisant un Gabarit d’explosion, le personnage place le gabarit sur la table (ou décrit où il veut le voir atterrir), puis fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} ou @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour les armes lancées ou les Souffles. En cas d’Échec, s’il y a une chance que l’attaque dévie et touche quelqu'un d'autre, voir Déviation ci-dessous.

\n

En cas de Succès, tout personnage se trouvant sous le gabarit, même partiellement, est affecté par l’attaque, sans tenir compte de malus pour le toucher tel l'Atout @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive}. Si l’effet inflige des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, jetez les dés pour chaque victime séparément. Une attaque qui obtient une Prouesse fait des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} supplémentaires comme d’habitude.

\n

Déviation

\n

Si une attaque utilisant un Gabarit de cône échoue, elle passe au-dessus des cibles, heurte le sol ou échoue pour une raison quelconque. Le MJ peut toutefois décider que l’attaque affecte une zone proche—un lance-flammes pourra emplir une pièce de flammes ou un gaz toxique pourra être relâché par l’attaque—mais sans effet pour les personnages ou d’éventuelles cibles.

\n

Si une attaque utilisant un Gabarit d’explosion échoue, elle dévie de 1d6″ pour les armes lancées (comme les grenades) et de 2d6″ pour les armes de tir. Multipliez la déviation par 2 pour une attaque à @Compendium[swade-core-rules.swade-rules.Range]{Portée} Moyenne, par 3 pour une Attaque à Portée Longue et par 4 pour une attaque à Portée Extrême.

\n\n

Lancez ensuite 1d12 pour déterminer la direction de la déviation (comme en lisant sur le cadran d’une montre). Quoi qu’il arrive, il est impossible qu’une attaque dévie de plus de la moitié de la distance initiale (ce qui empêche que l’attaque finisse derrière le tireur).

\n

Couvert et attaque de zone

\n

Les obstacles solides comme les arbres ou les murs sont susceptibles de protéger contre une Attaque de zone s’ils se trouvent entre l’origine de l’explosion et le personnage, et que le MJ pense que la situation est appropriée. Réduisez les @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} du montant indiqué dans la table de Bonus d'Armure de couvert (voir @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert et Obstacles} p. 102).

\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]{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
" + "name": "Armure", + "description": "
\n

Armure

\n

Il s’agit de la protection d’Armure accordée à son porteur. Elle est affichée entre parenthèses et ajoutée au score de @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}. À moins qu’il ne spécifie le contraire, un attaquant dirige toujours ses coups vers le torse de son adversaire.

\n

L’Armure portée se cumule entièrement avec l’Armure naturelle (comme une peau écailleuse).

\n

On peut porter jusqu’à deux armures. La plus faible n’ajoute que la moitié de sa valeur arrondie à l’inférieur, la @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} est celle de l’armure la plus lourde augmentée d’un cran. Exemple : porter une cotte de maille (+3) en dessous d’une armure de plates (+4) confère un bonus de +1 à l’Armure pour un total de +5, et augmente la Force minimum à 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]{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
" + "name": "Notes sur les armures", + "description": "
\n
\n

Armure

\n
\n
\n

L’@Compendium[swade-core-rules.swade-rules.Armor]{Armure} est notée entre parenthèses après la Résistance d’un personnage de la manière suivante : 11 (2). Cela signifie que le personnage en question a une Résistance de 11 incluant deux point venant d’une armure ou d’une protection similaire. Une attaque dotée de la capacité @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration d’armure (PA)} peut ignorer ces 2 points, mais pas les 9 autres.

\n

Notez que les Jambières (jambes) et les Brassards (bras) sont listés par paire. Divisez par deux le poids et le coût si un personnage ne porte que la moitié de l'ensemble (la @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimale} ne change pas).

\n

Mots clés

\n
\n

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

\n

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

\n

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

\n
\n

Tables

\n
\n

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

\n

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

\n

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

\n

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

\n

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

\n
\n
\n\"Souvenez
" }, { "id": "Armor Piercing (+1 to +3)", - "name": "Armor Piercing (+1 to +3)", - "description": "
\n

Armor Piercing (+1 to +3)

\n

The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} spent grants the power @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP 2}, to a max­imum of @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP 6}.

\n
" + "name": "Pénétration d’armure (+1 à +3)", + "description": "
\n

Pénétration d’armure (+1 à +3)

\n

L’attaque se concentre sur un point faible de l’armure ou sur une zone exposée. Chaque @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} dépensé accorde @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA 2} (voir p. 66) jusqu’à un maximum de @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA 6}.

\n
" }, { "id": "Armor Piercing (AP)", - "name": "Armor Piercing (AP)", - "description": "
\n

Armor Piercing (AP)

\n

The weapon or round ignores this many points of @Compendium[swade-core-rules.swade-rules.Armor]{Armor}. A weapon with an AP value of 4, for instance, ignores 4 points of Armor. Excess AP is simply lost.

\n
" + "name": "Pénétration d’armure (PA)", + "description": "
\n

Pénétration d’armure (PA)

\n

L’arme ou le projectile ignore les points d’@Compendium[swade-core-rules.swade-rules.Armor]{Armure} indiqués. Une arme avec la capacité PA 4 ignore 4 points d’Armure. Les points de PA dépassant l’Armure de la cible sont ignorés.

\n
" }, { "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]{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
" + "name": "Attaque", + "description": "
\n

Attaque

\n

Le cœur de Savage Worlds est un système de combat rapide et fluide décrit ci-dessous. De nombreuses options supplémentaires et situationnelles sont disponibles au chapitre @Compendium[swade-core-rules.swade-rules.Rules]{Règles de situation} (voir p. 97).

\n

Attaque au corps-à-corps

\n

La Difficulté pour toucher un adversaire est égale à la @Compendium[swade-core-rules.swade-rules.Parry]{Parade} de l’adversaire (2 + la moitié de sa Compétence @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, 2 s’il n’a pas la Compétence).

\n

Attaque à distance

\n

La Compétence @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} représente tout ce qui va des pistolets aux lance-roquettes en passant par les arcs. Pour lancer des grenades, des couteaux, des lances ou n’importe quel projectile, on utilise la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}.

\n

Toutes les armes à distance ont une caractéristique @Compendium[swade-core-rules.swade-rules.Range]{Portée} notée en cases sous la forme 5/10/20, ou encore Portée Courte/Moyenne/Longue.

\n

La Difficulté pour toucher quelqu’un à Portée Courte est de 4. Tirer sur une cible plus éloignée inflige un malus comme indiqué dans la table ci-dessous.

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

Malus de portée

\n
PortéeModificateur
Courte
Moyenne-2
Longue-4
Extrême (voir notes)-8
\n

Portée Extrême : cette Portée est équivalente à 4× la Portée Longue d’une arme. Tirer à une telle distance nécessite l’utilisation de l’action @Compendium[swade-core-rules.swade-rules.Aim]{Viser} (voir p. 109), qui, contrairement à son utilisation normale, n’octroie pas un bonus de +2 mais permet juste au personnage de tirer à une telle distance. Le malus par défaut est de −8 ou −6 avec une @Compendium[swade-core-rules.swade-rules.Common Gear Table]{lunette} (voir p. 68). Il n’est pas possible d’utiliser une arme de lancer à Portée Extrême.

\n

Cadence de tir (CdT) : La Cadence de tir représente le nombre de coups (dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}) auquel un personnage a droit par action avec l’arme en question. Un pistolet avec une CdT de 1, par exemple, permet à un personnage de faire un coup par action. Une mitraillette avec une CdT de 3 permet de faire trois coups en une action (ce qui utilisera 10 balles, voir ci-dessous).

\n

Pour les armes avec une Cadence de tir supérieure à 1, déclarez le nombre de coups que vous souhaitez effectuer sur chaque cible, puis lancer tous les dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et affectez-les dans l’ordre de votre choix sur les cibles.

\n

Un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} lance ses dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et son dé Joker, lequel peut remplacer n’importe lequel des dés de Compétence après le jet. Le nombre de coups reste limité par la Cadence de tir quoi qu’il arrive.

\n

Une Cadence de tir supérieure à 1 est une valeur abstraite où chaque “coup” correspond à un nombre de balles. Si vous tenez un compte des munitions, utilisez la table ci-dessous pour déterminer le nombre de balles qu’un personnage va utiliser en une action.

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

Balles utilisées

\n
Cadence de tirBalles utilisées
11
25
310
420
540
650
\n

Recul : tirer plusieurs coups en une seule action avec la même arme impose un malus de -2 à tous les jets de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} (voir @Compendium[swade-core-rules.swade-rules.Recoil]{Recul}) p. 106)

\n

À moins que l’inverse ne soit spécifié, un Tireur peut tirer moins de coups que la Cadence de tir de son arme.

\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\"An
" + "name": "Aviens", + "description": "
\n

Aviens

\n

Un avien est un humanoïde ailé. Il tend à être très fin et à avoir les os creux, ce qui accentue davantage sa fragilité. Ses ailes peuvent être faites de plumes comme de cuir ou même d’écailles.

\n\n\"Une
" }, { "id": "Back of Book", - "name": "Back of Book", + "name": "Quatrième de couverture", "description": "" }, { "id": "Ballistic Protection", - "name": "Ballistic Protection", - "description": "
\n

Ballistic Protection

\n

This armor reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.

\n
" + "name": "Protection balistique", + "description": "
\n

Protection balistique

\n

les armures avec une astérisque après la valeur réduisent de 4 points les dégâts des balles (tout “projectile” physique tiré par une arme à feu). La Pénétration d’armure ne s’applique qu’à la valeur d’Armure totale.

\n
" }, { "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

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

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\"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

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]{Joker}!) throughout the course of the game.

\n

Each of the GM’s @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} 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

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\"Let\n\n\"A
" }, { "id": "Bestiary", @@ -169,7 +169,7 @@ { "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]{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
" + "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]{Couvert et Obstacles} to attack through barriers.

\n
" }, { "id": "Bumps and Bruises", @@ -184,7 +184,7 @@ { "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
" + "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
" }, { "id": "Cannons Table", @@ -199,7 +199,7 @@ { "id": "Celestials and Guardians", "name": "Celestials and Guardians", - "description": "
\n

Celestials

\n

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

\n\n
\n

Guardians

\n

Those humans who serve the Heavenly Choir are called guardians.

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

Celestials

\n

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

\n\n
\n

Guardians

\n

Those humans who serve the Heavenly Choir are called guardians.

\n\n\"A
" }, { "id": "Chapter Beastiary Art", @@ -239,17 +239,17 @@ { "id": "Character Creation Summary", "name": "Character Creation Summary", - "description": "
\n
\n
\n

Character Creation Summary

\n
\n

Concept

\n\n
\n

@Compendium[swade-core-rules.swade-rules.Races]{Race}

\n\n
\n

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

\n\n
\n

@Compendium[swade-core-rules.swade-rules.Traits]{Attributs}

\n\n
\n

@Compendium[swade-core-rules.swade-rules.Traits]{Compétences}

\n\n
\n

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

\n\n
\n

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

\n\n
\n

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

\n\n





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

Character Creation Summary

\n
\n

Concept

\n\n
\n

@Compendium[swade-core-rules.swade-rules.Races]{Race}

\n\n
\n

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

\n\n
\n

@Compendium[swade-core-rules.swade-rules.Traits]{Attributs}

\n\n
\n

@Compendium[swade-core-rules.swade-rules.Traits]{Compétences}

\n\n
\n

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

\n\n
\n

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

\n\n
\n

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

\n\n





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

Characters

\n
\n
\n
\n

Great heroes are more than a collection of statistics and numbers, but in a game system this is certainly where they begin. To make your hero, download a Savage Worlds character sheet from our website at www.peginc.com and follow the steps below

\n

CONCEPT

\n

Published Savage Settings often come with both character ideas and pregenerated “Archetypes.” You can play these as-is or use them to spark your own ideas.

\n

You might play an iconic gunslinger in Deadlands: The Weird West, for example, or you might try something a little different and play the innocent schoolmarm destined to save the town. Look through the player’s section of your setting or talk to the GM if it’s a world of her own creation to see what kind of character catches your interest.

\n

Race

\n

Settings may feature everything from humans to strange aliens, graceful elves, or other exotic races. You can choose to play any race available in your particular setting.

\n

A number of sample races are detailed @Compendium[swade-core-rules.swade-rules.Races]{here}, as well as rules for players and Game Masters to @Compendium[swade-core-rules.swade-rules.Making Races]{create your own}.

\n

HINDRANCES

\n

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

\n

You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor is worth 1. A hero could thus take two Major Hindrances, four Minor, or any combination that adds up to 4 points. (You can take more Hindrances if you want but the maximum benefit is 4 points!)

\n

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

\n

For 2 points you can:

\n\n

For 1 point you can:

\n\n

TRAITS

\n

Characters are defined by attributes and skills, collectively called “@Compendium[swade-core-rules.swade-rules.Traits]{traits},” and both work in exactly the same way. Attributes and skills are ranked by die types, typically from d4 to d12, with d6 being the average for adult humans. Higher is better!

\n

ATTRIBUTES

\n

Every character starts with a d4 in each of five attributes: Agilité, Intellect, Âme, Strength, and Vigueur (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

\n

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

\n

Skills in Savage Worlds are very broad to keep the action simple and straightforward. The Shooting skill, for example, covers all types of guns, bows, rocket launchers, and other ranged weapons.

\n

Core Skills: Five skills are marked with a red star in the @Compendium[swade-core-rules.swade-rules.Traits]{list}:@Compendium[swade-core-rules.swade-skills.Athletics]{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.

\n

Buying Skills: After core skills are assigned, you have 12 additional points to raise core skills or buy and raise new skills as you see fit.

\n

Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it’s linked to (listed beside the skill in parentheses in @Compendium[swade-core-rules.swade-rules.Traits]{Traits}). If you exceed the linked attribute, the cost becomes 2 points per die type.

\n

Skill Maximums: Skills may not be increased above d12 during character creation unless the character’s race starts with the skill at d6. If the skill starts with a d6, increase her maximum to d12+1. @Compendium[swade-core-rules.swade-rules.Celestials and Guardians]{Celestials} start with a d6 in Faith, for example, which means their Faith skill may be increased to d12+1.

\n

DERIVED STATISTICS

\n

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

\n

Pace is how fast your character moves in tactical situations like combat. Standard Pace is 6, which means six tabletop inches per game round. Each inch is two yards in the real world. @Compendium[swade-core-rules.swade-rules.Movement]{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]{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.

\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]{Handicaps}. 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 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.

\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]{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.

\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.

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

Characters

\n
\n
\n
\n

Great heroes are more than a collection of statistics and numbers, but in a game system this is certainly where they begin. To make your hero, download a Savage Worlds character sheet from our website at www.peginc.com and follow the steps below

\n

CONCEPT

\n

Published Savage Settings often come with both character ideas and pregenerated “Archetypes.” You can play these as-is or use them to spark your own ideas.

\n

You might play an iconic gunslinger in Deadlands: The Weird West, for example, or you might try something a little different and play the innocent schoolmarm destined to save the town. Look through the player’s section of your setting or talk to the GM if it’s a world of her own creation to see what kind of character catches your interest.

\n

Race

\n

Settings may feature everything from humans to strange aliens, graceful elves, or other exotic races. You can choose to play any race available in your particular setting.

\n

A number of sample races are detailed @Compendium[swade-core-rules.swade-rules.Races]{here}, as well as rules for players and Game Masters to @Compendium[swade-core-rules.swade-rules.Making Races]{create your own}.

\n

HINDRANCES

\n

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

\n

You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor is worth 1. A hero could thus take two Major Hindrances, four Minor, or any combination that adds up to 4 points. (You can take more Hindrances if you want but the maximum benefit is 4 points!)

\n

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

\n

For 2 points you can:

\n\n

For 1 point you can:

\n\n

TRAITS

\n

Characters are defined by attributes and skills, collectively called “@Compendium[swade-core-rules.swade-rules.Traits]{traits},” and both work in exactly the same way. Attributes and skills are ranked by die types, typically from d4 to d12, with d6 being the average for adult humans. Higher is better!

\n

ATTRIBUTES

\n

Every character starts with a d4 in each of five attributes: Agilité, Intellect, Âme, Strength, and Vigueur (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

\n

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

\n

Skills in Savage Worlds are very broad to keep the action simple and straightforward. The Shooting skill, for example, covers all types of guns, bows, rocket launchers, and other ranged weapons.

\n

Core Skills: Five skills are marked with a red star in the @Compendium[swade-core-rules.swade-rules.Traits]{list}:@Compendium[swade-core-rules.swade-skills.Athletics]{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.

\n

Buying Skills: After core skills are assigned, you have 12 additional points to raise core skills or buy and raise new skills as you see fit.

\n

Each die type costs 1 point (starting at d4) as long as the skill is equal to or less than the attribute it’s linked to (listed beside the skill in parentheses in @Compendium[swade-core-rules.swade-rules.Traits]{Traits}). If you exceed the linked attribute, the cost becomes 2 points per die type.

\n

Skill Maximums: Skills may not be increased above d12 during character creation unless the character’s race starts with the skill at d6. If the skill starts with a d6, increase her maximum to d12+1. @Compendium[swade-core-rules.swade-rules.Celestials and Guardians]{Celestials} start with a d6 in Faith, for example, which means their Faith skill may be increased to d12+1.

\n

DERIVED STATISTICS

\n

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

\n

Pace is how fast your character moves in tactical situations like combat. Standard Pace is 6, which means six tabletop inches per game round. Each inch is two yards in the real world. @Compendium[swade-core-rules.swade-rules.Movement]{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]{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.

\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]{Handicaps}. 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 Vigueur, plus @Compendium[swade-core-rules.swade-rules.Armor Notes]{Armure} (use the armor worn on his torso). Vigueur 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]{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.

\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.

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

Chases & Vehicles

\n
\n
\n

One of the most thrilling staples of adventure film, television, and fiction is the chase. This simple twist on the regular combat rules lets you race muscle cars over blasted deserts, track freestyle runners across concrete jungles, and even recreate desperate dogfights in the sky or the depths of space.

\n

When to Use These Rules: Use the @Compendium[swade-core-rules.swade-rules.Quick Encounters]{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.

\n

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

\n

Maneuvering Skills

\n

The following rules often call for maneuvering skill rolls. Exactly what skill that is depends on whether the character is on foot, mounted, or in a vehicle of some sort:

\n\n

Critical Failure: The standard results for @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critically Failing} a maneuvering roll are listed below, but the GM can always create her own result appropriate to the situation as well:

\n\n\"Image\n

Setup

\n

To start a chase, shuffle an extra deck of @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} and deal them out in a row on the table (nine is a good number for most chases, add more as needed).

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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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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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Damage

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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.

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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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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]{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.

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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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" + "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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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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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]{Joker}—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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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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Damage

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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.

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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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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]{Réparation} 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]{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.

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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\"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]{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
" + "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]{Incapacité} 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", @@ -269,7 +269,7 @@ { "id": "Common Gear Table", "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
" + "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]{Recul} 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", @@ -284,12 +284,12 @@ { "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]{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
" + "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]{Armure}.

\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", "name": "Creative Combat", - "description": "
\n

Creative Combat

\n

@Compendium[swade-core-rules.swade-rules.Test]{Tests} make a game even more exciting and memorable. Creative Combat enhances a pulp-style game with additional benefits for those who Test with a raise.

\n

A successful Test works as usual, but if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} character succeeds with a raise while in combat, her foe is not automatically @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}—she rolls on the @Compendium[swade-core-rules.swade-tables.Creative Combat]{Creative Combat table} instead.

\n
" + "description": "
\n

Creative Combat

\n

@Compendium[swade-core-rules.swade-rules.Test]{Tests} make a game even more exciting and memorable. Creative Combat enhances a pulp-style game with additional benefits for those who Test with a raise.

\n

A successful Test works as usual, but if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} character succeeds with a raise while in combat, her foe is not automatically @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}—she rolls on the @Compendium[swade-core-rules.swade-tables.Creative Combat]{Creative Combat table} instead.

\n
" }, { "id": "Credits", @@ -304,12 +304,12 @@ { "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]{Âme} roll. This is a free action.

\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

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
" + "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

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]{Joker} 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

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]{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\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]{Joker} 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]{Blessures}:

\n\n\n
" }, { "id": "Defend", @@ -324,7 +324,7 @@ { "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]{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
" + "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]{Blessures}! (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", @@ -339,7 +339,7 @@ { "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

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
" + "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

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]{Réparation} 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]{Magie}).

\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]{Réparation}, 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]{Réparation} 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", @@ -394,12 +394,12 @@ { "id": "Edges", "name": "Atouts", - "description": "
\n
\n

Atouts

\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]{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.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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]{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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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]{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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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]{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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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, 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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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]{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

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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]{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.
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" + "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]{Esquive}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]{Incapacité}, 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} (lancer) 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]{Recul} 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} (lancer), @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} (lancer) 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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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]{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]{Joker}.
@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]{Artificier}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]{Psionique} 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]{Aspect}.
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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]{Réparation} 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]{Contacts}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]{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
" + "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]{Armure} doesn’t protect from electrical damage unless it’s specifically designed to do so (i.e., a rubberized suit).

\n
" }, { "id": "Elves", @@ -429,7 +429,7 @@ { "id": "Fast Healing", "name": "Fast Healing", - "description": "
\n

Fast Healing

\n

@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} make natural @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} rolls once per day instead of every five days (or once per hour if the race has @Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Special Ability - Regeneration}).

\n

Bumps & Bruises: Wild Cards recover one level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises} every four hours instead of the usual 24.

\n
" + "description": "
\n

Fast Healing

\n

@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} make natural @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} rolls once per day instead of every five days (or once per hour if the race has @Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Special Ability - Regeneration}).

\n

Bumps & Bruises: Wild Cards recover one level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises} every four hours instead of the usual 24.

\n
" }, { "id": "Fatigue", @@ -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]{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:

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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

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For a rollable version of this table, please use this @Compendium[swade-core-rules.swade-macros.Fear Table]{Fear macro} which rolls on the @Compendium[swade-core-rules.swade-tables.Fear Table]{Fear Table}

\n*Add the creature’s Fear penalty as a positive number to this roll.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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
" + "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

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]{Incapacité} 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]{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
" + "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]{Armure} 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]{Incapacité} 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", @@ -474,12 +474,12 @@ { "id": "Futuristic Armor Table", "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
" + "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]{Protection balistique}: 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]{Armure} 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

\n

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.

\n

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.

\n

Game Nights

\n

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.

\n

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.

\n

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.

\n

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.

\n

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.

\n

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!

\n

Character Types

\n

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.

\n

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.

\n

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.

\n\"Image\n

Getting the Party Together

\n

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.

\n

The Mission

\n

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.

\n

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.

\n

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).

\n

This approach not only helps get things moving but empowers the player and might give your campaign a new and interesting subplot!

\n

Former Acquaintances

\n

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.

\n

Staying Together

\n

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).

\n

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.

\n

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?

\n

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.

\n

Friction

\n

So what happens if your group doesn’t get along? That depends on whether it’s the players or the characters who are arguing.

\n

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.

\n

Maybe you can come back to the game once you’ve worked things out.

\n

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.

\n\"Image\n

Campaign Types

\n

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.

\n

Hack and Slash

\n

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!

\n

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.

\n

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!

\n

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.

\n

Exploration

\n

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.

\n

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.

\n

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.

\n

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.

\n

Roleplaying

\n

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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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.

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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] {Règles de situation} 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

\n

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.

\n

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.

\n

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.

\n

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.

\n

Roleplaying

\n

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}.

\n

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!

\n

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.

\n

Horror

\n

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.

\n

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.

\n

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.

\n

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.”

\n\n
\n

Running the Game

\n
\n

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.

\n

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.

\n

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.”

\n

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).

\n

Introducing New Players

\n

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.

\n

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.

\n

Balance

\n

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.

\n

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.

\n

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.

\n

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.

\n

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.

\n

Crafting A Challenge

\n

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).

\n\n

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.

\n

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.

\n

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.

\n\"Image\n

Experience

\n

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.

\n

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.

\n

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.

\n

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.

\n

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!

\n

Bennies

\n

@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.

\n

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.

\n

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!

\n

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.

\n

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.

\n

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.

\n

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.

\n

Interpret The Die Rolls

\n

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.

\n

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.

\n

Pacing

\n

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.

\n

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).

\n

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}.

\n

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.

\n

Combat Pacing

\n

Just as important as keeping the plot moving forward is making sure combats are fast and furious. As you count down the @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards}, make each player tell you what his character is doing fairly quickly. If he needs a moment, put his character on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and move on to the next player.

\n

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.

\n

That’s not to say there aren’t times when you want to give a player a moment to think—particularly if they have a big plan or need to look up something really important, like the details of a power or a special rule.

\n

You might also occasionally give the entire group a moment. If a terrible foe shows up after a few rounds of combat, a quick bathroom break gives everyone a moment to soak in the fact that things just got more challenging.

\n

Feel the moment and play up the drama befitting your scenario, the environment, and the party’s mood, and let them plan and strategize a bit if it makes sense or will benefit the game.

\n\"I \"An\n

@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras}

\n

The backbone of any good game is the world that surrounds the player characters, and nonplayer characters are a big part of that. This section shows you how to breathe life into the supporting cast of your world.

\n

Creating Extras

\n

Consider this Game Master’s Rule #1 when it comes to Extras: Don’t “build” them!

\n

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!

\n

Personality

\n

Far more important than most nonplayer character’s statistics are their personalities. Jot down a note or two about any Extras the party is likely to come across so you’ll have some idea how to run them. Some Game Masters find it useful to identify prominent Extras with actors or characters from film, television, books, or comics.

\n

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.

\n

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.

\n

@Compendium[swade-core-rules.swade-rules.Allies]{Alliés}

\n

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", @@ -494,7 +494,7 @@ { "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]{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
" + "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]{Armure}

\n

@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration d’armure}

\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", @@ -509,7 +509,7 @@ { "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]{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
" + "description": "
\n

Glow/Shroud (+1)

\n

Glow gives off soft light of an appro­priate color for its @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} (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", @@ -524,7 +524,7 @@ { "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 Vigueur 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]{Blessures}, 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", @@ -554,7 +554,7 @@ { "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]{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
" + "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]{Blessures} on an @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} 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]{Incapacité} 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", @@ -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 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
" + "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]{Joker} who are @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} 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", @@ -609,7 +609,7 @@ { "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]{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
" + "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} (Majeur): 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} (Majeur): –6 to all tasks that require vision (but choice of a free Edge to offset).
@Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Bloodthirsty} (Majeur): 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} (Majeur): –1 to Common Knowledge and @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls.
@Compendium[swade-core-rules.swade-hindrances.Clumsy]{Clumsy} (Majeur): –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} (Majeur): The character keeps his word and acts like a gentleman.
@Compendium[swade-core-rules.swade-hindrances.Curious]{Curious} (Majeur): 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} (Majeur): –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} (Majeur): 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} (Majeur): 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} (Majeur): 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 (Majeur) hours.
@Compendium[swade-core-rules.swade-hindrances.One Arm]{One Arm} (Majeur): –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} (Majeur): –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} (Majeur): The hero believes she can do anything.
@Compendium[swade-core-rules.swade-hindrances.Pacifist]{Pacifiste} (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} (Majeur): 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]{Serment} (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} (Majeur): –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", @@ -639,7 +639,7 @@ { "id": "Innocent Bystanders", "name": "Innocent Bystanders", - "description": "
\n

Innocent Bystanders

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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
" + "description": "
\n

Innocent Bystanders

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When an attacker misses a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) 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
" }, { "id": "Interludes", @@ -654,27 +654,27 @@ { "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]{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
" + "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]{Incapacité} 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]{Recul} 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)", "name": "Lingering Damage (+2)", - "description": "
\n

Lingering Damage (+2)

\n

The target is hit by fire, intense cold, acid, gnawing insects, or some other @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping} that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). If hit with a 2d6 @Compendium[swade-core-rules.swade-powers.Bolt]{bolt}, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.

\n
" + "description": "
\n

Lingering Damage (+2)

\n

The target is hit by fire, intense cold, acid, gnawing insects, or some other @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). If hit with a 2d6 @Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.

\n
" }, { "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]{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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" + "description": "
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Machine Guns

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Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.

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Weapon Mount: Most machine-guns require a bipod, tripod, or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} 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.

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Minimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.

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Reloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.

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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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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}.
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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]{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.
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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]{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.

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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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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]{Armure} +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]{Réparation} skill. Each attempt takes one hour per current @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} 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]{Blessures}.
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]{Blessures} 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

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\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]{Incapacité}. 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]{Foi} 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]{Serment} (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]{Serment} (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.

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\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.

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\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:

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\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
" + "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

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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!)

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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.

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Failure means the warrior fought bravely. She takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} 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!

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The Game Master and players should work together to describe each character’s glorious scenes of bravery and carnage once the results are determined.

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Ammo & Power Points

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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}.

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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.

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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.

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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!

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" }, { "id": "Medieval and Ancient Armor Table", @@ -689,7 +689,7 @@ { "id": "Mines Table", "name": "Mines Table", - "description": "
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Mines

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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.

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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.

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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.
 
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" + "description": "
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Mines

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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.

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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]{Réparation} roll at −4, but failure detonates the device immediately.

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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]{Armure} 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]{Armure} 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.
 
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" }, { "id": "Minimum Strength", @@ -704,7 +704,7 @@ { "id": "Modern Armor Table", "name": "Modern Armor Table", - "description": "
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Modern Armor

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@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.

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Apply AP only to the item's actual @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value.

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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).
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" + "description": "
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Modern Armor

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@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Protection balistique}: Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.

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Apply AP only to the item's actual @Compendium[swade-core-rules.swade-rules.Armor]{Armure} value.

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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).
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" }, { "id": "More Skill Points", @@ -714,7 +714,7 @@ { "id": "Mounted Combat", "name": "Mounted Combat", - "description": "
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Mounted Combat

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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.

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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.

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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!

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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)}.

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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.

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@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.

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Charging

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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.

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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.

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The winner attacks first. If successful, he adds the +4 charge bonus to his damage (whether he’s the rider or not).

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" + "description": "
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Mounted Combat

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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.

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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.

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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!

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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]{Incapacité}, 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)}.

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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.

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@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.

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Charging

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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.

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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.

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The winner attacks first. If successful, he adds the +4 charge bonus to his damage (whether he’s the rider or not).

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" }, { "id": "Movement", @@ -724,7 +724,7 @@ { "id": "Multi-Actions", "name": "Multi-Actions", - "description": "
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Multi-Actions

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Characters can perform up to three @Compendium[swade-core-rules.swade-rules.Actions]{actions} on their turn. Each additional action beyond the first inflicts a −2 penalty to all actions. Taking two actions, for example, incurs a −2 penalty to both, and three actions is a −4 penalty.

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@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards} get their Wild Die on each action as usual.

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All actions must be declared at the start of the turn and before any dice are rolled. Penalties remain even if a later action doesn’t happen (usually because it was dependent on an earlier success).

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Movement and Multiple Actions: A chara­cter may perform multiple actions at different points in his @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.

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Free Actions: Multi-Action penalties do not apply to @Compendium[swade-core-rules.swade-rules.Actions]{free actions}.

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" + "description": "
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Multi-Actions

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Characters can perform up to three @Compendium[swade-core-rules.swade-rules.Actions]{actions} on their turn. Each additional action beyond the first inflicts a −2 penalty to all actions. Taking two actions, for example, incurs a −2 penalty to both, and three actions is a −4 penalty.

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@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} get their Wild Die on each action as usual.

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All actions must be declared at the start of the turn and before any dice are rolled. Penalties remain even if a later action doesn’t happen (usually because it was dependent on an earlier success).

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Movement and Multiple Actions: A chara­cter may perform multiple actions at different points in his @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.

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Free Actions: Multi-Action penalties do not apply to @Compendium[swade-core-rules.swade-rules.Actions]{free actions}.

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" }, { "id": "Multiple Languages", @@ -744,12 +744,12 @@ { "id": "No Power Points", "name": "No Power Points", - "description": "
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No Power Points

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Instead of using @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, characters with @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcane Backgrounds} simply choose the power they want to activate and make an arcane skill roll. The penalty to the roll is the power’s total cost in Power Points (base cost plus all @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modifiers}), divided by 2. Round up.

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Casting @Compendium[swade-core-rules.swade-powers.Protection]{protection} (1 point) with More Armor (+1) and the @Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hurry} modifier (+1), for example, has a cost of 3 Power Points. Half rounded up is 2.

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Success means the power activates as usual. A raise grants any additional bonuses stated in its description.

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Failure means all current powers are canceled and the caster is Shaken. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} results in @Compendium[swade-core-rules.swade-rules.Activation]{Backlash}.

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Maintaining Powers: Characters can main­tain those powers that allow it as long as desired, but each one maintained inflicts a −1 to all further arcane skill rolls.

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Power Preparation: A caster may prepare powers by concentrating for an entire round (no move­ment or other actions and must not be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken or Stunned}). If successful, he ignores 2 points of penalties on all powers cast on his next turn. If he does not enact any powers on his next turn, the preparation is lost.

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" + "description": "
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No Power Points

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Instead of using @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, characters with @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} simply choose the power they want to activate and make an arcane skill roll. The penalty to the roll is the power’s total cost in Power Points (base cost plus all @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modifiers}), divided by 2. Round up.

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Casting @Compendium[swade-core-rules.swade-powers.Protection]{protection} (1 point) with More Armor (+1) and the @Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hurry} modifier (+1), for example, has a cost of 3 Power Points. Half rounded up is 2.

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Success means the power activates as usual. A raise grants any additional bonuses stated in its description.

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Failure means all current powers are canceled and the caster is Shaken. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} results in @Compendium[swade-core-rules.swade-rules.Activation]{Backlash}.

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Maintaining Powers: Characters can main­tain those powers that allow it as long as desired, but each one maintained inflicts a −1 to all further arcane skill rolls.

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Power Preparation: A caster may prepare powers by concentrating for an entire round (no move­ment or other actions and must not be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken or Stunned}). If successful, he ignores 2 points of penalties on all powers cast on his next turn. If he does not enact any powers on his next turn, the preparation is lost.

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" }, { "id": "Nonlethal Damage", "name": "Nonlethal Damage", - "description": "
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Nonlethal Damage

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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.

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Nonlethal damage causes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} as usual, but if a character is rendered @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} he’s knocked out for 1d6 hours instead.

\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]{Incapacité} 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", @@ -769,17 +769,17 @@ { "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]{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

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

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", "name": "Power Modifiers", - "description": "
\n

Power Modifiers

\n

Power Modifiers allow characters to customize their abilities, adding a special effect that better reflects her @Compendium[swade-core-rules.swade-rules.Powers]{power's} @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}.

\n

Power Modifiers are selected each time a power is activated and may be freely changed each time. An icy @Compendium[swade-core-rules.swade-powers.Bolt]{bolt} might cause @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing} damage in one attack and @Compendium[swade-core-rules.swade-rules.Lingering Damage (+2)]{Lingering Damage} in the next.

\n

A number of common modifiers are listed below, and some powers have additional options as well. The number in parentheses is the price in additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} it costs to add the effect.

\n

@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Casters} must declare which modifiers they’re using before rolling their arcane skill.

\n

Unless a modifier says otherwise, it may be applied to any power, but only once per casting.

\n

Power Modifiers last for the Duration of the spell, or until the end of the target’s next turn in the case of Instant powers.

\n

Modifiers

\n
\n

@Compendium[swade-core-rules.swade-rules.Armor Piercing (+1 to +3)]{Armor Piercing}

\n

@Compendium[swade-core-rules.swade-rules.Fatigue (+2)]{Fatigue}

\n

@Compendium[swade-core-rules.swade-rules.Glow or Shroud (+1)]{Glow/Shroud}

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (+2)]{Heavy Weapon}

\n

@Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hinder/Hurry}

\n

@Compendium[swade-core-rules.swade-rules.Lingering Damage (+2)]{Lingering Damage}

\n

@Compendium[swade-core-rules.swade-rules.Range (+1 or +2)]{Portée}

\n

@Compendium[swade-core-rules.swade-rules.Selective (+1)]{Selective}

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

Power Modifiers

\n

Power Modifiers allow characters to customize their abilities, adding a special effect that better reflects her @Compendium[swade-core-rules.swade-rules.Powers]{power's} @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.

\n

Power Modifiers are selected each time a power is activated and may be freely changed each time. An icy @Compendium[swade-core-rules.swade-powers.Bolt]{éclairs} might cause @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing} damage in one attack and @Compendium[swade-core-rules.swade-rules.Lingering Damage (+2)]{Lingering Damage} in the next.

\n

A number of common modifiers are listed below, and some powers have additional options as well. The number in parentheses is the price in additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} it costs to add the effect.

\n

@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Casters} must declare which modifiers they’re using before rolling their arcane skill.

\n

Unless a modifier says otherwise, it may be applied to any power, but only once per casting.

\n

Power Modifiers last for the Duration of the spell, or until the end of the target’s next turn in the case of Instant powers.

\n

Modifiers

\n
\n

@Compendium[swade-core-rules.swade-rules.Armor Piercing (+1 to +3)]{Armor Piercing}

\n

@Compendium[swade-core-rules.swade-rules.Fatigue (+2)]{Fatigue}

\n

@Compendium[swade-core-rules.swade-rules.Glow or Shroud (+1)]{Glow/Shroud}

\n

@Compendium[swade-core-rules.swade-rules.Heavy Weapon (+2)]{Heavy Weapon}

\n

@Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hinder/Hurry}

\n

@Compendium[swade-core-rules.swade-rules.Lingering Damage (+2)]{Lingering Damage}

\n

@Compendium[swade-core-rules.swade-rules.Range (+1 or +2)]{Portée}

\n

@Compendium[swade-core-rules.swade-rules.Selective (+1)]{Selective}

\n
\n\"Image
" }, { "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]{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.

\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]{Intellect}  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.

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\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]{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.
\n\"Image
\n
" + "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]{Aspects} 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

Points de pouvoir : 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]{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]{Aspects} : These are descriptive ideas and suggestions for how the power might look or manifest in different types of settings.

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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]{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]{éclairs}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.
\n\"Image
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" }, { "id": "Powers 02", @@ -829,7 +829,7 @@ { "id": "Quick Encounters", "name": "Quick Encounters", - "description": "
\n
\n

Quick Encounters

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\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

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No @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} are dealt in a Quick Encounter. Instead, the GM describes the scene, then the players agree on a general plan and what each of their characters will do.

\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

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

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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

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If a character fails his roll in a dangerous situation he takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} (or d4 Wounds with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{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.

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Success means the hero emerges with only @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}, and a raise means he escapes unscathed.

\n

Nonlethal Encounters

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If the encounter isn’t physically dangerous, failure means the hero doesn’t contribute to the party’s overall success somehow. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{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.

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Example: Night At The Museum

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Red and Gabe must break into a museum, steal an ancient book, and stop a global conspiracy that threatens all of humanity.

\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
" + "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

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]{Blessures} (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", @@ -844,17 +844,17 @@ { "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\"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\"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]{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
" + "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} (lancer) 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)", "name": "Range (+1 or +2)", - "description": "
\n

Range (+1/+2)

\n

Double the power’s listed Range for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, or triple it for +2. This modifier may not be used on powers with a @Compendium[swade-core-rules.swade-rules.Range]{Portée} of @Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch} or the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Cone Template}.

\n
" + "description": "
\n

Range (+1/+2)

\n

Double the power’s listed Range for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, or triple it for +2. This modifier may not be used on powers with a @Compendium[swade-core-rules.swade-rules.Range]{Portée} of @Compendium[swade-core-rules.swade-rules.Touch Attack]{Toucher} or the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Cone Template}.

\n
" }, { "id": "Ranged Weapons In Melee", @@ -864,7 +864,7 @@ { "id": "Ranged Weapons Table", "name": "Ranged Weapons 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

Ranged Weapons

\n
\n

Thrown axes and knives, bows, nets, slings, and spears are available in most every era or setting.

\n
\n
TypeRangeDamageAPROFMin Str.WeightCost
Medieval
@Compendium[swade-core-rules.swade-equipment.Axe, Throwing]{Axe, Throwing}3/6/12Str+d61d63100
@Compendium[swade-core-rules.swade-equipment.Bow]{Bow}12/24/482d61d63250
@Compendium[swade-core-rules.swade-equipment.Crossbow]{Crossbow (Hand Drawn)}10/20/402d621d65250
Notes: Hand-drawn.
 
@Compendium[swade-core-rules.swade-equipment.Crossbow, Heavy]{Crossbow, Heavy}15/30/602d821d68400
Notes: Requires a windlass to load. @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2.
 
@Compendium[swade-core-rules.swade-equipment.Dagger/Knife (Throwing)]{Dagger/Knife}3/6/12Str+d41d4125
@Compendium[swade-core-rules.swade-equipment.Long Bow]{Long Bow}15/30/602d611d83300
@Compendium[swade-core-rules.swade-equipment.Net (Weighted)]{Net (Weighted)}3/6/121d4850
Notes: A successful hit means the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. The net is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and vulnerable only to cutting attacks.
 
@Compendium[swade-core-rules.swade-equipment.Sling]{Sling} (Athletics (throwing))4/8/16Str+d41d4110
@Compendium[swade-core-rules.swade-equipment.Spear/Javelin]{Spear/Javelin (Throwing)}3/6/12Str+d61d63100
Modern
@Compendium[swade-core-rules.swade-equipment.Compound Bow]{Compound Bow}12/24/48Str+d611d63200
@Compendium[swade-core-rules.swade-equipment.Crossbow (Modern)]{Crossbow}15/30/602d621d67300
\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

Ranged Weapons

\n
\n

Thrown axes and knives, bows, nets, slings, and spears are available in most every era or setting.

\n
\n
TypeRangeDamageAPROFMin Str.WeightCost
Medieval
@Compendium[swade-core-rules.swade-equipment.Axe, Throwing]{Axe, Throwing}3/6/12Str+d61d63100
@Compendium[swade-core-rules.swade-equipment.Bow]{Bow}12/24/482d61d63250
@Compendium[swade-core-rules.swade-equipment.Crossbow]{Crossbow (Hand Drawn)}10/20/402d621d65250
Notes: Hand-drawn.
 
@Compendium[swade-core-rules.swade-equipment.Crossbow, Heavy]{Crossbow, Heavy}15/30/602d821d68400
Notes: Requires a windlass to load. @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2.
 
@Compendium[swade-core-rules.swade-equipment.Dagger/Knife (lancer)]{Dagger/Knife}3/6/12Str+d41d4125
@Compendium[swade-core-rules.swade-equipment.Long Bow]{Long Bow}15/30/602d611d83300
@Compendium[swade-core-rules.swade-equipment.Net (Weighted)]{Net (Weighted)}3/6/121d4850
Notes: A successful hit means the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. The net is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and vulnerable only to cutting attacks.
 
@Compendium[swade-core-rules.swade-equipment.Sling]{Sling} (Athletics (lancer))4/8/16Str+d41d4110
@Compendium[swade-core-rules.swade-equipment.Spear/Javelin]{Spear/Javelin (lancer)}3/6/12Str+d61d63100
Modern
@Compendium[swade-core-rules.swade-equipment.Compound Bow]{Compound Bow}12/24/48Str+d611d63200
@Compendium[swade-core-rules.swade-equipment.Crossbow (Modern)]{Crossbow}15/30/602d621d67300
\n
" }, { "id": "Rate of Fire", @@ -904,7 +904,7 @@ { "id": "Rifles Table", "name": "Rifles 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

Rifles

\n
\n

Rifles can be either bolt-action, lever-action, or fed from a magazine or clip, noted in its description. Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.

\n
\n
TypeRangeDamageAPROFShotsMin Str.WeightCost
Lever and Bolt Action Rifles
@Compendium[swade-core-rules.swade-equipment.Barrett]{Barrett}50/100/2002d104110d835750
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Barretts use a 10-shot removable magazine that weighs 2 lbs when loaded. They are almost always fitted with a @Compendium[swade-core-rules.swade-equipment.Rifle Scope]{scope}.
 
@Compendium[swade-core-rules.swade-equipment.M1 Garand]{M1 Garand}24/48/962d8218d610300
Notes: The standard US infantry rifle in World War II.
 
@Compendium[swade-core-rules.swade-equipment.Hunting Rifle]{Hunting Rifle}24/48/962d8215d68350
Notes: @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}
 
@Compendium[swade-core-rules.swade-equipment.Sharps Big 50]{Sharps Big 50}30/60/1202d10211d811400
Notes: @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}
 
@Compendium[swade-core-rules.swade-equipment.Spencer Carbine]{Spencer Carbine}20/40/802d8217d48250
@Compendium[swade-core-rules.swade-equipment.Winchester ‘73]{Winchester '73}24/48/962d8-12115d610300
Assault Rifles
@Compendium[swade-core-rules.swade-equipment.AK47]{AK47}24/48/962d8+12330d610450
@Compendium[swade-core-rules.swade-equipment.M-16]{M-16}24/48/962d82320/30d68400
Notes: The A-2 version can also fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}
 
@Compendium[swade-core-rules.swade-equipment.Steyr AUG]{Steyr AUG}24/48/962d82330d68400
Notes: May fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}
 
\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

Rifles

\n
\n

Rifles can be either bolt-action, lever-action, or fed from a magazine or clip, noted in its description. Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.

\n
\n
TypeRangeDamageAPROFShotsMin Str.WeightCost
Lever and Bolt Action Rifles
@Compendium[swade-core-rules.swade-equipment.Barrett]{Barrett}50/100/2002d104110d835750
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Barretts use a 10-shot removable magazine that weighs 2 lbs when loaded. They are almost always fitted with a @Compendium[swade-core-rules.swade-equipment.Rifle Scope]{lunette}.
 
@Compendium[swade-core-rules.swade-equipment.M1 Garand]{M1 Garand}24/48/962d8218d610300
Notes: The standard US infantry rifle in World War II.
 
@Compendium[swade-core-rules.swade-equipment.Hunting Rifle]{Hunting Rifle}24/48/962d8215d68350
Notes: @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}
 
@Compendium[swade-core-rules.swade-equipment.Sharps Big 50]{Sharps Big 50}30/60/1202d10211d811400
Notes: @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}
 
@Compendium[swade-core-rules.swade-equipment.Spencer Carbine]{Spencer Carbine}20/40/802d8217d48250
@Compendium[swade-core-rules.swade-equipment.Winchester ‘73]{Winchester '73}24/48/962d8-12115d610300
Assault Rifles
@Compendium[swade-core-rules.swade-equipment.AK47]{AK47}24/48/962d8+12330d610450
@Compendium[swade-core-rules.swade-equipment.M-16]{M-16}24/48/962d82320/30d68400
Notes: The A-2 version can also fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}
 
@Compendium[swade-core-rules.swade-equipment.Steyr AUG]{Steyr AUG}24/48/962d82330d68400
Notes: May fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}
 
\n
" }, { "id": "Rocket Launchers and Torpedoes Table", @@ -914,7 +914,7 @@ { "id": "Rules", "name": "Rules", - "description": "
\n
\n
\n

Rules

\n
\n
\n
\n

Savage Worlds provides a simple framework for your tales of adventure and glory. In this chapter we show you how to make basic @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill and attribute checks}—and make your @Compendium[swade-core-rules.swade-rules.Combat]{combats} Fast, Furious, and Fun!

\n

@Compendium[swade-core-rules.swade-rules.Combat]{Combat Rules}

\n
\n

@Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards (Initiative)}

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Damage Effects]{Damage Effects}

\n

@Compendium[swade-core-rules.swade-rules.Dealing Damage]{Dealing Damage}

\n

@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}

\n

@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak Rolls}

\n
\n
\n

Situational Rules

\n

The core Savage Worlds rules are very simple—@Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll a skill die (and a Wild Die if a Wild Card)}. If the result is 4 or higher after all modifiers, you’re successful.

\n

In the following section are some of the more elaborate options and maneuvers characters can attempt.

\n
\n

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

\n

@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}

\n

@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}

\n

@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}

\n

@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}

\n

@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover & Obstacles}

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable}

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Finishing Move]{Finishing Move}

\n

@Compendium[swade-core-rules.swade-rules.Firing Into Melee]{Firing Into Melee}

\n

@Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks}

\n

@Compendium[swade-core-rules.swade-rules.Ganging Up]{Ganging Up}

\n

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

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Improvised Weapons}

\n

@Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}

\n

@Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}

\n

@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}

\n

@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}

\n

@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{Nonlethal Damage}

\n

@Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Off-Hand Attacks}

\n

@Compendium[swade-core-rules.swade-rules.Prone]{à terre}

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee}

\n

@Compendium[swade-core-rules.swade-rules.Readying Weapons]{Readying Weapons}

\n

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

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size and Scale}

\n

@Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}

\n

@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Suppresive Fire]{Suppresive Fire}

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}

\n

@Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}

\n

@Compendium[swade-core-rules.swade-rules.Two Weapons]{Two Weapons}

\n

@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}

\n

@Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform}

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack}

\n

@Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}

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

Rules

\n
\n
\n
\n

Savage Worlds provides a simple framework for your tales of adventure and glory. In this chapter we show you how to make basic @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill and attribute checks}—and make your @Compendium[swade-core-rules.swade-rules.Combat]{combats} Fast, Furious, and Fun!

\n

@Compendium[swade-core-rules.swade-rules.Combat]{Combat Rules}

\n
\n

@Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards (Initiative)}

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Damage Effects]{Damage Effects}

\n

@Compendium[swade-core-rules.swade-rules.Dealing Damage]{Dealing Damage}

\n

@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}

\n

@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak Rolls}

\n
\n
\n

Situational Rules

\n

The core Savage Worlds rules are very simple—@Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll a skill die (and a Wild Die if a Wild Card)}. If the result is 4 or higher after all modifiers, you’re successful.

\n

In the following section are some of the more elaborate options and maneuvers characters can attempt.

\n
\n

@Compendium[swade-core-rules.swade-rules.Aim] {Viser}

\n

@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}

\n

@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}

\n

@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}

\n

@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}

\n

@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert et Obstacles}

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable}

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Finishing Move]{Finishing Move}

\n

@Compendium[swade-core-rules.swade-rules.Firing Into Melee]{Firing Into Melee}

\n

@Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks}

\n

@Compendium[swade-core-rules.swade-rules.Ganging Up]{Ganging Up}

\n

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

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Improvised Weapons}

\n

@Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}

\n

@Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}

\n

@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}

\n

@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}

\n

@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{Nonlethal Damage}

\n

@Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Off-Hand Attacks}

\n

@Compendium[swade-core-rules.swade-rules.Prone]{à terre}

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee}

\n

@Compendium[swade-core-rules.swade-rules.Readying Weapons]{Readying Weapons}

\n

@Compendium[swade-core-rules.swade-rules.Recoil]{Recul}

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size and Scale}

\n

@Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}

\n

@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Suppresive Fire]{Suppresive Fire}

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}

\n

@Compendium[swade-core-rules.swade-rules.Touch Attack]{Touch Attack}

\n

@Compendium[swade-core-rules.swade-rules.Two Weapons]{Two Weapons}

\n

@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}

\n

@Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform}

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack}

\n

@Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}

\n
\n
\n
" }, { "id": "Runes", @@ -924,7 +924,7 @@ { "id": "Saurians", "name": "Saurians", - "description": "
\n

Saurians

\n

Lizard men typically come from steaming jungles or deep deserts where they have unique civilizations unknown to other sentient races.

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

Saurians

\n

Lizard men typically come from steaming jungles or deep deserts where they have unique civilizations unknown to other sentient races.

\n\n\"An
" }, { "id": "Selective (+1)", @@ -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]{Compétences}, 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", @@ -949,12 +949,12 @@ { "id": "Shields", "name": "Shields", - "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
" + "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]{Armure} 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]{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
" + "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]{Armure}. 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", @@ -969,7 +969,7 @@ { "id": "Size and Scale", "name": "Size and Scale", - "description": "
\n

Size & Scale

\n

Characters and creatures have a Size ranging from −4 for very small beings up to Size 20 and higher for massive behemoths. Specific creature Sizes are listed in their statistics, and explained on the @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table}.

\n

The @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table} lists seven different “Scales,” from Tiny to Gargantuan, and the Scale Modifier that goes with each.

\n

When creatures of different Scales attack each other, the smaller creature adds the difference between its Scale and its target to its attacks. A Tiny fairy (−6 Scale modifier), for example, adds +10 to hurl a @Compendium[swade-core-rules.swade-powers.Bolt]{Bolt} at a Huge dragon (+4).

\n

The larger creature subtracts the difference from its attacks. A Very Small eagle (−4) subtracts 2 from its Fighting totals when attacking a Tiny fairy (−6).

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

Scale Modifiers

\n
ModifierScale & Examples
-6Tiny: Armor join, baseball, mouse
-4Very Small: Human hand or head, basketball, house cat
-2Small: Human limb, bobcat
Normal: Human, motorc­ycle, bull, horse
+2Large: Hippo, most vehicles
+4Huge: Dragon, whale
+6Gargantuan: Building, kaiju, ship
\n

@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} & Target Size

\n

Use the Scale of the target when making @Compendium[swade-core-rules.swade-rules.Called Shots]{called shots} against creatures, not their Scale. If a hero wants to blast the eye of a Huge robot destroying the city, for example, use the Scale of the eye, not the robot. If the eye is about the size of a car, the hero adds +2 to his roll because a car is Large, a +2 bonus.

\n

Hitting the vital areas have extra effects listed under @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}.

\n
" + "description": "
\n

Size & Scale

\n

Characters and creatures have a Size ranging from −4 for very small beings up to Size 20 and higher for massive behemoths. Specific creature Sizes are listed in their statistics, and explained on the @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table}.

\n

The @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table} lists seven different “Scales,” from Tiny to Gargantuan, and the Scale Modifier that goes with each.

\n

When creatures of different Scales attack each other, the smaller creature adds the difference between its Scale and its target to its attacks. A Tiny fairy (−6 Scale modifier), for example, adds +10 to hurl a @Compendium[swade-core-rules.swade-powers.Bolt]{éclairs} at a Huge dragon (+4).

\n

The larger creature subtracts the difference from its attacks. A Very Small eagle (−4) subtracts 2 from its Fighting totals when attacking a Tiny fairy (−6).

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

Scale Modifiers

\n
ModifierScale & Examples
-6Tiny: Armor join, baseball, mouse
-4Very Small: Human hand or head, basketball, house cat
-2Small: Human limb, bobcat
Normal: Human, motorc­ycle, bull, horse
+2Large: Hippo, most vehicles
+4Huge: Dragon, whale
+6Gargantuan: Building, kaiju, ship
\n

@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} & Target Size

\n

Use the Scale of the target when making @Compendium[swade-core-rules.swade-rules.Called Shots]{called shots} against creatures, not their Scale. If a hero wants to blast the eye of a Huge robot destroying the city, for example, use the Scale of the eye, not the robot. If the eye is about the size of a car, the hero adds +2 to his roll because a car is Large, a +2 bonus.

\n

Hitting the vital areas have extra effects listed under @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}.

\n
" }, { "id": "Size Table", @@ -999,7 +999,7 @@ { "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]{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
" + "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} (Majeur) 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)", @@ -1009,7 +1009,7 @@ { "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]{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
" + "description": "
\n

Armor

\n
\n

A creature’s @Compendium[swade-core-rules.swade-rules.Armor]{Armure} 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)", @@ -1034,22 +1034,22 @@ { "id": "Special Ability (Construct)", "name": "Special Ability (Construct)", - "description": "
\r\n

Construct

\r\n
\r\n

Robots, golems, and other animated objects are collectively called “constructs.” Some are sentient beings while others are mere automatons following the will of their masters.

\r\n

Whatever their origin or material, constructs have several inherent advantages over creatures of flesh and blood.

\r\n

Constructs add +2 when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties, don’t breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, don’t @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleed Out}, and Wounds are removed with @Compendium[swade-core-rules.swade-skills.Repair]{Repair} instead of @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} with no @Compendium[swade-core-rules.swade-powers.Healing]{“Golden Hour.”}

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

Construct

\r\n
\r\n

Robots, golems, and other animated objects are collectively called “constructs.” Some are sentient beings while others are mere automatons following the will of their masters.

\r\n

Whatever their origin or material, constructs have several inherent advantages over creatures of flesh and blood.

\r\n

Constructs add +2 when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} penalties, don’t breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, don’t @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleed Out}, and Wounds are removed with @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} instead of @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} with no @Compendium[swade-core-rules.swade-powers.Healing]{“Golden Hour.”}

\r\n
\r\n
" }, { "id": "Special Ability (Elemental)", "name": "Special Ability (Elemental)", - "description": "
\r\n

Elemental

\r\n
\r\n

Air, earth, fire, and water form the basis of the elemental realms, wherein dwell strange, unfathomable creatures.

\r\n

Elementals have bodies of pure earth, water, air, or fire and thus ignore additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} penalties, don’t breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, can only be @Compendium[swade-core-rules.swade-skills.Healing]{healed} via magic or natural healing.

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

Elemental

\r\n
\r\n

Air, earth, fire, and water form the basis of the elemental realms, wherein dwell strange, unfathomable creatures.

\r\n

Elementals have bodies of pure earth, water, air, or fire and thus ignore additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} penalties, don’t breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, can only be @Compendium[swade-core-rules.swade-skills.Healing]{healed} via magic or natural healing.

\r\n
\r\n
" }, { "id": "Special Ability (Environmental Resistance)", "name": "Special Ability (Environmental Resistance)", - "description": "
\r\n

Environmental Resistance

\r\n
\r\n

The creature is resistant (but not immune) to a particular type of energy or substance, such as @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Heat]{heat}, iron, etc.

\r\n

Damage from the source is reduced by 4, and the being adds +4 to resist matching @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}.

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

Environmental Resistance

\r\n
\r\n

The creature is resistant (but not immune) to a particular type of energy or substance, such as @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Heat]{heat}, iron, etc.

\r\n

Damage from the source is reduced by 4, and the being adds +4 to resist matching @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.

\r\n
\r\n
" }, { "id": "Special Ability (Environmental Weakness)", "name": "Special Ability (Environmental Weakness)", - "description": "
\r\n

Environmental Weakness

\r\n
\r\n

The creature is susceptible to a particular type of energy or substance, such as @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Heat]{heat}, iron, etc.

\r\n

Damage from the source is increased by 4, and the being subtracts 4 when resisting matching @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Trapping}.

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

Environmental Weakness

\r\n
\r\n

The creature is susceptible to a particular type of energy or substance, such as @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Heat]{heat}, iron, etc.

\r\n

Damage from the source is increased by 4, and the being subtracts 4 when resisting matching @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.

\r\n
\r\n
" }, { "id": "Special Ability (Ethereal)", @@ -1079,7 +1079,7 @@ { "id": "Special Ability (Hardy)", "name": "Special Ability (Hardy)", - "description": "
\n

Hardy

\n
\n

Very tough or determined creatures do not fall from lesser injuries, no matter how many they suffer. A decisive blow is needed to put one of these tenacious creatures down.

\n

If the beast is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, another Shaken result doesn’t cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.

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

Hardy

\n
\n

Very tough or determined creatures do not fall from lesser injuries, no matter how many they suffer. A decisive blow is needed to put one of these tenacious creatures down.

\n

If the beast is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, another Shaken result doesn’t cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}.

\n
\n
" }, { "id": "Special Ability (Horns)", @@ -1089,7 +1089,7 @@ { "id": "Special Ability (Immunity)", "name": "Special Ability (Immunity)", - "description": "
\n

Immunity

\n
\n

Creatures born in fire aren’t affected by @Compendium[swade-core-rules.swade-rules.Heat]{heat}, and a horror made of pure lightning won’t suffer from a @Compendium[swade-core-rules.swade-powers.Bolt]{bolt} attack with an electrical @Compendium[swade-core-rules.swade-rules.Trappings]{trapping}. Immunities are to specific types of attacks, such as @Compendium[swade-core-rules.swade-rules.Fire]{fire}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, electricity, and so on. Such creatures don’t have @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerability}, they just ignore @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} and @Compendium[swade-core-rules.swade-rules.Stunned]{Stun} results from the specific attack types named.

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

Immunity

\n
\n

Creatures born in fire aren’t affected by @Compendium[swade-core-rules.swade-rules.Heat]{heat}, and a horror made of pure lightning won’t suffer from a @Compendium[swade-core-rules.swade-powers.Bolt]{éclairs} attack with an electrical @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}. Immunities are to specific types of attacks, such as @Compendium[swade-core-rules.swade-rules.Fire]{fire}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, electricity, and so on. Such creatures don’t have @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerability}, they just ignore @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} and @Compendium[swade-core-rules.swade-rules.Stunned]{Stun} results from the specific attack types named.

\n
\n
" }, { "id": "Special Ability (Infection)", @@ -1124,17 +1124,17 @@ { "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
\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
\n
" }, { "id": "Special Ability (Resilient or Very Resilient)", "name": "Special Ability (Resilient or Very Resilient)", - "description": "
\n

Resilient/Very Resilient

\n
\n

Elite @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are tougher than usual. This might include specially bred @Compendium[swade-core-rules.swade-bestiary.Orc]{orcs} in a fantasy setting, particularly tough thugs or agents in the modern world, or even mutant animals created in the lab of some mad scientist.

\n

Resilient Extras can take one @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound} before they’re @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}, Very Resilient Extras can take two. Wild Cards can’t be Resilient or Very Resilient. The abilities exist to bring select Extras a little closer to the heroes and villains who lead them.

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

Resilient/Very Resilient

\n
\n

Elite @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are tougher than usual. This might include specially bred @Compendium[swade-core-rules.swade-bestiary.Orc]{orcs} in a fantasy setting, particularly tough thugs or agents in the modern world, or even mutant animals created in the lab of some mad scientist.

\n

Resilient Extras can take one @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} before they’re @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}, Very Resilient Extras can take two. Wild Cards can’t be Resilient or Very Resilient. The abilities exist to bring select Extras a little closer to the heroes and villains who lead them.

\n
\n
" }, { "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]{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
" + "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]{Blessures}, Huge can take two, and Gargantuan three. The maximum @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} 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)", @@ -1149,12 +1149,12 @@ { "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]{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
" + "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]{Blessures}.

\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]{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
    " + "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]{Blessures} 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)", @@ -1194,7 +1194,7 @@ { "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]{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
    " + "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]{Recul} 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]{Recul} 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]{Recul}, 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]{Esquive} 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]{Recul} 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", @@ -1204,7 +1204,7 @@ { "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]{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
    " + "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]{Recul}, 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", @@ -1214,7 +1214,7 @@ { "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]{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
    " + "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]{Incapacité} by thirst perishes after 2d6 hours.

    \n
    " }, { "id": "Three-Round Burst", @@ -1229,17 +1229,17 @@ { "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]{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
    " + "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]{Joker} 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]{Joker} 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

    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

    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

    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
    " + "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

    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

    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]{Foi} (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]{Psionique} (Intellect): The arcane skill for @Compendium[swade-core-rules.swade-rules.Arcane Background (Psionics)]{Arcane Background (Psionics)}.
    @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} (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]{Magie} (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]{Science étrange} (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

    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]{éclairs} 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

    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", @@ -1264,7 +1264,7 @@ { "id": "Unarmored Hero", "name": "Unarmored Hero", - "description": "
    \n

    Unarmored Hero

    \n

    Pulp action tales often feature heroes with little or no armor defeating far more heavily armored adversaries.

    \n

    In these settings, if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} chooses not to wear any @Compendium[swade-core-rules.swade-rules.Armor]{armor} (ignoring shields), he adds +2 bonus to his @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak rolls}!

    \n
    " + "description": "
    \n

    Unarmored Hero

    \n

    Pulp action tales often feature heroes with little or no armor defeating far more heavily armored adversaries.

    \n

    In these settings, if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} chooses not to wear any @Compendium[swade-core-rules.swade-rules.Armor]{Armure} (ignoring shields), he adds +2 bonus to his @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak rolls}!

    \n
    " }, { "id": "Unstable Platform", @@ -1274,7 +1274,7 @@ { "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

    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\"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

    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\"Three
    \n
    " }, { "id": "Vehicles", @@ -1284,7 +1284,7 @@ { "id": "Vehicular Weapons Table", "name": "Vehicular Weapons 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

    Vehicular Weapons

    \n
    \n

    Below are the most common weapons mounted on military vehicles in the 20th century and beyond. All except the medium machine gun and Gatling laser are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.

    \n

    Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

    \n

    Heavy Flamethrowers: Vehicular flamethrowers have longer ranges than personal devices. The wielder can use the Cone Template or arc a blast the size of a Medium Blast Template up to 18” (36 yards) distant. (Use the center of the template for the Range.) This shot can Deviate (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}).

    \n

    Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).

    \n

    Costs: Prices of military-grade weapons varies widely depending on setting, and should be considered baselines the GM can use to set prices in her campaign world.

    \n
    \n
    TypeRangeAP RoundsHE RoundsROFCost
    @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Med. Machine Gun}30/60/1202d8+1, AP 23750
    @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes}50/100/2002d10, AP 431000
    @Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Heavy Flamethrower}Cone or MBT3d811000
    @Compendium[swade-core-rules.swade-equipment.20mm Cannon]{canon de 20 mm}50/100/2002d12, AP 4450K
    @Compendium[swade-core-rules.swade-equipment.25mm Cannon]{canon de 25 mm}50/100/2003d8, AP 4375K
    @Compendium[swade-core-rules.swade-equipment.30mm Cannon]{canon de 30 mm}50/100/2003d8, AP 63200K
    40mm Cannon (@Compendium[swade-core-rules.swade-equipment.40mm Cannon (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.40mm Cannon (HE Rounds)]{HE})75/150/3004d8, AP 53d8, AP 2, MBT4200K
    2 pd AT Gun (@Compendium[swade-core-rules.swade-equipment.2 pd AT Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.2 pd AT Gun (HE Rounds)]{HE})75/150/3004d8, AP 53d6, AP 2, MBT175K
    37mm AT Gun (@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (HE Rounds)]{HE})50/100/2004d8, AP 34d6, AP 3, MBT1100K
    57mm AT Gun (@Compendium[swade-core-rules.swade-equipment.57mm AT Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.57mm AT Gun (HE Rounds)]{HE})75/150/3004d8, AP 53d8, AP 3, MBT1150K
    75mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (HE Rounds)]{HE})75/150/3004d10, AP 63d8, AP 3, MBT1250K
    76mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (HE Rounds)]{HE})75/150/3004d10, AP 103d8, AP 5, MBT1300K
    88mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (HE Rounds)]{HE})100/200/4004d10+1, AP 164d8, AP 8, MBT1500K
    120mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (HE Rounds)]{HE})100/200/4005d10, AP 314d8, AP 17, MBT1800K
    125mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (HE Rounds)]{HE})100/200/4005d10, AP 304d8, AP 15, MBT11M
    Futuristic
    @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser}50/100/2003d6+4, AP 441K
    @Compendium[swade-core-rules.swade-equipment.Heavy Laser]{Heavy Laser}150/300/6004d10, AP 3011M
    \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

    Vehicular Weapons

    \n
    \n

    Below are the most common weapons mounted on military vehicles in the 20th century and beyond. All except the medium machine gun and Gatling laser are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.

    \n

    Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.

    \n

    Heavy Flamethrowers: Vehicular flamethrowers have longer ranges than personal devices. The wielder can use the Cone Template or arc a blast the size of a Medium Blast Template up to 18” (36 yards) distant. (Use the center of the template for the Range.) This shot can Deviate (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}).

    \n

    Tank and AT Guns: May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration d’armure} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).

    \n

    Costs: Prices of military-grade weapons varies widely depending on setting, and should be considered baselines the GM can use to set prices in her campaign world.

    \n
    \n
    TypeRangeAP RoundsHE RoundsROFCost
    @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Med. Machine Gun}30/60/1202d8+1, AP 23750
    @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes}50/100/2002d10, AP 431000
    @Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Heavy Flamethrower}Cone or MBT3d811000
    @Compendium[swade-core-rules.swade-equipment.20mm Cannon]{canon de 20 mm}50/100/2002d12, AP 4450K
    @Compendium[swade-core-rules.swade-equipment.25mm Cannon]{canon de 25 mm}50/100/2003d8, AP 4375K
    @Compendium[swade-core-rules.swade-equipment.30mm Cannon]{canon de 30 mm}50/100/2003d8, AP 63200K
    40mm Cannon (@Compendium[swade-core-rules.swade-equipment.40mm Cannon (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.40mm Cannon (HE Rounds)]{HE})75/150/3004d8, AP 53d8, AP 2, MBT4200K
    2 pd AT Gun (@Compendium[swade-core-rules.swade-equipment.2 pd AT Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.2 pd AT Gun (HE Rounds)]{HE})75/150/3004d8, AP 53d6, AP 2, MBT175K
    37mm AT Gun (@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (HE Rounds)]{HE})50/100/2004d8, AP 34d6, AP 3, MBT1100K
    57mm AT Gun (@Compendium[swade-core-rules.swade-equipment.57mm AT Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.57mm AT Gun (HE Rounds)]{HE})75/150/3004d8, AP 53d8, AP 3, MBT1150K
    75mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (HE Rounds)]{HE})75/150/3004d10, AP 63d8, AP 3, MBT1250K
    76mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (HE Rounds)]{HE})75/150/3004d10, AP 103d8, AP 5, MBT1300K
    88mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (HE Rounds)]{HE})100/200/4004d10+1, AP 164d8, AP 8, MBT1500K
    120mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (HE Rounds)]{HE})100/200/4005d10, AP 314d8, AP 17, MBT1800K
    125mm Tank Gun (@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (HE Rounds)]{HE})100/200/4005d10, AP 304d8, AP 15, MBT11M
    Futuristic
    @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser}50/100/2003d6+4, AP 441K
    @Compendium[swade-core-rules.swade-equipment.Heavy Laser]{Heavy Laser}150/300/6004d10, AP 3011M
    \n
    " }, { "id": "Watercraft Table", @@ -1309,7 +1309,7 @@ { "id": "Wild Cards and Extras", "name": "Wild Cards and Extras", - "description": "
    \n

    Wild Cards & Extras

    \n

    Your hero (a player character), and unique allies, villains, and monsters are collectively called “Wild Cards.” These beings have a better chance at doing things, are a little tougher to put down, and are generally more detailed than common guards, minions, or lackeys—collectively called “Extras.”

    \n

    Wild Cards are noted with a design of some sort before their name, like this:

    \n

    \"ARED

    \n

    The actual Wild Card symbol varies and is usually themed for the particular setting, such as a skull-and-crossbones for a pirate game like 50 Fathoms or a marshal’s badge in Deadlands.

    \n

    Besides your own characters, it’s up to the Game Master to decide which characters are Wild Cards. The sergeant of the City Watch probably isn’t a Wild Card, but Sergeant Grimlock of the City Watch may be. Skytch the Dragon is also a Wild Card, though his three young wyrms aren’t.

    \n

    Wild Cards are those who have stepped up to do more than most. They dare, aspire, and risk it all to be a hero—or a villain!

    \n

    They have two special abilities in the game:

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

    Wild Cards & Extras

    \n

    Your hero (a player character), and unique allies, villains, and monsters are collectively called “Wild Cards.” These beings have a better chance at doing things, are a little tougher to put down, and are generally more detailed than common guards, minions, or lackeys—collectively called “Extras.”

    \n

    Wild Cards are noted with a design of some sort before their name, like this:

    \n

    \"ARED

    \n

    The actual Wild Card symbol varies and is usually themed for the particular setting, such as a skull-and-crossbones for a pirate game like 50 Fathoms or a marshal’s badge in Deadlands.

    \n

    Besides your own characters, it’s up to the Game Master to decide which characters are Wild Cards. The sergeant of the City Watch probably isn’t a Wild Card, but Sergeant Grimlock of the City Watch may be. Skytch the Dragon is also a Wild Card, though his three young wyrms aren’t.

    \n

    Wild Cards are those who have stepped up to do more than most. They dare, aspire, and risk it all to be a hero—or a villain!

    \n

    They have two special abilities in the game:

    \n\n
    " }, { "id": "Withdrawing From Melee", diff --git a/module/compendiums/swade-core-rules.swade-skills.json b/module/compendiums/swade-core-rules.swade-skills.json index 4c66ca3..4c2ae4d 100644 --- a/module/compendiums/swade-core-rules.swade-skills.json +++ b/module/compendiums/swade-core-rules.swade-skills.json @@ -192,9 +192,9 @@ }, { "id": "Unskilled Attempt", - "name": "Tentative sans qualification", - "description":"page inconnue", - "description_full":"
    \n

    Si un personnage n'a pas de compétence pour une action qu'il tente, il lance un d4 pour son dé de compétence (et un dé sauvage si c'est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) et soustrait 2 du total.

    \n

    Le MJ peut décider que certaines tâches ne peuvent être tentées sans qualification, comme la réalisation d'une chirurgie complexe ou le pilotage d'un jet commercial.

    \n
    " + "name": "Compétence par défaut", + "description":"Voir SWADE p. 89", + "description_full":"
    \n

    Si un personnage ne dispose pas de la Compétence pour son action, il lance un d4 en guise de dé de Trait (et le dé Joker s’il est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}) et soustrait 2 du total.

    \n

    Le MJ décide quelles tâches ne peuvent pas être accomplies sans connaissances réelles, comme procéder à une intervention chirurgicale à cerveau ouvert ou piloter un avion.

    \n
    " }, { "id": "Weird Science", diff --git a/module/compendiums/swade.skills.json b/module/compendiums/swade.skills.json index e2c6d94..ae4d36a 100644 --- a/module/compendiums/swade.skills.json +++ b/module/compendiums/swade.skills.json @@ -156,9 +156,9 @@ "name": "Subterfuge" }, { - "description": "page inconnue", - "id": "Unskilled Attempt", - "name": "Tentative sans compétence" + "description": "Voir SWADE p.89", + "id": "Untrained", + "name": "Compétence par défaut" }, { "description": "Voir SWADE p.35",