{ "label": "SWADE Règles", "entries": [ { "id": "Action Cards (Initiative)", "name": "Cartes d'action (Initiative)", "description": "
\n

Cartes d'action (Initiative)

\n

Dans Savage Worlds, le rythme doit rester soutenu ! Pour aider le MJ à se souvenir de l’ordre du combat et ajouter un peu de piment, on utilise un paquet de cartes à jouer (incluant deux jokers) pour déterminer l’ordre d’initiative. C’est ce qu’on appelle les “cartes d'action.”

\n

Le MJ peut distribuer les cartes face visible ou non en fonction de sa préférence. Il peut également distribuer les cartes des personnages face visible et celles de leurs ennemis face cachée pour augmenter la tension chez les joueurs et apporter un peu d’incertitude.

\n

Au début de chaque round :

\n\n

Battre les cartes : les cartes d'action sont mélangées à la fin d’un round où un joker a été tiré.

\n

Grands groupes : pour des parties comportant de nombreux joueurs, ou celles en temps limité, le meneur de jeu peut décider de ne distribuer que deux cartes : une pour les gentils, et une pour les méchants. Durant le tour des joueurs, le MJ fait agir les joueurs chacun leur tour dans un ordre défini. Cela accélèrera les choses si c’est plus important que de varier l’ordre d’initiative. Si l’un des personnages dispose d’Atouts comme @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid} ou @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, celui-ci s’applique à la carte du groupe (mais une seule fois).

\n

Le décompte

\n

Les cartes distribuées, le MJ procède ensuite au décompte d’As à 2. Chaque groupe résout ses actions lorsque sa carte est appelée.

\n

Égalités : les égalités entre cartes de la même valeur sont résolues dans l’ordre des suites : pique ♠, cœur , carreau , et trèfle ♣.

\n\n
" }, { "id": "Actions", "name": "Actions", "description": "
\n

Actions

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

\n

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

\n

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

\n

Actions gratuites

\n

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

\n

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

\n

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

\n
" }, { "id": "Activation", "name": "Activation", "description": "
\n
\n

Activation

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\n
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Pour activer un @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}, le personnage choisit une cible à sa @Compendium[swade-core-rules.swade-rules.Range]{Portée} e et fait un jet d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} (en utilisant sa Compétence d’arcanes). Un jet inférieur à 4 signifie que le pouvoir ne s’active pas. L’arcaniste dépense 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} sans considération d’@Compendium[swade-core-rules.swade-rules.Edges]{Atout} telque @Compendium[swade-core-rules.swade-edges.Channeling]{Canalisation} sauf Capacité disant spécifiquement que le coût est réduit à 0.

\n

Un jet de 4 ou plus signifie que le pouvoir s’active et consomme tous les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} nécessaires même s’il rate sa cible (comme avec éclair), oou si celle-ci résiste.

\n

En cas de Succès le héros dépense les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} et applique les effets du pouvoir. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} certains pouvoirs ont un effet additionnel indiqué dans leur description.

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Contrecoup : un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} lors de l’activation d’un pouvoir est appelé Contrecoup. Il inflige un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} et la fin immédiate de tous les pouvoirs actuellement actifs.

\n

Jets de groupe : le MJ peut opter pour un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jet de groupe} (voir p. 89) quand des PNJ sont affectés par un pouvoir. Par exemple il peut être pratique de lancer les dégâts contre chaque groupe de cibles semblables dans une @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone} mais de déterminer séparément l’effet pour ceux tentant d’échapper à enchevêtrement ou un pouvoir similaire.

\n

Prérequis d'activation

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Un personnage doit être capable de voir sa cible et ne peut pas être @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Immobilisé} (voir p. 104).

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Pouvoirs maintenus

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Prolonger la durée d’un pouvoir de sa durée de base coûte 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}. Par exemple si la @Compendium[swade-core-rules.swade-rules.Powers]{Durée} d’un pouvoir est de 5 tours, il peut être maintenu pour 5 nouveaux @Compendium[swade-core-rules.swade-rules.Combat]{tours} pour 1 PP.

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Le coût de maintien s’applique pour chaque cible mais ignore le coût des autres @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir}. Renouveler une @Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{{Augmentation de Trait}} sur trois alliés coûte 3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} pour 5 nouveaux tours.

\n

Sauf mention contraire dans la description du pouvoir, l’arcaniste peut y mettre fin avec une action gratuite.

\n

Recharge

\n

Un personnage recharge 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} par heure de repos, de méditation, etc. Le MJ détermine ce qui est du repos mais il n’y a pas de recharge tant que des pouvoirs sont maintenus, lors d’efforts physiques modérés ou plus, de stress ou d’activité mentale.

\n

Par exemple un héros peut se reposer à cheval à moins que l’animal ne soit agité, la route accidentée, que la circulation réclame de l’attention, etc. Un héros peut également recharger des @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} en marchant tranquillement dans des conditions favorables.

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Pouvoirs et actions multiples

\n

Chaque activation compte pour une @Compendium[swade-core-rules.swade-rules.Actions]{action}. Un même pouvoir ou plusieurs peuvent être lancés plusieurs fois comme @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} (voir p. 97). Par exemple un mage d’un univers de fantasy pourrait débuter un combat en conjurant @Compendium[swade-core-rules.swade-powers.Protection]{protection} et @Compendium[swade-core-rules.swade-powers.Deflection]{déflexion}, ou un prêtre pourrait tenter le @Compendium[swade-core-rules.swade-powers.Banish]{bannissement} d’un esprit tout en invoquant @Compendium[swade-core-rules.swade-powers.Smite]{frappe} sur sa @Compendium[swade-core-rules.swade-equipment.Mace]{masse d’arme}.

\n

Lésiner sur les PP

\n

Un personnage peut lancer un pouvoir avec moins de @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} que requis (qu’il les ait ou non) en augmentant la difficulté de son jet d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes}.

\n

Chaque PP économisé ainsi inflige un malus de -1. Par exemple lancer une @Compendium[swade-core-rules.swade-powers.Healing]{Guérison}  à 3 PP sans rien dépenser inflige un malus de -3 au jet.

\n

Lésiner sur les PP est dangereux, un Échec au jet d’Arcanes étant alors considéré comme un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}!

\n\"Image
\n
" }, { "id": "Advancement", "name": "Progression", "description": "
\n
\n

Progression

\n
\n
\n

Un des plus grands attraits du jeu de rôle est de faire progresser votre personnage, de le voir évoluer de novice plein de rêves à héros légendaire.

\n

La Progression dans Savage Worlds dépend de la longueur prévue de votre campagne. Pour les campagnes courtes d’une dizaine de sessions, nous vous recommandons de faire Progresser les personnages une fois par session de jeu. Pour les parties en oneshot, comme en convention par exemple, vous pouvez même envisager d’autoriser une Progression en milieu de session, en particulier s’il y a un temps mort ou que la narration s’y prête.

\n

Vous pouvez ralentir les choses, en autorisant une Progression toutes les deux sessions, voire toutes les trois pour une campagne au long cours. Vous pouvez opter pour des Progressions lorsque certains objectifs sont atteints. La décision reste dans les mains du MJ.

\n

Une Progression permet à un personnage de s’améliorer de l’une des manières suivantes. Gardez à l’esprit qu’aucun @Compendium[swade-core-rules.swade-rules.Traits]{Trait} ne peut être augmenté au delà du maximum lié à l’espèce ou à la culture (en général d12).

\n\n

Rang

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Au fur et à mesure qu’un personnage obtient des Progressions, son Rang augmente. C’est une mesure grossière de la puissance d’un héros. Chaque Rang donne accès à des @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et des capacités plus puissantes, comme des @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs}) par exemple.

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Rang

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ProgressionsRang
0-3Novice
4-7Aguerri
8-11Vétéran
12-15Héroïque
16+Légendaire
\n

Débuter avec des personnages expérimentés

\n

Si le MJ souhaite commencer le jeu avec des personnages plus expérimentés, créez simplement ceuxci au Rang Novice puis faites les Progresser normalement. Vous vous assurez ainsi qu’ils seront équilibrés comme s’ils avaient évolué en cours de jeu.

\n

La possession de biens supplémentaires ou d’équipements particuliers reste à la discrétion du MJ selon l’univers. De manière générale, les fonds de départ sont doublés pour chaque Rang au-delà de Novice.

\n

Personnages de remplacement : parfois, un personnage meurt lors de ses aventures. Nous recommandons au joueur de créer un nouveau héros Novice puis de le faire évoluer d’autant de Progressions que son prédécesseur.

\n

Alliés et progression

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Les Suivants et autres alliés qui restent avec le groupe sur de longues périodes peuvent eux aussi améliorer leurs capacités.

\n

À la fin d’une session de jeu durant laquelle un allié a eu un rôle significatif (en général en participant à un combat, mais à l’appréciation du MJ), il Progresse de la même manière qu’un PJ.

\n\"C’est
\n
" }, { "id": "Adventure Toolkit", "name": "Outils pour l'aventure", "description": "
\n
\n
\n

Outils pour l'aventure

\n
\n
\n

Ce chapitre contient les outils permettant au @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} de gérer toutes ces situations spéciales qui arrivent souvent en jeu.

\n\n
" }, { "id": "Aim", "name": "Viser", "description": "
\n

Viser

\n

Les jets de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} partent du principe que le personnage se déplace, qu’il esquive les attaques adverses et qu’il garde un œil attentif sur le chaos qui l’entoure. Toutefois, s’il se concentre sur sa cible, il peut faire un tir bien plus précis.

\n

Un personnage qui passe son tour complet à Viser avec une arme à distance une cible précise, sans aucune autre action, peut ignorer lors de son prochain tour jusqu’à 4 points de malus de @Compendium[swade-core-rules.swade-rules.Range]{Portée}, de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, d’@Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque ciblée}, d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle}, ou de @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}, ou bénéficier d’un bonus de +2 à son prochain jet. Son attaque doit être la première action de son tour suivant sous peine de perdre le bonus.

\n

Le tireur doit être “stationnaire” pour Viser. Il ne peut pas se déplacer, courir, chevaucher ou de manière générale se déplacer de son propre fait. Il peut viser à bord d’un véhicule se déplaçant sur une surface lisse ou utilisant la manœuvre @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Stabiliser} lors d’une Poursuite (voir p. 125).

\n
" }, { "id": "Aircraft Table", "name": "Table des Véhicules aériens", "description": "
\n

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

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\n

Véhicules aériens

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

Allies

\n
\n
\n

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

\n

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

\n

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

\n

Utilisation des alliés

\n

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

\n

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

\n

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

\n

Personnalité d'un Allié

\n

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

\n

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

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

Personnalité d'un Allié

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

Alliés et progression

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

Alliés typiques

\n

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

\n

Soldat

\n

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

\n

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

\n

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

\n

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

\n

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

\n

Soldat Expérimenté

\n

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

\n

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

\n

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

\n

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

\n

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

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

Munitions

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

Androïdes

\n

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": "Aquariens", "description": "
\n

Aquariens

\n

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": "Arcanes (Don)", "description": "
\n

Arcanes (Don)

\n
\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": "Arcanes (Magie)", "description": "
\n

Arcanes (Magie)

\n
\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": "Arcanes (Miracles)", "description": "
\n

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.

\n

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": "Arcanes (Psionique)", "description": "
\n

Arcanes (Psionique)

\n
\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": "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": "Arcanes", "description": "
\n
\n

Arcanes

\n
\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": "Objets arcaniques", "description": "
\n

Objets arcaniques

\n

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.

\n

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

\n

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).

\n

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

\n

Création

\n

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.

\n

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.

\n

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.

\n

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

\n

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

\n

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.

\n

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 !

\n

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": "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": "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": "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": "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": "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": "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": "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": "Quatrième de couverture", "description": "" }, { "id": "Ballistic Protection", "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]{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", "name": "Bestiary", "description": "
\n
\n
\n

Bestiary

\n
\n
\n
\n

Great heroes are often defined by the foes, monsters, and other horrors they face. In this chapter are a number of the most common threats across the many Savage Worlds.

\n

Designing Threats

\n

Nonplayer characters and monsters should have any @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} the GM feels are appropriate. They are not created like player characters (though they should generally have the prerequisites of any Edges for completeness). Otherwise, give them the abilities you want them to have and spend your time and energy on the plot of the game or how best to entertain your group.

\n

Bestiary Compendium

\n

This section contains animals and monsters common to many Savage Settings. Note that for some creatures, @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} is listed relative to the animal world, and is thus followed by an (A) to remind you that this is animal intelligence, not human intelligence, so don’t expect a dog to drive a car just because it’s a relatively smart animal.

\n

Special Abilities

\n
\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

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

Black Powder Weapons

\n
\n

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

\n
\n
TypeRangeDamageAPRoFShotsMin Str.WeightCost
Pistols
@Compendium[swade-core-rules.swade-equipment.Flintlock Pistol]{Flintlock Pistol}5/10/202d6+11d43150
Muskets
@Compendium[swade-core-rules.swade-equipment.Brown Bess or Similar Muskets]{Brown Bess}
or Similar Muskets
10/20/402d81d615300
@Compendium[swade-core-rules.swade-equipment.Blunderbuss]{Blunderbuss}10/20/401-3d61d615300
Rifled Muskets
@Compendium[swade-core-rules.swade-equipment.Kentucky Rifle]{Kentucky Rifle}15/30/602d821d68300
Notes: @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 4. The tight rifling requires four @Compendium[swade-core-rules.swade-rules.Actions]{actions} to reload instead of the usual three.
 
@Compendium[swade-core-rules.swade-equipment.Springfield Model 1861]{Springfield Model 1861}15/30/602d81d611250
\n\"A
" }, { "id": "Blast Templates", "name": "Blast Templates", "description": "
\n

Blast Templates

\n

The following are the sizes of the blast templates in inches for use on a grid. If you're using a non-1\" grid, be sure to scale your templates appropriately.

\n

Please refer to the Savage Worlds documentation for your preferred VTT to learn how to apply these automatically to the tabletop.

\n\n\"Small, \"Cone
" }, { "id": "Born A Hero", "name": "Born A Hero", "description": "
\n

Born A Hero

\n

Heroes may ignore the @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} qualifications for @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} during @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{character creation}. They must still meet any other Require­ments as usual. The usual rules for Rank Requirements apply afterward.

\n
" }, { "id": "Bound and Entangled", "name": "Bound and Entangled", "description": "
\n

Bound & Entangled

\n

@Compendium[swade-core-rules.swade-rules.Grappling]{Grappling} and powers like @Compendium[swade-core-rules.swade-powers.Entangle]{Entangle} cause characters to be Bound and Entangled. Here’s what each of those states means and how to break free from them.

\n\n

Breaking free is an @Compendium[swade-core-rules.swade-rules.Actions]{Action}. With success, an Entangled hero is free of one particular entanglement or grappler. A Bound character improves to Entangled with a success; with a raise, he’s free. See below for more details:

\n

Breaking Free from a Foe: Use the @Compendium[swade-core-rules.swade-rules.Grappling]{Grappling} rules in reverse to break free—the victim initiates an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll with whoever’s holding him (either may roll @Compendium[swade-core-rules.swade-rules.Traits]{Force} at −2 instead to maintain or break free of the hold). If the victim’s successful, she improves her status one level, or two with a raise.

\n

A @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} grappler maintains her hold. @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} grapplers let go immediately.

\n

Breaking Free from a Device: Escaping a web, net, or the @Compendium[swade-core-rules.swade-powers.Entangle]{Entangle} power is a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Force} −2 roll or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll (victim’s choice) minus any penalties noted for the entanglement. The sticky web of a giant spider, for example, might note that escape attempts are made at −2 or more. This is an action, and success works just like breaking free from a foe (explained above).

\n

Characters and allies may also destroy the entanglement (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}). Webs, ropes, nets, and the like are generally Hardness 4 and must be cut with an edged weapon.

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

Breaking Things

\n

Occasionally a character may want to break a solid object, such as a weapon, lock, or door. Use the wielder’s @Compendium[swade-core-rules.swade-rules.Characters]{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", "name": "Bumps and Bruises", "description": "
\n

Bumps & Bruises

\n

Stumbling down a slope or running through a cavern in the dark might cause numerous cuts, scrapes, and bumps.

\n

Characters moving through injurious terrain make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll. Those who @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fail} gain a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.

\n

Recovery: Fatigue levels from Bumps & Bruises improve one level every 24 hours instead of every hour (see @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}).

\n

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

\n
" }, { "id": "Caliber", "name": "Caliber", "description": "
\n

Caliber

\n

The number listed in parentheses after firearms is the caliber of bullet it fires. Use this when figuring ammunition costs or trying to figure out if the ammo from one weapon fits in another. @Compendium[swade-core-rules.swade-rules.Rifles Table]{Rifle} and @Compendium[swade-core-rules.swade-rules.Pistols Table]{pistol} ammo are not interchangeable unless otherwise noted.

\n
" }, { "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
" }, { "id": "Cannons Table", "name": "Table des Canons", "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Cannons

\n
\n

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

\n

Bombard: Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).

\n

Cannons can fire three different types of shells: solid shot, shrapnel, and canister. The crew can pick the type of ammunition to be loaded each time it reloads.

\n
    \n
  • Solid Shot: Heavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6” of the first and hits him as well. Continue in this way until the die roll is odd.
  • \n
  • Shrapnel: Explosive shells filled with small metal balls that explode outward in a shower of debris. This is an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone} and uses the Medium Blast Template unless otherwise noted.
  • \n
  • Canister: Grapeshot or canister is a shell that detonates inside the barrel of a cannon and fires out a spray of deadly balls or other debris like a giant shotgun. The attack is the size of a Medium Blast Template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) and moves in a straight line up to 24” (it affects d6 targets if not using miniatures, or 2d6 if they’re tightly packed). Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll to every target within using a base TN of 4, adjusted for each target’s @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge Edge}, etc. A hit causes 2d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and a raise causes 3d6.
  • \n
\n

Note: All types of shot are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.

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

Catapults

\n
\n

Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.

\n
\n
TypeRangeDamageAPROFBlastWeightCost
@Compendium[swade-core-rules.swade-equipment.Catapult]{Catapult}24/48/963d64SpecialMBT10K
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.
 
@Compendium[swade-core-rules.swade-equipment.Trebuchet]{Trebuchet}30/60/1203d84SpecialMBT50K
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.
 
\n
" }, { "id": "Celestials and Guardians", "name": "Celestials and Guardians", "description": "
\n

Celestials

\n

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

\n\n
\n

Guardians

\n

Those humans who serve the Heavenly Choir are called guardians.

\n\n\"A
" }, { "id": "Chapter Beastiary Art", "name": "Chapter Beastiary Art", "description": "" }, { "id": "Chapter Characters Art", "name": "Chapter Characters Art", "description": "" }, { "id": "Chapter Gear Art", "name": "Chapter Gear Art", "description": "" }, { "id": "Chapter Introduction Art", "name": "Chapter Introduction Art", "description": "" }, { "id": "Chapter Powers Art", "name": "Chapter Powers Art", "description": "" }, { "id": "Chapter Rules Art", "name": "Chapter Rules Art", "description": "" }, { "id": "Chapter The Adventure Toolkit Art", "name": "Chapter The Adventure Toolkit Art", "description": "" }, { "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
" }, { "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]{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).

\n

Now break all the participants into each group that will move and act independently. Everyone in the same ship, boat, or vehicle, for example, is one group. In a foot chase, each player character acts independently because they move independently. The horde of @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} chasing them can be broken up into groups as the GM decides.

\n

The rear-most character or vehicle should be at the rear—on the far left card or “Card 1.” Everyone else should be placed to his right as fits the circumstances. Add more cards to either end of the row if someone falls behind or surges ahead.

\n

The Range is the number of Chase Cards between participants (not counting the attacker’s card) times the Range Increment, which varies for the type of chase:

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

Range Increments

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

These are suggested ranges based on the weapons typically used in that type of chase. The goal is to give most ranged weapons the ability to fire at a few cards distance and give an advantage to those with longer ranged weapons. Increase or decrease the Range Increment as makes sense for the particular scenario. In a tank battle, for instance, you might want to change the Range Increment to 100, even though it’s a “vehicular” fight.

\n\"An\n

Chase Rounds

\n

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

\n

The participants can move along the track using the Change Position maneuver (see below), closing on foes, running from them, or attempting to reach some objective.

\n

The length of each round is up to the GM, but is usually a combat round in a foot or car chase. Battles in space might represent many minutes per round until the action zooms in on a fast-paced dogfight.

\n

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

\n

Minimum Speed: The Game Master must decide who’s allowed to participate in a chase. A kid on a bike might be able to chase bandits in a car if the streets are very congested, but is left behind after a round on the open road.

\n

Ending the Chase: A chase ends when one side gets away (disabling all pursuers, the Flee maneuver, etc.) or is forced to stop. Participants can always choose to stop if they want, either dropping out or stopping to engage their enemies.

\n

A chase might also end after a certain number of rounds or as one or more of those involved reach a certain card along the track. In a Weird War Two bombing run, for example, the bombers might need to reach the last card on the track to drop their payload. The fighters scrambling after them must try to stop them before they reach their target.

\n

Chase Actions

\n

Characters in a chase can do most anything they’d normally do, such as @Compendium[swade-core-rules.swade-rules.Test]{Test}, @Compendium[swade-core-rules.swade-rules.Support]{Support}, use @Compendium[swade-core-rules.swade-rules.Powers]{powers}, or make @Compendium[swade-core-rules.swade-rules.Attacks]{attacks}. The GM decides how close a character has to be to try a particular action. A defender must be able to see or hear a @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt} for it to be effective, for example. If the attacker and defender are connected via audio or video feeds, of course, distance probably won’t matter.

\n

Nonplayer character crews of ships, starships, and other large vehicles are assumed to be doing their jobs already and shouldn’t roll Support or Tests. Those special actions are the domain of the player characters or named Extras and @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}—including those on the opposing side!

\n

Held Actions: A character on Hold may attempt to interrupt enemy actions as usual. In personal combat (including foot chases), the two make opposed @Compendium[swade-core-rules.swade-skills.Athletics]{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).

\n

If trying to act before an entire vehicle, ship, or group with multiple characters takes its action, the opposed roll should be made against the driver or leader.

\n\n

Maneuvers

\n

Below are a number of special maneuvers characters can attempt during a chase. Maneuvers may also be part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}. A driver can Change Position and fire his weapon, for example, or say he attempts a Force if he gets close enough.

\n\n\n

Complications

\n

If a character or group’s @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} is a Club, something has gone wrong. An obstacle may block the path, the engine might stall, or a hero might have to run through mud, ice, uphill, or some other impediment.

\n

The character, driver, or pilot must make a maneuvering roll as a free action to deal with the Complication. The suit on his current Chase Card determines any modifier to the maneuvering roll and the results of failure.

\n

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

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\n

Complications

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

Special Conditions: GMs can also use Complications to trigger special conditions or hazards of the encounter. For example, trig­gering reinforcements anytime a Diamond Complication occurs, or the first character to fail a Club Complication is hit by lightning during a battle in a fierce storm.

\n

Attacks

\n

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

\n\n

Damage

\n\n

Called Shots on Vehicles: To target a par­ticular part of a vehicle, the GM assigns a modifier based on the dimensions of the target. See @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size & Scale} and @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} for specifics. If the attack is successful and causes a Wound, it also causes the effects for that area (see the @Compendium[swade-core-rules.swade-tables.Vehicle Critical Hits]{Vehicle Critical Hits} table).

\n\n

Wrecked

\n

Vehicles take three @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} before they’re “Wrecked” as their base. @Compendium[swade-core-rules.swade-rules.Size and Scale]{Large} vehicles can take four Wounds, @Compendium[swade-core-rules.swade-rules.Size and Scale]{Huge} can take five, and @Compendium[swade-core-rules.swade-rules.Size and Scale]{Gargantuans} can take six.

\n

A wrecked land vehicle can’t move, but its weapons may still be fired if they aren’t powered by the vehicle’s propulsion system.

\n

Watercraft sink. Small vessels sink in a few rounds. Medium boats might take up to an hour to slip beneath the surface, and large ships might take several hours.

\n

Aircraft plummet to the ground and are destroyed.

\n

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

\n\n

Repairs

\n

Characters may repair vehicles given sufficient time and at least some basic tools. The attempt takes two hours per Wound and a @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} roll. If the roll fails, the mechanic must start over.

\n

Field work requires at least a toolbox and basic supplies, and subtracts 2 from the Repair roll. An average garage negates this penalty, and an excellent or dedicated facility adds +2.

\n

Each success and raise on the Repair roll fixes one of the vehicle’s Wounds. With an additional raise above and beyond what’s required to fix all Wounds, the repair time is halved.

\n

Wrecks: Wrecked vehicles can be repaired if the mechanic has access to a full body shop and spare parts (GM’s call). This takes a full day before other repairs can be made.

\n\"Image\n

Customized Chases

\n

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

\n

City Streets

\n

Busy streets are a dangerous place for high-speed vehicle or frantic foot chases. Ranged attacks are made at −2 (in addition to @Compendium[swade-core-rules.swade-rules.Range]{Portée} penalties) to account for the @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} of buildings, cars, pedestrians, and so on.

\n

Complications besides Jokers have a mini­mum penalty of −2 to represent the dangers of running red lights, pedestrians that must be avoided, blocked streets, or other hazards.

\n

Rooftops: If the chase takes place on rooftops, change the results for @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failures} (and failed Complications that say to treat the result as a Critical Failure) to the following:

\n

Roll a d6. On a 1–2, the runner loses his turn. On a 3–4, he takes Fatigue. On a 5–6, he tumbles over an edge and must make an immediate @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll (a free action). Success means he catches a ledge, railing, gutter, or other precipice and can pull himself up with a Strength roll (a free action each round). Failure means he’s stuck for the turn and can take no further actions. A Critical Failure means the hero falls d6 × 10 stories—or whatever the GM feels is appropriate for that city.

\n

Deep Space

\n

The @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform} penalty usually applies in chases, but it can be ignored in the vacuum of deep space!

\n

Dogfights & Duels

\n

The Chase rules generally assume the combatants are moving in the same direction—chasing prey, toward a target or escape route, etc. But the rules can also easily accommodate dogfights, tank battles, demolition derbies, and aerial or naval duels by arranging the Chase Cards in different ways.

\n

Instead of dealing the Chase Cards in a straight line, arrange them in a 4 × 4 grid to create a more fluid battlefield. Vehicles move and count Range orthogonally (no diagonals). Use common sense when determining weapon arcs and vehicle facings. A pirate ship with cannons on either side, for example, can fire left and right on an action, but can’t fire at targets ahead or behind them on the same action.

\n

Change the Range Increment as makes sense for your particular battle, letting the weapons with the longest ranges reach across the board but forcing those with shorter range to get in close.

\n

You can also place special cards in the grid to represent asteroid fields or space stations in space battles, whirlpools and islands in naval battles, and so on. They might be impassable or have their own special rules as you see fit.

\n

Naval Chases

\n

Bringing a target to battle on the high seas can take many hours or even days depending on the weather and the initial distance between the vessels.

\n

If the ships are more than a mile apart when first encountered, assume the first phase of the chase represents the pursuer trying to bring the prey to battle. Treat each round as about four hours (or much longer in the age of sail if the wind is against them) and the Range Increment as a mile.

\n

Once the pursuer reaches the same Chase Card as the prey, “zoom” in on the action and run the chase as usual, perhaps using the Dogfights and Duels option discussed above.

\n
\"YAR!
\n\n

Example: Red's Dead Redemption

\n

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

\n

Red is on the first Chase Card and the pirate’s on the fifth. That means the @Compendium[swade-core-rules.swade-rules.Range]{Portée} is 200″ (4 × the Range Increment of 50″). That’s Long Range for her Gatling laser so she decides to get closer. She makes a @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll as a free action and gets a 7, +2 for her ship’s Handling gives her a 9. That’s a success and a raise so she moves two Chase Cards closer.

\n

There are now two Chase Cards between Red and her target, or 100″. That’s Medium Range for her Gatling so she fires it up.

\n

The base TN is 4, −2 for Medium Range (no penalty for Unstable Platform in space!). The Rate of Fire on the Gatling is 4 though, so Red rolls four d10s (her Shooting skill) and a Wild die. She gets one regular hit and one with a raise. The regular hit causes 16 damage, which is 2 over the pirate’s Toughness of 14. The pirate must make a @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll (he makes it) or go Out of Control. Since this is a Chase, Red also Bumps him a card away—a smart move since the pirate goes next.

\n

Now Red resolves the hit with a raise. This one causes a Wound. She can’t Bump the pirate again in her same turn, but he still has to make another @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll or go @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}. He fails this time and rolls a 3 on the table, which gives him another Wound. Since he took Wounds from the attack, he takes a Critical Hit as well. It’s a 5, so his Top Speed drops 10%. He’s now slower than Red so she adds +1 to her @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} rolls when changing positions.

\n\n

Crews

\n

Passengers and crews go in whatever order they decide on their @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action}. This can make for dramatic and interactive experiences with a little narrative interpretation. On a pirate ship, the captain makes the maneuvering (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}) rolls. The rest of the player characters fire a cannon, take a shot with a musket (if the captain is willing to get that close!), yell insults at the enemy (@Compendium[swade-core-rules.swade-rules.Test]{Test}), or point out hazards (@Compendium[swade-core-rules.swade-rules.Support]{Support} for the captain’s @Compendium[swade-core-rules.swade-skills.Boating]{Boating} rolls).

\n

The player character-controlled “bridge crew” of a starship can do the same. Maybe the captain focuses on Testing the enemy in a duel of wits and leaves the maneuvering rolls to the Navigation officer. The Weapons officers fire weapons while the Engineer Supports the navigator, captain, or gunners as needed each turn.

\n

Reminders

\n\n\"An
\n
" }, { "id": "Climbing", "name": "Climbing", "description": "
\n

Climbing

\n

Climbing uses the Athletics skill, and the basics are covered under @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}. When the game is in rounds, each inch climbed takes 2″ of Pace.

\n

No roll is usually needed to ascend ladders or trees with sturdy limbs unless the GM feels there’s a good reason (being chased, injured, etc.).

\n

Under stress (such as during combat rounds), the climber must roll Athletics to make progress. Success means he moves normally, failure means he doesn’t make any progress that round, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} indicates a fall! If secured by a rope or other restraint, he falls half the length of the restraint and suffers Fatigue from @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}. If unsecured, see the @Compendium[swade-core-rules.swade-rules.Falling]{Falling} rules.

\n

Modifiers: The GM should assign a bonus (+2) if the surface has numerous hand- and footholds or the climber has good equipment. Assign a penalty (−1 to −4) for smooth surfaces, lack of equipment, bad weather, etc.

\n

Prepared Climbs

\n

Break lengthy ascents like climbing mountain sides into three roughly even sections. Assume any falls occur at the “top” of each section.

\n

The GM might also consider using the @Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques} system if the surface must be ascended in a certain amount of time—such as before weather hits, guards return, etc.

\n
" }, { "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]{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", "name": "Combat", "description": "
\n
\n

Combat

\n
\n
\n

Whether they’re the blood-soaked plains of Mars or the corpse-strewn battlefields of the distant past—these are Savage Worlds and they are often violent. We recommend using miniatures or markers of some sort so players understand their surroundings and can use the terrain to their advantage. If miniatures aren’t your thing, see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Templates Without Miniatures}.

\n

Distance: Distance: Because the game assumes you are using terrain or a battlemat and standard 28mm miniatures, @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} and weapon @Compendium[swade-core-rules.swade-rules.Range]{ranges} are listed in inches. To translate that to regular distance, one inch is equal to two yards.

\n

If you’re using miniatures and need to accommodate a larger battlefield, simply set each inch as five or 10 yards, for example, and adjust @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} rates and the like appropriately.

\n

Time: When a fight breaks out, game time breaks down into rounds of about six seconds each. Ten rounds, then, equals one minute.

\n\n

Sections

\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.Movement]{Mouvement}

\n

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

\n

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

\n

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

\n

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

\n
\n
\n
" }, { "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]{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", "name": "Compendium Folders License", "description": "

Thanks to  Erceron#0370 for allowing us Commerical Use of his fantastic Compendium Folders module. You can check it out here

" }, { "id": "Conviction", "name": "Conviction", "description": "
\n

Conviction

\n

Conviction is a special award granted when a character experiences a great victory or catastrophic misfortune. If possible, use a themed token to note the award; maybe a Marshal’s Badge for Deadlands, a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} of a different color, a toy doubloon for 50 Fathoms, and so on.

\n

Conviction can be spent to add a d6 to all a character’s @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} totals until the beginning of her next @Compendium[swade-core-rules.swade-rules.Actions]{turn}. This die can @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Ace}, and its result is added to the final total.

\n

Conviction tokens aren’t @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} and can’t be used as such. They are kept between sessions, however.

\n

A character may maintain Conviction from round to round by spending a Benny (at the start of his turn, before it runs out). Once Conviction lapses, however, the effect ends.

\n

Triumph And Tragedy

\n

Conviction is granted for personal triumph and tragedy, drawing on a character’s entire background, including—but not limited to—his @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} and @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}.

\n

Savage settings may also grant Conviction for certain world-specific actions or events.

\n

Triumph: Characters gain Conviction when they overcome significant obstacles core to their overall goals and motivations. This might mean defeating powerful enemies, saving a true love, or overcoming some great mystery or problem.

\n

The victory should be an achievement over and above the usual. A vampire hunter in Rippers shouldn’t get Conviction every time he kills a vampire, for example, but he might when he wipes out an entire coven or slays a powerful master vamp­ire. A super hero might gain Conviction when she saves her true love from a death trap or the clutches of a powerful villain. She wouldn’t earn it just because her boyfriend is in a dangerous encounter.

\n

Tragedy: Some of the most interesting heroes of fiction, film, and legend spend as much time battling their personal demons as they do fighting their foes. Eventually these same issues give them strength as they work through their grief or overcome obstacles to rise once more against the challenges they face.

\n

When a character experiences a significant personal loss or destructive event, and the GM feels it’s appropriate, he gains Conviction. The death of a loved one or close friend (including a party member he was close to), losing an important job, giving in to harmful character flaws and vices, being removed from a case or quest, or getting framed for a crime are all classic examples of heroic tragedy.

\n

These might happen in the course of the game, but players should also proactively suggest their own ideas to the Game Master. Consider your hero’s backstory and occasionally look for ways to do what your favorite authors do to their characters—torture them! Think about what’s important to them and threaten it or take it away. Most of the time this should be done as a quick narrative tale or a scene with a little interaction and roleplaying so as not to distract from the main campaign or the other players’ time, but occasionally it might inspire a side-trek or adventure to regain—or avenge!—whatever was lost.

\n

Note that earning Conviction for harmful behavior is motivation for players in a game to occasionally spotlight their character’s dark side. It is not an endorsement or rationalization of poor conduct in the real world.

\n

Example: Red's Rage

\n

Emily is Red, a fighter in a fantasy campaign. She has “anger management issues” but didn’t take the @Compendium[swade-core-rules.swade-hindrances.Mean]{Mean} Hindrance because she’s had her problem under control for a year or so. But it’s a fun part of her backstory and Emily loves roleplaying constantly managing her character’s temper.

\n

Unfortunately, Red and her constant ally Gabe failed in their last adventure. Emily decides this is a good time for Red to go on a rampage. She narrates a story about going into town and terrorizing everyone in sight with her surly attitude. During the course of a “bad day,” she breaks a window, turns over an apple cart, and even insults a friar’s mule!

\n

The GM loves Emily’s story and awards her a point of Conviction. In the game, Red is barred from the local tavern, has to pay for all the damage she caused, and is refused help by the friar (the town’s only healer!) until she performs some act of penance (a new quest!)

\n

More importantly, Emily told a story about her heroine’s tragic flaw—and has a point of Conviction to carry her through the next chapter of her quest.

\n
" }, { "id": "Cover and Obstacles", "name": "Cover and Obstacles", "description": "
\n

Cover & Obstacles

\n

@Compendium[swade-core-rules.swade-rules.Attacks]{Melee and ranged attacks} suffer a penalty when attempting to hit a target behind Cover, per the table below:

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

Cover Penalties

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

Obstacles

\n

Sometimes characters have sufficient power to attack their foes through obstacles. (See @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things} to actually destroy intervening obstacles.) If a missed attack would have been successful without the Cover modifier and the GM thinks the target is likely to be hit, the obstacle acts as @Compendium[swade-core-rules.swade-rules.Armor]{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]{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", "name": "Credits", "description": "
\n
\n

Credits

\n
\n
\n

Written & Designed By Shane Lacy Hensley, with Clint Black

\n

Art Direction By Aaron Acevedo & Alida Saxon

\n

Layout By Karl Keesler & Thomas Shook

\n

Cover Art By Jimbo Salgado & Unique Soparie

\n

Interior Art By Aaron Acevedo, Bruno Baxila, Chris Bivins, Emil Cabaltierra, Donald Crank, Dennis Darmody, Sebastien Ecosse, Alberto Foche, Bien Flores, Gil Formosa, Ross Grams, Konrad Korgull, Irina Kuzmina, Chris Malidore, Jordan Peacock, Aaron Riley, Martin De Diego Sadaba, Alida Saxon, Unique Soparie, Bryan Syme, Jon Taylor, Tomek Tworek, Cheyenne Wright

\n

Line Editors: Matthew Cutter, John Goff, Teller, Scott Woodard

\n

Pinnacle Playtesters & Proofers: Erica Balsley, Jodi Black, Matthew Cutter, Preston DuBose, John Goff, Norm Hensley, Simon Lucas, Mike McNeal, Sean Roberson, Thomas Shook, Steve Todd

\n

Advocates, Contributors & Playtesters

\n

Dave Andrews, Veronica Blessing, Ron Blessing, Jayson C, Jordan Caves-Callarman, Jack Emmert, Sean Patrick Fannon, Chris Fuchs, M. Alfonso García, Marc Gacy, David Garrett, Hamish Halket, Darrell Hardy, Dustin Hatchett, Darrell Hayhurst, John Hopler, Neal Hyde, Aaron Isaac, Derek Johnson, Steve Kellison, Christopher Landauer, Lee Langston, Adam Loyd, Min Lungelow, Brian McCabe, Randy Mosiondz, Andrea Parducci, Bruce Powell, Paul Rigby, R Kal Ringenbach, Dave Ross, Matt Rowles, Tracy Sizemore, Zeke Sparkes, Robert Spice, Bill Stilson, Joe Thomas, Brett Wallis, Scott Woodard, Michael Ysker, Micheal Zeid

\n

Special Thanks To Our Licensees, the Aces

\n

Please see our website at www.peginc.com for a current list. Thank you so much for sharing your incredible creativity and passion with our community. Truly.

\n

Special Thanks to Our VTT Conversion Team

\n

Aaron Acevedo, Dr. Amy Marshall, Dev Bharel, Florian Radlberger, Kristian Serrano, Dan Orcott, Jeremy Puckett, Mike Combs, Jon Odishoo, Rich Finder, John Stevens, Joseph Schnurr

\n

Special Thanks To Our International Partners

\n

Brazil: Guilherme Moraes, Fernando Pires, Eder Marques, Daniel Martins of Retropunk–France: Sabine Abbonato, Ghislain Bonnotte, David Burckle, Damien Coltice, Yannick “Torgan” Le Guédart of Black Book Editions–Germany: Markus Ploetz, Michael Mingers of Ulisses Spiele (Adventure Edition)–Germany: Sascha Schnitzer, Christian Loewenthal of Prometheus Games (Deluxe Edition)–Italy: Luca Basile, Matteo Ceresa, Gionata Dal Farra of Jolly Troll / SpaceOrange42–Poland: Piotr Koryś, Umberto Pignatelli, Andy Slack, Tomasz Z. Majkowski of GRAmel Books–Russia: Anastasia “Chima” Gasteva, Aleksandr Ermakov, Pavel Gurov of Studio 101–South Korea: Seungyeon Yi, Hanah Seo–Spain: Jorge “Tiberio” Coto, Adolfo García, M. Alfonso García of HT Publishers

\n

Dedicated to hundreds of thousands of Game Masters and players who have explored countless landscapes, rolled endless Aces, and shared their love and enthusiasm of gaming with friends, family, and strangers around the most Savage of Worlds…

\n

Savage Worlds, all unique characters, creatures, and locations, artwork, logos, and the Pinnacle logo are © 2020 Great White Games, LLC; DBA Pinnacle Entertainment Group. Distributed by Studio 2 Publishing, Inc. Printed in China.

\n
\n\"Pinnacle\n

WWW.PEGINC.COM — Second Printing

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

Damage

\n

Damage is listed in terms of dice. Projectile weapons have fixed damage (such as 2d6). Melee weapons have damage based on the wielder’s @Compendium[swade-core-rules.swade-rules.Traits]{Force} die plus another die, as listed under individual weapon entries. A dagger, for instance, inflicts Str+d4 damage.

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

Damage Effects

\n

Damage can result in three effects: Shaken, Wounds, and Incapacitation.

\n

Shaken

\n

Shaken characters are nicked, bruised, or otherwise rattled. They may only take @Compendium[swade-core-rules.swade-rules.Actions]{free actions}, such as @Compendium[swade-core-rules.swade-rules.Movement]{moving} (including running). At the start of their turn, Shaken characters must attempt to recover from being Shaken by making a @Compendium[swade-core-rules.swade-rules.Traits]{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]{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", "name": "Defend", "description": "
\n

Defend

\n

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

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

Disarm

\n

A character can try to make an opponent drop a weapon (or other object) or attempt to damage it, by making a @Compendium[swade-core-rules.swade-rules.Attacks]{melee or ranged attack}.

\n

The attacker must first hit the object or the opponent’s limb or hand (see @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots})

\n

If the attack hits the weapon, the attacker rolls damage normally for an item (no raise effect or Aces, see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}). The defender must make a @Compendium[swade-core-rules.swade-rules.Traits]{Force} roll equal to the damage or drop the item.

\n

If the attack is against the wielder and @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shakes or Wounds} him, the defender must make a @Compendium[swade-core-rules.swade-rules.Traits]{Force} roll at −2 if it hit his limb, or −4 if it hit his hand, plus any Wound penalties that result as usual. Failure means he drops whatever item is in that hand.

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

Disease

\n

Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or death.

\n

Diseases can be contracted through various vectors, such as an airborne source, ingestion, or the touch or bite of a creature that causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound or Shaken} result. In any of these situations, the victim must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{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.

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\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", "name": "Distracted and Vulnerable", "description": "
\n

Distracted & Vulnerable

\n

Characters may be Distracted or made Vulnerable by @Compendium[swade-core-rules.swade-rules.Test]{Tests}, @Compendium[swade-core-rules.swade-rules.Powers]{Powers}, or creature effects. Both states last until the end of the character’s next turn. If a hero becomes Distracted or Vulnerable during her current turn, it lasts until the end of her next turn.

\n\n
" }, { "id": "Dragon Fire Shield", "name": "Dragon Fire Shield", "description": "" }, { "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]{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", "name": "Drowning", "description": "
\n

Drowning

\n

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

\n

Under hazardous conditions, swimmers must roll @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} to move. Failure means she makes no progress that round, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} causes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. With success she moves normally.

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If it becomes important to know, characters can hold their breath for a number of rounds equal to 2 plus their @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} die, or half that if they weren’t prepared for being submerged and didn’t have time to get a good breath.

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Life Vests: Add +2 to swimming rolls if a character wears a life vest.

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Death: Incapacitated characters perish in a number of rounds equal to their @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} die. If someone can get to the victim before then, he can be resuscitated with a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll at −2.

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" }, { "id": "Dumb Luck", "name": "Dumb Luck", "description": "
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Dumb Luck

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

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A character trying to pick a lock might break the lock on a Critical Failure, for example, but only after cracking the lock. Or a warrior who fumbles a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} roll might hit a foe as if he’d thrown the weapon!

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The player and Game Master should work together to describe the scene in some fun or bizarre way that explains how the mishap ultimately results in success.

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Example: Red fires three shots from her submachine gun (Rate of Fire 3). She rolls a 1 on her Wild Die and two of her Shooting dice—a Critical Failure! The GM decides the sudden recoil makes her drop her gun.
Red’s player, Emily, calls on Dumb Luck and spends a Benny. The reroll results in two hits (one with a raise!). The GM says the weapon bounces on the ground and sprays randomly, hitting two of Red’s foes!

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" }, { "id": "Dwarves", "name": "Dwarves", "description": "
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Dwarves

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Dwarves are short but stout, hardy people who come from massive caverns or high mountains. They are a proud, warlike race, usually made so by frequent contact with hostile races such as orcs and goblins.

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Dwarves usually live upwards of 200 years. In most fantasy campaigns, they have ruddy skin and all human hair colors.

\n\n\"An
" }, { "id": "Dynamic Backlash", "name": "Dynamic Backlash", "description": "
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Dynamic Backlash

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A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on an arcane skill check results in @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. That works well in traditional fantasy settings or worlds where magic is relatively common. If you feel magic should come with a higher price, however, use the @Compendium[swade-core-rules.swade-tables.Dynamic Backlash]{Dynamic Backlash} table instead.

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Example: Gabe is a techno-sorceror in some far-flung science fiction world. He rolls a Critical Failure when casting lower Trait against an enemy’s Agilité. Gabe’s player rolls Backfire on the Dynamic Backlash table so it affects his friend Red instead.
Red’s Agilité suddenly drops two die types, forcing the warrior to go on the defensive until the power wears off.

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" }, { "id": "Edge 01", "name": "Edge 01", "description": "" }, { "id": "Edge 02", "name": "Edge 02", "description": "" }, { "id": "Edge 03", "name": "Edge 03", "description": "" }, { "id": "Edge 04", "name": "Edge 04", "description": "" }, { "id": "Edge 05", "name": "Edge 05", "description": "" }, { "id": "Edge 06", "name": "Edge 06", "description": "" }, { "id": "Edges", "name": "Atouts", "description": "
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\n

Atouts

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\n
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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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\n

Leadership Edges

\n

(Command Range is 5\" or 10 Yards)

\n
EdgeRequirementsSummary
@Compendium[swade-core-rules.swade-edges.Command]{Command}N, Sm d6+1 to @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras'} @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} recovery rolls.
@Compendium[swade-core-rules.swade-edges.Command Presence]{Command Presence}S, CommandIncrease Command Range to 10″ (20 yards)
@Compendium[swade-core-rules.swade-edges.Fervor]{Fervor}V, Sp d8, CommandExtras in range add +1 to their @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} damage rolls.
@Compendium[swade-core-rules.swade-edges.Hold the Line!]{Hold the Line!}S, Sm d8, Command+1 to  @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras'} @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} in Command Range.
@Compendium[swade-core-rules.swade-edges.Inspire]{Inspire}S, CommandOnce per turn, the hero may roll his @Compendium[swade-core-rules.swade-skills.Battle]{Battle} skill to @Compendium[swade-core-rules.swade-rules.Support]{Support} one type of Trait roll, and apply it to everyone in Command Range.
@Compendium[swade-core-rules.swade-edges.Natural Leader]{Natural Leader}S, Sp d8, CommandLeadership Edges now apply to @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{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]{Armure} doesn’t protect from electrical damage unless it’s specifically designed to do so (i.e., a rubberized suit).

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

Elves

\n

Elves are tall, thin souls with pointed ears and deep-set eyes of various colors. Whether they hail from the deep forests or hidden valleys, they are all born more graceful than humans, though somewhat slighter. Most elves live upwards of 300 years. They have fair skin and their hair includes all human colors, plus shades of silver, blue, and gold.

\n\n\"An
" }, { "id": "Energy Skin", "name": "Energy Skin", "description": "
\n

Energy Skin

\n

The armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} rolls based on vision.

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

Evasion

\n

Some attacks are slow or require the user to “telegraph” their delivery, like flamethrowers or dragon’s breath. Such attacks state they may be “evaded.” If an attack doesn’t say it can be evaded, it can’t—victims are simply hit if the attack is successful and take damage.

\n

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

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

Falling

\n

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

\n

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

\n

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

\n
" }, { "id": "Fanatics", "name": "Fanatics", "description": "
\n

Fanatics

\n

Use this rule in pulp-style games where henchmen are numerous and villains are larger than life.

\n

When a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} enemy character is hit by a successful attack and the GM thinks it’s appropriate, one of his henchmen, goons, or other allies jumps in front of his master and takes the attack instead.

\n
" }, { "id": "Fast Healing", "name": "Fast Healing", "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", "name": "Fatigue", "description": "
\n

Fatigue

\n

Some hazards, stress, powers, or circum­stances may cause Fatigue instead of @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}. This represents mental stress or minor but lingering injuries that make a person less effective. Fatigue stacks until the victim is Incapacitated.

\n\n

Recovery

\n

Unless otherwise specified by the source, Fatigue and Exhaustion improve one level per hour. Incapacitated characters are helpless and may be unconscious (GM’s call) for [[/r 2d6]] hours. If treatment is possible (food, water, etc., depending on the source of Fatigue), and a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll is made, the character improves to Exhausted.

\n

Mixed Fatigue: If a hero suffers Fatigue from different sources with different recovery times, remove one level when the effect with the shortest duration expires, then another level when the longest expires.

\n

Hazards

\n

Fatigue from hunger, thirst, etc., sometimes has different recovery conditions. See @Compendium[swade-core-rules.swade-rules.Hazards]{Périls}.

\n
" }, { "id": "Fatigue (+2)", "name": "Fatigue (+2)", "description": "
\n

Fatigue (+2)

\n

Powers that drain or tax an opponent can cause @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. This modifier may be attached to any @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation}, however.

\n
" }, { "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:

\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", "name": "Finishing Move", "description": "
\r\n

Finishing Move

\r\n \r\n

A completely helpless victim may be dispatched with a lethal weapon of some sort as an action. This is automatic unless the GM decides there’s a special situation, such as a particularly tough or naturally armored victim, a chance for escape, and so on.

\r\n

The killer must usually dispatch his foe up close and personal, but the GM may occasionally let Finishing Moves be performed at range if the situation warrants.

\r\n
" }, { "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]{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", "name": "Firing Into Melee", "description": "
\n

Firing Into Melee

\n

Occasionally heroes have to fire into the middle of hand-to-hand fights. The trouble is that even though we might see figures standing perfectly still on the tabletop, in “reality,” they’re circling each other, wrestling back and forth, and moving erratically. For that reason, firing into a tangle of people, such as a melee, is quite dangerous. Use the @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders} rules when this occurs.

\n
" }, { "id": "Flamethrowers Table", "name": "Flamethrowers 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

Flamethrowers

\n
\n

Flamethrowers propel incendiary liquid or gas to incinerate their targets. They are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, use the Cone Template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}), and may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.

\n

Armor protects normally, but flammable targets may catch fire (see @Compendium[swade-core-rules.swade-rules.Fire]{Fire}).

\n

For vehicular flamethrowers, see the @Compendium[swade-core-rules.swade-rules.Vehicular Weapons Table]{Vehicular Weapons Table}.

\n
\n
TypeRangeDamageAPROFShotsMin Str.WeightCost
@Compendium[swade-core-rules.swade-equipment.Flamethrower]{Flamethrower}Cone Template3d6110d870300
\n
" }, { "id": "Free Attacks", "name": "Free Attacks", "description": "
\n

Free Attacks

\n

Some @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, such as @Compendium[swade-core-rules.swade-edges.Counterattack]{Counterattack} and @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}, or options such as @Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}, allow a character to make a free attack

\n

Free attacks are a single attack unaltered by other Edges or combat options. This is usually a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-rules.Grappling]{Grappling} attack, but could include @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} if the attacker is armed with a pistol or other ranged weapon that can fire in melee (see @Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee}).

\n
" }, { "id": "Futuristic Armor Table", "name": "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]{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] {Règles de situation} 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}.

\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", "name": "Game Mastering Art", "description": "" }, { "id": "Ganging Up", "name": "Ganging Up", "description": "
\n

Ganging Up

\n

Ganging up allows attackers to flank, exploit openings, and generally harass a foe. Each additional adjacent foe (who isn’t @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}) adds +1 to all the attackers’ @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} rolls, up to a maximum of +4. If three goblins attack a single hero, for example, each of the three goblins add +2 to their Fighting rolls.

\n

Each ally adjacent to the defender cancels out one point of Gang Up bonus from an attacker adjacent to both. This means troops in opposing lines, such as a medieval formation where each man has three adjacent foes and two adjacent allies, don’t get the bonus unless actually flanked.

\n
" }, { "id": "Gear Notes", "name": "Gear Notes", "description": "
\n
\n
\n

Gear

\n
\n
\n
\n

In this section is a sampling of gear from the ancient era to the near future. Read the notes below before you go shopping to understand what each of these keywords means.

\n

Costs

\n

Characters are assumed to have clothes and other personal items. In modern settings, they also have a place to live, tools, maybe a vehicle, and basic necessities as befit the era.

\n

The starting funds of $500 are for “adventuring gear” in addition to these personal items. Prices are set mostly in modern terms. For older or futuristic items, they’re set relative to the starting funds. This can often cause some strange results—a nice suit in 1920 costs around $20 in the real world rather than the $200 listed here—but the starting funds are higher than most people had as well.

\n

Some items are also extremely difficult to price because they were typically made with forced labor—like @Compendium[swade-core-rules.swade-equipment.Catapult]{catapults} or @Compendium[swade-core-rules.swade-equipment.Trebuchet]{trebuchets} created by engineers and soldiers in the field. Their prices reflect an estimate of the time and resources needed to create them.

\n

Use the prices listed in this book for quick games or as a baseline for campaign worlds of your own creation. Our official Savage Worlds settings have all new equipment lists and prices specific to their time and environment.

\n

Gear Notes

\n
\n

@Compendium[swade-core-rules.swade-rules.Armor]{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", "name": "Getting Started", "description": "
\n
\n
\n

Getting Started

\n
\n
\n
\n

What's a Roleplaying Game?

\n

A “roleplaying game” is one in which a group of players take on the roles of various characters and attempt to complete quests, tell a story, or overcome obstacles set before them by a “Game Master,” or “GM.” The GM might create all this straight from her imagination, or she might use one of the published settings and adventures created by Pinnacle, or by other creators who have licensed the rules for their own worlds.

\n

Most of the time, the players and GM simply narrate their various actions in the voices of their characters or those of the world around them. Sometimes they roll dice tied to their characters’ abilities to determine the outcome. This book describes that process—how to create characters, battle monsters, and complete quests through collective story telling and interpretation of various die rolls. 

\n

If you’re new to this whole thing, we recommend watching some “actual play” videos on the internet to get a feel for it.

\n

And if you are new, we think you’ll love exploring the incredible world of roleplaying games!

\n\"Sometimes\n

What You Need to Play

\n

Here’s what else you need to begin your journey…

\n

Dice

\n

Savage Worlds uses traditional gaming dice: 4, 6, 8, 10, 12, and 20-sided. You also need a special “Wild Die,” a d6 of a different color explained in Chapter Three. Dice are available from your favorite local gaming store, or online directly from Pinnacle.

\n

We abbreviate the different dice as d4, d6, d8, d10, d12, and d20. If you see something like 2d6+1, that means to roll two six-sided dice, add the two together, then add 1 to the total.

\n

The Action Deck

\n

Savage Worlds uses a standard deck of playing cards with the Jokers left in. Cards are used for initiative in combat and to help keep things moving fast and furious.

\n

Look for official Savage Worlds Action Decks for both the core game and most of our Savage Settings!

\n

A Savage Setting

\n

Will you and your friends explore post-apocalyptic ruins? Lead a rugged warband in your favorite fantasy world? Take on the role of vampire lords? Or perhaps fight evil in the many theaters of the Weird Wars™?

\n

Pick up the book for your favorite game setting at your local game store, or create your own. Official Savage Settings include new Edges and Hindrances, Setting Rules, powers, weapons, gear, monsters, and more!

\n

Bennies

\n

Tokens of some sort represent “@Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}” (American slang for “benefits”). These can be used to reroll dice, prevent damage, and much more.

\n

Miniatures (Optional)

\n

If you like to use miniatures in your games, we make the most iconic characters and creatures for many of our settings, and our friends at Reaper Minis and Bronze Age make lots of other useful models for tactical battles on the tabletop.

\n

We also offer printable “Figure Flats” for many of our games—print what you need for quick and colorful minis of heroes and heroines, villains, monsters, and more.

\n

Savage Settings

\n

Our Savage Settings are designed to be easy to read, run, and play. They focus on what players and Game Masters are most likely to need in their adventures and campaigns.

\n

Most settings feature adventures (called Savage Tales) and Plot Point Campaigns.

\n

Savage Tales

\n

Most Savage Tales are designed to be easy to read, prepare, and run in minutes, and provide a solid night’s entertainment.

\n

Others are longer, full-length scenarios with multiple chapters designed to be run over several sessions. Full-length adventures are often bundled with our Game Master Screens.

\n

Plot Point Campaigns

\n

Most of our Savage Settings include a “Plot Point Campaign,” a grand backstory to the campaign world and a set of Savage Tales that eventually resolve the main plot.

\n

The Game Master can insert her own Savage Tales between the plot points, allowing the players to choose where they wander between those events that advance the larger story.

\n

Companions

\n

Companions dig deeper into the most important genres—such as fantasy, science fiction, super heroes, horror, and more.

\n

Companions add new Edges and Hindrances, powers, monsters, and Setting Rules you can use to create your own world, or recreate your favorite book, movie, or even another tabletop or video game.

\n
\n\"Boxed\n

The boxed set for Fritz Leiber's Lankhmar: City of Thieves™ setting, including the books, Bennies, dice, Game Master's screen, and maps! We also offer miniatures by our friends at Bronze Age! Look for similar accessories for all our Savage Settings

\n
" }, { "id": "Getting Started Alternate", "name": "Getting Started Alternate", "description": "" }, { "id": "Glow or Shroud (+1)", "name": "Glow or Shroud (+1)", "description": "
\n

Glow/Shroud (+1)

\n

Glow gives off soft light of an appro­priate color for its @Compendium[swade-core-rules.swade-rules.Trappings]{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", "name": "Grappling", "description": "
\n

Grappling

\n

Grappling is an opposed roll between the attacker and defender’s @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}. If the attacker wins, the foe is Entangled. With a raise, he’s Bound. (Success on a foe who was already Entangled makes him Bound.) See @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}.

\n

If a foe is Bound, the grappler is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} while maintaining his hold.

\n

The @Compendium[swade-core-rules.swade-rules.Ganging Up]{Ganging Up} bonus applies when grappling a defender, but other maneuvers don’t unless the Game Master rules otherwise in a specific situation.

\n

Size Matters: If there’s a difference in Scale (see @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size and Scale}) between the attacker and defender, the grappler subtracts the difference from his total (the defender does not).

\n

Creatures may not generally grapple a foe more than two Sizes larger than themselves unless they have exceptional reach or @Compendium[swade-core-rules.swade-rules.Traits]{Force} for their Size (GM’s call).

\n

Example: A dragon (Huge +4) tries to pin a half-folk thief (Normal). The difference between Huge and Normal Scales is 4, so the dragon must subtract 4 from its @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll.
If an ogre (Normal) tries to wrestle a great white shark (Large +2), he must subtract 2 from his roll.

\n

Crush: A grappler may harm someone he’s @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled or Bound} by making an opposed @Compendium[swade-core-rules.swade-rules.Traits]{Force} roll as an action on his turn. With success, he rolls his @Compendium[swade-core-rules.swade-rules.Traits]{Force} a second time for damage (with @Compendium[swade-core-rules.swade-rules.Dealing Damage]{bonus damage} if he got a raise on the first roll).

\n
" }, { "id": "Grenades Table", "name": "Grenades Table", "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Grenades

\n
\n

Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} skill at the @Compendium[swade-core-rules.swade-rules.Range]{Ranges} listed below, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}.

\n

All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}).

\n

Grenades may be Evaded. See @Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}.

\n
\n
TypeRangeDamageAPROFBlastWeightCost
@Compendium[swade-core-rules.swade-equipment.Mk II (WW2 Pineapple)]{Mk II (WW2 Pineapple)}4/8/163d6MBT140
@Compendium[swade-core-rules.swade-equipment.Potato Masher (WW2)]{Potato Masher (WW2)}5/10/203d6-2MBT250
@Compendium[swade-core-rules.swade-equipment.Mk67 (Modern)]{Mk67 (Modern)}5/10/203d6MBT140
@Compendium[swade-core-rules.swade-equipment.Smoke Grenade]{Smoke Grenade}5/10/20LBT150
Notes: Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{LBT} that obscures vision (–4).
 
@Compendium[swade-core-rules.swade-equipment.Stun Grenade]{Stun Grenade}5/10/20LBT150
Notes: Targets must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll (at –2 with a raise) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.
 
\n\n
" }, { "id": "Gritty Damage", "name": "Gritty Damage", "description": "
\n

Gritty Damage

\n

This variation on damage works well for settings such as gritty detective scenarios or “realistic” military adventures. It can be very lethal so use it cautiously.

\n

Whenever a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{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", "name": "Ground Vehicles", "description": "
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\n

Ground Vehicles

\n
VehicleSizeHandlingTop Speed (MPH)ToughnessCrewCost
Civilian Vehicles
@Compendium[swade-core-rules.swade-vehicles.Bicycle]{Bicycle}-1+11641250
Notes: 50% chance a shot hits the rider instead. Doubles rider’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} and @Compendium[swade-core-rules.swade-rules.Movement]{running die} result.
 
@Compendium[swade-core-rules.swade-vehicles.Carriage]{Carriage}3-21661+31-3K
Notes: Pulled by one @Compendium[swade-core-rules.swade-equipment.Horse]{Horse}. @Compendium[swade-core-rules.swade-rules.Movement]{Allure} on the tabletop is 12 and it may run.
 
@Compendium[swade-core-rules.swade-vehicles.Early Car]{Early Car}3-14071+31000
Notes: Model Ts and the like.
 
@Compendium[swade-core-rules.swade-vehicles.Street Bike]{Street Bike}1+112081+13000
Notes: Stock name-brand street bikes designed for urban use. 50% chance any uncalled shot hits the character instead.
 
@Compendium[swade-core-rules.swade-vehicles.Dirt Bike]{Dirt Bike}0+180712000
Notes: Stock bike designed for off-road use with excellent shocks. Off Road (treat as @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}). 50% chance any uncalled shot hits the character instead.
 
@Compendium[swade-core-rules.swade-vehicles.Compact Car]{Compact Car}4 (Grand)+112010 (2)1+35-14K
Notes: Honda Civic or similar vehicle.
 
@Compendium[swade-core-rules.swade-vehicles.Mid-Sized Car]{Mid-Sized Car}4 (Grand)012011 (2)1+430K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air bags}, luxury features.
 
@Compendium[swade-core-rules.swade-vehicles.Minivan]{Minivan}409012 (2)1+725K
Notes: Typical family mini-van. @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air bags}, some luxury features.
 
@Compendium[swade-core-rules.swade-vehicles.Sports Utility Vehicle]{Sports Utility Vehicle}5 (Grand)012014 (2)1+750K
Notes: Luxury features, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}
 
@Compendium[swade-core-rules.swade-vehicles.Sports Car]{Sports Car}4 (Grand)+216010 (2)1+315-300K
Notes: Mustang or similar stock sports cars.
 
@Compendium[swade-core-rules.swade-vehicles.Semi-Truck]{Semi-Truck}9 (Énorme)0*7514 (2)1+1200K
Notes: Trailer is @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 7 (Grand), @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} 14 (2). *@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Handling} with a trailer attached is –2.
 
World War II Military Vehicles Costs are in 1940s dollars and represent \"war time\" economies
@Compendium[swade-core-rules.swade-vehicles.Jeep]{Jeep}4 (Grand)+16510 (2)2+31000
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}. Weapons: @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} ( @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Front Pintle Mount})
 
@Compendium[swade-core-rules.swade-vehicles.M4 Sherman]{M4 Sherman}8 (Énorme)-13024 (8)545K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 75mm tank gun (@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.M5A1 Stuart]{M5A1 Stuart}7 (Grand)03621 (7)430K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 37mm tank gun (@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.37mm AT Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.T-34/76]{T-34/76}7 (Grand)-13524 (8)430K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Sloped Armor} (front only), @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 76mm tank gun (@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.76mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.Pz IVJ]{Pz IVJ}7 (Grand)-12526 (10)545K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 75mm tank gun (@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.75mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} ( @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.Pz VI Tiger II]{Pz VI Tiger II}8 (Énorme)-22534 (16)5120K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 88mm tank gun (@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.88mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).
 
Modern Military Vehicles
@Compendium[swade-core-rules.swade-vehicles.M1A1 Abrams]{M1A1 Abrams}9 (Énorme)-14057 (37)44M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 120mm tank gun (@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.120mm Tank Gun (HE Rounds)]{HE Rounds})(@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant} and in @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.M2 Bradley]{M2 Bradley}7 (Grand)04022 (6)3+73M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: @Compendium[swade-core-rules.swade-equipment.25mm Cannon]{25mm Autocannon} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (In @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.TOW Missile Launcher]{TOW Missile Launcher}.
 
@Compendium[swade-core-rules.swade-vehicles.T-72 MBT]{T-72 MBT}9 (Énorme)-15043 (25)31M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 125mm tank gun (@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (HE Rounds)]{HE Rounds}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (In Turret), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.T80 MBT]{T80 MBT}8 (Énorme)-14352 (32)32.2M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tracked}. Weapons: 125mm tank gun (@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (AP Rounds)]{AP Rounds}/@Compendium[swade-core-rules.swade-equipment.125mm Tank Gun (HE Rounds)]{HE Rounds}) (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (In @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount on Turret}).
 
@Compendium[swade-core-rules.swade-vehicles.BTR 70 APC]{BTR 70 APC}6 (Grand)-14920 (5)2+8700K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Amphibious}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}. Weapons:@Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{Heavy MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}), @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Medium MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}).
 
Futuristic Military Vehicles These vehicles reflect futuristic economies and advanced designs. The attached @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Lasers}, for example, gain @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Reaction Fire} due to the attached power plant and managed weapon systems.
@Compendium[swade-core-rules.swade-vehicles.Hover Tank]{Hover Tank}7 (Grand)04538 (22)41.2M
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Hover}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Vision nocturne}. Weapons: @Compendium[swade-core-rules.swade-equipment.Heavy Laser]{Heavy Laser} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Turret}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Improved Stabilizer}), @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Reaction Fire}).
 
@Compendium[swade-core-rules.swade-vehicles.Hover APC]{Hover APC}7 (Grand)07526 (10)2+1475K
Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Hover}. Weapons: @Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}, @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Reaction Fire}).
 
\n
" }, { "id": "Half-Elves", "name": "Half-Elves", "description": "
\n

Half-elves

\n

Half-elves gain the elves’ grace but none of their elegant frailty. Most are well-adjusted, but some are shunned by one side of the family or the other and grow resentful. Others may even be mistreated. Their lifespans are closer to their human parent than those of their elven kin, living only to about 100 years.

\n\n\"An
" }, { "id": "Half-Folk", "name": "Half-Folk", "description": "
\n

Half-Folk

\n

Half-folk are small, nimble people with fuzzy brown or black hair. Though they are frail compared to most other races, their cheerful optimism (or wily cunning) gives them a “never say die” attitude that makes them more than a match for creatures twice their size. Half-folk see no reason to invite trouble and tend to live in their own close-knit communities far off the beaten path.

\n\n\"An
" }, { "id": "Hard Choices", "name": "Hard Choices", "description": "
\n

Hard Choices

\n

Use this rule for more dramatic and gritty games. The GM and her @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} characters don’t start with @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}, but every time the players spend one it goes into her pool where it can be used for any of her characters. If this rule is in play, Jokers no longer grant Bennies to either side.

\n
" }, { "id": "Hazards", "name": "Hazards", "description": "
\n
\n

Hazards

\n
\n
\n

Heat, cold, hunger, thirst, lack of sleep, and other hazards can wear down even the hardiest of heroes, sending them into a downward spiral that can lead to death if they can’t improve their situation.

\n

When to Use These Rules: Hazards intro­duce resource management to long trips through dangerous regions. They also push the party toward critical resources like water or shelter where encounters with other travelers or creatures are likely present.

\n

The other Hazards listed here, such as falling, poison, disease, and the like, generally come up in response to a creature or situation.

\n

The Basics: Each Hazard is different, but most are an attribute check made periodically against some dangerous effect. Failure tends to cause @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} . Use the standard rules modified by any changes noted in this section.

\n

Hazards

\n
\n

@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n

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

\n
\n\n
\n
" }, { "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]{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", "name": "Heat", "description": "
\n

Heat

\n

Intense heat, typically that over 90 degrees Fahrenheit, can cause heat exhaustion and heatstroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious characters can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently.

\n

When the temperature reaches 90 degrees or more, heroes must make @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{rolls} every four hours. Those who fail take @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} that can only be recovered by cooling down.

\n

Modifiers: Subtract 1 or 2 from rolls made in high or extreme heat. Subtract an additional 1 or 2 points if the characters engage in Vigueurous or extreme activity.

\n

Heatstroke: If a character is Incapacitated from heat he must make another Vigueur roll. Success follows the usual rules for Incapacitation from Fatigue, but failure permanently reduces his Vigueur a die type (to a min­imum of d4). A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on this roll means he perishes.

\n

Recovery: A victim must cool down some­how to recover Fatigue. This usually means water, shade, air conditioning, etc.

\n
" }, { "id": "Heavy Weapon (+2)", "name": "Heavy Weapon (+2)", "description": "
\n

Glow/Shroud (+1)

\n

The caster pours his energy into the attack, creating a focused blast. The attack counts as a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}.

\n
" }, { "id": "Heavy Weapon (HW)", "name": "Heavy Weapon (HW)", "description": "
\n

Heavy Weapon (HW)

\n

The weapon can affect vehicles or other devices with @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}.

\n
" }, { "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]{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", "name": "High Adventure", "description": "
\n

High Adventure

\n

Characters can spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to gain the one-time use of a Combat Gain a new @Compendium[swade-core-rules.swade-rules.Edges]{Atout}. They have to meet the @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} and any Edge requirements as usual but can ignore Trait requirements. Multiple @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} can be spent in one round for multiple Edges, either for different effects or in order to meet a needed requirement to gain another Edge.

\n
" }, { "id": "High Explosive (HE)", "name": "High Explosive (HE)", "description": "
\n

High Explosive (HE)

\n

High explosive rounds use a blast template, the size of which is listed in the weapon or ammunition’s notes. See the rules for @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area of Effect}.

\n
" }, { "id": "Hinder or Hurry (+1)", "name": "Hinder or Hurry (+1)", "description": "
\n

Hinder/Hurry (+1)

\n

The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is reduced by 2 until the power expires.

\n

A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His @Compendium[swade-core-rules.swade-rules.Movement]{Allure}  is increased by 2.

\n

Effects of either modifier aren’t cumulative.

\n
" }, { "id": "Hindrance 01", "name": "Hindrance 01", "description": "" }, { "id": "Hindrance 02", "name": "Hindrance 02", "description": "" }, { "id": "Hindrance 03", "name": "Hindrance 03", "description": "" }, { "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} (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", "name": "Hold", "description": "
\n

Hold

\n

A hero may choose to wait and see what happens by going on “Hold.” This allows her to resolve her turn later in the round if she wishes, and lasts until it’s used. If a character is on Hold when a new round begins, she’s not dealt a new @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} but can go at any point in the round she chooses. (Discard her current card and mark her as “On Hold” with a counter of some sort.)

\n

Shaken and Stunned: If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} while on Hold, she immediately loses her Hold status and her turn for the round. (Shaken or Stunned characters can’t go on Hold either.)

\n

Interrupting Actions: If a character on Hold wants to interrupt an action (including a rival who was also on Hold), she and the opponent make opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} rolls. Whoever rolls highest goes first. In the rare case of a tie, the actions are simultaneous.

\n

If the character interrupting fails, she loses her Hold status but gets a turn after the foe finishes his. She may take whatever actions she wishes when her turn comes up—she’s not locked into whatever she was trying to do when she failed to interrupt.

\n
" }, { "id": "Humans", "name": "Humans", "description": "
\n

Humans

\n

Humans in most settings get one free @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choice. This option reflects their versatility and adaptability compared to most other races.

\n

For more variety, the GM might give humans abilities based on culture rather than race. For instance, a nomadic, horse-based society might start with skill points in Riding and Survival. Cultural templates are designed just like making new races, though GMs should allow for more exceptions than usual since the abilities tend to be learned rather than truly innate.

\n\n\"An
" }, { "id": "Hunger", "name": "Hunger", "description": "
\n

Hunger

\n

Average-size humans need about 1,500 calories of reasonably nutritious food per day to avoid the effects of hunger. If sufficient sustenance isn’t available, a character begins to suffer from hunger.

\n

After 24 hours without enough food, the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Subtract 1 if the individual has less than half the required calories, and −2 if he has no food at all. Failure means the character gains a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level.

\n

See the @Compendium[swade-core-rules.swade-skills.Survival]{Survie} skill when a character wants to hunt or scrounge for food from the local environment.

\n

Death: An Incapacitated character dies from hunger 3d6 hours later.

\n

Recovery: The victim must have at least a half day’s food to recover.

\n
" }, { "id": "Illumination", "name": "Illumination", "description": "
\n

Illumination

\n

Darkness conceals details and makes it more difficult to detect objects and targets. Subtract the following penalties from rolls affected by Illumination, such as attacks, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls, the use of @Compendium[swade-core-rules.swade-rules.Powers]{Powers}, etc.

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

Illumination Penalties

\n
PenaltyLighting
-2Dim: Twilight, light fog, night with a full moon.
-4Dark: Typical night conditions with some ambient light from stars, a clouded or partial moon, emergency lights in an office building, a few flickering torches in a large space, etc. Targets aren’t visible outside of 10″.
-6Pitch Darkness: Complete and total darkness (or the target is hidden or invisible). Powers that require sight may not be possible.
\n
" }, { "id": "Improvised Weapons", "name": "Improvised Weapons", "description": "
\n

Improvised Weapons

\n

Heroes often fight with objects that aren’t intended for use as weapons. Torches, vases, chairs, tankards, bottles, tools, and other mundane items are frequently pressed into service in combat.

\n

Characters with improvised weapons count as armed but subtract 2 from attack rolls. @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} are determined by type:

\n\n

The GM can adjust the damage down a level or two if the item is softer than the examples above, like a duffel bag full of money.

\n
" }, { "id": "Innocent Bystanders", "name": "Innocent Bystanders", "description": "
\n

Innocent Bystanders

\n

When an attacker misses a @Compendium[swade-core-rules.swade-skills.Shooting]{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).

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This means it’s sometimes easier to hit an adjacent victim than the original target. That may not be entirely realistic, but is simple, dramatic, and requires some care in tight tactical situations.

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" }, { "id": "Interludes", "name": "Interludes", "description": "
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Interludes

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Interludes are tales the players tell in-character to roleplay, enhance a long travel scene, or reveal the secrets and backstories they’ve put so much effort into.

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When to Use These Rules: Interludes give players a way to get to know their characters, reveal some of their backstories, and even add to the world you’re all building together.

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The Basics: Players tell a story from their character’s point of view and are rewarded with a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.

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Running An Interlude

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When you want to give your players a moment to catch their breath and get into character, allow those who want to take part to draw a card from the @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Deck}. The suit of the card gives each player three choices: Downtime, Backstory, or Trek. (If a player draws a Joker give everyone an extra @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} and let them choose the suit and category!)

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Reward

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Those players who participate in the ­Interlude receive a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.

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Interludes

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Spades
Downtime: The character spends time alone in quiet contemplation. What does she do?
Backstory: A great victory or personal triumph.
Trek: A difficult obstacle the group negotiated along the way.
Hearts
Downtime: The hero practices a skill. What is it?
Backstory: A tale of the hero’s greatest love—lost, found, present, or waiting on her back home.
Trek: How the party endured a trying hardship on the journey.
Diamonds
Downtime: The character studies or works on an object of some sort. What is it?
Backstory: Something your hero wants or already has. It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.
Trek: How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.
Hearts
Downtime: Your hero broods or is angry about something. What is it, and how does she misbehave?
Backstory: A tale of misfortune from your hero’s past, perhaps revealing something of his Hindrances or a dark secret.
Trek: A hardship the party overcame on their trip: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.
\n\"An
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" }, { "id": "Introduction", "name": "Introduction", "description": "
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Any Time,
Any Place

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Since it debuted in 2003, Savage Worlds has accommodated any setting you can imagine—from gritty police procedurals and special ops thrillers to dungeon crawls, space opera, supers, and horror. Our various settings have explored supernatural terror and the challenges of final exams in East Texas University™. We’ve wandered the moors of Europe and the savannas of Africa with Solomon Kane™. We’ve galloped across the haunted High Plains of Deadlands: The Weird West™, and the irradiated wastes of Deadlands: Hell on Earth™. We’ve delved the deepest dungeons, blasted to The Last Parsec™ of known space and beyond, battled across the bloody fields of the Weird Wars™, and slugged it out with super villains over cities both real and imagined.

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Like most gamers, we’re fans of a lot of books, movies, and game worlds. One week we might be inspired to run something like Game of Thrones® and another we want to share a cool idea inspired by the Avengers®. 

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And while we love learning new game systems and seeing what our friends and peers have created, we also like having a system we know like the back of our hands to fall back on, one that combines the crunch of miniatures-oriented gameplay with the ease of “theatre of the mind” and the creative outlet of the most modern narrative-based play.

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Each new printing of Savage Worlds has added to the experience, carefully integrating new styles of play through the years with the solid foundation laid at the very beginning.

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This version of Savage Worlds is what we hope is our best attempt yet at accommodating not just every era, genre, and setting, but most every play style as well.

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Want to sit around on couches and carry out most of the tale through talk and a few die rolls? It’s here.

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Want to break out miniatures and have a massive knock-down, drag-out fight? Everything you need is here.

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Need to tell an epic story that’s mostly roleplaying and narrative? Nothing’s stopping you—and sub-systems like Quick Encounters can help you sum up bloody conflicts along the way if pressed for time.

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Perhaps the best thing a game system can do is support your ideas. It should serve as background and a common language for your players—then get out of the way as the story races to its conclusion. We’ve attempted to make that even better in this edition by streamlining many modifiers, simplifying how you pose creative challenges for foes and support your allies, and even opening up new options for heroic multi-actions.

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Enough talk. Grab your dice. It’s time to get savage!

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\"Hi!
" }, { "id": "Lasers (Futuristic) Table", "name": "Lasers (Futuristic) Table", "description": "
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Lasers (Futuristic)

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Lasers fire intensely focused beams of light to penetrate and burn their targets.

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

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Overcharge: The lasers below can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} dice are a 1, the weapon must cool down for a full round before it can be fired again.

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No Recoil: Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{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}.

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\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
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" }, { "id": "Lingering Damage (+2)", "name": "Lingering Damage (+2)", "description": "
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Lingering Damage (+2)

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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.

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" }, { "id": "Machine Guns Table", "name": "Machine Guns Table", "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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\n
TypeRangeDamageAPROFShotsMin Str.WeightCost
@Compendium[swade-core-rules.swade-equipment.Browning Automatic Rifle]{Browning Automatic Rifle}20/40/602d82320d817300
Notes: @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 1 to 3. Uses magazines (one action to @Compendium[swade-core-rules.swade-rules.Reload]{Reload} instead of the usual 2).
 
@Compendium[swade-core-rules.swade-equipment.Gatling]{Gatling}24/48/962d823100NA170500
@Compendium[swade-core-rules.swade-equipment.Minigun]{Minigun}30/60/1202d8+1254000d1085100K
Notes: Minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3, requires backpack harness with ammo which weighs an additional 85 pounds when full (carries 4000 linked rounds).
 
@Compendium[swade-core-rules.swade-equipment.M2 Browning]{M2 Browning}50/100/2002d1043200NA841500
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}
 
@Compendium[swade-core-rules.swade-equipment.M60]{M60}30/60/1202d8+123100d8336000
@Compendium[swade-core-rules.swade-equipment.MG42]{MG42}30/60/1202d8+124200d1026750
@Compendium[swade-core-rules.swade-equipment.SAW]{SAW}30/60/1202d824200d8204000
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" }, { "id": "Making Races", "name": "Making Races", "description": "
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Making Races

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Game Masters and players who want to make their own races (or cultural archetypes) can use the system below. Our races are designed with the following rules:

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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}.
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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]{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.
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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.

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Morale

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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

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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.

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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!)

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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!

\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!

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\n
" }, { "id": "Medieval and Ancient Armor Table", "name": "Medieval and Ancient Armor Table", "description": "
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\n

Medieval & Ancient Armor

\n
ItemArmorMin Str.WeightCost
Cloth/Light Leather Heavy winter clothing, supple leather armor, soft hides.
@Compendium[swade-core-rules.swade-equipment.Jacket (Cloth/Light Leather)]{Jacket} (torso, arms)+1d4520
@Compendium[swade-core-rules.swade-equipment.Robes]{Robes} (torso, arms, legs)+1d4830
@Compendium[swade-core-rules.swade-equipment.Leggings (Cloth/Light Leather)]{Leggings} (legs)+1d4520
@Compendium[swade-core-rules.swade-equipment.Cap (Cloth/Light Leather)]{Cap} (head)+1d415
Thick Leather / Tough Hides Boiled leather, cuir bouilli, alligator hides.
@Compendium[swade-core-rules.swade-equipment.Jacket (Thick Leather/Tough Hides)]{Jacket} (torso, arms)+2d6880
@Compendium[swade-core-rules.swade-equipment.Leggings (Thick Leather/Tough Hides)]{Leggings} (legs)+2d6740
@Compendium[swade-core-rules.swade-equipment.Cap (Thick Leather/Tough Hides)]{Cap} (head)+2d6120
Chain Mail Chain, splint, metal scale, ring mail, samurai armor.
@Compendium[swade-core-rules.swade-equipment.Shirt (Chain Mail)]{Shirt} (torso, arms)+3d825300
@Compendium[swade-core-rules.swade-equipment.Leggings (Chain Mail)]{Leggings} (legs)+3d810150
@Compendium[swade-core-rules.swade-equipment.Chain Hood or Helm]{Chain Hood or Helm} (head)+3d8425
Bronze Armor (Pre-Iron Age Settings) Typically only found in ancient times or pre-iron civilizations.
@Compendium[swade-core-rules.swade-equipment.Bronze Barding (horse)]{Bronze Barding (horse)}+3d10501500
@Compendium[swade-core-rules.swade-equipment.Bronze Corselet]{Bronze Corselet}+3d81380
@Compendium[swade-core-rules.swade-equipment.Vambraces (Bronze Armor)]{Vambraces} (arms)+3d8540
@Compendium[swade-core-rules.swade-equipment.Greaves (Bronze Armor)]{Greaves} (legs)+3d8650
@Compendium[swade-core-rules.swade-equipment.Bronze Helmet]{Bronze Helmet} (head)+3d8625
Plate Mail Heavy steel armor made with “plates” of metal.
@Compendium[swade-core-rules.swade-equipment.Plate Barding (horse)]{Plate Barding (horse)}+4d10501500
@Compendium[swade-core-rules.swade-equipment.Corselet (Plate Mail)]{Corselet} (torso)+4d1030500
@Compendium[swade-core-rules.swade-equipment.Vambraces (Plate Mail)]{Vambraces} (arms)+4d1010200
@Compendium[swade-core-rules.swade-equipment.Greaves (Plate Mail)]{Greaves} (legs)+4d1010200
@Compendium[swade-core-rules.swade-equipment.Heavy Helm]{Heavy Helm} (head)+4d104100
@Compendium[swade-core-rules.swade-equipment.Heavy Helm, Enclosed]{Heavy Helm, Enclosed} (head)+4d108200
Notes: -1 to vision-based @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls.
\n
" }, { "id": "Melee Weapons Table", "name": "Melee Weapons Table", "description": "
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\n

Melee Weapons

\n
TypeDamageMin Str.WeightCostNotes
Medieval
@Compendium[swade-core-rules.swade-equipment.Axe, Hand]{Axe, Hand}Str+d6d62100
@Compendium[swade-core-rules.swade-equipment.Axe, Battle]{Axe, Battle}Str+d8d84300
@Compendium[swade-core-rules.swade-equipment.Axe, Great]{Axe, Great}Str+d10d107400@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2, @Compendium[swade-core-rules.swade-rules.Characters]{Parade} -1, two hands
@Compendium[swade-core-rules.swade-equipment.Club, Light]{Club, Light}Str+d4d4225A sign of low status or thuggery
@Compendium[swade-core-rules.swade-equipment.Club, Heavy]{Club, Heavy}Str+d6d6550A sign of low status or thuggery
@Compendium[swade-core-rules.swade-equipment.Dagger/Knife (melee)]{Dagger/Knife}Str+d4d6125
@Compendium[swade-core-rules.swade-equipment.Flail]{Flail}Str+d6d63200Ignores shield bonus
@Compendium[swade-core-rules.swade-equipment.Halberd]{Halberd}Str+d8d86250@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands
@Compendium[swade-core-rules.swade-equipment.Katana]{Katana}Str+d6+1d631000two hands
@Compendium[swade-core-rules.swade-equipment.Lance]{Lance}Str+d8d86300@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2 when charging, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, only usable in @Compendium[swade-core-rules.swade-rules.Mounted Combat]{mounted combat}
@Compendium[swade-core-rules.swade-equipment.Mace]{masse d’arme}Str+d6d64100
@Compendium[swade-core-rules.swade-equipment.Maul]{Maul}Str+d10d1010400Two hands, +2 damage to @Compendium[swade-core-rules.swade-rules.Breaking Things]{break objects}
@Compendium[swade-core-rules.swade-equipment.Pike]{Pike}Str+d8d818400@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, two hands
@Compendium[swade-core-rules.swade-equipment.Rapier]{Rapier}Str+d4d42150@Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1
@Compendium[swade-core-rules.swade-equipment.Spear]{Spear}Str+d6d63100@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1. @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1 if used two-handed
@Compendium[swade-core-rules.swade-equipment.Staff]{Staff}Str+d4d4410@Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands
@Compendium[swade-core-rules.swade-equipment.Sword, Great]{Sword, Great}Str+d10d106400Two hands
@Compendium[swade-core-rules.swade-equipment.Sword, Long]{Sword, Long}Str+d8d83300Basic swords and scimitars
@Compendium[swade-core-rules.swade-equipment.Sword, Short]{Sword, Short}Str+d6d62100Includes cavalry sabers
@Compendium[swade-core-rules.swade-equipment.Warhammer]{Warhammer}Str+d6d62250Spiked, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 1
Modern
@Compendium[swade-core-rules.swade-equipment.Bangstick]{Bangstick}3d6d625A shotgun shell on a stick used in melee; must be @Compendium[swade-core-rules.swade-rules.Reload]{reloaded} with a fresh shell (one @Compendium[swade-core-rules.swade-rules.Actions]{action})
@Compendium[swade-core-rules.swade-equipment.Bayonet]{Bayonet}Str+d4d4125Str+d6 and @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1 attached to rifle, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands
@Compendium[swade-core-rules.swade-equipment.Billy Club/Baton]{Billy Club/Baton}Str+d4d4110Often carried by law enforcement
@Compendium[swade-core-rules.swade-equipment.Brass Knuckles]{Brass Knuckles}Str+d4d4120Do not count as a weapon for @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}
@Compendium[swade-core-rules.swade-equipment.Chainsaw]{Chainsaw}2d6+4d620200@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} hits the user
@Compendium[swade-core-rules.swade-equipment.Switchblade]{Switchblade}Str+d4d40.510−2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden
@Compendium[swade-core-rules.swade-equipment.Survival Knife]{Survival Knife}Str+d4d4150Basic tools in handle add +1 to @Compendium[swade-core-rules.swade-skills.Survival]{Survie} rolls
Futuristic
@Compendium[swade-core-rules.swade-equipment.Molecular Knife]{Molecular Knife}Str+d4+2d40.5250@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2, Cannot be thrown
@Compendium[swade-core-rules.swade-equipment.Molecular Sword]{Molecular Sword}Str+d8+2d62500@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 4
@Compendium[swade-core-rules.swade-equipment.Laser Sword]{Laser Sword}Str+d6+8d421000@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 12
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" }, { "id": "Mines Table", "name": "Mines Table", "description": "
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\n

Mines

\n
\n

Mines are explosives planted beneath shallow dirt that detonate in the listed @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{blast template} when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.

\n

Minefields: For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{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.

\n
\n
TypeRangeDamageAPROFBlastWeightCost
@Compendium[swade-core-rules.swade-equipment.Anti-Personnel Mine]{Anti-Personnel Mine}2d6+2SBT10100
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}
 
@Compendium[swade-core-rules.swade-equipment.Anti-Tank Mine]{Anti-Tank Mine}4d6MBT20200
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 5 vs. ½ the vehicle’s @Compendium[swade-core-rules.swade-rules.Armor]{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.
 
\n
" }, { "id": "Minimum Strength", "name": "Minimum Strength", "description": "
\n

Certain items have a “Minimum Strength” required to use without penalty. Note that some items list a d4 since it is possible to have a @Compendium[swade-core-rules.swade-rules.Traits]{Force} lower than d4.

\n\n
" }, { "id": "Missiles Table", "name": "Missiles Table", "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Missiles

\n
\n

Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.

\n

The enemy attempts to evade each missile separately by making a @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{maneuvering} roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.

\n

Anti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll per missile at @Compendium[swade-core-rules.swade-rules.Range]{Short Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} of 8 (2) (see @Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}).

\n
\n
TypeRangeDamageAPROFBlastWeightCost
@Compendium[swade-core-rules.swade-equipment.TOW Missile Launcher]{TOW}75/150/3005d10341MBT20760K
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A wire-guided missile fired from a portable or vehicle-mounted launcher. Doesn’t require a lock—just a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll, and can’t be jammed.
 
@Compendium[swade-core-rules.swade-equipment.Hellfire]{Hellfire}150/300/6005d1040MBT100115K
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A laser-guided missile fired from a vehicle-mounted launcher.
 
@Compendium[swade-core-rules.swade-equipment.Sidewinder]{Sidewinder}100/200/4004d86SBT188600K
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A short range, heat-seeking missile fired from an aircraft.
 
@Compendium[swade-core-rules.swade-equipment.Sparrow]{Sparrow}150/300/6005d86SBT617125K
Notes: @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A medium range, radar-guided missile fired from an aircraft.
 
\n\"A
" }, { "id": "Modern Armor Table", "name": "Modern Armor Table", "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Modern Armor

\n
\n

@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{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
Cloth/Leather Heavy winter clothing, leather jacket or pants, chaps.
@Compendium[swade-core-rules.swade-equipment.Thick Coat, Leather Jacket]{Thick Coat, Leather Jacket} (torso, arms)+1d45100
@Compendium[swade-core-rules.swade-equipment.Leather Riding Chaps]{Leather Riding Chaps} (legs)+1d4570
@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jacket]{Kevlar Riding Jacket} (torso, arms)+2d48350
@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jeans]{Kevlar Riding Jeans} (legs)+2d44175
@Compendium[swade-core-rules.swade-equipment.Bike helmet]{Bike helmet} (head)+2d4150
@Compendium[swade-core-rules.swade-equipment.Motorcycle Helmet]{Motorcycle Helmet} (head)+3d43100
Body Armor Flak jackets, bulletproof vests, body armor, and bombproof suits.
@Compendium[swade-core-rules.swade-equipment.Flak Jacket (Vietnam-era)]{Flak Jacket (Vietnam-era)}, torso)+2d61040
@Compendium[swade-core-rules.swade-equipment.Kevlar Vest]{Kevlar Vest} (torso)+2*d65200
@Compendium[swade-core-rules.swade-equipment.Kevlar Vest with ceramic inserts]{Kevlar Vest with ceramic inserts} (torso)+4*d817500
@Compendium[swade-core-rules.swade-equipment.Kevlar helmet]{Kevlar helmet} (head)+4*d4580
@Compendium[swade-core-rules.swade-equipment.Bombproof suit]{Bombproof suit} (entire body)+10d128025k
Notes: Bombproof suits aren’t built for flexibility except in the hands, which are uncovered. @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} and related skills that require more than manual dexterity cannot exceed d6 while wearing the suit, and @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is reduced by 2 (in addition to @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} penalties).
\n
" }, { "id": "More Skill Points", "name": "More Skill Points", "description": "
\n

More Skill Points

\n

Thanks to technology and improved education, characters in modern and futuristic settings have 15 Traits @Compendium[swade-core-rules.swade-rules.Traits]{skill points} at character creation rather than 12. This helps them take @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics}, and other skills common in the modern world.

\n

It’s up to the GM if this makes sense in her particular setting. A futuristic but “savage” world of planetary romance probably doesn’t need it, but it works well for most anything set in the developed world from about 1950 on, hard scifi, or “exploration” scifi like The Last Parsec.

\n
" }, { "id": "Mounted Combat", "name": "Mounted Combat", "description": "
\n

Mounted Combat

\n

Characters @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} from horseback (or other strange beasts) have certain advantages and disadvantages in combat, as described below.

\n

Mounts aren’t dealt @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards}—they act with their riders. Animals may attack any threat to their front during their rider’s action.

\n

Horsemanship: Characters who wish to fight from horseback must use the lowest of their @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} skills. This makes it important for cavalrymen to actually be able to ride well!

\n

Falling: If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} while mounted, or his mount is @Compendium[swade-core-rules.swade-rules.Damage Effects]{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)}.

\n

Missed @Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Attacks}: Mounts and riders are affected by the @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystander} rules. If a shot intended at a rider rolls a 1, it hits the horse instead.

\n

@Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} Mounts: When an animal is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded}, it rears or bucks. A rider must make a @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} roll to stay mounted, or falls as above.

\n

Charging

\n

A rider on a charging horse adds +4 to his damage roll with a successful @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attack. To be considered charging, the rider must have moved at least 6″ or more in a relatively straight line toward his foe.

\n

Setting Weapons: A weapon with a @Compendium[swade-core-rules.swade-rules.Reach]{Reach} of 1 or greater can be “set” against a cavalry attack. To do so, the attacker must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and win an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll to interrupt as usual. Whoever has the most @Compendium[swade-core-rules.swade-rules.Reach]{Reach} adds +2 to his roll.

\n

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

\n\"Image
" }, { "id": "Movement", "name": "Movement", "description": "
\n

Movement

\n

Characters can move a number of tabletop inches equal to their @Compendium[swade-core-rules.swade-rules.Characters]{Allure} each turn.

\n

Each inch of movement spent climbing, crawling, or swimming uses 2″ of Pace.

\n

Running: A hero can “run” as a free action once per turn, increasing her Pace for the round by her Running die (a d6 by default) at the cost of a −2 penalty to all other actions that turn. Running dice never Ace. (The Running die is random to account for nuances of terrain not depicted on the tabletop and for the “risk to reward” decision players must make).

\n

Out of combat situations, a character can move twice the sum of her full Pace + maximum running die for a number of minutes equal to half her @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} die type. Thus a @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} character with @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} d6 can sprint at a Pace of 32 for three minutes.

\n

Difficult Ground: Each inch a hero walks or runs over rough terrain such as thick forest, up or down a steep incline, slippery ice, etc., count as 2″ of her Pace. Crawling is unaffected by Difficult Ground.

\n

Hazards: If the GM feels movement is hazardous for some reason—climbing under duress, swimming a fast-moving river, walking a tightrope—she can require an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll to move. Success means she continues on normally. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} the character takes @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}, falls if climbing or in a precarious position (@Compendium[swade-core-rules.swade-rules.Falling]{Falling}), or drowns if swimming (@Compendium[swade-core-rules.swade-rules.Drowning]{Drowning}).

\n

Other Movement Issues

\n\n
" }, { "id": "Multi-Actions", "name": "Multi-Actions", "description": "
\n

Multi-Actions

\n

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

\n

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

\n

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

\n

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

\n

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

\n
" }, { "id": "Multiple Languages", "name": "Multiple Languages", "description": "
\n

Multiple Languages

\n

Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, all characters have the @Compendium[swade-core-rules.swade-edges.Linguist]{Linguist Edge} for free, and ignore its usual Requirements.

\n

A character who actually takes the Linguist Edge knows a number of languages equal to her @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} (instead of half her Intellect).

\n
" }, { "id": "Natural Weapons", "name": "Natural Weapons", "description": "
\n

Natural Weapons

\n

Creatures with natural weapons such as fangs, claws, or horns may attack with any or all of them using their @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} skill. Damage is stated for character races and beasts in their various descriptions.

\n

Creatures with natural weapons are always considered armed. This means they aren’t an @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender} and foes @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} with @Compendium[swade-core-rules.swade-rules.Two Weapons]{Two Weapons} gain no advantage against them. Here are a few additional notes for each type of attack:

\n\n
" }, { "id": "Networking", "name": "Networking", "description": "
\n
\n

Networking

\n
\n
\n

Your heroes often need to spend some time finding information or asking for favors. You can roleplay these encounters out, or you can allow them to use their skills in a “macro” sense—summing up hours of effort with a single roll.

\n

@Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} is the nice way of interacting with one’s contacts. The flip side of the coin is @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}. Either can get the job done but in slightly different ways, as shown below.

\n

When to Use These Rules: Networking is a good way for social characters to spend their time while bookworm types are doing @Compendium[swade-core-rules.swade-skills.Research]{Research}.

\n

The Basics: Characters use their Persuasion or Intimidation to gather favors or information. As always, the GM should apply any bonuses or penalties appropriate to the situation.

\n

Persuasion (The Nice Way)

\n

Characters use @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} to socialize within their various social circles for information or favors. When used in this way, Persuasion isn’t a single exchange but several hours of networking, hobnobbing, carousing, drinks, gifts, bribes, or entertaining. This might represent time at the office, a series of meetings with important people, or (most commonly) an evening of dinner and drinks.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} grants most of what the character wants, though it may take a while, cost some money, or require a favor in return. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} either gets more of whatever he was looking for, or at a lower cost.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the hero’s efforts are in vain. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he’s cut off from that particular group for a while (up to the GM but typically about a week). 

\n

Money Talks: You can catch more flies with honey than vinegar, the saying goes. A character with a little lucre to spread around adds +2 to her networking attempt by spending money on better bribes, gifts, or wining and dining her contacts.

\n

The amount required is up to the GM, the setting, and the nature of the contact(s) she interacts with. As a rule of thumb, use the setting’s Starting Funds and modify as appropriate from there.

\n

Intimidation (The Not-So-Nice-Way)

\n

@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} can also be used to gather information, call in favors, or make demands, but it’s a little less savory.

\n

Each attempt to “work the streets” takes several hours of threats and general unpleasantness, rousting the local populace for whatever the hero needs.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} grants the character most of what she wants, though her victims might decide to get some payback later on. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} means she gets more info, gets it faster, or her victims are too scared or otherwise preoccupied to plot revenge.

\n

@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the goon doesn’t get anything useful. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means she ends the evening with a fat lip, black eye, or broken nose (see @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}). She can work her contacts again the next day, but they’re more likely to be waiting for her this time!

\n

Busting Heads: The bruiser can improve her odds by getting more violent or extreme than usual. This alienates her contacts for a week but adds +2 to the roll.

\n

This raises the stakes as well. A simple failure means the evening ends with @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}  bears more serious consequences. The GM might break the action down to an actual encounter (which might be an ambush!), she might run afoul of the law, come back with two levels of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from Bumps & Bruises, or her questions might trigger a deadly reaction from a more powerful enemy!

\n

Example: Savage Mojo

\n

Gabe is a private eye in Deadlands Noir. He needs to find out where the Red Hand, an evil voodoo cult in New Orleans, has taken the District Attorney.

\n

Gabe’s Intimidation is better than his Persuasion, and he has the @Compendium[swade-core-rules.swade-edges.Menacing]{Menacing} Edge that adds +2 to Intimidation rolls. Time is tight so he decides to bust some heads. That adds another +2 to his roll. With the +4 bonus he gets a success and a raise. Gabe finds where the DA is being held and how many guards are with her as well.

\n
\n
" }, { "id": "No Power Points", "name": "No Power Points", "description": "
\n

No Power Points

\n

Instead of using @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{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.

\n

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

\n

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

\n

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

\n

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

\n

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

\n
" }, { "id": "Nonlethal Damage", "name": "Nonlethal Damage", "description": "
\n

Nonlethal Damage

\n

A character who wants to beat someone up without killing them can choose to do nonlethal damage. This requires the attacker use only his fists or a blunt weapon of some sort. Edged weapons may be used if they have a flat side, but this subtracts −1 from the attacker’s @Compendium[swade-core-rules.swade-skills.Fighting]{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", "name": "Off-Hand Attacks", "description": "
\n

Off-Hand Attacks

\n

Characters are assumed to be right-handed unless the player decides otherwise. Actions that require precise eye-hand coordination, such as @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, suffer a −2 penalty when done solely with the off-hand.

\n

Off-hand weapons don’t add their @Compendium[swade-core-rules.swade-rules.Parry]{Parade} bonus unless the hero is @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre}.

\n
" }, { "id": "Parry", "name": "Parry", "description": "
\n

Parry

\n

The weapon adds the bonus to the character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} score. If a character wields a weapon in each hand, penalties to Parry stack but bonuses do not (unless she has the @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous Edge}).

\n
" }, { "id": "Pistols Table", "name": "Pistols 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

Pistols

\n
TypeRangeDamageAPROFShotsMin Str.WeightCost
Revolvers Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.
@Compendium[swade-core-rules.swade-equipment.Derringer]{Derringer}3/6/122d412d41100
Notes: -2 to being @Compendium[swade-core-rules.swade-skills.Notice]{Noticed}
 
@Compendium[swade-core-rules.swade-equipment.Police Revolver]{Police Revolver}10/20/402d616d42150
@Compendium[swade-core-rules.swade-equipment.Colt Peacemaker]{Colt Peacemaker}12/24/482d6+1116d44200
@Compendium[swade-core-rules.swade-equipment.Smith & Wesson]{Smith & Wesson}12/24/482d6+1116d45250
Semi-Automatics Semi-automatics are fed from a magazine. The standard size magazines are listed below. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.
@Compendium[swade-core-rules.swade-equipment.Colt 1911]{Colt 1911}12/24/482d6+1117d44200
@Compendium[swade-core-rules.swade-equipment.Desert Eagle]{Desert Eagle}15/30/602d8217d68300
@Compendium[swade-core-rules.swade-equipment.Glock (9mm)]{Glock (9mm)}12/24/482d61117d43200
@Compendium[swade-core-rules.swade-equipment.Ruger]{Ruger}10/20/402d419d42100
\n\"M1911
" }, { "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
" }, { "id": "Power Modifiers", "name": "Power Modifiers", "description": "
\n

Power Modifiers

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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.

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

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

\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}

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

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

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

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

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

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

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

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\n\"Image
" }, { "id": "Powers", "name": "Powers", "description": "
\n
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Powers

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\n
\n
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Most Savage Worlds settings feature “magic” in one form or another. Whether it’s hidden occult lore practiced only by dark cultists, voodoo rituals, the eldritch sorcery of powerful wizards, weird gadgets created by mad scientists, super powers, or brain-burning psionics, these rules handle it all in one simple system.

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For ease of use, we call all of these effects “powers.” They work the same from game to game, but the particular use, @Compendium[swade-core-rules.swade-rules.Power Modifiers]{modifiers} and @Compendium[swade-core-rules.swade-rules.Trappings]{Aspects} give the same core powers endless variations.

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List of Powers

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Listed below are a number of powers available in most Savage Settings. Each power has the following statistics:

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Rank: The @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} a character must be to learn the power.

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Points de pouvoir : The cost to activate the power in @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}.

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Range: The maximum distance between the caster and the power’s effect. Range is often expressed as @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}  or some multiple thereof. If so, read @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} as inches on the tabletop (twice that in yards). A @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} of d10, for example, means the power can be cast up to 10″ (20 yards) away.

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Unless the power says otherwise, Range has no effect after the power is activated. An ally who has been granted @Compendium[swade-core-rules.swade-powers.Invisibility]{invisibility}, for example, may then move beyond the caster’s @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}  with no ill effect.

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Duration: How long the power lasts in @Compendium[swade-core-rules.swade-rules.Combat]{tours} (unless otherwise noted).

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Powers expire at the end of the character’s turn X @Compendium[swade-core-rules.swade-rules.Combat]{tours} later, where X is the Duration listed. Count the @Compendium[swade-core-rules.swade-rules.Combat]{tours} the power activated. If a psychic activates @Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{{Augmentation de Trait}} (Duration 5) on the second @Compendium[swade-core-rules.swade-rules.Combat]{tours} of combat, for example, it remains in place until the end of her turn on the sixth @Compendium[swade-core-rules.swade-rules.Combat]{tours}

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Powers may be maintained for their base Duration for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} per individual.

\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.

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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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\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]{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
\n
" }, { "id": "Powers 02", "name": "Powers 02", "description": "" }, { "id": "Powers 03", "name": "Powers 03", "description": "" }, { "id": "Powers 04", "name": "Powers 04", "description": "" }, { "id": "Powers 05", "name": "Powers 05", "description": "" }, { "id": "Powers 06", "name": "Powers 06", "description": "" }, { "id": "Powers 07", "name": "Powers 07", "description": "" }, { "id": "Powers 08", "name": "Powers 08", "description": "" }, { "id": "Prone", "name": "Prone", "description": "
\n

Prone

\n

Ranged attacks suffer a −4 penalty to hit prone characters from a range of 3″ or greater (this does not stack with @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover)} and subtract four points of damage from @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect attacks}.

\n

If a prone defender is caught in melee, his @Compendium[swade-core-rules.swade-rules.Characters]{Parade} is reduced by 2 and he must subtract 2 from his @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} rolls.

\n

Standing costs a character 2″ of @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.

\n
" }, { "id": "Push", "name": "Push", "description": "
\n

Push

\n

Sometimes characters may want to push a foe in hopes of knocking him out of position, @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, or even into a deadly @Compendium[swade-core-rules.swade-rules.Hazards]{hazard}.

\n

Pushing a foe is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of @Compendium[swade-core-rules.swade-rules.Traits]{Force}. If the attacker is successful he pushes the foe back up to 1″ (two yards). With a raise, increase the distance to 2″ (four yards). Double either distance if the attacker’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} is larger than the foe’s.

\n

A character who’s successfully Pushed must make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll (at −2 if the attacker got a raise) or be knocked @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.

\n

Running: If the attacker ran at least 2″ (four yards) before the Push, he adds +2 to his total.

\n

Size Matters: Creatures may not generally Push a foe more than two @Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes} larger then themselves unless they have exceptional @Compendium[swade-core-rules.swade-rules.Traits]{Force} for their Size (GM’s call).

\n

Skill: The attacker or defender may roll @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Force} if they choose.

\n

Shields: Attackers and defenders add their @Compendium[swade-core-rules.swade-rules.Shields]{shield’s Parry bonus} to their @Compendium[swade-core-rules.swade-rules.Traits]{Force} (or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}) rolls when pushing.

\n
" }, { "id": "Quick Encounters", "name": "Quick Encounters", "description": "
\n
\n

Quick Encounters

\n
\n
\n

Sometimes the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} may want to quickly sum up an encounter rather than track every action round by round. “Quick Encounters” resolve these kinds of situations with good collaborative storytelling, tension, and risk.

\n

When to Use These Rules: Use Quick Encount­ers when you’re pressed for time, the group isn’t as interested in tactical fights, or they do something the GM isn’t prepared for, like infiltrating a large complex she hasn’t detailed.

\n

When to Use These Rules: Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill roll} based on the type of encounter and their goal and interpret the results narratively with the Game Master.

\n

Encounter Types

\n

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

\n

Once everyone states their intent, they can pick the skill that best represents their actions during the encounter.

\n

Here are some examples:

\n\n

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.

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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", "name": "Races", "description": "
\n
\n

RACES

\n
\n
\n

Not every hero is human. Below are sample races common to many science fiction and fantasy settings. Use them as they are or modify them to fit your particular world. After these examples are guidelines for creating your own races as well.

\n

Note that the races allude to a lot of rules we haven’t explained yet. Just skim them for now and come back once you’ve got a grasp on the rest of the game.

\n

Races

\n
\n

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

\n

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

\n

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

\n

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

\n

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

\n

@Compendium[swade-core-rules.swade-rules.Half-Elves]{Half-Elves}

\n

@Compendium[swade-core-rules.swade-rules.Half-Folk]{Half-Folk}

\n

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

\n

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

\n

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

\n
\n\n\"I
\n
" }, { "id": "Radiation", "name": "Radiation", "description": "
\n

Radiation

\n

Characters in a radioactive environment must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} every hour spent in low radiation, and every minute in high radiation. Each failure results in a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level.

\n

Radiation Poisoning: An Incapacitated victim con­tracts radiation sickness, a Chronic Disease, as explained under @Compendium[swade-core-rules.swade-rules.Disease]{Disease}.

\n
" }, { "id": "Rakashans", "name": "Rakashans", "description": "
\n

Rakashans

\n

Rakashans are humanoid felines. Some have the bright colors of tigers, the speckled hides of leopards, or the exotic look of Siamese cats. All have sharp claws and teeth, and a cruel nature when it comes to dealing with their prey.

\n

Rakashans can be found in their own remote and exotic cities or as fringe elements of normal society. They are often too clever and beautiful to be shunned, but too cunning to gain others’ complete trust.

\n\n\"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} (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]{Toucher} or the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Cone Template}.

\n
" }, { "id": "Ranged Weapons In Melee", "name": "Ranged Weapons In Melee", "description": "
\n

Ranged Weapons In Melee

\n

Heroes may fire ranged weapons when engaged in melee with a few caveats:

\n\n\"An
" }, { "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 (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", "name": "Rate of Fire", "description": "
\n

Rate of Fire

\n

This is the number of shots that may be fired by this weapon in a single action. See @Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Weapons} for further details.

\n
" }, { "id": "Reach", "name": "Reach", "description": "
\n

Reach

\n

Weapons with “Reach” allow their user to make @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attacks at the listed range. A Reach of 1, for example, allows a character to strike a target 1″ distant. Weapons without a Reach value can only strike targets at arm’s length (adjacent).

\n

Reach can be very important when fighting from horseback and against mounted foes (see @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}).

\n
" }, { "id": "Readying Weapons", "name": "Readying Weapons", "description": "
\n

Readying Weapons

\n

Characters may “ready” up to two items per turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}. Readying means drawing, holstering, or otherwise moving an item into or out of a familiar and easy-to-reach location.

\n

Each additional item readied is an @Compendium[swade-core-rules.swade-rules.Actions]{action}, as is readying an item from a difficult location such as an ankle holster, off the floor after being @Compendium[swade-core-rules.swade-rules.Disarm]{disarmed}, or other exten­uating circumstances.

\n
" }, { "id": "Recoil", "name": "Recoil", "description": "
\n

Recoil

\n

Unless it says otherwise in its description, firing at a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} greater than 1 in one @Compendium[swade-core-rules.swade-rules.Actions]{action} causes Recoil, a −2 penalty to the attacker’s @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} rolls. A submachine gun with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 3, for example, causes Recoil unless its user fires only a single shot.

\n

Recoil isn’t cumulative between @Compendium[swade-core-rules.swade-rules.Actions]{actions}. If a character fires three shots (@Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} 3) on one action and triggers the Recoil penalty, he ignores it on a second action if he only fires a single shot.

\n
" }, { "id": "Red and Gabe", "name": "Red and Gabe", "description": "" }, { "id": "Reload", "name": "Reload", "description": "
\n

Reload

\n

Reloading magazines, clips, and individual bullets in modern firearms is explained in detail in @Compendium[swade-core-rules.swade-rules.Reloading]{Reloading}.

\n

Some weapons, such as muskets and heavy crossbows, are much slower to reload. Once fired, the number after the word Reload is how many @Compendium[swade-core-rules.swade-rules.Actions]{actions} of reloading it takes before they can be fired again.

\n
" }, { "id": "Reloading", "name": "Reloading", "description": "
\n

Reloading

\n

Nocking an arrow or loading a stone in a sling are @Compendium[swade-core-rules.swade-rules.Actions]{free actions} that may be performed once per @Compendium[swade-core-rules.swade-rules.Actions]{action}. Reloading a crossbow bolt, clip, magazine, speed loader, or single bullet so that it’s ready to fire (chambered, cocked, etc.) is an action.

\n

Some weapons are slower to reload, like heavy crossbows or black powder weapons. They require a number of actions to reload, listed as “Reload X” in their description.

\n

Example: Gabe fires a heavy crossbow (Reload 2) as part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}, using his other two actions that turn to reload. Since this is three actions, his @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll is made at −4. On the following round, he can fire again at no penalty.

\n

Running & Reloading: Characters who @Compendium[swade-core-rules.swade-rules.Movement]{run} and load must make an @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} roll (at the usual −2 penalty for running). Failure means no progress toward reloading was made that action.

\n
" }, { "id": "Rifles Table", "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]{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", "name": "Rocket Launchers and Torpedoes 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

Rocket Launchers & Torpedoes

\n
\n

Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. All the listed weapons are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.

\n
\n
TypeRangeDamageAPROFBlastWeightCost
@Compendium[swade-core-rules.swade-equipment.AT-4]{AT-4}24/48/964d8+2241MBT151500
Notes: A heavy American anti-tank weapon of the modern era.
 
@Compendium[swade-core-rules.swade-equipment.Bazooka]{Bazooka}24/48/964d881MBT12500
Notes: @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in World War II. Additional warheads weigh 9 lbs and cost $50. WWII price.
 
@Compendium[swade-core-rules.swade-equipment.M203 40MM]{M203 40MM}24/48/964d81MBT31500
Notes: @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. A grenade launcher mounted on the bottom of an assault rifle.
 
@Compendium[swade-core-rules.swade-equipment.M72 Law]{M72 LAW}24/48/964d8+2221MBT5750
Notes: @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in Vietnam.
 
@Compendium[swade-core-rules.swade-equipment.Panzerschreck]{Panzerschreck}15/30/604d8121MBT201000
Notes: @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Literally, the “tank terror” rocket launcher used by German forces in World War II.
 
@Compendium[swade-core-rules.swade-equipment.Torpedo]{Torpedo}300/600/12008d10221LBT3000500K
\n
" }, { "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] {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", "name": "Runes", "description": "" }, { "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
" }, { "id": "Selective (+1)", "name": "Selective (+1)", "description": "
\n

Selective (+1)

\n

With intense focus, the caster can choose not to affect any or all individual targets within a power’s @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area of effect} (picking all enemies instead of allies in a @Compendium[swade-core-rules.swade-powers.Blast]{blast}, for example).

\n
" }, { "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
" }, { "id": "Setting Rules 02", "name": "Setting Rules 02", "description": "" }, { "id": "Setting Rules 03", "name": "Setting Rules 03", "description": "" }, { "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]{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]{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", "name": "Shotguns", "description": "
\n

Shotguns

\n

Shotguns fire a spread of metal “shot,” and so do more @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at close @Compendium[swade-core-rules.swade-rules.Range]{Portée} where more of the shot hits the target. Because of this, shotguns add +2 to the user’s @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} rolls and cause 3d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at Short @Compendium[swade-core-rules.swade-rules.Range]{Portée}, 2d6 at Medium, and 1d6 at Long. Shotguns may not be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}.

\n

Double Barrels: Some shotguns have two barrels welded side-by-side. If an attacker wants to fire both barrels at the same target, roll @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} once and add +4.

\n

Slugs: Shotguns can also fire slugs. The attacker doesn’t get the +2 shotgun bonus to his @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll, but the @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} is 2d10 regardless of @Compendium[swade-core-rules.swade-rules.Range]{Portée} (and they may be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}). @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders} are hit only on a 1 (instead of 1 or 2).

\n
" }, { "id": "Shotguns Table", "name": "Shotguns 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

Shotguns

\n
\n

Shotguns fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating. See @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} for details.

\n
\n
TypeRangeDamageAPROFShotsMin Str.WeightCost
@Compendium[swade-core-rules.swade-equipment.Double-Barrel Shotgun]{Double-Barrel}12/24/481-3d612d611150
@Compendium[swade-core-rules.swade-equipment.Pump Action Shotgun]{Pump Action}12/24/481-3d616d48150
@Compendium[swade-core-rules.swade-equipment.Sawed-Off Double-Barrel Shotgun]{Sawed-Off DB}5/10/201-3d612d46150
@Compendium[swade-core-rules.swade-equipment.Streetsweeper Shotgun]{Streetsweeper}12/24/481-3d6112d610450
\n
" }, { "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]{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", "name": "Size Table", "description": "
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size Table

\n
\n

Use the examples below to estimate the Size of creatures not included in the Bestiary. Mass is usually enough to determine its Size and Toughness bonus, but account for overall dimensions as makes sense.

\n

Tiny creatures have a Strength score of 1. They can’t make a Strength roll (and therefore can’t Ace or get bonus damage). They can damage creatures with a Toughness of 1, but can only harm Small or larger beings if they swarm together (see @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms}).

\n
\n
Size /
Toughness
Bonus
Typical
Strength
Range
Scale
Modifier
Typical
Height /
Length Up To...
Mass
Up To...
Example
Creatures
Tiny
-41-66\"<4 lbsCrow, mouse
Very Small
-3d4-3-418\"16 lbsHouse @Compendium[swade-core-rules.swade-bestiary.Cat, Small]{cat}, small dogs
Small
-2d4-1-23'32 lbsCoyote, bobcat, porcupine
Normal
-1d4 to d64'125 lbsChild, @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolf}, @Compendium[swade-core-rules.swade-rules.Half-Folk]{half-folk}, @Compendium[swade-core-rules.swade-bestiary.Goblin]{goblin}
0d6 to d126'250 lbs@Compendium[swade-core-rules.swade-rules.Humans]{Human}, Great Dane, @Compendium[swade-core-rules.swade-bestiary.Dire Wolf]{dire wolf}
1d8 to d12+18'500 lbsLarge human, gorilla, @Compendium[swade-core-rules.swade-bestiary.Lion]{lion}, @Compendium[swade-core-rules.swade-bestiary.Orc]{orc}
2d10 to d12+29'1000 lbsGrizzly, @Compendium[swade-core-rules.swade-equipment.Horse]{horse}, @Compendium[swade-core-rules.swade-bestiary.Ogre]{ogre}, tiger shark
3d12 to d12+312'2000 lbs@Compendium[swade-core-rules.swade-bestiary.Bull]{Bull}, @Compendium[swade-core-rules.swade-bestiary.Horse, War]{war horse}
Large (+1 Wound)
4d12+1 to d12+4+215'2 tonsHippo, @Compendium[swade-core-rules.swade-bestiary.Shark, Great White]{great white shark}
5d12+2 to d12+5+218'4 tonsWhite rhino, beluga whale
6d12+3 to d12+6+224'8 tonsAfrican elephant, drake, @Compendium[swade-core-rules.swade-bestiary.Drake]{orca}
7d12+4 to d12+7+230'16 tonsT-Rex, triceratops
Huge (+2 Wound)
8d12+5 to d12+8+436'32 tons@Compendium[swade-core-rules.swade-bestiary.Dragon]{Dragon}, sperm whale
9d12+6 to d12+9+450'64 tonsHumpback whale
10d12+7 to d12+10+463'125 tonsBowhead whale
11d12+8 to d12+11+475'250 tonsBlue whale
Gargantuan (+3 Wound)
12d12+9 to d12+12+6100'500 tonsKaiju or giant monsters
13d12+10 to d12+13+6125'1k tons 
14d12+11 to d12+14+6150'2k tons 
15d12+12 to d12+15+6200'4k tons 
16d12+13 to d12+16+6250'8k tons 
17d12+14 to d12+17+6300'16k tons 
18d12+15 to d12+18+6400'32k tons 
19d12+16 to d12+19+6500'64k tons 
20d12+17 to d12+20+6600'125k tons 
\n
" }, { "id": "Skill Specialization", "name": "Skill Specialization", "description": "
\n

Skill Specialization

\n

Savage Worlds skills are intended to be broad, allowing characters to focus primarily on @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} for customization rather than multiple iterations of something like @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} for edged weapons, Fighting for blunt weapons, etc.

\n

If it’s important to have more detail for some reason, the GM can decide some skills require specialization. A character chooses one particular use of that skill to roll normally, and subtracts 2 from the total when using it in any other way.

\n

Gaining an additional specialization counts as raising a skill below its linked @Compendium[swade-core-rules.swade-rules.Traits]{Attribute}. So a character can gain two new specializations with an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance}, or mix and match to gain a specialization and increase a skill below its linked Attribute.

\n

Below are skills appropriate for this extra detail and some example specializations:

\n\n
" }, { "id": "Sleep", "name": "Sleep", "description": "
\n

Sleep

\n

Most people need a minimum of six hours’ sleep out of every 24. A character who goes without must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} at a cumulative −2 every 24 hours thereafter (to a maximum penalty of −4) or suffer @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. A large amount of coffee, soda, or other stimulant adds +2 to the roll.

\n
" }, { "id": "Snapfire", "name": "Snapfire", "description": "
\n

Snapfire

\n

Certain weapons, such as heavy sniper rifles, are very inaccurate if fired from the hip rather than using their sights, scopes, @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{bipod}, or @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}. If a character moves in the round he fires a Snapfire weapon, he suffers a −2 @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} penalty.

\n
" }, { "id": "Soak Rolls", "name": "Soak Rolls", "description": "
\n

Soak Rolls

\n

After rolling damage but before applying wounds, a character may spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to make a “Soak” roll. This is a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} check, with each success and raise reducing the number of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} suffered from that attack by one.

\n

If the character Soaks all of the Wounds from an attack, he removes his Shaken condition too (even from a previous source). Don’t count the Wound modifiers he’s about to suffer when making this roll—that hasn’t happened yet.

\n

Characters can’t Soak more than once per attack, but may spend Bennies as usual to reroll the Vigueur check if they aren’t satisfied with the results.

\n

Shaken: A character can also spend a Benny to immediately eliminate a Shaken condition. This can be done at any time.

\n
" }, { "id": "Social Conflict", "name": "Social Conflict", "description": "
\n
\n

Social Conflict

\n
\n
\n

Not every conflict is won by the blade. Successful oratory can topple nations.

\n

When to Use These Rules: Most social exchanges are a simple skill roll resisted by the appropriate @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, such as @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} or @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} vs. @Compendium[swade-core-rules.swade-rules.Traits]{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)", "name": "Special Ability (Aquatic)", "description": "
\r\n

Aquatic

\r\n
\r\n

The creature is native to the water. It is a natural swimmer and cannot drown. Its @Compendium[swade-core-rules.swade-rules.Movement]{Allure} in water is specified after the Aquatic ability.

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

Armor

\n
\n

A creature’s @Compendium[swade-core-rules.swade-rules.Armor]{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)", "name": "Special Ability (Bite)", "description": "
\r\n

Bite

\r\n
\r\n

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

\r\n
\r\n
" }, { "id": "Special Ability (Breath Weapons)", "name": "Special Ability (Breath Weapons)", "description": "
\r\n

Breath Weapons

\r\n

Dragons and other “fire breathers” use a Cone Template for their attacks (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Breath attacks may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.

\r\n

Unless the creature’s description says otherwise, breath attacks take the creature’s entire turn — they can’t perform @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} in the same round they make a breath attack.

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

Burrow

\r\n
\r\n

From massive worms to sand-dwelling humanoids, many creatures are able to burrow beneath the earth and move within it.

\r\n

Burrowers can tunnel underground and reappear elsewhere for devastating surprise attacks against their foes. The distance a creature can burrow on its turn is written immediately after its Burrow ability.

\r\n

A burrowing creature may tunnel on its @Compendium[swade-core-rules.swade-rules.Actions]{action}, and may erupt from the ground at any point within its burrowing @Compendium[swade-core-rules.swade-rules.Movement]{Allure} in the same turn. It cannot be attacked while beneath the earth unless the attacker has some special means of detecting it and penetrating the intervening dirt.

\r\n

Burrowing creatures erupt from beneath their opponents and may take them by surprise. If the target was unaware of the burrower’s presence, the creature makes an opposed @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} roll versus the victim’s @Compendium[swade-core-rules.swade-skills.Notice]{Perception}. If the burrower wins, the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to it only. With a raise, the burrower gets @Compendium[swade-core-rules.swade-rules.The Drop]{the Drop}. Targets on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} may attempt to interrupt the attack before it occurs.

\r\n

Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility.

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

Claws

\r\n
\r\n

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

\r\n
\r\n
" }, { "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]{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]{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]{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]{Aspect}.

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

Ethereal

\r\n
\r\n

@Compendium[swade-core-rules.swade-bestiary.Ghost]{Ghosts}, shadows, will-o’-the-wisps, and similar intangible creatures have no form in the physical world (or can turn it on and off at will). They can pass through physical objects, cannot be harmed by non-magical attacks, and cannot even be seen unless they desire to be. Ethereal creatures are affected by magical items, weapons, and supernatural powers.

\r\n

Unless its description says otherwise, ethereal creatures can throw objects, wield weapons, or even push terrified heroes down long, dark stairs.

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

Fear

\n
\n

Particularly frightening monsters cause @Compendium[swade-core-rules.swade-powers.Fear]{Terreur} checks to all who see them. Some truly terrifying monsters may inflict penalties on Fear checks as well. A creature with Fear −2, for instance, causes those who see it to make their Fear checks at −2. See the @Compendium[swade-core-rules.swade-powers.Fear]{Terreur} rules for effects.

\n
\n
" }, { "id": "Special Ability (Fearless)", "name": "Special Ability (Fearless)", "description": "
\n

Fearless

\n
\n

Mindless creatures, some undead, robots, and the like don’t suffer from the weaknesses of the mortal mind. Fearless creatures are immune to @Compendium[swade-core-rules.swade-powers.Fear]{Terreur} effects and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}. They may still be @Compendium[swade-core-rules.swade-skills.Taunt]{Taunted}, however (usually because it draws their attention rather than causing emotional distress).

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

Flight

\r\n
\r\n

The creature can fly at the listed @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. It uses its @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} to maneuver in chases or other situations.

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

Gargantuan

\n
\n

Gargantuan creatures are those that are at least @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 12 or higher. Classic movie monsters like Godzilla fall into this category.

\n

Gargantuans have @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, can take three additional @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}, and their attacks count as @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.

\n

Stomp: A Gargantuan creature may stomp by using an @JournalEntry[BsotfdJ5t4EysBsD]{area effect template} (the size of the template is determined by the GM based on the monster’s “footprint”). The attack ignores @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} modifiers and is an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} vs @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} roll (defenders roll individually). Those who can’t get out of the way are stomped for damage equal to the thing’s @Compendium[swade-core-rules.swade-rules.Traits]{Force} damage.

\n
\n
" }, { "id": "Special Ability (Hardy)", "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]{Blessures}.

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

Horns

\r\n
\r\n

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

\r\n
\r\n
" }, { "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]{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)", "name": "Special Ability (Infection)", "description": "
\n

Infection

\n
\n

A @Compendium[swade-core-rules.swade-bestiary.Vampire]{vampire}’s bite, a horrid @Compendium[swade-core-rules.swade-bestiary.Spider, Giant]{spider}-like creature that injects eggs into its victim’s skin, or even the @Compendium[swade-core-rules.swade-rules.Disease]{disease}-born scratching of @Compendium[swade-core-rules.swade-bestiary.Swarm]{rats} are all examples of Infection.

\n

A character @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} by a creature with Infection must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll. Modifiers to the roll are listed in the creature’s description, as are the effects of failure.

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

Infravision

\r\n
\r\n

Nocturnal beasts often see in the infrared spectrum—meaning they can “see” by detecting heat. Creatures with Infravision halve penalties for bad lighting when attacking targets that radiate warmth (including invisible foes).

\r\n

Clever characters may figure out ways to mask their heat from such creatures. Smearing cold mud over one’s body or wearing special heat-filtering suits generally obscures the target from those with Infravision.

\r\n

Humanoids with Infravision usually have normal sight as well.

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

Invulnerability

\r\n
\r\n

Some Savage Tales feature invulnerable horrors that can only be defeated by discovering their weakness.

\r\n

Invulnerable creatures ignore damage as listed in their description. Unless otherwise specified, they can be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} but not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} by other forms of damage. An ancient dark god given life by misguided cultists, for example, might only be vulnerable to shards of stained glass gathered from a church.

\r\n
\r\n
" }, { "id": "Special Ability (Low Light Vision)", "name": "Special Ability (Low Light Vision)", "description": "
\r\n

Low Light Vision

\r\n
\r\n

Low Light Vision ignores penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} (but not Pitch Darkness).

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

Paralysis

\r\n
\r\n

Paralyzing poisons are covered under @Compendium[swade-core-rules.swade-rules.Poison]{Poison}. Other creatures might paralyze their victims with magic, electricity, or other sources. Victims who suffer damage or a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result from such a creature must make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} roll or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}. They’re also paralyzed and incapable of any action—even speech—for 2d6 rounds (or longer if otherwise specified).

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

Poison

\r\n
\r\n

Snakes, spiders, and other creatures inject @Compendium[swade-core-rules.swade-rules.Poison]{poisonous} venom via bite or scratch. To do so, the thing must cause at least a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result to the victim, who then makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll modified by the strength of the poison (listed in parentheses after the creature’s Poison ability). Effects of failure are described in more detail in the @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} section.

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

Regeneration

\n
\n

Legend has it that @Compendium[swade-core-rules.swade-bestiary.Troll]{trolls}, @Compendium[swade-core-rules.swade-bestiary.Vampire]{vampires}, and certain other types of legendary creatures can Regenerate damage caused to them.

\n

Regeneration comes in two types: Fast and Slow.

\n\n
\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]{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]{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)", "name": "Special Ability (Stun)", "description": "
\r\n

Stun

\r\n
\r\n

A creature with this ability often has an electrical attack, mild toxin, mind lash, or similar trapping. When it successfully hits a character (even if it causes no damage), she must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll minus any listed penalties or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.

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

Swat

\r\n
\r\n

The creature has learned how to deal with pesky creatures smaller than itself. It ignores up 4 points of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} penalties when attacking with certain abilities listed in its description (and only those specific abilities).

\r\n
\r\n
" }, { "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]{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]{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)", "name": "Special Ability (Wall Walker)", "description": "
    \r\n

    Wall Walker

    \r\n
    \r\n

    Some creatures have the ability to walk on walls. They automatically walk on vertical or inverted surfaces just as a human walks on the earth.

    \r\n

    A Wall Walker’s movement rate when walking on walls is its standard @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. It may run as usual when walking on walls unless the specific creature’s text says otherwise.

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

    Weakness

    \r\n
    \r\n

    Some creatures suffer additional damage or can only be hurt by their Weakness. A creature made of ice, for example, might take double damage from @Compendium[swade-core-rules.swade-rules.Fire]{fire}. See the creature’s description for particular effects.

    \r\n
    \r\n
    " }, { "id": "Speed", "name": "Speed", "description": "
    \n

    Speed

    \n

    Characters occasionally need to attack fast-moving targets. If the relative speed between attacker and defender is 60 Miles per Hour (MPH) or more, apply the Relative Speed Penalty:

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

    Relative Speed Penalty

    \n
    PenaltyTarget's Relative Speed Is...
    -160 MPH+
    -2120 MPH+
    -4240 MPH+
    -6Mach 1+
    -8Mach 2+
    -10Near Light Speed+
    \n\n
    " }, { "id": "Steadfast", "name": "Steadfast", "description": "" }, { "id": "Stunned", "name": "Stunned", "description": "
    \n

    Stunned

    \n

    @Compendium[swade-core-rules.swade-equipment.Stun Gun]{Stun guns}, creature abilities, the @Compendium[swade-core-rules.swade-powers.Stun]{stun} power, @Compendium[swade-core-rules.swade-rules.Electricity]{electrical} hazards, or other shocks to the brain or nervous system make a character essentially helpless until they manage to shake it off.

    \n

    Stunned Characters

    \n\n

    Recovery: At the start of a Stunned character’s turn, he makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}. Success means he’s no longer Stunned but remains @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} until the end of his next turn. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, his @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} state goes away at the end of this turn.

    \n
    " }, { "id": "Submachine Guns Table", "name": "Submachine 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

    Submachine Guns

    \n
    \n

    Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.

    \n
    \n
    TypeRangeDamageAPROFShotsMin Str.WeightCost
    @Compendium[swade-core-rules.swade-equipment.H&K MP5 (9mm)]{H&K MP5 (9mm)}12/24/482d61330d610300
    @Compendium[swade-core-rules.swade-equipment.Tommy Gun]{Tommy Gun}12/24/482d6+11320d613350
    Notes: Thompson submachine guns may also use a 50-round drum. This increases the weight by 2 lbs and each loaded drum costs $50.
     
    @Compendium[swade-core-rules.swade-equipment.Uzi (9mm)]{Uzi (9mm)}12/24/482d61332d49300
    \n\"'Tommy'
    " }, { "id": "Support", "name": "Support", "description": "
    \n

    Support

    \n

    Sometimes characters may want to cooperate or help an ally with a task. If so, and the GM decides it’s possible, supporting characters roll the relevant @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} (on their action if the game is in rounds) and declare which of their ally’s skills they’re attempting to Support.

    \n

    Success grants the ally +1 to one  @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} total this round, and a raise adds +2. A Critical Failure on the support roll subtracts 2 from the lead’s total—sometimes extra hands just get in the way!

    \n

    Remove all Support bonuses at the end of the recipient’s turn, whether he used them or not (perhaps by taking an action different than the one he was Supported for).

    \n

    The maximum bonus from all Support rolls is +4. @Compendium[swade-core-rules.swade-rules.Traits]{Force} checks are an exception and have no maximum bonus since more muscle can always manage more mass.

    \n

    Players and GMs should be creative when making Support rolls. An adventurer with @Compendium[swade-core-rules.swade-skills.Survival]{Survie}, for example, might make a roll to find useful herbs for an ally attempting a @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} check, or a galactic explorer with @Compendium[swade-core-rules.swade-skills.Science]{Science} might calculate slingshot vectors that help a friend make a tricky @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll.

    \n

    General encouragement (a @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} roll) such as “You can do it!” or “Check your six!” are perfectly acceptable, but at the GM’s discretion lose effectiveness if repeated.

    \n

    Example: Gabe is the driver in a chase. Red points out a shortcut by yelling, “Take the next left!” She rolls @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} and gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Gabe adds +2 to his next @Compendium[swade-core-rules.swade-skills.Driving]{Driving} roll. Later on, Red is hit by a ricochet and is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Gabe yells, “Toughen up, cowgirl! This ain’t your first rodeo!” and makes a Persuasion roll. He gets a success and Red adds +1 to her upcoming Âme total to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.

    \n

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

    \n

    The Support option can be used against an opponent narratively, but the only effect it can have is as detailed above. If a character wants to “trip up” an ogre to help a friend make a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} roll against it, for example, she can add +1 or +2 to his roll, but she doesn’t actually trip the ogre. It’s not made @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{vulnerable}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} as it might if she had used the @Compendium[swade-core-rules.swade-rules.Test]{Test} option.

    \n

    The advantage for a player in making a Support roll over a @Compendium[swade-core-rules.swade-rules.Test]{Test} is to help an ally and avoid a more difficult @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} for the @Compendium[swade-core-rules.swade-rules.Test]{Test} (even though narratively it might seem like it should be an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll}).

    \n
    " }, { "id": "Suppresive Fire", "name": "Suppresive Fire", "description": "
    \n

    Suppresive Fire

    \n

    Suppressive Fire turns a firearm or other rapid-firing weapon into @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}. It trades accuracy for a hail of ammo to keep the enemies’ heads down.

    \n

    A weapon must be able to fire at least as rapidly as a revolver and can’t require reloading in between shots.

    \n

    Suppressive Fire uses three times the usual number of bullets for its @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} and always incurs @Compendium[swade-core-rules.swade-rules.Recoil]{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", "name": "Surprise", "description": "
    \n

    Surprise

    \n

    Combat often starts before everyone involved is prepared. An ambush, a sudden double-cross, or a trap might all give one side in a fight an edge over the other.

    \n

    When this happens, the ambushers are automatically on @Compendium[swade-core-rules.swade-rules.Hold]{Hold}. Deal them in as usual anyway in case one of them gets a @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Joker}.

    \n

    The victims of the attack make a @Compendium[swade-core-rules.swade-skills.Notice]{Perception} roll (if they haven’t already, perhaps from ambushers sneaking up on them). Those who make it are dealt in as usual. Those who fail get no @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} and can’t act in the first round of combat.

    \n
    " }, { "id": "Test", "name": "Test", "description": "
    \n

    Test

    \n

    The @Compendium[swade-core-rules.swade-rules.Support]{Support} option allows a character to help out her allies. Test is the opposite—it lets him make things more difficult for his foes! Tests include embarrassing an opponent, throwing sand in his eyes, staring him down with a steely gaze, or anything else a clever player can think of to rattle his enemy and put him off-balance.

    \n

    To perform a Test, the player describes the action and works with the GM to determine the most appropriate skill to roll for it. Tests are resisted instinctively, so the “attacker’s” @Compendium[swade-core-rules.swade-rules.Traits]{skill roll} is opposed by the @Compendium[swade-core-rules.swade-rules.Traits]{attribute} it’s linked to. Tripping someone is an @Compendium[swade-core-rules.swade-skills.Athletics]{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", "name": "The Drop", "description": "
    \n

    The Drop

    \n

    Sometimes an attacker is able to catch a foe off-guard and gets “The Drop” on him. The GM decides when this is in effect—usually it’s when the victim is bound or completely unaware of an attack. The Drop usually happens up close but the GM can also allow it in other situations as she sees fit (a sniper attacking an unaware and stationary target).

    \n

    The Drop adds +4 to a character’s attack and @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls against that target for one @Compendium[swade-core-rules.swade-rules.Actions]{action}.

    \n

    Knockout Blow: If a character takes enough @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} to be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or worse from an attacker with The Drop on him, he must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll (at −2 if the attack was to the head) or be knocked unconscious.

    \n

    KO’ed characters stay that way for about half an hour or until the GM decides it’s dramatically appropriate to wake up. Note that Knockout Blows come from any kind of @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, not just blows to the head!

    \n
    " }, { "id": "Thirst", "name": "Thirst", "description": "
    \n

    Thirst

    \n

    An average-sized human requires two quarts of water a day. This requirement is doubled in very dry conditions (such as the desert) or areas of heat and high humidity (the jungle) as the character perspires constantly and begins to dehydrate.

    \n

    If enough water isn’t available, the hero begins to suffer from dehydration. A day after he can’t get enough water, he must make a @Compendium[swade-core-rules.swade-rules.Traits]{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", "name": "Three-Round Burst", "description": "
    \n

    Three-Round Burst

    \n

    A few military weapons can fire three rounds in rapid succession with one pull of the trigger. If the weapon has this ability, its @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} is 1 in that mode but it fires three bullets at once and adds +1 to the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} and @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls.

    \n
    " }, { "id": "Touch Attack", "name": "Touch Attack", "description": "
    \n

    Touch Attack

    \n

    A character who simply wants to touch a foe (usually to deliver a magical effect of some kind) may add +2 to his @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} roll.

    \n
    " }, { "id": "Trait Rolls", "name": "Trait Rolls", "description": "
    \n

    Trait Rolls

    \n
    \n

    To make a skill or attribute “check” or “roll,” simply roll the die assigned to it. If the result is a 4 or better (the “Target Number” or TN), the action is successful. For example, if a character’s @Compendium[swade-core-rules.swade-rules.Traits]{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]{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]{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", "name": "Travel", "description": "
    \n
    \n

    Travel

    \n
    \n
    \n

    Many epic tales feature trips across great expanses. Adventurers might endure a long voyage across the endless seas of 50 Fathoms or ride the dusty trails of Deadlands: The Weird West.

    \n

    Below are some guidelines to help you figure out how long these journeys take and what dramatic events might happen along the way.

    \n

    When to Use These Rules: If it doesn’t matter how long the trip takes, skip all this. Narrate the journey, maybe do an @Compendium[swade-core-rules.swade-rules.Interludes]{Interludes}, and get to the next scene. If you need to know how long the trip takes, or want to insert an obstacle or encounter of some sort, use the information below as a guideline.

    \n

    The Basics: The mode of travel determines how many miles the group makes per day.

    \n

    Travel Times

    \n

    The rates below assume reasonable terrain and weather. Difficult conditions can drastically decrease progress (or increase it in the case of sailing with strong winds).

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

    Average Travel Times

    \n
    TransportMiles/8 Hour Day
    Foot24
    Horse30
    Early Car200
    Modern Car400
    Sailing Ship*30
    Steam Ship*40
    Modern Passenger Train400
    Prop Plane1,000
    Commerical Jet4,000
    \n

    *Sailing ships (and steam ships to a lesser degree) are greatly affected by currents and winds. Strong winds or currents in the right direction allow them to travel about 60 miles per day. Poor winds or going against the current reduces them to 20 miles per day or less.

    \n

    Encounters

    \n

    If an area is dangerous or lawless, draw a card from the @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Deck} once per day (or even two or three times a day in particularly dangerous areas). A face card or higher represents an encounter, and the card suit can be used to determine the type.

    \n

    Draw twice more if the card is a Joker and combine the results—such as Enemies and an Obstacle or Strangers and Treasure (defined below).

    \n

    Game Masters are highly encouraged to customize encounters based on their setting.

    \n\n

    Example: Irradiated Wastes

    \n

    Red and Gabe are wasteland warriors in Deadlands: Hell on Earth, traversing an area outside of Las Vegas, Nevada, that’s been blasted by nuclear “ghost rock” bombs.

    \n

    The GM draws a Jack of Clubs and decides the area is now a maze of jagged “glass chasms” and toxic sinkholes. This slows progress to a crawl for two days and makes them both roll for @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from heat and radiation (see the @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} section).

    \n

    The GM draws again later that day and gets a Queen of Spades. From one of the sinkholes slithers a swarm of irradiated serpents, hungry for fresh prey.

    \n
    \n
    " }, { "id": "Two Hands", "name": "Two Hands", "description": "
    \n

    Two Hands

    \n

    A two-handed weapon can be used with one hand at a −4 penalty. He counts his full @Compendium[swade-core-rules.swade-rules.Traits]{Force} for @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} but loses all other advantages such as @Compendium[swade-core-rules.swade-rules.Reach]{Reach} or @Compendium[swade-core-rules.swade-rules.Characters]{Parade} bonuses.

    \n
    " }, { "id": "Two Weapons", "name": "Two Weapons", "description": "
    \n

    Two Weapons

    \n

    A character armed with two melee weapons adds +1 to his @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} rolls if his foe has a single weapon or is @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{unarmed}, and has no shield. It adds no bonus against creatures with @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}.

    \n

    Wielding two firearms offers no special advantage other than additional ammunition.

    \n

    Characters who want to specialize further can take the @Compendium[swade-core-rules.swade-edges.Two-Fisted]{Two-Fisted} or @Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Two-Gun Kid} Edge.

    \n
    " }, { "id": "Unarmed Defender", "name": "Unarmed Defender", "description": "
    \n

    Unarmed Defender

    \n

    It’s difficult to @Compendium[swade-core-rules.swade-rules.Characters]{Parade} a blade with one’s bare hands. An attacker armed with a melee weapon adds +2 to his @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attacks if his foe has no weapon or shield. (This doesn’t stack with @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}.)

    \n
    " }, { "id": "Unarmored Hero", "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]{Armure} (ignoring shields), he adds +2 bonus to his @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak rolls}!

    \n
    " }, { "id": "Unstable Platform", "name": "Unstable Platform", "description": "
    \n

    Unstable Platform

    \n

    A character attempting to @Compendium[swade-core-rules.swade-skills.Shooting]{fire} or @Compendium[swade-core-rules.swade-skills.Athletics]{throw} a ranged weapon from the back of a horse or other mount, a moving vehicle, or other “unstable platform” subtracts 2 from his total.

    \n
    " }, { "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
    " }, { "id": "Vehicles", "name": "Vehicles", "description": "
    \n

    Vehicles

    \n

    Sample lists of vehicles (@Compendium[swade-core-rules.swade-rules.Aircraft Table]{aircraft}, @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{ground vehicles}, and @Compendium[swade-core-rules.swade-rules.Watercraft Table]{watercraft}) are included in Chapter Two (Gear) along with any relevant @Compendium[swade-core-rules.swade-rules.Vehicle Notes].

    \n

    Vehicular weapons work just like any other—characters make @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} rolls to hit a target and roll damage if successful (plus a bonus die if they hit with a raise). Unless a character has the @Compendium[swade-core-rules.swade-edges.Steady Hands]{Steady Hands} Edge, don’t forget the @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Unstable Platform} penalty.

    \n

    Damage and how to handle vehicles on the tabletop are covered under @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chases and Vehicles}.

    \n
    " }, { "id": "Vehicular Weapons Table", "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)]{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", "name": "Watercraft 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

    Watercraft

    \n
    VehicleSizeHandlingTop Speed (MPH)ToughnessCrewCost
    @Compendium[swade-core-rules.swade-vehicles.Galleon]{Galleon}14 (Gigantesque)-2920 (4)20+80300K+
    Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}. Weapons: 16× to 46× @Compendium[swade-core-rules.swade-rules.Cannons Table]{Cannon} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixed Left} and @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixed Right}).
     
    @Compendium[swade-core-rules.swade-vehicles.Galley]{Galley}13 (Gigantesque)-12020 (4)20+100150K
    Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}. Has both oars and sails. Weapons: @Compendium[swade-core-rules.swade-equipment.Catapult]{Catapult} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}).
     
    @Compendium[swade-core-rules.swade-vehicles.Hydrofoil]{Hydrofoil}10 (Énorme)07015 (3)1+9400K+
    @Compendium[swade-core-rules.swade-vehicles.Patrol Boat, River]{Patrol Boat, River}7 (Grand)+13215 (4)4700K
    Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}. Weapons: 2× @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (Front @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount}), 2× @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Med Machine Gun} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixed Left} and @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixed Right}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixed Stern}).
     
    @Compendium[swade-core-rules.swade-vehicles.PT Boat (WW2)]{PT Boat (WW2)}12 (Gigantesque)+14014 (2)10250K
    Notes: @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}. Weapons: @Compendium[swade-core-rules.swade-equipment.M2 Browning]{M2 Browning 50 cal MG} (Front @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (Rear @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pintle Mount}), 4× @Compendium[swade-core-rules.swade-equipment.Torpedo]{Torpedo} tubes (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixed Forward}).
     
    @Compendium[swade-core-rules.swade-vehicles.Rowboat]{Rowboat}0-258 (1)1+3500
    @Compendium[swade-core-rules.swade-vehicles.Speed Boat]{Speed Boat}4 (Grand)+19010 (1)1+360K+
    @Compendium[swade-core-rules.swade-vehicles.Small Yacht]{Small Yacht}8 (Énorme)03514 (2)1+9500K+
    \n\"A
    " }, { "id": "Wealth", "name": "Wealth", "description": "
    \n
    \n

    Wealth

    \n
    \n
    \n

    The fight against evil can sometimes be expensive! The system here makes managing money in the game a bit easier and occasion­ally dramatic.

    \n

    When to Use These Rules: Use the Wealth system if you want a quick and easy way of handling financial resources without tracking actual currency.

    \n

    The Basics: Characters have a new statistic called Wealth they can use to buy things. It increases when they’re rewarded and decreases after significant purchases.

    \n

    Buying Things

    \n

    Each character has a d6 in Wealth, which represents average, middle class resources for the setting. This isn’t a @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, but acts like one—players may spend @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} when checking it, get their @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild Die}, and benefit from allies’ @Compendium[swade-core-rules.swade-rules.Support]{Support}.

    \n

    When a hero wants to buy something mundane, she does so—no roll is required. If the item is more than about $10 × her Wealth die, or she’s made numerous recent trivial purchases, she must make a Wealth roll. The GM should add bonuses for savings or deals, subtract penalties for expensive purchases, or rule out all-together purchases beyond the character’s means.

    \n

    @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the buyer can’t scrape up the needed funds at the moment but may try again the next week, or after he obtains one or more Rewards (see below). With a regular failure, the buyer can either forgo the expense or she can buy it but goes broke (defined below) regardless of her Wealth die.

    \n

    Success means she purchases the item but her Wealth is reduced a die type until the GM feels her finances are restored by time or Rewards. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} means she buys the item without reducing her Wealth.

    \n

    Going Broke

    \n

    If a hero’s Wealth would be reduced below d4, she’s dead broke. She has basic food, water, and shelter (unless the GM and the situation dictate otherwise), but otherwise can’t buy luxury foods, transportation, or even ammo.

    \n

    Poor or Rich Characters

    \n

    Wealth is only permanently increased by Rewards or the @Compendium[swade-core-rules.swade-edges.Rich]{Rich} @Compendium[swade-core-rules.swade-rules.Edges]{Atout}. It’s decreased through use and the @Compendium[swade-core-rules.swade-hindrances.Poverty]{Poverty} @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap}. Those with the Poverty Hindrance have a d4 Wealth. Rich characters have a d8, and Very Rich heroes have a d10.

    \n

    Heroes with the @Compendium[swade-core-rules.swade-edges.Fame]{Fame} Edge add +1 to their Wealth rolls or +2 if they’re Famous. Not only do they tend to have more money, but people love to give discounts to celebrities.

    \n

    Support Rolls

    \n

    Other characters may @Compendium[swade-core-rules.swade-rules.Support]{Support} a hero’s Wealth roll, but assume the same risks as the buyer (losing a die type in Wealth with success, for example).

    \n

    Availability

    \n

    If an item isn’t commonly available, finding it on the black market, via a private dealer, or in an internet chat room requires the @Compendium[swade-core-rules.swade-skills.Research]{Research} skill or @Compendium[swade-core-rules.swade-rules.Networking]{Réseautage}.

    \n

    The GM can also simply decide the item isn’t available or she can assign a modifier to the hero’s roll as she sees fit. Finding a firearm in modern-day Europe, for example, is at least a −4 penalty, with serious consequences if the roll is failed.

    \n

    Rewards

    \n

    Getting paid for a job or finding treasure increases the characters’ Wealth die one step for an average task, two for a particularly lucrative reward, or three for a very great reward.

    \n

    Rewards and cost of living are relative, so the increase lasts only for a month of game time or until the GM thinks the party’s lifestyle, carousing, or general living expenses restores it to normal.

    \n\n
    \n
    " }, { "id": "Weird Science", "name": "Weird Science", "description": "" }, { "id": "Wild Attack", "name": "Wild Attack", "description": "
    \n

    Wild Attack

    \n

    Sometimes a desperate character may want to throw caution to the wind and attack with everything he’s got.

    \n

    A Wild Attack adds +2 to the character’s @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attacks and resulting damage rolls for the turn, but he is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} until the end of his next turn (not this one).

    \n

    Wild Attacks can be used with multiple attacks, such as from @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} or the @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy} and @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} Edges.

    \n
    " }, { "id": "Wild Cards and Extras", "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
    " }, { "id": "Withdrawing From Melee", "name": "Withdrawing From Melee", "description": "
    \n

    Withdrawing From Melee

    \n

    Whenever a character retreats from melee, all adjacent non-@Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} and non-@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} opponents get an immediate Free Attack (see @Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks}).

    \n

    Example: Red is surrounded by five strange xenos and must get to a wounded Gabe. She takes the @Compendium[swade-core-rules.swade-rules.Defend]{Defend} option (increasing her @Compendium[swade-core-rules.swade-rules.Characters]{Parade} by +4) and backs away. All five xenos get a Free Attack, at +4 for @Compendium[swade-core-rules.swade-rules.Ganging Up]{Ganging Up}. Fortunately, Red’s high @Compendium[swade-core-rules.swade-rules.Characters]{Parade} fends them off and she makes her way to her injured friend.

    \n
    " }, { "id": "Wound Cap", "name": "Wound Cap", "description": "
    \n

    Wound Cap

    \n

    Use this Setting Rule when you want combat to remain dangerous but reduce the chances of characters (and villains!) dying from a single lucky blow. It can still happen, but it is far more rare.

    \n

    Characters can never suffer more than four @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} in a single hit and therefore never have to @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soak} more than four wounds either!

    \n

    Large Creatures: The Wound Cap applies even to creatures with more than three Wounds (due to their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} or the @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient/Very Resilient Special Ability}). A Huge creature that can take five Wounds, for example, can’t take more than four from a single attack, so it can’t normally be killed with a single attack. The GM can always overrule this in specific and obvious situations, of course, such as massive blasts, falling from towering cliffs or mountains, etc.

    \n
    " } ] }