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TABLE OF CONTENTS

OVERVIEW 1

Background 1

The Agency 1

Modifications from Explorers Edition 1

Equipment 2

HINDRANCES 3

EDGES 4
OVERVIEW
Background

The setting is akin to modern earth, with the exception that the Cold War is still raging. You work for an
organization based out of the United States. You have recently been grabbed from your previous lives and thrown
together on a team to work for this organization.

The Agency

Your characters make up an elite team designed to complete missions to meet the interests of an organiza-
tion known simply to you as The Agency. You know little about The Agency or its interests beyond assuming it
has a loose but untraceable connection to the United States government (it acts on behalf of the government without
being a part to prevent international incident). You receive secure messages detailing each mission and are then left
to plan how to accomplish said mission. Below is the credo, or rules per se of the Agency:

1. Completion of the mission is your top priority to be completed at whatever cost.


2. While the mission is the top priority, minimize your peripheral impact as much as possible. Ideally you
should not have any impact other than that explicitly stated in your briefing.
3. There is no backup. If you go down, you go down alone. There is nothing connecting you to any govern-
ment or group.
4. Rely on your teammates, they are all you have.

Modifications from Explorers Edition

Rules will stand as written in the Savage Worlds Explorers Edition with the following changes. The only
available race is human, however you do retain the bonus edge at character creation. All skills will be allowed, how-
ever the following skills will not likely be used very much (unless of course you seek out reasons to use them):
Climbing, Gambling, Guts, Riding, Survival, Swimming, Tracking. Boating, Driving, and Piloting will all be placed
under a single skill of Piloting, however you pick a focus and get +1 to one of the three and a -1 to the other two. As
far as Hindrances, the following will be removed and see the later section for added ones: Delusional (unless you
have a really good one), Doubting Thomas, Elderly (unless you have a really good reason), Lame, Poverty, Young
(unless you have a really good reason). Logically the physical hindrances will be somewhat odd for some character
designs and may work for some. Removed Edges:

Background Edges: Arcane Background, Arcane Resistance, Improved Arcane Resistance, Noble, Rich, Filthy Rich,

Combat Edges: Giant Killer

Power Edges: All

Professional Edges: Champion, Gadgeteer, Holy/Unholy Warrior, Mentalist, Mr. Fix-It, Wizard

Weird Edges: Beast Bond, Beast Master, Danger Sense (i.e. Fast Healer is only one allowed)

Bennies and experience will work off of a timetable per mission rather than per session. In other words, you will
receive three bennies per mission and experience at the end of a mission. I will also give bennies for good
roleplaying/giving-in to hindrances (i.e. taking a course of action that is disadvantageous because of your hin-
drance).

SAVAGE WORLDS A CRAZY LINE OF WORK

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Equipment

Equipment will largely acquired on a per-mission basis as issued by The Agency. Before each mission you
will submit a request for equipment and weapons and will be granted what The Agency sees fit. It is well-funded
and will likely be able to fill most orders, however it does have its limits. All the modern armor, weapons, and
equipment can be requested. If anything else is desired, mention it and we will work something out. As far as am-
munition, keep strict track of it, and if this proves to hinder the game, we will work something else out.

SAVAGE WORLDS A CRAZY LINE OF WORK

2
HINDRANCES
Bullet Magnet (Major)

You are just always in the wrong place at the wrong time
and frankly, attract bullets like a magnet. You are hit
with adjacent fire (by Innocent Bystander rules) on a 1-2
for single-shot, and 1-3 for shotgun or auto-fire.

Slow (Major)

Some hustle, you dont. You are dealt two cards and act
on the slower one in combat. If you draw a joker, you
use it normally and ignore this hindrance. You cannot
take Quick, but you can take Level-Headed after charac-
ter creation.

On the Jazz (Minor)

You love it when a plan comes together, and thus feel


the need to make it a good one. You create plans that are
possibly more complex than necessary and put yourself
and others in more danger than necessary.

Trust No One (Minor)

You are a lone wolf. This wouldnt necessarily be a prob-


lem except in this line of work you need to rely on your
teammates. You have a very difficult time not taking
charge for yourself and your personal safety, taking un-
necessary risks to do things yourself.

SAVAGE WORLDS A CRAZY LINE OF WORK

3
EDGES
COMBAT EDGES PROFESSIONAL EDGES

Deadly Engineer

Requirements: Heroic, Smarts d8+, Fighting or Throwing Requirements: Novice, Smarts d6+, Repair d8+
d10+
With a pair of pliers and a little time, you can fix any-
You can make anything a weapon. You do not suffer a -1 thing but dinner. You add +2 to all Repair rolls to fix
penalty for improvised weapons and objects that dont things. With a raise, your action takes half the time,
normally do damage (such as a paperclip or pen) will do which means if a raise would normally take half the time,
Strength+d2 it instead takes one quarter of the time.

Unarmed Combat Linguist

Requirements: Novice, Fighting d6+ Requirements: Novice, Knowledge (Languages) d4+

Youve learned to turn your body into a weapon. You are You know a number of languages equal to your language
considered armed at any time you can use you arms or die and may make a language roll to identify and poten-
legs (i.e. not restrained, reducing the Unarmed Defender tially read or speak minimally, an unknown language.
Bonus against you to +1). You also deal Strength+d4
SOCIAL EDGES
damage with your arms or legs (your choice).

Band of Brothers
Unarmed Combat (Advanced)
Requirements: Veteran, Common Bond
Requirements: Seasoned, Unarmed Combat, Fighting
d8+ You have worked with your teammates through thick
and thin and have come through because of your bond.
You have perfected using your body as a weapon. The
When fighting nearby you and your mates are able to
Unarmed Defender Bonus is reduced to 0 and you do
watch each others backs and warn about incoming at-
Strength+d6 damage with your arms and legs.
tacks. Subtract 1 point of damage from each attack that
Grizzled hits you for each brother within 30 ft that could rea-

Requirements: Seasoned, Spirit d6+, Vigor d8+ sonable influence the fight, up to a total reduction of -4.
this cannot be taken with the Trust No One hindrance
You are scarred and hardened by your work, mission (though the hindrance can be bought off with an ad-
after mission, year after year. You receive a +2 to your vancement first).
Soak rolls.
*For copyright/intellectual property rights issues, I feel I
Silent Kill should mention that a number of the edges and hin-
Requirements: Veteran, Unarmed Combat (Advanced) drances were pulled/modified from both the Tour of
Darkness and Agents of Oblivion books.
You have worked to perfect your skills in assassination,
learning to finish off enemies with the utmost stealth. If
you kill an enemy unnoticed in a single round, you may
make a Smarts roll to pin/prop the body in place (which
will be opposed by an enemies notice check to notice the
victims death), or make a Stealth check to catch the body
and be able to then drag it off to hide it.

SAVAGE WORLDS A CRAZY LINE OF WORK

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