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Tr ait s
Attribute Cost per Step*
Agility 1
Smarts 1
Spirit 2
Strength 2
Vigor 2
*A step is a die type or each +1 after d12. A d12+2, for
example, is 7 steps and costs 14 points if Spirit, Strength
or Vigor, or 7 points if Agility or Smarts.
Skill Cost per Step
Arcane Skills 2
Driving 1
Fighting 2
Guts 1
Intimidation 1
Piloting 1
Riding 1
Shooting 2
Swimming 1
Taunt 1
Throwing 2
All other skills are negligible unless they are used on the
tabletop.
Wild Card Bonus: Wild Cards are particularly powerful,
and increase the value of every aspect of their character.
Multiply the characters total points, including all personal
equipment, by 2.
Hindrance Points
All Thumbs -1
Anemic -1
Bad Eyes -2
Bad Luck -2
Bloodthirsty 0
Cautious 0
Clueless 0
Code of Honor 0
Curious 0
Death Wish 0
Delusional 0
Doubting Thomas -1
Elderly -3
Enemy 0
Greedy 0
Habit 0
Hard of Hearing 0
Heroic 0
Lame -2
Loyal 0
Mean 0
Obese 0
Outsider 0
Overconfident 0
Pacifist 0
Poverty 0
Quirk 0
Small -2
Stubborn 0
Ugly 0
Vengeful 0
Vow 0
Wanted 0
Yellow -1
Young 0
Savage Wor l ds
Tr oop Buil der
On the following pages is the basic system for valuing creatures and vehicles in Savage Worlds. The numbers weve
assigned certain things may not be perfect given your particular scenario or setting, so feel free to tweak these values
here and there if you think something needs it.. A million points worth of elves with bows just isnt going to take out a
Sherman tank, and a creature with a huge Strength that usually uses a ranged weapon should get some kind of dicsount
as well.
Hindr ances
2
Edge Points
Ace 2
Acrobat 2
Alertness* 1
Ambidextrous 2
Arcane Background* 1 per power
+ 1 per 5 Power Points
Arcane Resistance 2
Improved Arcane Resistance 3
Attractive 1
Very Attractive 2
Beast Bond 1
Beast Master 1+Cost of Animal
Berserk 2
Block 1
Improved Block 2
Brawny 2
Champion 2
Charismatic 1
Combat Reflexes 2
Command 2
Common Bond 1
Connections 0
Danger Sense 1
Dead Shot 1
Dodge 1
Improved Dodge 2
Fast Healer 0
Fervor 2
First Strike 2
Fleet-Footed 1
Florentine 1
Followers 1+Cost of Followers
Frenzy 2
Improved Frenzy 4
Gadgeteer 1
Giant Killer 2
Hard to Kill 1
Harder to Kill 2
Healer 1
Hold the Line! 2
Holy/Unholy Warrior 2
Inspire 2
Investigator 0
Level Headed 2
Improved Level Headed 4
Luck 1
Great Luck 2
Marksman 2
Master 2
Mentalist 2
Mighty Blow 1
Mr. Fix It 1
Natural Leader 1
Nerves of Steel 1
Improved Nerves of Steel 2
New Power 1
Noble* 0
Power Points 1
Power Surge 1
Professional 0
Expert 0
Quick* 2
Quick Draw 1
Rapid Recharge 0
Improved Rapid Recharge 0
Rich 0
Filthy Rich 0
Rock and Roll! 2
Scholar 0
Sidekick 1+Cost of Sidekick
Soul Drain 1
Steady Hands 1
Sweep 1
Improved Sweep 2
Strong Willed 2
Thief 1
Tough as Nails 1
Improved Tough as Nails 2
Two-Fisted 1
Trademark Weapon 1
Improved Trademark Weapon 2
Weapon Master 1
Master of Arms 2
Wizard 1
Woodsman 1
Miscel l aneous
In general, special abilities that raise attributes or grant
the same bonus as an Edge cost an equivalent amount. A
magical ring that increases its users Strength a die type,
for example, costs the same as increasing the users
Strength a die type (2 points).
Other abilities that have occasional utility generally add
1 point per level. A high-tech Battle Suit adds +2 to the
users Pace, for example, grants him the ability to jump
horizontally and vertically, and adds +1 to his Shooting
rolls. The bonus to Pace is worth 1 point, jumping is worth
1 point, and the bonus to Shooting is worth 2 points (see
Skills).
Edges
3
Ar mor
Armor is 2 points per +1; use the location with the
highest armor level.
Shields are 1 point per point of Parry plus 1 points
per point of Toughness
Mel ee Weapons
Melee weapons are 1 point per +1
Plus:
1 points per point of Armor Penetration
1 points per inch of Reach
-1 points per -1 Parry
1 points per +1 Parry
Melee weapons with variable damage (such as the 3d6
damage of a bangstick) are the maximum damage without
Aces and divided by 2. A bangstick is therefore 9 points
(18 divided by 2).
Ranged Weapons
Ranged weapons are equal to their:
Short Range divided by 5.
Max Damage without Aces divided by 2; use Medium
Range damage for weapons like Shotguns
1 point per point of Armor Penetration
2 points per Rate of Fire (RoF 3 is 6 points)
1 Can Double Tap
2 Can do 3-Round Burst
1 point for a Small Burst Effect, 3 points for a
Medium or Cone, and 5 points for a Large Burst Effect
1 point for a cannister-like effect
-1 point for a Snapfire penalty
-2 point if gun cannot be moved
-2 per round it takes to reload and fire
Most weapons have unlimited ammo. For those with
3-5 shots, divide total by half. For those with 1-2 shots,
divide total by 5.
Vehicl es
Vehicles are equal to their:
Acceleration
Top Speed divided by 10 (round normally)
Highest Toughness value
Climb
The cost of their weapons (use AP ammo when
figuring the value of tank guns); Use the number of
weapons that may fire independently each turn (a tank
with 7 guns but three gunners uses the most expensive
three weapons)
Any additions or subtractions from the list below
Vehicular Notes Cost
Advanced Stealth Tech 2
Air Bags 2
Amphibious 2
Fixed Gun -2
Four Wheel Drive 2
Heavy Armor Highest Toughness (again)
Improved Stabilizer 2
Infrared Night Vision 2
Night Vision 2
Passenger Capability 1/Passenger
Sloped Armor 2/point
Stealth Paint 2
Stabilizer 2
Tracked 2
Monst r ous Abil it ies
Cost Cost
Aquatic 1
Armor 1/point of Armor
Burrowing Burrowing distance rounded to the
nearest increment of 1
Construct 2
Ethereal 4
Fear 1 + 1 per -2 penalty to Guts roll
(opponents must roll when
attempting to enter meele)
Fearless 4
Flight Flying Pace + Climb, both rounded
to nearest increment of 1.
Infection 1*
Infravision 1
Immunity 1 per Immunity
Invulnerability 3*
Low Light Vision 2
Paralysis 1
Poison 1*
Regeneration: Slow 0
Regeneration: Fast 2
Size 3 x Size
Small 1
Large -1
Huge -2
Stun 2
Undead 5
Wall Walker 1
Weakness 0*

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