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GENERAL HOUSE RULES

FROM DOCTORBOSON

TRICKERY (SMARTS)
This is a full list of the (relatively) few house rules that I Trickery is the art of manipulating others into certain
play with in Savage Worlds Adventure Edition, generally actions, typically without them realizing they they are
regardless of se�ing. doing exactly what the character wants them to do. Note:
This ranges from character creation through the core this replaces the Taunt skill.
rules, and includes a few custom Se�ing Rules that pop Trickery is an opposed roll resisted by the opponent’s
up in a variety of games. Smarts. In combat, this is a Test. Out of combat, success
means the defender is egged into a simple desired action,

CHARACTER CREATION such as accidentally le�ing a secret slip out, slinking away
with wounded pride, or starting a fight when they
All rules updated from the Character Creation chapter shouldn’t. A raise might lead the target to reveal a critical
of Savage Worlds. part of their master plan, storming away fuming (or even
in tears), or recklessly a�acking a desired target (perhaps
SKILL CHANGES with a Wild A�ack on the first round of combat).
In or out of combat, a Critical Failure means the target
A few skill changes and some new skills are listed here. is immune to this character’s Trickery a�empts for the
• Comprehensive Modifiers: It may be useful to consider remainder of the encounter.
modifiers provided in Savage Worlds Deluxe as a Remember, this cannot raise the Reaction Level of the
guideline for modifiers in the current edition. victim (or, if it does, it is only temporary), and its quite
possible that victims will become less friendly after
• Riding: In more realistic se�ings, riding a mount realizing they have been manipulated. Convincing others
without a saddle inflicts a –2 penalty to Riding. to be more cooperative over the long term, even if you’re
lying, falls under the Persuasion skill instead
ESPIONAGE (SMARTS) ►Social Conflicts: In a Social Conflict, Trickery is
This is used to carry out spycraft, including surveillance resisted by Smarts and a�empt to maneuver the
and counter-surveillance, cryptography, running a spy interlocutor into making serious mistakes or revealing
network, “doublespeak” (or speaking about a topic in crucial secrets.
such a way that untrained individuals will not recognize)
and tradecraft, including arranging clandestine meetings
and “dead drop” transfers. This is also used to spot another
SKILL CONSOLIDATION
agent’s handiwork. For certain se�ings, some skills may not be necessary, and
should be folded into other, more universal skills.
LAW (SMARTS)
This skill reflects a deep understanding of the messy tangle • Gambling: In games where games of chance and
of the legal system, court proceedings, and cases which strategy are not a core component of the experience,
establish important precedence. It’s more important in use Common Knowledge instead. (Actually gambling
modern and futuristic se�ings. still uses the gambling rules in Savage Worlds, just roll
Games set long ago didn’t have legal systems nearly as Common Knowledge instead.) The following
complicated, and Common Knowledge with appropriate Professional Edge is now available:
penalties tends to fulfill this role instead. In many games,
this can be a�ributed to Academics instead. GAMBLER
►Limiting: In a modern court Social Conflict, use the Requirements: Novice, Common Knowledge d6+, Notice
lowest of the lawyer’s Persuasion and Law skills. d6+
This scoundrel is particularly adept at games of chance,
such as poker or blackjack, and gets a free reroll on
Common Knowledge when gambling.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
HOUSE RULES
• Research: In games where investigation is not a main • Blunderer—Fantasy Companion.
focus, use Academics (in se�ings without common
• Bully—Horror Companion.
access to information or libraries) or Common
Knowledge (in more modern or futuristic se�ings) • Idealistic—Fantasy Companion or Super Powers
instead. The Scholar Edge changes its requirements to Companion.
the following: • Jingoistic—Fantasy Companion.
Requirements: Novice, Smarts d8+, Common
Knowledge d6+, d6+ in the relevant skill LAZY (MAJOR)
• Riding: In more high-powered or modern games The hero has a hard time focusing on any task he feels is
where Riding is exceedingly rare, ignore the Riding unimportant, which unfortunately includes most of them.
skill and simply use Athletics instead. Use His Wild Die is a d4 rather than a d6 for all Trait rolls. If
Familiarization penalties for characters unfamiliar with the character spends a Benny to reroll a Trait, his Wild
the practice. The Born in the Saddle Edge (see page 5) Die returns to a d6 for the reroll.
changes its requirements to the following: In military campaigns, this character also suffers from
Requirements: Novice, Agility d8+, Athletics d6+ the Goldbrick Hindrance (this is the Major version).

HINDRANCES MOTION SICKNESS (MINOR OR MAJOR)


The character must make a Vigor roll every time he boards
There are a variety of Hindrances from several Savage a ship or airplane. On a success, the character manages
Se�ings that can be included in almost any game, with to control his sickness. With a failure, he suffers a level of
the GM’s approval. To avoid any copyright issues, I will Fatigue until he spends an hour on solid ground. This
only be listing the name of these Hindrances and the cannot lead to Incapacitation.
se�ing or book from which they hail. If the character’s vehicle is caught in a storm or other
similarly jostling environments, he must make a Vigor
HINDRANCE CHANGES roll each hour until the conditions calm or his sickness
A couple of Hindrances have minor adjustments: kicks in.
This is considered a Major Hindrance if the campaign
• Clueless: This subtracts –2 from Common Knowledge
is built around such vehicles, or if the character is also
and Notice rolls, rather than –1.
sensitive to more common vehicles such as cars in a
• Mean: A failed Persuasion roll also decreases the modern game.
target’s Reaction Level by one.
• Thin Skinned: If Minor, the hero is Provoked (per the
NEW MILITARY HINDRANCES
Edge) on any successful Taunt, whether the opponent • Goldbrick—Weird War I.
has the Edge or not. If Major, this also imposes a –2 to
• Replacement—Weird War I.
resist Trickery rolls.
• Tongue-Tied: Inflicts a penalty to Intimidation, NEW PULP OR NOIR HINDRANCES
Persuasion, Performance, and Trickery.
• Lyin’ Eyes—Deadlands: Lost Colony.
• Ugly: This also inflicts a –1 to Performance rolls if the
• Rebellious—Deadlands: Lost Colony.
character is visible, or –2 if Major.
• Schmuck—Deadlands: Noir.
NEW UNIVERSAL HINDRANCES • Smart Mouth—Deadlands: Noir.
These are available in almost any se�ing, with GM
approval of course.
• Amorous—Fantasy Companion or Horror Companion.

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HOUSE RULES
• Improved Dodge: In addition to its usual effects, if the
EDGES hero is damaged by an Area Effect a�ack, he may make
a free Soak roll (without spending a Benny).
These Edges are new, compiled from other sources, or
altered from their source material. • Feint: In addition to its usual effects, once per round,
if the hero successfully Tests a foe in melee range whose
BACKGROUND EDGES Action Card is lower than his own, he gets a Free A�ack
against them.
• Brute: This does not tie the Athletics skill to Strength; • Hard to Kill: Ignore all penalties when making Vigor
instead, Brutes may reroll Athletics when climbing, rolls to avoid Bleeding Out. Should the character perish
jumping, pushing, or swimming (but not when by any means, roll a die. On an even roll, he remains
grappling or interrupting actions). Brute increases the Incapacitated but somehow escapes death.
character’s throwing range as usual.
• Harder to Kill: If the character is Incapacitated by any
• College Boy—Weird War I. means, roll a die. On an even result, he is not
• Luck: In addition to its usual effects, the hero may Incapacitated. If the Incapacitation would have been
spend a benny to reroll any non-Trait roll, including caused by damage, the character must still make his
the Running die, deviation, Table results, “luck” dice, Vigor roll and roll on the Injury Table as usual. If this
random loot, etc. leaves him Bleeding Out, he makes his Vigor roll to
avoid death at the start of his turn as usual.
• Great Luck: In addition to its usual effects, if you roll
a Critical Failure, you may spend a Benny once for • No Mercy: This adds +4 when spending a Benny to
another roll. A nasty effect still occurs—the weapon reroll damage, rather than +2.
malfunctions, a picked lock breaks, etc.—but if the • Opportunistic—Fantasy Companion.
reroll is successful the character still “succeeds” at the
original task. (Essentially, Great Luck grants the effects • Quick Draw—Deadlands: Lost Colony.
of the Dumb Luck Se�ing Rule.) • Rapid Fire: This and its Improved version may only
be used with weapons that have a Rate of Fire of 2+.
EIDETIC MEMORY
• Take ’Em Down—Savage Rifts.
Requirements: Novice, Smarts d6+, Common Knowledge
d6+, Research d6+ • Improved Take ’Em Down—Savage Rifts.
This character has near-perfect memory recall and adds
• Take the Hit—Fantasy Companion or Super Powers
+2 to all Common Knowledge rolls. He may also spend a
Companion
Benny to make a Common Knowledge roll in place of
other knowledge-type skills, such as Academics or Science. • Two-Fisted: This negates the Multi-Action Penalty for
performing a Test or throwing a weapon, as well as
COMBAT EDGES a�acking with a Fighting roll. Two-Gun Kid now
exclusively applies to Shooting rolls.
• Double Tap: This cannot be used with Shotguns or
when making use of a Scope. It also cannot be used DIRTY FIGHTER
with bolt-action or lever-action weapons, or single-action Requirements: Seasoned
revolvers. Inspired by the Fantasy Companion. If a character makes
a successful Test with Athletics, Fighting, Shooting, or an
• Dodge: If using the Cover rules on page 9, characters
arcane skill, the victim is Shaken in addition to the usual
in Cover do not receive the penalty to hit.
effects. If he scores a raise, the victim is Distracted,
Vulnerable, and Shaken.

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HOUSE RULES
• Take Cover: Recipients who are in Cover or Prone
LEADERSHIP EDGES impose a –2 penalty to ranged a�acks against them. A
Leadership Edges can now affect Wild Cards by default. raise also grants +2 Toughness.

• Fervor: This adds +2 damage instead of +1. The recipient benefits from the order’s effects until the
end of their turn, even if they choose not to keep the new
• Team Leader: From the Super Powers Companion. Action Card. Extras can only benefit from a single order
each turn.
GENIUS TACTICIAN
Requirements: Legendary, Ba�le d10+, Master Tactician
The Tactician now gets a total of three extra Action Cards LEADERSHIP EDGES
to distribute each round. A number of Leadership Edges were altered or
completely overhauled to allow for a be�er sense of
NATURAL LEADER choice and progression. Some notes on these changes:
Requirements: Seasoned, Spirit d8+, Command Fervor: With the increase in Toughness and Armor
This replaces the Edge from the core rules. in Savage Worlds Adventure Edition, the damage this
This leader gains a Leadership Point at the beginning provided didn’t really compare when stacked up
of each session (see the Leadership Edges sidebar). against options like Inspire or Tactician.
Further, allies under the leader’s command use a d8 for Inspire: While the mechanics of this were quite
the Wild Die when making Group Rolls. interesting, it felt at odds with the fantasy: your
troops were being ordered to be at their best, rather
INSPIRE than being inspired.
Requirements: Veteran, Natural Leader Natural Leader: Unless in a game with a regular
This replaces the Edge from the core rules. and large supply of Extras, this Edge was required for
This exceptional leader begins each session with three commanders in order to apply to allied players. It
Leadership Points. has been retooled to make the troops under the
leader’s command especially effective, even without
TACTICAL ORDERS direct action from the commander.
Requirements: Seasoned, Tactician Tactical Orders: This is an a�empt to keep the
This commander excels not only in small unit tactics, mechanics of the old Inspire Edge in some form. While
but in ge�ing the most out of his troops by quickly and it applies to fewer characters, its effects can be more
effectively providing orders to ensure victory. powerfully adapted to the situation.
Every time the Tactician gives one of his extra Action
Cards to one of his allies, he may make a Ba�le roll to LEADERSHIP POINTS
issue them an order as well. Leadership Points, granted by Edges like Natural
• Double Time: Add +2 to the recipient’s Pace. A raise Leader and Inspire, can only be spent on allies in the
also adds +2 to their Running die. leader’s Command Radius for one of these effects:
• Remove Shaken
• Efficient Action: Reduces penalties from Multi-Actions
• Reroll a Trait
by 1 (so a second action imposes –1, while a third
• Reroll Damage
imposes a –3). A raise reduces it by 2.
• Soak Damage
• Overcome: This removes the Distracted or Vulnerable These work just like they do with Bennies (see
condition, or ignores one point of Wounds and Fatigue Savage Worlds), but Leadership Points are not Bennies,
penalties. A raise does both. so they do not activate Edges like Elan and No Mercy.
Unspent Leadership Points are lost and do not carry
• Tactical Support: Use the the Ba�le roll to Support the
over between sessions.
recipients’ Fighting, Spirit, Shooting, or Vigor.

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HOUSE RULES

WHY CHANGE THAT EDGE?


Ace: Restricting the ability to Soak for their vehicles made this Edge too desirable. Making the ability to Soak
“global” mellows this Edge’s value to be on par with other options.
Brute: Strength-based Athletics has exactly two benefits: its use in defending against Athletics Tests is incredibly
niche and its point-saving benefits are only felt during character creation and Advances. This new effect provides
a powerful in-game benefit that actually feels as though the hero’s strength and fitness makes him more athletic.
Dodge, Improved: While powerful in se�ings with heaps of grenades, there was li�le reason to take this Edge
in most Se�ings, as most spells and effects do not allow for Evasion. The free Soak roll allows for be�er survivability
against unavoidable Area Effect a�acks without allowing characters to suddenly dodge lightning strikes.
Feint: This Edge has always been in a rough spot: its use cases were extremely niche, as it is rarely be�er to Test
a target than to hit them. Feint now just removes the choice between Testing or hi�ing, allowing for the archetype
of a quick, tricky fighter without sacrificing their ability to eliminate threats.
Hard/Harder to Kill: Hard to Kill is nice to have, but it’s a very small boon, only being helpful if the character
is on death’s door. Even worse, the Edge’s actual benefit decreases if the character takes Nerves of Steel! Merging
the old Hard to Kill and Harder to kill into a single Edge carries a much stronger impact when it counts.
The improved variant makes it not just hard to finish the character off, but to keep him down at all. This allows
for badass moments such as a warrior pulling himself to his feet with his arm blown off and continuing to fight.
Luck/Greater Luck: While not bad Edges, one or two additional Bennies during a session isn’t a huge benefit,
since you can get the same from a simple interlude or good roleplaying.These additional effects provide lucky
characters with boons that can’t easily be acquired through gameplay.
Mr. Fix-It and Investigator: Both of these Edges have had their requirements altered to provide more of a choice
between taking the Edge or raising Repair or Research respectively.
No Mercy: The +2 bonus just isn’t that much in regards to damage, especially at the cost of a Benny. When
compared to Elan, where you can spend a Benny to increase your chances of landing a raise (for a +1d6 damage),
+4 is a more competitive bonus.
Rapid Fire: This is flat out useless with RoF 1 weapons: taking two shots costs more ammo, imposes the same
–2 penalty, and only grants one Wild Die rather than two. The added restriction keeps newer players from wasting
an Advance on an Edge that makes them worse.
Two-Fisted: This allows for archetypes such as the dual-wielding warrior to throw his weapons as he fights.

PROFESSIONAL EDGES DOCTOR


Requirements: Novice, Smarts d6+, Healing d8+
• Ace: Any character controlling a vehicle can now spend Doctors specialize in treating the very worst injuries,
a Benny to Soak damage dealt to the vehicle using their ignoring 2 points of penalties.
maneuvering skill. Aces now may choose to reroll In addition, using Healing to Support Natural Healing
results on the Critical Hit Table. rolls provides +2 with a success, or +4 with a raise.
• Escape Artist—Wiseguys. Note: As a Weird Edge, Healer implies supernatural
benefits, such as from a deity or mystic herbs of some sort.
• Investigator: Requirements: Smarts d8+, Notice d8+,
Research d8+
• Mr. Fix-It: Requirements: Smarts d8+, Repair d8+,
Science d6+

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HOUSE RULES
HACKER
Requirements: Novice, Smarts d6+, Hacking d8+,
FANTASY EDGES
Research d6+ These Edges are best suited to a fantasy-oriented game,
Some characters can hack; for this rogue, it’s almost as whether swords-and-sorcery or a space opera. Make sure
simple as breathing, and they can do it without a trace. to purchase the Fantasy Companion for many more!
Characters with this Edge get a free reroll when Hacking,
and for Research when searching digital systems.
COMBAT EDGES
INFILTRATOR CHARGE
Requirements: Novice, Smarts d6+, Notice d8+, Requirements: Seasoned, Fighting d8+
Persuasion d6+, Trickery d6+ Inspired by the Fantasy Companion. The warrior may
Infiltrators specialize in going undercover, or otherwise ignore the penalty for Running when making a Fighting
assuming a new identity. They may be trained by a�ack at the end of her movement.
government agencies or be naturally good liars. Additionally, if she moves at least 5” (10 yards), the
Infiltrators add +2 to Trickery rolls, and to all Persuasion hero adds +2 to the damage of her first Fighting a�ack
or Performance rolls made to lie or otherwise deceive that turn. Any target Shaken by such an a�ack is knocked
those around them, including maintaining a cover or Prone. This benefit does not apply if “circling” the victim
disguise. of her a�ack (GM’s discretion).

SOCIAL EDGES DARK FIGHTER


Requirements: Novice, Spirit d6+, Notice d8+
The Humiliate Edge is no longer available. This character has learned to relax his reliance on sight
• Deceptive—Fantasy Companion. and instead improve his sense of hearing. As long as his
objective isn’t purely visual, he may halve all sight-based
• I Know a Guy: From Savage Rifts. As wri�en, but with penalties within 10”. This is not cumulative with Low
a Networking roll at –4 instead of a Smarts roll. Light Vision or Infravision, but it does function in pitch
• Provoke: Requirements: Novice, Trickery d6+ darkness or with Blind characters.
This trick is accomplished by sound, so environments
• Retort: Requirements: Novice, Smarts d8+. In addition
which interfere with sound negate the Edge’s benefits.
to the usual effects, Intimidation and Persuasion Tests
This cannot be taken by characters with Hard of Hearing.
can be resisted by Smarts instead.
IMPROVED DARK FIGHTER
Requirements: Veteran, Dark Fighter
This character’s senses are so a�uned that his eyes
are almost vestigial. This functions as the Dark Fighter
Edge, but now ignores all penalties within range for
bad lighting or vision.

PROFESSIONAL EDGES
• Born in the Saddle—Fantasy Companion.

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HOUSE RULES
MILITARY EDGES TRICK SHOT
Requirements: Veteran, Sharpshooting, Steady Hands
These Edges may be useful in a “modern” or science fiction Inspired by Savage Rifts. Trick Shooters can:
military or war campaign, whether on the ba�lefields of • Make a�ack rolls with traditionally two-handed
late-20th century Europe or fending off genocidal aliens. ranged weapons (like rifles) one-handed at no
penalty, but the minimum Strength required is
BACKGROUND EDGES increased by one die type.
• Benefit from the Marksman Edge when moving up
• Academy Graduate—Weird War I.
to her Pace in a round, but not while Running.
• Grizzled—Weird War I.
• Ignore the penalty for running and firing a weapon
COMBAT EDGES with a Rate of Fire of 1.

• Blood and Guts—Weird War I. This is available at Novice SNIPER


if the character has the Ruthless (Major) Edge and a Requirements: Veteran, Marksman, Shooting d10+
Spirit d8+. Soldiers with this Edge are skilled enough with a rifle
to put a round in a target several miles away!
• Bullseye/Improved Bullseye—Weird War II.
This sniper benefits from the Marksman Edge even
• Grazing Fire: From Weird War I. Shooters may ignore when Aiming! Additionally, she gets a free reroll when
up to two points of penalties from their targets (cover, firing at Extreme Range.
Prone, etc.) when using Suppressive Fire. If using the
new Suppressive Fire rules (see page 8), targets subtract
an additional –2 from their Spirit rolls, and are hit with
LEADERSHIP EDGES
a 1 or 2 on their Spirit die (regardless of the Wild Die). • A Few Good Men—Weird War I.
• Hose ‘Em Down—Weird War I. • A Few More Good Men—Weird War I.
• Improved Hose ‘Em Down—Weird War I. • Cry Havoc—Weird War I.
• Death Before Dishonor—Weird War I.
OVERWATCH • Rank (NCO or Officer): From Weird War I. As wri�en,
Requirements: Seasoned, Agility d8+, Athletics d6+ but rather than receive +2 Toughness, NCOs get a free
This character can move up to their Pace before going reroll on Soak rolls to reflect their hard-bi�en nature.
On Hold, and get a free reroll when interrupting someone
else while On Hold.
ART OF WAR
Requirements: Novice, Smart d8+, Ba�le d8+
SHARPSHOOTER Inspired by Weird War I. This character gains a free reroll
Requirements: Veteran, Marksman, Agility d8+
with the Ba�le skill during Mass Ba�les.
Inspired by Savage Rifts. Sharpshooters may halve the
Multi-Action Penalty for all of their Shooting or Athletics
(throwing) a�acks that round: two a�acks at –1, or three
a�acks at –2. Further, they may receive the benefit of the
Marksman Edge for all Shooting or Athletics (throwing)
a�acks with a Rate of Fire of 1 if they do not move.

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HOUSE RULES
PROFESSIONAL EDGES PULP EDGES
• Commando: From Weird War II. These characters may
If the campaign focuses on big heroes, loose morals,
reroll all Survival rolls, and add +1 to Stealth rolls.
underbellies of the big city, or even the Wild West, these
• Conditioned—Savage Rifts. Edges give your heroes a hand.

• Demolitionist—Savage Rifts.
• Expert Demolitionist—Savage Rifts.
COMBAT EDGES
• Jump Qualified: From Weird War II. This functions as • Don’t Get ‘Im Riled—Deadlands: The Weird West.
wri�en, but also halves penalties from free-fall or zero- • Fan the Hammer—Deadlands: The Weird West.
G environments.
• Kiss of Death and Improved Kiss of Death—Wiseguys.
• Medic!—Weird War I. As wri�en, but without the –2
penalty to Healing rolls. Healing still suffers the usual
penalties for lack of materials. PROFESSIONAL EDGES
• Card Shark—Wiseguys.
TECH HEAD
Requirements: Novice, Smarts d6+, Electronics d8+, • Scout—Deadlands: The Weird West.
Repair d6+
• Sleuth—Deadlands: Noir.
Inspired by Weird War II. Modern warfare relies on
technology. The side that can get the most out of its
equipment may have a decisive advantage in ba�le. You
intend to see to it that the winning side is your side.
SOCIAL EDGES
This character has an intuitive understanding of most • Reputation—Deadlands: The Weird West.
mechanical and electronic systems, and gets a free reroll
on Electronics rolls.
LEGENDARY EDGES
WATER TRAINING • Fast As Lightning — Deadlands: The Weird West.
Requirements: Novice, Vigor d8+, Athletics d6+
This soldier has been to one of the various military
schools that teach combat swimming. This rigorous
training has improved the grunt’s swimming ability far
CRIME OR MODERN GAMES
beyond those of a typical person. If you’re playing in a Se�ing defined by crime, the
He can hold his breath for twice as long, and all Athletics underworld, and other unscrupulous elements, go get
rolls for swimming are at +2. Wiseguys from Just Insert Imagination—it’ll have a dearth
of Edges, Hindrances, and gear that are wonderful for the
SOCIAL EDGES genre, or any modern se�ing.

• Band of Brothers—Weird War I.


• Scrounger: From Weird War I. This requires a successful
Networking roll.

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HOUSE RULES
GEAR VEHICLES
• Linked Weapons: Some vehicles, especially old fighter
There are a few gear changes that consist of minor tweaks
planes, had lots of weapons. Instead of using the rules
for balance while striving closer to realism or historical
on page 84 for more than 4 linked weapons, either dual-
accuracy.
or quad-link the weapon set, then increase the weapon’s
Rate of Fire by 1 for every four additional guns, to a
ENCUMBRANCE max of RoF 7.
For values above d12, use the Load Limits from the Super
Strength table in the Super Powers Companion. A P-51 Mustang’s 6 guns are considered “dual-linked”
but increase their Rate of Fire by +1. A Spitfire’s 8 guns is
considered “quad-linked” and bump the RoF up by +1.
GEAR A B-25H Mitchell, with 10 guns, is considered “dual-linked”
• Handcuffs/Manacles: A�empts to break free when but increase their Rate of Fire by +2!
Entangled or Bound in handcuffs suffer a –2 penalty.

ARMOR GAME RULES


• Thick Leather/Tough Hides: This armor includes Changes to rules in Chapter 3.
gambeson; use the same stats.
• Bleeding Out: Players who are Bleeding Out only make
• Plate Armor: In addition to its usual benefits, this also their Vigor rolls if their Initiative Card is a Clubs, giving
makes the wearer Hardy in locations where the armor a li�le more time for allies to come to your aid.
is worn.
• Extreme Range: This is normally only available to
• Kevlar: Items that reduce damage from firearms by 4 firearms and similar modern or futuristic weapons,
(notably kevlar vests) instead reduce the number of though more antique weapons can situationally use
Wounds received from firearm a�acks by one. This this (such as firing a bow from a high vantage point).
does not affect the Shaken condition.
• Healing: Subtract 2 from Healing rolls without a basic
• Shields: Medium and Large shields provide Cover. First Aid kit or similar supplies.
Large shields (including Riot and Ballistic shields) also
grant Medium Obscurement. • Incapacitation: Drawing a Joker allows the
Incapacitated character to take a single action or free
action. If the character is Bleeding Out, this occurs after
WEAPONS their Vigor roll.

• Mace: Use the stats for the warhammer to be�er reflect LIMITED ACTIONS
its role as a weapon designed for use against armored A character can only perform a single limited action on
opponents. their turn, whether they are the same or different actions.
• Streetsweeper (12g): If the wielder has the Double Tap The same applies to free actions; a “limited free action”
Edge, he may spend 2 rounds to gain +4 to his damage. can only be taken once per turn.

• Minigun (7.62mm): The minigun should have RoF 6.


• SAW (5.56mm): The SAW should have RoF 3.

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HOUSE RULES
RATE OF FIRE COVER
Use this Bullets per Rate of Fire Table instead of the one This completely replaces the rules for Cover.
in the core rules: Some obstacles can help stop enemy a�acks outright.
If a target is obscured by 50% or more by an obstacle tough
rate of fire table enough to provide protection (check the Cover Bonus
rate of fire bullets fired table below), the target has Cover and may add the
1 1 appropriate Cover Bonus to his Toughness as Armor. For
particularly heavy or obstructive Cover, apply the
2 5
appropriate Obscurement penalty as well (see below).
3 10 A raise on an a�ack roll against a target in Cover does
4 20 not grant the usual +1d6 damage, but instead ignores the
5 40 Cover Bonus completely. Two raises deals an extra +1d6
damage as usual. (A target completely behind an obstacle,
6 80
e.g. bulletproof glass, has no additional effects when hit
7 160 with a raise.)
8 200
cover bonus table
bonus obstacle
SITUATIONAL RULES Heavy glass, thick leather, drywall, wooden
+2
shield, aluminium car door
• Free A�acks: Characters can use almost any combat
maneuver the GM approves of (including Pushing and +4 Sheet metal, steel car door
Called Shots), except for Wild A�acks. +6 Oak door, cinder block wall

• Hold: Interrupting an opponent is an opposed Agility +8 Brick wall


roll, rather than Athletics. +10 Stone wall, bulletproof glass

►Impenetrable: Some a�acks don’t have the firepower


BOUND & ENTANGLED to penetrate an obstacle. Weapons cannot cause Wounds
Note that the rules for Bound & Entangled have changed
through obstacles with a Cover Bonus greater than the
(see the Fantasy Companion or the Horror Companion).
weapon’s damage die. (For example, a weapon with 2d6
Breaking Free from a Device: A�empting to break free
damage can cause Wounds through +6 Cover, but not +8).
from a device (such as a net, manacles, or handcuffs), from
Heavy Weapons may ignore the Impenetrable rule.
a web, or the entangle power is a limited free action using
Athletics or Strength at –2, minus any penalties noted for
the entanglement. The hero can a�empt to escape as a GRAPPLING
limited action instead, adding +2 to this Athletics or A�empting to grapple a target with more than 4 steps of
Strength roll. difference in Strength automatically fails. For example, a
Strength d8 character could try to grapple a Strength d12+2
target, but a Strength d6 character would fail his a�empt.
If a grappler is Shaken, he must make an immediate
Spirit roll at –2 or let go of his grappled victim.

10
HOUSE RULES
OBSCUREMENT Lie detecting machines, while not particularly realistic,
This complete replaces the rules for Illumination. are much more difficult to consistently fool. If the liar is
Whether by darkness, thick grass, fog, smoke, or even hooked up to the machine properly, it becomes a Dramatic
having a bright light in their eyes, Obscurement makes it Task to lie successfully.
difficult for a�ackers to pin down your exact location or
land a hit on you. This imposes a penalty on any sight- PUSH
based rolls, such as a�acks, Notice rolls, the use of some If the defender would be pushed into a wall or other solid
powers, etc. object, he suffers the a�acker’s Strength as damage, +1d6
Use the Obscurement Table below to determine the if the a�acker scored a raise.
appropriate penalties. Multiple levels of Obscurement do ►Tackle: A variant “pushing” option, this is an
not stack (though some GMs may rule that multiple opposed Strength or Athletics roll as usual (the shield
sources of obscurement can add to the next level, e.g. a bonus does not apply). On a success, both the a�acker and
target in tall grass during twilight in a light fog might be defender are thrown 1” and land Prone. With a raise, the
considered Heavy Obscurement rather than Medium), defender is Entangled as well.
but the total Obscurement penalty cannot exceed –6.
►Aim: Aiming (and the Marksman Edge) does not SLEEPING & WAKING UP
negate Obscurement from visibility (poor lighting, smoke, Often times, it’s important to know if characters wake up
etc.). It does negate Obscurement from Cover, though. in dramatic situations. Characters that are sleeping
►Firing Blind: If a ranged a�acker has no idea where (obviously) cannot respond to purely visual stimuli and
a target is but wants to try for a lucky hit, and the GM also suffer a –2 penalty to hearing-based Notice rolls; loud
thinks it’s possible, use the appropriate penalties noises may ignore this penalty.
(normally Heavy or Total Obscurement). If the target is If a character is waking up to combat, he only receives
hit, he may make a Stealth roll (at –2 if the a�ack is made an Action Card if he rolls a raise. On a success, he is simply
at RoF 2+) to avoid the a�ack entirely. stirring awake and receives no card (similar to failing the
Notice roll for a Surprise combat round).
LYING & LIE DETECTING If a�empting to sneak around sleeping guards, a failed
Many characters rely on their sharp tongue to lie their Stealth roll allows the guards to make a Notice roll (at –2,
way out of trouble, and others rely on their keen senses as above). With a success, the guard wakes up as inactive
to make sure their enemies don’t do the same. In (perhaps assuming they woke up naturally), while on a
investigative and espionage games especially, lying and raise he knows he was awoken by a noise and are
catching liars is just as important as anything. considered active.
The liar must make a Persuasion roll (–2 if the lie is
particularly far fetched) opposed by Notice. If the target
wins, she suspects the liar isn’t being completely truthful;
with a raise, she can tell what topic the character is avoiding
or lying about. A success on Persuasion convinces the
target.

obscurement table
penalty obscurement
–2 Medium Obscurement: Obscured by 75% or more. Tall grass, light fog, twilight, night with a full moon, etc.
Heavy Obscurement: Obscured by 90% or more. Thick smoke, an average or cloudy night, emergency office
–4
building lights, etc. Targets aren’t visible more than 10” away.
Total Obscurement: Target is not visible at all. No light, completely hidden behind an obstacle, invisible, a
–6
blind a�acker, etc. Powers requiring line of sight may not be possible.

11
HOUSE RULES
SNEAK ATTACK
The melee “sneak a�ack” rules under the Stealth skill
THE ADVENTURE TOOLKIT
assume that the victim is not in an ongoing combat or Changes and additions to the rules in Chapter 4. If the
otherwise directly aware that he is in danger. Wealth rules are in effect, use Expanded Wealth.
In these circumstances, if the target loses track of (or is
unaware of) the sneaker, a successful Stealth roll allows • Downtime: Rules for time between adventures can be
him to remain hidden and gives the opportunity to pull found in the Horror Companion or Fantasy Companion.
away or to ignore free a�acks like First Strike. A raise on (Note that the la�er has the “Enchant” option, and
this roll makes the victim Vulnerable to the sneak a�acker slightly different mechanics around Earning.)
until his turn ends. • Fear: Use the Expanded Fear Effects from the Horror
Companion, unless playing in particularly heroic and
SUPPRESSIVE FIRE fearless games.
This replaces the core Suppressive Fire rules, pu�ing the
• Intoxication: Rules for intoxication can be found in
ability to resist suppression in the hands of the targets
Deadlands: Noir or The Goon.
and creating a more “random” spray of bullets overall.
This uses 3 × the amount of ammo as usual for its Rate of
Fire and imposes Recoil even on RoF 1 weapons. CHASES & VEHICLES
Place a Medium Blast Template and make a Shooting
roll at the appropriate Rate of Fire, applying penalties for • Evade: When Evading, the penalties to hit and to be
Range, lighting, Recoil, etc. as usual to the center of the hit last until the character actively stops Evading (a free
template, but only take the highest result as your total action), rather than until the beginning of his next turn.
(you don’t get multiple “hits” when Suppressing). With Characters cannot both start and stop Evading on the
a success, all characters under the template must roll Spirit same turn.
at –2 (–4 if the shooter scored a raise). Targets may add • Hold Steady: This ignores up to two points of penalties
half of their total penalty to be hit (the Dodge Edge, the from Scale, Unstable Platform, and an opponent’s
deflection power, etc.). If using the Cover rules on page 9, Evade maneuver. Note that when Holding Steady, a
targets in Cover may add a further +2. character cannot Evade.
With a 1 on the Spirit die (regardless of the Wild Die),
the target is first hit and suffers normal damage. If the
Spirit roll is failed, the victim is Shaken and Distracted
DRIVING AND USING WEAPONS
Characters a�empting to use a weapon that is not
(this Shaken condition cannot cause a Wound, however).
integrated into the vehicle’s controls, such as firing a pistol
This uses the Maximum Casualty rules as wri�en in
while driving a car, the a�ack suffers a –2 penalty (akin
Savage Worlds.
to a “multi-action penalty” for both steering and a�acking
simultaneously).
If firing a weapon that is integrated into the vehicle’s
controls, such as machine guns or missiles in a fighter jet,
controlling your vehicle tends to be part of the aiming
process and does not impose this penalty.

12
HOUSE RULES
FOOT CHASES KINETIC COMBAT
There are two minor changes during foot chases. In some se�ings, fights in close quarters can have
unintended consequences, such as characters being thrown
• Change Position: Characters who intentionally drop
backwards or mooks dropping their weapons after taking
back a card may ignore the Running penalty on
a slug across the jaw.
subsequent actions; dropping back two Chase Cards
If a character scores two or more raises on an a�ack, he
means the character stands still for a few moments as
may choose one of the following effects to impose on his
well (useful for Edges like Marksman).
target, if it makes sense (GM’s discretion).
• Hold Steady: This cannot be used in a foot chase.
• Disarm: The victim drops one item he’s holding (a
weapon, McGuffin, and so on).
HAZARDS • Distract: The target is Distracted until the end of his
next turn.
• Falling: Characters can make an Athletics roll to
decrease the damage done by two points, while falls • Prone: The target is knocked Prone.
of over 30 feet impose a –2 penalty to this. When falling • Push: The target is pushed 1” in a direction, chosen by
into water, falls of over 60 feet suffer a –2 to the Athletics the a�acker.
roll; falls above 120 feet inflicts a –4 penalty, if it’s
possible at all (GM’s discretion).
REAL-WORLD COMBAT
In se�ings where combat should feel gri�y, realistic, and
ALTITUDE desperate, such as World War II or various cosmic horror
See the Fantasy Companion or Horror Companion for the mysteries, use the Gri�y Damage and Hard Choices
basic rules on altitude. Se�ing Rules, along with a few new changes:
Note that during rapid depressurization (such as in an • Critically Shaken: If a character rolls a Critical Failure
airplane cabin with a hole in it), the body doesn’t adapt to Unshake, they are unable to spend a Benny to
well to the new atmospheric conditions, and rolls must Unshake until their next turn.
be made every minute.
At 40,000 feet or higher, characters must roll every • Evasion: Characters who successfully Evade are Prone
minute (or every round under rapid depressurization). unless they score a raise, and Prone characters suffer
Death: If above 40,000 feet, an Incapacitated character a further –2 to Evasion rolls.
will die after 2d6 hours unless she can recover at a lower • Readying Weapons: Readying any weapon is an action;
altitude. weapons that would normally take an action under the
Savage Worlds rules require an Athletics roll instead.

SETTING RULES • Road to Recovery: If a character is at 3 Wounds and is


able to heal at least one (from the Healing skill or
• Dumb Luck: If using the modified version of the Great Natural Healing, for example), he then takes on a level
Luck Edge above in this document, characters with of Bumps and Bruises. It may be best to take it easy for
that Edge may spend two bennies to ignore a Critical a while after treatment.
Failure and reroll as usual.
• Hard Choices: Characters with Luck may spend a
Benny once per session without giving it to the GM, or
twice per session with Great Luck.
• Skill Specializations: If using this rule, I recommend
How To: Skill Specialization.

13
HOUSE RULES
• Signs and Portents: Rules for prophecies and cryptic
SETTING RULE INDEX foreknowledge. Horror Companion.
This is a listing and overview of Se�ing Rules across • Slaughter Rules: The heroes are especially vulnerable
various Savage Worlds materials. and can die at any time. Horror Companion. Combine
• Betrayal: Those struck by surprise rarely survive, and with Real-World Combat for ultimate gri�iness.
cannot Soak Wounds caused by The Drop or spend • Throwdown: Ignore the Unarmed Defender rule. Super
Bennies to resist a Knockout Blow. Fantasy Companion. Powers Companion.
• Buckets of Blood: Gruesome deaths explode in • Training Montage: Heroes can gain additional Super
showers of blood. Horror Companion. Power Points. Super Powers Companion.
• Comic Book Combat: Combined a�acks, knockback, • Villainous Conviction: Guidelines for giving villains
power stunts, synergies, and large improvised weapons. Conviction. Fantasy or Horror Companions (only applies
Super Powers Companion. to the “central” villain of an adventure), and Super
• Death and Defeat: Defeated heroes rarely perish, and Powers Companion (applies to any major villain, and the
go out in a Blaze of Glory when they do. Super Powers villain becomes Unstoppable when using Conviction).
Companion. • Wards and Binds: Rules for containing or repelling
• Difficult Healing: Healers can only a�empt to heal a powerful supernatural foes. Horror Companion.
Wound once. Fantasy or Horror Companion. • Wild Cards: Almost no one in this tale is an Extra, and
• Environmental Phenomena: Special rules for even the lowliest thugs or zombies are a real challenge.
supernatural effects at particular times or places. Also Horror Companion.
includes rules for particularly dangerous storms and
tornadoes. Horror Companion.
• Giant Foes: Expanded rules for fighting enormous
creatures that can be climbed onto. Fantasy Companion.
• No Finishing Moves: Helpless heroes are immune to
Finishing Moves (but a�ackers can still get the Drop
on them). Super Powers Companion.
• Larger Than Life: Take an additional Major Hindrance
at character creation and use the additional points
normally. Super Powers Companion.
• Mega Destruction: In especially high-powered games,
combat wreaks havoc on the landscape around them.
Super Powers Companion.
• Never Surrender: Drawing a Joker can return
Incapacitated heroes to the fight. Super Powers
Companion.
• Playing to the Tropes: Deliberately playing to risky or
harmful tropes should occasionally grant a Benny.
Horror Companion and Super Powers Companion (in
Chapter 1 rather than under Se�ing Rules).

14
HOUSE RULES
POWERS ARCANE BACKGROUND INDEX
• Alchemist: Fantasy Companion or Horror Companion.
Powers, and their mechanics, are always a Se�ing-specific
expression of the world and its rules. Most of the time, • Bard: Fantasy Companion.
they should be constructed wholesale, or at least tweaked,
• Blighted: Horror Companion.
based on the goals of the game and Se�ing.
• Cleric: Fantasy Companion.
• Arcane Devices: Use the rules from the Fantasy
Companion rather than the core rules. • Cold, Death, Life, Justice, Knowledge, Moon,
Nature, Sea, Sun, Thievery, War.
INDEX ARCANA • Demonologist: Horror Companion.
The Companions include expanded rules for arcana in • Diabolist: Fantasy Companion.
their se�ings. Below is an overview of major additions.
• Druid: Fantasy Companion.
• Ba�le Magic: Rules for using powers on warbands or
• Elementalist: Fantasy Companion.
armies. Fantasy Companion.
• Fortune Teller: Horror Companion.
• Cantrips: Rules for using magic for mundane
purposes. Fantasy Companion. • Illusionist: Fantasy Companion.
• Crafting Magic Items: Rules for creating permanent • Necromancer: Fantasy Companion.
magical enchantments. Fantasy Companion.
• Medium: Horror Companion.
• Epic Powers: A new Edge for unlocking extremely
• Occultist: Horror Companion.
potent Power Modifiers. Best in se�ings with extremely
powerful casters. Fantasy Companion. • Priest: Horror Companion.
• Hasty Power Modifier: Allows casting a power as a • Psychic Investigator: Horror Companion.
limited free action. Best in Se�ings where magic is quite
• Shaman: Fantasy Companion.
common and powerful. Fantasy Companion.
• Sorcerer: Fantasy Companion.
• Multiple Arcane Backgrounds: New rules for taking
multiple Arcane Backgrounds. Fantasy Companion or • Summoner: Fantasy Companion.
Horror Companion. • Tinkerer: Fantasy Companion.
• Prepared Powers: Rules for using powers with • Voodooist: Horror Companion.
components and an advanced duration instead of using
Power Points as normal. “Lesser” Ritual Magic. Fantasy • Warlock/Witch: Fantasy Companion or Horror Companion.
Companion. • Wizard: Fantasy Companion.
• Ritual Magic: Rules for using exceptionally powerful
magic, even without an Arcane Background. Fantasy POWER HINDRANCES
Companion and Horror Companion.
• Corruption—Fantasy Companion.
• Stream Template: Powers using the Cone Template
• Material Components—Horror Companion.
may use the Stream Template instead. This is a straight
line 1” (2 yards) wide and 12” (24 yards) long. This • Talisman—Fantasy Companion.
affects an average of 3 foes if not using miniatures.

15
HOUSE RULES
POWER EDGES DEFLECTION
This functions as wri�en.
• Blood Magic—Fantasy Companion. MODIFIERS
• Familiar—Fantasy Companion. � Greater Deflection (+4): Target characters are at a –4
• Favored Power—Fantasy Companion. to hit.

• Mystic Powers: While the basic mechanics are shared, ENTANGLE


the specific powers and limitations should be handled This functions as wri�en in the Fantasy Companion, except
on a se�ing-specific basis. Fantasy Companion or Horror targets within the area may a�empt to Evade, and the
Companion. Hardness of the material is 7.
• Silent Caster—Horror Companion. MODIFIERS

• Transfer—Fantasy Companion. � Prison (+4): Restraints are static and unmoving. If a


victim fails an Athletics or Strength roll to break free,
they cannot try again until the situation changes. (They
POWERS may still a�empt to destroy the restraints as usual.)
The Duration of the power changes to 10 minutes.
It is highly recommended to use the powers as listed in
the Fantasy Companion, both due to the presence of Epic � Strong (+2): A�empts to break free from Entangled or
Modifiers and due to updated balancing mechanics on a Bound are made at a –2 penalty.
number of powers.
Power Modifiers with a star symbol (�) require the Epic PROTECTION
Mastery Edge (see the Fantasy Companion). This functions as wri�en.
MODIFIERS
BLAST � Greater Protection (+2/+8): For +2 points, a success
This functions as wri�en, except targets within the area grants +4 Armor, or +4 Toughness with a raise. For +8
may a�empt to Evade. points, the character is considered to have Heavy Armor
MODIFIERS and gains +6 Armor, or +6 Toughness with a raise.
• Unavoidable (+2): Victims of blast cannot Evade.
STUN
BURST This functions as wri�en. When this power is based on
This functions as wri�en, except targets within the area its Trapping, choose if this is resisted by Smarts or Vigor.
may a�empt to Evade. This is also the A�ribute used to recover from Stunned.
MODIFIERS MODIFIERS

• Unavoidable (+2): Victims of burst cannot Evade. � Paralysis (+4): Victims who are Stunned by this power
are paralyzed and cannot a�empt to recover from
Stunned for 10 minutes.
� Strong (+2): A�empts to recover from Stunned are
made at a –2 penalty.

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