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COMBAT OPTIONS & SITUATIONAL RULES

Aim: Ignore up to 4 points of penalties from Range, Cover, Mounted Combat: Mount and rider act on same Action Card;
Evasion: Characters may avoid attacks that specifically say they
Called Shot, or Scale; or add +2 to attack roll. Character may not Rider attacks with lower of Fighting or Riding; Shooting incurs
may be evaded, by making an Agility roll at –2.
move or take other actions. –2 Unstable Platform penalty; Charging is +4 Damage but
Extreme Range: Extreme Range is up to 4× a weapon’s Long requires 6″ of straight movement.
Area of Effect: Targets touching template suffer damage. Treat
cover as Armor. Missed attack rolls may deviate. Range. Firing at such a great distance requires the Aim option. Multi-Actions: –2 from all actions for each additional action
Without Minis: SBT affects two targets, MBT, Stream, or When used in this way, Aim doesn’t reduce any penalties. The attempted beyond the first (max three).
Cone three, LBT four. penalty is −8.
Natural Weapons: Creatures with fangs, claws, horns, etc, are
Fatigue: –1 to all actions (–2 if Exhausted). Fatigue improves one considered armed. Bite can be performed while grappling, claws
level every hour unless the source says otherwise. Incapacitated add +2 to Athletics (climbing), and horns add +4 damage if the
Bound & Entangled: Entangled characters can’t move and are
victims fall unconscious for 2d6 hours. creature Runs at least 5″.
Distracted until free. Bound characters are also Vulnerable, and
cannot take physical actions other than trying to break free. Nonlethal Damage: Declare prior to making an attack roll;
Breaking Free: Victim makes Athletics (or Str –2) roll as an Finishing Move: Instant kill to helpless foe with a lethal
Targets are knocked out for 1d6 hours instead of potentially
action (an opposed roll if held by foe). Success improves Bound weapon.
killed when Incapacitated. Edged weapons suffer −1 to attack
to Entangled, or Entangled to free; a raise frees the victim. Either rolls.
may roll Str –2 instead. Free Attacks: Hero gets an attack with no special maneuvers or
optional combat Edges (e.g. Frenzy or Sweep). Off Hand Attack: −2 to attack rolls with off hand.

Breaking Things: See Obstacle Toughness Table (Savage Prone: Medium Cover from ranged attacks 3″+;
Ganging Up: +1 Fighting per additional adjacent attacker to
Pathfinder); Stationary items are Parry 2. No bonus damage or −2 Fighting and −2 Parry. Standing costs 2” of Pace.
a maximum of +4.
Aces are possible. Push: Attacker and defender make opposed Strength rolls (+2
Called Shots: Limb is −2/Hand –4 and may disarm. Head or Grappling: If the attacker succeeds at an opposed Athletics roll, if attacker moved more than 2″). Defender is knocked back 1″
vitals is −4 and +4 Damage. the victim is Entangled if successful, or Bound with a raise and (2″ with raise). Pushed victims make Athletics test (−2 if Pushed
the grappler is also Vulnerable. with raise) or be knocked prone. Both add their shield’s Parry
Size: Characters can’t grapple creatures more than two Sizes bonus.
Cover: Light −2, Medium −4, Heavy −6, Near Total −8.
Obstacles: Obstacles add to Armor if attack misses by cover larger than themselves. Range: Short 0, Medium −2, Long −4, Extreme –8.
penalty. Sample values: heavy glass, doors (+2), sheet metal (+4), Crush: Once grappled, the attacker may take an action to make
oak door (+6), brick wall (+8), stone wall, tree (+10). an opposed Strength roll, causing his Strength in damage if Ranged Attacks in Melee: Attacker may use power or small
successful (those with the Bite Special Ability may bite instead). (one-handed) ranged weapon; TN is defender’s Parry.
Tentacles: Grappling rolls with tentacles get a +2 bonus.
Defend: +4 Parry. Takes entire turn. May not run. Its crushing attack causes the creature’s Strength in damage.
Attacking with all a creature’s tentacles is a single action. Readying Weapons: Ready up to two easily available items per
Disarm: Called Shot to limb or weapon. If weapon, roll as object turn as a free action. Additional items are actions.
and target must make a Str roll ≥ than the damage or drop it. If a Hold: The character “Holds” her Action Card to go later in
limb, a Shaken or Wounded defender must make a Str roll at –2 Reload: Nocking arrow or loading sling stone is a limited free
the current or later round. She loses her Hold status if Shaken
(limb) or –4 (hand) or drop the item. action. Loading bolts or clips is an action.
or Stunned. She may interrupt foe’s actions with an opposed
Athletics roll.
Desperate Attack: Attacker can choose to add +2 or +4 to an Shields: Add to Parry: small +1, medium and large +2. If the
attack roll. Subtract an equal amount from the damage if the Illumination: Dim –2; Dark –4; Pitch Darkness –6. bearer is attacked by multiple creatures on the same Action
attack succeeds. Card, however, the shield protects against half the attackers.
Improvised Weapons: –2 to attacks.
Shield provides Cover against ranged attacks from the front and
Distracted: –2 to all Trait rolls until the end of the character’s • Light: Range 3/6/12, Damage Str+d4, Min Str d4
shielded side; medium −2, large −4. While worn, shields can be
next turn. • Medium: Range 2/4/8, Damage Str+d6, Min Str d6
used to bash for Str+d4 damage.
• Heavy: Range 1/2/4, Damage Str+d8, Min Str d8
The Drop: +4 to attack and damage if target is defenseless. If
Innocent Bystanders: Missed Athletics (throwing)/Shooting Size/Scale: Tiny –6, Very Small –4, Small –2, Large +2, Huge
Shaken or Wounded, victim must make a Vigor roll (–2 versus
rolls with a 1 on the skill die hits a random adjacent target. +4, Gargantuan +6. Add difference vs larger targets; Subtract
attacks to the head) or be KO’ed.
difference against smaller targets.
COMBAT OPTIONS, CONTINUED DAMAGE
If an attack’s damage equals or exceeds a target’s Toughness, use the difference as a result below. Otherwise there is no
Stunned: Victims are Distracted, Vulnerable until they recover,
appreciable effect.
fall prone, can’t move or take actions, don’t count toward the
Gang Up bonus. RESULT TARGET (NOT SHAKEN) TARGET (SHAKEN)

Support: Character describes using a skill in some way that 0–3 Shaken 1 Wound
helps an ally and adds +1 to his total with success and +2 with a 4–7 1 Wound & Shaken 1 Wound
raise. Critical Failure subtracts 2.
Each +4 thereafter +1 Wound & Shaken +1 Wound
Surprise: Ambushers start on Hold, victims make Notice roll
or get no Action Card on first round. INJURY TABLE
Tests: Opposed skill roll versus foe’s linked attribute. If 2D6 WOUND
successful, foe is Distracted or Vulnerable (attacker’s choice),
Unmentionables: If the injury is permanent, reproduction is out of the question without miracle surgery or magic. No
and Shaken with a raise. 2
other effect.
Touch Attack: +2 to Fighting roll. 3–4 Arm: The victim can no longer use his left or right arm (rolled randomly if not targeted).
Two Weapons: +1 to Fighting if foe has a single weapon, no Guts: Your hero catches one in the core. Roll 1d6:
shield, or is unarmed. 1–2 Broken: Agility reduced a die type (minimum d4).
5–9
Unstable Platform: −2 Shooting from a moving vehicle, 3–4 Battered: Vigor reduced a die type (minimum d4).
animal, or other unstable surface. 5–6 Busted: Strength reduced a die type (minimum d4).
Vulnerable: Actions against the hero are made at +2 until the 10–11 Leg: Gain the Slow Hindrance (Minor), or Major if already Slow or injured in either leg.
end of the next turn. (Doesn’t stack with The Drop.)
Head: A grievous injury to the head. Roll 1d6:
Wild Attack: +2 Fighting, +2 Damage, but Vulnerable until the 1–3 Hideous Scar: Your hero now has the Ugly (Major) Hindrance.
end of the attacker’s next turn. 12 4–5 Blinded: An eye is damaged. Gain the One Eye Hindrance (or the Blind Hindrance if he only had one
good eye).
6 Brain Damage: Major head trauma. Smarts reduced one die type (min d4).
Withdrawing from Combat: Adjacent foes get one free attack
at retreating character as long as they are not Shaken or Stunned.

POWER MODIFIERS
„ ARMOR PIERCING (+1 to +3): Each Power Point spent grants the power AP 2, to a maximum of AP 6.

AVERAGE TRAVEL TIMES „ FATIGUE (+2): May be attached to any power that causes damage or is resisted by the target. If she’s affected by the
power in any way, she also suffers Fatigue. This cannot cause Incapacitation.
TRANSPORT MILES/8 HOUR DAY
„ GLOW/SHROUD (+1): Glow creates soft light in a SBT centered on the target. Subtracts 2 from her Stealth totals
Foot 24
and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly
Horse 30 obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Cart (one beast) 30 „ HEAVY WEAPON (+2): The attack counts as a Heavy Weapon.
Carriage 40 „ HINDER/HURRY (+1): Hinder lowers the target’s base Pace by 2 until the power expires. Hurry increases it by 2.
Wagon (per beast) 30 „ LINGERING DAMAGE (+2): On the victim’s next turn, he suffers the power’s base damage minus one die type (one
Rowboat 24 additional turn only). If the base damage is already a d4 die type, it loses a die instead.
Sailing Ship* 30 „ RANGE (+1/+2): Double the power’s listed Range for 1 point, or triple it for +2 Power Points. May not be used on
powers with a Range of Touch or Cone Template.
Steam Ship* 40
„ SELECTIVE (+1): The caster can choose which targets in a power’s area of effect are affected.
Airship (Dirigible) 80
Glider 60
TURNS / ROUNDS CREATIVE COMBAT
BENNIES MAY BE USED TO... „ ROUND: A “round” is an entire countdown of Action 2D6 RESULT
„ REROLL A TRAIT: Bennies grant a hero a reroll on Cards, from the Ace to the Deuce (Two).
any Trait, and best of all, you get to keep the best Second Wind: The foe’s reaction gives your hero
„ TURN: A character’s “turn” occurs when his Action Card time to catch her breath. She may remove a level of
total from all your rolls. The only exception is a comes up in the countdown. 2
Fatigue or a Wound (her choice). If she has neither,
Critical Failure, which ends the attempt and must
„ ACTION: A single attack, skill use, etc. Characters may she receives a Benny and the enemy is Shaken.
be accepted. Such is the price of tempting fate!
take upt multiple actions on their turn by using the multi-
„ RECOVER FROM SHAKEN: This is instant and may be Inspiration: Fate favors the bold. The clever hero
action rules in Savage Worlds. 3
done at any time, even interrupting another’s actions receives a Benny.
if desired. REACTION TABLE Double Whammy: The target is both Distracted
4–5
„ SOAK ROLLS: Bennies can also be used to prevent and Vulnerable.
2D6 INITIAL REACTION
Wounds or recover from being Shaken. 6–8 Shaken: The foe is Shaken.
„ DRAW A NEW ACTION CARD: When the game is in Hostile: The target is openly hostile. He may attack if
rounds, a hero can spend a Benny to get a new Action possible, or otherwise betray, report on, or hinder the Setback: The target suffers a setback of some sort.
2 party at the first opportunity. He doesn’t help without
Card. This occurs after all cards are dealt and Edges or She might fall off a ledge, lose the confidence of her
an overwhelming reward or threat of some kind.
Hindrances like Quick, Level Headed, or Hesitant are 9–10 minions (who then desert her), take a rash but foolish
resolved. Then players or the GM may spend Bennies Unfriendly: The character isn’t interested in action, or simply lose her next action as she attempts
3 helping unless he has little choice and/or is offered a to recover from whatever situation she finds herself in.
for an additional card as many times as they like and
take their choice of all draws. Edges like Quick or substantial payment or reward.
Level Headed do not apply to these additional cards. Uncooperative: The target isn’t interested in getting Insight: The hero has new insight into the target’s
This continues until everyone passes. Then the round 4–5 involved unless there’s a significant advantage to
nature. Once during this encounter, she may add
himself. 11
begins and no further cards may be drawn. +d6 to any Trait roll made to directly attack, affect, or
Neutral: The character has no particular attitude damage the same foe.
„ REROLL DAMAGE: You may spend a Benny to reroll
6–8 toward the group. He expects fair payment for any
damage. Include any additional dice you may have sort of favor or information.
gained for a raise on the attack roll.
Seize the Moment: After the hero resolves this turn,
REGAIN POWER POINTS: A hero with an Arcane Cooperative: The character is gener­ally sympathetic.
„ 9–10 He helps if he can for a small fee, favor, or kindness.
she immediately gets an entire additional turn. This
Background can spend a Benny to regain 5 PP. 12
includes movement as well! She may use the turn to
„ INFLUENCE THE STORY: This one is up to the GM, who Friendly: The individual goes out of his way for the go on Hold if she wishes.
may allow your hero to spend a Benny to find a clue if hero. He likely does simple tasks for very little, and
11 is willing to do more dangerous tasks for fair pay or
you’re stuck, come up with some mundane but needed
other favors. ALLIED PERSONALTIES
item, or push a nonplayer character into being a bit
more agreeable. Helpful: The target is anxious to help the hero and D20 PERSONALITY D20 PERSONALITY
12 probably does so for little or no reward.
1 Treacherous 11 Crude
2 Cruel 12 Agile
ENCUMBRANCE
OBJECT HARDNESS 3 Old 13 Observant
STRENGTH CAN CARRY WEIGHT UP TO…
HARDNESS OBJECT 4 Happy 14 Clueless
d4 20 lbs
4 Rope 5 Experienced 15 Mysterious
6 d6 40 lbs
Bow 6 Gung-Ho 16 Creative
8 Polearm, thin wooden door or wall d8 60 lbs 7 Lazy 17 Artistic
Shield*, longsword, thick wooden door or d10 80 lbs 8 Sneaky 18 Fearless
10 wall
d12 100 lbs 9 Bright 19 Cowardly
12 Iron lock, manacles, shackles Each +1 +20 lbs 10 Young 20 Heroic
FEAR TABLE INTERLUDES REACTION TABLE
D20* EFFECT 2D6 INITIAL REACTION
SPADES

Adrenaline Surge: Hero’s “fight” response takes Downtime: The character spends time alone in quiet Hostile: The target is openly hostile. He may attack if
1–3 possible, or other­wise betray, report on, or hinder the
over. He acts as if he had a Joker this action! contemplation. What does she do? 2 party at the first opportunity. He doesn’t help without
Distracted: Hero is Distracted until the end of his Backstory: A great victory or personal triumph. an over­whelming reward or threat of some kind.
4–6
next turn.
Trek: A difficult obstacle the group negotiated along the way. Unfriendly: The character isn’t interested in
Vulnerable: Target is Vulnerable until the end of 3 helping unless he has little choice and/or is offered a
7–9 substantial payment or reward.
his next turn. HEARTS
10–12 Shaken: Character is Shaken. Uncooperative: The target isn’t interested in getting
Downtime: The hero practices a skill. What is it?
4–5 involved unless there’s a significant advantage to
The Mark of Fear: Hero is Stunned and suffers Backstory: A tale of the hero’s greatest love — lost, found, himself.
13 some minor cosmetic physical alteration — a white present, or waiting on her back home. Neutral: The character has no particular attitude
streak in his hair, eyes twitch constantly, etc. 6–8 toward the group. He expects fair payment for any
Trek: How the party endured a trying hardship on the journey. sort of favor or information.
Frightened: Character gains the Hesitant Cooperative: The character is gener­ally sympathetic.
14–15 Hindrance for rest of the encounter. If he already DIAMONDS 9–10 He helps if he can for a small fee, favor, or kindness.
has it, he’s Panicked instead. Downtime: The character studies or works on an object of some
sort. What is it? Friendly: The individual goes out of his way for the
Panicked: Hero moves full Pace plus running die hero. He likely does simple tasks for very little, and
16–17 11
away from danger and is Shaken. Backstory: Something your hero wants or already has. It might is willing to do more dangerous tasks for fair pay or
other favors.
Minor Phobia: Hero gains a Minor Phobia be a material possession, recognition, a political goal, or even a
18–19 trip he wishes to take to some amazing destination. Helpful: The target is anxious to help the hero and
Hindrance associated with the trauma. 12 probably does so for little or no reward.
Major Phobia: Hero gains the Major Phobia Trek: How the group found something that helped them along
20–21
Hindrance. the way, such as an oasis, minor treasure, ammo, food, friendly
locals, etc. COVER PENALTIES
Heart Attack: Hero must make an immediate
CLUBS PENALTY COVER
Vigor roll at –2. If successful, he’s Stunned. If he fails,
22+ he’s Incapacitated and dies in 2d6 rounds (Healing Downtime: Your hero broods or is angry about something. Light Cover: A quarter of the target is
roll at –4 saves his life, but he remains Incapacitated. −2
What is it, and how does she misbehave? obscured.
May be treated normally thereafter.
Backstory: A tale of misfortune from your hero’s past, perhaps
Medium Cover: Half the target is
−4
revealing something of his Hindrances or a dark secret. obscured, or target is prone.

ENCUMBRANCE Heavy Cover: Three-quarters of the target


−6
Trek: A hardship the party overcame on their trip: the tragic is obscured.
STRENGTH CAN CARRY WEIGHT UP TO…
death of a favored Extra, spoiled or lost supplies, a mechanical
Near Total Cover: The target is hidden or
d4 20 lbs breakdown, abysmal weather, and so on. −8
barely visible.
d6 40 lbs
d8 60 lbs
d10 80 lbs
d12 100 lbs
Each +1 +20 lbs
COMMON GOLARION LANGUAGES SCHOOLS OF MAGIC
LANGUAGE TYPICAL SPEAKERS SCHOOL SPECIALTY ASSOCIATED POWERS
Abyssal Demons and evil outsiders. The abjurer uses magic against itself, specializing Arcane protection, banish, dispel, deflection,
Abjuration
in defensive magic. environmental protection, protection, sanctuary.
Inhuman or otherworldly monsters;
Aklo Barrier, conjure item, damage field, healing, planar
evil Fey. Conjurers focus on spells to summon magical
Conjuration binding, plane shift, relief, resurrection, summon ally,
Aquan Aquatic creatures. servants or bend reality to their will.
teleport.
Auran Flying creatures. Diviners are masters of remote viewing and Detect arcana, divination, locate, mind link, mind
Divination
Celestial Angels and good outsiders. prophesies; they use magic to explore the world. reading, object reading, scrying, speak language.
Common Humans and hero races. The enchanter uses magic to manipulate the Beast friend, confusion, empathy, mind wipe, puppet,
Enchantment
minds and perceptions of opponents. slumber.
Draconic Dragons and reptilian humanoids. Evokers revel in the raw power of magic; they use
Evocation Blast, bolt, burst, havoc, light/darkness, stun.
spells to create and destroy with equal ease.
Druidic Druids.
Illusionists use magic to produce confounding Conceal arcana, disguise, illusion, invisibility, sound/
Dwarven Dwarves. Illusion sights, sounds and even smells to baffle and vex silence.
Elven Elves and half-elves. their opponents.
The dread necromancer commands undead and Blind, curse, drain Power Points, fear, lower Trait,
Giant Cyclops, Giants, Ogres, and Trolls. Necromancy
uses the foul power of unlife against enemies. zombie.
Gnome Gnomes. Baleful polymorph, boost Trait, burrow, darksight,
Transmuters use magic to change themselves and elemental manipulation, entangle, farsight, fly, growth/
Transmutation
Goblin Bugbears, Goblins, and Hobgoblins. the world around them. shrink, intangibility, shape change, sloth/speed, smite,
telekinesis, time stop, wall walker, warrior’s gift.
Gnoll Gnolls.
Halfling Halflings.
DOWNTIME
Ignan Fire-based creatures. ACTIVITY DESCRIPTION
Infernal Devils and evil outsiders. The hero socializes with friends. The character spends 50gp in food, drink, and entertainment. Double
Orc Orcs and half-orcs. Carouse that for each Rank thereafter: 100 gp for Seasoned, 200 gp for Veteran, etc. In exchange, she gains a local
Centaurs, Fey, plant creatures, and favor she can call in at any time. The greater her Rank, the greater the favor.
Sylvan
unicorns. The hero focuses on whatever brings her happiness. Whatever the activity, the goal is inner peace and
Center
Terran Earth-based creatures. happiness. At the end of the week, the character gains Conviction.
Drow, duergar, morlocks, and The hero takes on odd jobs to earn money. The hero must make a relevant skill roll to earn her reward.
Undercommon Critical Failure means no money and the hero is embarrassed somehow. Failure means no money and
svirfneblin Earn
takes Fatigue from Bumps & Bruises. Success earns her 100 gp if she’s Novice rank, 200 gp if Seasoned,
300 gp if Veteran, etc. Double the reward with a raise.
MAGIC ITEMS AVAILABILITY Enchant A character with the Artificer Edge can spend her time at a workshop creating magic items.
POTIONS & HEALING OTHER
TYPE
SCROLLS* POTIONS ITEMS*
An adventurer can practice a specific skill or attribute. The character must possess at least d4 in any
Train skill chosen for training. Afterwards, she gets one free reroll when failing that skill or attribute for one
Village d6−2 1d4 d4−2 entire encounter.
Town d6−1 1d4+1 d6−2 The hero spends her Downtime developing or learning new powers. This doesn’t permanently give her
City d6 1d6 d6−1 Research a power, but allows her to use any spell or miracle from her Available Powers list and of her Rank or
Large City d6+1 1d6+1 d6 lower for one entire encounter at a –2 penalty to cast.
Use the Natural Healing rules during the week. Healers in the group can provide Support, as can other
Rest
allies or professionals such as priests at a temple.

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