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1405975590842.Pdf Permission is granted to print this ebook for personal use only. No permission electronic distributionis given or implied. By Shane Hensley, Paul “Wiggy” Wade-Williams, Simon Lucas, Joseph Unger, Dave Blewer, Clint Black, Robin Elliott, Piotr Koryś With “Evil” Mike, “Chaos” Steve, Zeke Sparkes, Jay & Amy Kyle, Jodi Black, Dirk Ringersma, Randy Mosiondz Special thanks to Kirsty Lucas, Michelle, Caden, and Ronan Hensley, Cecil & Sheila Hensley, Jackie Unger, Maggie Wade-Williams, Justyna Koryś Additional thanks to the 12 to Midnight crew, Andy Hopp, Legion, Sean-Patrick Fannon, & Sean Preston Special Thanks to Frank Uchmanowicz and Jim Searcy of Studio2. Cover and Graphics by Cheyenne Wright Interior Illustrations: Cheyenne Wright, Ron Spencer, Brian Snoddy, Todd Lockwood, Max Humber, Pawel Klopotowski, Chris Waller, Storn, Gil Formosa, Talisman Studios, Daniel Rudnicki, Slawomir Maniak, Chris Malidore, Leanne Buckley, Julie Dillon, Nicole Cardiff, Christophe Swal, Satya Hody, Niklas Brandt, Aaron Acevedo, Chris Griffi n, Vincent Hie, Christophe Swal, John Worsley, Courtesy of Empty Room Studios: Mike Hamlett, Dan Howard, and Joe Slucher Dedicated to all those who have helped and volunteered to make Savage Worlds such a success Also dedicated to the new little Savage, Dylan Michael Lucas. Savage World, Smilin’ Jack, Blood Moon, Deadlands, Hell on Earth, Lost Colony, Evernight, Slipstream, 50 Fathoms, Weird Wars, Great White Games, the GWG shark, and the Pinnacle logo are Copyright Great White Games, LLC; DBA Pinnacle Entertainment Group. Sundered Skies is a Trademark of David Blewer. © (2007) Solomon Kane Inc. Solomon Kane® and related logos, characters, names, and distinctive likenesses thereof are trademarks of Solomon Kane Inc. All rights reserved. 1 Wild Cards & Extras 56 Contents Trait Tests 56 Savage Worlds! 4 The Wild Die 56 Getting Started 4 Bennies 58 Game Master Bennies 58 Chapter One:Character Creation 6 Combat 59 Skills 8 Time 59 Climbing Modifi ers 8 The Battlefi eld 59 Common Knowledge 11 Distance 59 Stealth Modifi ers 12 Allies 60 Tracking Modifi ers 13 Initiative 60 Hindrances 14 The Countdown 60 Edges 20 The Joker Is wild! 60 Background Edges 20 Hold 61 Combat Edges 23 Actions 61 Leadership Edges 26 Movement 62 Power Edges 27 Combat Actions 63 Professional Edges 28 Attacks 63 Social Edges 31 Fighting 63 Weird Edges 33 Shooting & Throwing 64 Wild Card Edges 34 Range Modifi ers 64 Legendary Edges 34 Special Rules 65 Advancement 37 Object Toughness 66 Experience Awards 37 Cover 67 Ranks 37 Illumination 67 Rank Table 37 Obstacle Toughness 70 Legendary Characters 37 Tests of WIll 73 Skills 38 Tests of Will & Groups 73 Summaries 38 Damage 74 Character Creation Summary 38 Damage Effects 74 Hindrances Summary 39 Incapacitation 75 Edges Summary 40 Injury Table 76 Healing 77 Chapter Two: Gear 42 Aftermath 77 Encumbrance 43 Natural Healing 78 Selected Gear Notes 44 Natural Healing Modifi ers 78 Armor 44 Attack Options Summary 79 Ranged Weapons & Accessories 45 Special Weapons 45 Chapter Four:Arcane Backgrounds 80 Armor 48 Making Arcane Characters 80 Hand Weapons 49 Using Powers 81 Ranged Weapons 51 Maintaining Powers 81 Mundane Items 52 Arcane Backgrounds 81 Special Weapons 53 Arcane Background (Magic) 81 Ammunition 53 Arcane Background (Miracles) 82 Vehicle Notes 54 Arcane Background (Psionics) 82 Vehicles 55 Arcane Background (Super Powers) 83 Chapter Three:Game Rules 56 2 Arcane Background (Weird Science) 83 Attacks 117 Powers 85 Obstacles 118 More on Trappings 87 Obstacle Table 118 Shape Change Table 93 Putting it All Together 118 Maneuvers 119 Chapter Five:Situational Rules 96 Mass Battles 120 Mounted Combat 96 Character Results 120 Allies 98 Morale Modifi ers 122 Experience 98 Battle Modifi ers 122 Ammo 98 Aftermath 123 Ally Personalities 99 Typical Allies 99 Game Master’s Section Fear 100 Fear Effects 101 Chapter Six:Game Mastering 125 Fatigue 102 Getting the Party Together 126 Multiple Hazards 102 Staying Together 127 Hazards 103 Campaign Types 127 Bumps and Bruises 103 Running the Game 129 Cold 103 Introducing New Players 129 Disease & Poison 103 Horror 129 Drowning 104 Learning the Rules 130 Falling 104 Experience 130 Fire 104 Bennies 130 Fire Damage 105 NPCs 131 Heat 105 Reactions 132 Hunger 105 Reaction Table 132 Radiation 106 Allies 133 Sleep 106 Creating Worlds 134 Thirst 106 The Name 134 Vehicle Rules 107 The Genre 134 Movement 108 The World 134 Speed 108 Races 135 Turning 108 New Edges & Hindrances 135 Collisions 109 Adventures 136 Vehicular Attacks 110 Setting Rules 136 Attack Modifi ers 110 Original Settings 136 Damage 110 Converted Settings 137 Aircraft 111 Trim the Fat! 138 Altitude Change 111 Final Note 138 Aerial Maneuvers 111 Watercraft 112 Chapter Seven: Villains & Monsters 139 Capital Ships 112 Monstrous Abilities 140 Fire Table 113 Toughness Modifi ers 143 Out of Control 114 Creature Strength 144 Critical Hits 114 Bestiary 145 Chases 115 The Wreck of the Solarah 158 Range Increments 115 3 Cards Savage Worlds! Savage Worlds uses a standard deck of Welcome to Savage Worlds—a merger of playing cards with the Jokers left in. Cards the best ideas in roleplaying and miniature are used for initiative in combat and to battles! help keep things moving fast and furious. Savage Worlds was designed to be easy for You’ll even fi nd an offi cial set of Savage the Game Master to write adventures, create Worlds oversized cards where you found new villains and monsters, track NPCs in this book! combat, and run epic tales, while still giving players all the character development and A Setting advancement they’re used to from more Will you and your friends explore post- system-heavy games. apocalyptic ruins? Lead a rugged warband Because combat requires little bookkeeping, in your favorite fantasy world? Take on the you can fi ght out your heroes’ most epic role of vampire lords? Or perhaps fi ght evil battles to save the world right on the table-top in the many theatres of Weird Wars? with dozens of allies and foes! Pick up the book for your favorite game Finally, Savage Worlds was designed to be setting at your local game store, or create your used with any genre—from swashbuckling own. Offi cial Savage Settings include new pirates to superheroes and sci-fi . It’s easy Edges and Hindrances, Setting Rules, spells, to create your own world or play in one of weapons, gear, monsters, and more! our Savage Settings (information on our current settings can be found at the end of Figures and Battle Mats this book). Figures of some sort are very useful for There’s lots more to tell you about, so let’s running Savage Worlds games. Metal get to it! miniatures are available from several manufacturers, and cheaper full-color Getting Started cardstock heroes and monsters can be found Here’s what you need to get started! as well. In these rules, we assume you’re using 28mm fi gures—the standard “large Dice size” hobby gaming miniature. Ranges for Savage Worlds uses all 6 traditional gaming weapons, movement, and everything else is dice: 4-sided, 6-sided, 8-sided, 10-sided, fi gured for this size fi gure on the table-top. 12-sided, and occasionally 20-sided dice. If you’re using larger or smaller fi gures, you All of these are available from your favorite may want to adjust your ranges to make local gaming store, or online directly from things look a little more realistic. Pinnacle. It’s essential to have some kind of gaming Like most roleplaying games, we abbreviate surface as well, either a terrain board or a the different dice as d4, d6, d8, d10, d12, Chessex Battle Mat™. We recommend the and d20. If you see something like 2d6, that latter. That way the GM can draw out the means to roll two six-sided dice and add tactical situation with water-soluble markers them up. so that everyone can see what’s going on Players need only one set of these dice. and make the most of their surroundings. The Game Master might want a couple of Mapping out a battle can really help everyone sets so she can roll attacks for several villains understand where their characters are, where at once. their allies are, and what terrain features they might be able to make use of for cover or clever tricks and maneuvers. 4 5 • Spirit refl ects inner wisdom and willpower. Chapter One: Spirit is very important as it helps your character recover from being rattled when Character Creation injured. Creating awesome heroes • Strength is raw physical power and couldn’t be easier. The only general fi tness. Strength is also used to thing you need is a copy of the generate your warrior’s damage in hand-to- character sheet found at our website WWW. hand combat. PEGINC.COM. This section assumes you’re • Vigor represents endurance, resistance starting as a “Novice.” We’ll explain what that to disease, poison, or toxins, and how much means in more detail later in this book. pain and physical damage a hero can shake off. 1) Race Skills Humans are the most common characters, Skills are learned trades such as Shooting, but some Savage Settings may feature Fighting, scientifi c knowledge, professional bizarre aliens, graceful elves, or other exotic abilities, and so on. These are very general races. You can choose to play any race descriptions which cover all related aspects. available in your particular setting. Shooting, for example, covers all types of Humans are the standard race in Savage guns, bows, rocket launchers, and other Worlds, and start play with one free Edge ranged weapons. (see Step 3). You have 15 points to distribute among your skills.
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