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50 Fathoms Conversion

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0% found this document useful (0 votes)
476 views4 pages

50 Fathoms Conversion

Uploaded by

Rémy Trepanier
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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50 Fathoms Conversion

CONVERT THE 50 FATHOMS RPG TO THE SAVAGE WORLDS ADVENTURE EDITION


BY SHANE HENSLEY

50 Fathoms™ was written for Savage Worlds Deluxe, but it’s


easy to update for the Savage Worlds Adventure Edition Making Heroes
(SWADE). Most of the rules can be used as-is. Those that Follow the rules presented in SWADE to make characters,
require a little more work are detailed below. and use the adjusted racial profiles listed here.
Where core rules differ, the Game Master can use whichever
version she prefers. Both versions will work just fine in your Atani
game, though those presented in SWADE are a bit more „ Agile: Atani start with a d6 in Agility instead of a d4.
structured and streamlined. This increases maximum Agility to d12 + 1.
Note: This is a living document. If you see something we „ Athletic: Growing up in trees and soaring through the air

missed, please tell us on the Pinnacle forums! from birth, atani begin play with a d6 in Athletics. This
increases the skill limit to d12+1.
„ Gliders: Atani aren’t true flyers. They can descend from
General Notes heights without danger at Pace 12 or lower (their choice),
Player characters should always be remade from scratch, and use Athletics to maneuver. Assuming reasonable air
building them from the ground up using the rules in SWADE. currents, they can descend as slow as 1” (two yards) per
Specific rules for racial abilities, skills, Edges, Hindrances, round (much faster if Encumbered). A complete absence
and gear should use those presented in SWADE. Knowledge of wind ruins the atani’s gliding ability, causing them to
(Science) becomes Science, for example, and Tracking is drop like stones.
Survival. If a character has two skills that have been merged „ Weak: The atani’s hollow bones make them frail

into one in SWADE (such as Survival and Tracking), use the compared to most other races. They subtract 1 from
higher of the two values for the new skill. Strength rolls.
If a being has an Edge or Hindrance without an obvious Doreen
equivalent in SWADE, you can either ignore it or give it a „ Coup: Ranged weapons have little use underwater, so
new one you feel has the same general theme. doreen rely on cunning and stealth to hunt. They take
Unless otherwise stated, intelligent beings have Common great pride in getting as close as possible before making
Knowledge and Persuasion at d6, and all beings have a kill. Every time a doreen kills a foe with a Strength and
Athletics, Notice, and Stealth at d6. The GM should increase Toughness at least as high as his own (including armor
this to the linked attribute (or higher) if she feels it’s or other enhancements) with nothing larger than a knife,
appropriate. he gains a Benny.
Charisma is ignored. „ Racial Enemy: Doreen hate kehana and suffer a –2
penalty to Persuasion rolls when dealing with them.
Ignore all instances of Climb for flying creatures and
„ Semi-Aquatic: Can hold their breath for 15 minutes
vehicles.
before checking for drowning.
Special Abilities such as Construct or Undead, or those
that mimic Edges such as Frenzy, should use the updated Grael
versions presented in SWADE. „ All Thumbs: Grael subtract 2 from rolls to use mechanical
devices.
„ Big: Grael subtract 2 from Trait rolls made to use
equipment designed for “normal” beings. Equipment,
food, etc, cost double the usual price.
„ Blubber: +2 Armor and +4 to Vigor rolls made to resist
Fatigue.
„ Dumb: Grael subtract 2 from Smarts rolls.
„ Semi-Aquatic: Can hold their breath for 15 minutes
before checking for drowning.
„ Size +1: Adult grael weigh over 300 pounds.

SAVAGE WORLDS, LOGOS, AND THE


PINNACLE LOGO ARE © 2020 GREAT
WHITE GAMES, LLC; DBA PINNACLE
ENTERTAINMENT GROUP.
WWW.PEGINC.COM
„ Slow: Grael move at Pace 4, have a d4–1 running die, and Scurillians
subtract 2 from Athletics rolls and rolls to resist Athletics „ Mean: The crab men are constantly irritated by others.
where mobility is a factor. They subtract 1 from all Persuasion rolls.
„ Strong: Grael start with a d8 in Strength instead of a d4, „ Keen Mind: Scurillians add +2 to Common Knowledge
increasing its maximum to d12 +2. rolls.
„ Vigorous: Grael start with a d6 in Vigor instead of a d4, „ Claws: Scurillian claws cause Str+d6 damage.
increasing its maximum to d12 +1. „ Dehydration: Scurillians must immerse themselves in

Kehana water (salt or fresh) at least one hour out of every 24.
Those who don’t are automatically Fatigued each day
„ Aquatic: Cannot drown, may speak, hear, and move full
until they are Incapacitated. The day after that, they
Pace when swimming.
perish. Each hour spent recovering in sea water removes
„ Bite/Claw: Kehana have sharp teeth and claws that cause
a level of Fatigue suffered from Dehydration.
Str+d4 damage.(See Natural Weapons in Savage Worlds
„ Odd Shape: The crab men can’t use clothing or armor, and
for Bite attacks).
subtract 2 when using most gear intended for humanoids.
„ Dehydration: Kehana must immerse themselves in water
„ Stubborn: Without fail, scurillians think they know better
(salt or fresh) at least one hour out of every 24. Those who
than anyone else.
don’t are automatically Fatigued each day until they are
„ Shell: Scurillian shells provide +4 Armor.
Incapacitated. The day after that, they perish. Each hour
spent recovering in sea water removes a level of Fatigue New Hindrances
suffered from Dehydration. „ CAN’T SWIM (Savage Worlds): This is a Major Hindrance
„ Habit (Minor): Kehana like to eat their prey “raw and in 50 Fathoms.
wiggling,” a practice most others find repulsive.
„ P20 BRANDED: The penalty is to Persuasion rolls, and
„ Racial Enemy: Kehana hate doreen and suffer a –2 penalty
certain authorities will attempt to arrest him on sight.
to Persuasion rolls when dealing with them.
„ P20 JINGOISTIC: The Minor version is –1 to Persuasion
Kraken rolls with other races, and –2 for the Major version.
„ Aquatic: Cannot drown, may speak, hear, and move full
Pace when swimming. New Edges
„ Dehydration: Kraken must immerse themselves in water „ P21 NATURAL SWIMMER: The bonus applies to Athletics
(salt or fresh) at least one hour out of every 24. Those who (swimming) rolls.
don’t are automatically Fatigued each day until they are „ P14 DIRTY FIGHTER: The hero gets a free reroll when
Incapacitated. The day after that, they perish. Each hour Testing enemies with arcane skills, Athletics, Fighting, or
spent recovering in sea water removes a level of Fatigue Shooting.
suffered from Dehydration.
„ P14 REALLY DIRTY FIGHTER: Replace Trick with “Test”.
„ Magical Affinity: Kraken with Arcane Background have
„ P22 BOARD ‘EM: The bonus applies to Athletics (throwing).
an additional 10 Power Points. Those without may take
two other Edges instead. „ P22 BOARDER: The bonus applies to Athletics (climbing
„ Outsider (Minor): Kraken are strange and mysterious and throwing).
beings even among the people of Caribdus. They subtract „ P23 MUSKETEER: The character reduces the Reload value
2 from Persuasion rolls when dealing with other races. of black powder weapons by 1.
Red-Men (Half-Ugak) „ P23 ROPE MONKEY: Any reference to Climbing refers to

„ All Thumbs: Half-ugaks subtract 2 from rolls to use Athletics (climbing) instead.
mechanical devices. „ P24 WHALER: The bonus applies to Athletics (throwing).
„ Clueless: Red Men subtract 1 from Common Knowledge „ P24 GOOD OR BAD REPUTATION: This Edge is removed in
and Notice rolls. favor of Fame and Menacing.
„ Dumb: Half-ugaks subtract 2 from Smarts rolls.
„ P24 STORM CHASER: The bonus to Boating is +1. The card
„ Fighters: Red Men struggle from birth to survive. They
draw applies to his draws during a Chase as long as she’s
start play with a d6 in Fighting, and increase its limit to
the Captain.
d12+1.
„ Outsider (Minor): Red Men subtract 2 from Persuasion „ P24 WIND SENSE: The bonus is +1. The card draw applies

rolls when dealing with other races. to his draws during a Chase as long as the Captain heeds
„ Strong: Red Men start with a d6 in Strength instead of a his warnings.
d4, increasing its maximum to d12 +1.
„ Vigorous: Red Men start with a d6 in Vigor instead of a
d4, increasing its maximum to d12 +1.

2
„ P41 CRITICAL HITS: Use this table instead of the one in
Equipment Savage Worlds.
Use as listed or replace with the rules from SWADE where
an item has been updated. The Thousand Isles
Armor The Kieran Empire
„ P27 KRAKEN BONE ARMOR: Min Str is d6. „ P75 BRAVEN RANGER: Add Athletics d6, Common
Knowledge d6, Persuasion d6, Stealth d8, and Survival d8.
Weapons
„ P79 THE TERROR: Size 16 (Gargantuan).
Use SWADE for standard hand weapons, firearms, etc.
Unless otherwise noted, the Minimum Strength of a melee
weapon is equal to its damage die. Thus a grael battleball Savage Tales
(Str+d10 damage) has a Min Str of d10. „ P124 THE DESTROYER: Size 14 (Gargantuan).
All black powder weapons are Reload 3, except the Rifled „ P126 THE PERDITION: Size 14 (Gargantuan).
Musket, which is Reload 4.
„ P126 TORQUEMADA: Add Persuasion d12, Ruthless
(Major), Provoke, Retort, and Work the Crowd.
Setting Rules „ P128 THE SEA HAGS: Add Athletics d6, Common
„ P36 NAVIGATION: Allow each player character and the Knowledge d6. Use rules for Gargantuan creatures form
crew to make a Support roll instead of using the table. Savage Worlds. The hags are now Size 10, reducing their
Retain the modifiers for hugging the coast or having no Toughness to 21 (4).
compass. „ P133 THE BLACK QUEENS: Add Persuasion d10, Survival
„ P39 CONTACTS: The bonus applies to Networking rolls. d8, Thievery d8.
„ P39 TYPICAL SAILOR: Add Athletics d6 and Persuasion d4 „ P133 THE MANEATER: Size 13 (Gargantuan).

„ P39 SHIP COMBAT: Use the Chase rules from Savage „ P149 FLOTSAM FIENDS (Hang): The fiends add +2 to
Worlds. grappling attempts. Use the normal rules for grappling.
„ P152 INCINERATOR : Size 14 (Gargantuan).

UPDATED VEHICLES
Heavy Armor: Ship Toughnesses marked with an asterisk (*) have Heavy Armor.
Ship Size: Caribdus ships sometimes differ from those in SWADE. Galleys and galleons are slightly smaller, for example.
TOP SPEED TRAVEL CARGO
VEHICLE SIZE HANDLING (MPH) SPEED TOUGHNESS GUNS MASTS SPACE CREW COST
Brigantine 12 (Gar) 0 8 3 19 (4) 12 2 6 12+20 $30K
Crumster 9 (Huge) –1 7 3 16 (3) 8 2 6 8+12 $25K
Dinghy 2 (Normal) 0 5 1 8 (1) 0 0 1 1+3 $500
Notes: for $1K, the craft is a longboats with Top Speed 8 MPH and Crew 9+4.

Frigate 9 (Huge) 0 8 3 16 (3) 8 2 10 12+24 $30K


Galleon 13 (Gar) –3 9 3 21 (4) 16 3 8 30+40 $125K
Galley 12 (Gar) −1 15 3 20 (4) 8 1 4 120+16 $25K
Notes: Has both oars and sails, Top Speed is 5 MPH with sails. Ram (AP4 and halves damage sustained when ramming).

Hoy 7 (Large) +2 7 1 14 (2) 4 2 4 8+6 $20K


Junk 10 (Huge) –1 8 3 17 (3) 8 2 8 12+36 $35K
Kieran Cutter 11 (Huge) +1 9 2 21 (6) 16 2 2 12+20 $80K
Man of War 15 (Gar) –3 9 3 23 (4) 32 4 6 120+40 $500K
Schooner 9 (Huge) +1 9 2 15 (2) 4 2 6 6+10 $20K
Notes: additional +1 Handling to avoid running aground

Skiff 5 (Large) +1 6 2 12 (2) 2 1 3 1+7 $10K


Sloop 7 (Large) +1 7 2 14 (2) 4 2 4 1+11 $20K
Wave Rider 1 (Normal) +3 6 1 7 (1) 0 1 0 1 $1K

3
„ P154 STUMPY PETE: Pete has Thievery d8 and Survival d8. can cause Death. Removing a leech requires a Strength
„ P158 THE MAD DOG: Size 14 (Gargantuan). roll. A Critical Failure on this roll bursts an artery—the
victim is Bleeding Out (see Savage Worlds)!
„ P163 GUARDS: Add the Can’t Swim Hindrance.
„ P189 LEECH, GIANT (Size): Giant leeches are Size –3 and
„ P164 SHOU DENG: Add Athletics d10, Common Knowledge
have a Strength of d4–3.
d6, Persuasion d8, Survival d6, Humiliate.
„ P190 MARINE: Add the Soldier Edge.
„ P164 THE JADE EARTH DRAGON: Size 11 (Huge).
„ P193 OCTOPON (Ink Spurt): Out of water, an octopon can
„ P174 LA SANGUINE: Add Ruthless (Major).
spit its ink into the face of an adjacent foe as an action (but
„ P179 CAPTAIN ABDULLAH: Add Ruthless (Major).
no more than once per turn, and never two turns in a row).
„ P181 REDBEARD RUFUS: Add Ruthless (Major). Teat this as a Breath Attack that can be Evaded. Anyone
affected is blinded (as per the power.
Encounters „ P194 OCTOPUS, GIANT (Bite): Add Bite Str+d8.

„ P194 OCTOPUS, GIANT (Tentacles): Use the rules for


Animals have Athletics equal to their Agility unless otherwise
listed. tentacles instead. The creature has four tentacle actions
and a Reach of 3. Bound or Entangled prey may be bitten
Humans typically have Athletics equal to their Agility and
as usual.
Common Knowledge equal to their Smarts. Extras have
„ P194 ORCA (Size): Increase Size to +6, Str to d12+6, and
Persuasion at d4 unless they frequently interact with others
(like merchants), or d6 or higher if they’re Wild Cards. Stealth Toughness to 14.
is d4 for society types and equal to Agility for those who get „ P195 PIRATES: All pirates are Ruthless (Minor). Some are
their own hands dirty. Adjust any or all of these as makes Ruthless (Major) at the GM’s discretion.
sense for a characters’ role and profession. „ P196 SLAP TREE (Poison): Victims must make a Vigor roll
Those who frequently venture into the wild have Survival (at –2 with a raise) or be Stunned.
at their Smarts. „ P196 SNAPJAW (Tendrils): Use the rules for tentacles
Pirates and other scoundrels have Thievery equal to their instead. The creature has 1d6+1 tentacle actions and a
Agility. Reach of 2. Bound or Entangled prey are subject to the
„ P146 ADMIRAL NELSON DUCKWORTH: Add Ruthless thing’s digestive juices.
(Minor) and Reliable. „ P198 RED MAN SHAMAN (Black Bolts): The shaman may

„ P183 HMS JUSTICE: Size 14 (Gargantuan). fire a bolt on each of his actions if he chooses.
„ P184 BLUE BEARS (Bear Hug): Ignore the Bear Hug. The „ P198 ROC (Size): Increase Size to 12 (Gargantuan), Str+10

grappling rules accommodate their abilities naturally. and Toughness to 18.


„ P184 CITIZEN: Athletics d4, Common Knowledge d6, „ P199 SEA WORM, GIANT (Size): Increase Size to 9 (Huge),

Persuasion d4, Thievery d6. Str+6, and Toughness to 15.


„ P185 CITY WATCH AND VETERAN CITY WATCH: Add the „ P199 SEAWEED FIEND (Stench): Characters must roll

Soldier Edge. Vigor when they first move next to the creature and at
the beginning of any turn they start next to it. Failure
„ P185 EDWARD LAZENBY: Athletics d4 and Common
means the character is Shaken, and a Critical Failure
Knowledge d10.
means they’re Stunned.
„ P186 ELECTRIC EEL, GIANT (Electric Shock): Any creature
„ SPIDER, GIANT (Poison): Use the standard rules for
striking an eel with a metal weapon receives a shock and
paralyzing poison in Savage Worlds.
must make a Vigor roll at –2 or be Stunned. No more
„ P200 TIDAL SNAKE (Size): Increase Size to 4, Str+2, and
than once per turn, and never two turns in a row, the eel
can generate a powerful electrical charge in the shape of Toughness to 10.
a Large Blast Template. Everything under the template „ P200 TIDAL SNAKE (Poison): Characters who fail their
must make a Vigor roll at –4 or be Stunned. Vigor roll are Stunned.
„ P188 TYPICAL INQUISITOR: Add Common Knowledge d8, „ WALKING GODS, DONGA (Size): Decrease Size to 9 (Huge),
Persuasion d8, Taunt d8, Ruthless (Minor), Humiliate, Str+9, and Toughness to 15.
and Provoke. „ WALKING GODS, SSSS (Size): Increase Size to 12
„ P189 KRAKEN WARRIOR: Common Knowledge d8, (Gargantuan), Str+9, and Toughness to 17.
Persuasion d4, Survival d8. „ WALKING GODS, JINKA-TAHN (Size): Increase Size to 11
„ P189 KRAKEN MAGE: Athletics d6, Common Knowledge (Huge), Str+10, and Toughness to 19
d10, Persuasion d4, Survival d6. „ WHALE (Size): Increase Size to 8 (Huge), Str+5, and
„ P189 LEECH, GIANT (Blood Drain): A giant leech succeeding Toughness to 14.
in a Fighting roll attaches itself to its prey and begins to „ YELLOWBACK (Size): Increase Size to 4 (Large) and
drink blood. Each round the leech is attached the victim Toughness to 12 (2).
must make a Vigor roll or suffer a level of Fatigue. This

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