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.
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 	 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