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The document outlines various character traits, hindrances, and edges for a role-playing game, detailing how these affect gameplay. It includes examples of both minor and major traits, such as 'Bad Luck' and 'Blind', as well as skills and abilities like 'Acrobat' and 'Combat Reflexes'. Additionally, it explains the distinction between 'Wild Cards' and 'Extras' in the game, emphasizing the unique attributes of player characters compared to common NPCs.
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Save basic rules (1) For Later oes ain Cimbing ‘Stength Bad Eyes. Minor/Major......-2 t0 attack or notice something more than 5” distant
2 Traits oo Bad Luck Major (One less Benny per session
Modifiers: Circumstances modify the die ral,
‘such as shooting at something at long range or
finding a well-hidden clue. Some things, such as
ranged attacks, have standard modifiers. I's up
to the GM to determine any modifiers for more
subjective tasks, such as spotting an ambush or
‘eavesdropping on a conversation through a door.
In general, an easy task, such as fincing tracks
inthe mud, is made at +2. Adifficult task, such as
finding tracks by torchlight, is made at -2.A very
difficult task, such as finding racks in a rainstorm,
is made at ~4
‘Aces
All Trait tests and damage rolls in Savage
Worlds are open-ended. That means that when
you roll the highest number possibie on a die (a6
‘on a d8, an 8 on a d8, and so on), you get to roll
that die again and add itto the total. This is called
fan "Ace." Any modifier to the die rll should be
tacked on after adding up an Aced rol
Raises
‘Sometimes it's important to know just how
successful a Trat test was, Every 4 points over
what you need for success is called a "raise." If
your hero needs a 4 to Shoot an opponent and
rollsan 11, he hits with one raise (and would have
two raises with a roll of 12). Figure raises after
‘adjusting for any modifiers
Unskiled Attompts
If character doesn't have a skill for an action
he's attempting, he rolls a d4 and subtracts 2from
the total Wild Card characters stil get their Wild
Die for these rolls (which are also subjectto the ~2
penalty). The GM may decide that a character has
no chance ata particular skil fhe has no training
init—such as performing surgery or fying a plane.
Opposed Rails
‘Sometimes rolls are “opposed by an opponent.
If two charactors are wrastiing for control of an
ancient artifact, for example, they both make
Strength rolls and compare results.
eee
When this happens, the acting character gels
his Trait total frst. f he wants to spend Bennies
(s2e the next saction), he dees so now. When
he's satisfied with his total, his opponent gets to
roll. The highest total wins. in a tic, the two foes
continue to struggle with no clear vietor.
‘The winner of an opposed roll considers
his opeonent’s total as his TN for purposes of
determining any raises,
‘cooperative Rols
‘Sometimes characters may want to cooperate
and help a frend complete same kind of urgent
task. If two or more characters want to perform a
lask together (and the GM decides i's possible
for them to do $0), the lead charactor makes his
rall dnd adds +1 for every success and raise his
‘companions achieved on their own rolls. This has
‘normal maximum of +4 forall tasks except those
of Strength, which have no maximum.
Characters may not make cooperative ros if
they don't actually have the ski in question. (You
can't make default rolls to aid with Boating, for
example, if your character doesn't actually have
the Boating skil.)
croup Ros
‘When you want to make a noncombat Trait roll
for a croup of Extras, rll one Trait dis 22 usual
‘along with a Wild Die. Take the better of the two
28 alWays and trea this as the group's total. This
way you get a nice average without having to
‘make Individual Fear rolis for every Extra who
ees a dragon, or watch one clumsy soldier ruin
‘a stealthy approach for his 49 companions
Tha Wild Die
Extras roll a single die as described above. But
\Wild Cards rol an extra dé end take the highest
of theic normal die or the “Wild Die" when making
‘kil or attribute rolls. Wild Dice ara rolled just like
the Trait die, and can Ace as wel (see above),
> Critical Failure: The downside is that snake-
eyes (double 1s) on one of these rolls isa critical
failure. The GM gets tomake up something rotten
tohappen to your character. That's the price Fate
charges for making someone a hero,
Example: Buck Savage, international
adventurer, faces wild-ayod cultists. He has
‘a df0 Shooting and rolls his a6 Wild Die, The
Wild Die comes up 4, but he Aces (a 10) on
‘he 10. He sets the Vd Dio aside and rolls
the d10 again, He gets another 10, then rolls
again and gets a 3, His totals (10+ 10+3=) 29!
ry now and then the clice may not work for
you. That's why Savage Worlds gives you, the
player, 2 litle contro! evar your hero's fate,
piayer starts each game session with
Jennies’ (American slang for “benefits"),
represented by gaming stones or other tokens that
signify a litle bit of good luck or fata, The Game
Master may also give you more Bennies for great
roleplaying, overcoming major obstacles, or even
entertaining everyone with an outlandish action,
side-spiiting comment, or other memorable act.
(Tips for awarding Bennies can be found in the
Game Master's section on page 145,)
You can use Bennies to reroll any Trait test,
Make the entire roll from scratch, If you're fring
three shots on full-auto and don't ke the results,
pick up all three cice and your Wid Die and roll
again. You can keep spending Bennies and
reroling as long as you like, and taka the best of
Your attempts. Ifyou roll a 5, for example, and a
Benny gets you 2 4, keep the original 5 instead
Bennies eannotbe spent on tables, damage rolls
(unless a character has the No Mercy Edge}, or
‘any other roll thet isnt a Tait rll.
> Soak Rolls: Bennias can also be used to save.
your bacon trom deadly attacks. Choose carefully
‘where you spend them! Ses Damage for complete
information on how to make Soak rolls
Game Master Bennias
Game Masters get Bennias too. At the stat of
teach session, the GM gels one Benny for each
Player character. He may use these for any of his,
villains throughout the course of the game.
Each of the GM's Wild Cards also gets two
Bennies per game session. They can use these
Cor any of the Bennies in the common pool to save
their evil skins, but they can't share their own
Bennies with other nonplayer characters.
As with heroes, Bennies are not saved between
sessions.ourthing, see th
> Distance:
are using terrain or a battie~m:
26mm miniatures, movement and weapon ranges
are listed in inches. I you need to translate that
to regular distance, each Inch is equal 102 yards.
ifthe GM needs adlifarent scale to accommodate
f largar battle, such as a long-range firefight
between tank platoons, simply divide weapon and
movement ranges as needed.
> Time: When a fight breaks out, game time
breaks down info rounds of six sec
rounds, then, is one minute,
‘Using Alles
‘Alied Extras are divided up emong al the
to control. This isa very important part of Sava
Worlds because our settings often feature allied
bans of skilled hirelings, folow grunts, oF loyal
retainers, and the game is designed tohanle them
uickly and easily. Is also designed forthe players
to control them-—not the Game Master.
It doesn't matter whether or not the characters
control the allies, only that tne players do. This
keeps everyone involved in the action even if his
hero is out of the fight, and makes running large
‘combats much easier and fun for everyone. Of
‘course the GM can always take charge of Extras
when the need arises, but with good roleplayers,
this should rarely be necessary. Some tins for
the Game Mastar on using Allies can be found
on page 148
snot and standard
Initiative
The action in Savage Worlds fast and furious,
To help the Game Master keep track of wo goos
in wnat order and add a itl randomness to the
gama, we use a single deck of playing cards
wth both Jokers left in to determine everyone's
initiative,
Deal in characters as follows:
+ Every Wild Card is dealt a single card. Any
allies under that player's control act on his
initiative card as wel,
dC
own caxd.
> Shuffle: Shutfle the deck after any round
which a Joker was dealt
> Large Groups: In very large groups, or time:
sensitive games, the Game Master might want
io try dealing a single card per side (heraes and
vilains). On the heroes’ tur, simply start at one
fend of the group and work quickly around. This
wil speed things up dramatically if
important than varying iniative order
more characters have Level Headed or
hat apply to the draw (but only once).
The Countdown
Once the ca
tats the round by counting down from the A
the Deuce, with each group resolving its actions
when its card comes up.
> Tiee: Tios are resolved by suil order: Spades
are first, then Hearts, Diamonds, and Clubs
(raverse alphabetical ord).
Jokers
When a player draws 2 Joker, his
ccan go whensver he wants in the round, e
interrupting another character's action he wants.
in addition, add #2 to all Trait tess this round, and
+2 to damage totals as welll
Hold
‘A hero may choose to wait and see what
happens by taking a Hold action. He may then
go later in the round ifhe chooses. AHeld action
jastsuntii's used. Ifa character has a Held card
when a new round starts, he’s not dealin
Ifa character is Shaken while on Hold, he
Immediately loses his "Hold" status and any
remaining actions for the round. If the victim
soaks the attack and avoids the Shaken resut
he remains on Hold.
> Interrupting Actions: If @ character on Hold
wants to interrupt an action (including a rival who
was also on Hold), he and the opponent make
‘opposed Agilty rolls. Whoever rolls highest goes
first. In the rare case of 2 tle, the actions are
simultaneous.
are dealt, the Game Master
‘Some new playars have been hesitant
nitfatve. Wo've presented
1g systems in previous
e th is, the card-base:
iniiatve system works and is a ot of fun. If
you're new tof try it
We've found the excitement of drawing 3
‘oftha game and those who give
ky realize how well it w
1° Savage Worlds—pariculariy when it
188 to keeping track of large groups of
heroes and vilains.
Without Miniatures
@ situations that ar ly ent oi
table-top measu
> Range: The GM st
far away targets are. M
o thinkin yards. Remember that
uid simply decide how
tally, it's much easier
y Wo yards is one inch on the table-top, so
ia target is about 20 yards away, i's 10" away.
> Templates: Without exact placement o}
miniatures it's tricky to know how many foes
rmight be caught ay an areaveffect attack (Ike a
grenade). For these occasions, figure a Small
Burst Template affects 143 foes, a Medium Burst
cr Cone Template affects 204 foes, and a Large
Burst Template catches 248 opponents
Allies adjacent ar in combat with these foes
less the attack hits with‘Movement
joesntt in
actions, such as fring a weap
> Crawling: A character may
This counts as being prone when bei
> Crouching: A
crouching at half P
crouched (halve his total Pace af
running). Ranged attacks against
=1 penalty.
> Going Prone: A charactor may fall prone at
‘any time during his action. Getting up costs 2° of
movement. See Prone on page 85 for the benefis
of being prone.
> Difficult Ground: Difficult ground such as
‘mud, steep hil or snow, slows characters down.
Count each inch of dificult round as two inches
{or purposes of movement
> Jumping: A character can jump 1" horizontally
from a dead stop, or up to 2° with a "run and go.”
A successful Strength roll grants one extra inch
of distance.
‘Running
‘A character may run an
146" during his turn if ha
wishes, Characters suffer a-2
penalty (the standard multi-
action penalty) to all
ccther actions made .
while running
nim suffer a
additional
o save a litle time in the heat of battle
Actions
Characters perform “actions” when their cars
‘comes up each round, A character can mo:
(see Movement) and perform one regula’
‘ction—attacking, running, casting a spell, a
80 on—without penalty
Characters can perform a multitude of actions
when their card comes up in combat. The most
common actions are making Tests of Will, using &
power, of attacking with the Fighting or Shooting
ski, These are all covered on the following pages.
Simpler actions such as readying an item,
crawing a sword, or other quick tasks usvally take
tne action. More complax actions, such as lighting
torch, digging through a backpack tofind a smal!
iter, and so on, might require a random amount
of time (such a8 106 rounds). The Game Maste
has the final say
> Readying Weapons: Drawing a weapon
Usually takes an entire round, but a character can
‘it fastarifshe wants, This is an action, however,
and so inflicts the standard muit-action penalty of
“20 the characters attack rll.
Drawing two weapons at once, drawing @
weapon from a dificult location (such as an ankle
holster or inside a coal), or drawing a large or
roll is fale
the character may not attack that rou
Multipla Actions
Chi may perform multiple actions su
as intimidating someone while blasting away with
}tgun, runni ighting, attacking with a
weapon in each hand, and so on. Two import
rules apply
+ Acharacter can't fire more than his weapon's
Rate of Fie in one round
+ A character may not make more than one
Fighting attack with the same weapon in
fone round
in essence, a hero may not perform the same
action twice in a round—he can't make two
simultaneous Intimidation rolls or cast two diferent
spells. He could make a Fighting and a Shooting
attack if he had a gun in one hand and a knife in
the other, however, and could even issue a Taunt
atthe same time. He could only make two Fi
attacks if he had a knife in each hand, bi
(or had the Frenzy Edge).
Each additional action attempted in a round
subtracts 2 from all the haro’s rolls. if an
adventurer wante 19 fira a gun with one hand
and slice at an adjacent foe with a sword in the
other, for instance, he subtracts 2 from both rolls.
Ife also wanted to make @ Test of Wills against
someone at the same time, he subtracts 4 from
all his rols.
Wild Cards get thelr Wid Die on each action
as usual
‘A moving character may perform these actions
atcifferent points in his movernent, but sil suflers
the mult-action penalty. This might seem a litte
dd in practice—a character might shoot a pisto
move @ few inches, than issue a Taunt—suffering
a -2 ponalty to both even though the Taunt rol
has yetto be resolved—so make sure the players
committed to Both actions before resolving ether.
> Froo Actions: Some minor actions are “free”
‘and don’ inflict mult-action penalties. Speaking
fa short sentence or two, moving up to the
character's Pace, faling prone, resisting opposed
rolls, or dropping an item are all examples of free
actions.
> One Wild Die Per Action: When Wild Cards
roll multiple dice fora single action, such as when
firing a machine gun, they roll only ane Wild Die
‘Awartior with the Frenzy Edge, for example, rolls
's everything you need to know to
and keep your hero alive
Molea Attacks
The Target Number to hit an opponent is equal
the opponents Parry score (2 plus half his Fighting
abiity: thats a 2 ifhe has no Fighting sil),
> Bonus Damage: If your attack hits with a
raise, add +166 to your damage total as welll
‘The d6 may Ace just like any other damage rol,
Ranged Attacks
‘The Shooting skill covers everything from pistols
to rocket launchers. The base TN tot something
at Short range is 4 as usual. Shots at Medium
range subtract 2 from the Shooting roll, and shots
at Long range subtract 4 from the roll
> Bonus Damage: If you hit your target with a
raise, add +146 to the damage total. This rll may
‘Ace just ike any other damage rol
Range Modifiers
Range Modifier
Short =
Medium 2
Long 4
> Rate of Fira: The Rate of Fite Is how many
‘Shooting dice the character rolls when fring the
weapon. These additional shots must be taken at
the same time, and each point of ROF grants the
hero another Shooting die. A pistol with @ RoF of
2, for example, gives a character two Shooting
ica, which may be aimed at ho different targets.
‘Asubmachine gun with a RoF of3, for example,
allows the player to rollup to three Shooting dice
at once at up to three different targets. These
shots can be split among all possible targets as,
the player desires, but must all be taken at the
‘same time, A shooter with an Uzi can't fi one
shot, then move and fire two more, for ingance.
Wild Cards roll one Wild Die with the Shooting
roll, and can use itin place of one of the Shooting
dlee if thay choose.
Example: A special agent fires a
submachine gun (ROF 3) at hwo terrorists.
The agent is a Wild Card with a Shootingof a8, so he rolls 348 plus 2 Wild Die (A).
Ths player decides to put two shots into the
closest terrorist and one atthe further target.
He rolls the two at the closest terrrist frst,
then rolls a third d8 for the second. He also
rolls his Wild Dio.
He scores a hit on each with his Shooting
dice and misses with the third, but his Wire
Die hit so he replaces one of the failed
‘Shooting dice with it and gets his maximum
three hits (since that was his RoF}.
> Firing Blind: Sometimes a character may
want to fire at targets they have no fix on
‘whatsoever. In these cases, allow the attacker
ta make @ Shooting roll at ~4 as above. Should
he hit, the target may make a simple Stealth roll
ta ignore the attack (it misses). The Stealth roll is
made at -2 ifthe attack was made with a ROF of
3ormore.
‘Attack Modiiers
> Cover: Attackers suffer a penalty whan
attempting to hit @ target behind cover:
+ Light Cover: Characters subtract 1 from
their attack rolls if half or less of thelr target
is obscured.
+ Medium Gover: The penalty is increased to
=Zitmore tnan nalforihe targets hidden fiom
view, This is the usual penalty for attacking a
prone charactor (s90 Prone).
+ Heavy Cover: The penalty Is~4 only a small
part ofthe targets visible (prone beside a tree,
behind a high wall, peeking around the corner
of a building, et.)
‘+ Noar Total Cover: Attacking through a very
tight opening that provides near total cover,
‘such as an arrow sii, subiracts 6 from enemy
attack rolls
> Illumination: Attacking a poory-iluminated
target is more dificult than a similar attack with
{good lighting, and incurs the following penalties:
* Dim: Twilight, light fog. night with a full moon,
land 80 on sublract 1 from combatants’ attack
rolls
+ Dark: Normal darkness with some ambientlight
(staright, partial moon) inflicts a-2 penalty, and
targets aren't visible outside of 10"
+ Pitch Darkness: Targets arent visible at all
in pitch blackness, but if a character knows
roughly where a vietim is (he can hear him,
target is in a confined space, a glint of ight
shines off his blade, ete), he may be attacked
at-4
Damage
[After @ successful close combat or ranged hit
the altackar ros damage. Ranged weapons do
fixed camage as istad in the Gear section. Most
pistols, for example, cause 248 damage,
Hand weapons cause damage equal to the
attacker's Strangth die plus a second die, which
‘cepancs on the weapon. A barbarian with a d12
Strength and a long sword (48 damage) rolls
12408 damage. Even though Strength is used
to determine melee damage, tis isnt a Trait rll
Wild Cards don't add a Wild Die to the roll and
thay can’t spend Bennies if they're unhappy with
the results.
All damage rolls can Ace.
> Unarmed Combat Damage: An unarmed
‘combatant rolls only his Strength die.
> Bonus Damage: Well-piaced attacks are
more likely to hit vital areas, and so do more
‘damage. If your hero gets a raise on his attack roll
(regardiess of how many aises), he adds +146 10
the final total. This roll may also Ace!
‘Applying Damaya
‘The damage of an attack is compared to the
Victim's Toughness just like a Trait rll (though it
isnt one go you can't spend a Benny on it). With
19 suoce0e, tho vietim ie Shaken. For each raise:
over his Toughness he suffars 2 wound as well,
as shown below:
+ Success: The charactor is Shaken. If he
was already Shaken, he suffers a wound and
temains Shaken, To cause a wound, the latter
Shaken result must come from a physical
attack of some kind—not 2 Tast of Wills of
other maneuver.
+ Raise: The character suffers a wound for
every raise on the damage rll, andis Shaken.
(When wounds are caused, t doesn't matter if
the vietim was already Shaken beforehand.)
Example: A barbarian hits an ogre with
Toughness of 11. The barbarian’s fiend, &
rogue, has already tauntad the beast (a Test
‘of Wills, s9e page 86) and Shaken i
Ifthe barbarian’s damage is 11-14, that's @
‘success and would normally Shake the ogre.
Since it's already Shaken, he suffers a wound
‘and remains Shaken.
Ifthe barbarian's damage is 15—a raise or
‘more—e'd simply cause wounds. The ogre
is already Shaken, and since a wound was
‘caused, there's no further effect.
CR
‘One of the core principles of Savage
Worlds is that figures are up, down, or off
the table. This assumes you're using figures,
bbut the concept applies even if you're not
Up, down, or off the table means the Game
Master can hava dozens of actors (ales,
‘enemies, etc) and easily keep track of them
all because those that are up are fine and
‘operating normally, thase that are down are
Shaken, and those who are incapacitated
are removed. Understanding that may help
you better understand why the Shaken rules
work the way they do.
Of course the Game Master shouldn't fil
the table with miniatures simply because he
‘can. Instaad, the ably tohandle such large
fights is a too! fo let the player characters
adopt diferent strategies than they would
in most games where thisjust isn't practical
Want to recruit a warband to hele you take
down that orc horde? No problem! Want fo
‘dk several platoons of tanks to help storm
that enemy trench? Can do! One of our most
infamous convention scenarios is a dozen
tanks and 50 soldiers per side supporting a
raid by the player characters—al| nandled
Jn about two hours with roleplaying, puzzie-
solving, and a massive combat. The power
‘and flexibilty to do that, wile stil maintaining
2 high level of charactor customization and
dotail, is one ofthe features we think makes
Savage Worlds so special.
Damage Effects
Damage can result in three effects: Shaken,
\wounds, and incapacitation.
‘Shaken
the damage of an attackis a simple success
(0-3 points over Toughness), tne target s Shaken
‘Shaken characters are rattled, distracted, or
momentarily shocked, They arent stunned but
are temporarly suppressed enough that they must
‘make a Spi rol to be effecive.
On their action, @ Shaken character must
altempt to recover from being Shaken by making
2 Spirit ro:
+ Fallure: The character remains Shaken. Ho
an only perform trae actions (see page 75),
+ Success: Tha character is no longer Shaken,
but can stil only perform frag actions.
+ Raise: The charactar's no longer Shaken and
‘may act normally.
> Spending Bennlas: A player may spend @
Benny at any time to remove hls Shakan status. If
it's currenty his action, ne may act 2s if he gained
‘raise on the Spirit rol,
Wounis
Every raise on the damage rll inficts a wound.
‘Wounded Extras are removed from play. They're
‘dead, Injured, or otherwise out ofthe fight
Wild Cards can take three wounds and stil
{unetion. I'anather wound would be caused after
that, they're Incapacitated (see below). Wild Cards
never have more than three wounds—anything
bayond that just considered three wounds and
Incapacitated (see below).
> Wound Penalties: Each wound a Wild Card
suffers causesa—1 cumulative penaly ohis Pace
(minimum of 1) and tall further Trait tests—up to
tha maximum of @ hero's 3 wounds. Ahero with 2
wounds, for example, suffers a ~2 penalty to his
Pace and any Trait tess.
> Timing: Characters sometimes take multiole
hits on the same Action Card, Resolve eacn
damage roll separately and completely before
‘moving on to the next (including any Soak rolls).
‘meapacttation
Incapacitated characters aren't necessarily
dead, but are generally too beaten, battered,
or bruised to do anything useful. They may not
perform actions and are not dealt Action Cards
in combat. incapacitated Extras are removed
from play.
Wild Cards are incapacitated if hey suffer more
than three wounds (cumulatively or ail at once).
When a Wild Card bacomes incapacitated, make
an immediate Vigor roll oO
* Total of 1 or Less: The character dies.
‘= Failure: Roll on the Injury Table. The Injury
| permanent and the vitim is. Bien Out
(390 bolow),
'* Success: Roll on the Injury Table. re hry
goes away when all wounds are healed.
‘© Raise: Roll on the Injury Table. The Injury
goes away in 24 hours, or when all wounds
are healed.| Injury Table
26 Wound
2 Unmentionabies: ithe
‘magic. There Is no other effect ‘rom
this resut
3-4. Arm: Rol left or right arm randomly; it's
‘unusable Ike the One Arm Hindrance
(though fhe priary arm's afected
onan pelos st poly othe
omen
Ss Guts: Your hero catches one
Somewhere between the crotch and
tho chin Rol 126
| 12 Broken: Agity reduced a dle
| type (inirum 8),
| 2 Bator: Vigo reduced a dia
| type (inirum d),
| 36 Busted Strength reduced a cio
type (irimum d),
a 40 Leg: Gain he Lame Hindrance (or the
| One Leg Hindrance if already Lame).
|
|
41-12 Head: A grievous injury to the head.
Roll 16:
1-2. Hideous Sear: Your hero now
has the Ugly lindranes.
‘3-4 Blinded: An eye is damaged
Gain the One Eye Hindrance (or the
Blind Hindrance if he only had one
good eye).
‘5-6 Brain Damage: Massive trauma
to the head. Smarts reduced one die
type (min 44)
> Bleeding Out: The injured character must
make a Vigor roll al the start of each round after
the one in which he was injured and before Action
Cards are dealt
+ Success: The victim must roll again next
round, ar every minute thereafter if not in
‘combat.
= Raise: The victim stabilizes and no further
| rolls are required,
+ Failure: The character dies from blood loss.
Other characters may stop a victim's bleeding
by making a Healing roll f successful, the victim
stabllzes immediately and no further rois are
required. This use ofthe Healing ski ust stops
the bleeding. See page 87 for the use of the
Healing skill to recover actual wounds
Soak Rolls
A character may spend a Benny to make a
‘oak’ rol, which is a Vigor check. A succes
and each rais 3 the number of woul
nat attack by one.
ks all of the wounds
an attack, ne removes his Shaken condition
too (even from a previous soures). Don’
the wound madifers he's about to suffer when
making this rol
> Timing: Acharacter may only make one Soak
toll per attack. i a Soak roll eliminates 2 of 3
wounds, for instance, a hare can't make another
Soak roll to eliminate the third wound. (The hero
‘ould spend a second Benny to rerall the Vigor
roll as usual, however.)
> Shakon: A character can also spend a Benny
to immediately eliminate a Shaken condition (and
act if it's his action), This can be done at any
time—even just after a failed Spirit rll to recover.
|
ware a num
rs characters might perfor
bat.
nt allqwred) may add +2 to his Shooting
for Throwing rollin the following round versus
Whatever ha aimed at (a person, vehicle, et.
Aiming for multiple rounds has no extra effect
‘Area Effect Attacks
Grenades, spell effects, and other attacks that
cover a large area are “area effect attacks.” The
three most common size attacks have been made
into Smal, Medium, and Large Burst Templates,
found on page 180 and on our website
To altack with an area affect weapon, the
character places the template on the table (or
picks where he wants the center of the blast to
be) and makes a Shooting or Throwing roll. Ifthe
aitack is successful, the blast is centered where
desired, Everything under (or partially under) the
template is affected, rolling damage separately
for each Wild Card or group of Extras.
Failure means the blast deviates. Just how far
depends on whether it was thrawn or launched
‘and what range bracket the target was in (Shor,
Medium, of Long). Roll 166" for thrown weapons
(such as grenades) and 1410" for fred projectiles.
Multiply by 1 for Short range, 2 for Medium, and
3 for Long.
Next roll a d12 and read it ike a clock facing
to determine the direction the missile deviates,
‘A weapon can never deviate more than half the
distance to the orginal target. That keeps things
fom going behind the thrower.
Targets use their lowest armor value against
area effect damage—armor must cover the entre
body witnout gaps to provide any protection at al.
> Cover: Targets who are prone or behind
cover stil get some protection from area affect
attacks. In these cases, the modifier they would
normally receive against ranged attacks acts as
that many points of Armor instead. A character in
major cover, kee foxhole, negates four points of
damage from a blast if he's caught within it.
> Diving for Cover: Thrown weapons with &
blast effect (such as grenades) and artillery allow
potential targets a chance to move out of the
‘area of effect. Give targets who saw the danger
‘coming an Agilty roll at -2 to jump out of the way
land avoid the damage, If successful, move the
aractar just
exactly where
‘Astomatie Fire
2 or higher) Fire
ciffarantiy—tha
To attack with a fll-auto weapon, rolla number
of Shooting dice equal to the weapon's Rate of
Fire. Compare each die separately to the Target
Number to see ift hit Ifthe weapon has a RoF of
3, for example, a Wild Card rolls three Shooting
dice plus @ Wild Die and uses the best three
results
‘Note that Wild Cards roll their Shooting dice plus
‘a Wild Die, They still can't itwith more shots than
the weapon's Rate of Fire, however,
> Recoil: Fully automatic fire is typically
inaccurate because of the recoil between each
shot. Subtract 2 from the Shooting roll when fring
full-auto (ignore the penalty whon firing a single
sot with such a weagon),
> Full-Auto and Ammo: This system is
somewhat abstract so that we don't have to rall
dice for every single bulet (though we treat them
as such for game purposes). This means that
‘each die rolled on ful-auto represents a number
‘of bullote oqual to the weapon's Rate of Fire when
‘counting ammo, evan though only one “bullet”
‘can hit and cause damage ftom that die. Firing
all thro® dice with a Thompson gun (Rate of Fire
3), for example, consumes 9 bullets.
Most automatic weapons can be set to fie ful
auto of single shot. If @ weapon has selectable
‘automatic use (Auto), you can fre a single shot
{and also ignore the full-auto penalty of -2)
> Suppressive Fire: Insiead of attacking
specific targets, characters with fully automatic
weapons can "spray" an area with lead in hopes
of killing or suppressing a larger number of
Victims. To suppress an area, the attacker places
the Medium Burst Template on the battlefield
‘and makes a single Shooting roll (regardless of
the weapon's Rate of Fire). Include the standard
modifiers for range, the full-auto penalty, and
any other miscellaneous factors, but ignofe the
larget’s modifiers if any (such as being’brone or
in cover—these come into playin another way as
youll see below). Ifthe attack misses, the spray
is offtarget and has no effect,
Ifthe attack is successtul, all possible targets,
within the area make Spirit rolls, adding any
cover modifiers they would normally have againstanged attacks to this roll. Those who fail
Shaken. Those who roll a 4 on their Spiri
(regardless of any Wild Dice) are actually hit
the attack and suffer damage normally
‘Suppressive fire uses five times the weapon's
Rate of Fira in bullets. A weapon with a Rate
of Fire of 3, for example, uses 15 bullats for
suppressive fre.
‘Example: Buck and Virginia, two pulp-
‘era adventurers, are escaping from ancient
ruins in a stolen biplane. Suddenly, they're
‘swarmed by an evil alligator shaman and
iis brainwashed minions. Viginia spins the
plane's Maxim gun around and fires. She
tusas suppressive fire fo slow them down.
‘She places a Medium Burst Template 16°
away-—that's Medium Range for the Maxin—
and rolls her Shooting. She gets a 13, ~2 for
ful-auto, 2 for an unstable platform (the
plane), and ~2 for Madium range, for 2 total
fof 7, Suecass! The tribesmen inthe template
‘must oll their Spirtorbe Shaken. Those wito
‘make Rt charge on through, but those wiho
roll a 1 are hit!
‘Broaking Tings
ant to break
Ue te Toughness vies bolw for these kinds
jects. Use these rules for solid objects. Larger
objects with many components (such as vehicles)
take multiple hits as per the vehicie rules.
‘Most anything can be broken given enough
time and effort, so use this system only when
attempting to break things in a hurry (such as
during combat rounds),
The Parry of an inanimate object is 2. The
catch is that damage rolls against them don't
‘count bonuses from raises on the attack rol
nor Aces. Unlike a person or even a vehicle,
an attack cannot hit a “vital” area on a lock or
a door and thus do more damage. If an attack
‘can't do enough damage to destroy an object, it
can't destroy it (at least not quickly). This keeps
characters from shaltering swords with a feather
and a lucky Strength rol
If the damage roll equals or exceeds the
object's Toughness, it’s broken, bent, shattered,
of otherwise ruined. The GM decides the exact
effects—such as whether a good strike opens a
hole in a door ar knacks tof its hinges.
See Obstacles to attack through objects.
» Damage Types:
‘Swords do
fa plarcing weapons, and
do blunt damage at cosa range far the pui
ofthis table,
‘The type of damage is Important for objacts
because shooting a single bullet through a door,
for instance, may penetrate it, but won't destroy
i Only a blunt or cutting attack is likely to destroy
‘a doar in one shot.
Object Toughness
Object Toughness Damage Type
Light Door 8 Blunt, Cutting
Heavy Door 10-—_—Blunt Cutting
Lock 8 Blunt Piercing
Handeuffs 12 Blunt, Piercing,
Cutting
Knife, Sword = 10——_Blun, Cutting
Rope 4 Cutting, Piercing
Small Shield 8 +~——_Blunt, Cutting
Medium Shield 10 Blunt, Cutting
Large Shield 12,-—_Blunt. Cutting
Called shots
Use the following modifiers and effects when
characters wish to target specific locations:
Limb (-2): An attack to a limb causes no
additional damage but may ignore armor
or have some other special effect (see the
rm maneuver).
+ Head or Vitals (~4): The attacker gains +4
damage from a successful attack to these
critical areas. The target must actually have
Vital areas, and the attacker must know where
they are to gain this advantage,
+ Small Target (-4): Altacks against small
targets such as the heart of a vampiro or a
missing scale on a large dragon's chest are
made at—4, The effect of success depends on
the situation—the vampire might die instant,
the missing scale may mean the dragon gets
no armor, ete. the GM has no particular eect
in mind, t adds +4 damage just lke a shot to
the head or vitals,
+ Tiny Target (-8): Particularly small or narrow
targets, such as the eyersit of a knight's
helmet, carry @ -8 modifier. The effects of a
hit depend on the target. In the case of the
knight, the blow ignores armor and inficis +4
damage because i's a head shot (as above).
his Parry Is increased by +2 until his next
action. The defender may move normally while
performing this maneuver, but no running or other
‘A character can try to make an opponent drop
‘a weapon (or other object) with either a close
combat or @ ranged attack. To cause a disarm
check, the attacker must first hil the opponent's
arm (-2, see Called Shots). The defender must
then make @ Strength rol Ifthe rolls less than
the damage, he drops his weapon. The attacker
‘may choose to make this a nonlethal attack with a
rmelee weapon. Ranged attacks can be nonlethal
ifthe attacker targels the weapon instead of the
limb (generally ~4 instead of -2)
Double Taps & Three Round Bursts
‘Acharacter wit a semi-automatic weapon (such
as aColt 45, an Mt Carbine, oraven an M16) can
fire two shots in one action by “double-apping ”
Double tapping s a single Shooting roll that gives
the user +1 fo hit and damage but expends two
rounds of ammunition,
Many modem automatic weapons, such as the
Mi6A2, have a selector switch that allows the
user to go from single shol, to burst fie, to fully
‘automatic as a free action. Burst fire, or a Three
Round burst, gives the user +2 to ht and damage,
and uses exactly three rounds of ammunition
Tha Drop
‘Sometimes an attacker is able to catch a foe
off-guard and gets “the drop” on him, This usually
happens at a distance of only a few feet, but
other situations may occur (a sniper on a nearby
rooftop)
‘Only the GM can determine when one character
has obtained this kind of advantage over another.
Usually its when the victim is in the classic
hostage pose, is completely unaware of the,
danger, orhas been caught unarmed by an armed
foe, The attacker is considered on Hold and adds
+4 ois attack and damage rolls should he decide
to strike oF
Finishing Move ?,
‘A completely helpless victim (bound,
unconscious, ete.) may be dispatched with a
lethal weapon of some sort as an action. This is
‘automatic unless the GM decides there's a spocial
situation, such as a particularly tough or naturally
armored vietim, a chance for escape, and so on,The killer must usualy dispatch his
‘ring ata Mateo
hanel-to-hand fights. Tl
though we might see
sill on the table-top, in
wrestling ba
people, such as a melee, is qu
tha Innocent Bystander rules when this
(s6e below),
Fall Dofensa
In addition to the usual Defend option, a
character can go for a full defensive action. He
makes a Fighting roll at +2 and uses the result
as his Perry unti his next action. This is a trait
test, so he gets to roll his Wild Die as well. And,
‘of course, the dice can Ace, and yau can choose
to use Bennies on the rol if you want to.
the full defense maneuver conn!
move at al, however. He's doing everything he
can fo fend off whatever is attacking him, If he
Sanging Up
Ganging up on @ foe allows attackers to flank,
exploit openings, and generally harass their
outnumbered opponent. Each additional adjacent
foe adds +1 toallthe attackers Fighting rols, up to
‘a maximum of #4. fthree warriors atack a single
hero, for example, each of the three warriors gets
a +2 bonus to thelr Fighting ras,
‘rapping
Sometimes it's best to restrain an opponent
rather than beat him o albloody pulp. That's where
grappling comes in.
tion. Both the
attacker pick either thelr Strength
nan opposed roll is made. if
defender is free but the attempt
is action. If he does so with a raise
and may act normally. Failure means he is stil
entangled, Instead of breaking free the defender
‘may altempta different action but at a~4 penalty.
‘Alter grappling, the attacker may atiemat to
damage his victim on subsequent rounds by
king an opposed roll as above. On a success
he does his Strength in damage (gaining the.
6 for a raise as normal)
Impravisad Weapons
Heroes often find themselves fighting with
jects that aren't intended for use as weapons.
Torches, vases, chairs, tankards, botles, tools,
and other mundane items are frequently presses
into service in combat. And sometimes characters
ind themselves using existing weapons in
improvised ways, defending with a ranged weapon
in melee or trying to throw a hand weapon not
designed to be thrown,
‘Such improvised weapons cause thu wells to
suffera—1 Fighting or Throwing penalty, as well as
1 to Parry, The Game Master the final judge of
an imerovised weapon's effectiveness
+ Small Weapons: Range 2/6/12, Damage
Str+d4, ROF 1, Min Str d4, —1 attack and
Parry
+ Medium Weapons: Range 2/4/8, Damage
Strtd6, RoF 1, Min Strd8, —1 attack and
Parry
+ Large Weapons: Range 1/2/4, Damage
Strt08, ROF 1, Min Strd8, —1 attack and
Parry
Iimocent Bystanders
When an attacker misses a Shooting or
Throwing roll, it may sometimes be important
(0 $90 iFany other targets in the line offre were
hit. The GM should only use this rule when its
dramatically appropriate—not for every missed
shat ina hail of gunfire
Each miss thal comes up a t on the Shooting
de indicates a random adjacent character was
hil Ifthe attacker was fring on full-auto or with &
shoigun, a roll of 1 of 2 hits the bystander. Roll
damage normally
ed characters as well
using this quick system
y realistic, bt it's fast ang
sinerable
of finng at opponents locked in melee with the
tacker's alles.
Mounted Combat
Characters fighting from horseback (or other
‘ange beasts) have certain advantages and
disadvantages in combat, as described below.
‘Mounts aren't dea Action Gards—they act with
their riders. Animals specifically noted as being
trained to fight (such as warhorses) may attack
any threat to their front during their riders’ act
Untrained horses do not ight unless rderless, and
‘even then usually only if comnered.
> Horsemanship: Characters who wish to
fight from horseback must use the lowest of their
Fighting 0 Riding skils. This makes it important
for cavalrymen to actually be able to ride well
> Collisions: Ifa mounted character runs into
something solid—such as 2 wall—oth he end
the mount suffer Collision Damage as explained
in the Vehicle Rules on page 115.
© Running: Riders auffor tho ueual running
penalty (-2) to attacks ifthe animal runs,
> Falling: Anytime a character is Shaken or
suffers a wound while on horseback he must
make a Riding roll to stay horsed. If he fails, he
falls the horse is moving, the rider suffers 206
damage (ne's merely Fatigued forthe rest of the
fight if the horse was stl)
> Firing on Mounted Targets: Shots directed at
mounted characters use the Innocent Bystander
rules to see ifthe norse was hit Of course, an
attacker can always alm for the horse instead
> Charging: A rider on a charging horse adds
+¥4 to his damage roll with a successful Fighting
attack. To be considered charging, the rider niust
have moved at least 6" or more in a relatively
straight line towards his foe.
> Setting Weapons: Aweapon with a Reach of
4 or greater can be “set” against a cavalry attack /
‘Todo s0, the attacker must be on Hold when he's
attacked by a charging mount (see above).
if s0, ne rolls to interrupt as usual, but each
‘combatant adds +2 to his Agility roll for each point
of his weapon's reach, The winner attacks first,
‘andadds the +4 chargelvonus to his damage; the
loser gains no bonus.