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Savage Worlds Adventurer Edition

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Published by omghaxors, 2021-10-19 14:03:37

SWADE 5.7e

Savage Worlds Adventurer Edition

Keywords: swade

might have (traps, support, powerful magic

Experienceitems, or favorable terrain).

• A Novice Wild Card hero with at least some In general, player characters at the start

combat ability should be able to take on of Savage Worlds campaigns are of Novice

three average foes (those with mostly d6s in Rank. They have a little training and talent

everything and normal arms and armor), or but haven’t had many adventures on

two foes with better skills, arms, or armor. their own yet.

• As the party’s Rank increases, the number This bears repeating: Novice characters are
or quality of foes should increase as well. “novices.” They have a little more skill and
• A good fight for a party of heroes is two ability than most but are only just beginning
Extras per hero plus an enemy Wild Card their careers. They aren’t expected to take on
leader with roughly the same number of dragons or arch villains — they’re expected
combat Edges (or other advantages).
to earn their way to those penultimate

Experiment with these compositions until confrontations.

you have a feel for the game. Then you can Of course, that’s a typical campaign. You
try more powerful opponents or increased may also want to start with more experienced
numbers of less powerful foes. characters. That’s encouraged for really

If a fight is going poorly, you don’t have to difficult worlds or for shorter campaigns

“fudge” the rivals’ dice rolls or put them down where the heroes need to get to the heart of Game Mastering

when the situation didn’t really deserve the action a little quicker. A commando raid

it. That feels cheap and undeserved to the in Weird War Two, an assault on a lich’s lair, or

players. Instead, reward the heroes with super spies infiltrating a diabolical villain’s

Bennies when you have the chance. That will base are not adventures for the untrained.

help them succeed when they need to and If you do start with experienced heroes,
Soak Wounds.
make sure players create their characters as

But also…don’t be afraid to let them Novices and then Advance them normally.

fail. It doesn’t have to be a TPK (Total Party That ensures Edges, ability points, and

Kill). Maybe they wake up in their enemy’s powers are purchased correctly so that

dungeons or are bound and on a train to some characters retain the balance built into each

distant locale. Both are just excuses for new of those systems.

adventures and obstacles to overcome—not

the end of the campaign.

199

SAVAGE WORLDS Start experienced characters as Seasoned, Then they have to rely on Jokers or those
or very rarely, Veterans, when first trying really big moments for rewards — jumping
this out. Once you have a good feel for it, you on the dragon’s back, leaping through a
can go as high as you want. A tournament of stained glass window, a particularly good
Legendary characters is an amazing spectacle! Taunt against the villain, and so on.

Bennies Interpret the Die Rolls

Bennies are the true economy of Savage Worlds. Savage Worlds frequently features wild and
They allow you to reward creative players unpredictable die rolls. When this happens,
for their actions, entertaining the group, and go with it! If a hero has to jump from a
playing in character. wrecked car as it careens out of control and
makes an amazing Athletics roll, describe
New Savage Worlds Game Masters often how he leaps into the air, tucks and rolls on
forget to award them or are afraid Bennies the ground, and comes up on his feet with
will make things too easy for the party. perfect balance. Similarly, don’t be afraid to
They won’t. When players have lots of throw some bad luck at him when he gets
Bennies, they tend to spend them on what’s a really poor roll. Maybe while using the
important to their character rather than just Chase rules a player skis down a mountain
hoarding them to stay alive. If Bennies are to escape a rampaging yeti and rolls snake
scarce, they’ll definitely do the latter, and, the eyes! Describe how he tumbles, rolling and
game’s balance is built around their constant tumbling through the cold, wet snow as the
flow. Remember that the rerolls they grant beast bounds after his fallen prey.
guarantee nothing. A player might spend five
Bennies on a simple Notice roll and still fail. Your players will love the extra embellish­
It’s not likely, but it’s definitely possible. ment. They’ll feel powerful and cool when
the dice are nice, and danger and excitement
So when do you award them? Anytime when the dice betray them, especially if
a player does something clever, finds an you take a moment to make the setback
important clue, or roleplays his character, interesting. That’s what makes a Critical
particularly if it involves their Hindrances or Failure on a Fighting attack, for example, go
background. If a Loyal character jeopardizes from feeling like a lost turn to a memorable
his life to save his comrade, he definitely part of the story.
deserves a Benny for his efforts. If a Slow hero
tells the others to go on while he stays back to Pacing
fight the pack of wolves at their heels because
he knows he’s slowing down the rest of the A good Game Master must pay attention to
group, reward him for it! the pace of the game. Sometimes your friends
will want to take their time roleplaying
It also never hurts to reward a player for their characters, interacting with the world,
a great line, side-splitting in-game joke; or or even just joking out of character and
even better when she pulls off a serious and enjoying the social aspect of the game. If this
dramatic moment. goes on too long, however, they may need a
little prodding.
Once a player has been rewarded for some­
thing, you can stop or slow down rewarding This can be especially true in open
the same behavior. A running joke shouldn’t adventures such as a murder mystery that
grant a Benny every time it’s mentioned, for requires the players to figure out where
example. Risking real danger for the Heroic their characters go and what they should do
Hindrance, however, should almost always (as opposed to a dungeon crawl or similar
result in a reward. adventure where they really only need to
decide if they’re pressing forward or not).
Bennies usually flow at the start of the
adventure as players roleplay and get used If most or all of the group is roleplaying,
to the game. They slow down later once those smiling, and having a good time—leave them
traits have been rewarded a few times already. alone. Let them set the tempo. If you notice
By the climax, Bennies might be fairly scarce,
both in the players’ stacks and as rewards.

200

some of your players are left out or looking a desperate and that the next die roll better be Game Mastering
little bored, prod the group to see what they a good one.
want to next. If they seem lost as to what
to do next, ask one of the group to recount That’s not to say there aren’t times when
the clues or situation as they understand it. you want to give a player a moment to think—
This is often enough to spark an idea or lead particularly if they have a big plan or need to
they want to follow up on. You might also look up something really important, like the
introduce new information via a call or visit details of a power or a special rule.
from a nonplayer character.
You might also occasionally give the entire
Finally, don’t be afraid to contrive an group a moment. If a terrible foe shows
encounter that gives the group a new path to up after a few rounds of combat, a quick
follow. Maybe the team is attacked by their bathroom break gives everyone a moment
rivals and in the aftermath are able to gather to soak in the fact that things just got more
a new clue from the survivors. challenging.

Combat Pacing Feel the moment and play up the drama
befitting your scenario, the environment,
Just as important as keeping the plot moving and the party’s mood, and let them plan
forward is making sure combats are fast and and strategize a bit if it makes sense or will
furious. As you count down the Action Cards, benefit the game.
make each player tell you what his character
is doing fairly quickly. If he needs a moment, “I r ead once that Extr as
put his character on Hold and move on to the can usually only take one
next player. Wound so they’r e ‘up, down,

If you feel the scene should be particularly or off the table!’ That
dramatic and a player doesn’t announce keeps thing s Fast, Fur ious,
his character’s intentions quickly enough,
start counting down… “What do you do? 5, and FUN and is kinda
4, 3…!” That will get all the players’ blood the cor e of how combat
pumping and reinforce the notion that their wor ks for the baddies.”
characters are in a dangerous situation that
requires quick decisions and big heroics. —The G M
Most of the time, rush things along. Make
them feel the urgency of combat. Make them
a little nervous. Make them realize things are

201

Extras Allies

Though it’s rarely written, most games

SAVAGE WORLDS The backbone of any good game is the world assume the Game Master controls the

that surrounds the player characters, and nonplayer characters, both when they’re

nonplayer characters are a big part of that. being talked to and when they fight alongside

This section shows you how to breathe life the player characters in combat. The latter is a

into the supporting cast of your world. burden for the GM, who often simply forgets

Creating Extras about the additional characters during a fight,
or shoves them off to the side and narratively

Consider this Game Master’s Rule #1 when it describes what happens to them. This goes

comes to Extras: Don’t “build” them! for hirelings as well as animal companions,

Don’t create your Extras with the character sidekicks, or love interests. The simple fact is
creation rules. Just give them what you think that in most games, allies are a cumbersome
they ought to have in their various skills and complication.

attributes and move on. The game is supposed Savage Worlds takes a very different approach

to be easy for you to set up, run, and play. —we turn control of allies over to the player

Don’t sit around adding up skill points for characters. The GM acts out these allies when

Extras when you could be designing fiendish they’re spoken to, of course, but should very

traps and thinking up nasty Special Abilities rarely, if ever, take them over in combat.

for your monsters! If you allow your heroes to have allies, you

Personality can include all the minions your villains
should have as well. Picture an ancient lich
Far more important than most nonplayer in his unholy tomb. Would he be sitting there
character’s statistics are their personalities. alone? No, he’d be surrounded by scores of
Jot down a note or two about any Extras the ghoulish undead. These lesser minions make
party is likely to come across so you’ll have great complications for your battles and your
some idea how to run them. Some Game players will have fun bashing through them
Masters find it useful to identify prominent with the Extras while their heroes battle the
Extras with actors or characters from film, lich and his named lieutenants.
television, books, or comics.
This takes a little getting used to if you’ve
Knowing that the Captain of the City been Game Mastering other games for a long
Guard is “played by Sam Elliot,” for instance, time. We suggest you try it for a bit and see
gives you a good handle on how to handle how it works out. You can always change if it
interactions with him. He’s likely to be gruff, doesn’t make sense for your group.
to the point, and have a deep, throaty voice.

Adding these additional touches to the Artificial Inflation

characters can really make them stand out When running Savage Worlds, a lot of Game

and be remembered. The grizzled sergeant Masters become extremely enamored with

of the city watch becomes a memorable the ally aspect of the game. Sometimes that

character they may call on in the future rather leads to very large parties of player characters

than just a momentary encounter they forget and their followers, which then demands

by the next scene. Not every Extra needs this very large parties of opponents.

kind of depth, of course, but those that do It’s okay if you do this—the system can
add a level of realism, continuity, and most handle it—but be warned that a combat with
importantly immersion to your game. 50+ combatants will take a bit, even with a

fast and furious system like this one!

Emily hate it when I do the C ackler’s cr az y
I have to make sur e to do it mor e often!”
“Nate and
laug h. —The GM

202

State Summaries Game Mastering

Distracted & Vulnerable

„ DISTRACTED: The character suffers −2 to all Trait rolls until the end of his next turn.
„ VULNERABLE: Actions and attacks against the target are made at +2 until the end of

his next turn. This doesn’t stack with The Drop (page 100)—use only the highest.

Entangled & Bound

„ ENTANGLED: The victim can’t move and is Distracted as long as he remains Entangled.
„ BOUND: The victim may not move, is Distracted and Vulnerable as long as he remains

Bound, and cannot make physical actions other than trying to break free.

Fatigued

„ FATIGUED: The victim subtracts 1 from all Trait rolls. If he takes another level of
Fatigue, he’s Exhausted.

„ EXHAUSTED: The victim subtracts 2 from all Trait rolls. If he takes another level of
Fatigue, he’s Incapacitated.

„ RECOVERY: Unless otherwise specified by the source, Fatigue and Exhaustion improve
one level per hour.

Injuries

„ INCAPACITATION: Characters may not perform actions but are still dealt Action Cards
to track power effects or in case they recover.

„ SHAKEN: Shaken characters may only move and take free actions. At the start of their
turn, characters automatically make a Spirit roll to recover from being Shaken as a
free action.

„ STUNNED: A Stunned character is Distracted, falls prone, can’t take actions, or move.
Attacks against him get The Drop (page 100). At the start of each of his turns thereafter,
he automatically makes a Vigor roll as a free action to revive. Success means he revives
but is Distracted and Vulnerable; a raise means he recovers with no ill effects.

„ WOUNDS: The hero has been injured in a way that makes her actions more difficult.
Each Wound reduces her Pace by 1 (to a minimum of 1″) and inflicts a −1 penalty to all
Trait rolls (to a maximum of −3). Wounds beyond the character’s limit Incapacitate her.

203

SAVAGE WORLDS

Large
Blast
Template

Small Small
Blast Blast
Template Template

204

Cone TEMPLATES
Template

Medium
Blast
Template

205

Index

SAVAGE WORLDS Symbols Born A Hero 136 Double Barrel 105
Bound 98, 101 Dragon 181
4WD. See Four-Wheel Drive Breaking Things 98 Drake 182
Breath Weapons 175 Dramatic Tasks 122, 125, 143
A Bulky Items 67 The Drop 100
Bull 180 Drowning 126
Acceleration 82 Bump 116 Dumb Luck 138
Aces 88 Bumps & Bruises 125 Dwarves 14
Action 91, 92 Burrowing 175 Dynamic Backlash 138
Action Cards 90–91, 113, 122
Action Deck 6 C E
Activation 153
Advancement 54 Caliber 65 Edges 11, 37–53
Agility 10, 29 Called Shot 97 Background 37
Aim 97 Called Shots 99, 106 Combat 40
Air Bags 82, 118 Legendary 53
Aircraft 84 Vehicles 117 Power 45
Allies 111. See also Extras Campaign Types 196 Professional 47
Canister 77 Requirements 37
Advancement 54 Cannons 77 Social 50
Personalities 112 Catapults 77 Summaries 59
Alligator/Crocodile 180 Cat, Small 181 Weird 51
AMCM. See Anti-Missile Cauterize 76
Counter Measures Celestial 20–21 Electricity 126
Ammo 68, 132 Change Position 115 Elemental 176, 182, 183
Ammo Level 112 Character Creation Summary 55 Elf 14
Amphibious 82 Characters, Replacement 54 Encounters 144
Android 12 Charging 103 Encumbered 67
Anti-Missile Counter Measures 82 Chase 113 Encumbrance 11, 67
Anti-Missile Systems 79 Entangled 98, 101
AP. See Armor Piercing Actions 114 Environmental Resistance 176
Aquarian 13 Cards 113–117, 119–120 Environmental Weakness 176
Aquatic 175 Customization 119 Ethereal 176
Arcane Backgrounds 147 Rounds 114 Evade 115
Arcane Devices 153–154 Climb 82 Evasion 100
Arcane Skill 147 Climbing 125 Exhausted 100
Area Effect Attacks 78, 80, 97 Cold 125 Experience 199
Armor 65, 69, 175 Collisions 118 Experienced Characters 54
Ancient 69 Combat 91 Exploration 196
Futuristic 70 Command Range 44 Extras 87, 92, 111, 202. See
Medieval 69 Companion 7
Modern 70 Complications 116, 123 also Allies
Shields 71 Concept 9 Aftermath 96
Armor Piercing 65, 152 Cone Template 97 Critical Failure 88
Attacks 93, 117 Construct 176
Attendant 169 Conviction 136 F
Attributes 10, 29 Countdown 92. See
Availability 145 also Action Cards Falling 103, 127
Avion 13 Cover 97, 99 Fanatics 138
Awards 89 Bonus 99 Fast Healing 139
Penalties 99 Fatigue 100, 125
B Creative Combat 137
Crews 121 Recovery 100
Background 11 Critical Failure 88, 113, 138 Fatigued 100
Backlash 151 Crush 101 Fear 124, 176
Fearless 176
Dynamic 138 D Finishing Move 101
Battle Effects 132 Fire 78, 127
Battle Modifiers 131 Damage 66, 90, 94, 117–118 Firing Into Melee 101. See
Bear 180 Damage Types 98
Bennies 89, 95, 138, 200 Defend 100 also Innocent Bystander
Derived Statistics 10 Fixed Weapons 117
Awarding 90 Deviation 97 Flamethrowers 78
Game Master 89 Dice 6 Flaming Weapons 127
Player Character 89 Difficult Ground 92 Flee 116
Bite 175 Dire Wolf 181 Flight 176
Blast Templates 97. See also Area Disarm 100 Force 116
Effect Attacks Disease 126 Four-Wheel Drive 82
Bleeding Out 95–96 Distance 91 Free Actions 92
Board 115 Distracted 100 Free Attacks 101, 109
Boarders 114 Dogfights 119
Bodyguard 169 Dog/Wolf 181 G
Bombard 77
Bonus Damage 94 Game Master 6, 193
Game Nights 194

206

Ganging Up 101 L Powers INDEX
Gargantuan 176 Activation 151
Gear 11 Lich 185 Maintaining 140, 151
Ghost 183 Limitations 150 Naming 154
Giant Worm 184 Lion 185 Preparation 140
Gifted 148 Low Light Vision 177 Starting 147
GM. See Game Master
Goblin 184 M Prone 93, 104
Golden Hour 96 Psionics 148
Grappling 98, 101, 178 Magic 148 Push 104
Maneuvering Skills 113, 116
Breaking Free 98 Maneuvers 115 Q
Grenades 78 Mass Battles 131
Gritty Damage 139 Mech 185 Quick Encounters 134
Ground Vehicles 83 Melee Attacks 93
Group Roll 89 Mines 79 R
Guardian 20–21 Miniatures 7, 97
Minimum Speed 114 Races 9, 12
H Minimum Strength 66 Making 18
Hack and Slash 196 Minotaur 186
Half-Elf 15 Miracles 148 Racial Abilities 18–20
Half-Folk 15 Mirror Self 169 Negative 20
Handling 81 Missiles 79 Positive 18
Hard Choices 139 Modern Firearms 74
Hardness 71, 73 Radiation 129
Hardy 177 Lasers 76 Raise 88
Hazards 92, 101, 125 Machine Guns 75 Rakashan 16
HE. See High Explosive Pistols 74 Ram 116
Healing 96 Rifles 75 Range 66, 97
Heat 128 Shotguns 74
Heatstroke 128 Submachine Guns 74 Penalties 93
Heavy Armor 82 Modifiers, Comprehensive 34 Ranged Attacks 93
Heavy Flamethrowers 80 Morale 132 Ranged Weapons in Melee 104
Heavy Weapon 66 Mounted Combat 103 Range Increment 114, 120
Heroes Never Die 140 Movement 92, 103 Ranks 54
High Adventure 140 Mule 186 Raptor 187
High Explosive 66 Multi-Actions 103 Rate of Fire 66, 93
Hindrances 9, 22–28 Powers 151 Reach 66
Multiple Languages 140 Reaction Fire 82, 117
Summaries 56–57 Reactions 33
Hold 102 N Readying Weapons 105
Hold Steady 116 Recharging 151
Horror 197 Natural Healing 96 Recoil 75–76, 93, 105
Horse 184 Natural Weapons 104 Regeneration 177
Nausea 124 Relative Speed Penalty 106
War Horse 185 Negotiating 145 Reload 66
Hot Potato. See Grenades Networking 133 Reloading 105
Hover 82 Night Vision 82 Repairs 118
Humans 16 Nonlethal Damage 104 Reroll 89
Hunger 128 No Power Points 140 Resilient 178
HW. See Heavy Weapon Rocket Launchers 80
O RoF. See Rate of Fire
I Roleplaying 197
Illumination 102 Obstacles 98, 99. See also Cover Round 91
Immunity 177 Occupants 118 Rule of Threes 128
Improvised Weapons 102 Off-Hand Attacks 104 Running 92, 104, 105
Incapacitation 87, 95, 96, 100 Ogre 186 Running the Game 198
Infection 177 Opposed Rolls 88
Infrared Night Vision 82 Orc 186 S
Infravision 177
Initiative. See Action Cards Chieftain 186 Safety Harnesses 82
Injury Table 95 Out of Control 113, 117–120 Saurian 17
Innocent Bystander 102, 178 Out of Control (Table) 119 Savage Settings 6–7
Interludes 130 Overcharge 76 Savage Tales 7
Interrupting 102 Scale 97, 106
Invulnerability 177 P Sentinel 169
Setting Rules 136
J Pace 10, 82 Setting Weapons 103
Jaded 124 Pacing 200 Shaken 90, 94, 96, 102
Jokers 92 Paralysis 177 Shark 187
Joker’s Wild 89 Parry 10, 66, 93
Jumping 93 Passengers 81 Great White 187
Jury Rig 149 Personal Weapons 72–73 Shields 71

K Black Powder 73 Bash 71
Knockout Blow 100 Ranged 73 Shorting 151
Pintle Mount 82 Shotguns 74, 105
Player Character 87 Shrapnel 77
Plot Point Campaigns 7 Shuffle 92
Poison 128, 177 Situational Rules 97
Power Modifiers 152 Size 81, 106, 178
Power Points 90, 132, 147 Skeleton 187
Skills 10, 29–36

207

SAVAGE WORLDS Buying 10 Swarm 189 Unarmored Hero 141
Core 10 Swat 178 Undead 178
Creating 32 Synergy 150 Unstable Platform 109
Familiarization 36
Philosophy 32 T V
Specialization 141 Tank Guns 80 Vampire 189
Unskilled Attempts 89 Target Number 87 Vampire, Ancient 190
Sleep 129 Task Tokens 122 Vehicle Critical Hits (Table) 119
Sloped Armor 82 Templates 97 Vehicles 81, 83–85, 109
Slugs 105 Tentacles 178
Smarts 10, 29 Terror 124 Converting 82
Smoke Inhalation 128 Test 107, 108 Critical Hits 117, 119
Snake 188 Thirst 129 Movement 120
Snapfire 66 Three-Round Burst 67 Vehicular Weapons 80
Soak Rolls 96 Time 91 Vigor 10, 29
Social Conflict 143 Tinkering 153 Vulnerable 100
Soldier 112, 188 TN. See Target Number
Solid Shot 77 Top Speed 81 W
Spacecraft 82 Torpedoes 80 Wall Walker 178
Special Weapons 77 Touch Attack 108 Watercraft 85
Speed 97, 106 Toughness 11, 81 Weakness 178
Spider, Giant 188 Tracked 82 Wealth 145
Spirit 10, 29 Trait 9, 29–36 Weapon Mount 82
Stabilizer 82 Weird Science 148
Starting Funds 65 Changes 30 Werewolf 190
State Summaries 203 Rolls 87 Wild Attack 109
Stealth Paint 82 Summaries 58 Wild Card 87
Strength 10, 29 Trappings 150 Wild Die 87–88, 103
Stun 178 Travel 144 Withdrawing 109
Stunned 102, 106 Troll 189 Wound Cap 141
Supers 149 Turn 91 Wound Penalties 95–96
Support 96, 106, 123, 145 Turret 82 Wounds 87, 95
Suppressive Fire 107 Two Weapons 108 Wrecked 118
Surprise 108
U Z
Unarmed Defender 109 Zombie 191

208

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