Savage Fantasy
Fast! Furious! Fun! Fantasy!
Savage Fantasy games on this wiki use the Savage Worlds Deluxe core rules and the Fantasy Companion. A few rules have been added for running Pathfinder adventures. Players may find the class guidelines and savaged iconic characters useful as inspiration.
Rules
Languages
A character knows his cultural or national language plus an additional number of languages equal to half his Smarts. Increasing Smarts allows a character to learn new languages, as does the Linguist edge.
Arcana
The Magic, Miracles, and Sorcery versions of Arcane Background are allowed, and assume the following changes. Only Miracles has access to healing, greater healing, and succor. Miracles considers all powers that do damage as having a Rank requirement one higher (maximum of Legendary). Troubadours use the Perform skill instead of Faith.
Rituals can be used to enhance spells. Use the rules for ritual on p. 29 of the Horror Companion. Those assisting in the ritual can make cooperative rolls using Knowledge (Arcana).
Races
The traditional core races are described in the Fantasy Companion. See below for additions.
Gnomes
- Low Light Vision: Gnomes ignore attack penalties for Dim and Dark lighting.
- Jovial: Gnomes are naturally cheerful and begin with the Charismatic edge.
- Obsessive: Gnomes start with d6 in one Smarts based skill of their choice.
- Short: Gnomes average only about 3’ tall. Their small size subtracts 1 from their Toughness. They cannot take the Small Hindrance.
Gnomes are practiced at fighting larger opponents. They can take Scamper, just like Halflings.
Humans
The Improved version of the racial edges do not have race as a requirement. This means that humans who have taken Adaptable to get the basic version of a racial edge can take the Improved version as well. (This is an observation, not a house rule.)
Skills
Driving
This skill is used to drive chariots, carts, and other similar vehicles.
Guts
Fear is not a defining aspect of the setting, so the Guts skill is dropped and all uses are replaced with a Spirit roll.
Knowledge
Knowledge (Arcana) covers knowledge of magic theories, ancient mysteries, magic traditions, arcane symbols, and related subjects. It can be used to identify spells when they are cast, and the powers of magic items.
Knowledge (Battle) is used to command troops in battle. It is useful for small unit skirmishes and battles. [1]
Perform
The Perform skill is used by Troubadours instead of Faith. It can also be used to entertain.
Piloting
Not used.
Edges
All Edges from the Savage Worlds Deluxe book and Fantasy Companion can be used with the exception of Arcane Background (Psionics/Superpowers/Weird Science), and any Edges which list these as a requirement.
Background Edges
Armor Training
Requirements: Novice, Strength d6+, Vigor d6+
The hero spent a long time wearing heavy armor. He may be trained as a hoplite, legionary, knight, or other armored man at arms. When calculating encumbrance, he considers only half of the weight of the armor and shield he wears. In addition, he has +2 to Vigor rolls to resisting fatigue caused by long marches and by wearing armor in hot environments.
Professional Edges
Ace (Revised)
This Edge is slightly modified to work on chariots (Driving), ships (Boating) and mounts (Riding). Each of these “vehicles” requires a related Edge (to be taken only once). These Edges are: Charioteer (Driving), Helmsman (Boating), or Horseman (Riding).
A hero with one of these Edges adds +2 to Driving, Boating or Riding rolls. In addition, he may also spend Bennies on soak rolls for any vehicle, vessel or mount he controls. This is a Driving, Boating or Riding roll at –2 (canceling the usual +2). Each success and raise soaks a wound and any critical hit that would have resulted from it.
Musketeer
Requirements: Novice, Shooting d8+, may not have the All Thumbs Hindrance
Musketeers can reload a firearm in one full action. They may walk while reloading, but not run or attack. The Edge works with firearms, but not artillery.
Characters
Classes
Use these guidelines if you want to play one of the Pathfinder classes, or see the savaged iconic characters for inspiration.
- Barbarian: Berserk - Amiri
- Bard: Arcane Background (Miracles), Troubadour - Lem
- Cleric: Arcane Background (Miracles), Holy Warrior - Kyra
- Druid: Arcane Background (Miracles), Woodsman - Lini
- Fighter: Combat edges - Valeros
- Magus: Arcane Background (Magic), combat edges - Seltyiel
- Monk: Arcane Background (Miracles), Adept - Sajan
- Paladin: Arcane Background (Miracles), Champion - Seelah
- Ranger: Woodsman - Harsk
- Rogue: Thief - Merisiel
- Sorcerer: Arcane Background (Sorcery), Power Points - Seoni
- Wizard: Arcane Background (Magic), Wizard - Ezren
The write-ups for the savage iconic characters are excellent, but not all can be used as is with the rules on this site, or for that matter Wizards & Warriors. For example, Sajan uses Arcane Background (Super Powers, or "Chi Mastery") and Martial Arts instead of Arcane Background (Miracles) and Adept.
Equipment
Equipment from the Fantasy Companion is available.
Weapons
Dwarven axe-chain: There is no such weapon.
Firearms: Black powder firearms are assumed to be flintlock muzzle-loaders. This corresponds to "emerging guns" in Pathfinder. The table below assumes "black powder fantasy" where firearms are mature and fairly common.
Black Powder | Range | Damage | RoF | Cost | Wt | Str | Notes |
---|---|---|---|---|---|---|---|
Bluderbuss | 10/20/40 | 1-3d6 | 1 | 300 | 12 | d6 | 2 full action to reload |
Grenade | 3/6/9 | 3d6 | 1 | 50 | 1 | – | Thrown, medium burst |
Musket | 10/20/40 | 2d8 | 1 | 300 | 15 | d6 | AP 2; 2 full actions to reload |
Pistol | 5/10/20 | 2d6+1 | 1 | 150 | 3 | — | AP 1; 2 full actions to reload |
Rifle | 15/30/60 | 2d8 | 1 | 500 | 8 | d6 | AP 2; 3 full actions to reload |
Magic Items
Item slots: Characters can use one magic ring on each hand. [2]
Arms and Armor: Weapons and armor have a bonus of +1–+3 in the Fantasy Companion and +1–+5 in Pathfinder. Note that attack bonus and damage bonus are separate properties in the Fantasy Companion. A +1 longsword in Pathfinder might have +1 Fighting or +1 damage in Savage, while a +2 longsword might have both.
Notes
- ^ See the Tactician edge and the mass battle rules.
- ^ Characters with the One Arm hindrance can only use one ring.
External Links
- d20 to Savage Worlds Conversion – Official conversion guidelines (PDF)
- Savage Golarion – Incomplete, but with some useful ideas
- Zadmar's Savage Worlds stuff – Includes monster converters for D&D and Pathfinder
- Wizards & Warriors for Savage Worlds