Savage Fantasy

From Hastur
Jump to: navigation, search
Savage Worlds

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

  1. ^ See the Tactician edge and the mass battle rules.
  2. ^ Characters with the One Arm hindrance can only use one ring.

External Links