00. Savage Worlds Deluxe GM Screen.pdf
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Download 00. Savage Worlds Deluxe GM Screen.pdf...
Description
“This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademars are copyrights of Pinnacle Entertainment Group. !sed with permission. Pinnacle maes no representation or warranty as to the "uality, "uality, viability, or suitability for purpose of this product.#
0ased on “Savage Worlds 1elu2e, first printing, 3ugust -//, and Errata from the PEG 4orums. This is a fan produced wor, which $ offer for free to all Savages. Thans for the ideas and encouragement. %emember fols, buy the boos. They can&t write more if we don&t support them.
*ast !pdate+ ovember -', -//
decalod'()comcast.net
/ = > ( ? @ ' B /
Roll d20 for result E2perienced /( Gung 6o /? *aAy /@ Sneay /' 0right /B 1umb -
Modifier 8 88-
7rude 3gile ;bservant 7lueless :ysterious 7reative 3rtistic 4earless 7owardly 6eroic
C 9/ 9-
Condition %ough traveling o medical attention Poor environmental conditions :edical attention D/B> or earlier :edical attention D/B>/ or better :edical attention D-// 5
99> 88-
3nti"ue or medieval climbing e"uipment :odern climbing e"uipment Scarce or thin handholds Wet or slippery surface
D mg 9/d/
D escr ipt ion 0urning weapon “Spot fire,# such as a burning arm or leg 4lamethrower *ava
-d/ =d/
Roll 2d6 2 Hostile: The target is openly hostile and does his best to stand in the hero’s way. He won’t help without an overwhelming reward or payment of some kind.
Raise Success ailure ! on Trait "ie
Crawling %unning 1im light 1arness Pitch darness *ight cover :edium cover 6eavy cover
3–4 Uncooperative: The target isnFt willing to help unless there’s a significant advantage to himself. 5–9 Neutral: The target has no particular attitude and will help for litt le reward if the task at hand is very easy. If the task is difficult, he’ll require substantial p ayment of some kind. 10–11 Friendly: The target will go out of his way for the hero. He’ll lik ely do easy tasks for f ree (or very litt le), and is willing t o do more dangerous tasks for fair pay or ot her favors. 12 Helpful: The target is an2ious to help the hero, and will probably do so for litt le or no pay depending on the nature of t he task.
$mprove P7 - levels ma2 $mprove P7 / level 1ecrease P7 / level 1ecrease P7 - levels
+2 89/ 99> 9/ 99>
Guards are either inactive or active Success avoids inactive guardsH 4ailure maes guards active. ●
●
3ctive guards mae otice rolls to oppose the Stealth %oll. 4ailure means guards spot the character. *ast ? feet re"uires opposed chec. ●
●
:ove (2 Pace outside combat per Stealth 7hec. $n groups, use lowest Pace. $n combat, once chec per round. ●
●
Tiebreaker 5 Spades, 6earts, 1iamonds, 7lubs Joker 8 Go whenever and $nterrupt others actions. 9- to all actions. G: shuffles dec. Interrupt 8 opposed 3gility roll, tie means simultaneous 3ction. Surprise 8 attacers on hold, ;thers mae otice roll or no action.
Agility 0oating 4ighting Piloting Shooting Swimming Smarts Gambling $nvestigation otice Streetwise Taunt Strength 7limbing Spirit $ntimidation
99> 99/ 8> 8 8 8-
Skill d# 1riving *ocpicing %iding Stealth Throwing 6ealing nowledge %epair Survival Tracing
Persuasion
d$ d% d!0 d!2
Tracing more than ( individuals %ecent snow :ud 1usty area %aining Tracing in poor light Tracs are more than one day old Target attempted to hide tracs
Ability The character can read, write, and spea common words and phrases The speaer can carry on a prolonged but occasionally halting conversation The character can spea fluently The hero can mimic other dialects The speaer can masterfully recite important literary or oral wors
Clubs+ Spades+ &earts+ "iamonds+ After Story'
Tragedy Iictory *ove 1esire 0enny or 3dventure 7ard
Wild 7ards are $ncapacitated if they suffer more than three wounds.
:ae a Iigor roll at the start of each round before 3ction 7ards are dealt+
When a Wild 7ard becomes $ncapacitated, mae an immediate Iigor roll+
• Raise: The victim stabiliAes and no further rolls are required.
K Total of ! or /ess' The character dies. K ailure' %oll on the $nJury Table. The $nJury is permanent and the victim is 0leeding ;ut. K Success' %oll on the $nJury Table. The $nJury goes away when all wounds are healed. K Raise' %oll on the $nJury Table. The $nJury goes away in -> hours, or when all wounds are healed.
• Success: The victim must roll again ne2t round, or every minute thereafter if not in combat. • Failure: The character dies from blood loss. For nonlethal damage, he’s rendered unconscious for 1d6 hours.
3 character can carry (2 his Strength die type in pounds without incurring any penalties. This is your *oad *imit. 7arrying too much weight inflicts a 8/ penalty for every additional multiple of your *oad *imit. The penalty applies to all 3gility and Strength totals, as well as sills lined to either of those two attributes. 7haracters cannot regularly carry weight that inflicts a penalty of more than 8=. They may be able to lift greater weights Dup to a 8> penalty for a few short steps at the discretion of the G:, however.
Roll 2d$ 2 )nmentionables' $f the inJury is permanent, reproduction is out of the "uestion without miracle surgery or magic. *+# Arm' %oll left or right arm randomlyH itFs unusable lie the ;ne 3rm 6indrance. ,+.uts' . 3-4 Battered: Iigor reduced a die type Dminimum d>. 5-6 Busted: Strength reduced a die type Dminimum d>. !0 /eg' Gain the *ame 6indrance Dor the ;ne *eg 6indrance if already *ame. !!+!2 &ead' 3 grievous inJury to the head. %oll /d?+ 1-2 Hideous Scar: .
Short :edium *ong
;n their action, a Shaen character must attempt to recover from being Shaen by maing a Spirit roll+ K ailure' 7haracter remains Shaen. 6e can only perform free actions. K Success' 7haracter is no longer Shaen, can only perform free actions. 3 Raise' The character is no longer Shaen and may act normally.
(bstacle Glass, leather Plate glass window, shield :odern interior wall, sheet metal, car door ;a door, thic sheet metal 7inder bloc wall 0ric wall Stone wall, bulletproof glass
Object *ight 1oor 6eavy 1oor *oc 6andcuffs nife, Sword %ope Small Shield :edium Shield *arge Shield
Toughness ' / ' // > ' / /-
$ntimidate Taunt Success Raise ail
opposed by Spirit opposed by Smarts 9- to ne2t action vs target Target also Shaen 55
Damage Type 0lunt, 7utting 0lunt, 7utting 0lunt, Piercing 0lunt, Piercing, 7utting 0lunt, 7utting 7utting, Piercing 0lunt, 7utting 0lunt, 7utting 0lunt, 7utting
K Gain a new Edge. K $ncrease a sill that is e"ual to or greater than its lined attribute by one die type. K $ncrease two sills that are lower than their lined attributes by one die type each. K 0uy a new sill at d>. K $ncrease one attribute by a die type, but only once per ran. 1ifferent rules apply for *egendary characters.
C 88>
o1ice Seasoned eteran &eroic /egendary
Armor 9/ 99= 9> 9? 9' 9/
5/B -5=B >5(B ?5@B '9
1, 2, 3, 4,
5, 9, 13, 17, 6, 10, 14, 18, 7, 11, 15, 19, 8, 12, 16, 20,
21, 22, 23, 24,
25, 26, 27, 28,
29, 30, 31, 32,
33, 34, 35, 36,
37, 38, 39, 40,
41, 42, 43, 44,
45, 46, 47, 48,
49 50 51 52
Aim Area 5ffect Attacks
:reaking Things Called Shots Co1er "arkness 6itch "arkness "efend "isarm "ouble Tap;* Rd :urst The "rop inishing Mo1e iring Into Melee ull "efense .anging )p .rappling
Impro1ised , %o4 /, :in Str d>, 8/ attac and Parry (edium 'ea"ons: %ange -L>L', 1amage Str9d?, %o4 /, :in Str d?, 8/ 3ttac and Parry )arge 'ea"ons: %ange /L-L>, 1amage Str9d', :in Str d', 8/ attac and Parry :issed Shooting or Throwing roll of / D/ o r - with shotguns or autofire hits random adJacent target $f attac hits by the concealment penalty, the obstacle acts as 3rmor 8- to 4ightingLShooting with off5hand 3s :edium coverH prone defenders are 8- 4ighting, 8- Parry Bash: Push the target /# for every success and raise on the Strength roll Shield Bash: 3s above but causes Strength damage, 9/ for a small shield, 9- for a medium shield, and 9= for a large shield nock +rone: The defender is noced prone Pistols onlyH Target umber is defenderFs Parry :ae up to = 4ighting attacs at 8>H or fire up to ? shots from a semi5 automatic weapon or revolver at 8> penalty to each dieH 5- Parry With successful Shooting roll, targets in :ed 0urst Template mae a Spirit roll or are ShaenH roll of / are hit for normal damage 9- 4ighting 1escribe actionH mae opposed 3gility or Smarts rollH opponent is 8- Parry until ne2t actionH with a raise, foe is 8- Parry and Shaen 8- attacH additional 8- for off5hand if not 3mbide2trous 3rmed attacers gain 9- 4ighting 8- Shooting from a moving vehicle or animal 9- 4ightingH 9- damageH 8- Parry until ne2t action 3dJacent foes get one free attac at retreating character
:ust use fists or blunt weapon D5/ to fighting to use flat of sword %oll damage normally. Wild 7ards tae wounds as normal. $ncapacitated characters are down for /d? hours
Crawling: May crawl -# per turn. This counts as being prone. Crouching: 3 character may move at half Pace. He may run while crouched. Ranged attacks suffer a –1 penalty. Going Prone : 3 character may fall prone at any time during his action. Getting up costs 2” of mo eme nt. Diff icult Ground: 1ifficult ground such as mud, steep hills, or snow! slows characters down. "ount each inch as two inches. Jumping: /# horiAontally from a dead stop # 2” with a $run an d g o.” % successful &trength roll grants one e'tra inch of distance.
!d204 5ffect !+# Adrenaline Surge' 9- to Trait and dmg rolls on ne2t action. ,+% Shaken' The character is Shaen. -+!2 6anicked' The character immediately moves his full Pace plus running die away from the danger and is Shaen. !*+!$ Minor 6hobia' The character gains a :inor Phobia 6indrance somehow associated with the trauma. !7+!% Ma8or 6hobia' 6ero gains a :aJor Phobia 6indrance. !-+20 The Mark of ear' The hero is Shaen and also suffers some cosmetic physical alteration. 7harisma reduced by /. 2!9 &eart Attack' 6ero becomes $ncapacitated and must mae a Iigor roll at 8-. $f successful, heFs Shaen and canFt attempt to recover for /d> rounds. $f he fails, he dies in -d? rounds. 3 6ealing roll at 8> saves the victimFs life, but he remains $ncapacitated. *Add the creatures !ear "enalt# as a "ositi$e num%er to this roll&
N slowest Pace in :P6. Subtract modifier, minimum N mile. 5asy 8 mph Plains, road A1erage 8 / mph %ocy desert, light forest, low hills &ard 8 - mph Steep hills, sand, medium forest "ifficult 8 = mph :ountains, heavy forest, marsh
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