00. Savage Worlds Deluxe GM Screen.pdf

May 4, 2018 | Author: ArebasuShun | Category: Leisure
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“This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademars are copyrights of Pinnacle Entertainment Group. !sed with permission. Pinnacle maes 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. Thans for the ideas and encouragement. %emember fols, buy the boos. 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 /@ Sneay /' 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 1arness Pitch darness *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 maes guards active. ●



 3ctive guards mae 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 attacers on hold, ;thers mae 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 *ocpicing %iding Stealth Throwing 6ealing nowledge %epair Survival Tracing

Persuasion

d$ d% d!0 d!2

Tracing more than ( individuals %ecent snow :ud 1usty area %aining Tracing in poor light Tracs are more than one day old Target attempted to hide tracs

Ability The character can read, write, and spea common words and phrases The speaer can carry on a prolonged but occasionally halting conversation The character can spea fluently The hero can mimic other dialects The speaer can masterfully recite important literary or oral wors

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.

:ae a Iigor roll at the start of each round before 3ction 7ards are dealt+

When a Wild 7ard becomes $ncapacitated, mae 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 sills lined 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 lie 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 Shaen character must attempt to recover from being Shaen by maing a Spirit roll+ K ailure' 7haracter remains Shaen. 6e can only perform free actions. K Success' 7haracter is no longer Shaen, can only perform free actions. 3 Raise' The character is no longer Shaen 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 Shaen 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 sill that is e"ual to or greater than its lined attribute by one die type. K $ncrease two sills that are lower than their lined attributes by one die type each. K 0uy a new sill 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 noced prone Pistols onlyH Target umber is defenderFs Parry :ae up to = 4ighting attacs 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 mae a Spirit roll or are ShaenH roll of / are hit for normal damage 9- 4ighting 1escribe actionH mae opposed 3gility or Smarts rollH opponent is 8- Parry until ne2t actionH with a raise, foe is 8- Parry and Shaen  8- attacH additional 8- for off5hand if not 3mbide2trous  3rmed attacers 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 tae 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 Shaen. -+!2 6anicked' The character immediately moves his full Pace plus running die away from the danger and is Shaen. !*+!$ 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 Shaen and also suffers some cosmetic physical alteration. 7harisma reduced by /. 2!9 &eart Attack' 6ero becomes $ncapacitated and must mae a Iigor roll at 8-. $f successful, heFs Shaen 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 $ncapacitated. *Add the creatures !ear "enalt# as a "ositi$e num%er to this roll&

N slowest Pace in :P6. Subtract modifier, minimum N mile. 5asy 8  mph Plains, road A1erage 8 / mph %ocy desert, light forest, low hills &ard 8 - mph Steep hills, sand, medium forest "ifficult 8 = mph :ountains, heavy forest, marsh

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