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SWADE House Rules
SWADE House Rules
SWADE House Rules
FROM DOCTORBOSON
CHARACTER CREATION like by wanting to help you), Taunt is the skill of egging a
target into doing something without knowing that you
even want a reaction out of them. This broadening is
All rules updated from the Character Creation chapter
particularly useful in interrogations (Social Conflicts vs
of Savage Worlds.
Smarts) in order to trick a target into revealing
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
HOUSE RULES
• Ugly: This also inflicts a –1 to Performance rolls if the
character is visible, or –2 if Major. EDGES
These Edges are new, compiled from other sources, or
NEW UNIVERSAL HINDRANCES altered from their source material.
These are available in almost any setting, with GM
approval of course.
BACKGROUND EDGES
• Allergy—Super Powers Companion.
• Brute: This does not tie the Athletics skill to Strength;
LAZY (MAJOR) instead, Brutes may reroll Athletics when climbing,
The hero has a hard time focusing on any task he feels is jumping, pushing, or swimming (but not when
unimportant, which unfortunately includes most of grappling or interrupting actions). Brute increases the
them. His Wild Die is a d4 rather than a d6 for all Trait character’s throwing range as usual.
rolls. If the character spends a Benny to reroll a Trait, his • College Boy—Weird War I.
Wild Die returns to a d6 for the reroll.
In military campaigns, this character also suffers from • Luck: In addition to its usual effects, the hero may
the Goldbrick Hindrance (this is the Major version). spend a benny to reroll any non-Trait roll, including
the Running die, deviation, Table results, “luck” dice,
MOTION SICKNESS (MINOR OR MAJOR) random loot, etc.
The character must make a Vigor roll every time he • Great Luck: In addition to its usual effects, if you roll
boards a ship or airplane. On a success, the character a Critical Failure, you may spend a Benny once for
manages to control his sickness. With a failure, he suffers another roll. A nasty effect still occurs—the weapon
a level of Fatigue until he spends an hour on solid malfunctions, a picked lock breaks, etc.—but if the
ground. This cannot lead to Incapacitation. reroll is successful the character still “succeeds” at the
If the character’s vehicle is caught in a storm or other original task. (Essentially, Great Luck grants the
similarly jostling environments, he must make a Vigor effects of the Dumb Luck Se�ing Rule.)
roll at the start of each round until the conditions calm or
his sickness kicks in. If already suffering from the EIDETIC MEMORY
sickness when the storm begins, failing his roll inflicts a Requirements: Novice, Smarts d6+, Common
further –2 to his rolls. Knowledge d6+, Research d6+
This is considered a Major Hindrance if the campaign This character has near-perfect memory recall and adds
is built around such vehicles, or if the character is also +2 to all Common Knowledge rolls.
sensitive to more common vehicles such as cars in a
modern game.
COMBAT EDGES
NEW MILITARY HINDRANCES • Hard to Kill: Ignore all penalties when making Vigor
• Goldbrick—Weird War I. rolls to avoid Bleeding Out. Should the character
perish by any means, roll a die. On an even roll, he
• Replacement—Weird War I. remains Incapacitated but somehow escapes death.
NEW PULP OR NOIR HINDRANCES • Harder to Kill: If the character is Incapacitated by any
means, roll a die. On an even result, he is not
• Lyin’ Eyes—Deadlands: Lost Colony. Incapacitated. If the Incapacitation would have been
• Rebellious—Deadlands: Lost Colony. caused by damage, the character must still make his
Vigor roll and roll on the Injury Table as usual. If this
• Schmuck—Deadlands: Noir.
leaves him Bleeding Out, he makes his Vigor roll to
• Smart Mouth—Deadlands: Noir. avoid death at the start of his turn as usual.
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HOUSE RULES
• No Mercy: This adds +4 when spending a Benny to CHARGE
reroll damage, rather than +2. Requirements: Seasoned, Fighting d8+
• Quick Draw—Deadlands: Lost Colony. Inspired by Savage Rifts. The warrior may ignore the
penalty for Running when making a Fighting a�ack at
• Take ’Em Down—Savage Rifts.
the end of her movement.
• Improved Take ’Em Down—Savage Rifts. Additionally, if she moves at least one inch beyond her
Pace before making any Fighting a�acks, the hero adds
• Two-Fisted: This negates the Multi-Action Penalty for
+2 to her damage rolls. Any target Shaken by such an
throwing a weapon, as well as a�acking with a
attack is knocked Prone. This benefit does not apply if
Fighting roll. Two-Gun Kid now exclusively applies
“circling” the victim of her a�ack (GM’s discretion).
to Shooting rolls.
DARK FIGHTER
WHY CHANGE THAT EDGE? Requirements: Novice, Spirit d6+, Notice d8+
This character has learned to relax his reliance on sight
Brute: Strength-based Athletics has exactly two and instead improve his sense of hearing. As long as his
benefits: it’s use in defending against Athletics Tests objective isn’t purely visual, he may halve all sight-based
is incredibly niche and its point-saving benefits are penalties within 10”. This is not cumulative with Low
only felt during character creation and Advances. Light Vision or Infravision, but it does function in pitch
This new effect provides a powerful in-game benefit darkness or with Blind characters.
that actually feels as though the character’s strength This trick is accomplished by sound, so environments
and fitness makes him more athletic. which interfere with sound negate the Edge’s benefits.
Hard to Kill: Hard to Kill is nice to have, but it’s a This cannot be taken by characters with Hard of Hearing.
very small boon, only being helpful if the character
is on death’s door. Even worse, the Edge’s actual
benefit decreases if the character takes Nerves of IMPROVED DARK FIGHTER
Steel! Merging the old Hard to Kill and Harder to Requirements: Veteran, Dark Fighter
kill into a single Edge carries a much stronger This character’s senses are so a�uned that his eyes
impact when it counts. are almost vestigial. This functions as the Dark Fighter
Harder to Kill: Using the same requirements as the Edge, but now ignores all penalties within range for
core Harder to Kill, this makes it not just hard to bad lighting or vision.
finish the character off, but to keep him down at all.
This allows for badass moments such as a warrior DIRTY FIGHTER
pulling himself to his feet with his arm blown off Requirements: Seasoned
and continuing to fight his enemies. Inspired by Savage Rifts. If a character makes a
No Mercy: The +2 bonus just isn’t that much in successful Test with Athletics, Fighting, Shooting, or an
regards to damage, especially at the cost of a Benny. arcane skill, the victim is Shaken in addition to the usual
Two-Fisted: This allows for archetypes such as the effects. If he scores a raise, the victim is Distracted,
dual-wielding dagger warrior to throw his weapons Vulnerable, and Shaken.
as he fights.
Ace: Restricting the ability for Wild Cards to Soak TRICKY FIGHTER
for their vehicles made this Edge too strong. Making Requirements: Veteran, Fighting d8+
that benefit “global” mellows out this Edge’s The hero suffers no Multi-Action penalty when making
desirability, while its new benefit preserves the a Test against a foe when his next action is a Fighting
“keeping the car alive be�er” paradigm. a�ack against that target.
33
HOUSE RULES
LEADERSHIP EDGES SOCIAL EDGES
• Team Leader: From the Super Powers Companion. This • I Know a Guy: From Savage Rifts. This works as
benefit only applies to non-combat Support rolls wri�en, but requires a Networking roll at –4 instead
(GM’s discretion). of a Smarts roll.
• Team Player—Super Powers Companion.
LEADER OF MEN
Requirements: Veteran, command
Command comes easy to this commander. Those under
his command work like a well-oiled machine when he’s MILITARY EDGES
in charge.
These Edges may be useful in a “modern” or science
Allies under the leader’s command roll a d10 as the
fiction military or war campaign, whether on the
Wild Die instead of a d6 when making group rolls.
battlefields of late-20th century Europe or fending off
genocidal aliens.
PROFESSIONAL EDGES
• Ace: Any character controlling a vehicle can now BACKGROUND EDGES
spend a Benny to Soak damage dealt to the vehicle
• Academy Graduate—Weird War I.
using their maneuvering skill. Aces now may choose
to reroll results on the Critical Hit Table when they • Grizzled—Weird War I.
take damage.
COMBAT EDGES
HACKER • Blood and Guts—Weird War I.
Requirements: Novice, Smarts d6+, Hacking d8+,
Research d6+ • Bullseye—Weird War II.
Some characters can hack; for this rogue, it’s almost as
• Improved Bullseye—Weird War II.
simple as breathing, and they can do it without a trace.
Characters with this Edge get a free reroll when Hacking, • Grazing Fire: From Weird War I. Shooters may ignore
as well as for Research rolls when going through digital up to two points of penalties from their targets (cover,
systems for information. Prone, etc.) when using Suppressive Fire. If using the
new Suppressive Fire rules (see page 8), targets
subtract an additional –2 from their Spirit rolls, and
INFILTRATOR are hit with a 1 or 2 on their Spirit die (regardless of
Requirements: Novice, Smarts d6+, Notice d8+,
the Wild Die).
Persuasion d6+
Infiltrators specialize in going undercover, or otherwise • Hose ‘Em Down—Weird War I.
assuming a new identity. They are normally trained by
• Improved Hose ‘Em Down—Weird War I.
government agencies, or simply have a natural
predisposition for lying.
Infiltrators add +2 to all Persuasion or Performance rolls
made to lie or otherwise decieve those around them,
including maintaining a cover or disguise.
44
HOUSE RULES
SHARPSHOOTING LEADERSHIP EDGES
Requirements: Novice, Marksman, Agility d8+
Inspired by Savage Rifts. Sharpshooters may halve the • A Few Good Men—Weird War I.
Multi-Action Penalty for all of their Shooting or Athletics • A Few More Good Men—Weird War I.
(throwing) a�acks that round: two a�acks at –1, or three
a�acks at –2. Further, they may receive the benefit of the • Cry Havoc—Weird War I.
Marksman Edge for all Shooting or Athletics (throwing) • Death Before Dishonor—Weird War I.
a�acks with a Rate of Fire of 1 if they do not move.
• Rank (NCO or Officer): From Weird War I. As wri�en,
but rather than receive +2 Toughness, NCOs get a free
SNIPER reroll on Soak rolls to reflect their hard-bi�en nature.
Requirements: Veteran, Marksman, Shooting d10+
Soldiers with this Edge are skilled enough with a rifle
to put a round in a target several miles away! ART OF WAR
This sniper benefits from the Marksman Edge even Requirements: Novice, Smart d8+, Ba�le d8+
when Aiming! Additionally, she gets a free reroll when Inspired by Weird War I. This character gains a free
firing at Extreme Range. reroll with the Ba�le skill during Mass Ba�les.
TECH HEAD
Requirements: Novice, Smarts d6+, Electronics d8+,
Repair d6+
Inspired by Weird War II. Modern warfare relies on
technology. The side that can get the most out of its
equipment may have a decisive advantage in ba�le. You
intend to see to it that the winning side is your side.
This character has an intuitive understanding of most
mechanical and electronic systems, and gets a free reroll
on Electronics rolls.
55
HOUSE RULES
WATER TRAINING
Requirements: Novice, Vigor d8+, Athletics d6+
GEAR
This soldier has been to one of the various military There are a few gear changes that consist of minor tweaks
schools that teach combat swimming. This rigorous for balance while striving closer to realism or historical
training has improved the grunt’s swimming ability far accuracy.
beyond those of a typical person.
He can hold his breath for twice as long, and all
Athletics rolls for swimming are at +2. ENCUMBRANCE
For values above d12+2, use the Load Limits from the
Superhuman Strength table in the Super Powers
SOCIAL EDGES Companion. Otherwise, use the following:
• Band of Brothers—Weird War I. strength encumbered max weight
• Scrounger: From Weird War I. This requires a d12 100+ lbs 400 lbs
successful Networking roll. d12+1 125+ lbs 500 lbs
d12+2 250+ lbs 1,000 lbs
PULP EDGES
If the campaign focuses on big heroes, loose morals, ARMOR
underbellies of the big city, or even the Wild West, these
• Thick Leather/Tough Hides: This armor includes
Edges give your heroes a hand.
gambeson; use the same stats.
PROFESSIONAL EDGES • Plate Armor: In addition to its usual benefits, this also
makes the wearer Hardy in locations where the armor
• Sleuth—Deadlands: Noir. is worn.
• Kevlar: Items that reduce damage from firearms by 4
66
HOUSE RULES
VEHICLES SITUATIONAL RULES
• Linked Weapons: Some vehicles, especially old • Free A�acks: Characters can use almost any combat
fighter planes, had lots of weapons. Instead of using maneuver the GM approves of (including Pushing
the rules on page 84 for more than 4 linked weapons, and Called Shots), but not Wild A�acks.
either dual- or quad-link the weapon set, then increase
the weapon’s Rate of Fire by 1 for every four COVER AND OBSTACLES
additional guns, to a max of RoF 7. Weapons can hit “through” Cover with an Armor value
no higher than 2 + (2 × the weapon’s AP value). If
A P-51 Mustang’s 6 guns are considered “dual-linked”
attacking a target behind Cover with a higher Armor
but increase their Rate of Fire by +1. A Spitfire’s 8 guns is
value, the target cannot suffer Wounds from a�acks that
considered “quad-linked” and bump the RoF up by +1.
hit “through” the Cover (though they can still be
A B-25H Mitchell, with 10 guns, is considered “dual- Shaken)—they must be able to hit past the Cover (TN 4
linked” but increase their Rate of Fire by +2! after Cover modifier) to Wound.
Certain weapons, particularly shotguns, may compare
their damage (ignoring Acing) to see if they destroy most
GAME RULES Cover (at the GM’s discretion). See Breaking Things.
Heavy Weapons ignore this rule entirely— targets
Changes to rules in Chapter 3. suffer damage as usual, adding the normal Armor bonus
• Extreme Range: This is normally only available to from Cover.
firearms and similar modern or futuristic weapons,
though more antique weapons can situationally gain GRAPPLING
them (such as firing a bow from a high vantage point). A�empting to grapple a target with more than 4 steps of
• Healing: Subtract 2 from Healing rolls without a basic difference in Strength automatically fails. For example, a
First Aid kit or similar supplies. A�empting to heal the Strength d8 character could try to grapple a Strength
Wounds of an Incapacitated patient also suffers a –2. d12+2 target, but a Strength d6 character would fail his
a�empt.
If a grappler is Shaken, he must make an immediate
RATE OF FIRE
Spirit roll at –2 or let go of his grappled victim.
Use this Bullets per Rate of Fire Table instead of the one
in the core rules:
77
HOUSE RULES
LYING & LIE DETECTING If a�empting to sneak around sleeping guards, a failed
Many characters rely on their sharp tongue to lie their Stealth roll allows the guards to make a Notice roll (at –2,
way out of trouble, and others rely on their keen senses as above). With a success, the guard wakes up as inactive
to make sure their enemies don’t do the same. In (perhaps assuming they woke up naturally), while on a
investigative and espionage games especially, lying and raise he knows he was awoken by a noise and are
catching liars is just as important as anything. considered active.
The liar must make a Persuasion roll (–2 if the lie is
particularly far fetched) opposed by Notice. If the SNEAK ATTACK
perceiver scores a success, she suspects the target isn’t The melee “sneak attack” rules under the Stealth skill
being completely truthful; with a raise, she can tell what assume that the victim is not in an ongoing combat or
topic the character is avoiding or lying about. A success otherwise directly aware that he is in danger.
on Persuasion convinces the target. In these circumstances, if the target loses track of (or is
Lie detecting machines, while not particularly realistic, unaware of) the sneaker, a successful Stealth roll allows
are much more difficult to consistently fool. If the liar is him to remain hidden and gives the opportunity to pull
hooked up to the machine properly, it becomes a away or to ignore free a�acks like First Strike. A raise on
Dramatic Task to lie successfully. this roll makes the victim Vulnerable to the sneak
a�acker until his turn ends.
PUSH
If the defender would be pushed into a wall or other solid SUPPRESSIVE FIRE
object, he suffers the a�acker’s Strength as damage, +1d6 This replaces the core Suppressive Fire rules, pu�ing the
if the a�acker scored a raise. ability to resist suppression in the hands of the targets
Tackle: A variant “pushing” option, this is an opposed and creating a more “random” spray of bullets overall.
Strength or Athletics roll as usual (the shield bonus does Place a Medium Blast Template and make a Shooting
not apply). On a success, both the a�acker and defender roll as described in Savage Worlds. With a success, all
are thrown 1” and land Prone. With a raise, the defender characters under the template must make Spirit rolls (at
is Entangled as well. –2 if the shooter scored a raise). Targets may add half of
their total penalty to be hit (Cover, the Dodge Edge, the
deflection power, etc.).
RELOADING With a 1 on the Spirit die (regardless of the Wild Die),
Characters who wish to load magazines, clips, or bullets the target is hit and suffers normal damage—this occurs
faster may a�empt to load as a free action, but this before Shaken or Distracted results from Suppressive
requires an Agility roll; on a failure, the character cannot Fire. If this roll is failed, the victim is Shaken and
load at all this turn. This cannot be done with weapons Distracted; with a success, they are only Distracted, and
that have a listed Reload time. they are completely unaffected if they scored a raise
(unless they rolled a 1).
SLEEPING & WAKING UP This uses the same ammunition and Maximum
Often times, it’s important to know if characters wake up Casualty rules as normal Suppressive Fire.
in dramatic situations. Characters that are sleeping
(obviously) cannot respond to purely visual stimuli and
also suffer a –2 penalty to hearing-based Notice rolls;
loud noises may ignore this penalty.
If a character is waking up to combat, he only receives
an Action Card if he rolls a raise. On a success, he is
simply stirring awake and receives no card (similar to
failing the Notice roll for a Surprise combat round).
88
HOUSE RULES
THE ADVENTURE TOOLKIT HAZARDS
• Falling: Characters can make an Athletics roll to
Changes and additions to the rules in Chapter 4.
decrease the damage done by two points, while falls
• Intoxication: Rules for interrogations can be found in of over 30 feet impose a –2 penalty to this. When
Deadlands: Noir or The Goon. falling into water, falls of over 60 feet suffer a –2 to the
Athletics roll; falls above 120 feet inflicts a –4 penalty,
CHASES & VEHICLES if it’s possible at all (GM’s discretion).
99
HOUSE RULES
SETTING RULES REAL-WORLD COMBAT
In se�ings where combat should feel gri�y, realistic, and
• Dumb Luck: If using the modified version of the Great desperate, such as World War II or various cosmic horror
Luck Edge above in this document, characters with mysteries, use the Gritty Damage and Hard Choices
that Edge may spend two bennies to ignore a Critical Se�ing Rules, along with a few new changes:
Failure and reroll as usual.
• Critically Shaken: If a character rolls a Critical Failure
• Hard Choices: Characters with Luck may spend a to Unshake, they are unable to spend a Benny to
Benny once per session without giving it to the GM, or Unshake until their next turn.
twice per session with Great Luck.
• Evasion: Characters who successfully Evade are
Prone unless they score a raise, and Prone characters
KINETIC COMBAT suffer a further –2 to Evasion rolls.
In some se�ings, fights in close quarters can have
unintended consequences, such as characters being • Readying Weapons: Readying any weapon is an
thrown backwards or mooks dropping their weapons action; weapons that would normally take an action
after taking a slug across the jaw. under the Savage Worlds rules require an Athletics roll
If a character scores two or more raises on an a�ack, he instead.
may choose one of the following effects to impose on his
target, if it makes sense (GM’s discretion).
• Disarm: The victim drops on item he’s holding (a
weapon, McGuffin, and so on).
• Distract: The target is Distracted until the end of his
next turn.
• Prone: The target is knocked Prone.
• Push: The target is pushed 1” in a direction, chosen by
the a�acker.
10