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Savage Worlds Deluxe

GM Screen Inserts
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. Pinnacle
makes no representation or warranty as to the quality, viability, or
suitability for purpose of this product.

Based on Savage Worlds Deluxe, first printing,


August 2011, and Errata from the PEG Forums.
This is a fan produced work, which I offer for free to all
Savages. Thanks for the ideas and encouragement.
Remember folks, buy the books. They can't write
more if we don't support them.

Last Update: November 28, 2011

decalod85@comcast.net

Allied Personality Table


1
2
3
4
5
6
7
8
9
10

Natural Healing Modifiers

Roll d20 for result


Young
11
Cruel
12
Old
13
Happy
14
Experienced
15
Gung Ho
16
Lazy
17
Sneaky
18
Bright
19
Dumb
20

2
Hostile: The target is
openly hostile and does his best t o
st and in t he heros way. He wont
help wit hout an overwhelming
reward or payment of some kind.

Raise
Success
Failure
1 on Trait Die

+2

Improve NPC 2 levels max


Improve NPC 1 level
Decrease NPC 1 level
Decrease NPC 2 levels

Crawling
Running
Dim light
Darkness
Pitch darkness
Light cover
Medium cover
Heavy cover

59
Neutral: The target has no
particular attitude and will help for
lit t le reward if t he t ask at hand is
very easy. If t he t ask is difficult ,
hell require subst ant ial payment
of some kind.

12
Helpful: The target is
anxious to help the hero, and will
probably do so for lit t le or no pay
depending on t he nat ure of t he
t ask.

+1

Stealth Modifiers

34
Uncooperative: The target
isnt willing to help unless t heres a
significant advant age t o himself.

1011 Friendly: The target will go


out of his way for the hero. Hell
likely do easy t asks for free (or
very lit t le), and is willing t o do
more dangerous t asks for fair pay
or ot her favors.

Persuasion Tests

NPC Initial Reaction


Roll 2d6

Modifier
2
2
2

Crude
Agile
Observant
Clueless
Mysterious
Creative
Artistic
Fearless
Cowardly
Heroic

+2
2
+1
+2
+4
+1
+2
+4

Stealth Rules
Guards are either inactive or active
Success avoids inactive guards; Failure
makes guards active.

Active guards make Notice rolls to oppose


the Stealth Roll. Failure means guards spot
the character.
Last 6 feet requires opposed check.

Move 5x Pace outside combat per Stealth


Check. In groups, use lowest Pace.
In combat, once check per round.

Condition
Rough traveling
No medical attention
Poor environmental
conditions
Medical attention (1940 or
earlier)
Medical attention (1941 or
better)
Medical attention (2011 -

+2
+4
2
2

Tiebreaker - Spades,
Hearts, Diamonds, Clubs
Joker Go whenever and
Interrupt others actions.
+2 to all actions. GM shuffles
deck.
Interrupt opposed Agility
roll, tie means simultaneous
Action.
Surprise attackers on hold,
Others make Notice roll or no
action.

Antique or medieval climbing equipment


Modern climbing equipment
Scarce or thin handholds
Wet or slippery surface

Fire Damage
Dmg
+2
1d10
2d10
3d10

Initiative

Description
Burning weapon
Spot fire, such as a burning arm or
leg
Flamethrower
Lava

Tracking Modifiers
+2
+4
+2
+1
4
2
2
2

Tracking more than 5


individuals
Recent snow
Mud
Dusty area
Raining
Tracking in poor light
Tracks are more than one day
old
Target attempted to hide tracks

Knowledge - Language

Skills
Agility
Boating
Fighting
Piloting
Shooting
Swimming
Smarts
Gambling
Investigation
Notice
Streetwise
Taunt
Strength
Climbing
Spirit
Intimidation

Climbing Modifiers

Skill
d4
Driving
Lockpicking
Riding
Stealth
Throwing
Healing
Knowledge
Repair
Survival
Tracking

Persuasion

d6
d8
d10
d12

Ability
The character can read, write, and
speak common words and phrases
The speaker can carry on a prolonged
but occasionally halting conversation
The character can speak fluently
The hero can mimic other dialects
The speaker can masterfully recite
important literary or oral works

Interlude Rules
Clubs:
Spades:
Hearts:
Diamonds:
After Story:

Tragedy
Victory
Love
Desire
Benny or Adventure Card

Incapacitation

Bleeding Out

Wild Cards are Incapacitated if


they suffer more than three
wounds.

Make a Vigor roll at the start of


each round before Action
Cards are dealt:

When a Wild Card


becomes Incapacitated, make
an immediate Vigor roll:

Raise: The victim stabilizes


and no further rolls are
required.

Total of 1 or Less: The


character dies.
Failure: Roll on the Injury
Table. The Injury is permanent
and the victim is Bleeding Out.
Success: Roll on the Injury
Table. The Injury goes away
when all wounds are healed.
Raise: Roll on the Injury
Table. The Injury goes away in
24 hours, or when all wounds
are healed.

Success: The victim must


roll again next round, or
every minut e t hereaft er if
not in combat .
Failure: The character dies
from blood loss. For
nonlet hal damage, hes
rendered unconscious for
1d6 hours.

Encumbrance
A character can carry 5x his Strength die type in pounds without
incurring any penalties. This is your Load Limit.
Carrying too much weight inflicts a 1 penalty for every
additional multiple of your Load Limit. The penalty applies to
all Agility and Strength totals, as well as skills linked to either
of those two attributes.
Characters cannot regularly carry weight that inflicts a
penalty of more than 3. They may be able to lift greater
weights (up to a 4 penalty) for a few short steps at the
discretion of the GM, however.

Injury Table

Obstacle Toughness

Roll 2d6
2
Unmentionables: If the
injury is permanent, reproduction is
out of the question without miracle
surgery or magic.
3-4
Arm: Roll left or right arm
randomly; its unusable like the One
Arm Hindrance.
5-9
Guts: Your hero catches
one somewhere between the crotch
and the chin. Roll 1d6:
1-2 Broken: Agility reduced a die
type (minimum d4).
3-4 Battered: Vigor reduced a
die type (minimum d4).
5-6 Busted: Strength reduced a
die type (minimum d4).
10
Leg: Gain the Lame
Hindrance (or the One Leg
Hindrance if already Lame).
11-12 Head: A grievous injury to
the head. Roll 1d6:
1-2 Hideous Scar: Your hero now
has the Ugly Hindrance.
3-4 Blinded: An eye is damaged.
Gain the One Eye Hindrance (or
the Blind Hindrance if he only
had one good eye).
5-6 Brain Damage: Massive
trauma to the head. Smarts
reduced one die type (min d4).

Shaken
On their action, a Shaken character must attempt to recover from being
Shaken by making a Spirit roll:
Failure: Character remains Shaken. He can only perform free actions.
Success: Character is no longer Shaken, can only perform free actions.
Raise: The character is no longer Shaken and may act normally.

Object Toughness
Object
Light Door
Heavy Door
Lock
Handcuffs
Knife, Sword
Rope
Small Shield
Medium Shield
Large Shield

Toughness
8
10
8
12
10
4
8
10
12

Damage Type
Blunt, Cutting
Blunt, Cutting
Blunt, Piercing
Blunt, Piercing, Cutting
Blunt, Cutting
Cutting, Piercing
Blunt, Cutting
Blunt, Cutting
Blunt, Cutting

Test of Wills
Intimidate
Taunt
Success
Raise
Fail

opposed by
Spirit
opposed by
Smarts
+2 to next action vs target
Target also Shaken
--

Gain a new Edge.


Increase a skill that is equal to or greater than its linked
attribute by one die type.
Increase two skills that are lower than their linked attributes
by one die type each.
Buy a new skill at d4.
Increase one attribute by a die type, but only once per rank.
Different rules apply for Legendary characters.

2
4

Ranks
Novice
Seasoned
Veteran
Heroic
Legendary

Obstacle
Glass, leather
Plate glass window, shield
Modern interior wall, sheet metal, car door
Oak door, thick sheet metal
Cinder block wall
Brick wall
Stone wall, bulletproof glass

Advancement

Range Modifiers
Short
Medium
Long

Armor
+1
+2
+3
+4
+6
+8
+10

0-19
20-39
40-59
60-79
80+

Raise Calculator
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

Nonlethal Combat

Attack Options
Aim
Area Effect Attacks
Breaking Things
Called Shots
Cover
Darkness
Pitch Darkness
Defend
Disarm
Double Tap/3 Rd Burst
The Drop
Finishing Move
Firing Into Melee
Full Defense
Ganging Up
Grappling
Improvised Weapons

Innocent Bystanders
Obstacles
Off-Hand Attack
Prone
Push

Ranged Weapons
in Close Combat
Rapid Attack
Suppressive Fire
Touch Attack
Tricks
Two Weapons
Unarmed Defender
Unstable Platform
Wild Attack
Withdraw from Melee

+2 Shooting/Throwing if character does not move


Targets under template suffer damage, treat cover as armor; missed attack
rolls cause 1d6 deviation for thrown weapons, 1d10 for launched weapons;
x1 for Short, x2 for Medium, x3 for Long
See Obstacle Toughness Table; Parry 2; No bonus damage or Aces
Limb 2; Head 4, +4 damage; Small target 4; Tiny target 6
Light 1; Medium 2; Heavy 4; Nearly Total -6;
Dim 1; Dark 2, targets are not visible beyond 10
Targets must be detected to be attacked at 4
+2 Parry; character may take no other actions
2 attack; defender makes Str roll vs. damage or drops weapon
+1 attack and damage/+2 attack and damage
+4 attack and damage
Instant kill to helpless foe with lethal weapon
See Innocent Bystanders
Fighting roll at+2 replaces Parry if higher
+1 Fighting per additional attacker; maximum of +4
Opposed Fighting roll to grapple. Raise=opponent Shaken; Defender makes
opposed Strength or Agility to break free (any other action made at 4);
Attacker can make opposed Str or Agility to cause damage
Small Weapons: Range 3/6/12, Damage Str+d4, RoF 1, Min Str d4, 1
attack and Parry
Medium Weapons: Range 2/4/8, Damage Str+d6, RoF 1, Min Str d6, 1
Attack and Parry
Large Weapons: Range 1/2/4, Damage Str+d8, Min Str d8, 1 attack and
Parry
Missed Shooting or Throwing roll of 1 (1 or 2 with shotguns or autofire) hits
random adjacent target
If attack hits by the concealment penalty, the obstacle acts as Armor
2 to Fighting/Shooting with off-hand
As Medium cover; prone defenders are 2 Fighting, 2 Parry
Bash: Push the target 1 for every success and raise on the Strength roll
Shield Bash: As above but causes Strength damage, +1 for a small shield,
+2 for a medium shield, and +3 for a large shield
Knock Prone: The defender is knocked prone
Pistols only; Target Number is defenders Parry
Make up to 3 Fighting attacks at 4; or fire up to 6 shots from a semiautomatic weapon or revolver at 4 penalty to each die; -2 Parry
With successful Shooting roll, targets in Med Burst Template make a Spirit
roll or are Shaken; roll of 1 are hit for normal damage
+2 Fighting
Describe action; make opposed Agility or Smarts roll; opponent is 2 Parry
until next action; with a raise, foe is 2 Parry and Shaken
2 attack; additional 2 for off-hand if not Ambidextrous
Armed attackers gain +2 Fighting
2 Shooting from a moving vehicle or animal
+2 Fighting; +2 damage; 2 Parry until next action
Adjacent foes get one free attack at retreating character

Must use fists or blunt weapon (-1 to fighting to use flat of sword)
Roll damage normally.
Wild Cards take wounds as normal.
Incapacitated characters are down for 1d6 hours

Movement
Crawling: May crawl 2 per turn. This counts as being prone.
Crouching: A character may move at half Pace. He m ay run while
crouched. Ranged attacks suffer a 1 penalty.
Going Prone: A character may fall prone at any time during his
action. Getting up costs 2 of m ovem ent.
Difficult Ground: Difficult ground such as mud, steep hills, or
snow, slows characters down. Count each inch as two inches.
Jumping: 1 horizontally from a dead stop; 2 with a run and go.
A successful Strength roll grants one extra inch of distance.

Fright Table
1d20* Effect
1-4 Adrenaline Surge: +2 to Trait and dmg rolls on next action.
5-8 Shaken: The character is Shaken.
9-12 Panicked: The character immediately moves his full Pace
plus running die away from the danger and is Shaken.
13-16 Minor Phobia: The character gains a Minor Phobia
Hindrance somehow associated with the trauma.
17-18 Major Phobia: Hero gains a Major Phobia Hindrance.
19-20 The Mark of Fear: The hero is Shaken and also suffers
some cosmetic physical alteration. Charisma reduced by 1.
21+ Heart Attack: Hero becomes Incapacitated and must make a
Vigor roll at 2. If successful, hes Shaken and cant attempt to
recover for 1d4 rounds. If he fails, he dies in 2d6 rounds. A Healing
roll at 4 saves the victims life, but he remains Incapacitated.
*Add the creatures Fear penalty as a positive
number to this roll.

Overland Travel
slowest Pace in MPH. Subtract modifier, minimum mile.
Easy 0 mph Plains, road
Average 1 mph Rocky desert, light forest, low hills
Hard 2 mph Steep hills, sand, medium forest
Difficult 3 mph Mountains, heavy forest, marsh

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