Swdeluxe GM Screen
Swdeluxe GM Screen
Swdeluxe GM Screen
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.
decalod85@comcast.net
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
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.
Persuasion Tests
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.
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.
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
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
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
--
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
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