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SAVAGE WORLDS
TM
FANTASY
BY TOM HARRISON
SAVAGE WORLDS
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Savage Worlds
TM
FANTASY
By Tom Harrison
Includes Additional Material from:
The Lejendary Rules for All Players, by Gary Gygax
Beasts of Lejend, by Gary Gygax
Deadlands: The Savage West, by Shane Lacy Hensley
Cover Art by Keith Parkinson
Playtesters:
Jade Tinnerman, Wes Brown, Sanford “Bud” Bryan, Colleen and Dave Pevear,
Gareth Livergood
Special Thanks:
To all the folks on the Pinnacle Message Boards and the Yahoo! Savage Worlds group,
many of who contributed to this work in some form or fashion.
Savage Worlds is Copyright © 2004, Great White Games.
They are used here without permission.
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Character
Creation Summary
Racial Summary
Human: Bonus Edge
Veshoge: Low Light Vision, Outsider,
Bargainer
Dwarf: Low Light Vision, Slow (Pace 5”),
Tough (Vigor d6)
Gnome: Low Light Vision, Luck (+1 benny),
Small (-1 Toughness), Outsider, Bargainer
Ilf: Low Light Vision, Animal Affinity, Delicate
Kobold: Invisibility (see rules), Low Light
Vision, Outsider, Small (-1 Toughness)
Oaf: Low Light Vision, Tough (Vigor d6),
Strong (Strength d6), Dumb (see rules), All
Thumbs
Orc: Low Light Vision, Strong (Strength d6),
All Thumbs
Trollkin: Low Light Vision, Natural
Swimmers, Outsider
Wylf: Low Light Vision, Enhanced Senses
(Notice d6), Delicate
Race
You can choose any race available in the racial
summary to the right.
Traits
Your hero starts with a d4 in each attribute,
and has 5 points with which to raise them.
Raising an attribute a die type costs 1 point.
You have 15 points for skills.
Each die type in a skill costs 1 point up to the
linked attribute costs 2 points per level.
Charisma is equal to the total bonuses or
penalties given by Edges and Hindrances.
Pace is 6”.
Parry is equal to 2 plus half Fighting.
Toughness is equal to 2 plus half Vigor. Go
ahead and add the bonus granted by the
armor worn on your torso to this value as
well for speed’s sake, but remember it may
not count if attacks target other parts of the
body.
World Pantheons
Major Similar to…
Danneen Celtic Mythology
Nopponic Japanese Mythology
Karcenian Phoenician Mythology
Khemitic Egyptian Mythology
Marazdian Ancient Persian Mythology
Maztacian Mayan Mythology
Olympian Greek/Roman Mythology
Otamask Slavic Mythology
Payliconain Incan Mythology
Suakadian Babylonian Mythology
Sungkinese Chinese/Tibetan Mythology
Tenoric
Edges & Hindrances
You gain additional points for taking up to one
Major Hindrance and two Minor Hindrances.
For 2 points you can:
Gain another attribute point
Choose an Edge
For 1 point you can:
Gain another skill point
Increase starting funds by 100%
Norse Mythology
Urfinic
Finland Mythology
Gear
Start with $500.
Vedsudic
Ancient Indian Mythology
Background Details
Fill in any background details you care to add.
Minor
Lyrdian
South Pacific Mythology
Manitoian
Native American Mythology
Neyanic
Mayan Mythology
Tengralic
Asian Mythology
Vubenic
African Mythology
Yattemic
South Pacific Mythology
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Races
Human
The humans of the Legendary Earth are much the same as humans in the real world. Male
members of the species stand roughly 5’10” in height, on average, some three inches taller than the
females. Humans show a great variety of hair and eye colors, and a greater variance in body size
and shape than perhaps any other character species.
Bonus Edge: humans start play with one free Edge of their choice. The character must meet the
requirements of the Edge as usual.
Veshoge
Veshoge look very much like humans with pink cast of skin and somewhat pig-like visage—often
outward turning canines, round cheeks, upturned nose, beady eyes, and horizontally oval face with
sparse hair. Average height is about five feet tall, with slope-shouldered thick torso, tending towards
corpulence. A veshoge has little body hair save a shock growing atop the head and running to the
shoulder blades.
Low Light Vision: Veshoges ignore attack penalties for Dim and Dark lighting.
Outsider: Veshoges are generally disliked, distrusted, and discriminated against by all other
societies. Their Charisma suffers a –2 modifier outside of their own tribes.
Bargainers: Veshoges are shrewd merchants. They gain a +2 to Persuasion rolls when haggling,
bargaining, or otherwise engaged in commerce.
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Alfar Races
Small: Gnomes are typically less than 4’
tall. Their small size subtracts 1 from their
Toughness.
Outsider: Gnomes are generally
discriminated against by human societies.
Their Charisma suffers a –2 modifier
outside of alfar society.
Dwarf
Dwarves are short, with no member of the
race much above four feet in height, broad-
shouldered and muscular, fair to tan of
complexion but always with ruddy portions –
ears, cheeks, nose. They are craggy featured
folk, strong of brow, high of forehead, hirsute
of face, often bald in part or whole, carnally,
with hair of dark, earthy hue or the color of
ashes or stone. They have large extremities –
head, hands, and feet alike.
Dwarves have a decided tendency to
exhibit the traits of greed, gluttony,
avariciousness, and covetousness.
Ilf
Ilfs stand as tall as tall as average humans,
but are generally of small bone structure and
slender build. They have much sinewy
strength and considerable agility. Complexion
ranges from quite fair to a near leather-
brown. Their appearance tends towards the
very attractive to humans.
Ilfs tend to be disorderly in thinking, and
actions, gullible, judgmental, and rash. A lack
of self-discipline, combined with good looks,
often get Ilfs into trouble.
Low Light Vision: dwarven eyes are
accustomed to the dark of the underearth.
They ignore attack penalties for Dim and
Dark lighting.
Slow: Dwarves have a pace of 5”
Tough: Dwarves are stout and tough.
They start with a d6 Vigor instead of a d4.
Low Light Vision: Ilfs are accustomed to the
dim light of the shadowy forest canopy.
They ignore attack penalties for Dim and
Dark lighting.
Animal Affinity: Ilfs have a natural affinity
with normal animals. They may make a
Persuasion roll to see if a single specimen
can be called, calmed or controlled so as
to prevent attack or flight.
Delicate: Due to their lithe build, ilf
characters are not particularly vigorous.
Points of Vigor cost twice the usual cost
during character creation. Furthermore,
they may never possess a Vigor of more
than d10.
Gnome
Small (about three and a half feet or a bit
more in height), gnarly, and ruddy or leathery
skinned. They are plain to ugly-looking folk
by human standards, wrinkle-skinned from
birth, looking aged as mere babes to humans.
Gnomes have a tendency to be hagglers
and chiselers – even cheaters – to get more
gain.
Low Light Vision: gnomish eyes are
accustomed to dim and shadowy lighting.
They ignore attack penalties for Dim and
Dark lighting.
Bargainers: Gnomes are shrewd
merchants. They gain a +2 to Persuasion
rolls when haggling, bargaining, or
otherwise engaged in commerce.
Luck: Gnome characters draw one
additional benny per game session. This
may be combined with the Luck and Great
Luck Edges.
Kobold
Kobolds stand around three feet height,
with small bone structure and slender build.
As with many Alfar races, they have a sinewy
strength and high agility. Complexions range
from a mere greenish cast to pale apple green
or even a near jade hue. Eye coloration is
hazel to a striking gold. Hair ranges from
blue-black through dark brown to deep green.
Although the slight slant of eye, sharp features
and sometimes wide mouth can give a
somewhat devilish appearance to the face,
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