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Type Blades

Damage
Str+d8 Str+d4 Str+d6 Str+d8 Str+d10 Str+d6+2 Str+d4 Str+d8 Str+d4 Str+d6

Wt.
10 1 8 25 12 6 6 8 3 4

Hand Weapons Cost Notes


$350 $25 $200 $600 $400 $1000 $150 $300 $150 $200 Parry 1, can be wielded in two hands for +1 damage Ignores Shield/Weapon Parry or Cover bonus AP 2 vs. rigid armor, 1 Parry, 2 hands, ignores Shield/Weapon Parry or Cover bonus Parry 1, 2 hands AP 2 Ignores 1 point of Shield/ Weapon Parry or Cover bonus Includes scimitars Parry +1 Includes cavalry sabers

Type

Leather Chain Hauberk Plate Corselet Plate Arms Plate Leggings Pot Helm Steel Helmet Reinforced Chain Reinforced Leather Armor Spikes

Armor
+1 +2 +3 +3 +3 +3 +3 +3 (+2)

Wt.
15 25 25 10 15 4 8 40

Cost
$50 $300 $400 $200 $300 $75 $150 $700

Notes

+2 (+1)

20

$200

$100

Covers torso, arms, legs Covers torso, arms, legs Covers torso Covers arms Covers legs 50% vs. head shot Covers head Covers torso, arms, legs; 1 point bypassed if hit with a raise Covers torso, arms, legs; 1 point is bypassed if hit with a raise Str+d4 damage; Strength damage in a grapple

Bastard Sword Dagger Flail Great Flail Great Sword Katana Light Flail Long Sword Rapier Short Sword

Axes and Mauls

Axe Battle Axe Dwarven Axe-chain Great Axe Maul Orcish Combat Axe Warhammer

Str+d6 Str+d8 Str+d6 Str+d10 Str+d8 Str+d8 Str+d6

2 10 15 15 20 12 8

$200 $300 $500 $500 $400 $350 $250

Reach 1, Parry 1, 2 hands, can be used as a weapon in each hand without Reach, ignores Shield/Weapon Parry or Cover bonus AP 1, Parry 1, 2 hands AP 2 vs. rigid armor, Parry 1, 2 hands Parry 1, can be wielded in two hands for +1 damage AP 1 vs. rigid armor (plate mail)

Pole Arms
Halberd Lance Pike Spear Staff

Barding

Plate Barding

+3

30

$1250

For horses

Shields**

Str+d8 Str+d8 Str+d8 Str+d6 Str+d4

15 10 25 5 8

$250 $300 $400 $100 $10

Reach 1, 2 hands AP 2 when charging, Reach 2, only usable in mounted combat Reach 2, requires 2 hands Parry +1, Reach 1, 2 hands Parry +1, Reach 1, 2 hands

Small Shield (buckler) Medium Shield Large Shield

8 12 20

$25 $50 $200

+1 Parry +1 Parry, +2 Armor to ranged shots that hit +2 Parry, +2 Armor to ranged shots that hit

Type

**Shields protect only against attacks from the front and left (assuming a right-handed character).

Axe, Throwing Bow Crossbow Elven Bow Hand Crossbow Knife/Dagger Long Bow Pump Crossbow Sling Spear

3/6/12 12/24/48 15/30/60 15/30/60 6/12/24 3/6/12 15/30/60 10/20/40 4/8/16 3/6/12

Range

Damage
Str+d6 2d6 2d6 2d6 2d4 Str+d4 2d6 2d6 Str+d4 Str+d6

Ranged Weapons ROF Cost Wt. Shots


1 1 1 1 1 1 1 1 1 1 $75 $250 $500 $500 $200 $25 $200 $1200 $10 $100 2 3 10 4 3 1 5 12 1 5 6 -

Min Str.
d6 d6 d6 d8 d6 d6

Notes
AP 2, 1 action to reload AP 1 AP 2

The Parry of an inanimate object is 2. All damage rolls against them dont count bonuses from raises on the attack roll, nor Aces. An attack cannot hit a vital area on a lock or a door and thus do more damage. If the damage roll equals or exceeds the objects Toughness, its broken, bent, shattered, or otherwise ruined. The GM decides the exact effects such as whether a good strike opens a hole in a door or knocks it off its hinges.

Item

Object

Light Door Heavy Door Lock Restraints Knife, Sword Rope Small Shield Medium Shield Large Shield

Object Toughness Toughness Damage Type


8 10 8 12 10 4 8 10 12

Blunt, Cutting Blunt, Cutting Blunt, Piercing Blunt, Piercing, Cutting Blunt, Cutting Cutting, Piercing Blunt, Cutting Blunt, Cutting Blunt, Cutting

Alchemists trunk Backpack Bedroll Blanket Candle Crowbar Flask (ceramic) Flask (metal) Flint and steel Grappling hook Hammer Lantern Lockpicks Oil (1 pint) Parchment (per sheet) Quiver (holds 20 arrows) Rope (10) Pavilion Pick or Shovel Saddle Soap Spikes (10) Tent Torch Whistle Waterskin Whetstone

Adventuring Gear Cost

$1000 $25 $25 $10 $1 $10 $5 $10 $3 $50 $10 $25 $100 $2 $1 $10 $10 $100 $5 $10 $1 $10 $30 $5 $2 $5 $5

Weight
15 2 4 4 2 1 1 1 2 1 3 1 1 1/20 2 15 20 5 10 1/5 10 10 1 1 1

Type (per serving)

Food

Average meal Cheap meal Expensive meal 1 weeks rations 1 days water (1 quart)

Cost
$10 $5 $15+ $25 $1

Weight
10 2

Item

Hawk Horse Hunting dog Mule War dog

Animals, Trained Cost

$200+ $250 $100+ $150 $150+

Weight
-

Item

Services

Ammunition

Arrow* Hand-crossbow quarrel Man-Killer Arrow Orcish barbed arrow Quarrel* Stone

1/5 1/10 1/5 1/5 1/5 1/10

Wt.

Cost
$1/2 $1 $1 $1 $2 $1/2

Notes

AP 1 +1 damage, usually Oriental +1 damage AP 2 (standard crossbow bolt) Find for free with Notice roll and 1d10 minutes searching

Item

Clothing

Normal clothing Formal clothing Tailored clothing Winter clothes

$20 $60 $100+ $35

Cost

Weight
3

Bath Meal, cheap Meal, good Meal, feast Room (shared with 6) Room (double) Room (private)

Cost
$2 $1 $3 $5 $2 $4 $8

Weight
-

Item

Caravan Ship passage

Travel Cost

$3+ per day $5+ per day

Weight
-

*If its important arrows and quarrels can be recovered on a d6 roll of 4-6.

Option

Aim Area Effect Attacks Automatic Fire Breaking Things Called Shots Cover Darkness Pitch Darkness Defend Disarm Double Tap/3Rd Burst The Drop Finishing Move Firing Into Melee Full Defense Ganging Up Grappling Improvised Weapons Innocent Bystanders Nonlethal Damage 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 Withdrawing from Close Combat

Effect

In Combat
Pace Crawling Crouching

Going Prone Difficult Ground Jumping

Running

Move full Pace in a round. Considered a free action. May crawl 2 per turn Counts as being prone. Half Pace while crouching. Run for half total Pace after rolling for running. Ranged attacks against him suffer a 1 penalty. May fall prone at any time. Getting up costs 2 of movement. Each inch counts as 2 Jump 1 horizontally from a dead stop or 2 with a run and go and an extra 1 with a successful Strength roll. May run an additional 1d6. Suffers a 2 to all other actions made while running.

Overland Movement
Base Speed

Pace Modifiers Flying Speeds Encounters

Equals half current Pace in miles per hour with minimum mile per hour unless Incapacitated. Hindrances, wounds and GM discretion. Ignores overland modifiers. Unless patrolled, draw 1 card once per day with a face card representing an encounter.

+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 rules 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 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, RoF 1, 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 Characters are knocked out instead of potentially killed when Incapacitated 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 semi-automatic weapon or revolver at 4 penalty to each die 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

Overland Speed Modifiers


Ground Easy Average Hard Difficult Speed -0 mph -1 mph -2 mph -3 mph

Terrain Type Plains, road Rocky desert, light forest, hills Steep hills, sand, medium forest Mountains, heavy forest, marsh

Fantasy Companion GM Screen Inserts designed and created by Michael Trigger Ysker of TheAgencyStar 2013. All rights reserved. This material is protected under the Copyright Act of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written consent of Pinnacle Entertainment Group. 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.

Experience Points

Rank Treasure
Treasure Trove Rich Worthwhile Meager

0-19 Novice 20-39 Seasoned 40-59 Veteran 60-79 Heroic 80+ Legendary Every 5 points accumulated grants a hero an Advance. An Advance lets a character do one of the following: 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. * * You may only choose this option once per Rank. No Trait may be raised above a d12 (but see the Professional and Expert Legendary Edges). Legendary characters may raise an attribute every other Advance.

Treasure Table Silver & Gold


1d10 x $1000 1d10 x $500 1d10 x $100 1d10 x $10

Magic Item
100% 50% 25% 1%

Attack Skill
Taunt Intimidation vs. vs.

Resisted By
Smarts Spirit

d20
1-2 3-5 6-7 8-11 12-14 15-16 17-18 19 20

Magic Item Table Type


Armor & Shields (Table 1A) Melee Weapon (Table 2A) Ranged Weapon (Table 3A) Miscellaneous Item (Table 4A) Potion (Table 5) Rings (Table 6) Scrolls (Table 7A) Tomes (Table 8) Wands & Staves (Table 9A)

Page
49 52 54 57 79 80 84 85 85

Attacker gets a +2 bonus to his next action against the defender during this combat with success. A raise makes the defender Shaken as well.

Deity
Goddess of Healing God of Justice God of Knowledge

Aspect
Healing, mercy, peace Justice, law, truth Knowledge, literacy, scribes, historians, revealing secrets Nature, animals, weather Sea, storms, sailors, waters Sun, light, good Thievery, chance, stealth, concealment Battle, war, courage

Powers
Armor, barrier, beast friend, bolt (nonlethal damage only), boost/lower trait, deflection, detect/conceal arcana, dispel, elemental manipulation, entangle, environmental protection, greater healing, healing, light, speak language, stun Armor, barrier, beast friend, boost/ lower trait, deflection, detect/conceal arcana, dispel, entangle, environmental protection, fear, healing, invisibility, light, puppet, quickness, smite, speak language, speed, stun Armor, beast friend, bolt, boost/lower trait, deflection, detect/conceal arcana, dispel, elemental manipulation, entangle, environmental protection, fly, healing, light, obscure, puppet, shape change, speak language, stun, telekinesis, teleport Armor, barrier, beast friend, bolt, boost/lower trait, burrow, deflection, detect/ conceal arcana, dispel, elemental manipulation, entangle, environmental protection, fly, healing, light, obscure, quickness, shape change, smite (hands turn into animal claws), speak language, speed, stun, telekinesis, teleport Armor, barrier, beast friend (sea creatures only), bolt, boost/lower trait, burst (water), deflection, detect/conceal arcana, dispel, elemental manipulation (water only), entangle, environmental protection (water only), healing, light, obscure, shape change (sea creatures only), smite, speak language, speed, stun, telekinesis, teleport Armor, barrier, blast, bolt, boost/ lower trait, burrow, burst, deflection, detect/ conceal arcana, dispel, elemental manipulation, entangle, environmental protection, fly, healing, light, quickness, shape change, smite, speak language, speed, stun, telekinesis, teleport Armor, boost/lower trait, burrow, deflection, detect/conceal arcana, dispel, elemental manipulation, entangle, environmental protection, fly, invisibility, light, obscure, puppet, quickness, shape change, speak language, speed, stun, telekinesis, teleport Armor, barrier, beast friend, blast, bolt, boost/lower trait (Strength, Vigor and combat skills only), burst, deflection, detect/ conceal arcana, dispel, entangle, environmental protection, fear, fly, light, obscure, quickness, shape change (fighting animals only), smite, speed

Goddess of Nature God of the Sea

God of the Sun God of Thieves God of War

Skill

Arcane (Alchemy) (Faith) (Spellcasting) (Spellweaving) (Ritualism) Boating Climbing Driving Fighting Gambling Healing Intimidation Investigation Knowledge Lockpicking Notice Persuasion Piloting Repair Riding Shooting Stealth Streetwise Survival Swimming Taunt Throwing Tracking

Attribute
Smarts Spirit Smarts Spirit Smarts Agility Strength Agility Agility Smarts Smarts Spirit Smarts Smarts Agility Smarts Spirit Agility Smarts Agility Agility Agility Smarts Smarts Agility Smarts Agility Smarts

Wild Cards are Incapacitated if they suffer more than three wounds (cumulatively or all at once). When a Wild Card becomes Incapacitated, make an immediate Vigor roll: 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.

2d6
2

Wound

3-4

5-9

1d20*
1-4

Adrenaline Surge: The heros fight response takes over. He adds +2 to all Trait and damage rolls on his 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: The character gains a Major Phobia Hindrance. 19-20 The Mark of Fear: The hero is Shaken and also suffers some cosmetic physical alterationa white streak forms in the heros hair, his eyes twitch constantly, or some other minor physical alteration. This reduces his Charisma by 1. 21+ Heart Attack: The hero is so overwhelmed with fear that his heart stutters. He 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 creatures Fear penalty as a positive number to this roll.

Effect

10 11-12

Unmentionables: If the injury is permanent, reproduction is out of the question without miracle surgery or magic. There is no other effect from this result. Arm: Roll left or right arm randomly; its unusable like the One Arm Hindrance (though if the primary arm is affected, off-hand penalties still apply to the other). 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). Leg: Gain the Lame Hindrance (or the One Leg Hindrance if already Lame). 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).

Bleeding Out

The injured character must make a Vigor roll at the start of each round after the one in which he was injured and before Action Cards are dealt: Success: The victim must roll again next round, or every minute thereafter if not in combat Raise: The victim stabilizes and no further rolls are required Failure: The character dies from blood loss. Other characters may stop a victims bleeding by making a Healing roll. If successful, the victim stabilizes immediately and no further rolls are required. This use of the Healing skill just stops the bleeding. See page 78 for the use of the Healing skill to recover actual wounds.

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