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9

Whether something is a Wild Card or an Extra is a matter of game plot and story, not about the fictional game world. It is entirely possible to have adults Rocs that are Wild Cards right beside other adult Rocs that are Extras, so long as that makes sense for the encounter design. The default Roc in the book happens to be a Wild Card, but it's not a rule ...


7

One approach would be to ask yourself how quickly does the story require it to grow? If it isn't explicitly described in the 50 Fathoms rules, then my feeling is that it would be open to interpretation, and that you should do whatever is needed to make an interesting adventure for the Roc's owner.


6

Depends on what you want to compare it to I'd think I had a look at the Emu (as one of the largest birds alive today) and their chicks are full-grown within 5-6 months, they are still looked after their father during this time (up to seven months) so could be considered "young" during this stage. They can leave the nest within a few days so they quickly ...


5

This actually doesn't have an answer! Here's some background explaining why: The Savage Worlds entry on the roc doesn't describe their life-cycle, so there's no Savage Worlds "canon" to answer this. Outside of Savage Worlds, the Roc is a beast of Arabian mythology so there's no reliable, single source to go back to for more details about the Roc. ...


4

The wording of the Environmental Protection power states that it: Allows the target to speak, breathe and move at his normal Pace in one normally harmful environment. As Kraken experience environments out of water as harmful, I would rule that the power protects them in the same way as it would a human who was underwater. The one caveat to this is ...


3

The golden rule when reading any Savage Worlds setting is that if the setting doesn't specify something then it defaults to whatever is specified in the Savage Worlds Core Rules. In this case, Elemental Magic requires the Arcane Background (Magic) Edge. The description of this Edge in 50 Fathoms gives some information on the different elements, but as it ...


3

This isn't explicitly covered in the rules, but my interpretation as a GM is as follows. A Wild Card is tougher to put down, having three wounds rather than the one that an Extra has. They also are much more capable with their Attributes and Skills, as they have a Wild Die with all their rolls. Remember that making something a Wild Card increases their ...


3

Savage Worlds uses a small, medium and large burst template. They measure 3, 4, and 5 inches in diameter. Page 62 of the first edition rules states one inch on the battle map is equal to 2 yards. Using that, the Quake spell, which uses the large template, produces a hole about 10 yards in diameter.


3

The canon answer are here [SWD] Can you still buy off Hindrances? and Edges and Hindrances Rules FAQ. I have seen in some source books cases where Hindrances can be bought off. I think it all depended. In the Grael, 'All Thumbs' case to me this implies that they have big and not very flexible fingers which make the use of standard gun impossible. I don't ...


2

There is no "official" ruling on buying off hinderances. Some of them may go away as a character progresses (the Young hinderance, for example), and others may lead to other hinderances (one Enemy falls and another is born). I think that leaves it wide open to be house-ruled. If it seems reasonable to you and your players then by all means, let them spend ...


1

In my opinion as GM, it would depend on what the racial hindrance was, and the general feel of the campaign setting. Racial hindrances are one of the key ways of differentiating between different characters, and allowing players to buy them off could easily end up eroding the sense of individuality between the different members of the group. They are also ...



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