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12

I believe what you are looking for is on Page 55 of the Deluxe rules. Snapfire Penalty: Certain weapons, such as sniper rifles, are very inaccurate if fired “from the hip” rather than using their excellent sights or scopes. If the character moves in the action he fires, he suffers a –2 penalty.


12

No, the end-of-session xp award if for PCs only. Extras advance in a different manner. SW Deluxe Edition p 43: Don’t create your Extras with the character creation rules. Just give them what you think they ought to have in their various skills and attributes and move on. While that says nothing about their advancement, it most assuredly sets a ...


10

Yes, you can fire at two different targets with each barrel. Any ranged weapon with a RoF of greater than 1 can be fired at two separate targets. ("Ranged Attacks, Rate of Fire", p. 67, Savage Worlds Deluxe edition) The double-barrel shotgun is special in that it has this additional rule (page 50): Double Barrels: Shotguns with two attached barrels are ...


10

To use a CO2 fire extinguisher for general obscurement, I'd suggest having it be in a Cone Template and having the the area sprayed grant "Light Cover", because that's described as "half or less of the target is obscured, which sounds about right for a light, gaseous propellant that moves quickly. Against humans, I think the easiest thing to do would be to ...


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 ...


9

The number before the brackets represents the total Toughness including any protection given by armour. The number in brackets is the proportion of this given by the armour alone. This often comes into play where damaging attacks include an AP or armour piercing value. If an attack does, you subtract the AP from the armour part of the Toughness before ...


9

The setting that springs to mind is Hellfrost. It is based in the realm of Rassilon, a fully detailed world with an extensive Gazetter and Bestiary in addition to the Player Guide. The world is varied and interesting, with plot hooks liberally sprinkled through the published literature, and although it adheres to many of the common fantasy tropes, there ...


9

No, you cannot activate more than one Power per turn. Activating a Power is seen as a single generic action, and as you cannot use the same action twice in a turn, you cannot activate two Powers in the same turn. See here for official confirmation of this. However, there is nothing stopping you activating Smite on one turn and then Deflection the next, ...


8

There are a number of approaches that come to mind, but the big caveat with all of them is that it depends on the setting you are working in and what you're GM does and doesn't allow. It is very important to note that Edges from different settings are not intended to be 'plug and play', and they are not guaranteed to be balanced if you start mixing and ...


8

Mundane Mundane means will entirely depend on the way the invisibility spell works, as defined by its trappings. Does it make the target transparent? Mud and blown dust to find them, and it doesn't work well in heavy rain at close range. Does it make everyone else just "not notice" them? Then some kind of hyper-awareness drug might help. Etc, etc., with the ...


8

If you have a Toughness of 8 and Armour of say +2 (10) and you are hit by a weapon with AP 2. AP 2 means the weapon ignores 2 points of armor. In this case, your effective armor is 8 and 8 damage will result in your character being shaken. If the weapon had AP 4, your effective toughness would still be 8 because it can only ignore as much armor as ...


8

Savage Worlds Deluxe edition is designed to be played with miniatures and battle map. Using Miniatures The rules are written for the table-top because that requires exact measurements and precise rules. That’s why all the weapon ranges and movement values are listed in inches (rather than yards or some other unit). Using miniatures and ...


7

That's right, Vigor tests for Incapacitation suffer normal wound penalties, as confirmed on the official forums. If a player makes a tissue-paper wizard with only d4 Vigor, getting pasted by a solid hit is the expected result. Note that house-ruling the Incapacitation Table to better suit the intended lethality of a setting or genre is totally within the ...


7

This is totally up to your GM. I'll go over the rules as written to clarify the situation, but Savage Worlds is not a legalistic game and your GM can and should adapt the rules as necessary. (In fact, if you're working with your GM, you might get more favourable rulings than if you spring this on them without warning.) Rules as written Normally, fighting ...


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.


7

One power. Basically you can count your castings. So if you've got a multi-target spell like Burrow, you can maintain it on everybody as one spell (you're only casting the spell once, you're just hitting extra people thanks to the Additional targets clause). But if you cast Deflection on 3 people, that would be 3 spells being maintained (since you had to ...


7

Here is the errata for Savage Worlds Deluxe. There is no mention of changing dice rolls. In practice, this issue will rarely show up. Consider rolling a d4 or d6 to hit a target number (TN) of 6. The d4 has a slightly better chance of being successful. d4: 1/4*3/4 = 3/16 or 18.75% d6: 1/6 = 1/6 or 16.66% However, skill rolls are only part of the ...


7

The answers is: Move (6+d6)" which takes a whole round The movement entry in the guide is quite clear on that. Here's what it says: Movement Characters may move their full Pace (usually 6” for humans) in a round. This is considered a free action and doesn’t inflict a penalty to any other actions, such as firing a weapon or taunting a foe. ...


7

From Clint: Um, nope. Even discounting the Wild Die and Acing, the average for a die is not half it's highest value, it's half the highest value +1 (for it's lowest value). So the average for a d4 is 2.5 not 2. And once Acing is accounted for, it goes even higher, such that the dice average more than half their highest value +1. So to use the ...


7

I found the official answer on the forums: ties go to the defender. This makes the opposed roll procedure make a bit more sense: the attacker rolls, using bennies until they're satisfied with their roll, then the defender uses that as the target number to resist. On the other hand it disincentivises Tricks and Tests of Will just a tiny bit, so I can see ...


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 ...


6

The rules for this are on page 21 of the Marshal's Handbook. In summary: the GM decides when an 'interesting' time would be. Generally this is when you can cause as much havoc as possible, bearing in mind that the manitou won't willfully endanger the body they are hosting. Anything that will increase chaos, fear etc could be on the cards. you then pay a ...


6

Reading Vehicular Attacks, Damage on page 110 of the Explorer Edition or page 100 of the Deluxe Edition, car damage works like this. If you roll enough damage to "shake" a vehicle, it is not shaken, but instead forces the driver to make a Driving test or roll on the Out-Of-Control table. A raise on the damage test actually wounds the vehicle giving all ...


6

There's nothing official, but there are various house-ruled hacks. Using the standard rules, you can see from the first graph of that post that there are four points where a lower die beats a higher die for at a certain difficulty level. Given that the Savage Worlds motto is "Fast! Furious! Fun!", it's likely that it isn't worth complicating the rules to ...


6

It's not a big difference and certainly not a game breaker. Given most skill rolls target 4, or 8 for a raise, the statistics for each die are: Die >= 4 >= 8 >= 12 d4 25.00% 6.25% 1.56% d6 50.00% 13.89% 2.78% d8 62.50% 12.50% 7.81% d10 70.00% 30.00% 9.00% d12 75.00% 41.67% 8.33% Going by this table, the only time a ...


6

Interesting question! I would rule that it works as a cone. Outdoors, the visibility would be only slightly reduced in the area (-1 perhaps) and the powder would dissipate after 1d2 rounds. Indoors, it would be worse (-2 perhaps) and stay in suspension for a while, 2d4 rounds. If you like it more realistic, then you would need a few (2-3) rounds to fill the ...


6

The roll to break free from being entangled is a standard test with TN 4. See here. The entangle effect only affects those in its area of effect at the instant it is cast. Afterwards, characters can enter the area with no problem. See here. The effect only ends when the target succeeds at breaking free. See the previous link here. Of course, as pointed ...


6

Both Harnesses and Airbags come into play. According to Clint who's a site admin on the forums for Pinnacle Entertainment Group/Great White Games (Publisher of Savage Worlds): Well, it would work as the example listed, with 2 vehicles with 2 passengers each, 6 damage rolls would made, one for each participant. To be specific (and as varied as ...


6

Working with a d4 Wild Die will have a number of effects on the system. Note that I haven't yet run the numbers on the exact changes to probabilities with this change, but I believe that the general trends I've identified will hold: You will reduce the average die total on trait rolls, but the results you get will be more 'swingy', as 25% of the time you ...


5

The "ally" sheet is simply an NPC sheet with a silly name. It's just a cut-down character sheet that fits two on a letter-sized sheet of paper. Sadly, it seems to have been accidentally misplaced or deliberately removed during one of PegInc's habitual, link-destructive website reorganisations. Since there's nothing really special about it though, any of the ...



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