[S2P10500] Savage Worlds - Fantasy Companion.pdf

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COMPANION
Explorer’s Edition
FANTASY
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FANTASY
COMPANION
Writen and developed by Paul “Wiggy” Wade-Williams,
Simon Lucas, Shane Lacy Hensley, Clint Black, and Piotr Korys
Layout and Final Preparation by Joel Kinstle and Shane Hensley
Cover Art by Cris de Lara
Interior Art by Storn Cook, Robin Elliot, John Hunt, Jason Juta,
Greg Lambekis, LuisNCT, Chris Malidore, Daniel Rudnicki, Adam Schmidt,
Bob Stevlic, Frank Walls, Cheyenne Wright, and Darek Zabroki
Additional Material and Editing by Jodi Black,
Mat Cuter, Mark Francis, Joel Kinstle, and Zeke Sparkes
© 2009 Pinnacle Entertainment Group. Necessary Evil, Savage Worlds, Smiling Jack, and all
related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved.
Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark of
Studio 2 Publishing, Inc. © 2009. All rights reserved
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CONTENTS
CHARACTERS 1
Races. . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Languages . . . . . . . . . . . . . . . . . . . . . . . 4
Making Races. . . . . . . . . . . . . . . . . . . . . 4
New Edges. . . . . . . . . . . . . . . . . . . . . . . 5
Professional Edges . . . . . . . . . . . . . . . . 5
Racial Edges. . . . . . . . . . . . . . . . . . . . . . 7
TREASURE 47
Using Magic Items . . . . . . . . . . . . . . . 48
Loot. . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Table 1: Armor & Shields . . . . . . . . . 49
Table 2: Melee Weapons . . . . . . . . . . 52
Table 3: Ranged Weapons . . . . . . . . . 54
Table 4: Miscellaneous Magic . . . . . . 57
Single Use Items . . . . . . . . . . . . . . . . . 64
Stacking Bonuses. . . . . . . . . . . . . . . . . 67
Table 5: Potions . . . . . . . . . . . . . . . . . . 79
Table 6: Rings. . . . . . . . . . . . . . . . . . . . 80
Table 7: Scrolls . . . . . . . . . . . . . . . . . . 84
Table 8: Tomes . . . . . . . . . . . . . . . . . . . 85
Table 9: Wands & Staves . . . . . . . . . . 85
Table 10: Cursed Relics . . . . . . . . . . . 90
Table 11: Intelligent Relics . . . . . . . . . 93
Intelligent Relics . . . . . . . . . . . . . . . . . 95
Relics . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Sample True Relics . . . . . . . . . . . . . . . 97
GEAR 9
Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Land Movement . . . . . . . . . . . . . . . . . 10
New Melee Weapons . . . . . . . . . . . . . 11
Ship Movement. . . . . . . . . . . . . . . . . . 11
New Armor . . . . . . . . . . . . . . . . . . . . . 13
Siege Warfare. . . . . . . . . . . . . . . . . . . . 13
Characters in Sieges . . . . . . . . . . . . . . 14
Morale Modiiers. . . . . . . . . . . . . . . . . 15
Siege Engines . . . . . . . . . . . . . . . . . . . 15
Character Siege Action Results. . . . . 16
Fortiications . . . . . . . . . . . . . . . . . . . . 17
BESTIARY 100
New Monstrous Ability . . . . . . . . . . 100
Making Monsters . . . . . . . . . . . . . . . 101
Villains . . . . . . . . . . . . . . . . . . . . . . . . 102
Encounter Diiculties. . . . . . . . . . . . 104
Variant Dragons . . . . . . . . . . . . . . . . 113
ARCANA 20
Deities. . . . . . . . . . . . . . . . . . . . . . . . . . 20
Deiic Templates . . . . . . . . . . . . . . . . . 21
New Arcane Backgrounds. . . . . . . . . 23
Trappings . . . . . . . . . . . . . . . . . . . . . . . 25
Grimoire. . . . . . . . . . . . . . . . . . . . . . . . 28
Introducing New Spells. . . . . . . . . . . 29
INDEX
156
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CHARACTERS
CHARACTERS
Welcome to the Savage Worlds Fantasy
Companion ! The core rules let you run or play
most any seting you can imagine, but you’ll
occasionally want more detail for particular
worlds you’re converting or creating. This
book address that, giving you new Edges
and Hindrances, powers, magic items, and
creatures for fantasy setings.
The following non-human races are
representative of those found in most
traditional fantasy worlds.
DWARVES
Dwarves are short, stout, hardy people
who come from massive caverns in the high
mountains. They are a proud, warlike race,
usually made so by frequent contact with
savage races such as orcs and goblins.
Dwarves usually live upwards of 200 years.
In most fantasy campaigns, they have ruddy
skin and all typical hair colors.
Low Light Vision: Dwarven eyes are
accustomed to the dark of the underearth.
They ignore atack 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.
RACES
Fantasy setings typically feature many
races, such as elves, dwarves, or half-folk.
Others may feature dragon-men or even orcs
as player characters. The diversity here is
limited only by your imagination.
In this section we’ll give you the most
typical racial templates for you to use right
out of the book, then show you how to create
your own races as well.
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FANTASY COMPANION
ELVES
Elves are tall, thin souls with pointed ears
and deep-set eyes of various colors. Whether
they hail from the forests or hidden valleys,
they are all born more graceful than humans,
though somewhat slighter. Most elves live
upwards of 300 years. They have fair skin
and their hair includes all typical colors, plus
shades of silver and blue.
Agile: Elves are graceful and agile. They
start with a d6 in Agility instead of a d4.
All Thumbs: Elves have an inbred dislike
of mechanical objects, and thus have the
All Thumbs Hindrance. They shun most
mechanical items and designs.
Low Light Vision: The character’s eyes
amplify light like a cat’s, allowing him to
see in the dark. He ignores atack penalties
for Dim and Dark lighting.
frail compared to most other races, their
cheerful optimism (or wily cunning) gives
them a “never say die” atitude that makes
them more than a match for creatures twice
their size.
Half-folk see no reason to invite trouble, and
tend to live in their own litle communities far
of the beaten path.
Fortunate: Half-folk draw one additional
benny per game session. This may be
combined with the Luck and Great Luck
Edges.
Short: Half-folk average only about 4’ tall.
Their small size subtracts 1 from their
Toughness. Half-folk have a Size of –1, and
cannot take the Small Hindrance.
Spirited: Half-folk are generally optimistic
beings. They start with a d6 Spirit instead
of a d4.
HALF-ELVES
Half-elves are usually a solid mix of their
two parents. They gain the elves’ grace but
none of their elegant frailty.
Most half-elves are well-adjusted, but some
are shunned by one side of the family or the
other and grow resentful. Others may even be
mistreated.
Their life-spans are closer to their human
parent than those of their elven kin. Most
half-elves live only to about 100 years.
Heritage: Some half-elves retain the grace
of their elven parent. Others gain the
adaptability of their human ancestry. A
half-elf may either start with a free Edge of
his choice (as a human), or a d6 in Agility
instead of a d4.
Low Light Vision: The character’s eyes
amplify light like a cat’s, allowing him to
see in the dark. He ignores atack penalties
for Dim and Dark lighting.
Outsider: Half-elves aren’t true outsiders
(as per the Hindrance of the same name),
but neither are they ever quite comfortable
around humans or elves as one of their
own, so the efect is the same.
HALF-ORCS
Half-orcs are the ofspring of either a
human and an orc or an orc and another
half-orc. Rarely is such a mating willingly
accepted, so the character’s “family tree” is
likely more than a litle troublesome to him
or her.
Half-orcs are usually accepted by orcish
communities, but are shunned by most other
races, including humans, elves, and dwarves.
Some half-orcs choose to join the “civilized”
races, turn their backs on their barbaric roots,
and are oten looking to redeem themselves.
Many are heroic souls trying to prove their
worth.
Half-orcs have light-colored human skin
with just a tinge of orcish coloration, with
black hair and small eyes. Their features are
harsh and angular, like that of orcs. Their
natural life-span is the same as humans,
though it is rare when one dies of old age.
Infravision: Half-orcs can see in the
infrared spectrum, halving atack penalties
(round down) for bad lighting.
Outsider: Half-orcs aren’t trusted by most
other civilized races, and so subtract 2 from
their Charisma.
Strong: Half-orcs have some of the strength
of their ancestry. They start with a d6
Strength atribute instead of a d4.
HALF-FOLK
Half-folk are small, nimble creatures with
fuzzy brown or black hair. Though they are
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