Savage Warhammer V3 (2014)
Savage Warhammer V3 (2014)
Savage Warhammer V3 (2014)
WARHAMMER FANTASY
ROLEPLAY 2nd Edition
To
SAVAGE WORLDS Deluxe Edition
Resistance to Disease
Mighty Missile Requirements: Novice, Vigor d8+
Requirements: Novice This character gains a +2 on Vigor rolls against
+1 to damage with missile spells Disease.
Resistance to Poison
Background Edges Requirements: Novice, Vigor d8+
Requirements: Novice
+2 Notice, Tracking, Survival, Stealth while Rapid Reload
underground Requirements: Novice
Reduce reload time for ranged weapons by ½
Firearms Training
Improved Routine Disarm
Requirements: Novice, Shooting d6
(Flashy Disarm)
Firearms are a new and powerful technology but
Requirements: Seasoned, Routine Disarm
you have received training in how to use them
properly. Any character attempting to use a As Routine Disarm, but allows you to catch
firearm without this edge reduces his shooting the weapon, instead of it falling to the
die by 2 steps. ground, if you are sufficiently close to the
opponent. The penalty for your Disarm
attempt is reduced again to zero.
Mighty Shot
Requirements: Novice
Sharpshooter
+1 to damage with mundane ranged non-
Requirements: Novice
firearm weapons.
+1 to Shooting when Aiming (+2 when Aiming
instead of +1).
Musketeer
Requirements: Firearms Training
Strike to Injure
Requirements: Novice Swashbuckling
+1 to Injury table results when your attack Requirements: Novice
causes an opponent to roll on it.
+1 stunts/Pace or distances for jumps.
Strike to Stun
Requirements: Novice
Professional Edges
The character gains d4 extra damage (which can
stack with the extra d6 for a raise) on a Surgeon
successful attack if he calls "Strike to Stun"
Requirements: Novice, Agility d6+, Smarts d8+,
before attacking. However, they take a -2 on
Healing d8+
Fighting and this can NEVER wound an
opponent, but only Shake them. A character with Surgery can attempt to save a
character from temporary or permanent injury.
A character who receives such an injury must
Sunder first take a normal Healing roll, as per the
standard rules. Afterwards, the Surgeon
Requirements: Novice character must make another Healing roll,
Ignore 1 Armour Bonus for melee attacks, applying his own Wound modifiers as well as
allowing character to strike through armour any Wound modifiers left on the character.
efficiently, and on a raise, 2 AB are ignored. This • Temporary injury: On a success, the temporary
has no effect on un-armoured targets but does injury is instantly repaired, even if the character
effect even magical armour. has wounds remaining.
• Permanent injury: On a success, the permanent
Improved Sunder injury becomes temporary instead. On a raise, it
is instantly repaired, even if the character has
Requirements: Sunder wounds remaining. This roll must be made
Ignore 2 Armour Bonus for melee attacks, within 24 hours of the injury, and supplies such
allowing character to strike through armour as bandages, splints, or various other medical
efficiently, and on a raise, 4 AB are ignored. supplies must be available(i.e. a set of trade
This has no effect on un-armoured targets tools, found under equipment). This Edge may
but does affect even magical armour. also allow characters to perform other acts as
determined by the GM (perhaps such as
removing mutations).
Sure Shot
Requirements: Novice
Ignore 1 Armour Bonus for ranged attacks.
Social Edges
Etiquette
Improved Sure Shot (Crack Shot)
Requirements: Novice
Requirements: Sure Shot
+1 to Persuade, Streetwise, Stealth or any other
Ignore 2 Armour Bonus skill when used appropriately among high
society, nobility, royalty, and such.
+1 to Persuade when addressing 10 or more
people.
Friends in Low Places
Requirements: Novice
+1 to Persuasion and Streetwise (and possibly
Improved Public Speaking
other skills) where assistance from your (Master Orator)
criminal friends may be beneficial. Requirements: Public Speaking
+2 Persuade when addressing 10 or more
Gambler people.
Requirements: Novice
The character knows any reasonable form of Schemer
gambling in his culture. If the form of gambling Requirements: Novice
is outside his culture, he knows it on a Smarts
roll, or can learn it within a few games (let him +1 Persuade, resist Intimidation and other skills
play at -1 for 1d4 games). or bonuses when dealing with intrigue. Also +1
to detect and resist any sort of subterfuge,
Gambling is an opposed Smarts test. Characters deception or other manipulation in conversation
can attempt to cheat; this is an opposed Agility or general behaviour and treatment, including
vs. Notice. On a success, he may add +1 to his by staff, nobility or businesses. This can be used
Gambling roll, or +2 on a raise. On a failure, he is as a very primitive form of psychology to make
not able to cheat this game. vague educated guesses about general intents,
If his opponent gets a raise, he catches him inclinations, motivations, worries, etc.
cheating. On a botch, pretty much everyone
within eyesight catches him. Start dealing
Initiative cards, because a fight is about to break
out...
Grudgeborn Fury
Requirements: Novice
Your hero hates greenskins with undying rage.
Weird Edges
Attacks against any type of Orc, Goblin, Aetheryic Attunement
Hobgoblin, or Snotling is at a +1 Fighting. The
GM could decide that characters can take this Requirements: Novice, Arcane Background OR
Edge against other types of enemies too, such as Elf
Undead, but the most common Grudge is against Your ability to see the Winds of Magic enables
greenskins. This Edge should be justified in a finer control of your spells, all your arcane skills
character's background, though Dwarves have gain a permanent +1 bonus. If you successfully
been at war with greenskins forever and simply use your Magic Sense to find a beneficial Wind, it
being a Dwarf is more than enough to justify it. will be only 1d6 squares away from you.
Hypnotism
Requirements: Novice, Persuasion d8+ Seasoned Traveller
Use this skill to put another into a trance. The Requirements: Seasoned
subjects attention must be kept focussed on you +1 to CK or no penalty for reasonably knowable
for a minute, often a spinning bauble or other information even for other cultures, and +1 for
such device is used. An unwilling subject may all language related skill tests.
resist with a Spirit roll.
Once in a trance, most subjects will truthfully
answer any questions you ask, exceptional
subjects may resist with a successful Spirit roll. Legendary Edges
You may also attempt to implant a post-hypnotic
suggestion – a command and trigger - but the
Legendary Strength
subject will attempt a Spirit roll to resist this. Requirements: Legendary, Str d12+, special
A few heroes throughout time have gained a
strange, almost supernatural strength beyond
that of normal humans. Heroes engaged in
incredible, epic adventures, who already have an
emphasis on Strength, such as barbarians,
incredibly pious and powerful war priests, and
various legendary heroes may attain upwards of
Strength d12+3. A character who is of
Legendary rank, has a Strength of d12 already,
and who has gained permission from the GM
Ventriloquism may purchase this Edge, which increases his
Strength to d12+1. A character with many years
Requirements: Novice, Perform d6+, Persuasion
of intense fighting might increase it further to
d6+
Strength d12+2, and in extreme circumstances
+1 to Persuade or Stealth or other skill when (decades of intensive training, fighting,
used to impersonate another culture or person. extremely heavy labour, etc) might attain
Additionally, the character can attempt to speak Strength d12+3. The Edge would need to be
without moving his or her lips, making the taken 3 times, of course.
sound appear to come from somewhere else.
Onlookers get an opposed Notice test to realize
the unreality of the situation and are baffled. On
a raise they recognize the source of the sound.
Advanced Career Edges
In Savage Warhammer, Advanced Career Edges The character has +1 parry and the Dodge edge
are used to represent expertise and dedication against creatures at least 3 size categories
to a particular field and as such Advanced Career greater than him. Typically combined with the
Edges may only be taken by Seasoned Giant Killer edge.
characters.
They have significant entry requirements but
grant bonuses to multiple skills so may be worth
Guild Master
the effort. Requirements: Seasoned, Persuasion d8,
Below are a sample of some Advanced Career Streetwise d6
Edges, use them in conjunction with the The character is well-respected in his city and
Warhammer Career Compendium to create your province and gains +2 on Persuasion, Streetwise
own. and Intimidate while in his home province. Also,
the character has a steady income of $50.000
(that does not stack with Rich or Filthy Rich).
Demagogue
Requirements: Seasoned,
Physician
The character can attract followers that are not
wild cards. When one of the followers suffers Requirements: Seasoned, Heal d8+
damage, the Demagogue can spend a benny and The character gains +2 on heal checks.
roll his Persuasion to soak the damage. Characters under the supervision of the
Physician can add +2 to their natural healing
rolls.
Engineer
Requirements: Seasoned,
Witch Hunter
The character can use experimental weapons
without the risk of failure. Requirements: Seasoned, Spirit d8+, Intimidate
d8+, Fighting d8+
The character does +1d4 damage vs. mutants
Flagellant and followers of Chaos.
Requirements: Seasoned,
When wounded, the Flagellant automatically
passes all Guts checks.
Ghost Strider
Requirements: Seasoned, Elf,
The character gains +2 to Survival and +1
Stealth in wild areas. When using bow-like
ranged weapons, add 5 to each range band.
Giant Slayer
Requirements: Seasoned, Dwarf, Trollslayer,
Combat Mutants
The power of Chaos is mutative. Many Chaos
creatures have mutations, and exposure to
Armor Degradation Chaos and certain types of magic can also cause
mutations.
Armor protects you from deadly attacks - for a
Provided here is a fairly short list of common
while. If the damage roll gets a raise, instead of
mutations; the Old World Bestiary contains
doing extra damage, the armor of the victim is
some longer lists, and the Tome of Corruption
reduced by 1 per raise.
has an incredibly extensive list of mutations that
Unarmored victims or victims who’s armor has can easily be adapted to SW.
been reduced to 0, take the extra damage as
normal. d20 Major Mutation
1 Short Legs: Pace -1
Damaged armor can be repaired; this requires
an appropriate toolkit and one day’s work. A 2 Long Legs: Pace +1
successful Repair roll restores 1 point of armor, 3 Third Leg: +2 vs Push
each raise restores an additional point. A failure 4 Beast Legs: +2 Pace, cannot ride
on the roll means the armor is beyond your skill
Skeletal: Strength die (and maximum
to repair, however someone with a higher repair 5 Strength) reduced 1 step.
skill could attempt a repair. The armor does not
Bloated: Toughness +1, Agility (and
degrade on a failed roll.
6 maximum Agility) reduced 1 step.
On a botched roll, the armor is ruined beyond Horns: Can be used to make an attack
repair and loses any remaining armor points. 7 doing Strength damage. Counts as Armed.
Natural Armor does not suffer from degradation. 8 Scaly skin: +1 Natural Armor.
Fur: Counts as ‘improved warm clothing’,
9 +2 to resist environmental cold.
Rising from Prone 10 Boils, lesions, rash: -2 Charisma.
11 Skull Face: Causes Fear +1.
This requires an Action.
Beast Face: +2 Tracking if character can
12 follow a scent trail. Cannot speak.
Tiny Head: Smarts die (and maximum
13 Smarts) reduced 1 step.
Tail: Can be used to make an attack doing
14 Strength damage.
15 Tentacle Arm: +1 Grapple.
One Eye: -2 to any roll that relies on
16 depth perception.
17 Third Eye: +2 Notice.
18 No Eyes: Blind.
19 Roll twice: Poor bastard.
Innate Spell: The GM assigns a Petty
Magic spell. If the character does not have
20 the appropriate skill (either Spellcasting
or Faith), it may be cast with a successful an Insanity (either determined by the GM or
Spirit roll. However, rolling a One on the randomly).
Spirit die earns the character an Insanity
Point. And the skin over every inch of When his Insanity Points once again reach 6, the
your body is covered in runic symbols. process repeats.
If any mutations reduce any statistics below d4,
the character dies in the throes of his mutation.
Fear
Insanity Certain circumstances and creatures may be
fearsome to behold and are described as causing
Insanity Points represent how far off the deep Fear. When exposed to such things, a character
end the character is, or how close to insanity makes a Spirit check to determine if he is
they have come. affected. This is a free action and happens first
on a characters turn.
Characters receive an Insanity Point:
• Raise: FIGHT ON! An adrenalin surge
• Each time they are incapacitated. kicks in; you get +1 to all rolls until the
• Botching a spellcasting roll. source of Fear is Dead or Fled. You do
• Any time any rule specifically states that not need to roll again unless the roll is
they do. triggered by something with a higher
• Any time the GM feels they've viewed Fear Rating.
something sufficiently terrible enough to • Pass: the character is unaffected and may
warrant it. In this case they may be act normally.
allowed a Spirit roll. If they fail they • Scared: Failure. The character is shaken
receive a number of Insanity Points as but may act normally otherwise. You may
determined by the GM based on the check again next round.
nature of the horror. This is usually only • Terrified: Rolled a One. You must flee the
1, 2, or 3 Insanity Points, but could be as source of Fear for 1 round, if you reach a
many as 6 if faced with something point where you cannot flee any further,
horrible beyond all belief, such as a you stop and cower. You are shaken for
Daemon Prince. The number of Insanity the duration of the encounter (you may
Points is doubled if they botched the not re-roll next turn). Gain 1 Insanity
Spirit roll. In the case of a Daemon Prince Point.
or similar horror, this would replace, and
not add to, the normal roll made for Fear Rating: Some creatures or situations are
facing a monster with a Fear modifier of truly terrifying, described as ‘causing Fear +X’
+2. where X is a number. The mind finds it hard to
deal with such horrific sights: The threshold for
When a character reaches 6 Insanity Points, he Pass and Terrified results are raised by X. Also,
must make a Spirit roll or suffer an Insanity. If he on a Terrified result, the character must Flee/
passes, he remains sane, but he's a man on the Cower for X+1 rounds and gains X+1 Insanity
edge. He must make this roll again every time he Points.
takes another Insanity Point until he finally
succumbs to its effects. Phobias: If a Fear check is triggered by
something of which a character is phobic,
When he eventually fails the Spirit roll, his increase its Fear modifier by +2. Note, that
Insanity Points are reduced by 6 and he suffers under normal circumstances, mundane phobias
shouldn’t trigger fear checks – seeing a spider
doesn’t require a fear check however, being
locked in a box full of spiders would.
A character with any Leadership Edge can
command an ally to ‘snap out of it’. This
requires an action from the Leader and the
subject must be able to both see and hear the
Leader. This raises the subjects Fear state by
one step.