savage fantasy

60
TM FANTASY FANTASY SAVAGE WORLDS SAVAGE WORLDS BY TOM HARRISON BY TOM HARRISON SAVAGE WORLDS

Upload: jbeatnik

Post on 07-Apr-2015

1.136 views

Category:

Documents


15 download

TRANSCRIPT

Page 1: Savage Fantasy

TM

FANTASYFANTASYSAVAGE WORLDSSAVAGE WORLDS

BY TOM HARRISONBY TOM HARRISON

SAVAGE WORLDS

Page 2: Savage Fantasy
Page 3: Savage Fantasy

Savage Worlds

FANTASYBy Tom Harrison

Includes Additional Material from:The Lejendary Rules for All Players, by Gary Gygax

Beasts of Lejend, by Gary GygaxDeadlands: The Savage West, by Shane Lacy Hensley

Cover Art by Keith Parkinson

Playtesters:Jade Tinnerman, Wes Brown, Sanford “Bud” Bryan, Colleen and Dave Pevear,

Gareth Livergood

Special Thanks:To all the folks on the Pinnacle Message Boards and the Yahoo! Savage Worlds group,

many of who contributed to this work in some form or fashion.

Savage Worlds is Copyright © 2004, Great White Games. They are used here without permission.

TM

Page 4: Savage Fantasy
Page 5: Savage Fantasy

Savage Worlds Fantasy A-1

Character Creation Summary

Race You can choose any race available in the racial summary to the right.

Traits • Your hero starts with a d4 in each attribute,

and has 5 points with which to raise them. Raising an attribute a die type costs 1 point.

• You have 15 points for skills. • Each die type in a skill costs 1 point up to the

linked attribute costs 2 points per level. • Charisma is equal to the total bonuses or

penalties given by Edges and Hindrances. • Pace is 6”. • Parry is equal to 2 plus half Fighting. • Toughness is equal to 2 plus half Vigor. Go

ahead and add the bonus granted by the armor worn on your torso to this value as well for speed’s sake, but remember it may not count if attacks target other parts of the body.

Edges & Hindrances You gain additional points for taking up to one Major Hindrance and two Minor Hindrances. For 2 points you can: • Gain another attribute point • Choose an Edge For 1 point you can: • Gain another skill point • Increase starting funds by 100%

Gear Start with $500.

Background Details Fill in any background details you care to add.

Racial Summary • Human: Bonus Edge • Veshoge: Low Light Vision, Outsider,

Bargainer • Dwarf: Low Light Vision, Slow (Pace 5”),

Tough (Vigor d6) • Gnome: Low Light Vision, Luck (+1 benny),

Small (-1 Toughness), Outsider, Bargainer • Ilf: Low Light Vision, Animal Affinity, Delicate • Kobold: Invisibility (see rules), Low Light

Vision, Outsider, Small (-1 Toughness) • Oaf: Low Light Vision, Tough (Vigor d6),

Strong (Strength d6), Dumb (see rules), All Thumbs

• Orc: Low Light Vision, Strong (Strength d6), All Thumbs

• Trollkin: Low Light Vision, Natural Swimmers, Outsider

• Wylf: Low Light Vision, Enhanced Senses (Notice d6), Delicate

World Pantheons Major Similar to… Danneen Celtic Mythology Nopponic Japanese Mythology Karcenian Phoenician Mythology Khemitic Egyptian Mythology Marazdian Ancient Persian Mythology Maztacian Mayan Mythology Olympian Greek/Roman Mythology Otamask Slavic Mythology Payliconain Incan Mythology Suakadian Babylonian Mythology Sungkinese Chinese/Tibetan Mythology Tenoric Norse Mythology Urfinic Finland Mythology Vedsudic Ancient Indian Mythology Minor Lyrdian South Pacific Mythology Manitoian Native American Mythology Neyanic Mayan Mythology Tengralic Asian Mythology Vubenic African Mythology Yattemic South Pacific Mythology

Page 6: Savage Fantasy
Page 7: Savage Fantasy

Savage Worlds Fantasy B-1

Races

Human The humans of the Legendary Earth are much the same as humans in the real world. Male

members of the species stand roughly 5’10” in height, on average, some three inches taller than the females. Humans show a great variety of hair and eye colors, and a greater variance in body size and shape than perhaps any other character species. • Bonus Edge: humans start play with one free Edge of their choice. The character must meet the

requirements of the Edge as usual.

Veshoge Veshoge look very much like humans with pink cast of skin and somewhat pig-like visage—often

outward turning canines, round cheeks, upturned nose, beady eyes, and horizontally oval face with sparse hair. Average height is about five feet tall, with slope-shouldered thick torso, tending towards corpulence. A veshoge has little body hair save a shock growing atop the head and running to the shoulder blades. • Low Light Vision: Veshoges ignore attack penalties for Dim and Dark lighting. • Outsider: Veshoges are generally disliked, distrusted, and discriminated against by all other

societies. Their Charisma suffers a –2 modifier outside of their own tribes. • Bargainers: Veshoges are shrewd merchants. They gain a +2 to Persuasion rolls when haggling,

bargaining, or otherwise engaged in commerce.

Page 8: Savage Fantasy

Savage Worlds Fantasy B-2

Alfar Races Dwarf

Dwarves are short, with no member of the race much above four feet in height, broad-shouldered and muscular, fair to tan of complexion but always with ruddy portions – ears, cheeks, nose. They are craggy featured folk, strong of brow, high of forehead, hirsute of face, often bald in part or whole, carnally, with hair of dark, earthy hue or the color of ashes or stone. They have large extremities – head, hands, and feet alike.

Dwarves have a decided tendency to exhibit the traits of greed, gluttony, avariciousness, and covetousness. • Low Light Vision: dwarven eyes are

accustomed to the dark of the underearth. They ignore attack 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.

Gnome Small (about three and a half feet or a bit

more in height), gnarly, and ruddy or leathery skinned. They are plain to ugly-looking folk by human standards, wrinkle-skinned from birth, looking aged as mere babes to humans.

Gnomes have a tendency to be hagglers and chiselers – even cheaters – to get more gain. • Low Light Vision: gnomish eyes are

accustomed to dim and shadowy lighting. They ignore attack penalties for Dim and Dark lighting.

• Bargainers: Gnomes are shrewd merchants. They gain a +2 to Persuasion rolls when haggling, bargaining, or otherwise engaged in commerce.

• Luck: Gnome characters draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges.

• Small: Gnomes are typically less than 4’ tall. Their small size subtracts 1 from their Toughness.

• Outsider: Gnomes are generally discriminated against by human societies. Their Charisma suffers a –2 modifier outside of alfar society.

Ilf Ilfs stand as tall as tall as average humans,

but are generally of small bone structure and slender build. They have much sinewy strength and considerable agility. Complexion ranges from quite fair to a near leather-brown. Their appearance tends towards the very attractive to humans.

Ilfs tend to be disorderly in thinking, and actions, gullible, judgmental, and rash. A lack of self-discipline, combined with good looks, often get Ilfs into trouble. • Low Light Vision: Ilfs are accustomed to the

dim light of the shadowy forest canopy. They ignore attack penalties for Dim and Dark lighting.

• Animal Affinity: Ilfs have a natural affinity with normal animals. They may make a Persuasion roll to see if a single specimen can be called, calmed or controlled so as to prevent attack or flight.

• Delicate: Due to their lithe build, ilf characters are not particularly vigorous. Points of Vigor cost twice the usual cost during character creation. Furthermore, they may never possess a Vigor of more than d10.

Kobold Kobolds stand around three feet height,

with small bone structure and slender build. As with many Alfar races, they have a sinewy strength and high agility. Complexions range from a mere greenish cast to pale apple green or even a near jade hue. Eye coloration is hazel to a striking gold. Hair ranges from blue-black through dark brown to deep green. Although the slight slant of eye, sharp features and sometimes wide mouth can give a somewhat devilish appearance to the face,

Page 9: Savage Fantasy

Savage Worlds Fantasy B-3

kobolds are overall not unattractive, and some are downright striking in their attractiveness.

Kobolds have a tendency to be abrasive, crude, rude, and are prone to “practical joke” stunts, bad puns, and jokes. They have an inclination to be sly, lazy, arrogant, drunken, and “shady” in business deals. • Invisibility: Kobolds are able to become

invisible. It takes one full round of concentration to become invisible, or become visible in the same period of time. This ability does not require the expenditure of Power Points, nor is it subject to the standard duration of the Invisibility Power. Any action taken by the kobold meant to cause harm results in the immediate dismissal of this invisibility. Otherwise, the Power functions exactly as described.

• Low Light Vision: Kobolds ignore attack penalties for Dim and Dark lighting.

• Small: Kobolds are typically less than 3’ tall. Their small size subtracts 1 from their Toughness.

• Outsiders: Kobolds are generally disliked, distrusted, and discriminated against by human societies. Their Charisma suffers a –4 modifier outside of alfar society.

Oaf A typical Oaf is about six and a half feet

tall from the top of his flat, oval-shaped head to the callused soles of his big, flat feet. Facial features are apish, with prognathus jaw, ears that stick out, beetling brow, etc. Shoulders slope to long arms terminating in large hands with short, thick and powerful fingers. • Low Light Vision: Oafish eyes are

accustomed to dim and shadowy lighting. They ignore attack penalties for Dim and Dark lighting.

• Tough: Oafs are stout and tough. They start with a d6 Vigor instead of a d4.

• Strong: Oafs start with a d6 in Strength instead of a d4.

• Dumb: Oafs aren’t too bright. It costs 2 points to raise their Smarts during character creation, and they must dedicate

two levelling opportunities to raise their Smarts thereafter.

• All Thumbs: Oafs do not shun modern devices, but have difficulty understanding their complexities. Thus they possess the All Thumbs Hindrance (see page 26)

Orc In general orcs are not quite so tall as oafs

but are broader and almost as strong, and not quite so dull-witted. Even though not fast intellectually, orcs can be cunning and tricky. A typical specimen is less than six feet tall from the top of his sloping cranium to the soles of his big, flat, long-toed feet. Facial features are coarse, the jaw lantern-like, ears long. Shoulders are square, arms quite long, hands ham-like with long but thick fingers.

• Low Light Vision: Orcish eyes are

accustomed to dim and shadowy lighting. They ignore attack penalties for Dim and Dark lighting.

• Strong: Orcs start with a d6 in Strength instead of a d4.

• All Thumbs: Orcs do not shun modern devices, but have difficulty understanding their complexities. Thus they possess the All Thumbs Hindrance (see page 26)

Trollkin There are two varieties of trollkin. A typical

cave trollkin specimen is about three and a half feet tall, weighs some 70 pounds because of dense bones and muscle. Trollkin are bullet-headed, with features seemingly scrunched down onto the lower third of their faces, with large ears protruding laterally that accentuate this condition. Cranial hair is in a straight standing shock atop the point of the head.

Slightly smaller than barrens trollkin are the Cave Trollkin. A typical specimen is only about three and a quarter-feet tall, but weighs some 60 pounds at least. Their features are much the same as their cousins, but their skin is a deep gray hue.

Trollkin have a tendency to be rude, hurtful and mean.

Page 10: Savage Fantasy

Savage Worlds Fantasy B-4

• Low Light Vision: Trollkin ignore attack penalties for Dim and Dark lighting. However, in normal or bright lighting, they suffer penalties normally associated with Dark.

• Natural Swimmers: Trollkin gain a +2 bonus to Swimming rolls.

• Outsider: Trollkin are generally discriminated against by human societies. Their Charisma suffers a –4 modifier outside of alfar society.

Wylf (Grotto Elf, Thicket Elf) A typical wylf (otherwise known as grotto

or thicket elves) stands slightly taller than an average human and is generally of small bone structure and quite willowy build, with sinewy strength and great agility.

Grotto elves are near albinos, with pale to fair hair and large, light-colored eyes and largish and pointed ears, but relatively small noses and mouths.

Thicket elves are much like that in appearance but have fair, tanned, or even wood-hued of skin with hair colors that range from fair to the spectrum of leaves in autumn.

All wylfs have a tendency to be suspicious, xenophobic, irascible, nervous in crowds, and uncomfortable in urban settings. • Low Light Vision: Wylfs are accustomed to

the dim light of the shadowy forest canopy. They ignore attack penalties for Dim and Dark lighting.

• Enhanced Senses: All of a wylf’s senses are especially acute. A wylf character begins with a d6 Notice skill.

• Delicate: Due to their lithe build, wylf characters are not particularly vigorous. Points of Vigor cost twice the usual cost during character creation. Furthermore, they may never possess a Vigor trait of more than d10.

Page 11: Savage Fantasy

Savage Worlds Fantasy B-5

Avatar Quick Physical Information Generation When in a hurry to generate an Avatar or a NAC for your own use, the following tables will serve

to sketch out the salient details of such characters. Height & Weight: Roll d4 for height and weight range, d3 for body type. Diametric results of 1 and 4 or 4 and 1 for height and weight must be looked at carefully. Very short and obese might be passable, but very tall and very thin might not. Whenever in doubt use the next higher or lower result to modify extreme variance.

Male Personas Race Height Range Weight Range dwarf 3’6” 3’10” 4’2” 4’6” 70# 85# 100# 115# gnome 3’3” 3’6” 3’9” 4’ 50# 60# 70# 80# human 5’6” 5’9” 6’ 6’3” 100# 150# 200# 250# ilf 5’6” 5’9” 6’ 6’3” 90# 120# 150# 180# kobold 2’11” 3’1” 3’3” 3’6” 45# 50# 55# 60# oaf 6” 6’3” 6’6” 6’9” 200# 250# 300# 350# orc 5’9” 6’ 6’3” 6’6” 180# 210# 240# 270# trollkin

barrens 3’3” 36” 3’9” 4’ 60# 70# 80# 90# cave 3’ 3’3” 3’6” 3’9” 50# 60# 70# 80#

veshoge 5’ 5’3” 5’6” 5’9” 140# 155# 170# 185# wylf 5’8’ 6’ 6’4” 6’8” 125# 150# 175# 200#

Female Personas Race Height Range Weight Range dwarf 3’3” 3’7” 3’11” 4’1” 60# 75# 90# 105# gnome 3” 3’3” 3’6” 3’9” 40# 50# 60# 70# human 5’2” 5’5” 5’8” 5’11” 85# 125# 165# 205# ilf 5’3” 5’6” 5’9” 6’ 75# 105# 135# 165# kobold 2’10” 3’ 3’2” 3’5” 40# 45# 50# 55# oaf 5’9” 6’ 6’3” 6’9” 160# 190# 220# 250# orc 5’6” 5’9” 6’ 6’3” 130# 165# 200# 235# trollkin

barrens 3’ 3’3” 3’6” 3’9” 55# 65# 75# 85# cave 2’9” 3’ 3’3” 3’6” 45# 55# 65# 75#

veshoge 4’8” 4’11” 5’2” 5’5” 105# 120# 135# 150# wylf 5’6” 5’9” 6’ 6’3” 85# 110# 135# 160#

Modifying Height & Weight: To modify height and weight additionally, roll the d4 a second time, with a 1 result meaning that height and then weight is less than indicated, and a 4 indicating greater height and weight, thus:

Resulting Change Second d4 Roll Height Weight 1 (and check for 1 again) deduct 1” height/3’ base height deduct 5% weight 4 (and check for 4 again) add 1” height/3’ base height add 10% weight

Ignore rolls other than 1 or 4.

Lifespan of Alfar & Humanoid Races For campaign purposes the Game Master might need to know and convey to players the

following life expectancies of the various races, especially those of the sort possible for Avatars. As a rule of thumb, assume the initial 10% of the span is pre-adolescent, the next 10% as

adolescent, and the last 20% as old age. thus, for example a human, with a lifespan of 125 years in the Legendary Earth milieu will be mature at 25 and active until age 100, while a wylf won’t mature until age 30 and will be elderly and generally inactive at age 120.

Page 12: Savage Fantasy

Savage Worlds Fantasy B-6

Avatar Races Suggested: Dwarf 350 years (71-280) Gnome 300 years (61-240) Human 125 years (26-100) Ilf 250 years (51-200) Kobold 250 years (18-200 Oaf 100 years (20-80) Orc 100 years (20-80) Veshoge 90 years (18-70) Wylf 175 years (36-135)

Page 13: Savage Fantasy

Savage Worlds Fantasy C-1

Hindrances

Born Under a Bad Sign (Minor) Strange things always seem to happen when you are around. Danger follows you around like a stray dog. These situations always turn bad. Many consider you a jinx or just plain bad luck.

Heavy Sleeper (Minor) Your hero subtracts 4 from Notice rolls made to wake up, or Vigor rolls made to stay awake when on

guard duty.

Hedonistic (Minor) You love a good time. You party too much, drink too much, and eat too much. You have trouble

resisting an invitation to join someone in a drink and sometimes shirk your duties if offered a more enjoyable time elsewhere.

Lyinù Eyes (Minor) Lies just don’t come naturally to your character. That sounds good, but often causes problems when

dealing with more nefarious types. Subtract 4 from any Persuasion rolls where lies—even little white ones—must be told.

Slow (Minor) Your character’s Pace is reduced by 1. This is cumulative with the Lame Hindrance.

Page 14: Savage Fantasy

Savage Worlds Fantasy C-2

Tithing (Minor) Your character always gives 10% of his

income to his faith, and upon entering a temple will immediately contribute to it 10% of the money on his person.

Edges

Background Edges

Brave Requirements: Novice, Spirit d6+

This is a very powerful Edge in any setting with monsters and great terrors. Unfortunately for most, it’s one of those things a character is either born with or he’s not. Brave characters adds +2 to their Guts checks.

Nondescript Requirements: Novice

No one seems to remember you once you’re gone. They may be able to recall everything you did or said with perfect clarity, but your name, face, and the sound of your voice consistently escape memory. Only your most extreme actions have a lasting impression on witnesses.

Combat Edges

Quick Draw Master Requirements: Quick Draw A quick draw master is adept at using the speed of a draw to their advantage. When drawing a weapon and acting before an opponent (such as on a held action or higher initiative card), they gain +2 to hit. This bonus does not apply to ranged weapons, although it does negate the need to roll Agility for large weapons like rifles.

Trick Shooter Requirements: Novice, Shooting or Throwing d8+ When using any ranged weapon during a Trick maneuver, a character with this Edge gains a +2 bonus. Other trick shots, such as shooting a dagger out of someone's hand, might also gain a bonus at the GM's discretion. If the shooter has Marksman, the bonus from that Edge applies as well so long as they do not move that turn.

Power Edges

Infernal Pact Requirements: Seasoned, Arcane Background (Sorcery) The ambitious practitioner of sorcery may, in invoking an infernal pact and forfeiting his soul, qualify for the Edge. That demonurgist is granted an additional 10 Power Points. This Edge may only be taken once. A Pact requires the sorcerer to establish three conditions of agreement between himself and the potent netherbeing he is petitioning. The GM must approve these conditions. If the sorcerer ever violates or breaks this agreement, his soul is immediately forfeit and is collected on the spot by the beneficiary.

Metamagic Mastery Requirements: Seasoned, Arcane Background, Arcane Skill (Any) d8+

You have an instinctive and growing mastery of your magic, by paying the additional power points required you can get the following effects. You have to meet the Rank requirement before certain Metamagic abilities become available. You can stack Metamagic abilities if you so wish and the Wizard Edge applies as normal.

By spending one additional Power Point at the time of activation, the Metamagic Master may:

• Apply a –1 modifier to the opposed or Agility rolls of opponents to resist an effect

Page 15: Savage Fantasy

Savage Worlds Fantasy C-3

• Activate a Power even if muted, gagged or bound

• Double the range of a Power

Improved Metamagic Mastery Requirements: Veteran, Metamagic Mastery By spending two additional Power Points at the time of activation, the Metamagic Master may:

• Apply a –2 modifier to the opposed or Agility rolls of opponents to resist an effect

• Roll a Wild Die with a damaging effect

• Double the base duration of a Power

Necromantic Artificer Requirements: Heroic, Smarts d10+, Knowledge (Arcane) d12+, Arcane Background (Necromancy)

The character has delved into the darker secrets of necromancy, allowing him to transform remains and living beings into horrid undead creatures, prolonging his own life in the process. The ritual itself is so dark and vile that it can only be performed once per month. The materials required are costly as well.

In the case of unwilled living dead, simple remains are all that are required. Free-willed undead, evil animal spirits, and restless dead spirits require a living creature. The victim is placed within a magic circle of command and must be either bound or unconscious, but otherwise uninjured. Once the ritual begins, the victim falls into an unholy stupor, and lay in an unmoving state for the full duration of the ritual, during which time it will slowly expire. The physical form is altered, and the spirit twisted, by the malign energies of the ritual. At the end of the ritual, the victim rises as the intended form of undead.

Type Duration Cost Unwilled 24 hours $500 Restless Spirit* 1 week $1,000 Evil Animal Spirit 1 week $2,000 Free-willed* 24 hours $2,000 * in performing this ritual, the necromancer extends his own lifespan by one month.

Once the ritual has begun, the necromancer need not attend to it except to be present at completion to secure command of his creation. Interrupting the ritual will cease the process and the victim will slowly recover from the process, though some psychological scarring will no doubt occur (in the form of a delusion, phobia, or some other hindrance).

The necromancer may wish to augment his creation with additional special abilities with a variable, such as armor, size, etc. These must be decided prior to the commencement of the ritual. These cost $500 and extend the duration of the ritual by 6 hours or 1 day per point. The maximum bonus that can be bestowed is +3 on top of any existing modifiers. The newly created creature is subject to the command of its creator, and must obey any and all commands given to it. It cannot attack or bring harm upon its master willingly. However, should the necromancer ever find himself powerless in regards to power points, all the undead of his creation within 8” will sense this weakness. If they succeed at a Spirit roll, they can (and will) attack their former master.

Phylactery Requirements: Veteran, Arcane Background (Necromancy or Sorcery), Necromancy or Sorcery d10+, 2 Power Points (permanent loss) The accomplished practitioner of devilshine has crafted a special arcane receptacle for his life force. The object can be virtually anything non-living, but was once part of a living human-like individual. If the practitioner is “killed,” the phylactery is triggered. The corpse of the spell caster is immediately teleported to the location of the receptacle and the magical energies within used to return him to full health (he will however, be heavily fatigued for a period of 12 hours thereafter). If the receptacle is destroyed, the spell caster immediately suffers 6d6 damage. If incapacitated by this damage, the spell caster is dead and his soul lost.

Page 16: Savage Fantasy

Savage Worlds Fantasy C-4

Trademark Spell Requirements: Veteran, Arcane Background (Any), Arcane Skill d10+ The hero has focused his expertise on a single Power with unique trappings. When using that specific spell, the character adds +1 to his spellcasting roll. A hero can take this Edge multiple times, applying it to a different Power each time.

Trigger Requirements: Veteran; Arcane Background (Geomancy, Necromancy, Sorcery, or Thaumaturgy); Arcane Skill d10 The hero may set a particular action or event to trigger the activation of a spell. Blast might be cast upon a book but not take effect until that book is opened, for instance. This edge requires the spellcaster to cast the spell in advance. The Power Point cost is likewise paid in advance, and requires an additional investment of 2 Power Points beyond the standard cost of the power. Once the trigger is set, the spell will not activate until the action or event established takes place. The spell cannot be maintained beyond the initial investment of Power Points. This edge can be taken more than one time, but only once per rank.

Versatile Caster Requirements: Veteran, Arcane Background (Any), Smarts d8+, Knowledge (Arcana) or Knowledge (Miracles) d10+, Arcane Skill (Any) d10+ The versatile caster is one of considerable skill in experience in his art. When selecting this Edge, they may select any two of their known Powers and, using new trappings, create new variations on their existing abilities. This Edge may be selected multiple times.

Limitation: This edge can only be applied to Powers you have purchased with a leveling opportunity, as an Edge. Powers learned through Tomes have fixed trappings.

Vow of Divine Service Requirements: Seasoned, Arcane Background (Theurgy), Spirit d10+, Theurgy d8+ The dedicated priest who makes a solemn vow to a specific deity and/or the whole pantheon can qualify for this Edge. That priest is granted an additional 10 Power Points.

This Edge may only be taken once. If the priest ever violates or breaks his vow, he is forever stripped of this Edge. He may continue to serve an ecclesiastic role, however.

Social Edges

Patron Requirements: Veteran, Connections Your hero is has a benefactor who provides him with a monthly income of $50 a month. He occasionally calls upon you to perform tasks for him in exchange for his patronage. If you offend or betray this benefactor, the benefits of this Edge can be lost. It must then be chosen again for the benefits to be restored.

Renown Requirements: Veteran Your hero has made a name for yourself. Mention of him elicits much excitement among many circles. Add 2 to your hero’s Charisma, but only for those who’ve heard of him. This is generally up to the GM. If he’s unsure, it’s 50/50.

Weird Edges

Divination Requirements: Novice The hero is able to employ means of divination and fortune telling to determine connections, foresee future events, and similar phenomena. For every level of Spirit, the hero may ask one specific question about a person,

Page 17: Savage Fantasy

Savage Worlds Fantasy C-5

place, or thing and receive a yes or no answer in response. Thus, a character with a d4 in Spirit could ask a single question daily, while one with a d12 could ask five. Additional levels to Spirit beyond d12 (d12+1, +2, etc.) do not add to this total.

The divination attempt requires a Spirit roll. On a raise, the diviner has the option of asking a second, related question. Misphrased questions, or those with no definite affirmative or negative answer, may receive vague or even misleading answers, or none at all, in response. Regardless, these attempts count against the number of questions the character may ask.

Each question divined must employ a different method. These methods include animal omens, ashes, automatic writing, bones, cards, crystal gazing, dice, dreams, entrails, liquid mixture, lot casting, smoke, sound omens, tea leaves, and visions.

Medium Requirements: Novice, Spirit d8+

Your hero can channel the spirits of the dead, allowing them to be questioned. It can be a dangerous power if care is not taken. The function of the power is similar to Divination. Channeling a specific spirit requires a Spirit roll. The medium’s Charisma score should be added. The medium and his aids may only ask as many questions as raises scored on the Spirit roll. A personal, private item that once belonged to the deceased grants a +1 bonus while an physical part (a lock of hair, a corpse, etc) gives a +2 bonus. Without a personal item, the spirit channeled will be completely random. Successful channeling of a spirit will leave the medium Exhausted. Channeling spirits is a tricky business. The GM should roll on the Reaction Table when it is first accomplished to learn the spirit’s disposition to the medium. Randomly channeled spirits are at –4 to this roll. If it is hostile, the spirit may attempt to take possession of the person. An opposed Spirit roll is required, failure indicating possession has taken place. Every minute thereafter, the contest is repeated until the

medium regains control. The medium can, of course, willingly allow the spirit to possess him.

Other Available Edges Edge Source Background Edges Scounger Evernight Combat Edges

Dark Fighting Evernight Deadly Opportunity Shaintar Dirty Fighter 50 Fathoms Improved Dirty Fighter 50 Fathoms Double Shot Evernight Improved Double Shot Evernight Slayer Evernight Sunder Evernight Tunnel Fighter Evernight War Cry Evernight Whirlwind Evernight Improved Whirlwind Evernight Power Edges

Alchemy Fantasy Gear Toolkit Arcane Artificer Fantasy Gear Toolkit Improved Arcane Artificer` Fantasy Gear Toolkit Enchant Fantasy Gear Toolkit Improved Enchant Fantasy Gear Toolkit Golem Artificer Fantasy Bestiary Toolkit

Page 18: Savage Fantasy
Page 19: Savage Fantasy

Savage Worlds Fantasy D-1

Gear

Now that you’ve made your character, it’s time to outfit him with arms, armor, and other gear. Below is a list of the most commonly sought-after goods and services, as well as armor and weaponry. Your hero has 500 suns to purchase equipment with.

Currency All the recognized states of the Legendary Earth have their own standards of coinage. Modern coins will be easy to recognize. The origin of ancient coins may be more elusive, and they may prove valuable to collectors. While in game terms currency retains the $ denotation to keep things compatible with the Savage Worlds rules, there is no “dollar” among the cultures of the world. Rather, coins are minted from three primary metals: gold, silver, and copper. While some advanced cultures and societies have a more varied system of coinage, these three metals (or alloys based upon them) are the most common. Money Exchange: The cost for exchange is 10% of value. Naturally, in backward countries, the coinage will be eclectic, so no exchange is needed. In really remote places, gold might fetch a premium of 10% or higher. Generally, though, it is a good idea to have monetary exchange and charge the players’ Avatars, because they will otherwise have far too much cash in all likelihood.

1 copper coin = $1 1 silver coin = $10 1 gold coin = $100 Thus… 10 copper coins = 1 silver coin 10 silver coins = 1 gold coin

Page 20: Savage Fantasy

Hand W

eaponsW

eaponC

lassD

amage

HR

Wgt

Cost

STRN

otesA

vailabilityA

clisclub

str+1

150

-(barbarian)

Assegai

Sword

str+2

750

d6A

xe, Hand

Axe

str+2

5110

d6A

xe, BattleA

xestr+

32

9150

d8Bagh N

akh (Tiger Claw

s)hand-to-hand

str+1

160

-Irohj

BardicheA

xestr+

42

7250

d8Bec de C

orbinaxe

str+2

23

160d6

Bill-Guisarm

e (Scorpion)pole-arm

str+3

22

580

d6U

nhorse on a raiseBill H

ookpole-arm

str+3

22

6150

d6Blackjack

clubstr+

10.5

25-

Bludgeonclub

str+1

23

20-

Bludgeon, 2-handedclub

str+1

24

40-

Bo Stickclub

str+2

13

20-

Hazgar, N

opponBrass Knuckles

hand-to-handstr+

11

50-

Chain

whip

str+1

10-

Chopper

axestr+

22

60-

Dagger

daggerstr+

11

90-

Fang (Zaghnal)axe

str+3

100d6

Hazgar, Irohj

Fauchardpole-arm

str+3

22

670

d6Fauchard-Fork

pole-armstr+

32

26

125d6

Feather Staffpole-arm

str+1

22

350-

disarm +

1Flail

whip

str+2

6150

d6ignores shield parry bonus

Flail, 2-handedw

hipstr+

48

190d8

ignores shield parry bonusFork

pole-armstr+

22

27

75d6

disarm +

1G

arrotehand-to-hand

str+1

110

-G

laive Forkpole-arm

str+2

22

670

d6G

laive-Guisarm

epole-arm

str+3

22

8115

d8U

nhorse on a raiseG

uisarme Fork

pole-armstr+

32

215

80d8

Unhorse on a raise

Guisarm

e-Voulgepole-arm

str+3

22

100d8

Halberd

pole-armstr+

32

18

175d8

Half-M

oonpole-arm

str+2

22

85d6

Unhorse on a raise

Dem

i-Lune Ham

mer

clubstr+

15

135d6

Ham

mer, M

aulclub

str+3

25

30d10

AP 2 v. rigid arm

or (plate); parry -1H

amm

er, 2-handedclub

str+3

28

200d8

Harpoon

pole-armstr+

22

125d6

Hoko

pole-armstr+

32

2110

d6N

oppon IslandsH

ook Fauchardpole-arm

str+3

22

680

d6U

nhorse on a raiseJo Stick

pole-armstr+

12

115

-H

azgar, Noppon

Knife (small)

daggerstr

145

-Knife (large)

daggerstr+

12

85-

Page 21: Savage Fantasy

Hand W

eaponsLance (L. H

orse)pole-arm

str+3

21

885

d6Lance (M

. Horse)

pole-armstr+

42

210

105d8

AP 1

Lance (H. H

orse)pole-arm

str+4

22

15140

d8A

P 2Lochaber A

xe (Jedberg)pole-arm

str+3

21

5105

d8U

nhorse on a raiseLucern H

amm

erpole-arm

str+2

21

8120

d6M

aceclub

str+2

8140

d6M

ace, 2-handedclub

str+3

10180

d8M

acheteSw

ordstr+

250

d6M

an-catcherpole-arm

str2

16

165d8

Unhorse on a raise; disarm

+1

Manopele (Bladed G

uantletSw

ordstr+

25

95-

disarm +

1M

orningstarclub

str+3

8220

d8N

aginitapole-arm

str+3

21

110-

Noppon

O-no (Pole-axe)

pole-armstr+

32

1140

d8N

opponPartisan

pole-armstr+

32

2190

d8disarm

+1

Pick (Martel)

Axe

str+2

105d6

Pick, 2-handedA

xestr+

37

115d8

Pig’s Featherspole-arm

sp.2

90-

see descriptionPike

pole-armstr+

32

214

150d8

Pike, Aw

lpole-arm

str+3

22

14115

d8Pole-axe

pole-armstr+

32

1150

d8Ransuer

pole-armstr+

32

2140

d6disarm

+1

Sabre Axe

pole-armstr+

32

1320

d8Spear

pole-armstr+

22

18

85d6

parry +1

Spetumpole-arm

str+3

22

145d6

disarm +

1Spontoon

pole-armstr+

22

1100

-Staff (Q

uarter)pole-arm

str+1

21

520

-Parry +

1Sw

ord (Bastard, hand and aSw

ordstr+

3/str+4 or 2

410d8/d6

Sword (Broad)

Sword

str+3

5325

d6Sw

ord (Cutlass)

Sword

str+3

5200

d6Sw

ord (Epee, Foil)Sw

ordstr+

23

275-

parry +1; A

P -1Sw

ord (Falchion)Sw

ordstr+

35

500d6

Sword (G

ladius, short)Sw

ordstr+

24

200-

Sword (G

reat, Claym

ore)Sw

ordstr+

42

10500

d10parry -1

Sword (Katana, Tachi)

Sword

str+4

900d6

Noppon

Sword (Khopesh)

Sword

str+2

3250

d8Sw

ord (Long)Sw

ordstr+

36

350d6

Sword (N

o-Dachi)

Sword

str+4

or 29

500d8/d6

Noppon

Sword (O

dachi)Sw

ordstr+

42

10610

d10Sw

ord (Rapier)Sw

ordstr+

13

400-

parry +1

Sword (Sabre, dueling)

Sword

str+1

4360

d6Sw

ord (Sabre, Yatigan)Sw

ordstr+

24

330d6

Page 22: Savage Fantasy

Hand W

eaponsSw

ord (Scimitar)

Sword

str+2

5420

d6Sw

ord (Small, dress)

Sword

str+2

3300

-Sw

ord (Tulwar)

Sword

str+3

4370

d6Irohj

Sword (W

akizashi, short)Sw

ordstr+

2600

-N

opponTrident

pole-armstr+

22

6105

d6disarm

+1

Irojh, Hazgar, N

opponVoulge

pole-armstr+

32

26

130d8

Whip

whip

str2

340

-disarm

+1

Page 23: Savage Fantasy

Ranged Weapons

Weapon

Class

RangeD

amage

RoFW

gtC

ostSTR

Notes

Availability

Aclis

Sling2/4/2006

Str+2

150

Aklys

Darts

4/8/2016Str+

21

10A

ssegalSpear

4/8/2016Str+

21

50d8

Axe, hand

Axe

3/6/2012Str+

21

2110

d6Blow

gunBlow

gun3/6/2012

1d61

50/.25poisoned dartPrim

itive culturesBolas

Sling3/6/2012

Str+1

170

Boomerang

Boomerang

4/8/2016Str+

21

40Bow

, Self (short)Bow

10/20/19302d6

1100/3

Bow, Self (m

edium)

Bow12/24/1948

2d61

3150/3.50

d6Bow

, Self (long)Bow

15/30/602d6

15

300/4d8

Requires Shooting d8Bow

, Com

posite (short)Bow

10/20/19302d6

1250/3

Bow, C

omposite (m

edium)

Bow12/24/1948

2d61

375/3.50d6

Bow, C

omposite (long)

Bow15/30/60

2d61

550/4d8

Bow, Foot (long)

Footbow15/30/60

3d61

400/6d8

Hazgar, Irohj

Cho-ko-nu, repeating

Crossbow

4/8/2016Str+

11

300/1H

azgarC

lub (Aclis)

Sling2/4/2006

Str+1

125

Crossbow

, Hand

Crossbow

3/6/20121d6

1100/.5

Crossbow

, Small

Crossbow

12/24/19482d6

1150/5

AP 2; requires 1 action to reload

Crossbow

, Medium

Crossbow

15/30/602d6

110

200/1.5d6

AP 2; requires 1 action to reload

Crossbow

, LargeC

rossbow15/30/60

3d61

250/2d8

AP 2; requires 1 action to reload

Crossbow

, repeatingC

rossbow4/8/2016

1d61

300/.5d6

AP 2; requires 1 action to reload

Dagger

Knife3/6/2012

Str+1

11

90D

art, small

Darts

3/6/2012Str-1

11

Ham

mer

Axe

3/6/2012Str+

21

30d8

Harpoon

Spear4/8/2016

Str+2

1125

d6Javelin

Spear4/8/2016

Str+2

160

d6Javelin (thonged)

Spear4/8/2016

Str+2

165

d6Javelin (w

/Atatl)

Spear4/8/2016

Str+2

180

d6Knife

Knife3/6/2012

Str+1

11

85Rock

Darts

4/8/2016Str-1

1-

SlingSling

4/8/2016Str+

11

15

SpearSpear

3/6/2012Str+

21

585

d6Staff Sling

Sling4/8/2016

Str+2

125

Throwing Star (sm

all)T. Star

3/6/2012Str-1

13

Hazgar, N

opponThrow

ing Star (large)T. Star

3/6/2012Str

15

Hazgar, N

oppon

Page 24: Savage Fantasy

Savage Worlds Fantasy D-6

Armor Type Armor Weight Price Notes

Personal Leather +1 15 50 Covers torso, arms, and legs Hide +1 30 30 Covers torso, arms, and legs Banded and Scale +2 40 200 Covers torso, arms, and legs Chain +2 25 300 Covers torso, arms, and legs Plate corslete +3 25 400 Covers torso Plate arms (vambace) +3 10 200 Covers arms Plate leggings (greaves) +3 15 300 Covers legs Leather cap +1 1 25 50% chance of protecting against a head shot Chain coif +2 3 50 50% chance of protecting against a head shot Pot helm +3 4 75 50% chance of protecting against a head shot Steel helmet (enclosed) +3 8 150 Covers head Barding Plate barding +3 30 1250 For horses; cover entire body Shields** Small shield (buckler) -- 8 25 +1 Parry Medium shield -- 12 50 +1 Parry; +2 armor to ranged shots that hit Large shield (Kite, Pavise, Tower) -- 20 200 +2 Parry; +2 armor to ranged shots that hit ** Shields protect only against attack from front and left (assuming a right-handed character)

Armor Descriptions Leather: Leather armor is soft and supple at the joints for maximum flexibility, with boiled “plates” attached to the forearms, chest, and upper legs. Banded: Banded armor is fashioned of overlapping strips of metal sewn to a backing of leather and chain mail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. Chain: Chain mail consists of thousands of interwoven iron links. Many adventurers wear only a chain shirt, but stronger types can handle the extra weight on their legs as well. Hide: Hide armor is prepared from multiple levels of treated animal hides. It is stiff and difficult to move in. It is favored primarily among less civilized, barbaric cultures.

Plate: The heaviest armor is plate mail, but it also provides the most protection. The breastplate, grieves, and leggings are all made of tempered steel, providing excellent protection against most all hand weapons.

Plate mail must be customized to fit a particular person. This requires an hour of time and a Repair roll. If non-tailored armor is worn, the user suffers a –1 penalty to all his physical trait tests. Scale: Scale mail is a coat of leather covered with overlapping pieces of metal, much like the scales of a fish.

Shields If a character with a shield is hit by a ranged attack from the protected side, roll damage normally, but add the Armor bonus of the shield to the character’s Toughness in the affected area (it acts as an obstacle).

Page 25: Savage Fantasy

Savage Worlds Fantasy D-7

Clothing Weight Price Belt 0.5 $10 Boots, high, hard 5 $150 Boots, high, soft (or fine shoes) 3 $100 Boots, low, hard 3 $75 Boots, low, soft 2 $50 Cap 0.5 $15 Cloak 3 $75 Girdle, broad 3 $75 Girdle, normal 2 $50 Hat 1 $30 Robe 2-3 $50 Cape 3 $30 Cloth, cotton, bolt 50 $15 Cloth, linen, bolt 50 $15 Cloth, wool, bolt 55 $25 Dress 2 $75 Gloves, cloth -- $5-$10 Gloves, leather 0.5 $25-50 Needle, sewing -- $1 Scissors -- $10 Shirt/Blouse 1 $30 Thread, 1 spool -- $2 Trousers/skirt 1 $25 Thieves Items Weight Price Beeswax, 1 pound 1 $5 Fur Weight Price Beaver, pelt 3 $200 Ermine, pelt 3 $200 Fox, pelt 3 $300 Marten 3 $200 Mink, pelt 3 $100 Muskrat 3 $100 Sable, pelt 3 $500 Seal, pelt 5 $500 Musical Items Weight Price Drum 3-8 $50-$500 Fife 1 $50-$500 Flute 0.5 $50-$500 Gong 10-20 $50-$500 Horn 1-3 $75-$750 Lute 5-10 $100-$1,000 Pipes 1 $50-$500 Recorder 0.5 $50-$500 Provisions Weight Price Ale or beer, pint 1 $1-$3

Brandy, pint 1 $3-$15 Bread, loaf -- $0.5-$1 Flour, 10-lb sack 10 $5 Grain, horse meal, 1 day 10 $2 Rations, standard, 1 week 7 $50 Rum, pint 1 $5 Wine, quart, good 2 $20 Wine, quart, watered 2 $10 Furniture Weight Price Bench, wooden 15 $50 Bowl, pewter 1 $20 Bowl, pottery 1 $5 Carpet, small 25 $50-$250 Chair, wooden 10 $100 Cup, pewter -- $15 Cup, pottery -- $1 Curtains/drapes 10 $25-$100 Cushion 1 $5-$25 Cutlery, copper 1 $2 Cutlery, pewter 1 $5 Decanter, crystal 2 $300 Decanter, pottery 2 $10 Goblet, pewter -- $25 Mattress, straw-filled 10 $25 Mattress, down-filled 20 $250 Pillow, feather 1 $25-$50 Plate, pewter 1 $10 Plate, pottery 1 $3 Sconce, wall 1 $4 Stool 3 $15 Table 25 $200 Miscellaneous Weight Price Backpack, leather 2 $50 Bag -- $5-$25 Barrel 30 $25 Basket, large (bussel) 1 $5 Basket, small -- $1 Bird cage 3 $20-$100 Blanket 4 $10-$25 Bucket/pail 3 $5-$20 Caltrops, 4” (x12) 2 $25 Caltrops, 2” (x12) 1 $15 Candle snuffer -- $2 Candle, tallow -- $0.50 Candle, wax -- $1 Cask 1 $10 Chain, iron, heavy 1/ft $1/foot Chain, iron, light 0.25/ft $0.5/foot Chain, iron, medium 0.5/ft $0.75/foot

Page 26: Savage Fantasy

Savage Worlds Fantasy D-8

Charcoal, 10-lb bag 10 $2 Chest, wooden, large 45 $125 Chest, wooden, small 15 $50 Coal, 10-lb bag 10 $1 Comb -- $0.50 Dice/knucklebones, 1 pair -- $1 Grindstone 10 $10-$25 Hacksaw 2 $5 Hairbrush 0.5 $3 Jar 1 $1 Jug 2 $5 Keg 30 $25 Ladder, 15' 20 $75 Lamp, oil, pint 1 $15 Lantern, hooded 2 $75 Lard, pint 1 $1 Nails, iron, 100 10 $10 Oil, lamp, quart 0.5 $5 Padlock and key 1 $50 Paintbrush, medium-large -- $10 Paint, 1 gallon 1 $30 Pepper, pound 1 $100 Pavilion 20 $100 Pike axe, mining 12 $30-$60 Pipe, smoking -- $15 Pipeweed/tobacco, 8 oz. Pouch -- $5 Pole, 10' 5 $5 Pouch, belt, large -- $10 Pouch, belt, small -- $7 Powder, chalk 0.5 $1 Pulley 1 $5-$25 Quilt 6 $50-$150 Quiver, 1 doz. Arrows cap. 2 $15 Quiver, 1 score arrows cap. 2 $25 Quiver, 1 score bolts cap. 2 $20 Quiver, 2 score bolts cap. 2 $35 Rope, 50' 8 $10 Sack, large 0.5 $8 Sack, small -- $5 Salt, pound 1 $1-$5 Scabbard, broad 2 $100 Scabbard, long 2 $100 Scabbard, short 1 $60 Scabbard, sword, bastard 2 $150 Sheath, dagger or knife 0.5 $30 Skin for water or wine 1 $5 Soap, 8 oz. Bar -- $1-$5 Spade/shovel $25-$50 spike, iron, large 1 $1 String, 50' -- $0.10 Tent 10 $30

Tinderbox, w/flint and steel -- $5 Torch -- $1 Whetstone -- $5 Whistle -- $2

Board Costs Meal Low Avg High Exc Breakfast $5 $10 $25 $125 Dinner $10 $25 $75 $500 Supper $5 $15 $50 $250

Lodging Costs/Person Time Low Avg High Exc Night $25 $50 $125 $400 Week $125 $300 $750 $2,500 Month $400 $1,000 $2,500 $9,000

Rental Costs/Month, Furnished, City Rooms Low Avg High Exc One $200 $350 $800 $3,000 Two $300 $550 $1,250 $5,000 Three $400 $750 $1,600 $7,000 Five* $600 $1,000 $2,500 $10,000 Eight** $1,000 $1,750 $5,000 $20,000 *Small Villa ** Large Villa

Services Service Cost Bath $2 Ecclesiastic treatment: curing illness/injury

$250/day, one-day minimum

Meal, cheap $1 Meal, good $3 Meal, feast $5 Ship passage $5+ per day

Page 27: Savage Fantasy

Savage Worlds Fantasy D-9

Common Goods Caltrops: Caltrops are weapons made up of four (or more) sharp nails or spines arranged in such a manner that one of them always points upward from a stable base. Twelve caltrops will fill a 1” (2 yard) space. Those moving through this space must do so at half their normal Pace, thus the space counts as 2” for movement purposes. Those who do not reduce their Pace must make an Agility roll –2 or suffer a level of Fatigue. If the result of the roll is snake eyes, the target also suffers a Wound.

Caltrops come in two sizes, 2-inches and 4-inches. The 2-inch variety is effective against most troops and mounts, while the 4-inch is effective against larger creatures. Candle: A candle provides clear light in a 2” radius for two hours. A candle blows out in a strong wind or whenever the character holding it runs. Grappling hook and line: A grappling hook is attached to a light line of variable length but usually no more than 15 yards in length). The user throws the hook just as if he were attacking a target. It has a range of 3/6/12. If it “hits,” the hook has set and can hold up to 200 pounds of weight. Lantern: A lantern provides light in a 4” radius for three hours per pint of oil. There is a 50% chance the lantern breaks if dropped, and a 1 in 6 chance it sets normal combustibles alight. (See the rules for Fire on page 97 of Savage Worlds.) Lantern, Bullseye: A bullseye lantern acts as a regular lantern, but also has a shuttered reflective hood that can focus light through a small opening. When used in this way, it provides a cone of light equal to the Cone Template. There is a 50% chance the lantern breaks if dropped. Lockpicks: A character who tries to pick a lock without these tools suffers a -2 penalty to his roll.

Oil (1 pint): Besides providing light when used in lanterns, oil can also be used as a weapon. This is most commonly done by putting oil in a ceramic flask with a lit fuse. The flask is then thrown at the target where it breaks and the fuse sets the oil alight. Lighting a fuse requires 1d6 rounds with flint and steel (1 round with open flame), so it’s best to light the fuse before a fight starts (a fuse stays alight for 10 minutes). The flask’s range is 3/6/12. Anything it hits is set alight on a d6 roll of 5-6, causing 1d10 damage per round. The fire has a chance of growing each turn as usual. Pick: Picks are unbalanced as weapons and so inflict a -1 penalty on the user’s Parry and Fighting scores. Their damage is Str+2. Rope (15 yards): The rope can safely handle 300 pounds without worry. For every 50 pounds over that, roll 1d6 every minute or whenever the rope suffers a sudden stress. On a 6, the rope breaks under the strain. Torch (3 hours): A torch provides clear light in a 4” radius. Properly prepared torches last for one hour. Temporary torches can be made with some wood, rags, and 1 pint of oil for every 10 torches. These last half as long, however.

Page 28: Savage Fantasy

Savage Worlds Fantasy D-10

Specially Constructed Items Clothing Weight Price

Beaver, cape or jacket 7 $2,000 Beaver, coat 10 $4,000 Beaver, trimming on garment 1 $200 Ermine, cape or jacket 7 $27,000 Ermine, coat 10 $54,000 Ermine, trimming on garment 1 $900 Fox, cape or jacket 7 $3,000 Fox, coat 10 $6,000 Fox, trimming on garment 1 $300 Marten, cape or jacket 7 $4,000 Marten, coat 10 $8,000 Marten, trimming on garment 1 $400 Mink, cape or jacket 7 $9,000 Mink, coat 10 $18,000 Mink, trimming on garment 1 $600 Muskrat, cape or jacket 7 $1,000 Muskrat, coat 10 $2,000 Muskrat, trimming on garment 1 $100 Sable, cape or jacket 7 $45,000 Sable, coat 10 $90,000 Sable, trimming on garment 1 $1,500 Seal, cape or jacket 7 $1,250 Seal, coat 10 $2,500 Seal, trimming on garment 1 $250

Thieves Tools Weight Price

Beacon $400 Bell, large 50 $1,000-$5,000 Bottle or flask -- $2-$20 Box, iron, large 15 $300-$600 Box, iron, small 5 $100-$300 Chain, iron, fine, small, foot -- $2 Crampons, each 0.5 $2 Crowbar 3 $25 Dice/knucklebones, 1 pair, loaded

-- $50

Drill, iron 3 $25 Glue, 8 oz. Pot 1 $5 Glue, solvent/remover, 1 qt. 2 $5 Grapnel 2 $20 Grappling Hook (for ships) 5 $5 Lantern, bull's-eye 3 $20 Lantern, waterproof 3 $50 Manacles, pair and key 2 $200 Metal file 1 $20 Mirror, large, metal 45 $350 Oil, waterproofing, pint 1 $3 Padlock w/poison reservior and key

1 $500

Pliers 1 $10

Musical Items Weight Price

Bandore $150-$750 Chime 1-5 $20

Harp 10-30 $500-$5,000 Lyre 3- $275-$3,000 Mandolin 5-10 $280-$4,000 Rebec & bow 2-4 $300-$3,500 Thieves Items Weight Price

Acid, 1 pt. 1 $10 Climbing hooks and line 5 $100 Drills and chisels 1 $100-$300 Hearing cone 1 $5 Key-making set 1 $250 Magnifying lense 0.5 $10 Poison, ingestive, 10-dose bottle

1 $500

Poison antidote, 1-dose bottle -- $500 Thieves' picks and tools 0.5 $300 Utility suit 5 $150 Religious Items Weight Price

Beads, prayer -- $10-$100 Incense stick 0.5 $0.1-$5 Symbol, holy, iron 1 $10-$50 Symbol, holy, silver 0.5 $50-$75 Symbol, holy, wooden -- $5-$25 Holy water/oil, 3 oz. -- $3 Miscellaneous Weight Price

Air bladder 0.5 $5 Book, blank, 100 pages, papyrus

10 $750

Book, blank, 100 pages, parchment 10 $300

Book, blank, 100 pages, vellum

10 $500

Book, blank, 100 pages, paper

10 $1,000

Box, small, gold 25 $10,000 Box, small, lead 10 $100-$1,000 Case, bone, map or scroll 0.5 $100-$500 Case, leather, map or scroll 0.5 $75-$150 Healing salve, jar, 7-applications

1 $100

Naphtha, 1 qt. flask 2 $10 Paper, 1 sheet -- $0.50 Papyrus, 1 sheet -- $0.75 Parchment, 1 sheet -- $0.35 Pen, fine, wood or metal -- $5 Pen, quill -- $1 Vellum, 1 sheet -- $1 Vial, ceramic -- $5 Vial, crystal or metal -- $25-$100 Maps Weight Price City/Local 1 $600-$1,200 Continental 1 $1,400-$2,400 Hemisphere 1 $1,800-$3,200 State/Region 1 $1,000-$1,600 World 1 $2,200-$4,000

Page 29: Savage Fantasy

Savage Worlds Fantasy D-11

Specially Constructed Items Acid: This clear liquid has a slight, identifiable odor. It is a corrosive material that is harmful to flesh and metal. Flasks can be employed as grenades (3/6/12 range). Contacting flesh, acid does 2d6 damage for 1d4 rounds or until cleansed by an alkaline fluid. Metal objects suffer 2d8 damage for 1d4 rounds. Healing Salve: This creamy substance is available from most apothecaries. It is a mixture of a variety of herbs ground together into a paste, applied across a fresh wound or burn and covered by a loose bandage. Use of a healing salve gives the subject +2 to Natural Healing rolls. Naphtha: This colorless liquid is highly flammable and often used to augment siege missiles. Sold in one-quart ceramic flasks, the fluid will burn hot and fast when exposed to an open flame, or even hot embers and coals. Flasks of this substance can be used as grenades.

The flask is thrown at the target where it breaks and the fuse sets the oil alight. Lighting a fuse requires 1d6 rounds with flint and steel (1 round with open flame), so it’s best to light the fuse before a fight starts (a fuse stays alight for 10 minutes). The flask’s range is 3/6/12. Anything it hits is set alight on a d6 roll of 2-6, causing 1d10 damage per round. Add +2 to the fire’s normal chances of growing. Poison, Ingestive: This colorless liquid has a slight acrid odor and flavor, easily disguised in food or drink by the skilled assassin. Those who ingest the poison must make a Vigor roll or become Exhausted. Those who fail must make a second Vigor roll +2 or die in 2d10+10 minutes. This represents the most readily available poisons. Stronger varieties are available but are more expensive and difficult to obtain. Poison Antidote: This thick, bitter liquid will counteract most ingested poisons. It must be

taken within 10 minutes of poisoning to be effective. The subject then gains an immediate Vigor roll +4 to resist further effects of the poison. If the roll fails, the poison continues to function as normal. The antidote does not relive damage done by the poison’s effects.

Page 30: Savage Fantasy

Savage Worlds Fantasy D-12

Mounts Animal Size Pace Cap. Price Notes Camel, riding +2 8 300 $350 60 mi/day; Hazgar; +2 Vigor rolls v. Heat Camel, racing +2 10 200 $500 70 mi/day; Hazgar; +2 Vigor rolls v. Heat Elephant +5 8 1,000 $2,000 95 mi/day; Apphir, Irohj Horse, light +2 8 200 $200 85 mi/day Horse, medium +2 10 300 $300 90 mi/day Horse, racing +2 12 200 $600 100 mi/day Warhorse +3 8 350 $750 70 mi/day Mule +2 6 400 $150 85 mi/day Pony +2 6 200 $150 55 mi/day Ox +3 6 700 $500 50 mi/day

Transportation Vehicle Size Weight Price Notes Cart 3 people 350 $150 Coach (2-horse) 4 people 1,000 $1,250 Coach (4-horse) 4 people 1,200 $2,500 Howdah 3 people 200 $600 Sized for elephants; Apphir, Irohj Wagon, small 2 people 600 $600 1,200 lbs cargo capacity Wagon, large 2 people 600 $1,200 1,800 lbs cargo capacity Canoe 2 people 130 $100 Boat (10’) 4 people 200 $250 1,000 lbs cargo capacity Boat (20’) 8 people 800 $600 4,000 lbs cargo capacity Longboat (30’) 16 people 2,000 $1,000 7,000 lbs cargo capacity

Livestock Price

Chicken $3

Cow $350

Dog, guard $150

Dog, hunting $100

Goat $50

Hawk, large $200

Hawk, small $100

Ox $500

Pig $200

Pigeon $1

Piglet $25

Sheep $75

Songbird $10+

Tack Weight Price Bit and Bridle 2 $25-$75 Harness 2 $30-60 Saddle 10-20 $50-$500 Saddlebags, large 5 $50-$250 Saddlebags, small 2.5 $30-$150 Saddle blanket 1 $5

Page 31: Savage Fantasy

Savage Worlds Fantasy D-13

Rare and Fantastic Items Slaves Purpose Price Exotic/Highly Skilled $5,000 Household $1,000 Laborer, prime $2,000 Laborer, common $400 Youth $200-1,000

Gemstones Classification Value* Ornamental Stones $1 ($50/1 c.) Fancy Stones $100 ($350/1 c.) Semi-Precious Stones $500 ($1,000/1 c.) Precious Stones $1,500 ($2,500/1 c.) Jewels $3,500 ($5,000/1 c.) * the number in parenthesis is the value of a one-carat, well cut stone.

Fantastic Metals Substance Price Oracalcum $500/oz. Tilferium $1,000/oz. Xagium $2,000/oz.

Gemstones ORNAMENTAL STONES Amber: Transparent golden Amethyst: Purple crystal Azurite: Opaque, mottled deep blue Banded Agate: Brown, blue, red, and white

stripes Blue Quartz: Transparent pale blue Coral: Pink to crimson Eye Agate: Gray, white, brown, blue, and green

circles Hematite: Gray-black Lapis Lazuli: Light or dark blue with yellow flecks Malachite: Striated light and dark green Moss Agate: Pink, yellow-white with gray-green

moss-like markings Obsidian: Jet black Smoky Quartz: light gray, yellow, brown or blue Star Rose Quartz: Smoky rose with white star

center Rhodochrosite: Light pink Tiger Eye Agate: Rich golden brown with dark

striping Turquoise: Aqua with darker mottling FANCY STONES Jadeite: Light to dark green or white Moonstone: White with pale blue hue Peridot: Olive green Spinel: Red, red-brown Zircon: Clear pale aqua SEMI-PRECIOUS STONES Bloodstone: Dark gray with red flecks Carnelian: Orange to red-brown Chalcedony: White Chrysoberyl: Yellow green Chrysoprase: Translucent apple to emerald

green Citrine: Pale yellow brown Fire Opal: Fiery red Garnet: Green Jasper: Blue, black to brown Onyx: Black, white, or bands of both Rock Crystal: Clear, transparent Sardonyx: Bands of red and white Spinel: Green, or deep blue Tourmaline: Pale green, blue, brown, or red Topaz: Golden yellow

Page 32: Savage Fantasy

Savage Worlds Fantasy D-14

PRECIOUS STONES Alexandrite: Dark green Aquamarine: pale blue green Black Opal: Dark green with black mottling and

golden flecks Chrysoberyl: Green or showing red in artificial

light Garnet: Deep red to violet crystal Jade: dark emerald green Jet: Deep black Pearl: Pure white, rose, to black Sapphire: Non-blue Spinel: Red JEWELS Black Sapphire: Rich black with highlights Diamond: Clear blue-white, rich blue, yellow, or

pink Emerald: Brilliant green Jacinth: Fiery orange Opal: Pale blue with green and gold mottling Oriental Amethyst: Deep purple Oriental Emerald: Bright green Oriental Topaz: Fiery yellow Ruby: Clear to deep crimson red Sapphire: Blue Star Ruby: Translucent ruby with white star

highlights Star Sapphire: Translucent blue with white star

highlights

Fantastic Metals Oracalcum: This very rare, hard and flexible metal is unique in that it does not rust or tarnish and is a non-conductor of electricity. It holds and edge. Although extremely difficult to work, it can be forged as flexible or unyielding. It is a glowing, golden-copper colored metal near to chrome in its appearance. Oracalcum is sometimes alloyed with other metals, silver for ornamentation, steel for strength, etc. Tilferium: This rare and exceptionally hard metallic substance adds tensile strength and durability to metals with which it is alloyed. It is also known among arcane societies for its ability to store magical energy (generally 5 Power Points per oz.), and is used in forging items meant to hold an enchantment. It is a dull gray-green in node form. Xagium: This very rare and very hard metallic substance adds tensile strength and durability to metals with which it is alloyed. It is also known among arcane societies for its ability to store magical energy (generally 10 Power Points per oz.), and is used in forging items meant to hold an enchantment. The metal has a dark metallic blue color that tints other metals with which it is alloyed.

Page 33: Savage Fantasy

Savage Worlds Fantasy E-1

Arcane Backgrounds

Arcane Background (Geomancy) Arcane Skill: Geomancy (Smarts) Starting Power Points: 10 Starting Powers: 2

Geomancy deals in the summoning of elementals and elementaries to perform tasks at the bidding of the summoner. Effects usually associated with powers can, in most cases, be duplicated by elementaries, the least of elemental-kin. In the mortal realm, an elementary might manifest as a brief rainshower, or a dustdevil of hot ash.

Retribution: If the geomancer rolls a 1 on his Geomancy die (regardless of his Wild Die) during the conjuration of an elemental, the geomancer’s protection circle is flawed and the elemental is free to attack him.

Arcane Background (Necromancy) Arcane Skill: Necromancy (Smarts) Starting Power Points: 10 Starting Powers: 2

Necromancy deals in the summoning, creation, and command of living dead (zombies, skeletons, ghouls, etc.) and the restless dead (ghosts, apparitions, poltergeists, etc.). In addition to their summoning abilities, necromancers have a catalog of spell-like powers they may wield as well.

Retribution: If the necromancer rolls a 1 on his Necromancy die (regardless of his Wild Die) during the summoning or creation of a living dead creature or spirit, the necromancer’s protection circle is flawed and thing is free to attack him.

Page 34: Savage Fantasy

Savage Worlds Fantasy E-2

Arcane Background (Psionics) Arcane Skill: Psionics (Smarts) Starting Power Points: 10 Starting Powers: 3

Arcane Background (Psionics) functions identically to its description in the Savage Worlds Core Rules (p. 80-81).

Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of the Wild Die), he is automatically Shaken.

Arcane Background (Shamanism) Arcane Skill: Shamanism (Spirit) Starting Power Points: 10 Starting Powers: 2

Shamanism is the more rustic equivalent of Theurgy, and likewise involves the dedication and service of the practitioner to spirits and naturalistic deities of a pantheon. These folk are particularly opposed to those who treat with the living dead, or creatures from the nether world, as these are an affront to the natural order and highly destructive in their taint.

There are three established followings of Shamanism, called Ceremonies: Observance of Natural Pathways, Thwarting Evil, and Unseen Forces. When initially selecting this Edge, the player must distinguish which Ceremony his character will follow. No shaman may observe more than one Ceremony.

Ceremony of Observance of Natural Pathways – these shamans are wise-men of naturalistic bent. They are often referred to as nature caretakers or nature priests.

Ceremony of Thwarting Evil – these shamans oppose devilshine and other malign things. They are referred to as apotropaists or witch doctors, depending on the culture.

Ceremony of Unseen Forces – these are true shamans and referred to as such, or medicine men in less civilized cultures.

In addition to its catalog of powers, Shamanism does involve the summoning of spirits who perform tasks at the behest of the shaman. The shaman must provide a suitable sacrifice, with proper votive and propitiation materials. Even the general powers of shamanism are nothing more than manifestations of the least of spirits.

Protector: A shaman who offends his patron deity or spirit, through word or deed, are

temporarily or permanently forsaken. Minor sins cause the character to suffer a –2 to his Shamanism rolls for one week. Major sins rob him of all arcane powers for the week. Mortal sins cause the character to be forsaken indefinitely. In the latter case, a penitent hero must be sincerely apologetic for his misdeeds, and then complete some great quest, pilgrimage, or other task of atonement to regain his lost powers.

Arcane Background (Sorcery) Arcane Skill: Sorcery (Smarts) Starting Power Points: 10 Starting Powers: 2

Sorcery deals in the summoning of beings from the netherrealms to perform tasks at the bidding of the summoner. There are four classifications of these creatures: demons, devils, fiends, and oni. The least form of these creatures is the imp, which sorcerers often employ as they are less dangerous (but no less hostile) than their more powerful brethren. In addition to their summoning abilities, necromancers have a catalog of spell-like powers they may wield as well.

Retribution: If the necromancer rolls a 1 on his Necromancy die (regardless of his Wild Die) during the summoning or creation of a living dead creature or spirit, the necromancer’s protection circle is flawed and thing is free to attack him.

Arcane Background (Thaumaturgy) Arcane Skill: Thaumaturgy (Smarts) Starting Power Points: 10 Starting Powers: 3

Thaumaturgy functions identical to Arcane Background (Magic) in the Savage Worlds Core Book (p. 80)

Backlash: When a mage rolls a 1 on his Thaumaturgy die (regardless of his Wild Die), he is automatically Shaken.

Arcane Background (Theurgy) Arcane Skill: Theurgy (Spirit) Starting Power Points: 10 Starting Powers: 2

Practitioners of Theurgy are ecclesiastics, friars, nuns, holy crusaders and the like.

Page 35: Savage Fantasy

Savage Worlds Fantasy E-3

While the rites are matters of knowledge and tradition, the power behind them is divine. Thus, prayer or ritual usually invokes the powers of Theurgy.

There are two established orders of Theurgy, a common thread linking all pantheons and clergies. These are the order of Hallowing and Glory, and the order of Service and Care. No priest may belong to both orders. When initially selecting this Edge, the player must distinguish which order his character will follow.

Order of Hallowing and Glory – the crusading arm of the pantheon. Priests of this order have devoted themselves to the battle against the enemies of the pantheon and their deity. This generally includes demonic spirits, the living dead, and similar creatures.

Order of Service and Care – the medicinal arm of the pantheon. Priests of this order are devoted to the health and keeping of the community. They are healers and educators, and preside over many of the common rites and invocations on holy days.

Theurgy does involve the summoning of deital minions who perform specific tasks at the behest of the priest. The priest must provide a suitable sacrifice, with proper votive and propitiation materials. Else, his deity may take offense.

Protector: A priest who offends his patron deity, through word or deed, are temporarily or permanently forsaken. Minor sins cause the character to suffer a –2 to his Theurgy rolls for one week. Major sins rob him of all arcane powers for the week. Mortal sins cause the character to be forsaken indefinitely. In the latter case, a penitent hero must be sincerely apologetic for his misdeeds, and then complete some great quest, pilgrimage, or other task of atonement to regain his lost powers.

Powers Availability These Powers from the Savage Worlds rulebook are available among the listed Arcane Backgrounds of the Savage Earth: Armor: Geomancy, Shamanism (all), Thaumaturgy, Theurgy (both) Barrier: Geomancy, Necromancy, Psionics, Shamanism (NP, UF), Sorcery, Thaumaturgy, Theurgy (Hallowing/Glory) Beast Friend: Necromancy (T), Shamanism (NP, UF), Thaumaturgy Blast: Geomancy, Necromancy, Sorcery, Thaumaturgy, Theurgy (Hallowing/Glory) Bolt: Geomancy, Necromancy, Shamanism (all), Sorcery, Thaumaturgy, Theurgy (Hallowing/Glory) Boost/Lower Trait: Necromancy, Psionics, Shamanism (all), Sorcery, Sorcery, Thaumaturgy, Theurgy (both) Burrow: Geomancy, Shamanism (NP) Burst: Geomancy, Necromancy, Sorcery, Thaumaturgy Deflection: Geomancy, Necromancy, Psionics, Shamanism (all), Sorcery, Thaumaturgy, Theurgy (Service/Care) Detect/Conceal Arcana: Psionics, Shamanism, Sorcery, Thaumaturgy (all), Theurgy (both) Dispel: Geomancy, Necromancy, Shamanism (all), Sorcery, Thaumaturgy, Theurgy (both) Elemental Manipulation: Geomancy, Shamanism (NP), Thaumaturgy Entangle: Shamanism (NP), Psionics, Thaumaturgy Environmental Protection: Geomancy, Shamanism (NP), Thaumaturgy Fear: Necromancy, Psionics, Sorcery, Thaumaturgy, Theurgy (Hallowing/Glory) Fly: Geomancy, Shamanism (NP), Thaumaturgy Greater Healing: Theurgy (Service/Care) Healing: Necromancy (T), Psionics, Shamanism (all), Sorcery (T), Theurgy (both) Invisibility: Psionics, Shamanism (TE, UF), Thaumaturgy Light: Geomancy, Necromancy, Shamanism (all), Thaumaturgy, Theurgy (both) Obscure: Geomancy, Necromancy, Psionics, Shamanism (NP), Sorcery, Thaumaturgy

Page 36: Savage Fantasy

Savage Worlds Fantasy E-4

Puppet: Necromancy, Psionics, Shamanism (UF), Sorcery, Thaumaturgy, Theurgy (both) (T) Quickness: Necromancy, Psionics, Shamanism, Sorcery, Thaumaturgy Shape Change: Necromancy (T), Shamanism (NP), Sorcery, Thaumaturgy Smite: Geomancy, Necromancy, Shamanism (all), Sorcery, Thaumaturgy, Theurgy (both) Speak Language: Psionics, Sorcery, Thaumaturgy, Theurgy (both) Speed: Geomancy, Necromancy, Psionics, Shamanism (UF), Sorcery, Thaumaturgy Stun: All Telekinesis: Psionics, Thaumaturgy Teleport: Necromancy, Shamanism (NP), Sorcery, Thaumaturgy Zombie: Necromancy

Page 37: Savage Fantasy

Savage Worlds Fantasy E-5

New Powers

Backguard Arcane Backgrounds: Sorcery, Thaumaturgy Rank: Veteran Power Points: 3 Range: Self Duration: 2 (1/round) Trappings: a glowing orb, sword or other weapon, flowing energy Backguard is a defensive power, creating directly behind the caster a corporeal weapon or similar item(s). The weapon will attack anyone who draws within melee range behind the caster. The weapon will always attack an opponent first, as though the caster had the First Strike Edge, and gives the caster a +1 bonus to his parry against attacks directed at his flank and rear. The caster uses his arcane skill for the weapon’s attack roll. A successful attack by the weapon does 2d6 damage, regardless of its form.

Banish Arcane Backgrounds: Shamanism (TE), Sorcery, Theurgy (both) Rank: Veteran Power Points: 3 Range: Smarts Duration: Instant Trappings: holy water, holy symbol, bells, prayer

This rite banishes a spirit entity to its home dimension. The character must make an opposed roll of his spellcasting skill against the entity’s Spirit. If the spellcaster wins, the spirit vanishes instantly.

Spirits who have possessed a mortal host are more persistent and difficult to be rid of. The spellcaster must roll a Raise on his spellcasting roll to affect spirits under these conditions.

This power has no effect on spirits native to the mortal dimension (ie. ghosts, apparitions, life spirits) unless they have possessed a mortal body.

Cantrip Arcane Backgrounds: Thaumaturgy Rank: Novice Power Points: 1

Range: Smarts Duration: 1 round (1/round) Trappings: a button, dust, a speck of pepper, etc. Cantrips are the hedge magics, used by apprentice mages and those who dabble in the arcane. They are simple enchantments with no great effect. No spellcasting roll is necessary to use a cantrip. Thaumaturgists who choose this power know a number of cantrip variants equal to their Smarts + 5. For each subsequent time this power is chosen as a New Power Edge, the spellcaster gains an additional 5 variants.

Potential Effects: summon gnats, belch, sneeze, clean, dry, dust, freshen, ghost sound, polish, spice, stitch, tie, unravel, etc.

-- Bill Littlefield

Conjure Animal Arcane Backgrounds: Necromancy, Thaumaturgy Rank: Seasoned Power Points: Special Range: Personal Duration: 1/minute Trappings:

This power allows the caster to conjure, out of thin air, a specific type of animal. Only natural animals may be conjured, not monsters, alfar, or the living dead.

The animal conjured is under the control of the caster for the duration of the power, and will obey his commands to the best of its understanding and ability. Once the duration expires, the animal will vanish.

The cost in Power Points depends on the

animal summoned. The thaumaturgist can

Animal Power Points

Bear 5 Insects (swarm) 2 Mountain Lion 3 Rat (swarm) 3 Snake, venomous 1 Spider (swarm) 3 Shark, medium 5 Shark, great white 5 Wolf 3

Page 38: Savage Fantasy

Savage Worlds Fantasy E-6

summon multiple specimens in a single casting by paying the appropriate cost in Power Points. Summoning two bears, for instance, costs 10 Power Points.

-- from Deadlands: The Savage West

Conjure Item Arcane Backgrounds: Necromancy, Thaumaturgy Rank: Novice Power Points: Special Range: Sight Duration: Special Trappings: Conjure Item allows the caster to conjure, out of thin air, a minor mundane object. The object must be of simple manufacture, with no intricate moving parts. Thus, a timepiece or crossbow could not be summoned, but a hourglass or dagger could.

The Power Points required depends on the item the spellcaster intends to conjure.

Unfortunately, the item is very temporary and only lasts a number of rounds equal to the spellcaster’s Smarts.

-- from Deadlands: The Savage West

Ghost Arcane Background: Necromancy Rank: Seasoned Power Points: 3 Range: Smarts x10 Duration: 1 hour Trappings: object of influence, an item that once belonged to the deceased

This power draws a single restless dead spirit to the necromancer and binds it to his control. The spirit will follow the commands of the character for one hour, after which it is free to act as it will. The spirit summoned must be present within the range of the power. Excess spirits are neither drawn to the necromancer by this power, nor are they under his control, so caution must be exercised.

Ghoul Arcane Background: Necromancy Rank: Veteran Power Points: 5 Range: Smarts x10 Duration: 1 hour Trappings: an unholy feast or similarly foul ritual

This power draws a number of free-willed living dead to the necromancer and binds them to his control. The undead will follow the commands of the character for one hour, and will disperse thereafter.

A success summons 1d3 moriants, ghouls, or shadowlings, 2d3 on a raise. The type of creature must be determined when power is activated. Those creatures summoned must be present within the range of the power, and no more can be summoned than are available. These numbers are for the GM to determine. Excess numbers are neither drawn to the necromancer by this power, nor are they under his control, so caution must be exercised.

Additional Effects: The necromancer may instead opt to summon a single Evil Animal Spirit (nightgrim, phantom, or specter) with this power. The choice must be made at the time of activation. This advanced summoning requires an Arcane skill roll –4 to succeed.

Mindùs Eye Arcane Backgrounds: Necromancy, Psionics, Shamanism (all), Sorcery, Thaumaturgy, Theurgy (both) Rank: Veteran Power Points: 2 Range: Self Duration: 3 (1/Round) Trappings: glowing eyes, a floating disconnected eye

The caster gains the ability to link their mind into the Aether in such a fashion as to see beyond the normal world. This enables them to see through any form of darkness, and to see invisible entities as well.

Casting this spell allows the user to ignore the effects of Obscure and Invisibility, as well as any normal lighting penalties. In addition, with a raise, the user can either immaterial,

Power Points Items

1 Copper coin 2 Scarf, dice, playing card 3 Knife, dagger, silver coin, 10’ of rope 4 Hourglass, sword, specific playing card

Page 39: Savage Fantasy

Savage Worlds Fantasy E-7

incorporeal, or ethereal things present within their 12”.

Mind Reading Arcane Backgrounds: Psionics, Thaumaturgy, Theurgy (Hallowing/Glory) Rank: Novice Power Points: 3 Range: Spirit Duration: 3 (1/round) Trappings:

Mind Reading allows the caster to read another’s thoughts. The caster’s Arcane Skill is opposed by the target’s Spirit. On a success, the caster can read surface thoughts and feelings. With a raise, they can probe deeper; they may make a standard Arcane Skill roll to find any information they are looking, once per round.

With a second raise, they can detect deep-seated, hidden, and suppressed thoughts and memories (no added rolls are necessary).

At the GM’s discretion, targets that are aware they are being read may use focusing techniques, singing out loud, or getting completely drunk to gain a +2 to their resistance roll.

Phantasm Arcane Backgrounds: Thaumaturgy Rank: Seasoned Power Points: 3 (Special) Range: Sight Duration: 10 minutes (1/minute) Trappings: Illusions, shadow stuff,

Phantasms are illusions that deceive the mind. The number of senses the caster wishes to

deceive determines the Power Point cost. A base phantasm costs 3 Power Points and affects two senses. For each additional sense, the point cost is increased by one. The senses a phantasm can affect are: sight, hearing, touch, taste, and smell. Spending a similar number of PP allows the caster to animate the illusion.

Those who encounter phantasms must make an opposed Smarts roll against the caster’s Thaumaturgy skill to recognize the deception. Alternatively, the GM might call for a skill roll on the part of the victim, if the phantasm dealt with something so covered (a knowledge skill, for instance).

Pocket Dimension Arcane Backgrounds: Thaumaturgy Rank: Seasoned Power Points: 3+1/person Range: Special Duration: 1 hour (1/hour) Trappings: a coil of rope, a tree-bole, a door, a tent

Pocket dimension creates a nexus between the caster’s location and a small, secluded other-dimensional space. This place offers a safe haven where the caster and his companions can heal, plan, or rest. The dimensions of the space are generally 6” x 6” x 6” cube. It is featureless, neither warm nor cold, and has no illumination of its own.

The nexus will admit the caster and one additional person for every Power Point spent. Once closed, the nexus will permit no other entry from that point. In fact, once used, the nexus becomes invisible to the naked eye, but can be detected with the Detect Arcana power. The nexus can not be moved from its anchor-point. When the duration expires, the nexus opens again and the caster and companions are all jettisoned from the place.

While the caster may allow his companions to exit the nexus, they may not return without the caster, nor may the caster exit the Pocket Dimension without his fellows.

Additional Effects: By sacrificing 1 Power Point, permanently, the caster may create a “fixed” pocket dimension. Every time thereafter this power is used, the caster returns to the same space. This allows the character to provision his dimension, adding furniture, equipment, or even foodstuff. Only non-living matter can be stored here. The materials are not kept in stasis, and are subject to the effects of time and age (ie. food spoilage). Fixing the dimension does not extend the duration the caster and his followers may spend her, nor does it reduce the costs of extending the duration.

Page 40: Savage Fantasy

Savage Worlds Fantasy E-8

Restorative Healing Arcane Backgrounds: Theurgy (Service and Care) Rank: Legendary Power Points: 35 Range: Touch Duration: Instant Trappings: holy ritual, ceremonial dressing or bathing

Restorative healing may only be cast by the most powerful and devout of priests. It can heal permanent, crippling injuries and requires a long, involved ritual, requiring 1d6 hours to complete.

Restorative healing may also restore life to the recently deceased. The subject cannot have been dead for longer than one week and the body must be relatively intact. The rite is quite extensive, requiring a full 12 hours to complete.

The priest must make a Theurgy roll –4 to succeed. If successful, the subject is returned to life, though at the loss of one die type of Vigor. In this case, no character with a d4 Vigor at the time of death may be restored to life. If a raise is rolled, the character suffers no Vigor loss, and a subject with a deficient Vigor score can indeed be so restored. Failure on the priest’s part means that the subject is permanently dead and can never be restored except through divine means (or perhaps some sort of wish!).

This power does not restore health or normal wounds. These may be recovered through normal healing or through other healing powers.

Sensory Deprivation Arcane Backgrounds: Necromancy, Sorcery, Thaumaturgy Rank: Seasoned Power Points: 3 Range: Smarts Duration: 3 (1/round) Trappings: By means of this power, the caster deprives an opponent of one of his primary senses. The victim may resist the affect with a successful opposed Vigor roll, suffering a –2 penalty to this roll if the caster rolls a Raise on his arcane skill roll. The specific effects of this power are as follows:

Sight – the victim is effectively blind, and suffers penalties to actions as if he were in pitch darkness.

Hearing – the victim is deaf, and suffers a –4 penalty to Notice and other action rolls where sound is the key factor. Smell – the victim loses all sense of smell, and suffers a –4 penalty to Notice and other action rolls where scent is the key factor. Taste – the victim loses all sense of taste, and suffers a –4 penalty to Notice and other action rolls where scent is the key factor.

Summon Minor Entity Arcane Backgrounds: Geomancy, Shamanism, Sorcery, Theurgy (both) Rank: Seasoned Power Points: 3 Range: Smarts Duration: Special Trappings: Special This spell allows a character to summon a very minor spirit entity. The spirit is subject to the whims of the caster and bound to complete a single task, or two with a raise. The task must be one that can be completed within one hour, and one within the capabilities of the spirit, lest the magic that binds it be dismissed and the spirit released to do as it will. Once the task is complete, the spirit will return to the realm of its origin. It must be noted that most spirits (with the possible of exceptions of those of divine nature), even of those of least sort, dislike being summoned or commanded by mortals, and are likely to complete the letter of the task rather than the spirit of it. Tasks with multiple portions will be obeyed only insofar as the first part is concerned. Communication depends on the capabilities of the spirit and either through a mental link or speech. The spirit summoned and the means to do so vary by the character’s Arcane Background.

Summon Major Entity Arcane Backgrounds: Geomancy, Shamanism, Sorcery, Theurgy Rank: Veteran Power Points: 5 Range: Smarts Duration: Special

Page 41: Savage Fantasy

Savage Worlds Fantasy E-9

Trappings: Special This powerful spell allows a character to summon a very minor spirit entity. The spirit is subject to the whims of the caster and bound to complete a single task, or two with a Raise. The task must be one that can be completed within one hour, and one within the capabilities of the spirit, lest the magic that binds it be dismissed and the spirit released to do as it will. Once the task is complete, the spirit will return to the realm of its origin. It must be noted that most spirits (with the possible of exceptions of those of divine nature), even of those of least sort, dislike being summoned or commanded by mortals, and are likely to complete the letter of the task rather than the spirit of it. Tasks with multiple portions will be obeyed only insofar as the first part is concerned.

Communication depends on the capabilities of the spirit and either through a mental link or speech. The spirit summoned and the means to do so vary by the character’s Arcane Background.

Telepathy Arcane Backgrounds: Psionics, Sorcery, Thaumaturgy Rank: Seasoned Power Points: 3 Range: Spirit Duration: 1 (1/round) Trappings: a whisper on the wind, thought projection Telepathy is used to communicate mentally with another person. An unwilling target may make an opposed Spirit roll against the character’s spellcasting roll. Additional effects – telepathy only allows one way communication. By doubling the Power Point cost, the spellcaster can receive messages from the target as well.

Ventriloquism Arcane Backgrounds: Thaumaturgy Rank: Novice Power Points: 1 Range: Smarts Duration: 2 (1/round) Trappings: The Ventriloquism power enables the caster to make it seem as though his or her voice is issuing from someplace else, such as from another

creature, a statue, from behind a door, down a passage, etc. The caster is able to make his voice sound as if a different creature were speaking or making the noise; of course, in a language known by him or her, or a sound which the caster can normally make. With respect to such voices and sounds, others may make a Smarts roll with a –2 penalty to recognize the ruse.

Summoning Trappings Geomancer: Magic circles of protection and command, a bit of the raw element – a handful of earth, a flame, water, or a breath of air. Sorcerer: Magic circles of protection and command, various foul offerings. Theurgists: Various propitiation and votive materials. What Can Be Summoned?

The spirit entity summoned is wholly dependent on the Arcane Background of the summoner. They are restricted in the types of spirits they can attempt to summon.

Geomancer Minor • Elementary Major • Elemental

Shaman Minor • Animal Spirit • Hunting Spirit • Local Spirit • Spirit Guide Major • Life Spirit (NP) • Sentinel Spirit (TE) • Sky Spirit (UF)

Sorcerer Minor • Imp Major • Demon • Devil • Fiend • Oni

Theurgist Minor • Archon Major • Deva

Page 42: Savage Fantasy

Savage Worlds Fantasy E-10

Ward Arcane Backgrounds: Necromancy, Shamanism (all), Thaumaturgy, Theurgy (Service/Care) Rank: Veteran Power Points: 5 Range: Special Duration: Special Trappings: Consecration, hallowed ground, arcane wards

Ward is an improved form of Barrier, and allows the spellcaster to create an area intolerable to a specified form of animal or spirit.

Ward takes 6 hours to cast properly. During this time, the spellcaster prepares the area, either with consecration rites or arcane sigils. The area may not be greater than five times the spellcaster’s Skill in yards, and is usually a temple, a laboratory, or some other place of importance.

When the ritual is complete, the Skill roll may be attempted. If successful, the area is warded. If the roll fails, the spellcaster must start again. During the ritual, there must be a complete absence of the creature being warded against otherwise the spell fails.

The subject of the ward must be specified during the ritual. Typical subjects might be vermin, evil spirits, living dead, etc. The parameters must be fairly specific. For instance, a room could be warded against humans but not mammals or reptiles.

Any creature of the type warded against who attempts to pass beyond the parameters of the ward must make a Spirit roll each round or suffer a wound.

Page 43: Savage Fantasy

Savage Worlds Fantasy E-11

Complied Powers Lists Geomancy Novice

Armor

Bolt

Burrow

Burst

Deflection

Elemental Manipulation

Environmental Protection

Guiding Hand

Light

Obscure

Silence

Smite

Speed

Stun

Wandering Senses

Seasoned

Barrier

Blast

Dispel

Spirit Shield

Summon Minor Entity

Tempest

Whirlwind

Zone of Silence

Veteran

Bridge

Column of Destruction

Fly

Ignite

Quake

Summmon Major Entity

Necromancy Novice

Beast Friend

Bolt

Boost/Lower Trait

Burst

Conjure Item

Darksight

Deflection

Fear

Healing

Light

Locate

Lock

Obscure

Open

Silence

Smite

Speed

Stun

Tongue Tied

Wall Walker

Seasoned

Barrier

Blast

Confuse the Mind

Conjure Animal

Decipher

Dispel

Ghost

Grave Speak

Mishap

Quickness

Sensory Deprivation

Sluggish Reflexes

Spirit Shield

Teleport

Viper Weapon

Veteran

Ghoul

Mend

Mind's Eye

Petrify

Poison Touch

Puppet

Ward

Zombie

Heroic

Curse

Drain Power Points

Special

Shape Change

Psionics Novice

Beast Friend

Boost/Lower Trait

Darksight

Deflection

Detect/Conceal Arcana

Entangle

Farsight

Fear

Guiding Hand

Healing

Leaping

Locate

Mind Reading

Obscure

Slow

Smite

Speed

Stun

Succor

Suggestion

Tongue Tied

Wandering Senses

Seasoned

Barrier

Berserker

Confuse the Mind

Invisibility

Quickness

Sentry

Sluggish Reflexes

Slumber

Page 44: Savage Fantasy

Savage Worlds Fantasy E-12

Speak Language

Telekinesis

Telepathy

Veteran

Hypnotic Trance

Ignite

Mind's Eye

Petrify

Puppet

Shamanism Ceremony of Natural Pathways

Novice

Armor

Beast Friend

Bolt

Boost/Lower Trait

Burrow

Darksight

Deflection

Detect/Conceal Arcana

Elemental Manipulation

Entangle

Environmental Protection

Farsight

Healing

Leaping

Light

Obscure

Stun

Succor

Seasoned

Barrier

Dispel

Quickness

Slumber

Spirit Shield

Summon Minor Entity

Veteran

Bellow

Bridge

Fly

Mend

Mind's Eye

Summmon Major Entity

Special

Shape Change

Ceremony of Thwarting Evil

Novice

Armor

Bolt

Boost/Lower Trait

Darksight

Deflection

Detect/Conceal Arcana

Farsight

Guiding Hand

Healing

Light

Locate

Open

Purify

Smite

Stun

Tongue Tied

Wandering Senses

Seasoned

Dispel

Grave Speak

Invisibility

Quickness

Sluggish Reflexes

Spirit Shield

Summon Minor Entity

Teleport

Zone of Silence

Veteran

Banish

Bellow

Intangibility

Mend

Mind's Eye

Petrify

Summmon Major Entity

Ward

Ceremony of Unseen Forces

Novice

Armor

Beast Friend

Bolt

Boost/Lower Trait

Deflection

Detect/Conceal Arcana

Farsight

Guiding Hand

Healing

Light

Locate

Slow

Speed

Stun

Wandering Senses

Seasoned

Barrier

Berserker

Dispel

Grave Speak

Invisibility

Quickness

Sluggish Reflexes

Slumber

Speak Language

Spirit Shield

Summon Minor Entity

Zone of Silence

Veteran

Bellow

Bridge

Mend

Mind's Eye

Petrify

Puppet

Summmon Major Entity

Ward

Page 45: Savage Fantasy

Savage Worlds Fantasy E-13

Sorcery Novice

Bolt

Boost/Lower Trait

Burst

Darksight

Deflection

Detect/Conceal Arcana

Fear

Healing

Locate

Lock

Obscure

Open

Silence

Smite

Speed

Stun

Suggestion

Tongue Tied

Wall Walker

Seasoned

Barrier

Blast

Confuse the Mind

Decipher

Dispel

Grave Speak

Mishap

Quickness

Sensory Deprivation

Sentry

Speak Language

Spirit Shield

Summon Minor Entity

Telepathy

Teleport

Viper Weapon

Zone of Silence

Veteran

Backguard

Banish

Column of Destruction

Ignite

Intangibility

Mend

Mind's Eye

Petrify

Poison Touch

Puppet

Summmon Major Entity

Wall of Blades

Heroic

Curse

Drain Power Points

Special

Shape Change

Thaumaturgy Novice

Armor

Beast Friend

Bolt

Boost/Lower Trait

Burst

Cantrip

Conjure Item

Darksight

Deflection

Detect/Conceal Arcana

Elemental Manipulation

Entangle

Environmental Protection

Farsight

Fear

Fortune

Guiding Hand

Leaping

Light

Locate

Lock

Mind Reading

Obscure

Open

Silence

Slow

Smite

Speed

Stun

Suggestion

Ventriloquism

Wall Walker

Wandering Senses

Seasoned

Barrier

Berserker

Blast

Confuse the Mind

Conjure Animal

Decipher

Dispel

Grave Speak

Growth/Shrink

Invisibility

Mirror Self

Phantasm

Pocket Dimension

Quickness

Sensory Deprivation

Sentry

Sluggish Reflexes

Slumber

Speak Language

Telekinesis

Telepathy

Teleport

Zone of Silence

Veteran

Backguard

Bellow

Bridge

Column of Destruction

Fly

Hypnotic Trance

Ignite

Intangibility

Mend

Mind's Eye

Petrify

Page 46: Savage Fantasy

Savage Worlds Fantasy E-14

Puppet

Transformation

Wall of Blades

Ward

Heroic

Drain Power Points

Special

Shape Change

Theurgy Order of Hallowing and Glory

Novice

Armor

Bless

Bolt

Boost/Lower Trait

Darksight

Detect/Conceal Arcana

Farsight

Fear

Healing

Light

Locate

Mind Reading

Slow

Smite

Stun

Tongue Tied

Seasoned

Barrier

Blast

Dispel

Grave Speak

Sentry

Slumber

Speak Language

Spirit Shield

Summon Minor Entity

Zone of Silence

Veteran

Banish

Bellow

Mind's Eye

Petrify

Puppet

Summon Major Entity

Wall of Blades

Order of Service and Care

Novice

Armor

Bless

Boost/Lower Trait

Deflection

Detect/Conceal Arcana

Farsight

Fortune

Healing

Light

Locate

Purify

Smite

Stun

Succor

Wandering Senses

Seasoned

Dispel

Sentry

Slumber

Speak Language

Spirit Shield

Summon Minor Entity

Zone of Silence

Veteran

Banish

Bridge

Greater Healing

Mind's Eye

Puppet

Summmon Major Entity

Ward

Legendary

Restorative Healing

Page 47: Savage Fantasy

Savage Worlds Fantasy F-1

Bestiary The entries in this chapter have been adapted from Beasts of Lejend, by Gary Gygax. Please refer to that text for physical descriptions. Where they differ with established Savage Worlds monsters (ghouls and ghosts, for instance), these creatures should be used instead – particularly if the Ghoul and Ghost Powers from the previous chapter are being employed.

LIVING DEAD There are three types of living dead, and three kinds within each type, so there are nine separate

listings in all. These creatures are all listed under this singular heading because of their similarities. It is most difficult to destroy any kind of living dead thing, because of the unholy energy that motivates them, and the greater the kind, the more that must be done to rid the world of its presence.

Free-Willed Living Dead BALEWRETCH Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d8, Guts d8, Intimidate d6, Notice d6, Stealth d8 Pace 6, Parry 6, Toughness 6 Special Abilities: • Fist: Str+1 • Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called

shots; Piercing weapons do half damage; Immune to disease and poison. • Weakness (Holy Water, Oil): A balewretch splashed with a three-ounce volume of holy water or oil

must make a Vigor roll or be Shaken.

Page 48: Savage Fantasy

Savage Worlds Fantasy F-2

• Regeneration: Unless the head of the balewretch is severed, it will by virtue of its malign energy restore itself to its unharmed state. After seemingly being “killed”, the unholy energy of the thing begins to regenerate the thing. If the head is within a 10 foot radius of the body and not impeded, it will roll to it and rejoin, thus enabling the restoration to commence, and all damage sustained is healed. The newly severed head must be physically kept away from the body for one minute. The creature is then destroyed.

GHOUL Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d6, Guts d8, Intimidate d8, Notice d8, Stealth d10, Tracking d8 Pace 6, Parry 5, Toughness 8 Treasure: Meager per 3 ghouls Special Abilities: • Claws: Str+1 • Infravision: Ghouls halve penalties (round

down) for bad lighting when attacking living targets.

• Keen Nose: Ghouls get +2 to Notice and Tracking rolls against living targets.

• Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Piercing weapons do half damage; Immune to disease and poison.

• Weakness (Holy Water, Oil): A ghoul splashed with an three-ounce volume of holy water or oil must make a Vigor roll or be Shaken.

• Regeneration: Unless the head of the ghoul is severed, it will by virtue of its malign energy restore itself to its unharmed state. After seemingly being “killed”, the unholy energy of the thing begins to regenerate the thing. If the head is within a 10 foot radius of the body and not impeded, it will roll to it and rejoin, thus enabling the restoration to commence, and all damage sustained is healed. The newly severed head must be physically kept away from the body for one minute. The creature is then destroyed.

MORIANT Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d10 Skills: Fighting d8, Guts d8, Intimidate d8, Notice d8, Stealth d10 Pace 6, Parry 6, Toughness 7 Special Abilities: • Stare (stun): victim must make an opposed

Vigor roll against the moriant’s Spirit or be Shaken.

• Claws: Str+2; on a raise, the victim is grappled.

• Armor +1: unnatural energy • Undead: +2 Toughness; +2 to recover from

being Shaken; No additional damage from called shots; Piercing weapons do half damage; Immune to disease and poison.

• Weakness (Holy Water, Oil): A moriant splashed with a three-ounce volume of holy water or oil must make a Vigor roll or be Shaken.

• Regeneration: Unless the head of the moriant is severed, it will by virtue of its malign energy restore itself to its unharmed state. After seemingly being “killed”, the unholy energy of the thing begins to regenerate the thing. If the head is within a 10 foot radius of the body and not impeded, it will roll to it and rejoin, thus enabling the restoration to commence, and all damage sustained is healed. The newly severed head must be physically kept away from the body for one minute. The creature is then destroyed.

Unwilled Living Dead ANIMORT Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6 Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6 Pace 6, Parry 5, Toughness 7 Treasure: None Special Abilities: • Claws: Str+1; if a wound is suffered, the

victim must make a Vigor roll or be Fatigued from toxin.

Page 49: Savage Fantasy

Savage Worlds Fantasy F-3

• Fearless: Animorts are immune to fear and intimidation

• Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Piercing weapons do half damage; Immune to disease and poison.

• Weakness (Holy Water, Oil): An animort splashed with a three-ounce volume of holy water or oil must make a Vigor roll or be Shaken.

BONEWALKER Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6 Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6 Pace 6, Parry 5, Toughness 7 Treasure: None Special Abilities: • Claws: Str+1 • Bone darts (bolt): 2d6; each such attack

generates 1d4 such darts; range is 1”. • Fearless: Bonewalkers are immune to fear

and intimidation • Undead: +2 Toughness; +2 to recover from

being Shaken; No additional damage from called shots; Piercing weapons do half damage; Immune to disease and poison.

• Weakness (Holy Water, Oil): A bonewalker splashed with a three-ounce volume of holy water or oil must make a Vigor roll or be Shaken.

ZOMBOID Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6 Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6 Pace 5, Parry 5, Toughness 7 Treasure: None Special Abilities: • Claws: Str • Fearless: Zomboids are immune to fear and

intimidation • Undead: +2 Toughness; +2 to recover from

being Shaken; No additional damage from called shots; Piercing weapons do half damage; Immune to disease and poison.

• Weakness (Salt): Exposed to salt in an eight-ounce volume, the zomboid must make a Vigor roll or be Shaken.

SPIRITS OF EVIL

Evil Animal Spirits These are of intermediate threat and force,

the type of spirit filled with an unholy energy and a devilish intelligence most unlike their natural, living sort. These spirits have some sort of thoughts, clearly, for in the night they stalk and bedevil humans. These evil animal spirits are created by evil Extraordinary Powers, such as those supplied by the dark Ability of necromancy. Note that the Health/Free Will of these spirit creatures can exceed the normal shown, for each victim one slays brings it an additional point. NIGHTGRIM Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10 Skills: Fighting d8, Guts d8, Notice d10, Stealth d6 Pace 8, Parry 6, Toughness 9 Special Abilities: • Bite: a successful bite reduces the target’s

Spirit by one die type. If reduced to 0, the target becomes raving mad. This condition can only be cured by a Greater Healing power. Spirit levels return at a rate of 1 per hour. Healing will return one level, two on a raise. Greater Healing will restore all lost Spirit levels.

• Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Piercing weapons do half damage; Immune to disease and poison.

• Incorporeal: A nightgrim can become immaterial in 1 round, and when in spirit form travel at double normal pace (16”).

• Regeneration (special): Seeming destruction of a nightgrim, that lacking theurgy power use, merely sends the it into immaterial form for 10 hours, and then it reforms and is able

Page 50: Savage Fantasy

Savage Worlds Fantasy F-4

to reappear once again. It must be sent to perdition through a Power to be eliminated from the world.

PHANTOM Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8 Skills: Fighting d6, Guts d8, Notice d8, Stealth d8 Pace 6, Parry 5, Toughness 8 Special Abilities: • Claws: Str • Soul Drain: any normal human within a

Medium Burst Template of a phantom animal evil spirit is leeched of Spirit at the rate of 1 die type per round as fear and terror are fed into the opponent. When the victim’s Spirit reaches 0, the victim dies of heart failure. Spirit levels return at a rate of 1 per hour. Healing will return one level, two on a raise. Greater Healing will restore all lost Spirit levels.

• Invulnerability (mundane attacks): Phantoms are unharmed by attacks from non-enchanted weapons.

• Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Piercing weapons do half damage; Immune to disease and poison.

• Incorporeal: A phantom can become immaterial in 1 round, and when in spirit form travel at double normal pace (12”).

• Regeneration (special): Seeming destruction of a phantom,that lacking theurgy power use, merely sends the it into immaterial form for 10 hours, and then it reforms and is able to reappear once again. It must be sent to perdition through a Power to be eliminated from the world.

SPECTER Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d12 Skills: Fighting d6, Guts d8, Notice d12, Stealth d8 Pace 8, Parry 5, Toughness 8 Special Abilities: • Kick: Str+1

• Channel: a specter will attempt to establish a channel to a victim through one of the two following means: 1) touching or being touched, 2) being pursued. Touch causes an attachment that can be broken only if the victim can succeed in an opposed Vigor roll; otherwise the individual is stuck fast and will have to run or ride with the specter until exhaustion slays him or her at the rate of one level of Fatigue per minute.

• Invulnerability (mundane attacks): Specter are unharmed by attacks from non-enchanted weapons.

• Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Piercing weapons do half damage; Immune to disease and poison.

• Incorporeal: A specter can become immaterial in 1 round, and when in spirit form travel at double normal pace (12”).

• Regeneration (special): Seeming destruction of a specter,that lacking theurgy power use, merely sends the it into immaterial form for 10 hours, and then it reforms and is able to reappear once again. It must be sent to perdition through a Power to be eliminated from the world.

Restless Dead Spirits The least energetic of mundane spirits of the deceased are these three kinds of restless dead. They have wills of their own, can assume at least semi-material form, and attack the living, but are not so dangerous as evil animal spirits or the supernaturally empowered spirits. Whether by their own malign refusal to accept a material end or brought to or kept in our dimension through necromancy, any spirit of this kind is hateful and bent on causing misery and death to all living things. APPARITION Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 Skills: Fighting d6, Intimidation d6, Notice d6, Persuasion d8, Stealth d10 Pace 6, Parry 5, Toughness 8 Treasure: None (Varies)

Page 51: Savage Fantasy

Savage Worlds Fantasy F-5

Special Abilities: • Touch: This attack ignores any armor worn

by the target. The target must make an opposed Spirit roll or suffer a level of Fatigue as his life force is siphoned by the apparition.

• Change Form: As an action, an apparition can change into any human or humanoid form, of any age, with a Smarts roll at -2. This form is only partially material, but will look whole in shadow or darkness. Only when examined in better lighted conditions is there a chance in discovering the deception.

• Ethereal: Apparitions are semi-material and can only be harmed by magical attacks or weapons.

• Undead: +2 toughness, +2 to recover from being shaken. Called shots do no extra damage. Arrows and piercing attacks do half-damage.

• Weakness (Light): In bright light, such as that of a brightly-illuminated room where there are no dark places, the apparition is powerless and cannot manifest in any way.

GHOST Attributes: Agility d10, Smarts d6, Spirit d10, Strength d4, Vigor d4 Skills: Fighting d6, Intimidate d8, Notice d8, Persuasion d6, Stealth d6 Pace 6, Parry 5, Toughness 6 Treasure: None (Varies) Special Abilities: • Touch (Possession): A ghost will attempt to

touch a target in order to possess him. The attack ignores any armor worn by the target. The target makes an opposed Spirit roll against the ghost. The gloom may possess the target for 1d4 rounds, during which time it has full control of the target’s physical body.

• Ethereal: Apparitions are semi-material and can only be harmed by magical attacks or weapons.

• Undead: +2 toughness, +2 to recover from being shaken. Called shots do no extra damage. Arrows and piercing attacks do half-damage.

• Weakness (Light): In bright light, such as that of a brightly-illuminated room where there are no dark places, the ghost is powerless and cannot manifest in any way.

SHADOWLING Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6 Skills: Climbing d8, Fighting d6, Notice d4, Stealth d10 Pace 6, Parry 5, Toughness 5 Treasure: None. Special Abilities: • Shadow Weapon: Str+2, AP 2; a

shadowling uses a shadow-sword or like weapon that has a negative energy.

• Undead: +2 toughness, +2 to recover from being shaken. Called shots do no extra damage. Arrows and piercing attacks do half-damage.

• Ethereal: Shadowlings are semi-material and can only be harmed by magical attacks or weapons.

GOLEMS Golems are magical constructs, given life through the imprisonment of a spirit within a constructed automaton. Creating on is costly and laborious, and few have the requisite knowledge. Despite being inhabited by a spirit, golems cannot talk. They are usually set to guard a post and will rarely leave it unless commanded by their creator. Each arcane background is associated with one or more types of golems. Thus, a geomancer is limited to the type of golem that can be produced, as is a necromancer or thaumaturgist. Note: The golems presented in this document supercede those listed in the Fantasy Bestiary Toolkit in regards to the Lejendary Earth setting. GMs who are not employing that setting should feel free to mix and match as desired. BRASS GOLEM Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8

Page 52: Savage Fantasy

Savage Worlds Fantasy F-6

Skills: Fighting d8, Intimidation d8, Notice d8, Stealth d6 Pace 6, Parry 6, Toughness 9 Edges: Improved Frenzy, Two-Fisted Treasure: None Special Abilities: • Clubbing Strike: Str+1; targets Shaken or

wounded are knocked back 1d4”. • Hooked Strike: Str+2; target Shaken or

wounded must make an Agility roll or be caught fast on the hook and are effectively grappled. On the following round, the golem may opt to loose the hook and strike with it again..

• Multi-Armed: Brass golems have four arms and thus gain the Sweep edge.

• Armor +3: Magically hardened metal. • Arcane Resistance: +2 armor against

damage-causing arcane powers and +2 to trait rolls to resist opposed powers.

• Construct: +2 to recover from being Shaken; No additional damage from called shots; Piercing attacks do half-damage; Immune to poison and disease.

• Fearless: Golems are immune to Fear and Intimidation.

• Immunity (Cold, Water): Brass golems suffer no damage from cold or water based attacks.

CHARNEL HEAP Attributes: Agility d10, Smarts d4, Spirit d8, Strength d10, Vigor d8 Skills: Fighting d8, Intimidation d10, Notice d6, Stealth d6 Pace 5, Parry 6, Toughness 9 Treasure: None Special Abilities: • Gruesome fist: Str+2; AP 1; mass of flesh,

teeth, and protruding bones; target Shaken or wounded must make an Agility roll or be caught, held fast, and effectively paralyzed for 1d4 rounds.

• Multi-Armed: Charnel heaps have up to six pairs of arms and can make two Sweep attacks a round with no multi-action penalty.

• Bone Missile: 2d6; AP 1; Range 4/6/12; as an action, the charnel heap can “throw” one of its bones at a target.

• Size +2: Charnel heaps are massive creatures.

• Armor +1: thick hides reinforced with bone. • Arcane Resistance: +2 armor against

damage-causing arcane powers and +2 to trait rolls to resist opposed powers.

• Construct: +2 to recover from being Shaken; No additional damage from called shots; Piercing attacks do half-damage; Immune to poison and disease.

• Fearless: Golems are immune to Fear and Intimidation.

• Immunity (Cold, Water): Charnel heaps suffer no damage from cold or water based attacks.

• Weakness (Holy Water, Oil): A charnel heap splashed with a three-ounce volume of holy water or oil must make a Vigor roll or be Shaken.

CLAY GOLEM Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d12+1

Golems by Arcane Background

Geomancy Coal Golem Fog Golem Ice Golem

Mud Golem

Necromancy Charnel Heap Worm Golem

Sorcery

Brass Golem

Thaumaturgy Leather Golem Rope Golem Wood Golem

Page 53: Savage Fantasy

Savage Worlds Fantasy F-7

Skills: Fighting d8, Intimidation d10, Notice d8, Throwing d8 Pace 5, Parry 6, Toughness 12 Treasure: None Special Abilities: • Clubbing Strike: Str+2; AP 3 • Clay Missile: Str+3; Range 4/6/12; as an

action, a clay golem can throw a mass of clay at a target.

• Armor +2: Magically hardened clay. • Size +1: Clay golems are large, broad

shouldered constructs. • Arcane Resistance: +2 armor against

damage-causing arcane powers and +2 to trait rolls to resist opposed powers.

• Construct: +2 to recover from being Shaken; No additional damage from called shots; Piercing attacks do half-damage; Immune to poison and disease.

• Fearless: Golems are immune to Fear and Intimidation.

• Immunity (Acid, Water): Clay golems suffer no damage from acid or water based attacks.

• Immunity (Blunt Attacks): Clay golems suffer no damage from blunt attacks.

COAL GOLEM Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d10 Skills: Fighting d6, Intimidation d8, Notice d8, Stealth d6 Pace 6, Parry 5, Toughness 10 Edges: Improved Frenzy Treasure: None Special Abilities: • Cinder Blast: 2d6+1 fire damage; Range

1/2/4; targets Shaken or wounded by this attack must make an Agility roll –2 or be blinded for 1d4 rounds. Blind targets suffer –4 to all attack rolls. Targets hit by this attack must check to see if they catch fire.

• Flame Jet: 2d6 fire damage; Range 1/2/4; targets hit by this attack must check to see if they catch fire.

• Burning Spittle: 2d6 fire damage; Range 6/12/24; as an action, a coal golem may spit a hunk of burning coal at any target in

range; targets hit by this attack must check to see if they catch fire.

• Armor +1: coarse, rock-like hide. • Size +2: Coal golems are massive

constructs. • Arcane Resistance: +2 armor against

damage-causing arcane powers and +2 to trait rolls to resist opposed powers.

• Construct: +2 to recover from being Shaken; No additional damage from called shots; Piercing attacks do half-damage; Immune to poison and disease.

• Fearless: Golems are immune to Fear and Intimidation.

• Immunity (Acid, Cold, Fire): Clay golems suffer no damage from acid, cold, or fire based attacks.

• Weakness (Water): Water-based attacks ignore the golem’s armor; if struck with a quart or more of water, the golem must make a Vigor roll –2 or be Shaken.

FOG GOLEM Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d6 Skills: Fighting d8, Notice d10, Stealth d12 Pace 6, Parry 6, Toughness 5 Treasure: None Special Abilities: • Engulf: Str; AP 3; A fog golem attacks by

surrounding a target. The target must roll an opposed Strength roll or be grappled and suffer crushing damage. Thereafter, the golem can continue to engulf the target or move to an adjacent target.

• Invulnerable: Fog golems are immune to all attack forms, including magical, except those explicitly stated as weaknesses.

• Arcane Resistance: +2 armor against damage-causing arcane powers and +2 to trait rolls to resist opposed powers.

• Construct: +2 to recover from being Shaken; No additional damage from called shots; Piercing attacks do half-damage; Immune to poison and disease.

• Fearless: Golems are immune to Fear and Intimidation.

Page 54: Savage Fantasy

Savage Worlds Fantasy F-8

• Weakness (Fire, Air): Fog golems suffer normal damage from fire and wind-based attacks. Wind gusts in excess of 25 mph force the golem to make a Vigor roll or be Shaken.

ICE GOLEM Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d10 Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d8, Throwing d8 Pace 6, Parry 6, Toughness 11 Edge: Improved Frenzy, Two-Fisted Treasure: None Special Abilities: • Clubbing fist: Str+1 • Ice spear: Str+2; Reach 1” • Ice Dagger: Str+1; AP 3; Range 3/6/12; as

an action, an ice golem may throw an icicle “dagger” at any target within range.

• Armor +3: magically hardened ice. • Size +1: Ice golems are large, broad

shouldered constructs. • Arcane Resistance: +2 armor against

damage-causing arcane powers and +2 to trait rolls to resist opposed powers.

• Construct: +2 to recover from being Shaken; No additional damage from called shots; Piercing attacks do half-damage; Immune to poison and disease.

• Fearless: Golems are immune to Fear and Intimidation.

• Weakness (Fire): Ice golems suffer +4 damage from fire-based attacks

• Weakness (Sunlight): Exposed to direct sunlight, the golem must make a Vigor roll or be Shaken.

• Weakness (Extreme Heat): Exposed to heat in excess of 120 degrees farenheit, the golem must make a Vigor roll each round or suffer an automatic wound.

LEATHER GOLEM Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8 Skills: Fighting d8, Notice d8, Stealth d10, Throwing d8 Pace 6, Parry 6, Toughness 6

Edges: Dodge, Improved Frenzy, Marksman, Two-fisted Treasure: None Special Abilities: • Whipping strike: Str; Reach 2”; a leather

golem may use one of its limbs to whip a target within reach. The golem is terribly accurate; receiving a +2 bonus to called shots and will always aim for an unarmored area.

• Lasso: Str+1; Range 3; a leather golem may use one of its limbs as a lasso to snare a target in range. If struck, the target must make an opposed Strength roll or be grappled.

• Multi-armed: While the leather golem does not have extra arms as do other golems, it may make an Agility roll –2 to attack with one of its legs (either whipping or lasso attack as described above).

• Armor +1: toughened leather, elastic hide • Arcane Resistance: +2 armor against

damage-causing arcane powers and +2 to trait rolls to resist opposed powers.

• Construct: +2 to recover from being Shaken; No additional damage from called shots; Piercing attacks do half-damage; Immune to poison and disease.

• Fearless: Golems are immune to Fear and Intimidation.

• Immunity (Blunt attacks): Leather golems cannot be harmed by blunt attacks.

• Weakness (Cold): If Shaken or wounded by a cold-based attack, the leather golem must make a Vigor roll or suffer –2 to all physical trait rolls due to stiffness.

MUD GOLEM Attributes: Agility d4, Smarts d6, Spirit d8, Strength d10, Vigor d10 Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d6, Throwing d8 Pace 5, Parry 6, Toughness 9 Edges: Two-fisted Treasure: None Special Abilities: • Clubbing fist: Str; AP 3; a target Shaken or

wounded by this attack must make an Agility

Page 55: Savage Fantasy

Savage Worlds Fantasy F-9

roll –2 or be blinded for 1d4 rounds. Blind targets suffer –4 to all attack rolls.

• Mud-ball Missile: Str; AP 3; Range 3/6/12; a target Shaken or wounded by this attack must make an Agility roll or be stuck fast, as per the Entangle power, for 1d4 rounds.

• Armor +2: thick, compressed earth • Size +1: Mud golems are large, broad

shouldered constructs. • Arcane Resistance: +2 armor against

damage-causing arcane powers and +2 to trait rolls to resist opposed powers.

• Construct: +2 to recover from being Shaken; No additional damage from called shots; Piercing attacks do half-damage; Immune to poison and disease.

• Fearless: Golems are immune to Fear and Intimidation.

• Immunity (Acid, Fire): Mud golems suffer no damage from acid or fire based attacks.

• Weakness (Water): Mud golems suffer +2 damage from water-based attacks.

ROPE GOLEM Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6 Skills: Notice d8, Stealth d10, Throwing d8 Pace 8, Parry 5, Toughness 5 Edges: Marksman Treasure: None Special Abilities: • Garroting lasso: Str; Range 3; a rope golem

may use one of its limbs as a lasso to snare a target in range. It will always aim for the head, and receives a +2 bonus to called shots. If struck, the target must make an opposed Strength roll or be grappled. The rope garrotes the target’s throat, doing automatic Str damage each round, while the target is also subject to suffocation (see Drowning, Savage Worlds rulebook p. 93).

• Multi-Armed: Rope golems have eight arms, thus gaining the Sweep edge. It may never grapple more than eight targets at a time.

• Arcane Resistance: +2 armor against damage-causing arcane powers and +2 to trait rolls o resist opposed powers.

• Construct: +2 to recover from being Shaken; No additional damage from called shots; Piercing attacks do half-damage; Immune to poison and disease.

• Fearless: Golems are immune to Fear and Intimidation.

• Immunity (Blunt, Piercing attacks): Rope golems suffer no damage from blunt or piercing attacks.

• Immunity (Cold): Rope golems are unaffected by cold-based attacks.

WOOD GOLEM Attributes: Agility d4, Smarts d6, Spirit d8, Strength d8, Vigor d10 Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d6 Pace 6, Parry 8, Toughness 9 Edges: Improved Block Treasure: None Special Abilities: • Clubbing strike: Str+3; targets Shaken or

wounded by this attack are knocked back 1d4” and must make a Vigor roll –2 or be stunned for 1d4 rounds.

• Multi-armed: Wood golems have three pairs of arms and thus may make 2 Sweep attacks per round with no multi-action penalty.

• Armor +2: magically hardened wood • Arcane Resistance: +2 armor against

damage-causing arcane powers and +2 to trait rolls to resist opposed powers.

• Construct: +2 to recover from being Shaken; No additional damage from called shots; Piercing attacks do half-damage; Immune to poison and disease.

• Fearless: Golems are immune to Fear and Intimidation.

• Immunity (Cold): Wood golems suffer no damage from cold-based attacks.

WORM GOLEM Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8 Skills: Fighting d8, Intimidation d10, Notice d6, Stealth d10, Throwing d8 Pace 6, Parry 6, Toughness 6 Edges: Marksman, Two-fisted

Page 56: Savage Fantasy

Savage Worlds Fantasy F-10

Treasure: None Special Abilities: • Claws: Str • Worm Missile: Str; Range 3/6/12; a worm

golem can throw a mass of worms from its body to strike any target in range; targets Shaken or wounded must make a Vigor roll –2 or become infested with the worms, which will burrow into his flesh and do 2d6 damage each round until the target is dead.

• Fear –1: The sight of a worm golem forces all to make a Guts roll –1 or be stricken with Fear.

• Armor +1: tough hide • Arcane Resistance: +2 armor against

damage-causing arcane powers and +2 to trait rolls to resist opposed powers.

• Construct: +2 to recover from being Shaken; No additional damage from called shots; Piercing attacks do half-damage; Immune to poison and disease.

• Fearless: Golems are immune to Fear and Intimidation.

Immunity (Water): Worm golems suffer no damage from water-based attacks.

SPIRITS OF NETHER DIMENSIONS

These creatures are inhabitants of those dismal nether dimensions. They come to our own through the summoning of some sorcerer or similar means of entry. There are four types of this sort of spirit creature, each corresponding to a region of the nether dimensions associated with evil. When they travel to the world of mankind, they materialize bodies that resemble their own forms as would be seen were one cursed to such nether dimensions. I MP There are four types of this sort of spirit creature, each corresponding to a greater creature of its sort, all native to the nether dimensions associated with evil. When they travel to the world of mankind, they materialize bodies that resemble their own forms as would

be seen were one to be so unhappy as to experience those nether dimensions. Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Guts d4, Notice d10, Spellcasting d8, Stealth d8 Pace 4, Parry 5, Toughness 4 Treasure: None. Special Abilities: • Arcane Resistance: +2 Armor against

damage causing powers and +2 on trait rolls to resist opposed powers.

• Claws: Str+1. • Demon: +2 to recover from being Shaken;

Immune to poison and disease; Half-damage from nonmagical attacks except for cold iron.

• Powers: Imps have 20 Power Points and know the following sorcery powers: bolt, detect/conceal arcana, entangle, invisibility, obscure, and shape change.

• Lending: An imp can share its Power Points with its master. It cannot be forced to share its power.

• Ethereal: Imps can dematerialize or materialize into an immaterial state in one round.

• Size –1: Imps are the size of small children. • Weakness (Cold Iron): Demons take normal

damage from cold iron weapons. Demon Imp Special Abilities: • Bite: Str; If Shaken or wounded, the target

must make a Vigor roll –2 or be poisoned. With success, the bite area swells and becomes numb. The victim becomes Exhausted until healed. With a failure, the victim becomes Incapacitated and must make a second Vigor roll or die.

Devil Imp Special Abilities: • Sting: 1d6 damage; AP 2; If a wound is

suffered, the victim must make a Vigor roll at –2 or be poisoned. With success, the area stung swells and becomes numb. The victim

Page 57: Savage Fantasy

Savage Worlds Fantasy F-11

becomes Exhausted until healed. With a failure, the victim becomes Incapacitated and must make a second Vigor roll or die.

• Fly: Pace 16, acceleration 8/turn Fiend Imp Special Abilities: • Kick: Str+1; AP 1; Opposed Strength roll or

the victim is knocked prone. • Jump: A fiend imp can jump 2” in any

direction, including straight up. • Wall Walker: A fiend imp can walk on

horizontal surfaces or even upside down at its normal pace.

Oni Imp Special Abilities: • Gore: Str+2; AP 3 • Shape Change: An oni imp can shape

change to an adult human form. DEMON Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10 Skills: Climbing d10, Fighting d10, Intimidation d12, Notice d8, Stealth d6 Pace 6, Parry 7, Toughness 9 Edges: Frenzy Treasure: Varies Special Abilities: • Claws: Str+2; AP 4 • Bite: Str+1; AP 4; a target shaken or

wounded by this attack must make a successful Vigor roll or suffer 3d6 in additional damage.

• Armor +3: Thick, bristly hide. • Demon: +2 to recover from being Shaken;

Immune to poison and disease; Half-damage from nonmagical attacks except for cold iron.

• Shape Shift: A demon can, in one round, assume the form of a normal appearing human or that of an unnatural 80-inch diameter web or jumping spider.

• Ethereal: A demon can, in one round, dematerialize or materialize as an action.

• Possession: While immaterial, a demon may make an attack in an effort to possess an

individual. If hit, the target makes an opposed Spirit roll, with a +2 bonus. If the demon successfully possesses the target, only a Theurgist has the power to evict it from its host. It may, of course, vacate the host at its own volition.

• Weakness (Holy Symbol): The touch of a holy symbol requires a demon to make a Vigor roll or be Shaken.

• Weakness (Cold Iron): Demons take normal damage from cold iron weapons.

DEVIL Attributes: Agility d10, Smarts d10, Spirit d8, Strength d10, Vigor d12 Skills: Fighting d10, Intimidation d8, Persuasion d10, Notice d8, Stealth d10, Taunt d12+1 Pace 6, Parry 7, Toughness 11 Edges: Frenzy, Two-handed Treasure: Varies Gear: any normal or magical weapon, usually a whip and a falchion, long sword, mace, or similar weapon. Special Abilities: • Kick (paralysis): Str+2; AP 4; targets shaken

or wounded must make a Vigor roll -2 or be paralyzed for 1d4 rounds.

• Flight: devils can fly at a Pace of 12", with a 6" acceleration.

• Armor +3: tough hide. • Demon: +2 to recover from being Shaken;

Immune to poison and disease; Half-damage from nonmagical attacks except for cold iron.

• Shape Shift: A devil can, in one round, assume the form of a normal appearing human, a subterranean boa, or an unnatural springbat.

• Ethereal: A devil can, in one round, dematerialize or materialize as an action.

• Possession: While immaterial, a devil may make an attack in an effort to possess an individual. If hit, the target makes an opposed Spirit roll, with a +2 bonus. If the devil successfully possesses the target, only a Theurgist has the power to evict it from its host. It may, of course, vacate the host at its own volition.

Page 58: Savage Fantasy

Savage Worlds Fantasy F-12

• Weakness (Holy Symbol): The touch of a holy symbol requires a devil to make a Vigor roll or be Shaken.

• Weakness (Cold Iron): devils take normal damage from cold iron weapons.

FIEND Attributes: Agility d10, Smarts d6, Spirit d12+2, Strength d10, Vigor d10 Skills: Climbing d10, Fighting d10, Intimidation d10, Notice d8, Stealth d8, Tracking d10 Pace 6, Parry 7, Toughness 7 Edges: Frenzy Treasure: Varies Special Abilities: • Fist: Str+3; AP 4; targets shaken or

wounded fall prone for one round and are subject to a bite attack.

• Bite: Str+2; AP 4 • Jump: fiends may jump up to 4” in any

direction, including directly up. • Wall Walker: A fiend can walk on horizontal

surfaces or even upside down at its normal pace.

• Fiery Breath: fiends breathe fire using the Cone Template. Every target within this cone may make an Agility roll to avoid the attack. Those who fail suffer 2d6 damage and must check to see if they catch fire (Savage Worlds rulebook page 97).

• Armor +3: tough hide. • Demon: +2 to recover from being Shaken;

Immune to poison and disease; Half-damage from nonmagical attacks except for cold iron.

• Ethereal: A fiend can, in one round, dematerialize or materialize as an action.

• Possession: While immaterial, a fiend may make an attack in an effort to possess an individual. If hit, the target makes an opposed Spirit roll, with a +2 bonus. If the fiend successfully possesses the target, only a Theurgist has the power to evict it from its host. It may, of course, vacate the host at its own volition.

• Weakness (Holy Symbol): The touch of a holy symbol requires a fiend to make a Vigor roll or be Shaken.

• Weakness (Cold Iron): fiend take normal damage from cold iron weapons.

ONI Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12 Skills: Climbing d8, Fighting d10, Intimidation d12, Notice d8, Stealth d6, Throwing d10 Pace 6, Parry 7, Toughness 11 Treasure: Varies Special Abilities: • Nether Weapon: Str+5(usually battle axe,

great cleaver, long flail, mace, short pole-arm, or cleaving sword)

• Gore: Str+3; AP 4; targets shaken or wounded fall prone for one round.

• Energy Coil (Stun): The oni can throw a coil or dark energy that stuns the target.

• Armor +3: tough hide. • Shape-Change: an oni may assume the

form of an adult human in one round. • Ethereal: A fiend can, in one round,

dematerialize or materialize as an action. • Possession: While immaterial, an oni may

make an attack in an effort to possess an individual. If hit, the target makes an opposed Spirit roll, with a +2 bonus. If the oni successfully possesses the target, only a Theurgist has the power to evict it from its host. It may, of course, vacate the host at its own volition.

• Weakness (Holy Symbol): The touch of a holy symbol requires an oni to make a Vigor roll or be Shaken.

• Weakness (Cold Iron): oni take normal damage from cold iron weapons.

DEITAL MINIONS The spirits of lesser sort serving the many

deities active in the world, can be sent by a greater entity or summoned by a theurgist to become material. Usually one will appear in any sort of human-form guise, from a strikingly handsome or beautiful man or woman to a small and ordinary, even old or ugly person of any human-like race. Each of these four is detailed hereafter. There are many others of

Page 59: Savage Fantasy

Savage Worlds Fantasy F-13

this sort of spirit creature, slightly different from these, but not essentially more powerful. ARCHON

A summoned archon will be associated with either the priest’s patron deity or the pantheon served. While it will be accommodating to the priest’s request(s), it has other duties to perform and will not appreciate frivolous tasks. Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d10 Skills: Fighting d8, Guts d10, Intimidation d6, Knowledge (Religion) d12, Notice d8, Persuasion d10, Shooting d8, Theurgy d10 Pace 6, Parry 10, Toughness 7 Treasure: None Gear: Holy buckler (+4 Parry); a longsword (Str+4) and longbow (2d6+1) Special Abilities: • Aura of Holy Light: As an action, the archon

can surround himself with a brilliant white light, the size of a Medium Burst Template centered on the entity. Those of malign intent or opposed to the deity the archon serves must make a Spirit roll -2 to approach within the radius of the aura. Undead creatures react to the light as they would sunlight.

• Celestial: +2 to recover from being Shaken; Immune to poison, disease, electricity and fire; Half-damage from non-magical attacks.

• Change Form: As an action, an archon can change into any human, humanoid, or animal form with a Smarts roll at -2. Changing back into humanoid form requires a Smarts roll. This assumed form will always have a unique physical characteristic (a golden goose, a white hart, etc.).

• Spells: Archons have 20 power points and know 6 or more theurgy powers, including Banish, Bolt, Healing, Speed, Stun, and Teleport.

DEVA

A summoned deva will be associated with either the priest’s patron deity or the pantheon served. While it will be accommodating to the

priest’s request(s), it has other duties to perform and will not appreciate frivolous tasks. Any baneful act committed in the presence of a deva will cause it to immediately terminate its service. Crusaders may be inclined to seek retribution before departing. Crusader Deva Attributes: Agility d10, Smarts d8, Spirit d12, Strength d12+2, Vigor d12 Skills: Fighting d10, Intimidation d12, Knowledge (Religion) d12, Notice d10, Shooting d10, Theurgy d12 Charisma +4, Pace 6, Parry 7, Toughness 11 Edges: Block, Champion, Charismatic, Improved Frenzy, Marksman, Trademark Weapon (holy sword) Treasure: None Gear: Holy breastplate (+3); holy falchion (Str+6; AP 2) and a holy longbow (2d6+3; AP 2) Special Abilities: • Aura of Holy Light: As an action, the deva

can surround himself with a brilliant white light, the size of a Medium Burst Template centered on the entity. Those of malign intent or opposed to the deity the archon serves must make a Spirit roll -2 to approach within the radius of the aura. Undead creatures react to the light as they would sunlight.

• Flight: Devas have a flying pace of 18”, and an acceleration of 9”.

• Know Truth: devas can immediately detect a lie or attempts at deceit. No deva will serve a mortal who attempts to deceive it.

• Celestial: +2 to recover from being Shaken; Immune to poison, disease, electricity and fire; Half-damage from non-magical attacks.

• Spells: Devas have 30 power points and know every available theurgy spell associated with their order.

Guardian Deva Attributes: Agility d10, Smarts d8, Spirit d12, Strength d10, Vigor d12+2

Page 60: Savage Fantasy

Savage Worlds Fantasy F-14

Skills: Fighting d8, Knowledge (Religion) d12, Notice d10, Persuasion d10, Shooting d8, Theurgy d12 Charisma +2, Pace 6, Parry 7, Toughness 12 Edges: Alertness, Arcane Resistance, Block, Champion, Charismatic, Healer Treasure: None Gear: Holy raiments (+2); holy fighting staff (Str+3; AP 2) and a holy sling (Range 4/8/16; 2d6+2; AP 2) Special Abilities: • Aura of Holy Light: As an action, the deva

can surround himself with a brilliant white light, the size of a Medium Burst Template centered on the entity. Those of malign intent or opposed to the deity the archon serves must make a Spirit roll -2 to approach within the radius of the aura. Undead creatures react to the light as they would sunlight.

• Flight: Devas have a flying pace of 18”, and an acceleration of 9”.

• Know Truth: devas can immediately detect a lie or attempts at deceit. No deva will serve a mortal who attempts to deceive it.

• Celestial: +2 to recover from being Shaken; Immune to poison, disease, electricity and fire; Half-damage from non-magical attacks.

• Spells: Devas have 30 power points and know every available theurgy spell associated with their order.

ELEMENTALS ELEMENTARY

Elementaries are spirit creatures that mingle between the principal and elemental dimensions. They are the least of the elemental spirits, insubstantial and wispy entities that nonetheless have a modicum of influence on their surroundings. They are often summoned by geomancers to scout locations, as non-magical materials do not bind them, and they can pass freely through walls, water, or other barriers. These creatures communicate with the summoner through a means of two-way telepathic communication. It is wise to note that elementaries can be malign and untrustworthy. Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d8 Skills: Notice d8, Persuasion d6, Stealth d10, Taunt d8 Pace 6, Parry 4, Toughness 6 Treasure: None Special Abilities: • Ethereal: Apparitions are semi-material and

can only be harmed by magical attacks or weapons.

• Elemental Manipulation: Elementaries can use the Elemental Manipulation power using their Smarts as their arcane skill. They can cast and maintain the power indefinitely.