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  • 7/29/2019 SW Fantasy Companion GM Inserts

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    Hand Weapons

    Type Damage Wt. Cost Notes

    Blades

    Bastard Sword Str+d8 10 $350 Parry 1, can be wielded in two hands for +1 damageDagger Str+d4 1 $25

    Flail Str+d6 8 $200 Ignores Shield/Weapon Parry or Cover bonus

    Great Flail Str+d8 25 $600 AP 2 vs. rigid armor, 1 Parry, 2 hands, ignores Shield/Weapon

    Parry or Cover bonus

    Great Sword Str+d10 12 $400 Parry 1, 2 hands

    Katana Str+d6+2 6 $1000 AP 2

    Light Flail Str+d4 6 $150 Ignores 1 point of Shield/ Weapon Parry or Cover bonus

    Long Sword Str+d8 8 $300 Includes scimitars

    Rapier Str+d4 3 $150 Parry +1

    Short Sword Str+d6 4 $200 Includes cavalry sabers

    Axes and MaulsAxe Str+d6 2 $200

    Battle Axe Str+d8 10 $300

    Dwarven Axe-chain Str+d6 15 $500 Reach 1, Parry 1, 2 hands, can be used as a weapon in each handwithout Reach, ignores Shield/Weapon Parry or Cover bonus

    Great Axe Str+d10 15 $500 AP 1, Parry 1, 2 hands

    Maul Str+d8 20 $400 AP 2 vs. rigid armor, Parry 1, 2 hands

    Orcish Combat Axe Str+d8 12 $350 Parry 1, can be wielded in two hands for +1 damage

    Warhammer Str+d6 8 $250 AP 1 vs. rigid armor (plate mail)

    Pole ArmsHalberd Str+d8 15 $250 Reach 1, 2 hands

    Lance Str+d8 10 $300 AP 2 when charging, Reach 2, only usable in mounted combat

    Pike Str+d8 25 $400 Reach 2, requires 2 hands

    Spear Str+d6 5 $100 Parry +1, Reach 1, 2 hands

    Staff Str+d4 8 $10 Parry +1, Reach 1, 2 hands

    Ranged Weapons

    Type Range Damage ROF Cost Wt. Shots Min Str. NotesAxe, Throwing 3/6/12 Str+d6 1 $75 2 - -

    Bow 12/24/48 2d6 1 $250 3 - d6

    Crossbow 15/30/60 2d6 1 $500 10 - d6 AP 2, 1 action to reload

    Elven Bow 15/30/60 2d6 1 $500 4 - d6

    Hand Crossbow 6/12/24 2d4 1 $200 3 - - AP 1

    Knife/Dagger 3/6/12 Str+d4 1 $25 1 - -

    Long Bow 15/30/60 2d6 1 $200 5 - d8

    Pump Crossbow 10/20/40 2d6 1 $1200 12 6 d6 AP 2

    Sling 4/8/16 Str+d4 1 $10 1 - -

    Spear 3/6/12 Str+d6 1 $100 5 - d6

    Type Armor Wt. Cost NotesLeather +1 15 $50 Covers torso,

    arms, legs

    Chain Hauberk +2 25 $300 Covers torso,

    arms, legs

    Plate Corselet +3 25 $400 Covers torso

    Plate Arms +3 10 $200 Covers arms

    Plate Leggings +3 15 $300 Covers legs

    Pot Helm +3 4 $75 50% vs. head shot

    Steel Helmet +3 8 $150 Covers head

    Reinforced

    Chain

    +3 (+2) 40 $700 Covers torso,

    arms, legs; 1

    point bypassed ifhit with a raise

    Reinforced

    Leather

    +2 (+1) 20 $200 Covers torso,

    arms, legs; 1

    point is bypassed

    if hit with a raise

    Armor Spikes - 5 $100 Str+d4 damage;

    Strength damage

    in a grapple

    BardingPlate Barding +3 30 $1250 For horses

    Shields**Small Shield

    (buckler)

    - 8 $25 +1 Parry

    Medium Shield - 12 $50 +1 Parry, +2

    Armor to ranged

    shots that hit

    Large Shield - 20 $200 +2 Parry, +2

    Armor to ranged

    shots that hit

    **Shields protect only against attacks from the front and left

    (assuming a right-handed character).

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    The Parry of an inanimate object is 2.

    All damage rolls against them dont count bo nuses from raises on the

    attack roll, nor Aces.

    An attack cannot hit a vital area on a lock or a door and thus do more

    damage.

    If the damage roll equals or exceeds the o bjects Toughness, its broken,

    bent, shattered, or otherwise ruined. The GM decides the exact effects

    such as whether a good strike opens a hole in a door or knocks it off its

    hinges.

    Object Toughness

    Object Toughness Damage TypeLight Door 8 Blunt, Cutting

    Heavy Door 10 Blunt, Cutting

    Lock 8 Blunt, Piercing

    Restraints 12 Blunt, Piercing, Cutting

    Knife, Sword 10 Blunt, Cutting

    Rope 4 Cutting, Piercing

    Small Shield 8 Blunt, Cutting

    Medium Shield 10 Blunt, CuttingLarge Shield 12 Blunt, Cutting

    Animals, Trained

    Item Cost WeightHawk $200+ -

    Horse $250 -Hunting dog $100+ -

    Mule $150 -

    War dog $150+ -

    Services

    Item Cost WeightBath $2 -

    Meal, cheap $1 -

    Meal, good $3 -

    Meal, feast $5 -

    Room (shared with 6) $2 -

    Room (double) $4 -

    Room (private) $8 -

    TravelItem Cost WeightCaravan $3+ per day -

    Ship passage $5+ per day -

    Adventuring Gear

    Item Cost Weight

    Alchemists trunk $1000 15Backpack $25 2

    Bedroll $25 4

    Blanket $10 4

    Candle $1

    Crowbar $10 2

    Flask (ceramic) $5 1

    Flask (metal) $10 1

    Flint and steel $3 1

    Grappling hook $50 2

    Hammer $10 1

    Lantern $25 3

    Lockpicks $100 1

    Oil (1 pint) $2 1

    Parchment (per sheet) $1 1/20

    Quiver (holds 20 arrows) $10 2Rope (10) $10 15

    Pavilion $100 20

    Pick or Shovel $5 5

    Saddle $10 10

    Soap $1 1/5

    Spikes (10) $10 10

    Tent $30 10

    Torch $5 1

    Whistle $2 -

    Waterskin $5 1

    Whetstone $5 1

    Clothing

    Item Cost Weight

    Normal clothing $20 -Formal clothing $60 -

    Tailored clothing $100+ -

    Winter clothes $35 3

    Food

    Type (per serving) Cost WeightAverage meal $10 -

    Cheap meal $5 -

    Expensive meal $15+ -

    1 weeks rations $25 10

    1 days water (1 quart) $1 2

    Ammunition Wt. Cost NotesArrow* 1/5 $1/2 -

    Hand-crossbow quarrel 1/10 $1 AP 1

    Man-Killer Arrow 1/5 $1 +1 damage, usually OrientalOrcish barbed arrow 1/5 $1 +1 damage

    Quarrel* 1/5 $2 AP 2 (standard crossbow bolt)

    Stone 1/10 $1/2 Find for free with Notice roll

    and 1d10 minutes searching

    *If its important arrows and quarrels can be recovered on a d6 roll of 4-6.

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    Option EffectAim +2 Shooting/Throwing if character does not move

    Area Effect Attacks Targets under template suffer damage, treat cover as armor; missed attack rolls cause

    1d6 deviation for thrown weapons, 1d10 for launched weapons; x1 for Short, x2 for

    Medium, x3 for Long

    Automatic Fire See rulesBreaking Things See Obstacle Toughness Table; Parry 2; No bonus damage or Aces

    Called Shots Limb 2; Head 4, +4 damage; Small target 4; Tiny target 6

    Cover Light 1; Medium 2; Heavy 4

    Darkness Dim 1; Dark 2, targets are not visible beyond 10

    Pitch Darkness Targets must be detected to be attacked at 4

    Defend +2 Parry; character may take no other actions

    Disarm 2 attack; defender makes Str roll vs. damage or drops weapon

    Double Tap/3Rd Burst +1 attack and damage/+2 attack and damage

    The Drop +4 attack and damage

    Finishing Move Instant kill to helpless foe with lethal weapon

    Firing Into Melee See Innocent Bystanders

    Full Defense Fighting roll at+2 replaces Parry if higher

    Ganging Up +1 Fighting per additional attacker; maximum of +4

    Grappling Opposed Fighting roll to grapple. Raise=opponent Shaken; Defender makes opposed

    Strength or Agility to break free (any other action made at 4); Attacker can makeopposed Str or Agility to cause damage

    Improvised Weapons Small Weapons: Range 3/6/12, Damage Str+d4, RoF 1, Min Str d4, 1 attack and Parry

    Medium Weapons: Range 2/4/8, Damage Str+d6, RoF 1, Min Str d6, 1 Attack and Parry

    Large Weapons: Range 1/2/4, Damage Str+d8, RoF 1, Min Str d8, 1 attack and Parry

    Innocent Bystanders Missed Shooting or Throwing roll of 1 (1 or 2 with shotguns or autofire) hits random

    adjacent target

    Nonlethal Damage Characters are knocked out instead of potentially killed when Incapacitated

    Obstacles If attack hits by the concealment penalty, the obstacle acts as Armor

    Off-Hand Attack 2 to Fighting/Shooting with off-hand

    Prone As Medium cover; prone defenders are 2 Fighting, 2 Parry

    Push Bash: Push the target 1 for every success and raise on the Strength roll

    Shield Bash: As above but causes Strength damage, +1 for a small shield, +2 for a

    medium shield, and +3 for a large shield, Knock Prone: The defender is knocked prone

    Ranged Weapons in

    Close Combat

    Pistols only; Target Number is defenders Parry

    Rapid Attack Make up to 3 Fighting attacks at 4; or fire up to 6 shots from a semi-automatic weapon

    or revolver at 4 penalty to each die

    Suppressive Fire With successful Shooting roll, targets in Med Burst Template make a Spirit roll or are

    Shaken; roll of 1 are hit for normal damage

    Touch Attack +2 Fighting

    Tricks Describe action; make opposed Agility or Smarts roll; opponent is 2 Parry until

    next action; with a raise, foe is 2 Parry and Shaken

    Two Weapons 2 attack; additional 2 for off-hand if not Ambidextrous

    Unarmed Defender Armed attackers gain +2 Fighting

    Unstable Platform 2 Shooting from a moving vehicle or animal

    Wild Attack +2 Fighting; +2 damage; 2 Parry until next action

    Withdrawing from

    Close Combat

    Adjacent foes get one free attack at retreating character

    Overland Speed ModifiersGround Speed Terrain Type

    Easy -0 mph Plains, road

    Average -1 mph Rocky desert, light forest, hills

    Hard -2 mph Steep hills, sand, medium forest

    Difficult -3 mph Mountains, heavy forest, marsh

    In CombatPace Move full Pace in a round.

    Considered a free action.

    Crawling May crawl 2 per turn

    Counts as being prone.

    Crouching Half Pace while crouching.

    Run for half total Pace after rolling

    for running.

    Ranged attacks against him suffer

    a 1 penalty.

    Going Prone May fall prone at any time.

    Getting up costs 2 of movement.

    Difficult Ground Each inch counts as 2

    Jumping Jump 1 horizontally from a dead

    stop or 2 with a run and goand

    an extra 1 with a successful

    Strength roll.

    Running May run an additional 1d6.

    Suffers a 2 to all other actions

    made while running.

    Overland MovementBase Speed Equals half current Pace in miles

    per hour with minimum mile

    per hour unless Incapacitated.

    Pace Modifiers Hindrances, wounds and GM

    discretion.

    Flying Speeds Ignores overland modifiers.

    Encounters Unless patrolled, draw 1 card once

    per day with a face cardrepresenting an encounter.

    Entertainment Group. This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and

    trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

    Fantasy Companion GM Screen Inserts designed and created by Michael

    Trigger Ysker of TheAgencyStar 2013. All rights reserved. This material is

    protected under the Copyright Act of the United States of America. Any

    reproduction or unauthorized use of the material or artwork contained

    herein is prohibited without the express written consent of Pinnacle

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    Treasure Table

    Treasure Silver & Gold Magic ItemTreasure Trove 1d10 x $1000 100%

    Rich 1d10 x $500 50%

    Worthwhile 1d10 x $100 25%

    Meager 1d10 x $10 1%

    Magic Item Table

    d20 Type Page1-2 Armor & Shields (Table 1A) 49

    3-5 Melee Weapon (Table 2A) 52

    6-7 Ranged Weapon (Table 3A) 54

    8-11 Miscellaneous Item (Table 4A) 57

    12-14 Potion (Table 5) 79

    15-16 Rings (Table 6) 8017-18 Scrolls (Table 7A) 84

    19 Tomes (Table 8) 85

    20 Wands & Staves (Table 9A) 85

    Deity Aspect PowersGoddess of Healing Healing, mercy,

    peace

    Armor, barrier, beast friend, bolt (nonlethal damage only), boost/lower trait, deflection, detect/conceal arcana, dispel, elemental manipulation, entangle,

    environmental protection, greater healing, healing, light, speak language, stun

    God of Justice Justice, law, truth Armor, barrier, beast friend, boost/ lower trait, deflection, detect/conceal arcana, dispel, entangle, environmental protection, fear, healing, invisibility, light,puppet, quickness, smite, speak language, speed, stun

    God of Knowledge Knowledge, literacy,

    scribes, historians,

    revealing secrets

    Armor, beast friend, bolt, boost/lower trait, deflection, detect/conceal arcana, dispel, elemental manipulation, entangle, environmental protection, fly, healing,

    light, obscure, puppet, shape change, speak language, stun, telekinesis, teleport

    Goddess of Nature Nature, animals,

    weather

    Armor, barrier, beast friend, bolt, boost/lower trait, b urrow, deflection, detect/ conceal arcana, dispel, elemental manipulation, entangle, environmental

    protection, fly, healing, light, obscure, quickness, shape change, smite (hands turn into animal claws), speak language, speed, stun, telekinesis, teleport

    God of the Sea Sea, storms, sailors,

    waters

    Armor, barrier, beast friend (sea creatures only), bolt, boost/lower trait, burst (water), deflection, detect/conceal arcana, dispel, elemental manipulation (water

    only), entangle, environmental protection (water only), healing, light, obscure, shape change (sea creatures only), smite, speak language, speed, stun,

    telekinesis, teleport

    God of the Sun Sun, light, good Armor, barrier, blast, bolt, boost/ lower trait, burrow, burst, deflection, detect/ conceal arcana, dispel, elemental manipulation, entangle, environmental

    protection, fly, healing, light, quickness, shape change, smite, speak language, speed, stun, telekinesis, teleport

    God of Thieves Thievery, chance,

    stealth, concealment

    Armor, boost/lower trait, bu rrow, deflection, detect/conceal arcana, dispel, elemental manipulation, entangle, environmental protection, fly, invisibility, light,

    obscure, puppet, quickness, shape change, speak language, speed, stun, telekinesis, teleport

    God of War Battle, war, courage Armor, barrier, beast friend, blast, bolt, boost/lower trait (Strength, Vigor and combat skills only), burst, deflection, detect/ conceal arcana, dispel, entangle,

    environmental protection, fear, fly, light, obscure, quickness, shape change (fighting animals only), smite, speed

    Experience Points Rank0-19 Novice

    20-39 Seasoned

    40-59 Veteran

    60-79 Heroic

    80+ Legendary

    Every 5 points accumulated grants a hero an Advance.

    An Advance lets a character do one of the following:

    Gain a new Edge.

    Increase a skill that is equal to or greater than its linkedattribute by one die type.

    Increase two skills that are lower than their linkedattributes by one die type each.

    Buy a new skill at d4.

    Increase one attribute by a die type. ** You may only choose this option once per Rank. No Trait

    may be raised above a d12 (but see the Professional and

    Expert Legendary Edges). Legendary characters may raise an

    attribute every other Advance.

    Attack Skill Resisted ByTaunt vs. Smarts

    Intimidation vs. Spirit

    Attacker gets a +2 bonus to his next action

    against the defender during this combat with

    success. A raise makes the defender Shaken as

    well.

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    Skill AttributeArcane

    (Alchemy) Smarts

    (Faith) Spirit

    (Spellcasting) Smarts

    (Spellweaving) Spirit

    (Ritualism) Smarts

    Boating Agility

    Climbing Strength

    Driving Agility

    Fighting Agility

    Gambling Smarts

    Healing Smarts

    Intimidation Spirit

    Investigation Smarts

    Knowledge Smarts

    Lockpicking Agility

    Notice Smarts

    Persuasion Spirit

    Piloting AgilityRepair Smarts

    Riding Agility

    Shooting Agility

    Stealth Agility

    Streetwise Smarts

    Survival Smarts

    Swimming Agility

    Taunt Smarts

    Throwing Agility

    Tracking Smarts

    2d6 Wound2 Unmentionables: If the injury is permanent,

    reproduction is out of the question without

    miracle surgery or magic. There is no other

    effect from this result.

    3-4 Arm: Roll left or right arm randomly; its

    unusable like the One Arm Hindrance (though if

    the primary arm is affected, off-hand penalties

    still apply to the other).

    5-9 Guts: Your hero catches one somewhere

    between the crotch and the chin. Roll 1d6:

    1-2 Broken: Agility reduced a die type

    (minimum d4).

    3-4 Battered: Vigor reduced a die type

    (minimum d4).5-6 Busted: Strength reduced a die type

    (minimum d4).

    10 Leg: Gain the Lame Hindrance (or the One Leg

    Hindrance if already Lame).

    11-12 Head: A grievous injury to the head. Roll 1d6:

    1-2 Hideous Scar: Your hero now has the Ugly

    Hindrance.

    3-4 Blinded: An eye is damaged. Gain the One

    Eye Hindrance (or the Blind Hindrance if he only

    had one good eye).

    5-6 Brain Damage: Massive trauma to the head.

    Smarts reduced one die type (min d4).

    Bleeding Out

    The injured character must make a Vigor roll at the startof each round after the one in which he was injured and

    before Action Cards are dealt:

    Success: The victim must roll again next round, or every

    minute thereafter if not in combat

    Raise: The victim stabilizes and no further rolls are

    required

    Failure: The character dies from blood loss.

    Other characters may stop a victims bleeding by making

    a Healing roll. If successful, the victim stabilizes

    immediately and no further rolls are required. This use of

    the Healing skill just stops the bleeding. See page 78 for

    the use of the Healing skill to recover actual wounds.

    Wild Cards are Incapacitated if they suffer more than

    three wounds (cumulatively or all at once). When a

    Wild Card becomes Incapacitated, make an immediate

    Vigor roll:

    Total of 1 or Less: The character dies.Failure: Roll on the Injury Table. The Injury is

    permanent and the victim is Bleeding Out.

    Success: Roll on the Injury Table. The Injury goes away

    when all wounds are healed.

    Raise: Roll on the Injury Table. The injury goes away in

    24 hours, or when all wounds are healed.

    1d20* Effect1-4 Adrenaline Surge: The heros fight

    response takes over. He adds +2 to all Trait

    and damage rolls on his next action.

    5-8 Shaken: The character is Shaken.

    9-12 Panicked: The character immediately

    moves his full Pace plus running die away

    from the danger and is Shaken.

    13-16 Minor Phobia: The character gains a Minor

    Phobia Hindrance somehow associated

    with the trauma.

    17-18 Major Phobia: The character gains a Major

    Phobia Hindrance.

    19-20 The Mark of Fear: The hero is Shaken and

    also suffers some cosmetic physicalalterationa white streak forms in the

    heros hair, his eyes twitch constantly, or

    some other minor physical alteration. This

    reduces his Charisma by 1.

    21+ Heart Attack: The hero is so overwhelmed

    with fear that his heart stutters. He

    becomes Incapacitated and must make a

    Vigor roll at 2. If successful, hes Shaken

    and cant attempt to recover for 1d4

    rounds. If he fails, he dies in 2d6 rounds. A

    Healing roll at 4 saves the victims life, but

    he remains Incapacitated.

    *Add creatures Fear penalty as a positive number to

    this roll.