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.