halo savage worlds

Upload: scottwelchkin

Post on 12-Apr-2018

414 views

Category:

Documents


11 download

TRANSCRIPT

  • 7/21/2019 Halo Savage Worlds

    1/21

    ) The Basics

    This game uses a modified Savage Worldsrule set. The Savage Worldsrules aresimple and follow a standard pattern. Lets

    dive right in and youll see how it works.

    TraitsEvery character or creature has two kindsof traitsattributes and skills. Each trait israted from a d4 to a d1! with d" beingaverage and d1 being world#class.

    Trait Tests$hen you want your character to dosomething! the %& tells you what trait to

    use and you roll that die. 'f its e(ual to orgreater than 4! plus or minus any modifiers!youre successful.)ome characters or creatures have traitshigher than a d1! such as a d1*+. Thatmeans to roll the d1 and add +.

    Target Numbers (TN): The usual targetnumber for most tasks is 4! plus or minusany modifiers. ,arry and Toughness arespecial T-s and will be eplained later on.

    Untrained: 'f a character doesnt have askill for an action hes attempting he rollswith a d4 in the trait but subtracts fromthe total. )ome skills can never be useduntrained! such as reprogramming a roguewar /' or performing brain surgery.

    AcesTrait tests and damage rolls in these rulesare 0open ended. That means when you

    roll the highest number possible on a die 2a" on a d"! an 3 on a d3! and so on! youget to roll that die again and add it to thetotal. This is called an 0/ce! and you cankeep rolling and adding as long as you /ce5

    Opposed Rolls)ometimes rolls are 0opposed by anopponent. 'f two characters are wrestlingfor control of an ancient artifact! foreample! they both make )trength rolls.$hen this happens! the acting charactergets his trait total first! followed by whoeveris opposing him. The highest total wins.

    The Wild Die$hen making any sort of trait test! $ild6ards roll an etra d" called the 0$ild 7ie.'f the result of the $ild 7ie is higher thanthe trait die! take the result of the $ild 7ieinstead.

    /ll modifiers apply to both the trait and $ild7ie since whichever is highest is your totalbefore the modifier.

    One Wild Die Per Action: $hen $ild6ards roll multiple dice for a single action!such as when firing on full#auto! they rollonly one $ild 7ie. / gunner who fires threebursts! for eample! rolls three of his)hooting dice and one $ild 7iewhichmay then replace one of his )hooting dice

    if it comes out higher.

    BenniesSavage Worlds gives players and %&s alittle etra control over the whims of fate.Every player starts each game session withthree 0bennies! gaming stones or othertokens that signify a little bit of good luck orfate. 28or those who dont know! 0benniesis a slang term derived from 0benefits.9ou can use a benny to reroll any trait test.9ou can even keep spending them until youget the result you want or you run out ofbennies5 Take the best of your rollsspending a benny should never hurt you!only help. 'f your original roll is a :! foreample! and a benny gets you a 4! youkeep the original : instead.;ennies cannot normally be spent ondamage rolls! rolls on tables! or anythingbesides trait rolls. 2)oak rolls and certain

    Edges do allow other uses of benniesbesides rerolling trait rolls! but these arethe eception. ;ennies are not saved upbetween sessions! so use

  • 7/21/2019 Halo Savage Worlds

    2/21

    /s with heroes! bennies are not savedbetween sessions.

    2) Race

    'n this setting! all player characters will bethe e(uivalent of human. Though all playersbegin play with one free professional edgechosen from the following list. 9ou musthave all the standard re(uirements for theedge.

    Front Line Infantry -ovice! /gility d3 *)hooting d3* 8ighting d"*9ou spent your career on the front lines=youre accustomed to fighting up close and

    personal. /dd * to fighting with the /ssault>ifle! )hotgun! and all melee weapons.

    Sniper -ovice # /gility d3* # )hootingd1?*9ou took etra training to make one shotand make it count. 9ou get * to rolls withthe ;attle >ifle and )niper >ifle. $ith thesniper rifle you get a * to all stealth rolls.

    Medic -ovice @ )marts d3* # Aealing

    d1?* #8irst aid is your forte. 9ou are trainedenough to use field medic kits in battle.8ield medic kits are described later.

    Heavy Arms Expert -ovice! /gility d3*!)hooting d1?*! )teady Aands9oure the man to see when you needsomething big brought down. 9ou get * toall attacks made with a heavy weaponagainst a vehicle. 9ou also may spend abenny to reroll any damage against avehicle.

    3) Traits &

    Derived Statistics

    Traits

    6haracters are defined by attributes and

    skills! collectively called 0Traits! and bothwork in eactly the same way. /ttributesand skills are ranked by die types! from a

    d4 to a d1! with d" being the average foradult humans. Aigher is better5

    Attributes

    Every character starts with a d4 in each

    attribute! and has : points with which toraise them. >aising a d4 to a d"! foreample! costs 1 point. 9oure free tospend these points however you want withone eceptionB no attribute may be raisedabove a d1 at creation. Agilit" reflects your heros nimbleness!(uickness! and deterity. #marts is a measure of how well yourcharacter knows his world and culture! howwell he thinks on his feet! and mental

    agility. #pirit reflects your heros inner wisdomand willpower. )pirit is very important as ithelps your character recover from beingrattled when inCured. #trength is your raw physical power andgeneral fitness. )trength is also used togenerate your warriors damage in hand#tohand combat. $igor represents endurance! resistance todisease! poison! or toins! and how muchpain and physical damage a hero canshake off.

    #%ills

    )kills are learned trades such as )hooting!8ighting! scientific knowledge! professionalabilities! and so on. These are very generaldescriptions which cover all relatedaspects. )hooting! for eample! covers all

    types of guns! bows! rocket launchers! andother ranged weapons. /ll heroes begin thegame with 1: skill points. Each die typecosts 1 point as long as the skill is e(ual toor less than the attribute its linked to 2listedbeside the skill in parentheses. 'f youeceed the attribute! the cost becomes points per die type./s with attributes! no skill may beincreased above d1 at creation.

    Deri&ed #tatistics

    9our character sheet contains a few other

  • 7/21/2019 Halo Savage Worlds

    3/21

    statistics you need to fill in! describedbelow.

    Pace is how fast your character moves in astandard combat round. Aumans walk " ina round and can move an additional

    amount e(ual to a flat 2non#eploding/thletics check if they run. $rite 0" on yourcharacter sheet beside the word ,ace. Thisis " on the table#topevery inch thererepresents yards in the 0real world.

    Parr" is e(ual to plus half yourcharacters 8ighting 2 if a character doesnot have 8ighting! plus any bonuses forshields or certain weapons. This is the T-to hit your hero in hand#to#hand combat.

    8or stats such as d1*1! add half the fiedmodifier! rounded down. 8or instance! a8ighting skill of d1*1 grants a ,arry of 3!whereas a d1* gives a ,arry of D.

    'harisma is a measure of your herosappearance! manner! and general likability.'ts ? unless you have Edges or Aindrancesthat modify it. 6harisma is added to,ersuasion! ,erform! and )treetwise rolls!and is used by the %& to figure out hownonplayer characters react to your hero.

    Toughness is your heros damagethreshold. /nything over this causes him tobe rattled or worse. Like ,arry! Toughnessis plus half your heros igor! plus /rmor2use the armor worn on his torso. igorover a d1 is calculated Cust like ,arry.

    4) Combat

    $e dont call these 0)avage )ettings fornothing. )ooner or later! your hero is goingto find himself hip#deep in trouble.8ortunately for you! Savage Worlds keepsthe fighting 8ast5 8urious5 and 8un5

    nitiati&e

    To help the %ame &aster keep track of whogoes in what orderand add a healthy

    dose of ecitementwe use a deck ofplaying cards to determine everyonesinitiative. 2/nd yes! of course we sell a

    special Savage Worlds/ction 7eck5

    7eal in characters as followsB Every $ild6ard is dealt a single card. /ny allies thatplayer is controlling act on his card as well.

    Every type of %ame &aster troop! such asall Fombies! all wolves! and so on! share acard. 2'f a type of opponent is set#up in twoor more groups! such as two wolf#packs onopposite ends of the playing area! youshould give each group a separate card.

    The %ame &aster then counts down fromthe /ce to the 7euce! with each groupresolving its actions when its card comesup. Ties are resolved in suit orderB )padesare first! then Aearts! 7iamonds! and6lubs.

    The o%er s Wild*

    Gokers are special. / character who is dealta Goker gets to go whenever he wants in around! before anyone else or at any pointlater! including automatically interruptinganothers action if he wishes.'n addition! the hero adds * to all traittests made this round! and * to damage5>eshuffle the deck after a Goker is dealt toany character.Aold

    / hero may choose to wait and see whathappens by taking a Aold action. Ae maythen go later in the round if he chooses!and can then take his action normally.

    / Aeld action lasts until its used. 'f acharacter has a Aeld card when a newround starts! hes not dealt in.

    nterrupting Actions

    'f a character on Aold wants to interrupt anaction! he and the opponent make opposed/gility rolls.$hoever rolls highest goes first.'n the rare case of a tie! the actions are

    simultaneous.

  • 7/21/2019 Halo Savage Worlds

    4/21

    !o&ement

    ,layer characters have a ,ace of "!meaning they can move that many incheson the tabletop in a round and can move anadditional amount e(ual to a flat 2non#

    eploding /thletics check if they run. $rite0" on your character sheet beside the word,ace. This is " on the table#topeveryinch there represents yards in the 0realworld.

    !elee Attac%s

    / character may make one 8ighting attackper round. >oll a 8ighting skill roll andcompare it to the opponents ,arry. Hn asuccess! your character makes a meleedamage roll based on the weapon in hand2see 7amage. $ith a raise! you add anadditional *1d" bonus damage for thatstrike as well.

    Withdra+ing ,rom 'lose 'ombat

    $henever a character retreats from melee!all adCacent opponents get an immediatefree attack 2but only oneno etra attacksfor 8renFy or wielding two weapons.

    Ranged Attac%s

    The )hooting skill covers everything frompistols to rocket launchers. 9oull noticemissile weapons on the weapons chart

    have a set of numbers under 0>ange. Thisis their )hort! &edium! and Long rangebrackets. Aitting a target at )hort range is astandard )hooting roll with a T- of 4.)hooting a target at &edium rangesubtracts from the roll! and Long rangesubtracts 4.$eapon ranges! by the way! are designedfor the table#top and using miniatures. 8ora (uick conversion! every inch on thetabletop e(uals yards in the real world. /

    target at :! for eample! is actually :?yards away from the attacker.

    'o&er

    )ubtract from the attack if the defenderhas minor cover 2half cover or full lightcover such as brush! and @4 if thedefender has substantial cover 2about

    I+rds cover. / prone character has minorcover 2#! but standing back up costs ofmovement. $hile prone! defenderssubtract from their ,arry and 8ightingrolls.9oull find a number of additional situationalcombat modifiers and some other specialtypes of attacks in the full rulebook.

    Damage

    /fter a successful hit! the attacker rollsdamage. $hen rolling damage! add theresults of the dice together to figure yourtotal damage. /ll damage rolls can /ce aswell! which means that you keep rolling andadding whenever damage dice /ce. 9ougot that right! friend. Even the lowliestgoblin can put down a legendary hero witha really lucky roll.

    Ranged Damage: >anged weapondamage is fied! such as d3 or d"*1. /6olt .4:! for eample! does d"*1!meaning you roll two si#sided dice! addthem together 2along with any " /ces! andthen add *1 to the total. Aeroes dont get$ild 7ice on damage rollsthose onlyapply to traits.!elee Damage: &elee damage is figuredby rolling the attackers )trength die andthe weapons damage die and adding the

    results together. / hero with )trength d3and a short sword 2d"! for eample! dealsd3*d" damage with the sword. /s always!these dice can /ce5 7ont add $ild 7ice tothese rollsheroes only get those on skilland attribute rolls.Bonus Damage: $ell#placed attacks aremore likely to hit vital areas. 'f you get araise on the attack roll! add *1d" to thedamage as well5 2;onus damage can also/ce5 7ont add additional dice for more

    than one raise.

    Dealing Damage

  • 7/21/2019 Halo Savage Worlds

    5/21

    /fter hitting! your damage is compared tothe opponents Toughness. 7amage rollshave successes and raises Cust like traitrolls. 'f the damage roll is less than thetargets Toughness! the victim is beaten up

    a bit but theres no game effect.'f the damage roll is a success 2e(ual to orhigher than the victims Toughness hes#ha%en. ,lace the figure on its back ormark it with a red gaming stone to show itsstatus. Each raise 2additional 4 points onthe damage roll means the victim suffers aWound. Etras only have one wound andare ncapacitated 2simply taken off thetable. Theyre inCured badly enough to (uit

    the fight! and may even be dead 2a simpleigor check after the fightfailure meansthe victim epired.

    #ha%en

    )haken characters are nicked! bruised! orotherwise rattled. 2'f youre familiar withgames that use 0hit points! think of being)haken as losing a fewtheres no real

    effect! but the character is slowly beingworn downthe %& Cust doesnt have totrack all this minor damage5 6haracterscan become )haken by tests of will results!fear! and most commonly! damage. )hakencharacters may only move half their ,aceand can perform no other actions 2includingrunning. / )haken character automaticallyattempts to recover at the beginning ofeach action by making a )pirit roll. / failuremeans he remains )haken 2though he may

    move half his ,ace as outlined above.$ith a success! the recovery checkconsumes the heros entire round but thecharacter recovers and can remove his)haken counter. $ith a raise! the characterrecovers instantly and may act normally. 'fa )haken character is )haken again by adamaging attack! the character takes awound instead. %etting two )haken resultsis an effective tactic against opponents withhigh Toughness scores. Try setting up

    these foes with a test of wills to )hakethem! then follow up with something a littlemore lethal.

    -.ample:/ &arine shoots an grunt with aToughness of : and gets a damage resultof :. The creature is )haken! but sincethats not a raise over its Toughness! itdoesnt suffer a wound. / damage roll of D

    or better would cause a wound! and sinceits not a $ild 6ard! itd be off the table.'ncapacitated doesnt always mean thetarget is actually deadbut its definitelyout of the fight.

    Wild 'ards and Wounds

    $ild 6ards can take multiple wounds! andevery raise on the damage roll inflicts awound. Each wound causes a @1 penaltyper wound to all further trait tests. / herowith wounds! for eample! suffers a @penalty to all trait tests.'f a hero suffers a wound and wasntalready )haken! he is )haken as well.Aeroes can take + wounds before theyre inreal danger of dying. 7amage that wouldcause wounds after that leaves them'ncapacitated. /n 'ncapacitated character

    must make an immediate igor roll!applying wound modifiers.

    Result Effect

    Raise

    The hero is stunned Hestill has ! "ounds# $ut is

    Sha%en# notIncapacitated

    SuccessThe hero is unconscious

    for an hour# or until

    healed

    Failure

    The victim is &leeding'ut and remains

    unconscious until healedHe must ma%e another

    (igor roll each round anddies on a modified roll of

    ) or less

    /t the back of this book is a selection ofgear to get you started. The full rulebook

  • 7/21/2019 Halo Savage Worlds

    6/21

    has etensive e(uipment lists! includingvehicles and special weapons. ;elow is a(uick eplanation of some common specialabilities.

    Parr": /pply the listed modifier to the

    users ,arry.

    AP (Armor Penetration): 'gnore this manypoints of /rmor when figuring damage. /weapon with an /, of ! for instance!ignores the first two points of armor a targetmight have.

    #hotgun: )hotguns add * to the users)hooting roll. 7amage is +d" at )hort>ange! d" at &edium! and 1d" at Long.

    Range: This is listed in inches for ease ofuse on the tabletop. -ote that every inch onthe tabletop e(uals yards in the realworld. / target at :! for eample! isactually :? yards away.

    Rate o/ ,ire: / character may make asmany ranged attacks per round as hisweapons >ate of 8ire allows. &ostsubmachine guns! for eample! can fire +shots. Each shot is made at #.These shots can be split among all possibletargets as the player desires! but must allbe taken at the same time. / shooter withan JFi couldnt fire one shot! then moveand fire two more! for instance.Each die you roll when firing full#autorepresents a number of actual bullets e(ual

    to its >ate of 8ire. /n JFi firing + dice perturn! for eample! uses D rounds ofammunition.$ild 6ards roll all their dice and oneadditional $ild 7ie. This die can replace alower roll! but cannot add an additional hit2and doesnt cause additional damage.

    Reach: / character may attack anopponent up to this many inches distant.

    #nap/ire: This awkward and heavyweapon inflicts a # 0snapfire penalty to

    )hooting if the user moves in the sameround its fired.

    5) Skills

    Athletics (#trength)

    /thletics is used for running! Cumping!climbing! and swimming.$hen a character wants to run! he may rollhis /thletics 2using a non#eploding dieand add it to his ,ace. / character mayalso use /thletics to climb walls! trees! orcliff#sides. -o roll is usually needed toascend ladders! ropes! or trees with lots oflimbs unless the %& feels theres a good

    reason 2being chased! wounded!etc.6haracters about to ascend a difficultsurface must make a /thletics roll every 1?2? yards. The skill roll is modified by theconditions in the accompanying chart.7uring combat! characters ascend at halftheir )trength per round if using ropes orwith decent hand# or footholds.

    SituationModifier

    Climbing Equipment *+

    Advanced ClimbingEquipment

    *,

    Scarce or Thin Handholds -+

    Wet Surface -+

    Demolitions (#marts)

    )omeone once said! 0There are fewproblems that cant be solved by a chargeof high eplosives. 'f you believe that thendemolitions is your answer. This skill coversall aspects of demolitions and the use ofhigh eplosives. 't can be used to set anddefuse charges! and to estimate theamount of eplosives necessary todemolish buildings and structures. ;eloware the things you can do with the alwaysrisky 7emolitions skill.

  • 7/21/2019 Halo Savage Worlds

    7/21

    #et 'harge: This covers the setting of asingle charge to be detonated by fuse orhandheld detonator. 'f a series of chargesis to be set off at the same time from asingle fuse or detonator! the 7emolitions

    die roll for each charge after the first ismodified by #1. )etting a charge takes asingle action.

    Boob" Traps: The die roll modifier is thesame when setting booby traps. )pottingsuch a trap re(uires an opposed -otice rollvs. 7emolitions roll. Each additional minuteused to set up the booby trap allows it to bemore sophisticated! and adds *1 to the

    7emolitions roll when its opposed by-otice 2to a maimum of *+.

    BOO!*: / critical failure when setting acharge indicates the eplosive detonated.The character and anyone in the burstradius suffers full damage.

    De/use 'harge: / character mayautomatically defuse his own charge as an

    action! unless its so complicated the %&determines a roll is necessary. / result of 1on the 7emolitions die roll means that thecharge detonates immediately.7efusing a charge set by someone elsere(uires a 7emolitions roll at a # penalty. 'fthe roll succeeds! the charge is disarmed. 'fthe roll is failed! the eplosive detonates asdesigned.

    -stimate 'harge: The mark of a pro isusing the right amount of eplosives to getthe Cob done. / successful roll allows acharacter to know how much eplosive touse for a particular Cob.

    Dri&ing (Agilit")

    7riving allows your hero to drive vehiclesthat move on the ground. 8lying vehicles

    are governed by the ,iloting )kill.

    ,ighting (Agilit")

    8ighting covers all hand#to#hand 2meleeattacks. The T- to hit an opponent is his,arry 2 plus half his 8ighting. 8ighting isalso the skill used to throw any weaponswhich re(uire specific training for proper

    use 2a knife or a throwing star! for eample!but not an improvised weapon such as abottle or a rock. /ny references to theThrowing skill in these rules also applies tothis use of the 8ighting skill.

    uts (#pirit0 special)

    %uts reflects a heros bravery. 6haractersmight have to make %uts checks when theyencounter something particularly gruesomeor horrific. 'n the event of failure! the %&consults the 8ear table for results. -obodyspends points on the %uts skill in thissetting. 'nstead! your %uts skill is alwayse(ual to your )pirit! with a *1 bonus perrank above -ovice.

    1ealing (#marts)

    Aealing is the art of stopping wounds andtreating eisting inCuries. 8or $ild 6ards!each successful healing check removes awound with a success! and two woundswith a raise. The roll suffers a penalty e(ualto the victims wounds 2in addition to anythe healer might be suffering himself. 8orEtras! the %& must first determine if theally is dead 2a simple igor roll. 'f so! nohealing may be attempted. 'f not! a

    successful Aealing skill roll returns the allyto the game )haken. Aealing can also curepoison and disease.

    ntimidation (#pirit)

    'ntimidation is the art of frightening anopponent with sheer force of will! veiled orovert threats! or sometimes Cust really bigguns. This is an opposed roll between the

    heros 'ntimidation and his opponents)pirit. )ee Tests of $ill for the gameeffects.

  • 7/21/2019 Halo Savage Worlds

    8/21

    n&estigation (#marts)

    / character skilled in 'nvestigation canCudge at a glance! that a battle took place! a

    struggle occurred and the type of lifeformsand perhaps their number. 9ou notice keythings! a scuffing of the floor! an errant burnmark! Hddly placed bullet holes that fiveyou clues as to what happened.

    2no+ledge (#marts)

    Knowledge is a catch#all skill that musthave a focus of some sort! such as

    Knowledge 2)cience. The player canchoose the focus of his charactersknowledge! which should reflect hisbackground and education. The skill can betaken multiple times with different focusesto reflect different areas of epertise.%eneral focuses such as )cience are themost common and practical in the game!but if a character encounters a situation forwhich he has a more relevant focus! suchas Knowledge 2;iology! he gains a *

    bonus to his check.)ome suggested Knowledge focuses areB/rchaeology! 8orerunner Tech! /rt! ;attle2for &ass 6ombats! 6omputers!Electronics! Engineering! 8actions! Aistory!&edicine 2though actually caring forsomeone is the Aealing skill! >eligion!)cience.

    'ommon 2no+ledge

    'nstead of forcing characters to havedoFens of 0background skills they rarelyneed! we use the concept of 06ommonKnowledge. 9our hero knows the basichistory of his land! common eti(uette! howto get around geographically! and who themaCor players in his locality are. This iscalled 06ommon Knowledge! and iscovered by your heros )marts attribute. 'f acharacters background suggests he shouldknow something about a subCect! add * ormore to his roll. 'f the subCect is foreign to acharacter! subtract or more from the roll.

    Everyone else breaks even and gets nomodifier. /nytime an adventure asks for a6ommon Knowledge roll! the %& shouldask for )marts rolls and subCectively and onthe fly grant bonuses or subtract penaltiesto account for each characters particular

    background.'f it becomes important to know how well acharacter performs a common task! the %&can ask for whatever roll is appropriate.Knowing how to do a dance! for eample! isa 6ommon Knowledge roll. 'f it becomesimportant to see how well a characterperforms the dance! the %& might ask for a,erform 27ancing check.

    Notice (#marts)

    -otice is a heros general alertness andability to search for items or clues. Thiscovers hearing rolls! detecting ambushes!spotting hidden weapons and evenscrutiniFing other characters to see iftheyre lying! frightened! and so on.

    Persuasion (#pirit)

    ,ersuasion is the ability to talk or trickothers into doing what you want. -onplayercharacters start at one of five differentattitudesB Aostile! Jncooperative! -eutral!8riendly! or Aelpful. / successful,ersuasion roll improves the -,6s attitudeone step! or two with a raise. 8ailure! onthe other hand! decreases the charactersattitude by a step! or two if a 1 is rolled onthe ,ersuasion die 2regardless of the $ild

    7ie. ,ersuasion is always modified by acharacters 6harisma.

    Piloting (Agilit")

    ,iloting allows a character to fly ,elicans!;anshees! 8alcons as well as every othercraft that putters in the sky. ehicles thatmove on the ground are covered by7riving.

    Repair (#marts)

  • 7/21/2019 Halo Savage Worlds

    9/21

    >epair is the ability to fi gadgets! vehicles!weapons! and other machines. 6haracterssuffer a # penalty to their rolls if they donthave access to basic tools.

    #hooting (Agilit")

    )hooting covers all attempts to hit a targetwith a ranged weapon such as a bow!pistol! rifle! or rocket launcher. The basicTarget -umber to hit is 4 as usual! thoughthere are a number of important modifierssuch as range that fre(uently come intoplay.

    #tealth (Agilit")

    )tealth is the ability to both hide and move(uietly! as well as palm obCects and pickpockets. Knowing eactly when your herohas been spotted and when hes not can becritical. Aere are detailed rules for how tosneak up on foes and infiltrate enemy lines.)tart by figuring out if the 0guards yourheroes are sneaking up on are 0active or0inactive. 'nactive guards arent payingparticularly close attention to theirsurroundings. The group need only score astandard success on their individual )tealthrolls to avoid being seen. 8ailing a )tealthroll in the presence of inactive guardsmakes them active./ctive guards make opposed -otice rollsagainst the sneaking characters )tealthskills. 8ailing a roll against active guards

    means the sneaking character is spotted.

    /pply the modifiers on the following chartto all )tealth rollsB

    Situation Modifier

    Craling *+

    Running -+

    !im "ight *)

    !ar#ness *+

    $itch %lac# *,

    "ightCover

    *)

    MediumCover

    *+

    Heav&Cover

    *,

    The 3ast #tep:)neaking to within : of afoe 2usually to get close enough for amelee attack re(uires an opposed )tealthroll versus the targets -otice! whether theguard is active or inactive.

    !o&ement Rate: Hutside of combat! each)tealth roll covers moving up to five timesthe characters ,ace. 'n combat! the)tealth roll covers only a single round ofmovement.

    #tealth /or roups:Hut of combat! makeonly one )tealth roll for each like group ofcharacters 2a group roll. Jse the lowestmovement rate to determine how muchground is covered as well. The observersalso make a group roll to -otice their foes.Hnce a combat breaks down into rounds!)tealth and -otice rolls are made on anindividual basis.

    #ur&i&al (#marts)

    )urvival allows a character to find food!water! or shelter in hostile environments. /character may only make one roll per day. /successful roll finds sustenance for oneperson! a raise on the roll finds food andwater for five adults. Aorses and otherlarge beasts count as two adults. 6hildren!camels or others with small appetites countas half. Those who benefit from the roll do

    not have to make 8atigue rolls for the dayfor food! water! or shelter.-ote which climates your hero is familiar

  • 7/21/2019 Halo Savage Worlds

    10/21

    withsuch as ocean! desert! temperate! ormountain. $hen the character is out of hiselement! he typically incurs a # penalty onhis rolls.The )urvival skill also allows a character tofollow the tracks of one or more individuals

    in any type of terrain in the wild. Each rollgenerally covers following the tracks forone mile! but the %& may adCust thisdramatically for more specific or small scalesearches./pply the modifiers below to each roll.

    Situation Modifier

    Trac#ing More than '(ndividuals

    *+

    Recent Sno *,

    Mud *+

    !ust& Area *)

    Raining -,

    Trac#ing in poor light -+

    Trac#s are more than oneda& old

    -+

    Target attempted to hidetrac#s

    -+

    Taunt (#marts)

    Taunt is a test of will attack against apersons pride through ridicule! cruel Cokes!

    or one#upmanship. This is an opposed rollagainst the targets )marts. )ee Test of$ills for the effects of a successful Taunt.

    Thro+ing (Agilit"0 special)

    Throwing governs grenades and all sorts ofimprovised thrown weapons 2such as arock or a bottle! but not a knife or a spear.Throwing works Cust like the )hooting skill!

    and uses all the same modifiers.-obody is re(uired to spend points on theThrowing skill in this setting. 'nstead! your

    Throwing skill is automatically e(ual to your/gility 2unlike for %uts! there is no bonusadded for rank= however! your Throwingskill may be increased above the level ofyour /gility by using an /dvance toincrease it like any other skill.

    6) Edes a!d

    "i!dra!ces

    1indrances:

    Arrogant (!a4or)

    9our hero doesnt think hes the besthe knows he is. $hatever it is

    swordsmanship! kung fu! runningthere isno one who can touch his skills and heflaunts it every chance he gets.

    $inning Cust isnt enough for yourhero. Ae must completely dominate hisopponent. /nytime there is even a shadow ofa doubt as to who is the better! he musthumiliate his opponent and prove he cansnatch victory any time he wishes.

    Ae is the kind of man who disarms an

    opponent in a duel Cust so he can pick thesword up and hand it back with a smirk./rrogant characters always look for the0master in battle! attacking lesser minionsonly if they get in the way.

    Bad Dreams (!a4or)

    9our hero doesnt sleep well. 'n fact!the land of slumber is a constant nightmarefor him. Ae tosses and turns like a demon ona rack! and likely keeps everyone within a

    doFen yards of him awake with his nightlytorment.

    The character begins each game with1 less benny to represent his constantly tiredstate. This is cumulative with the effect ;adLuck.

    Bad 3uc% (!a4or)

    9our hero is a little less lucky than most. Aegets one less benny per game session thannormal. / character cannot have both ;adLuck and %ood Luck.

  • 7/21/2019 Halo Savage Worlds

    11/21

    Battle ,ur" (!inor5!a4or)

    'n combat situations! the charactersometimes breaks into a horrible rage! oftenresulting in the killing or maiming ofopponents. 7uring combat! any time you rolla 1! regardless of what is rolled on the $ild

    7ie! your character flies into a fury! and willnot stop attacking an opponent until thatopponent is dead! someone stops you! oryou manage to snap out of the ;attle 8ury.

    )napping out of the ;attle 8uryre(uires a )pirit roll at # for the &inorversion of this Aindrance. / roll at #4 isre(uired for the &aCor version. ;ennies maynot be spent to aid in this roll.

    Big !outh (!inor)Loose lips sink ships! the saying goes.

    9our heros could drown an armada. 9ourcharacter cant keep a secret very well. Aereveals plans and gives away things bestkept among friends! usually at the worstpossible times.

    Blan% #tare (!inor)

    )omething broke inside the hero!

    possibly long ago and possibly morerecently! and probably in response to someunspeakable personal trauma. Ae goesthrough the motions! perhaps even tries tocome out of his wounded state! but Cust cantseem to connect to people. &aybe hedoesnt want to. Ae takes a # penalty to his6harisma.

    Bloodthirst" (!a4or)

    This character 2most likely a villain

    never takes prisoners unless under the directsupervision of a superior. This can causemaCor problems in a military campaign unlesshis superiors condone that sort of thing. Thecharacter is #4 to his 6harisma! but only if hiscruel habits are known.

    Brash (!inor)

    ;rash heroes usually do not thinkbefore they act. 'n game terms! during

    combat they can never go on Aold= theymust act on whatever card they got forinitiative.

    Bra&ado (!inor)

    )ome heroes! and villains! Cust dontknow when to brag and when to act. 9ourcharacter suffers from this affliction. Theheros first round in any combat must be

    spent announcing how great he is! orpronouncing the doom of those who opposehim. 'f for some reason your hero must actinstead! it costs him a benny. / villain withthis Aindrance never delivers a finishing blowto a foe. 'nstead! he leaves them to die! ororders his minions to finish them while hestalks off well out of earshot. 'nevitably! thesefoes survive their wounds! escape theminions! and so on.

    'autious (!inor)

    )ome folks think things through waytoo much= it may keep them safe! but itdoesnt get much done. This characterpersonifies over#cautiousness. Ae nevermakes rash decisions and likes to plot thingsout in detail long before any action is taken.

    'enter o/ Attention (!inor)

    This hero always has to be in the thickof things! near or in the limelight! andabsolutely loves to be the center of attention2often to the point of distraction! or worse.

    'lueless (!inor5!a4or)

    9our hero isnt as aware of his worldas most others. Ae suffers #1 2&inor or #2&aCor to 6ommon Knowledge rolls.

    'ode o/ 1onor (!a4or)

    Aonor is very important to yourcharacter. Ae keeps his word! wont abuse orkill prisoners! and generally tries to operatewithin his cultures particular notion of propergentlemanly or ladylike behavior.

    'olorblind (!inor)

    6olor is a mystery to your hero. Aesees everything in shades of gray.

    'urious (!a4or)

    't killed the cat! and it might kill your

  • 7/21/2019 Halo Savage Worlds

    12/21

    hero as well. 6urious characters are easilydragged into any adventure. They have tocheck out everything and always want toknow whats behind a potential mystery.

    Death Wish (!inor)

    Aaving a death wish doesnt meanyour hero is suicidalbut he does want todie after completing some important goal.&aybe he wants revenge for the murder ofhis family! or maybe hes dying from diseaseand wants to go out in a blaFe of glory. Aewont throw his life away for no reason! butwhen theres a chance to complete his goal!hell do anythingand take any risktoachieve it. This Aindrance is usually &inor

    unless thegoal is relatively easily fulfilled 2very rare.

    rim #er&ant o/ Death (!a4or)

    9our heros a killer. Ais familysprobably pushing daisies! his enemies areworm food! and even a few of his friendshave holes in them that are suspiciously thesame caliber as his gun. Hnly $ild 6ardscan take this Aindrance! and you shouldntdo it lightly! either. The good news is your

    hero adds *1 to every damage roll he evermakes! whether its from 8ighting! )hooting!or even Throwing things at people. Thedownside is that your hero winds up in thehoosegow or on the run a lot. ;ut theresmore than that.

    /ny )hooting or Throwing attack rollthat comes up a 1 on the skill die 2regardlessof the result of any $ild 7ie automaticallyhits the nearest friendly character in sightwhether theyre in the line of fire or not. Htherplayers characters are always first choice!but an allied Etra will do in a pinch. Evenhand#to#hand attacks hit allies when a 1comes up. This may re(uire a littleimagination! but either the weapon flies outof the heros hand and strikes his friend! orthe hero must move adCacent to his erstwhilecomrade and 0accidentally whack him.

    'n either case! snake eyes on theattack roll adds an additional d" to the

    damage 2as if the hero hit with a raise.

    1ard to !iss (!inor)

    9our heros reputation! appearance!voice! andIor mannerisms are trulymemorable in some way! making him difficultto forget and relatively easy to spot. Thismakes the character easier for enemies totrack down and pick out of a crowd and!

    depending on the nature of the distinctivefeature2s! it might even cause troublesomesocial problems for the character. Hthersreceive a * bonus on )marts rolls toremember details about your hero and thethings hes done in their presence. 'f heattempts to mask his identity with a disguise!others receive a *4 bonus on -otice checksto recogniFe him for who he is.

    1atred (!inor5!a4or)

    The character has an incrediblehatred for something! be it a person! group!obCect! material! or idea. $hen in thepresence of the obCect of hatred! thecharacter does his utmost to destroy orvandaliFe it unless a )pirit roll # is made. /sa &aCor Aindrance! the )pirit roll is at #4.Eamples includeB members of a particularfaction 2such as &ongers! aliens!pornography! slavers! and so on.

    1ea&" #leeper (!inor)

    / thunderstorm from Aell itself wontwakethis hero. Hnce he drops off! he must make a-otice roll 2#4 to wake up. Ae also suffers a#4 penalty to igor rolls made to stay awake.

    1eroic (!a4or)

    9our hero never says no to a person

    in need. )he doesnt have to be happy aboutit! but she always comes to the rescue ofthose she feels cant help themselves. )hesthe first one to run into a burning building!usually agrees to hunt monsters for little orno pay! and is generally a pushover for a sobstory.

    1onest to a ,ault (!inor)

    Lies Cust dont come easy to this

    character. That sounds all good and noble!but often causes problems when dealing withmore nefarious types.

    / hero with this Aindrance suffers a #

  • 7/21/2019 Halo Savage Worlds

    13/21

    penalty to all 'ntimidation and ,ersuasionrolls where lieseven little white ones mustbe told. $hats worse! if your hero isplanning to make his money playing poker!the penalty also applies to bluffing 2in otherwords! you suffer a # to your %ambling rolls

    in a poker game as well5

    3o"al (!inor)

    9our character may not be a hero! buthed give his life for his friends. Thischaracter can never leave a man behind iftheres any chance at all he could help.

    One -"e (!a4or)

    9our hero has had an eye gouged out

    by some nefarious villain in his past. Aesuffers #1 to his 6harisma for the grotes(uewound. Ae suffers # to any Trait rolls thatre(uire depth perception! such as )hootingor Throwing! Cumping from one mast toanother! and so on.

    Outsider (!inor)

    'n a society made up of only a fewtypes of people! your hero isnt one of them.

    / soldier or citiFen in the anti#establishmenttowns of the outlying planets! for eample!would be considered an Hutsider. Thepeople who 0belong are likely to raise priceson the Hutsider! ignore pleas for help!and generally treat him as if hes of a lowerclass than the rest of their society. 'n additionto the roleplaying effects above! your heros6harisma suffers a # modifier among all buthis own people.

    O&ercon/ident (!a4or)Theres nothing out there your hero

    cant defeat. /t least thats what he thinks.Ae believes he can do most anything andnever wants to retreat from a challenge. Aesnot suicidal! but he certainly takes on morethan common sense dictates.

    6uir% (!inor)

    9our hero has some minor foible that

    is usually humorous! but can occasionallycause him trouble. / raider may always taketime to yell colorful insults before attacking

    his hapless victims! a member of LibertysElect or True ,atriots might brag constantlyabout his factions merits! or a snobbydebutante might not eat! drink! or socialiFewith those he perceives as the 0lower class.

    #tubborn (!inor)9our hero always wants his way and

    never admits hes wrong. Even when itspainfullyobvious hes made a mistake! he tries toCustify it with half#truths and rationaliFations.

    #uc%er (!inor)

    9ou never fail to fall prey to a prettyface. 9ou simply cannot refuse a re(uest

    from an attractive member of the oppositese 2or the same one! if you are that wayinclined.9our character must make a )pirit roll with apenalty e(ual to that persons 6harismamodifier to say 0no to anyone you might findattractive if nicely asked.

    /lternatively! any character may selecta particular race that theyre either terrified ofor idoliFe! in which case the gender doesnt

    matter. 9ou cant refuse a re(uest from anymember of that species without making a)pirit roll with a penalty e(ual to their6harisma modifier. -egative modifiers do notgive a bonus.

    Trouble !agnet (!inor5!a4or)

    Things never run smoothly for thishero! no matter how hard he tries. Hnce persession! the %& should have trouble wanderacross the heros path. This might be an old

    flame showing up at the most inconvenienttime! some enemy reinforcements Coining abattle! a vital piece of e(uipment failing himat a crucial moment! or the like.

    The intensity of the trouble dependson whether the hero has the &inor or &aCorversion. ;e warned! though! that havingmultiple heroes with this Aindrance will resultin multiple troublesome effects.

    -dges:

    Bac%ground -dges:

  • 7/21/2019 Halo Savage Worlds

    14/21

    Alertness>e(uirementsB -ovice

    -ot much gets by your hero. Aes veryobservant and perceptive! and adds * to his-otice rolls to hear! see! or otherwise sensethe world around him.

    Ambide.trous>e(uirementsB -ovice! /gility d3*

    9our hero is as deft with his left handas he is with his right. Ae may ignore the #penalty for using his off#hand.

    Attracti&e>e(uirementsB -ovice! igor d"*

    9our character is very good#looking.Ais 6harisma is increased by *. you maytake either of these! though keep in mind!this bonus only applies while the target ofyour conversation can see your face.

    $er" Attracti&e>e(uirements B -ovice! /ttractive

    9our hero is absolutely drop#dead gorgeous. Ais 6harisma isincreased by *4 total.

    Bench Thump>e(uirementsB $ild 6ard! )pirit d"*! >epaird"*

    )ome people have a special talent forgetting a misbehaving mechanical deviceworking again by giving it a little smack.

    ,layers with this Edge must make asuccessful )pirit 6heck to return an old ordilapidated device to working condition for a

    short time. )uccessive raises increase thetime 2in days that the device will continue tooperate before needing repair or another0love tap.

    ;ench thumping will not work if thedevice is completely broken or blasted intoparts! 2there is only so much a little love tapcan do5 9our %& is always the final Cudge onwhich devices can be bench thumped backinto working order.

    Bra+n">e(uirementsB -ovice! )trength andigor d"*

    9our hero is very large or perhaps Custvery fit. Either way! his bulk resists damagebetter than most. /dd *1 to your Toughness.'n addition! your hero can carry more thanmost proportional to his )trength. Ae cancarry 3 times his )trength in pounds without

    penalty instead of the usual : times his)trength 2or + times his )trength in poundswithout penalty instead of the usual ? timeshis )trength if a freakaFoid.

    ,ast 1ealer>e(uirementsB -ovice! igor d3*

    9our hero heals (uickly. Ae may add* to his igor rolls when checking fornatural healing.

    ,ortune7s ,a&or>e(uirementsB -ovice! )pirit d3*

    $hen the going gets tough thischaracter grits his teeth and pushes forward.$hen spending a benny! the hero receives a*1 bonus to the reroll.

    3uc%>e(uirementsB -ovice

    The player seems to be blessed byfate. Ae draws 1 etra benny at thebeginning of each game session! allowinghim to succeed at important tasks more oftenthan most! and survive incredible dangers.

    reat 3uc%>e(uirementsB -ovice! Luck

    The player draws etrabennies instead of 1 for his luck at thestart of each session.

    Nondescript>e(uirementsB -ovice

    8olks have a hard time rememberingyou once youre gone. They may be able torecall everything you did or said with perfectclarity! but your name! face! and the sound ofyour voice consistently escape memory.%enerally only your most etreme actionshave a lasting impression on witnesses.

    'n game terms! others suffer a #4 penalty on)marts rolls to remember you.

  • 7/21/2019 Halo Savage Worlds

    15/21

    6uic%>e(uirementsB -ovice! /gility d3*

    9our character was born withlightning#fast reflees and a cool head.$henever you are dealt a : or lower incombat! you may discard and draw again

    until you get a cardhigher than :.

    Level Aeaded characters draw theiradditional card and take the best beforeusing their uick Edge.

    Robust>e(uirementsB -ovice! igor d3*

    This hero receives a * bonus on alligor tests to resist the effects of disease!poison or environment.

    Uncommon Aptitude>e(uirementsB -ovice! d"* in linked attribute

    ,ick a non#combat! non#arcane skill./ny time you spend a ;enny to reroll thatskill! you get the ;enny back if the rerollmakes you succeed where previously youfailed.

    'ombat -dges:

    Accurate Attac%>e(uirementsB Aeroic! 8ighting!Throwing! or )hooting d1?*

    $hen making a 6alled )hot or yourtarget has 6over! you ignore points ofpenalties. This Edge either applies to8ighting! Throwing! or )hooting attacks! butmay be taken up to three times! applying to

    each kind of attack separately.

    Attac% on the Run>e(uirementsB eteran! /gility d3*! 8ightingd3*

    /ttack on the >un begins with a leap!followed by the attack! and ends with theattacker running past his opponent! all in asingle movement.

    'f the character moves at least Mbefore making an attack against an adCacentfoe!he may attack and Mwithdraw from combatMwithout his foe! or other adCacent opponents!

    receiving a free attack. /ll movement afterthe attack must be in the same direction asthe movement before the attack 2the heromust move in a straight line. -ote that theattacker is still subCect to 8irst )trike attacksfrom foes he moves adCacent to.

    Bac%stab>e(uirementsB -ovice! /gility d"*

    The less sporting types often avoidface to face combat! instead preferring tostrike the foes from behind. $henever abackstabbing character makes a meleeattack on an opponent who is unaware of theattacker 2usually as the result of a successful)tealth

    roll! the hero gets a * bonus to hit. 'f thecharacter successfully hits his target! hegains a *1d" damage bonus 2this is inaddition to any bonus damage from a raise.

    Blind ,ighting>e(uirementsB -ovice! -otice d"*! 8ightingd"*

    )ome warriors have learned to relatheir reliance on sight and instead improvetheir sense of hearing. This can be a

    lifesaver when battling some loathsomecreature in the darkness. 6haracters with;lind 8ight halve all 8ighting! )hooting!Throwing! and movement penalties for badlighting 2round down.

    This bonus is not cumulative with LowLight ision or 'nfravision! but it does work inpitch darkness.

    )ince this ability is so reliant onsound! any conditions which significantly

    interfere with hearing negate the Edgesbenefits. ;eing deafened or fighting beside araging waterfall! for eample! might be thingsthat would negate the Edge.

    Bloc%>e(uirementsB )easoned! 8ighting d3*

    Aeroes who engage in fre(uent hand#to#hand combat are far more skilled inpersonal defense than most others. Theyve

    learned not only how to attack! but how toblock their opponents blows as well. / herowith this Edge adds *1 to his ,arry.

  • 7/21/2019 Halo Savage Worlds

    16/21

    mpro&ed Bloc%>e(uirementsB eteran! ;lock/s above! but the hero adds * to his

    ,arry.

    Blood and uts

    >e(uirementsB eteranThis warrior has seen his fair share of goreand carnage and grown Caded to it. Aeautomatically passes fear tests caused bygore. 'n addition! his savagery grants him *1damage in bloody close combat.

    Bring 8em On>e(uirementsB )easoned! 8ighting d3*9ou are trained or eperienced at defendingagainst multiple attackers. The %ang Jp

    bonus against you is reduced by +. Thus!three attackers gain no bonus! and five ormore attackers only gain a *1.

    Dig n*>e(uirementsB -ovice! )marts d"*

    This canny hero is good at makinghimself small and getting the most out of anycover he is in. $hile in cover! foes suffer a #1penalty to any physical attack rolls against

    him. The hero also adds *1 to his Toughnessagainst area effect damage as long as he isprone or in cover.

    mpro&ed Dig n*>e(uirementsB )easoned! 7ig 'n5

    /s 7ig 'n5! but foes subtract from attack rolls! and the hero gains* Toughness versus area effectattacks if prone or in cover.

    Dirt" ,ighter>e(uirementsB )easonedThose with this Edge will do anything towin a fight. This scoundrel is particularlydeceitful in combat and good at tricks. Aeadds * to all Trick maneuver rolls.

    Reall" Dirt" ,ighter>e(uirementsB )easoned! 7irty

    8ighterThe knave is etremely skilled

    in tactical deceit. Ae adds a total of *4to all trick maneuver rolls.

    Dodge>e(uirementsB )easoned! /gility d3*

    )ome heroes are crafty types whoknow how to get out of harms way. ThisEdge allows them to use cover! movement!and concealment to make them harder to hit.

    Jnless they are the victim of a surpriseattack and taken completely unaware!attackers must subtract 1 from their )hootingor Throwing rolls when targeting them.

    6haracters who attempt to evade areaeffect attacks may add *1 to their /gility rollas well 2when allowed.

    mpro&ed Dodge>e(uirementsB eteran! 7odge

    /s above but attackers subtract from their attack rolls! and thecharacter adds * to evade areaeffect weapons when allowed.

    -.pert Disarm>e(uirementsB )easoned! 8ighting d3*

    9ou ecel at disarming enemies inmelee combat. &ake an opposed 8ightingroll against your opponent. $ith a success!

    they drop their weapon.'f you get a raise! the opponent is )haken!and their weapon flies up to 1d away.

    &ake an /gility test to choose whichdirection the weapon goes= if you get a raiseyou may even send it to yourself or an ally tocatch with a free hand. 'f you fail! roll a d1and read it like a clock facing to determinewhich direction the weapon goes.

    -"e ,or Terrain

    >e(uirementsB -ovice

    'f you have a good eye for terrain youcan (uickly figure the best places to set anambush! or the best routes to take that willavoid likely ambush locations.9our character has a talent for picking gooddefensive terrain as well. This Edge givesyour character a * on -otice rolls to spot anambush. $hen setting an ambush! you andall the allies under your command have a *

    on their )tealth rolls to remain hidden.

    ,ar #hot

  • 7/21/2019 Halo Savage Worlds

    17/21

    >e(uirementsB -ovice! )hooting d3* or8ighting d3* or Throwing d3*

    This character can shoot at a distanceusing a relevant skill at d3* as if the targetwere within close range. 'f the characterdoes not move in a turn! the penalty for

    ranged shots that turn is reduced by 12medium range is #1! long range is #+.

    ,eint and Run>e(uirementsB )easoned! 8ighting d3*

    9ou are skilled at using the art ofmisdirection to cover your retreat. $hen youuse the 7efend maneuver! you maydesignate one opponent who does not get afree attack against you when you withdraw

    from close combat.

    ,ighting #peciali9ation>e(uirementB -ovice! 8ighting d"*

    9ou know the great thing about meleeweaponsN 9ou never have to reload them.9ouve taken a shine to one type of meleeweapon in particular 2or unarmed combatand have practiced etensively in its use.9ou have a *1 to 8ighting and ,arry when

    using this weapon or form of attack.

    ,ighting #pirit>e(uirementsB -ovice! )pirit d3*

    9our character has a very distinctiveand vigorous fighting spirit. Ae hasconfidence in his abilities and thedetermination to overcome all obstacles.$here others Cust want to get the Cob done! acharacter with the 8ighting )pirit Edge goesabout it with flair and passion. $hen a

    character with this Edge spends a benny ona trait roll 2including a soak roll! he adds *to the final total.

    ,irst #tri%e>e(uirementsB -ovice! /gility d3*

    Hnce per turn the hero gets a free8ighting attack against a single foe whomoves adCacent to him.

    This automatically interrupts the

    targets action! and does not cost the herohis ownaction if he is on Aold or has not yet acted

    this round.

    mpro&ed ,irst #tri%e>e(uirementsB Aeroic! 8irst )trike

    /s above but the hero maymake one free attack against eachand every foe

    who moves adCacent to him.

    #uc%er Punch>e(uirementsB )easoned! /gility d"*!

    8ighting d3*! 8irst )trikeThe character doesnt know the

    meaning of the words 0fair fight. 'f hesucceeds in a Test of $ill against anadCacent opponent! the characterreceives a free 8ighting attack. This

    attack does not incur a multi#actionpenalty.

    ,leet,ooted>e(uirementsB -ovice! /gility d"*

    The heros ,ace is increased by *and all his running rolls receive a * bonusas well.

    iant 2iller

    >e(uirementsB eteranThe bigger they are! the harder they

    are to kill. /t least for most. ;ut your heroknows how to find the weak points inmassive creatures.

    9our hero does *1d" damage whenattacking opponents two siFes larger thanhimself 2this includes bots! but not vehicles./ &arine 2)iFe*? with this ability! foreample! gains the bonus only againstcreatures of )iFe * or more.

    rappler>e(uirementsB -ovice! 8ighting d3*

    9ou are more skilled at getting a holdon your opponent and keeping it. 9ou gain a*1 bonus to 8ighting when making a%rappling attack and to the )trength or/gility roll to maintain the hold.

    rappling -.pert>e(uirementsB )easoned! %rappler

    Hnce you have an opponent!you know how best to apply pressure.

  • 7/21/2019 Halo Savage Worlds

    18/21

    'f you succeed at the opposed roll todo damage! you do )trength*d"damage.

    ra9ing ,ire>e(uirementsB )easoned! >ock and >oll5!

    )hooting d3*This edge allows your character to

    use a machine gun more effectively insuppressive fire mode. Targets who roll a 1or on their )pirit checks are hit and takedamage.

    1ard to 2ill>e(uirementsB $ild 6ard! -ovice! )pirit d3*

    9our hero has more lives than a

    truckload of cats. $hen forced to make igorrolls due to 'ncapacitation! he may ignore hiswound modifiers. This only applies to igorrolls called for by these tableshe stillsuffers from wound modifiers for other Traitrolls normally.

    1arder to 2ill>e(uirementsB eteran! Aard to Kill

    9our hero is tougher to kill than

    >asputin. 'f he is ever 0killed! roll adie. Hn an odd result! hes dead asusual. Hn an even roll! hes'ncapacitated but somehow escapesdeath. Ae may be captured! strippedof all his belongings! or mistakenly leftfor dead! but he somehow survives.

    1ose 7-m Do+n>e(uirementsB -ovice! )hooting d3*

    &achine#gunners with this Edge can

    suppress an area more effectively than thetypical gunner. $hen using a braced mediumor heavy machinegun! this killer cansuppress an area e(ual to two &edium ;ursttemplates. The second template must beadCacent to the first 2in any direction! and theweapon burns through double its usualamount of ammunition.

    mpro&ed 1ose 7em Do+n

    >e(uirementsB )easoned! Aose em7own

    This edge allows a machine#

    gunner to suppress an area e(ual tothree &edium ;urst templates! attriple the usual amount of ammospent. Each additional template mustbe adCacent to the first

    6uic% Dra+>e(uirementsB -ovice! /gility d3*

    This Edge allows a hero to draw aweapon and ignore the usual # to his attackthat round. 'f the character must make an/gility roll to draw a weapon 2see the combatsection for details! he adds * to the roll.

    #peed 3oad>e(uirementsB )easoned! /gility d3*!

    )hooting d"*9our character has mastered the fine

    art of reloading in a hurry. 9our hero canreload one weapon on his action! ignoringthe usual # penalty to )hooting rolls in thesame round. 'f your hero is using a weaponthat re(uires a full round or more to reload!the time re(uired is reduced by 1 round.

    #tead" 1ands>e(uirementsB -ovice! /gility d3*

    9our hero ignores the 0unstableplatform penalty for firing from the backs ofanimals or while riding in moving vehicles.

    T+o,isted>e(uirementsB -ovice! /gility d3*

    / Two#8isted hero isnt ambidetroushes simply learned to fight with twoweapons 2or both fists at once. $henattacking with a weapon in each hand! he

    rolls each attack separately but ignores themulti#action penalty.

    Weapon Trap>e(uirementsB )easoned! 8ighting d3*

    $eapon Trap is a mi of a disarm anda grapple that leaves the foe disadvantagedbut allows the attacker to continue fighting.

    The character makes a 7isarm attack!but if he succeeds he has entangled his foeOs

    weapon arm rather than disarming him. Aemay have wrapped the arm in a cloak! orsimply locked his opponentOs elbow against

  • 7/21/2019 Halo Savage Worlds

    19/21

    his body using his arm.The foe counts as an Jnarmed 7efender2unless he has two weapons and cannotwithdraw from combat. The attacking heromay continue to use unarmed attacks or aone#handed weapon against his foe.

    Hn his action! the foe may try toescape the entanglement as per breaking agrapple.

    3eadership -dges:

    Art o/ War>e(uirementsB -ovice! )marts d3*!Knowledge 2;attle d3*

    )ome commanders have an intuitive

    grasp of strategy and tactics. They also havea keen insight into the minds of their enemiesand can easily outmaneuver and outfightmore mediocre opponents. 6haracters withthe /rt of $ar Edge are the ones whose(uotations end up in the history books. 9ourcharacter adds * to all Knowledge 2;attlerolls in &ass ;attles.

    'ommand>e(uirementsB -ovice! )marts d"*

    6ommand is the ability to give clearinstructions to surrounding allies and enforceyour heros will upon them. This makes yourcharacters compatriots more willing to fighton despite their wounds! and so adds *1 totheir )pirit rolls to recover from being)haken.

    1old the 3ine*>e(uirementsB )easoned! )marts d3*!

    6ommandThis Edge strengthens the will of the

    men under the heros command. The troopsadd *1 to their Toughness.

    nspire>e(uirementsB )easoned! 6ommand

    Leaders with eceptional reputationsand eperience in battle inspire the soldiersaround them. They add * to the )pirit rolls

    when recovering from being )haken 2thisalready includes the original *1 bonus for the6ommand Edge. This greatly improves the

    chances of men recovering from lightwounds or poor morale that might normallytake them out of the action.

    Natural 3eader>e(uirementsB -ovice! )pirit d3*! 6ommand

    This Edge signifies a special linkbetween a leader and his men. $ith it! hemay share his bennies with any troops underhis command.

    Tactician>e(uirementsB -ovice! )marts d"*!Knowledge 2;attle d"

    The hero has a natural grasp of smallunit tactics and can instantly siFe up a

    situation. /t the beginning of any combatencounter in which the hero is in charge! hecan make an opposed Knowledge 2;attleroll against the leader of the opposite force.$ith success! every allied $ild 6ard withinhis command radius draws an etra card forinitiative 2and uses the best for the firstround of combat.

    'n situations where multiple charactershave this Edge! only the highest rankingcharacter gets to roll.

    Pro/essional -dges:

    ,rofessional Edges are meant to almostdefine the character! while technically if youhad the attribute points and the re(uirementsyou could buy any you want. 8or thiscampaign 'Om going to restrict these! yourcharacter can only have one ,rofessionaledge aside from your one free.

    Ace>e(uirementsB -ovice! /gility d3*/ces are eceptional pilots and drivers whofeel more comfortable behind the wheel!throttle! or flightstick than on their own twofeet. /ces add * to ;oating! 7riving! and,iloting rolls. 'n addition! they may alsospend bennies to make soak rolls for anyvehicle or vessel they control. This is a;oating! 7riving! or ,iloting roll at #

    2cancelling their usual *. Each successand raise negates a wound and any criticalhit that would have resulted from it.

  • 7/21/2019 Halo Savage Worlds

    20/21

    'ommando>e(uirementsB -ovice! /gility d"*! )martsd"*! )pirit d"*! )trength d3*! igor d3*!8ighting d"*! )hooting d"*! )tealth d3*

    6ommandos tackle the toughest

    missions on the front! but often operatebehind enemy lines with little chance ofcoming home. They are almost alwaysoutnumbered and outgunned so they need tobe mentally sharp to stay ahead of theenemy.

    6ommandos add * to all 8atiguerolls made against environmental haFards2including cold and heat! sleep deprivation!foot marches! and * to all )urvival rolls. /s

    much of their work involves getting close totheir targets for a silent takedown! theyreceive a *1 to )tealth rolls. /ll of thesebonuses are cumulative with those derivedfrom other Edges.

    Demo !an>e(uirementsB -ovice! 7emolitions d"*

    This maniac is intimately familiar withall sorts of eplosives! detonators! andbooby#traps. Ae adds * to all rolls made to

    set! disarm! or improvise eplosives andbooby#traps 2but not -otice them. This cancover a range of abilities and skillsdetermined by your %& 2for eampleordnance disposal! bomb making! orstructural demolition.

    ac%o/AllTrades>e(uirementsB -ovice! )marts d1?*

    Through the guidance of a skilled

    mentor! liberal book#learning! rote memory!or Cust amaFing intuitive perception! yourhero has a talent for picking up skills on thefly. There is little he cant figure out given alittle time and a dash of luck.

    /ny time he makes an unskilled rollfor a )marts#based skill! he may do so at d4instead of the usual d4#.

    !c"&er>e(uirementsB -ovice! )marts d"*! >epair

    d"*! -otice d3*

    This character can improvisesomething when the need for a tool arises.

    Ae suffers no negative penalties on Trait rollsfor lack of e(uipment in most situations.

    'n addition! given a few simple tools!props! or devices! he can generally rigdevices to help escape from death#traps!weapons to match some biFarre need! or

    otherwise create something thats neededwhen such a thing isnt actually present. Theetent of this is completely up to the %ame&aster! but creativity should be rewarded!particularly in dire situations where few otheranswers are possible.

    !r; ,i. it>e(uirementsB -ovice! )marts d3*! >epaird3*

    The character adds * to his >epairrolls. $ith a raise! he halves the timenormally re(uired to fi something. Thismeans that if a particular >epair Cob alreadystates that a raise repairs it in half the time! a&r. 8i 't could finish the Cob in one#(uarterthe time with a raise.

    'n addition! his knowledge allows himto make emergency repairs.

    #ocial -dges:

    Though most of the social edges will be fairlyirelevant for the purposes of this game! thereare several that struck me as perfect for thisspecific setting.

    Band o/ Brothers>e(uirementsB $ild 6ard! eteran! 6ommon;ondThis group of )oldiers has been to Aell andback together. That kind of bond hardens

    men! and makes them able to betterwithstand wounds that might otherwise haveput them out of action. %ain *1 Toughnessfor each other 0brother with this ability within"! to a maimum of *4. 'f four heroes withthe ;and of ;rothers Edge fight together! forinstance! they each gain *+ Toughness.

    'ommon Bond>e(uirementsB $ild 6ard! -ovice! )pirit d3*This Edge signifies a special link between

    close companionssuch as a typical party. 'tdoesnt matter whether or not the charactersget along perfectly or not! theyve Cust formed

  • 7/21/2019 Halo Savage Worlds

    21/21

    a close and common bond during their epicadventures./ character with this Edge may freely givehis bennies to any other $ild 6ard he cancommunicate with. This represents thecharacter giving his verbal or spiritual

    support to the ally. The player should saywhat his character is doing to give thesupport. The gesture could be as comple asa rousing speech! or as simple as a knowingnod.

    ntimidating Reputation>e(uirementsB eteran$hether the character is branded a hero orvillain! he has earned an intimidatingreputation throughout the Jniverse. Ae may

    add his 6harisma to 'ntimidation rolls. /negative score is treated as if it were positivefor this purpose 2and the character has anappropriately bad rep.

    #trong Willed>e(uirementsB -ovice! 'ntimidate d"*! Tauntd"*6haracters with strong willpower use theirvoice! steely stares! or (uick wits to unnervetheir opponents. )trong $illed adds * to acharacters 'ntimidate and Taunt rolls! as wellas his )pirit and )marts rolls when resistingTests of $ill attacks.

    1indrances'f you are wondering why several hindrancesare missing from this list! ' had decided thatthey would significantly hinder you in thissetting! so much so that ' am banning theuse of them. These Edges and Aindrances6annot be taken.

    /ll Thumbs/nemic;ad Eyes

    ;lind7elusional

    7oubting ThomasElderly%reedyAabit

    Aard of Aearing'lliterateLameHbese

    Hne /rmHne Leg,acifist,hobia,overty)mallow

    $anted9oung

    -dgesThese are the edges that dont fit in this

    setting./rcane ;ackground/rcane >esistance

    ;erserk-oble

    >ich8ilthy >ich

    /ll power edges/crobat6hampion

    'nvestigatorAolyIJnholy warrior

    &entalist)cholar$iFard

    $oodsman

    6harismatic6onnections$eird Edges