Salvaged Lore

SAVAGE WORLDS HOUSE RULES
Let’s face it: Savage Worlds needs some work to make games using the system fun. The following rules are little minor (and some not-so-minor) changes that I feel improve the fun factor of the game.

Languages
You begin play knowing how to read and write a number of languages equal to half your Smarts Die type. One of these languages must be your native tongue, and your second language must be the Universal common tongue of your setting (if there is one).

Wild Cards & Wounds
A Wild Card cannot take more than 1 Wound in a single attack. A good damage roll can take an undamaged person to Shaken and -1, but no one should be one-hit by a 2d4 damage roll with endless Aces. This also applies to Wild Card Villains as well, so, it works both ways!

Skill Changes
I have mashed together a few skills into one broader skill, because nobody in their right mind should have to waste valuable Skill Points on Boating and Driving, when they should both be covered under one Skill (Navigation).

Also, several Skills now have a choice of two Traits that they are linked to. For instance, Fighting is now linked to the better of your Agility OR Strength Traits. I did this for a number of Skills to reflect different Traits aiding in the use of a Skill. For instance, someone with the Heal skill who is a Doctor in a technologically advanced setting would use Smarts as their Trait for the Heal Skill, but a savage Witch Doctor in a more primitive setting could easily use Spirit to accomplish the same (basic!) results. The new Skill list is presented below for ease of use.

Revised Skill List
Aim (Agility) [Combines Shooting and Throwing)
Athletics (Strength or Agility) [Combines Swimming/Riding/Climbing]
[NEW SKILL] Computer (Smarts)
Fighting (Strength or Agility)
Gambling (Smarts or Spirit)
Healing (Smarts or Spirit)
Intimidation (Smarts or Strength)
Investigation (Smarts)
Knowledge (Smarts)
Lockpicking (Agility)
Navigation (Agility) [Combines Piloting/Boating/Driving]
Notice (Smarts)
[NEW SKILL] Performance (Spirit)
Persuasion (Spirit)
Repair (Smarts)
Stealth (Agility)
Streetwise (Smarts)
Survival (Smarts or Spirit)
Taunt (Smarts)
Tracking (Smarts or Spirit)

Revised Skill: Knowledge
No one should have to waste valuable Skill Points purchasing the Knowledge Skill again and again just to have a learned character. You may choose one Area of Knowledge equal to half your Knowledge Skill die. For instance, someone with a Knowledge skill at d6 could pick 3 Areas of Knowledge. Examples of Areas of Knowledge are Science, Tactics, Archaeology, Occult, History, Mathematics, Chemistry, Botany, Law, Art History, or any other subject that an egghead might want to study up on.

New Skill: Computer (Smarts)
This skill covers all manner of Computer related tasks, such as setting up networks, researching difficult to find information, as well as hacking and subverting computerized defense systems. Note that this Skill is not required for basic Computer use. Someone without this skill can browse the Internet, work email and Google filthy pictures of famous people. Knowledge of this skill is a deeper understanding of more complex aspects of the technology. Obviously, this skill is only available in settings where such technology exists.

New Skill: Performance (Spirit)
If you want to entertain, delight or amaze with any sort of performance, this is the skill for you. This Skill is a catch-all for several different mediums of performance, and someone with this skill may choose a number of mediums that they are proficient with equal to half their Performance Skill die. Therefore, someone with Performance d8 may select 4 Mediums in which they are proficient. Example Mediums include: Singing, Dancing, Acting, Stand-Up Comedy, Mime, or any kind of Instrument of Choice.  

Revised Character Creation
Attributes: Spend 6 Attribute Points instead of 5.
Skill Points: Spend 20 Skill Points instead of 15.
Edges: Choose 2 Edges.

Wealth: Spend 1,000 Units of Wealth of your setting on weapons and gear.
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ARCANE BACKGROUND: WARPER
Arcane Skill: Warping (Smarts)
Starting Power Points: 10
Starting Powers: 3
The Grand Bang severed Arcane Magic’s flow into the world, perverting the mystical energies and forever morphing the world. However, the toxic radiation flooding the world also grants some enlightened (or cursed) souls with an expansion of their own consciousness and mental acumen. The only form of supernatural ability remaining on Planet X is the psionic discipline called Warping. Those who practice Psionics are called Warpers, and they have unlocked the untapped power of their mind.

Drawback: Along with the mental powers of an unlocked mind, Warpers inherit a grim appetite for the brains of sentient beings. Once per week, a Warper must consume the brain of at least one sentient being (any being with Smarts of d6 or higher). The Brain must be somewhat fresh (no more than 5 days removed). If a Warper fails to feast on a suitable Brain once a week, then they suffer from a Fatigue level for each week they go without consuming a Brain. These Fatigue levels can only be healed by eating one fresh, juicy Brain per Fatigue level endured.

Warpers often times are greatly respected and feared by the general populace. The fact that they must consume brains to maintain their powers is not exactly a popular meal choice among common folk, so many Warpers are not very open about their particular gift.

Novice Warper Powers
Armor (Phantasmal Shield), Blind (Mind Spike), Bolt (Psychic Missile), Boost/Lower Trait (Physical Amplification), Burst (Sonic Screech), Confusion (Dazzle), Darksight (Enhanced Senses), Deflection (Displacement),  Entangle (Paralyze), Speak Language (Parlay), Stun (Cerebral Sever)

Seasoned Warper Powers
Barrier (Force Field), Blast (Sonic Burst), Damage Field (Nueral Disruption), Disguise (Mirage), Farsight, Havoc (Force Push), Invisibility (Fade), Mind Reading (Thoughtsteal), Teleport (Matter Transference),

Veteran Warper Powers
Fly, Puppet (Mind Control)

Heroic Warper Powers
Divination, Intangibility (Astral Form)
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RADIATION
Planet X is soaked in dangerous and toxic energies that can warp living tissue that is exposed to it for too long. At the end of each day, anyone who has spent more than 5 hours exposed to Radiation must roll a Vigor check at difficulty 4. If you succeed, there are no adverse effects. If this roll is failed, you gain one point of Radiation. The following chart details the various levels of Radiation sickness and how it affects living beings. Botching a Radiation roll gives you 2 points of Radiation. Some fearsome creatures of the Wasteland also have special attacks that can grant their victim Radiation points.

0 Radiation Points
This nigh-legendary state of being is quite rare in the Wasteland, and you appear as a healthy and normal specimen of your Species at 0 Radiation.

1-2 Radiation Points (Normal)
Most people in the Wasteland hover at this level of Radiation. You appear a bit haggard and may have a few dark circles under your eyes, but it could be worse, right?

3-4 Radiation Points (Crispy)
At this stage, you cannot hide your condition, and your eyes begin glowing vivid and eerie neon green. Your skin might break out in itchy rashes at this point as well. You might also throw up glowing green goop from time to time, as well. At this point, subtract -2 from your Charisma.

4-5 Radiation Points (Extra Crispy)
This is where things start going bad…Your hair begins to fall out in clumps and your skin begins to bubble. Your mind is still your own (for now), but your memories begin to grow hazy and you have a difficult time speaking clearly. Your Charisma is now -4.

6+ Radiation Points (Nuked)
Once you attain more than 5 Radiation points, your body explodes in a gory, gruesome mess, as if a hideously deformed Mutant had grown rapidly inside you and burst through the outer shell that was your old body. You become a Slagodon, a mindless, bloodthirsty orange killing machine covered in eyes, sharp teeth and tentacles.

Losing Radiation Points
Unfortunately, Radiation Points don’t just go away on their own, and you must purchase a specially made remedy called NUKE-B-GONE, which costs 100 Gold Chips per dose. Each dose of NUKE-B-GONE reduces your Radiation Points by d4 points. This die can ace as normal.

Protection Against Radiation
Soothing Salve: There is an over the counter cream that is rubbed onto your skin called Soothing Salve, granting you 24 hours of protection against the perils of Radiation. Your next Radiation check after applying Soothing Salve gains a +2 bonus. One canister of Soothing Salve costs 50 Gold Chips and has enough Salve for 3 applications.

Safe Zones: You only need to make a Radiation check if you are exposed to the Wasteland for 5 or more hours in a 24 hour period. Safe Zones are places that are inhabited and “civilized” by normal standards. For instance, if you spend 24 hours in a town or settlement, you aren’t required to make a Radiation check. Wise adventurers make sure to only expose themselves to the chaotic energies of the Wasteland if they absolutely have to.
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EQUIPMENT
Gear Quality: Good craftsmanship is a rare thing in Planet X, and sturdy, well-made weapons are not in common circulation. You may choose to pay half the cost of a weapon in order to get a lesser quality version of the said weapon. The weapon functions the same and deals the same damage, but breaks and is rendered useless if your Fighting and Wild Die both come up 1’s on an attack roll using the weapon. Even if you spend a Benny to re-roll the botched attack, the weapon is still ruined (serves you right for buying cheap!). It is assumed that only Wild Cards use Good Quality gear.

WEAPONS
Melee Weapons
Stabby (Cost-25/Damage-Str+d4)
A Stabby is slang for any small, simple and common blade. Stabbies range from glass shards with taped handles, ice picks, daggers, butterfly knives, switchblades, or anything small, easily concealable, and pointy that can be used to ruin someone’s day.

Rapier (Cost-150/Damage-Str+d4/Parry +1)
Any thin, long blade is considered a rapier. A Rapier can be upgraded into a Sword Cane by spending an extra 50 Gold Chips.

Baton (Cost-10/Damage-Str+d4)
Simply put, anything from a lead pipe to a sturdy femur bone can be used to club someone senseless, though Quality batons are made of much sturdier material than normal.

Boomerang (Cost-25/Damage-Str+d4/Can be thrown as well)
Low Quality Boomerangs are made of bone, and high quality boomerangs are made of sturdy wood. The Boomerang can also be thrown for the same damage.

Brass Knuckles (Cost-20/Damage-Str+d4/Wearer considered Unarmed)
Simple yet effective, these can be worn to improve the punching power of the wearer. You can pay 50 Gold Chips to purchase spiked Knuckles, which deal the same damage, but consider the wearer to be armed while wearing them.

Whip (Cost-50/Damage-Str+d4/ Ignores shield Parry and Cover bonuses)
A whip can also serve as a useful tool and can be used to swing like Indiana Jones. Wheeeee! Good Quality whips are made of sturdy leather, and Poor Quality whips are often times made of woven together giant weeds (of which there are a plentiful supply in the Wasteland).

Pro Stabby (Cost-200/Damage-Str+d6)
These blades are larger than normal Stabbies, and can either be bowie/survival knives, meat cleavers, Short Swords or even machetes.

Axe (Cost-200/Damage-Str+d6)
Doubles as a fine tool as well as a weapon!

Battle Axe (Cost-300/Damage-Str+d8)
A far more kill-ish version of the normal hand axe.

Staff (Cost-10/Damage-Str+d4/Parry +1, Reach 1, 2 Hands)
A sturdy beating stick is a cheap and effective method of self defense in these troubled times.

Spear (Cost-100/Damage-Str+d6/Parry +1, Reach 1, 2 Hands)
Most low quality spears are tipped with rusty metal or sharpened rocks, while the odd rare spear will have a tip made of sturdy and untarnished metal. Spears can be thrown for the same damage.

Flail (Cost-200/Damage-Str+d6/Ignores shield Parry and Cover bonuses)
This hefty ball on the end of a chain is swung around wildly and can be difficult to anticipate.

Longsword (Cost-300/Damage-Str+d8)
The classic Longsword still hasn’t gone out of style even after the Grand Bang, and these hefty weapons still see much use.

Great Sword (Cost-400/Damage-Str+d10/Parry -1, 2 Hands)
These massive two handed blades are capable of cleaving a man in twain with a single slice. Youch!

Great Axe (Cost-500/Damage-Str+d10/AP 1, Parry -1, 2 Hands)
Able to slice through armor in a single pass, the Great Axe is a rare and favored weapon for executioners far and wide.

Ranged Weapons
Throwing Dagger (Cost-25/Damage-Str+d4)
A one-time charge of 25 Gold Chips grants you enough throwing daggers to last until you roll a 1 on your Wild Die and your Throwing die for a ranged attack.

Sling (Cost-10/Damage-Str+d4)
This leather strap can be used to launch small projectiles like sharpened rocks or slugs made of crude metal chunks. Due to their cheap cost and simplicity, Slings are the ranged weapon of choice throughout the Wasteland.

Throwing Axe (Cost-75/Damage-Str+d6)
 A one-time charge of 25 Gold Chips grants you enough throwing axes to last until you roll a 1 on your Wild Die and your Throwing die for a ranged attack.

Bow (Cost-250/Damage-2d6 Damage/2 Hands, Requires Str d6)
Sturdy bows are a rare weapon indeed, and most are made from gnarled or splintered wood.

Crossbow (Cost-500/Damage-2d6/AP 2, Reload 2 Turns/2 Hands, Requires Str d6)
These powerful ranged weapons are quite slow to reload, but they pack far more of a punch than a standard bow.

Black Powder Weapons
These ancient and technological marvels were crafted and created by ancient Dwarven inventors, and they are considered to be some of the most devastating weaponry in the world. These weapons only function in Dwarven hands.

Flintlock Pistol (Cost-150/Damage-2d6/AP 1, Reload 1)
Elegant and refined, this potent ranged weapon packs the power of a crossbow, but can be fired using one hand.

Flintlock Rifle (Cost-300/Damage-2d8/2 Hands, AP 2, Reload 2)
These long and powerful rifles pack a devastating punch and can be used at shockingly long range.

Blunderbuss (Cost-400/Damage-Special/2 Hands, AP 3, Reload 2)
A Blunderbuss is pretty much a hand held junk-cannon that launches a shower of jagged metal bits that shreds anything in its path. One shot from a Blunderbuss can saw through even the heaviest armor as if it were paper. A Blunderbuss does 1d6 damage at long range, 2d6 damage at medium range, and 3d6 damage at close range. A Blunderbuss fires in a cone, targeting all targets within that cone.

ARMOR
Leather Armor (Cost-50/Toughness +1)
Chain Armor (Cost-300/Toughness +2/Requires Strength and Vigor d6/-2 to Stealth rolls)
Plate Armor (Cost-500/Toughness +3/Requires Strength and Vigor d8/-4 to Stealth rolls)

SHIELDS
Small Shield (Buckler) (Cost-25/Parry +1)
Medium Shield (Cost-50/Parry +1, +2 Armor to ranged shots that hit)
Large Shield (Kite Shield) (Cost-200/+2 Parry, +2 Armor to ranged shots that hit)

EQUIPMENT
Uncle Dave’s Adventuring Pack (5 Gold Chips)
This great deal includes a backpack, bedroll, torches, and rope for one low, low price. Get ‘em while they’re hot!

Mushroom Lantern (25 Gold Chips)
This small glass lantern possesses a glowing mutated mushroom inside of it, which acts as a heatless torch. The Mushroom sheds light when it is tapped by a fingertip and shuts off the same way.

NUKE-B-GONE (100 Gold Chips)
This wonder spray can be used to remove d4 points of Radiation after each use. This die can ace as normal. One can of Nuke-B-Gone holds one application.

Soothing Salve (50 Gold Chips)
After smearing this creamy salve on your skin, you gain a +2 bonus to your next Radiation check within 24 hours of application. One can of Soothing Salve holds 3 applications.

Doc Pepsteen’s Healing Tonic (75 Gold Chips)
One chug of this…interesting miracle tonic allows the imbiber to immediately make a Natural Healing test. Don’t forget to subtract your Wound penalties from this roll.

Kapka Seed (75 Gold Chips)
This handy seed is planted in the ground and then doused with water. Immediately the seed begins to grow into a makeshift tent that can fit up to three people and shelter them from the elements. The tent lasts for 24 hours before withering and counts as a Safe Zone for the purposes of Radiation. Kapka seeds sometimes sprout malicious beings called Bad Seeds. Whenever you use a Kapka seed, roll a d20. On a result of 1-3, the seed sprouts forth a Bad Seed that immediately tries to kill you and your pals. 

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