Misc

Increased Ranges

Some powers may be used at extreme ranges at extra cost, as below. These will be indicated and requires knowledge and familiarity of the target.

Extended range is SMARTSx10/x20/x40

+Cost Maximum Range

1 10 miles

2 100 miles

3 1000 miles

4 10,000 miles

5 100,000 miles

6 1 million miles

7 10 million miles

8 100 million miles

9 1 billion miles

10 Anywhere in solar system

Force Shields:

Are a High Tech device that generates a Deflection or Armour effect, depending on the type of shield (this can be reset with a successful Tech Redemption‐High Tech skill roll). They are charged and use 1 pt per hit. They use a fusion battery which can be replaced but requires a standard Tech Redemption‐Tech roll (yes replacing a battery reqs a trained tech, get over it!). Armour 8/16: this means the shield will trigger if the damage done is at least 8 pts and upto 16 pts. If less than 8 it does not kick in and thus will allow must humans to be stunned. If the damage exceeds 16 the shield is overpowered and fails to stop any damage over that value, but still expends a charge. AP has no effect on Force Shields.

Personal Shields: 2 def, 8/16 armour – 10 charges

Dueling Shields: 2 def, 8/16 armour – 15 charges, concealable.

Assault Shields: 4 def, 8/24 armour – 20 charges – can be worn over most armours, not plate

Battle Shields: 4 def, 8/32 armour – 30 charges. With any armour.

Burnout and Leaking

Shields are designed to stop single small impacts, multiple impacts at the same time, or a broad area impact, may cause it to burnout and fail for one round. When a shield suffers such an attack roll a d6, on a 1 or 2 to shield works against this damage but fails for one whole action after that. If a shield fails roll again, a 1 indicates a total failure and the shield needs repairs before it will work again.

Weapons that are indicated as being able to leak through a shield roll a d6 for each wound that would have been inflicted had the shield not stopped it. FS weapons that needed 1‐2 will still inflict a wound on a 1‐3. FS weapons that needed a 1 need to roll a 1‐2. Access normal damage first, then apply leak damage.

Modifying Shields

You can modify an Energy Shield to customise its values from the standard 8/16, to say 10/18.

Adjusting the lower end shouldnt be a big problem, straight TR/High Tech rolls vs 4 + 2/pt.

‐A fumbled roll destroys it.

‐A natural roll of 1 breaks it.

‐A failed roll (less than 4) means that shield cannot be adjusted ever

‐An unsuccessful roll means you cannot adjust this device until your skill values improve or you gain fresh insight.

At the higher end it probably should be more difficult. 4+4/pt

Extra templates:

A huge template is one level bigger than large, a gigantic template is one level bigger than huge.

Passions

Inciting Passion is done with the SPIRIT characteristic. Spend a wyrd to roll vs Passion. (p104). Passion will give the player +1 per success and raise to a nominated skill roll for the duration of the event. Fail and get ‐1, fumble and get ‐2 to ALL rolls. A passion target must be a valid reason/cause to arouse you, this can be reflected in some of your hinderances.

Wyrd

Wyrd = Bennies

Extras

Players all begin with 3 wyrd per session. They may carry over wyrd points to the next session to a limit of 2.

Wyrd can be used for the following:

Trait rerolls.

Draw an extra Adventure Card

Play an extra Adventure card

Draw a new action card

Soak off wounds.

Incite a Passion.

Generate 3PP for Psi or Theurge.

Storyline grabs.

VOROX

Huge carnivorous, multi‐limbed(6) beasts, the Vorox are new to civilization. Civilized Vorox that travel the stars usually have their natural claws removed to signify their cultured existence, as opposed to their planet‐bound feral brethren.

Vorox in Savage Worlds start as Seasoned (20 xp) characters.

Fleet footed: Vorox have a Pace of 8 and a d10 running die when moving on 4 limbs.

Multi‐limbed: Vorox can make take an additional action (including a combat action) during his initiative, but applies the multi‐action penalty (‐2) to all actions taken.

Non‐Gifted: Vorox may not start with an Arcane Background.

Outsider: Vorox are treated as second‐class citizens.

Size+1: Vorox stand between 9 to 12 feet tall, which grants them +1 Toughness.

Strong: Vorox start with a d6 in Strength.

Scent: +1 on all Tracking and Notice rolls when using their sense of smell.

Thick Hide: +1 Armor.

STARTING EDGES

Vorox Edges

These Edges may only be taken by Vorox characters.

Noble Claw

Requirements: Seasoned, Vorox, Noble Edge

Vorox Nobility may keep a single claw. This claw can be used as a weapon for Strength+1 damage, and has a minor paralytic poison. Anyone Shaken or Wounded by a Vorox claw must make a Vigor check or become Fatigued.

ZAMLA

HUNGBADA

ZOGZOGZU

GLAAX

SKAZ

SKURZ

GLANARZA

Vorox Weapons.

Glankesh Sword

Glanklar 2H Sword

Vorox Bolo

Lt Futhanga (bow)

Hvy Futhanga (bow)