Savage Fantasy
Savage Fantasy
Savage Fantasy
SAVAGE WORLDS
FANTASY
BY TOM HARRISON
TM
Savage Worlds
Playtesters:
Jade Tinnerman, Wes Brown, Sanford “Bud” Bryan, Colleen and Dave Pevear,
Gareth Livergood
Special Thanks:
To all the folks on the Pinnacle Message Boards and the Yahoo! Savage Worlds group,
many of who contributed to this work in some form or fashion.
World Pantheons
armor worn on your torso to this value as
well for speed’s sake, but remember it may
not count if attacks target other parts of the Major Similar to…
body. Danneen Celtic Mythology
Nopponic Japanese Mythology
Edges & Hindrances Karcenian Phoenician Mythology
You gain additional points for taking up to one Khemitic Egyptian Mythology
Major Hindrance and two Minor Hindrances. Marazdian Ancient Persian Mythology
For 2 points you can: Maztacian Mayan Mythology
• Gain another attribute point Olympian Greek/Roman Mythology
• Choose an Edge Otamask Slavic Mythology
For 1 point you can: Payliconain Incan Mythology
• Gain another skill point Suakadian Babylonian Mythology
• Increase starting funds by 100% Sungkinese Chinese/Tibetan Mythology
Tenoric Norse Mythology
Urfinic Finland Mythology
Gear Vedsudic Ancient Indian Mythology
Start with $500.
Minor
Background Details Lyrdian South Pacific Mythology
Fill in any background details you care to add. Manitoian Native American Mythology
Neyanic Mayan Mythology
Tengralic Asian Mythology
Vubenic African Mythology
Yattemic South Pacific Mythology
• Bonus Edge: humans start play with one free Edge of their choice. The character must meet the
requirements of the Edge as usual.
Veshoge
Veshoge look very much like humans with pink cast of skin and somewhat pig-like visage—often
outward turning canines, round cheeks, upturned nose, beady eyes, and horizontally oval face with
sparse hair. Average height is about five feet tall, with slope-shouldered thick torso, tending towards
corpulence. A veshoge has little body hair save a shock growing atop the head and running to the
shoulder blades.
• Low Light Vision: Veshoges ignore attack penalties for Dim and Dark lighting.
• Outsider: Veshoges are generally disliked, distrusted, and discriminated against by all other
societies. Their Charisma suffers a –2 modifier outside of their own tribes.
• Bargainers: Veshoges are shrewd merchants. They gain a +2 to Persuasion rolls when haggling,
bargaining, or otherwise engaged in commerce.
Oaf Trollkin
A typical Oaf is about six and a half feet
There are two varieties of trollkin. A typical
tall from the top of his flat, oval-shaped head
cave trollkin specimen is about three and a
to the callused soles of his big, flat feet. Facial
half feet tall, weighs some 70 pounds because
features are apish, with prognathus jaw, ears
of dense bones and muscle. Trollkin are
that stick out, beetling brow, etc. Shoulders
bullet-headed, with features seemingly
slope to long arms terminating in large hands
scrunched down onto the lower third of their
with short, thick and powerful fingers.
faces, with large ears protruding laterally that
accentuate this condition. Cranial hair is in a
• Low Light Vision: Oafish eyes are straight standing shock atop the point of the
accustomed to dim and shadowy lighting. head.
They ignore attack penalties for Dim and Slightly smaller than barrens trollkin are
Dark lighting. the Cave Trollkin. A typical specimen is only
• Tough: Oafs are stout and tough. They about three and a quarter-feet tall, but weighs
start with a d6 Vigor instead of a d4. some 60 pounds at least. Their features are
• Strong: Oafs start with a d6 in Strength much the same as their cousins, but their skin
instead of a d4. is a deep gray hue.
• Dumb: Oafs aren’t too bright. It costs 2 Trollkin have a tendency to be rude, hurtful
points to raise their Smarts during and mean.
character creation, and they must dedicate
Height & Weight: Roll d4 for height and weight range, d3 for body type. Diametric results of 1 and
4 or 4 and 1 for height and weight must be looked at carefully. Very short and obese might be
passable, but very tall and very thin might not. Whenever in doubt use the next higher or lower result
to modify extreme variance.
Male Personas
Race Height Range Weight Range
dwarf 3’6” 3’10” 4’2” 4’6” 70# 85# 100# 115#
gnome 3’3” 3’6” 3’9” 4’ 50# 60# 70# 80#
human 5’6” 5’9” 6’ 6’3” 100# 150# 200# 250#
ilf 5’6” 5’9” 6’ 6’3” 90# 120# 150# 180#
kobold 2’11” 3’1” 3’3” 3’6” 45# 50# 55# 60#
oaf 6” 6’3” 6’6” 6’9” 200# 250# 300# 350#
orc 5’9” 6’ 6’3” 6’6” 180# 210# 240# 270#
trollkin
barrens 3’3” 36” 3’9” 4’ 60# 70# 80# 90#
cave 3’ 3’3” 3’6” 3’9” 50# 60# 70# 80#
veshoge 5’ 5’3” 5’6” 5’9” 140# 155# 170# 185#
wylf 5’8’ 6’ 6’4” 6’8” 125# 150# 175# 200#
Female Personas
Race Height Range Weight Range
dwarf 3’3” 3’7” 3’11” 4’1” 60# 75# 90# 105#
gnome 3” 3’3” 3’6” 3’9” 40# 50# 60# 70#
human 5’2” 5’5” 5’8” 5’11” 85# 125# 165# 205#
ilf 5’3” 5’6” 5’9” 6’ 75# 105# 135# 165#
kobold 2’10” 3’ 3’2” 3’5” 40# 45# 50# 55#
oaf 5’9” 6’ 6’3” 6’9” 160# 190# 220# 250#
orc 5’6” 5’9” 6’ 6’3” 130# 165# 200# 235#
trollkin
barrens 3’ 3’3” 3’6” 3’9” 55# 65# 75# 85#
cave 2’9” 3’ 3’3” 3’6” 45# 55# 65# 75#
veshoge 4’8” 4’11” 5’2” 5’5” 105# 120# 135# 150#
wylf 5’6” 5’9” 6’ 6’3” 85# 110# 135# 160#
Modifying Height & Weight: To modify height and weight additionally, roll the d4 a second time,
with a 1 result meaning that height and then weight is less than indicated, and a 4 indicating greater
height and weight, thus:
Resulting Change
Second d4 Roll Height Weight
1 (and check for 1 again) deduct 1” height/3’ base height deduct 5% weight
4 (and check for 4 again) add 1” height/3’ base height add 10% weight
Ignore rolls other than 1 or 4.
Hedonistic (Minor)
You love a good time. You party too much, drink too much, and eat too much. You have trouble
resisting an invitation to join someone in a drink and sometimes shirk your duties if offered a more
enjoyable time elsewhere.
Slow (Minor)
Your character’s Pace is reduced by 1. This is cumulative with the Lame Hindrance.
Combat Edges
Arcane Skill (Any) d8+
You have an instinctive and growing mastery
of your magic, by paying the additional power
points required you can get the following effects.
Quick Draw Master
You have to meet the Rank requirement before
Requirements: Quick Draw
certain Metamagic abilities become available.
A quick draw master is adept at using the
You can stack Metamagic abilities if you so wish
speed of a draw to their advantage. When
and the Wizard Edge applies as normal.
drawing a weapon and acting before an
By spending one additional Power Point at
opponent (such as on a held action or higher
the time of activation, the Metamagic Master
initiative card), they gain +2 to hit. This bonus
may:
does not apply to ranged weapons, although it
• Apply a –1 modifier to the opposed or
does negate the need to roll Agility for large
Agility rolls of opponents to resist an
weapons like rifles.
effect
Social Edges
Thaumaturgy); Arcane Skill d10
The hero may set a particular action or
event to trigger the activation of a spell. Blast
might be cast upon a book but not take effect
until that book is opened, for instance.
Patron
This edge requires the spellcaster to cast Requirements: Veteran, Connections
the spell in advance. The Power Point cost is Your hero is has a benefactor who provides
likewise paid in advance, and requires an him with a monthly income of $50 a month. He
additional investment of 2 Power Points beyond occasionally calls upon you to perform tasks for
the standard cost of the power. him in exchange for his patronage.
Once the trigger is set, the spell will not If you offend or betray this benefactor, the
activate until the action or event established benefits of this Edge can be lost. It must then be
takes place. The spell cannot be maintained chosen again for the benefits to be restored.
beyond the initial investment of Power Points.
This edge can be taken more than one Renown
time, but only once per rank. Requirements: Veteran
Your hero has made a name for yourself.
Mention of him elicits much excitement among
Versatile Caster many circles.
Requirements: Veteran, Arcane Background Add 2 to your hero’s Charisma, but only for
(Any), Smarts d8+, Knowledge (Arcana) or those who’ve heard of him. This is generally up
Knowledge (Miracles) d10+, Arcane Skill (Any) to the GM. If he’s unsure, it’s 50/50.
d10+
The versatile caster is one of considerable
skill in experience in his art. When selecting this
Edge, they may select any two of their known
Powers and, using new trappings, create new
Weird Edges
variations on their existing abilities.
This Edge may be selected multiple times. Divination
Limitation: This edge can only be applied to Requirements: Novice
Powers you have purchased with a leveling The hero is able to employ means of
opportunity, as an Edge. Powers learned divination and fortune telling to determine
through Tomes have fixed trappings. connections, foresee future events, and similar
phenomena. For every level of Spirit, the hero
may ask one specific question about a person,
Power Edges
Medium Alchemy Fantasy Gear Toolkit
Requirements: Novice, Spirit d8+ Arcane Artificer Fantasy Gear Toolkit
Your hero can channel the spirits of the Improved Arcane Artificer` Fantasy Gear Toolkit
Enchant Fantasy Gear Toolkit
dead, allowing them to be questioned. It can be Improved Enchant Fantasy Gear Toolkit
a dangerous power if care is not taken. Golem Artificer Fantasy Bestiary Toolkit
The function of the power is similar to
Divination. Channeling a specific spirit requires
a Spirit roll. The medium’s Charisma score
should be added. The medium and his aids
may only ask as many questions as raises
scored on the Spirit roll. A personal, private item
that once belonged to the deceased grants a +1
bonus while an physical part (a lock of hair, a
corpse, etc) gives a +2 bonus. Without a
personal item, the spirit channeled will be
completely random. Successful channeling of a
spirit will leave the medium Exhausted.
Channeling spirits is a tricky business. The
GM should roll on the Reaction Table when it is
first accomplished to learn the spirit’s disposition
to the medium. Randomly channeled spirits are
at –4 to this roll. If it is hostile, the spirit may
attempt to take possession of the person. An
opposed Spirit roll is required, failure indicating
possession has taken place. Every minute
thereafter, the contest is repeated until the
Currency
All the recognized states of the Legendary Earth have their
own standards of coinage. Modern coins will be easy to 1 copper coin = $1
recognize. The origin of ancient coins may be more elusive, 1 silver coin = $10
and they may prove valuable to collectors. 1 gold coin = $100
While in game terms currency retains the $ denotation to
keep things compatible with the Savage Worlds rules, there is Thus…
no “dollar” among the cultures of the world. Rather, coins are 10 copper coins = 1 silver coin
minted from three primary metals: gold, silver, and copper. 10 silver coins = 1 gold coin
While some advanced cultures and societies have a more
varied system of coinage, these three metals (or alloys based
upon them) are the most common.
Money Exchange: The cost for exchange is 10% of value. Naturally, in backward countries, the coinage
will be eclectic, so no exchange is needed. In really remote places, gold might fetch a premium of 10%
or higher. Generally, though, it is a good idea to have monetary exchange and charge the players’
Avatars, because they will otherwise have far too much cash in all likelihood.
Barding
Plate barding +3 30 1250 For horses; cover entire body
Shields**
Small shield (buckler) -- 8 25 +1 Parry
Medium shield -- 12 50 +1 Parry; +2 armor to ranged shots that hit
Large shield (Kite, Pavise, Tower) -- 20 200 +2 Parry; +2 armor to ranged shots that hit
** Shields protect only against attack from front and left (assuming a right-handed character)
Board Costs
Dice/knucklebones, 1 pair -- $1
Grindstone 10 $10-$25
Hacksaw 2 $5 Meal Low Avg High Exc
Hairbrush 0.5 $3 Breakfast $5 $10 $25 $125
Jar 1 $1 Dinner $10 $25 $75 $500
Supper $5 $15 $50 $250
Jug 2 $5
Keg 30 $25
Ladder, 15'
Lamp, oil, pint
20
1
$75
$15
Lodging Costs/Person
Time Low Avg High Exc
Lantern, hooded 2 $75 Night $25 $50 $125 $400
Lard, pint 1 $1 Week $125 $300 $750 $2,500
Nails, iron, 100 10 $10 Month $400 $1,000 $2,500 $9,000
Oil, lamp, quart 0.5 $5
Padlock and key 1 $50
Paintbrush, medium-large -- $10 Rental Costs/Month,
Furnished, City
Paint, 1 gallon 1 $30
Pepper, pound 1 $100
Pavilion 20 $100 Rooms Low Avg High Exc
Pike axe, mining 12 $30-$60 One $200 $350 $800 $3,000
Pipe, smoking -- $15 Two $300 $550 $1,250 $5,000
Pipeweed/tobacco, 8 oz. Pouch -- $5 Three $400 $750 $1,600 $7,000
Five* $600 $1,000 $2,500 $10,000
Pole, 10' 5 $5
Eight** $1,000 $1,750 $5,000 $20,000
Pouch, belt, large -- $10
*Small Villa
Pouch, belt, small -- $7 ** Large Villa
Powder, chalk 0.5 $1
Pulley 1 $5-$25
Quilt 6 $50-$150 Services
Quiver, 1 doz. Arrows cap. 2 $15 Service Cost
Quiver, 1 score arrows cap. 2 $25 Bath $2
Quiver, 1 score bolts cap. 2 $20 Ecclesiastic treatment: $250/day, one-day minimum
Quiver, 2 score bolts cap. 2 $35 curing illness/injury
Meal, cheap $1
Rope, 50' 8 $10
Meal, good $3
Sack, large 0.5 $8
Meal, feast $5
Sack, small -- $5
Ship passage $5+ per day
Salt, pound 1 $1-$5
Scabbard, broad 2 $100
Scabbard, long 2 $100
Scabbard, short 1 $60
Scabbard, sword, bastard 2 $150
Sheath, dagger or knife 0.5 $30
Skin for water or wine 1 $5
Soap, 8 oz. Bar -- $1-$5
Spade/shovel $25-$50
spike, iron, large 1 $1
String, 50' -- $0.10
Tent 10 $30
Transportation
Vehicle Size Weight Price Notes
Cart 3 people 350 $150
Coach (2-horse) 4 people 1,000 $1,250
Coach (4-horse) 4 people 1,200 $2,500
Howdah 3 people 200 $600 Sized for elephants; Apphir, Irohj
Wagon, small 2 people 600 $600 1,200 lbs cargo capacity
Wagon, large 2 people 600 $1,200 1,800 lbs cargo capacity
Canoe 2 people 130 $100
Boat (10’) 4 people 200 $250 1,000 lbs cargo capacity
Boat (20’) 8 people 800 $600 4,000 lbs cargo capacity
Longboat (30’) 16 people 2,000 $1,000 7,000 lbs cargo capacity
SEMI-PRECIOUS STONES
Bloodstone: Dark gray with red flecks
Carnelian: Orange to red-brown
Chalcedony: White
Chrysoberyl: Yellow green
Chrysoprase: Translucent apple to emerald
green
Citrine: Pale yellow brown
Fire Opal: Fiery red
Garnet: Green
Jasper: Blue, black to brown
Onyx: Black, white, or bands of both
Rock Crystal: Clear, transparent
Sardonyx: Bands of red and white
Spinel: Green, or deep blue
Tourmaline: Pale green, blue, brown, or red
Topaz: Golden yellow
LIVING DEAD
There are three types of living dead, and three kinds within each type, so there are nine separate
listings in all. These creatures are all listed under this singular heading because of their similarities. It is
most difficult to destroy any kind of living dead thing, because of the unholy energy that motivates them,
and the greater the kind, the more that must be done to rid the world of its presence.
SPIRITS OF EVIL
damage; Immune to disease and poison.
• Weakness (Holy Water, Oil): An animort
splashed with a three-ounce volume of holy
water or oil must make a Vigor roll or be Evil Animal Spirits
Shaken. These are of intermediate threat and force,
the type of spirit filled with an unholy energy and
BONEWALKER a devilish intelligence most unlike their natural,
Attributes: Agility d8, Smarts d4, Spirit d4, living sort. These spirits have some sort of
Strength d6, Vigor d6 thoughts, clearly, for in the night they stalk and
Skills: Fighting d6, Intimidation d6, Notice d4, bedevil humans. These evil animal spirits are
Shooting d6 created by evil Extraordinary Powers, such as
Pace 6, Parry 5, Toughness 7 those supplied by the dark Ability of
Treasure: None necromancy. Note that the Health/Free Will of
Special Abilities: these spirit creatures can exceed the normal
• Claws: Str+1 shown, for each victim one slays brings it an
• Bone darts (bolt): 2d6; each such attack additional point.
generates 1d4 such darts; range is 1”.
• Fearless: Bonewalkers are immune to fear NIGHTGRIM
and intimidation Attributes: Agility d6, Smarts d6, Spirit d6,
• Undead: +2 Toughness; +2 to recover from Strength d8, Vigor d10
being Shaken; No additional damage from Skills: Fighting d8, Guts d8, Notice d10, Stealth
called shots; Piercing weapons do half d6
damage; Immune to disease and poison. Pace 8, Parry 6, Toughness 9
• Weakness (Holy Water, Oil): A bonewalker Special Abilities:
splashed with a three-ounce volume of holy • Bite: a successful bite reduces the target’s
water or oil must make a Vigor roll or be Spirit by one die type. If reduced to 0, the
Shaken. target becomes raving mad. This condition
can only be cured by a Greater Healing
ZOMBOID power. Spirit levels return at a rate of 1 per
Attributes: Agility d6, Smarts d4, Spirit d4, hour. Healing will return one level, two on a
Strength d6, Vigor d6 raise. Greater Healing will restore all lost
Skills: Fighting d6, Intimidation d6, Notice d4, Spirit levels.
Shooting d6 • Undead: +2 Toughness; +2 to recover from
Pace 5, Parry 5, Toughness 7 being Shaken; No additional damage from
Treasure: None called shots; Piercing weapons do half
Special Abilities: damage; Immune to disease and poison.
• Claws: Str • Incorporeal: A nightgrim can become
• Fearless: Zomboids are immune to fear and immaterial in 1 round, and when in spirit
intimidation form travel at double normal pace (16”).
• Undead: +2 Toughness; +2 to recover from • Regeneration (special): Seeming destruction
being Shaken; No additional damage from of a nightgrim, that lacking theurgy power
called shots; Piercing weapons do half use, merely sends the it into immaterial form
damage; Immune to disease and poison. for 10 hours, and then it reforms and is able
GHOST GOLEMS
Attributes: Agility d10, Smarts d6, Spirit d10, Golems are magical constructs, given life
Strength d4, Vigor d4 through the imprisonment of a spirit within a
Skills: Fighting d6, Intimidate d8, Notice d8, constructed automaton. Creating on is costly
Persuasion d6, Stealth d6 and laborious, and few have the requisite
Pace 6, Parry 5, Toughness 6 knowledge. Despite being inhabited by a spirit,
Treasure: None (Varies) golems cannot talk. They are usually set to
Special Abilities: guard a post and will rarely leave it unless
• Touch (Possession): A ghost will attempt to commanded by their creator.
touch a target in order to possess him. The Each arcane background is associated with
attack ignores any armor worn by the target. one or more types of golems. Thus, a
The target makes an opposed Spirit roll geomancer is limited to the type of golem that
against the ghost. The gloom may possess can be produced, as is a necromancer or
the target for 1d4 rounds, during which time thaumaturgist.
it has full control of the target’s physical Note: The golems presented in this
body. document supercede those listed in the Fantasy
• Ethereal: Apparitions are semi-material and Bestiary Toolkit in regards to the Lejendary Earth
can only be harmed by magical attacks or setting. GMs who are not employing that setting
weapons. should feel free to mix and match as desired.
• Undead: +2 toughness, +2 to recover from
being shaken. Called shots do no extra BRASS GOLEM
damage. Arrows and piercing attacks do Attributes: Agility d10, Smarts d6, Spirit d8,
half-damage. Strength d6, Vigor d8