TEXT: Base Raiders/Savage Worlds Conversion Guide - Version 1
  This guide will explain how to implement the new systems introduced in the Base Raiders RPG for use in a
  Savage Worlds campaign. It will cover suggested modiﬁca�ons to the character crea�on system, as well as new
  mechanics for base crea�on, goals, power interac�ons, and loot. Gamemasters who wish to run a Base Raiders
  campaign in Savage Worlds but do not need the new systems do not need this guide at all. 
  Character Crea�on 
  Character crea�on follows normal rules. Use the following guidelines to make appropriate power level
  characters. See P. 47 of the Savage Worlds Deluxe Explorer’s Edi�on rulebook for more details on building
  characters above novice level.
  Low Power: Novice level characters. 
  Medium Power: Seasoned level characters. 
  High Power: Veteran level characters.
  Gamemasters running a low power level campaign may prohibit characters from taking the Arcane background
  during character crea�on, if they want to role play origin story adventures. It is recommended that player
  characters answer the ﬁve ques�ons on p. 93 of Base Raiders in order to ﬁll out their character’s background. 
  Base Crea�on
  Gamemasters who wish to use the collabora�ve base crea�on system as described on p. 187 can do so with the
  following modiﬁca�ons. Player characters cannot use untrained skills to inves�gate bases. The GM sets the
  modiﬁer of all skill checks to research a base in secret and it is recommended that the GM imposes at least a -1
  penalty to all skill checks. It is recommended that GMs uses raises to allow PCs to learn addi�onal or higher
  quality informa�on. 
  Goals
  In Savage Worlds, all powers cost the same, (one advance for the new power edge), so goals cost advances. A
  player only needs to determine the �er of his goal (p. 151 of Base Raiders) in order to calculate the cost of his
  goal. Remember that the point of a goal is to change the world, not improve your personal character.  Use the
  following chart to determine the number of advances and milestones required to complete the goal.
  Furthermore, characters must be of a certain rank when comple�ng a goal. The character does not need to be
  the required rank when beginning the goal, but the goal cannot be completed un�l the character achieves the
  required rank. If mul�ple characters are working together to complete a goal, only one needs to be the
  required rank in order to fulﬁll the goal, but that character must par�cipate in the ﬁnal milestone. Characters
  may pay for advances using loot, as described below. 
  Tier
  MilestonesAdvances Required Rank
  Personal 2
  2
  Novice
  City
  4
  3
  Seasoned
  National 6
  5
  Veteran
  Global
  8
  7
  Heroic
  Cosmic
  12
  10
  Legendary
  Loot
  The loot rules begin on p. 192 of Base Raiders, which explains how players can sell and use the loot they ﬁnd in
  bases. The values for loot and bulk remain unchanged. A person can normally carry 20 points of bulk and 20
  bulk worth of tech supplies equals 1 loot point, for example. The ra�os for selling loot varies as normal, as
  described on p. 194. 
  
  Loot is converted into advances at a 10:1 ra�o. other words, 10 loot points can be turned into 1 advance. These
  advances can only be used to pay oﬀ character goals, Burn (from the Power Interac�on rules, see below) or to
  acquire the Rich or Filthy Rich edge. 
  Power Interac�on
  The most complex system introduced in Base Raiders is the Power Interac�on system on p. 182. In Savage
  Worlds, characters normally gain new powers by acquiring the New Power edge by spending an advance.
  However, player characters can gain new powers by using power sources during game play, without spending
  an advance. Whenever a player character gains a new power without spending an advance, he creates an
  imbalance in his character. The excess cost is called Burn and remains un�l the character can pay for it through
  experience and loot. 
  Every new power creates 1 point of burn. In addi�on, the character gains 2 addi�onal burn for every rank the
  new power is compared to the character’s actual rank. For example, a novice character who gains a veteran
  ranked power gains a total of 5 burn (1 base + 4 for 2 ranks above novice)
  Burn Eﬀect
  0
  None - the character operates normally.
  1
  Strained: The character’s Vigor is reduced by 1 die. If it is already at 1d4,
  then reduce another physical a�ribute (Strength, Agility, Dexterity, or
  Figh�ng) by 1 die. If all physical a�ributes are at 1d4, then the character
  loses all bennies and may not gain any more as long as he has any burn.
  2-3 Miscibility: The character must take 1 consequence from the Miscibility
  table. 
  4-5 Major Strain: The character must halve  his Spirit and lower Vigor by 1
  die. If Tough is at 1d4, then the character loses a die in an a�ribute of
  the player’s choice. 
  6-7 Unstable: The character must take 1 new consequence from the
  Miscibility table. 
  8-10 Death Throes: The character’s body starts to burn away. The character
  will die in a manner of hours equal to his current Spirit with a minimum
  of 1 hour of �me. 
  11+ System Shock: The character dies from massive internal shock. He lives
  for a number of minutes equal to his current Spirit.
  All side eﬀects of Burn end when the character loses all Burn. All lost stats are recovered. 
  Miscibility Consequences: When a character gains enough Burn to take a miscibility consequence, use the
  following entries.
  Minor Consequences:  Each minor consequence costs ALL of the character’s Bennies (the character does NOT
  start the game with any Bennies, nor can the character earn any)
  Cosme�c ﬂaw: The character’s appearance changes slightly but no�ceably. Hair may change color, voice
  sounds diﬀerent, or the character may gain or lose weight. The character s�ll looks approximately the same
  and will not stand out any more than he has in the past. A human s�ll looks human, but an alien s�ll looks
  alien. People familiar with the character will no�ce the diﬀerence and the character takes a -2 penalty when
  making a social skill against them. 
  Persistent stress: The character suﬀers a -1 penalty on Toughness
  Weakened Power: The character loses 5 power points. 
  Moderate Consequences: each moderate consequence costs 3 Bennies per game session. In other words, the
  player character starts with no Bennies, but may earn Hero Points during game play normally. 
  
  Ineﬃcient Power Mixture: Only available if the character has an exi�ng power at Seasoned rank or higher. The
  highest ranked power of the character is replaced with a novice rank power of a similar nature. Final choice
  is le� to the gamemaster. 
  Major physiological change: The character undergoes a physical transforma�on that radically changes his
  appearance, to the point where he can no longer pass as a normal member of his species.. Humans look
  alien or monstrous. If he goes out in public, he will be labeled a monster or freak. Police will a�empt to
  arrest or kill him. Aliens and other non-human characters never change to the point where they look human
  though. If this consequence is removed because the character’s burn lowers, his appearance reverts to
  normal. The character suﬀers a -4 penalty to Charisma. 
  Cyclic Power: The character must have two super powers to take this consequence. The GM chooses one of
  the character’s powers and reduces its skill to 1d4. Once per session, the GM may choose a new power to
  reduce. The other power returns to its normal skill level. 
  Severe Consequences: Each Severe Consequence is free.
  Nulliﬁed Power: The character must have two super powers to take this consequence. One of the character’s
  other superpowers no longer works. The character may not choose the power that inﬂicted this Miscibility
  consequence on him
  Temporary: The power will not last very long, but you don’t know when it will end. The GM determines how
  long the power will last, but it should not last more than 24 hours. The character follows all rules for this
  power while it is in eﬀect, including burn. The character takes a -1 penalty to all Toughness checks. Once
  the character loses the power he loses the Toughness penalty. 
  Grotesque Physiological Trauma: The character’s body rejects the new ability, causing massive trauma. The
  character survives, but is crippled or deformed in a way determined by the GM. Common traumas are
  paralysis of a limb, losing sight or hearing, or developing a serious weakness to a common s�mulus like
  sunlight or water. In addi�on, the character’s Toughness, and Vigor are reduced by half (round down). 
  Posi�ve Consequences: A character may never have more than 1 posi�ve consequence at any given �me. 
  Addi�onal Power: The newly acquired power awakens a hidden power within the character. The character
  gains an addi�onal power but must pay for it without gaining any addi�onal burn. The addi�onal power has
  the same power source as the one that triggered this consequence. 
  
SOURCE: textdata/thevault/Base Raiders/Conversion Guides/Savage Worlds Conversion Guide v1.pdf