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  Table of Contents 
   
  Introduction 
  1 
  Pricing  
  1 
  Why Change the Scale? 
  1 
  Expanding the List 
  1 
   
   
  Edges 
  2 
  General Guidelines  
  2 
  Designing Edges 
  3 
  Quantity Matters 
  3 
  Minor Edges 
  3 
  Edge Categories 
  4 
  Races as Edges 
  5 
  Examples 
  7 
   
   
  Hindrances 
  9 
  Designing Hindrances 
  9 
  Improved Hindrances 
  9 
  Fluffy Hindrances 
  9 
  Examples  
  9 
   
   
  Templates 
  10 
  Designing Templates 
  10 
  Examples  
  10 
   
   
  Powers 
  11 
  Designing Powers 
  11 
  Base Power 
  11 
  Base Modifiers  
  13 
  Optional Modifiers  
  14 
  Finishing Touches 
  14 
  Freeform Magic 
  15 
  Ritual Magic  
  16 
  Examples 
  17 
   
   
  Crafting 
  24 
  Earning a Salary  
  24 
  The Interview 
  24 
  The Fruit of your Labour 
  24 
  Crafting Magic Items 
  24 
  Magic Item Attunement 
  24 
   
   
  Ability LIST 
  25 
  Wild Card 
  25 
  Traits 
  25 
  Charisma 
  25 
  Size 
  25 
  Combat Stats 
  26 
  Combat Abilities 
  26 
  Senses 
  27 
  Weaknesses and Resistances 
  27 
  Immunities 
  27 
  Origin 
  27 
  Movement 
  27 
  Limbs 
  28 
  Magic 
  28 
  Supernatural 
  28 
  Minions 
  29 
  Usage 
  29 
  Miscellaneous 
  29 
   
   
  Further References 
  30 
  Savage Abilities version 7 © 2014 Richard Woolcock (Zadmar) 
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at 
  www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle 
  Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the 
  quality, viability, or suitability for purpose of this product. 
  Artwork by Storn Cook, licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5 
  Generic License. Check out his amazing work on his website at www.stornart.com 
  Licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Generic. 
  
  ~ 1 ~ 
   
  Introduction 
    Savage Worlds offers an extensive list of Edges 
  and Hindrances in the core rule book, and each 
  setting and companion introduces further options. 
   
    Many GMs also wish to add their own Edges and 
  Hindrances, particularly when designing custom 
  settings.  However it can often be difficult to 
  balance these new abilities, particularly if you’re 
  not too familiar with the way the game mechanics 
  work in Savage Worlds. 
   
    Savage Abilities attempts to make the process 
  easier by providing a clear set of guidelines for 
  designing your own Edges and Hindrances.  It also 
  includes rules for creating Templates (zero-sum 
  abilities that have an equal amount of benefits and 
  drawbacks), and guidelines for balancing new 
  Powers, the latter of which can also be used as the 
  basis for a freeform magic system. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pricing 
   
    As with Savage Armoury, most of the direct 
  combat bonuses were balanced using my combat 
  simulator, which involved running (quite literally) 
  hundreds of millions of simulated fights between a 
  wide variety of different characters, and then 
  analysing the results. 
   
    While some people may disagree with the way 
  I’ve priced certain abilities (particularly things like 
  Hardy and Combat Reflexes), please don’t think 
  that I simply pulled all the values out of thin air. 
   
    However there’s no reason why you can’t change 
  the prices of abilities you disagree with – you can 
  still use the rest of the guidelines, just with your 
  own ability costs instead of mine. 
   
  Why Change the Scale? 
   
    The abilities used throughout this document are 
  conceptually similar to the race creation rules in 
  SWD, but more granular.  In Savage Armoury I 
  used a different scale (with 3 weapon ability points 
  the equivalent of 2 racial ability points), while in 
  Savage Beasts I also used half points, but neither 
  was quite able to offer the level of detail I wanted, 
  and for a Combat Edge even a fraction of a point 
  can be significant. 
   
    I first considered sticking with fractions, but that 
  would have required dealing in thirds and quarters, 
  which isn’t very intuitive when you’re adding up 
  lots of abilities.  So in the end I decided to multiply 
  the costs by 12, so that a basic +1 racial bonus 
  becomes a +12 ability bonus, which can be divided 
  by 2, 3, or 4 without the need for fractions. 
   
  Expanding the List 
   
    The ability list provided in this document is 
  extensive, but certainly not exhaustive.  However 
  many of the abilities were designed by reverse 
  engineering those from the core rules and other 
  supplements, and you can use the same principle 
  to add your own abilities to the list – by taking 
  Edges and Hindrances you consider to be balanced, 
  and breaking them down into component parts. 
  
  ~ 2 ~ 
   
  Edges
   
  General Guidelines 
   
    The following are some general guidelines you 
  should keep in mind when designing new Edges: 
   
  1. Don't reinvent the wheel. If there's already an 
  existing Edge that does something similar to what 
  you want, modify and rename it in the same way 
  as you'd use trappings to customise a power.  
   
  2. Make sure there are enough interesting Edges 
  to encourage diversity at Novice rank, but don't 
  overwhelm players with too many choices at the 
  start, and don't add Edges just for the sake of it.  
   
  3. Streamline and simplify. Make sure your Edges 
  are easy to understand and remember, so that you 
  don't need to re-read the descriptions every time 
  you use them.  
   
  4. Try to minimise the need for additional rolls and 
  bookkeeping, 
  particularly 
  for 
  combat-oriented 
  Edges, as they can significantly slow down combat 
  resolution.  
   
  5. Don't “give” bonuses that were previously 
  implied to be available to everyone, as this just 
  imposes limitations rather than offering something 
  new.  
   
  6. Don't create no-brainer choices. If an Edge is so 
  good that everyone feels obliged to take it, it 
  actually reduces the overall choices (because 
  players will take that Edge before diversifying).  
   
  7. Avoid excessive bonuses. As a rule of thumb, a 
  Professional Edge can give a +2 bonus to 2-3 non-
  combat/arcane skills, while a Combat Edge might 
  negate 2 points of penalty or grant a +1 bonus to 
  a specific use of a combat skill.  
   
  8. Keep the bigger picture in mind. Don't view 
  Edges in isolation, consider the impact they'll have 
  in combination with other Edges, abilities and 
  setting rules. This is also why +2 skill bonuses 
  should generally be limited to Professional Edges, 
  as it avoids potential stacking.  
   
  9. Don't allow an Edge to turn an attribute into a 
  dump stat. For example if you introduce an Edge 
  that allows Agility to be used for damage rolls 
  instead of Strength, the only incentive to take 
  Strength will be encumbrance (which many GMs 
  don't bother enforcing anyway).  
   
  10. Offer a selection of Edges for each attribute. 
  Every attribute should unlock some cool Edges 
  when it reaches d8, ideally it should unlock some 
  more at d10, and if possible try to have some 
  Edges that benefit directly from the attribute (so 
  that d12 provides additional benefits). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  ~ 3 ~ 
   
  Designing Edges 
   
    Edges are created by assigning and combining 
  different abilities, with each Edge being worth 24 
  ability points.  You can allow some leeway with 
  certain Edges, perhaps making their requirements 
  tougher or more lenient to compensate, but it is 
  recommended that you try to stay as close to 24 
  ability points as possible. 
   
    An Edge might also include minor freebies, such 
  as lowering the requirements for another Edge, 
  increasing the maximum to which an attribute can 
  be raised with advances, or even providing 
  additional limbs (they'd still suffer the offhand and 
  multi-action penalties).  This is a good way to flesh 
  out an otherwise lacklustre Edge. 
   
    As a general rule, an Edge should almost never 
  give a permanent penalty, although an activated 
  Edge might include penalties while active. 
   
  Quantity Matters 
   
    Some people go overboard adding new Edges, 
  something which even the rulebook warns against.  
  Not only does this increase the risk of unbalancing 
  the game (due to Edges complementing each other 
  in unexpected ways), it can also be overwhelming 
  for the players to have so many choices. 
   
    However there can also be problems at the 
  opposite extreme.  If you're running a lengthy 
  campaign throughout which each PC earns many 
  advances, it's important to give them enough 
  options to encourage diversity at the higher ranks 
  as well – otherwise you'll see characters begin to 
  converge around the same group of Edges, as they 
  run out of other things to spend their advances on. 
   
    There's no hard rule about how many Edges is 
  the right number to offer, it depends heavily on 
  both the setting and the length of the campaign.  
  However you can make the list less overwhelming 
  by reducing the number of Edges that are initially 
  available, for example: 
   
  • Edge Trees: An “Edge Tree” is a group of Edges 
  that are built around (and expand upon) a base 
  Edge, so that you can’t unlock the later Edges until 
  you’ve bought the first one.  The obvious example 
  from the core rules would be the Leadership 
  Edges, which all branch from the Command Edge, 
  however you could also use the same concept for 
  other groups of Edges. 
  • Flexible Edges: Some Edges can be purchased 
  multiple times, for example Trademark Weapon 
  can 
  be 
  purchased 
  for 
  different 
  weapons, 
  Professional can be purchased for different traits, 
  and so on.  Edges that work this way can offer 
  increased diversity, not only because a character 
  can take them more than once, but also because 
  two characters with the same Edge will usually 
  take a different “version” of it. 
   
  • Racial Edges: Racial Edges (as can probably be 
  guessed by the name) are Edges that are only 
  available to specific races.  They’re often used to 
  balance powerful races, by splitting off some of 
  their racial abilities into separate Edges.  However 
  they also serve as a good way to reduce the 
  options for new players, because each PC can only 
  take racial Edges for their own race, and may 
  therefore ignore the others. 
   
  • Ranked Edges: Often it’s enough simply to 
  distribute Edges across different ranks.  A starting 
  character 
  can 
  only 
  take 
  Novice 
  Edges, 
  so 
  introducing your new Edges as Seasoned rank or 
  higher will help keep things simple for newbies. 
   
  Minor Edges 
   
    Savage Worlds splits Hindrances into Minor and 
  Major, but Edges are always considered “Major”.  If 
  you wish to introduce “Minor” Edges then they 
  would each be worth 12 ability points, although 
  their requirements should follow exactly the same 
  guidelines as for Major Edges. 
   
    An advance can be used to buy one Major Edge 
  or two Minor Edges, or buy a Minor Edge and raise 
  one skill below its linked attribute, or to upgrade a 
  Minor Edge to a Major Edge and buy another Minor 
  Edge, and so on. 
   
    Some of the core Edges could easily be split into 
  two Minor Edges if you wished.  For example Beast 
  Master might be split up into Animal Empathy 
  (animals don't attack you) and Animal Companion 
  (you have a loyal animal companion). 
   
    Certain Edges provide +2 bonuses which could be 
  halved, for example a Minor version of Attractive 
  might give just +1 Charisma, while a Minor version 
  of Alertness might give +1 to Notice rolls.  The PC 
  could then choose to take either the Minor or Major 
  version of the Edge (much like some Hindrances). 
   
    Particularly weak Edges (such as Fast Healer or 
  Combat Reflexes) could also become Minor Edges. 
  
  ~ 4 ~ 
   
  Edge Categories 
   
    Edges in Savage Worlds are split into a number of 
  different categories, as follows. 
   
  Background Edges 
   
    These Edges are often hereditary, develop over 
  long periods of time, or manifest in response to 
  unusual events.  GMs may also require justification 
  for taking them after character creation. 
   
    Background Edges can sometimes provide similar 
  bonuses to other Edge categories, but care should 
  be taken to avoid overlap, particularly with Combat 
  and Professional Edges. 
   
    The requirements of Background Edges are 
  usually quite basic – they're always Novice rank, 
  and sometimes require d6 or d8 in a specific 
  attribute, but that's all. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Combat Edges 
   
    Edges which provide benefits in combat, including 
  bonuses to combat skills, are usually classified as 
  Combat Edges. 
   
    A typical Combat Edge might give a +1 bonus to 
  a specific use of a combat skill (e.g., one particular 
  weapon) or negate 1-2 points of penalty from a 
  specific source (e.g., halving the range penalty). 
   
    Combat Edges should have at least one of the 
  following basic requirements: 
   
  • d8 in an appropriate attribute. 
  • d8 in Fighting, Shooting, or Throwing. 
  • Seasoned rank (instead of the default Novice). 
   
    Improved versions of a Combat Edge are typically 
  Veteran rank, and always require the basic version 
  of the Edge.  You can design particularly powerful 
  abilities in this way, splitting them over two Edges. 
   
    If the Edge is a bit weak or overly specialised, but 
  you don't wish to give it any more bonuses, you 
  could instead reduce the requirements slightly 
  (perhaps only d6 in an appropriate combat skill, or 
  Novice rank for an Improved Combat Edge).  If the 
  Edge is a bit on the strong side, consider adding 
  one or more of the following requirements: 
   
  • Requires 2 (or all 3) of the basic requirements. 
  • Requires d10 in the appropriate attribute/skill. 
  • Rank requirement increases by 1 step. 
  • Requires an additional Edge. 
  • Requires an additional skill. 
   
  Leadership Edges 
   
    Leadership Edges are a form of “Edge Tree” – the 
  root Edge (Command) requires only Novice rank 
  and d6 in one attribute, but numerous other Edges 
  branch from it – each requires the root Edge, often 
  with another requirement (such as a higher rank, 
  and/or d8 in an attribute). 
   
  Power Edges 
   
    Power Edges are another form of “Edge Tree”, 
  much like Leadership Edges, except that these 
  branch from Arcane Background. 
   
    Other than New Power and Power Points (which 
  are a special case), these Edges are typically 
  Seasoned rank or higher, and often require an 
  attribute or skill. 
  
  ~ 5 ~ 
   
  Professional Edges 
   
    Professional Edges represent extensive training or 
  practice, or sometimes a magical blessing. 
   
    It is recommended that bonuses to non-combat 
  skills should only be provided by Professional 
  Edges, to avoid them stacking with other Edges. 
   
    Professional Edges pay half price for a Skill 
  Specialty, or quarter price if it only applies about 
  half the time.  They are almost always Novice 
  rank, and their skill bonuses should never apply to 
  combat or arcane skills. 
   
    A typical Professional Edge gives a +2 bonus to 
  two skills, and the requirements should include at 
  least d8 in both of those skills, or d8 in the 
  attribute linked to both skills (assuming both are 
  linked to the same attribute). 
   
    The Edge may also include a +2 bonus to one or 
  two other skills when used in a specific way (for 
  example, a Stealth bonus that only applies when 
  underground, or a Notice bonus that only applies 
  to spotting secret doors), in which case additional 
  requirements should be added, such as d6 or d8 in 
  the additional skills, or requiring an attribute in 
  addition to the skills. 
   
    Professional Edges which grant benefits other 
  than skill bonuses should still require at least d8 in 
  one attribute or d8 in two skills. 
   
  Social Edges 
   
    Social Edges are geared towards different forms 
  of social interaction, both positive and negative.  
  They are usually only Novice rank, and may also 
  require Spirit d8, or perhaps d6 or d8 in one or two 
  appropriate skills. 
   
  Weird Edges 
   
    Weird Edges cover various supernatural abilities 
  that don’t belong in any of the other categories.  
  They are usually Novice rank, and may also require 
  d8 in an appropriate attribute. 
   
  Wild Card Edges 
   
    Wild Card Edges provide specific bonuses that 
  only apply on a Joker.  They are typically Seasoned 
  rank, and require d10 in an appropriate skill, as 
  well as Wild Card status. 
   
  Racial Edges 
   
    Racial Edges are yet another type of “Edge Tree”, 
  but in this case they branch from a race.  They are 
  designed like other Edge categories, however they 
  usually provide bonuses or abilities that aren’t 
  available to other races, and are sometimes a little 
  bit stronger than other Edges. 
   
  Legendary Edges 
   
    Legendary Edges tend to be setting-specific, and 
  represent the more epic abilities.  They are always 
  Legendary rank. 
   
  Races as Edges 
   
    Races in Savage Worlds are usually balanced at 
  +2 racial points, which puts them on-par with an 
  Edge.  From a game design perspective, one could 
  actually argue that such races are a specialised 
  type of Edge – and there’s absolutely no reason 
  why you couldn’t design them exactly like any 
  other Edge! 
   
    Note that I’ve used the term “Race Edge” to help 
  differentiate 
  from 
  “Racial 
  Edges”, 
  which 
  are 
  another category entirely.  Racial Edges require a 
  specific race, but there are no restrictions on how 
  many you can take or when you can take them.  
  The two concepts are not mutually exclusive – for 
  example you might have “Dwarf” as a Race Edge, 
  and “Tunnel Runner” as a dwarf-only Racial Edge. 
   
    Creating your races in this way provides an 
  interesting solution for handling advanced races:  
  All characters begin with one free Edge, which they 
  can use for a Race Edge if they wish, otherwise 
  they’re human.  Multiple Race Edges can then be 
  stacked like building blocks in order to represent 
  the more powerful races. 
   
    You could also combine this concept with Minor 
  Edges in order to create weaker races (perhaps 
  half-fae only have Low Light Vision and nothing 
  else?), or even have Race Hindrances (for races 
  that are worse off than humans). 
   
  Race Edges 
    These Edges can only be taken during character 
  creation, and a character with no Race Edge is 
  considered human by default.  You may only take 
  a second Race Edge if it requires your first Race 
  Edge, and may only take a third Race Edge if it 
  requires your second Race Edge. 
  
  ~ 6 ~ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Elven Blood 
  Requirements: Novice 
    You have elven blood running through your veins, 
  making you a half-elf (unless you take a second 
  Race Edge).  You gain Low Light Vision, and a +1 
  bonus to Charisma. 
   
  High Elf 
  Requirements: Novice, Elven Blood 
    You are one of the great high elves, known for 
  their powerful intellect.  As well as the benefits 
  provided by Elven Blood, this Edge also increases 
  your Smarts by +1 die step, and grants you one 
  Arcane Background of your choice.  However you 
  also suffer from the Arrogant Hindrance. 
  Dark Elf 
  Requirements: Novice, High Elf 
    You are a dark elf, an evil offshoot of the high 
  elves.  As well as the benefits of Elven Blood and 
  High Elf, increase your Spirit by +1 die step, and 
  replace Low Light Vision with Darkvision.  Your 
  Arcane Background (from High Elf) must have 
  demonic or necromantic trappings. 
   
   
  Wood Elf 
  Requirements: Novice, Elven Blood 
    You are one of the agile wood elves who populate 
  the great forests.  As well as the benefits of Elven 
  Blood, you increase your Agility by +1 die step and 
  gain a +1 bonus to Notice rolls.  However you also 
  suffer from the All Thumbs Hindrance. 
   
  Hill Dwarf 
  Requirements: Novice 
    You are a hill dwarf, the most common caste of 
  dwarf.  You gain Darkvision and +1 die step to 
  Vigor, but your Pace is reduced by 2. 
   
  Mountain Dwarf 
  Requirements: Novice, Hill Dwarf 
    You are a mountain dwarf, the most ancient of 
  the dwarven races.  As well as the benefits of Hill 
  Dwarf, the range of your Darkvision is doubled and 
  your Strength increases by +1 die step.  However 
  you also suffer -1 Charisma. 
   
  Dwelf 
  Requirements: Novice, Elven Blood or Hill Dwarf 
    You are a dwelf, the unusual cross between an elf 
  and a dwarf.  You gain Low Light Vision from your 
  elven blood and Darkvision from your dwarven 
  heritage, as well as +1 die step to Vigor. 
   
  Goblinoid 
  Requirements: Novice 
    You belong to one of the goblinoid races, making 
  you a basic goblin unless you also take another 
  Race Edge.  You gain Low Light Vision, Small, and 
  +1 die step bonus to both Strength and Vigor, as 
  well as a -4 penalty to Charisma. 
   
  Orc 
  Requirements: Novice, Elven Blood or Goblinoid 
    You are an orc – the foul crossbreed of a goblin 
  and an elf.  You keep the Low Light Vision of both 
  races, as well as the Strength and Vigor bonuses 
  granted by Goblinoid.  You are no longer Small, 
  and your overall racial Charisma penalty is -2. 
  
  ~ 7 ~ 
   
  Examples 
   
    This section shows how certain Edges (including 
  several concepts from the core rules) can be built 
  using the guidelines in this document, and includes 
  example trappings to show how each Edge can be 
  used to represent several different abilities. 
   
    Improved versions of the Edges aren’t listed 
  explicitly; just assume they are Veteran rank. 
   
  Affinity (Minor/Major) 
  Trappings: Beast Master, Necromancer 
  Requirements: Novice, Spirit d8 
    As a Minor Edge, you have a natural affinity with 
  a certain category of creature, such as animals, 
  demons, elementals, undead, etc.  These creatures 
  won't generally attack you unless provoked. 
    As a Major Edge, you also have a loyal minion of 
  the same creature category (created as a starting 
  character except it's an Extra), if the minion dies it 
  requires about a week to obtain a replacement. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Defend (Minor/Major/Improved) 
  Trappings: Block, Dodge, Shield Mastery 
  Requirements: Seasoned 
    As a Major Edge, this grants you either +1 Parry, 
  or ranged attacks against you suffer a -1 penalty 
  to hit, chosen when the Edge is taken.  As a Minor 
  Edge, the benefits only apply in specific situations, 
  such as when wielding a shield or using the Defend 
  maneuver.  The Improved version of this Edge 
  doubles the bonus. 
   
  Double Attack (Major/Improved) 
  Trappings: Frenzy, Swift Shot, Double Throw 
  Requirements: Novice, d8 in the appropriate skill. 
    This Edge allows you to perform a double attack 
  with only a -1 penalty when using one combat skill 
  (Fighting, Shooting or Throwing), chosen when the 
  Edge is first taken.  You resolve the double attack 
  by rolling two trait dice and one Wild Die, and the 
  penalty applies to all other attacks you perform 
  that round.  The Improved version of the Edge 
  removes the penalty entirely. 
   
  Endurance (Minor/Major) 
  Trappings: Iron Jaw, Tough Skin 
  Requirements: Novice, Vigor d8 
    As a Minor Edge, this grants you a +1 bonus to 
  Soak rolls, while as a Major Edge it grants you a 
  +2 bonus. 
   
  Fast (Minor/Major) 
  Trappings: Fleet-Footed, Quick Walker, Sprinter 
  Requirements: Novice, Agility d8 
    As a Major Edge, gain +2 Pace, and your running 
  die is increased by +2 die steps.  As a Minor Edge, 
  either halve the Pace and running bonuses to +1 
  each, or gain just one of the two bonuses. 
   
  Henchman (Minor/Major) 
  Trappings: Big Boss, Pack Master, Loyal Steed 
  Requirements: Seasoned 
    As a Minor Edge, receive a loyal minion (created 
  as a starting character except it's an Extra), which 
  requires about a week to replace if killed.  As a 
  Major Edge, you gain a second minion. 
   
  Iron Will (Minor/Major) 
  Trappings: Backbone, Mentalist, Strong Mind 
  Requirements: Novice, Spirit d8 
    Gain +2 to opposed rolls for one arcane skill or 
  both tests of will (chosen when this Edge is taken).  
  The Minor version of the Edge only gives +2 when 
  resisting an opposed roll of the appropriate type, 
  or else +2 for just one of the “test of will” skills. 
  
  ~ 8 ~ 
   
  Natural Rider (Major) 
  Trappings: Race Driver, Horse Lord, Ace Pilot 
  Requirements: d8 in the appropriate skill. 
    This is a Professional Edge which grants a +2 
  bonus to either Boating, Driving, Piloting or Riding, 
  chosen when this Edge is first taken.  You may also 
  spend bennies to make Soak rolls for your current 
  vehicle/mount if it is covered by this Edge, using 
  the same skill (except without the +2 bonus). 
   
  Nice (Minor/Major/Improved) 
  Trappings: Attractive, Charming, Popular 
  Requirements: Novice, Spirit d8 
    As a Minor Edge, gain +1 Charisma.  As a Major 
  Edge the bonus increases to +2.  The Improved 
  version of this Edge doubles the Charisma bonus. 
   
  Plot Device (Major) 
  Trappings: Contacts, Scavenger, Ritualist 
  Requirements: Novice, an appropriate Edge 
    This Edge grants you the ability to manipulate the 
  plot in some specific way (chosen when this Edge 
  is first taken), either once per day or by spending 
  a benny (decided when the Edge is first taken). 
    The precise uses of this Edge are at the GM’s 
  discretion, but possibilities include scavenging 
  useful items, inventing magical rituals, rigging up 
  improvised devices, obtaining aid from allies, and 
  so on.  The results only last for the game session. 
   
  Powerful Blow (Major) 
  Trappings: Brawler, Weapon Specialisation 
  Requirements: Novice, Strength d8 
    When using a specific type of weapon (such as 
  unarmed, axes, etc.) you inflict +1 damage, 
  increased to +2 damage if you hit with a raise. 
   
  Resist (Minor/Major/Improved) 
  Trappings: Arcane Resistance, Cold Resistance 
  Requirements: Novice, Spirit d8 
    As a Minor Edge, you have +1 armour and gain 
  +1 to resist opposed rolls against one specific type 
  of energy, chosen when this Edge is first taken.  As 
  a Major Edge, the bonuses increase to +2.  The 
  Improved version of this Edge doubles the bonus. 
   
  Slayer (Major) 
  Trapping: Holy Knight, Dragon Slayer, Giant Killer 
  Requirements: Veteran 
    You inflict +d4 damage when fighting a specific 
  type of foe, such as dragons, giants, or evil beasts. 
    This Edge is a little stronger than average (+3.33 
  damage instead of +3), so the rank requirement 
  has been increased by +1 step. 
  Special Bond (Minor/Major) 
  Trappings: Beast Bond, Common Bond, Loyal 
  Bond, Necromantic Bond, Natural Leader 
  Requirements: Novice, Spirit d8 
    As a Major Edge you can share your bennies with 
  one category of creature, such as Wild Card allies, 
  troops under your command, animals you control, 
  undead you’ve animated, demons you’ve bound to 
  your will, etc. 
    As a Minor Edge you can share your bennies with 
  one specific creature, such as your loyal sidekick, 
  significant other, trusty steed, etc.  If this specific 
  creature dies, it takes about a week before you can 
  apply the Edge to another. 
   
  Special Talent (Minor/Major) 
  Trappings: Alert, Brave 
  Requirements: Novice, Background Edge 
    As a Minor Edge, you gain a +1 bonus to one 
  specific skill roll, such as Notice or Guts, chosen 
  when this Edge is first taken.  As a Major Edge the 
  bonus increases to +2.  This cannot be applied to 
  combat skills, arcane skills, or “test of will” skills. 
   
  Specialised Hitter 
  Trappings: Bruiser, Double Grip, Weapon Finesse 
  Requirements: d8 in the attribute rolled, d8 in 
  appropriate combat skill 
    When using a specific type of weapon (such as 
  unarmed, light fencing blade, two-handed weapon, 
  psychic energy blade, etc.) with one of your 
  combat skills, you may roll a specific attributes 
  instead of d6 for the extra damage die on a raise, 
  up to a maximum of d12. 
    The weapon type, combat skill and attribute must 
  all be chosen when this Edge is first taken. 
   
  Strider (Minor/Major) 
  Trappings: Arctic Step, Desert Dweller, Forest 
  Walker 
  Requirements: Novice, Survival d8, Tracking d8 
    Select one type of terrain when this Edge is first 
  taken; you never treat your chosen terrain type as 
  difficult ground.  As a Major Edge, you also leave 
  no trail through such terrain for others to track. 
   
  Trickster (Minor/Major) 
  Trappings: Acrobat, Magician 
  Requirements: Novice, d8 in Agility or Smarts 
    This Edge grants you a bonus when performing 
  and resisting either Agility tricks or Smarts tricks, 
  chosen when the Edge is first taken.  As a Major 
  Edge the bonus is +2, while as a Minor Edge the 
  bonus is only +1. 
  
  ~ 9 ~ 
   
  Hindrances
   
  Designing Hindrances 
   
    Hindrances are created in much the same way as 
  Edges, however they give penalties rather than 
  bonuses; a Minor Hindrance is worth -12 ability 
  points, while a Major Hindrance is worth -24 ability 
  points.  Hindrances usually have no requirements, 
  but they may occasionally block certain Edges. 
   
    It is possible for Hindrances to provide bonuses 
  as well as penalties, as long as the total balances 
  to -12 or -24, for Minor and Major respectively. 
   
  Improved Hindrances 
   
    Just as there are Improved Edges for abilities 
  that are particularly strong, so it’s also possible to 
  have Improved Hindrances for drawbacks that are 
  exceptionally bad. 
   
    An Improved Hindrance can be taken instead of a 
  Major Hindrance, but it is worth -48 ability points 
  instead of -24; it gives the character 4 points to 
  spend on attributes, Edges, skills or money during 
  character creation. 
   
    The Blind Hindrance in SWD would be classified 
  as an Improved Hindrance, but you could add 
  others, such as No Arms, No Legs, etc.  Improved 
  Hindrances are always a significant drawback, and 
  should almost always be crunch-based. 
   
  Fluffy Hindrances 
   
    Fluff-based drawbacks (as opposed to crunch-
  based drawbacks, which give actual penalties to 
  certain rolls or stats) can be more difficult to 
  balance, but as there's a strict limit on how many 
  Hindrances characters can take, it's not something 
  you need to worry about too much. 
   
    My suggestion would be to read the flavour text 
  for Greedy, Delusional, Vengeful and Vow (from 
  SWD); note the difference between the Minor and 
  Major versions of each Hindrance, and use that as 
  a guideline when creating your own. 
   
    As a general rule, the Major version of a fluff-
  based Hindrance occurs much more frequently, 
  and the character is willing to kill for it. 
  Examples 
   
    The following are some simple generic examples 
  of how to create certain types of Hindrance: 
   
  Decrepit (Major) 
  Trappings: Crippled, Elderly, Feeble 
    This Hindrance reduces both your Strength and 
  Vigor by 1 die step, and prevents you raising them 
  after character creation.  If this would reduce your 
  Strength below d4, you instead suffer a -1 penalty 
  to all Strength and damage rolls, and your load 
  limit is halved.  If this would reduce your Vigor 
  below d4 then you instead suffer a -1 penalty to all 
  Vigor rolls, and your Toughness is reduced by 1. 
    You also gain 2 free skill points, which must be 
  spent on skills linked to Smarts, and if you wish 
  you may also take the Slow Hindrance (this doesn’t 
  count towards your Hindrance limit, although any 
  points gained from it must be spent on additional 
  skills linked to Smarts). 
   
  Distinct Behaviour (Minor/Major) 
  Trappings: Arrogant, Cautious, Curious, Quirk 
    This Hindrance represents a distinctive behaviour 
  exhibited by the character.  The Minor version of 
  this Hindrance should come up from time and time, 
  and can cause annoyance or discomfort, while the 
  Major version occurs more frequently and/or can 
  put the character at significant risk. 
    Note that this Hindrance may be taken multiple 
  times, but each must have a different trapping. 
   
  Slow (Minor/Major) 
  Trappings: Lame, Obese, Old, Peg Leg 
    This Hindrance reduces your Pace and running die 
  by 1 (as a Minor Hindrance) or 2 (as a Major 
  Hindrance).  If your running die is reduced below 
  d2, you can no longer run. 
   
  Unpleasant (Minor/Major) 
  Trappings: Bloodthirsty, Mean, Outsider, Ugly 
    This Hindrance reduces your Charisma by 2 (as a 
  Minor Hindrance) or 4 (as a Major Hindrance), 
  although the penalty doesn’t apply to everyone, 
  only those affected by the trapping – which should 
  be most people, unless the Hindrance includes an 
  additional drawback. 
    Note that this Hindrance may be taken multiple 
  times, but each must have a different trapping. 
  
  ~ 10 ~ 
   
  Templates
   
  Designing Templates 
   
    In Savage Worlds, Edges represent advantages 
  while Hindrances represent drawbacks.  But 
  sometimes it’s desirable to have zero-sum abilities 
  which provide an equal value of both advantages 
  and disadvantages – for example if a PC is turned 
  into a werewolf or vampire, it makes things much 
  easier if the GM can simply assign the character a 
  set of modifiers, without needing to worry about 
  rebalancing them against the rest of the party. 
   
    A Template is created much like an Edge or 
  Hindrance, except that it’s worth 0 ability points.  
  If you wish to have Templates that are stronger 
  than normal, the additional benefits should be 
  turned into a set of special Edges that can only be 
  taken by someone with the appropriate Template. 
   
  Examples 
   
    Savage Undead (and the werebeasts in Savage 
  Beasts) includes some fairly detailed examples of 
  Templates, but here are a few basic ones: 
   
  Aquatic 
    You gain 2 skill points to spend on the Swimming 
  skill, cannot drown, and swim at a Pace equal to 
  your full Swimming skill.  You must also be fully 
  immersed in water once per day, as per the Major 
  Habit Hindrance, and suffer -2 Pace on land. 
   
  Arctic 
    You suffer +4 damage from heat and fire, and -4 
  to resist heat-based environmental conditions.  
  However you also gain a +4 bonus to resist cold-
  based environmental conditions, and no longer 
  treat snow or ice as difficult ground. 
   
  Celestial 
    Suffer -4 damage from electricity, but you are 
  now affected by powers and abilities that work on 
  good creatures.  You also suffer -4 Charisma when 
  dealing with evil beings. 
   
  Child 
    Reduce your Size by one category (e.g., Medium 
  becomes Small) and suffer -2 Charisma due to 
  adults not taking you seriously, but gain +1 benny 
  per session. 
  Dire Beast 
    Increase Size by one category (e.g., Medium 
  becomes Big) and Pace by +2.  The animal also 
  gains the Bloodthirsty Hindrance; dire beasts are 
  very aggressive! 
   
  Infernal 
    Suffer -4 damage from heat and fire, but you are 
  now affected by powers and abilities that work on 
  evil creatures.  You also suffer -4 Charisma when 
  dealing with holy creatures. 
   
  Winged 
    Gain the ability to fly at normal Pace with Climb 
  0, but your Vigor is also reduced by 1.  If this 
  would reduce Vigor below d4, instead suffer a -1 
  penalty to all Vigor rolls, and your Toughness is 
  reduced by 1. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  ~ 11 ~ 
   
  Powers
   
  Designing Powers 
   
    To create a new power, first choose one of the 
  five base powers as a starting point: Invocations 
  are fast spells, such as energy bolts, fireballs and 
  healing magic.  Enchantments apply bonuses or 
  penalties to the target and usually last for a while.  
  Conjurations summon creatures, objects, matter or 
  energy.  Execrations represent curses and indirect 
  or non-damaging attacks.  Divination is used to 
  discover and reveal information. 
   
    Once you’ve chosen the base power, select any of 
  its innate modifiers that you wish to use.  The spell 
  has an initial casting cost of 0 Power Points, but 
  modifiers will often increase or decrease the cost.  
  Note that the total cost of the spell can’t fall below 
  0; it can be free to cast, but it never restores PP. 
   
    The next step is to choose one of each of the four 
  base modifiers: Range, Template, Duration and 
  Maintenance.  After that you may also apply one or 
  both of the two optional requirements if you wish. 
   
    Finally, and perhaps most important of all, you 
  must choose the trappings for your new spell! 
   
  Base Powers 
   
    All spells start out with one of the following five 
  base powers: 
   
  Invocation 
    Perform a single action using your arcane skill 
  instead of the normal trait, ignoring all modifiers 
  for tools (or a lack thereof).  If you simulate a 
  combat skill, you are treated as if you were using a 
  Str+d6 weapon for Fighting, a 2d6 range 12/24/48 
  weapon for Shooting, or a Str+d6 range 6/12/24 
  weapon for Throwing.  You can apply one or more 
  of the following modifiers: 
   Roll (+1 PP): If the action normally requires a 
  trait roll to perform (rather than succeeding 
  automatically), it costs +1 PP, and your arcane 
  skill roll is treated as if it were the trait roll. 
   Swift (+1 PP): If the action normally requires 
  more than a round to perform, it costs +1 PP, 
  and can now be completed as a normal action. 
   Repeatable (+1 PP): If the action can 
  normally 
  only 
  be 
  attempted 
  once 
  for 
  a 
  particular 
  situation 
  (such 
  as 
  Healing 
  or 
  Survival), it costs +1 PP, and can now be 
  attempted multiple times. 
   Counter (+1 PP): You may also use this 
  ability to counter someone else's action, as 
  long as you're on Hold and successfully 
  interrupt them.  This works against all actions, 
  not just powers.  Use your arcane skill roll to 
  oppose their trait roll, on a success you're able 
  to counter their action with your magic (for 
  example telekinetically deflecting an arrow, 
  knocking aside a blade with a bolt of force, 
  magically dispersing a fireball, etc.). 
   Dispel (+1 PP): You may also use this ability 
  to undo a power that someone else has cast.  
  Make an opposed roll against the caster's 
  arcane skill, although you suffer a -2 penalty if 
  you're unfamiliar with their style of magic. 
   Boost (+X): You can boost the action with 
  additional abilities at the rate of +1 PP per 16 
  ability points (or fraction thereof).  For example 
  AP 2 costs +1 PP, increasing the damage of a 
  Shooting attack costs +2 PP for 2d8, or +4 PP 
  for 2d10 (or 3d6), etc. 
   
  Enchantment 
    Place an enchantment onto a target of your 
  choice, they may attempt to resist with an opposed 
  Spirit roll if they wish.  You must select one of the 
  following enchantments: 
   Abilities (X PP): Divide the number of ability 
  points in the enchantment by 24 and round 
  down to calculate the PP cost (yes, this means 
  a simple enchantment costs 0 PP).  In most 
  cases negative abilities are priced as if they 
  were positive abilities, although in special cases 
  the GM may allow the character to subtract 
  negative abilities from the total cost. 
   Transmute (X-1 PP): The target becomes 
  something else, losing its innate racial abilities.  
  In this case negative abilities are subtracted 
  from the total cost, although GM discretion is 
  strongly advised – each form should have an 
  appropriate mixture of bonuses and penalties 
  (see Savage Beasts for examples).  If the 
  trapping for the spell uses the same form every 
  time it’s cast, divide the total ability points by 
  48, otherwise divide by 24.  If the target is 
  unwilling, resolve like an Execration (Wound), 
  except the wounds don't linger (i.e., you must 
  "incapacitate" them in a single casting). 
   Gear (+2 PP): When using Transmute, gear 
  unusable in the new form temporarily vanishes. 
  
  ~ 12 ~ 
   
   
   
  Conjuration 
    Create minions, inanimate objects, barriers, 
  illusions, or areas of light or darkness.  You must 
  select one of the following Conjurations: 
   Minion (1 PP): You conjure a minion, created 
  exactly like the Minion ability (i.e., a normal 
  starting character, except it’s an Extra).  You 
  can conjure multiple Minions for +1 PP each, or 
  more powerful minions using the Strong ability. 
   Object (0 PP): You conjure a physical object.  
  If the object has a financial value, add the Cash 
  ability to reflect its price. 
   Matter (0 PP): You conjure solid matter with 
  Toughness 10.  Increasing the Toughness costs 
  +1 PP per 2 points of Toughness.  The matter 
  can appear around someone (like a cage), but 
  not directly on top of them. 
   Energy (0 PP): You conjure energy which 
  inflicts 2d4 damage to those moving through it.  
  Increasing the damage costs +1 PP per dice 
  step (i.e., 2d6 costs +1 PP, 2d8 costs +2 PP, 
  etc.).  The energy can appear around someone 
  (like a cage), but not directly on top of them. 
   Illusion (-2/-3 PP): The conjuration is just an 
  illusion, and doesn't really exist.  -3 PP affects 
  only one sense; -2 PP affects multiple senses. 
   Obscurement (-4 PP): The conjuration simply 
  obscures the area, blocking one sense of your 
  choice (typically vision). 
   Illumination (-6 PP): The conjuration simply 
  illuminates the area with light. 
    You can enhance your conjurations by selecting 
  the following optional modifier: 
   Abilities (+X PP): Divide the number of 
  ability points in the conjuration by 24 and 
  round down to calculate the PP cost of this 
  power.  Negative abilities are usually priced as 
  those they were positive abilities, although in 
  some cases the GM may allow the character to 
  subtract negative abilities from the total cost. 
   
  Execration 
    Afflict your enemy with a curse, or perform some 
  sort of indirect attack, or a non-damaging attack.  
  The target may attempt to resist your arcane skill 
  roll with an opposed roll, depending on the sort of 
  execration you wish to perform.  You must select 
  one of the following Execrations: 
   Stun (0 PP): Opposed with Smarts.  On a 
  success, opponent becomes Shaken. 
   Fear (0 PP): Fear check (opposed with Guts or 
  Spirit). 
   Knockdown (0 PP): Opposed with Strength.  
  On a success, opponent is knocked prone and 
  moved 2d6" away from the caster (or in a 
  random direction if more appropriate, or d6" if 
  the caster controls the direction), becoming 
  Shaken if they strike a solid object. 
   Restrain (1 PP): Opposed with Agility.  On a 
  success, opponent is partially restrained (-2 to 
  Pace and physical actions, including attempting 
  to break free).  On a raise, they are fully 
  restrained (Pace 0 and -4 to physical actions).  
  They can break free with a successful Strength 
  or Agility roll as a normal action (if others try to 
  help, they also suffer the restraint penalty to 
  their roll), on a raise opponent can also act the 
  same round they escape. 
   Hinder (1 PP): Opposed with Smarts.  On a 
  success, opponent becomes partially hindered 
  (as a Major Hindrance).  On a raise, they are 
  fully hindered (as an Improved Hindrance).  
  They can recover with a trait roll at -2 (or at -4 
  if the power was cast with a raise) using either 
  Smarts or Spirit, and on a raise they can also 
  act on the round they recover. 
   Sleep (1 PP): Opposed with Spirit.  On a 
  success, opponent falls asleep, although they 
  can be woken by loud noises if they make a 
  successful Notice roll. 
   Wound (2 PP): Opposed with Spirit.  On a 
  success, opponent becomes Shaken, while each 
  
  ~ 13 ~ 
   
  raise causes a wound.  An incapacitated foe 
  suffers 
  an 
  appropriately 
  unpleasant 
  (but 
  sometimes reversible) fate, depending on the 
  trappings, such as petrification, entrapment, 
  paralysis, 
  banishment, 
  eternal 
  slumber, 
  supernatural transformation, etc. 
   Exhaust (2 PP): Opposed with Vigor.  On a 
  success, opponent becomes Shaken.  Each 
  raise causes a level of Fatigue, with the type of 
  Fatigue depending on the trappings of the 
  power. 
   Drain (2 PP): Opposed with arcane skill.  Each 
  success and raise drains d6 Power Points from 
  the victim.  The caster does not gain these 
  Power Points, they are lost. 
    You may also apply one or both of the following 
  optional modifiers if you wish: 
   Substitute (+0/+1 PP): Your power is 
  resisted with a different attribute from the one 
  listed above.  This option is free except when 
  applied to an improvised spell. 
   Resistible (-1/-3 PP): Instead of an opposed 
  roll: victim resists with attribute roll at -2 (or -4 
  on a raise) for -1 PP (Hard); attribute roll at -2 
  (always) for -2 PP (Medium); attribute roll at 
  +0 (or -2 on a raise) for -1 PP (Easy). 
   
  Divination 
    Discover useful information about a place, object 
  or person.  When used directly on another person 
  (such as to read someone’s mind) the target may 
  attempt to resist with an opposed Spirit roll.  On a 
  success you gain an emotion-based answer, such 
  as fear, anger, love, hate, etc.  You can apply one 
  or both of the following modifiers: 
   Depth (+1 PP): This allows you to obtain 
  deeper or hidden information, such as reading 
  someone's memories (rather than just surface 
  thoughts) or uncovering secrets (rather than 
  public information you just weren't aware of). 
   Precision (+1 PP): This version gives you a 
  more detailed answer, including simple yes/no 
  questions (or a short sentence on a raise). 
   
  Base Modifiers 
   
    All spells must have one of each of the following 
  four base modifiers: 
   
  Range 
    You must know the location of the target (to 
  within a few feet), and even then you suffer -6 to 
  any attacks if you can't actually see them or in 
  some other way precisely pinpoint their exact 
  location.  If you apply range to a combat Action, 
  you can make the attack originate from any point 
  within range.  Choose one of the following: 
   Self (-1 PP): Only works on yourself. 
   Touch (+0 PP): You must touch the target. 
   Short (+1 PP): Linked attribute*. 
   Medium (+2 PP): Double linked attribute*. 
   Long (+3 PP): 50 times linked attribute*. 
    There are also combat ranges, although these are 
  usually used by Invocations, which gain Short and 
  Medium range for Throwing and Shooting actions 
  respectively, included for free (you can even 
  reduce this range to recover PP, for example if you 
  wish to use a Cone Template). 
   Combat Short (+1 PP): Range 6/12/24. 
   Combat Medium (+2 PP): Range 12/24/48. 
   Combat Long (+3 PP): Range 24/48/96. 
  * The attribute linked to your arcane skill. 
   
  Template 
    Some powers target individuals, and others cover 
  an area.  If the power fills a Template and doesn’t 
  already require an opposed attribute roll to resist 
  (such as an attack), victims can attempt to evade 
  with an opposed Agility roll.  Attacks that fill a 
  Template usually ignore worn armour unless it’s 
  sealed.  Choose one of the following: 
   None (+0 PP): Individual target.  If this is an 
  Enchantment or Execration, you may add up to 
  four additional targets for +1 PP each. 
   Small (+1 PP): Small Burst Template. 
   Medium (+2 PP): Medium Burst Template. 
   Cone (+3 PP): Cone Template. 
   Line (+1/+2/+3 PP): 1”x3/6/12” Template. 
   Large (+4 PP): Large Burst Template. 
    If you’ve applied a Template, you may also use 
  one or both of the following modifiers if you wish: 
   Selective (+2 PP): Specify at casting time 
  exactly who within the Template is affected. 
   Dive (-2 PP): This modifier can only be 
  applied to powers that can normally be avoided 
  with an opposed Agility roll.  The victim now 
  dives for cover on a successful Agility roll at -2, 
  instead of making the normal opposed roll. 
   
  Duration 
    Enchantments and Conjurations usually have a 
  non-instant duration.  Choose one of the following:          
   Instant (+0 PP): Or until end of your turn. 
   Rounds (+1 PP): 3 rounds (X/round). 
   Minutes (+2 PP): 3 minutes (X/minute). 
   Hours (+3 PP): 1 hour (X/hour). 
    Power Points used to cast a spell cannot be 
  recovered until that spell ends, e.g., if you cast 
  “mystic armour” with a duration in hours, you 
  cannot recover the PP used to cast it while the 
  spell is still active. 
  
  ~ 14 ~ 
   
  Maintenance 
    Some powers are more expensive to maintain 
  than others.  Choose one of the following: 
   Double (-1 PP): 2 PP per round/minute/hour. 
   Single (+0 PP): 1 PP per round/minute/hour. 
   Free (+1 PP): 0 PP per round/minute/hour. 
    The frequency of maintenance is based on the 
  duration, so a power with a duration in minutes 
  has to be maintained each minute, while a power 
  with a duration in hours only has to be maintained 
  each hour.  Spells with an instant duration can 
  never cost double to maintain, but they can be 
  free; the risk of disruption and the penalty for 
  maintaining the power is applied immediately. 
   
  Optional Modifiers 
   
    These two modifiers are optional, and can only be 
  applied to improvised spells if you also have the 
  appropriate Edge (described in the Freeform Magic 
  section on the next page). 
   
  Sympathetic 
    This modifier indicates that you're able to form a 
  sympathetic link with your target, allowing you to 
  cast the spell over any range as long as you hold 
  something strongly connected to them. 
    Sympathetic spells are always at least Seasoned 
  rank, and require the Sympathetic Magic Edge. 
   Major (+1 PP): You hold a piece of the target 
  (hair, nails, blood, leaf, brick, splinter, etc.). 
   Minor (+2 PP): You have a valued personal 
  possession of the target or something strongly 
  tied to them (an item of clothing, favourite toy, 
  the key to a chest you wish to locate, etc.). 
   
  Linkage 
    You can link two powers together to form a 
  composite power, as long as each spell uses a 
  different base power, and each costs at least 1 PP 
  to cast.  Make a single arcane skill roll for the 
  composite power, if the primary spell succeeds, 
  resolve the secondary spell as well, otherwise both 
  fail (you still have to pay the full PP cost). 
    Linked spells are only available at Heroic rank, 
  although at the GM’s discretion it may be possible 
  to have special Legendary powers which link three 
  spells together (by applying “Linked” twice). 
   Linked (+1 PP): Combine the PP costs for 
  both spells, and then add another +1 PP. 
    You may also apply the following if you wish: 
   Necromantic (-2 PP): The secondary power 
  fails unless the primarily power incapacitates or 
  kills a creature.  Reduce the secondary power 
  cost by 2, to a minimum of 1 PP. 
  Finishing Touches 
   
    After you’ve chosen the modifiers for your power, 
  you need to determine its rank and trappings. 
   
  Rank Requirements 
   
    Rank requirements for powers are based far more 
  on intuition than strict rules, but you can use the 
  following if you're not sure where to start.  Powers 
  are Novice rank by default (unless Sympathetic or 
  Linked); Divination spells usually remain Novice. 
   
    Invocation: If the power has one or more of 
  Dispel, Counter, Template (Large), Range (Long or 
  Combat Long), or Duration (other than Instant), 
  increase the rank to Seasoned. 
   
    Enchantment: If the power grants (or is able to 
  grant) a negative ability and also has Maintenance 
  (Double), or if it has 50 or more points in Abilities, 
  increase the rank to Seasoned.  If it grants Minion 
  or Flight, increase the rank to Veteran.  If it grants 
  Ethereal or Plot Device, then increase the rank to 
  Heroic.  If the power uses Transmute, divide the 
  number of ability points by 48 and round down, 
  then increase the rank requirement by that many 
  steps (i.e., 48+ is Seasoned, 96+ is Veteran, etc.). 
   
    Conjuration: Matter and Energy both increase 
  the rank to Seasoned.  Minion increases the rank 
  by +1 step per 1 PP spent on the Stronger ability. 
   
    Execration: Knockdown, Sleep and Exhaust each 
  increase the rank to Seasoned, Wound increases it 
  to Veteran, and Drain increases it to Heroic. 
   
  Applying Trappings 
   
    If the mechanics are the skeleton of your power, 
  then the trappings are the meat.  Each spell should 
  have its own name and description.  The trappings 
  also determine who the spell can affect; a fireball 
  injures most people but not fire elementals, a holy 
  incantation only harms demons and undead, etc. 
   
    Some trappings are beneficial while others are a 
  drawback, and the GM should balance them out 
  using other benefits and drawbacks.  This part of 
  power design is more art than science, although 
  you can use ability values for the crunchier parts, 
  and the Hindrance guidelines for fluffy penalties. 
   
    Check out Savage Spellbook for some detailed 
  examples and suggestions about using trappings. 
  
  ~ 15 ~ 
   
  Freeform Magic 
   
    Freeform magic is handled through a set of 
  special Edges.  At the GM’s discretion, you may be 
  allowed to take Improvised Power instead of one or 
  more of the powers that come with your Arcane 
  Background – the GM could even design a new 
  Arcane Background for improvised spellcasters, in 
  which case they might not even be allowed to take 
  the New Power Edge. 
   
  Improvised Power Edges 
   
    Improvised spells can slow down the game if the 
  player is indecisive.  The preparation action is 
  intended to help by giving the player an extra 
  round to decide on their spell.  If they wish to 
  prepare and cast on the same round, it is 
  recommended that they only be allowed to do so if 
  they already know what spell they wish to cast 
  (i.e., don't make everyone wait while they add up 
  the numbers). 
   
    If the player is still taking too long, consider 
  asking them to write a load of spells down on 
  cards, and only allow them to use those cards 
  when casting spells (they can write more spell 
  cards whenever they like, as long as they don't do 
  it while other people are waiting for them to act). 
   
    The card-based approach works particularly well 
  in combination with Spell Memorisation, as each 
  player will only have a few spells memorised at 
  any one time, represented by a hand of cards. 
   
  Improvised Power 
  Requirements: Novice, Arcane Background 
    You gain one of the five base powers, and can 
  use it to improvise and cast spells on the fly.  It 
  requires a normal action to prepare an improvised 
  spell, and you must cast it with your next action, 
  otherwise the preparation is wasted.  It is possible 
  to both prepare and cast a spell in the same round, 
  but you will suffer the usual MAP to your arcane 
  skill roll.  The total Power Point cost (after applying 
  all modifiers) is doubled for improvised spells. 
    This Edge can be taken up to five times, once for 
  each of the base powers. 
   
  Intuitive Spellcaster 
  Requirements: Novice, Improvised Power 
    You have an intuitive knack for casting spells on 
  the fly.  Whenever you cast an improvised spell 
  which costs 2 or more Power Points, you reduce 
  the total casting cost by 1. 
  Intuitive Spellcaster, Improved 
  Requirements: Veteran, Intuitive Spellcaster 
    You now reduce the PP casting cost of your 
  improvised spells by 2, although this can’t reduce 
  the casting cost below half of the original cost (i.e., 
  it can’t be made cheaper than a non-improvised 
  version of the same spell). 
   
  Spell Linkage (Minor/Major) 
  Requirements: Heroic, Improvised Power 
    You gain the ability to apply the Linkage modifier 
  to your improvised spells.  As a Minor Edge you 
  can only use the Linked option, while as a Major 
  Edge you can also use Necromantic. 
   
  Spell Memorisation 
  Requirements: Novice, Improvised Power 
    If you prepare an improvised spell as a full round 
  action, you can store it in your memory.  You can 
  memorise a number of spells equal to half your 
  Smarts, and memorised spells don't need to be 
  prepared before being cast.  If you wish to forget a 
  spell to make room for a new one, you can do so 
  as a free action. 
   
  Customisable Power Edges 
   
    These Edges take the opposite approach to 
  improvised spells - instead of building the spell 
  from the ground up, you start with a finished 
  power and adjust the modifiers.  This approach 
  also allows the caster to reduce the cost of a spell, 
  for example the range from "touch" to "self" would 
  lower the casting cost by 1 PP. 
   
  Metamagic 
  Requirements: Seasoned, Arcane Background, 
  Knowledge (Arcana) d8+ 
    Select one of the base modifiers when you first 
  take this power: Range, Template, Duration, or 
  Maintenance.  You can adjust that modifier for any 
  spell you cast, updating its PP cost accordingly. 
    This Edge can be taken up to four times, once for 
  each of the four base modifiers, although you 
  cannot change more than one modifier per spell. 
   
  Sympathetic Magic 
  Requirements: Seasoned, Arcane Background, 
  Knowledge (Arcana) d8+ 
    You gain the ability to apply the Sympathetic 
  modifier to your spells (you can choose Minor or 
  Major each time you cast the spell).  The Range 
  modifier of your spell will be reduced to Touch 
  (+0), potentially reducing the cost of the spell. 
  
  ~ 16 ~ 
   
  Power Hindrances 
   
  Wild Magic (Major) 
    You believe magic is a living thing, perhaps even 
  sentient on some level – and it certainly seems to 
  act that way around you!  You can’t spend bennies 
  to reroll critical spell failures, instead draw a card, 
  which the GM uses to determine what happens: 
   
   
  Clubs: The magic does something destructive.  
  Maybe it explodes in your face, or attacks your 
  friends, or even targets your enemies. 
   
  Hearts: The spell has a social impact.  Perhaps 
  it turns you bright blue, or causes your clothes 
  to suddenly vanish – or maybe everyone bursts 
  into spontaneous song! 
   
  Diamonds: The spell does something with a 
  financial impact, such as melting your weapon, 
  causing your home to burn down, etc. 
   
  Spades: The spell causes some sort of loss, 
  although usually sentimental or utility-based 
  rather than financial.  Maybe your favourite hat 
  disintegrates, or your car keys vanish. 
   
  Joker: The spell does something to directly aid 
  or benefit the caster in some way. 
   
   
  2, 3, or 4: The spell targets the caster. 
   
  5 or 6: The spell targets a random ally (or 
  scenery if no allies are available). 
   
  7 or 8: The spell targets a random bystander 
  other than the caster (or the scenery if no 
  other bystanders are available). 
   
  9 or 10: The spell targets the scenery. 
   
  Face or Ace: The spell targets a random 
  enemy (or scenery if no enemies are nearby). 
   
    The magic should be treated as a Wild Card with 
  the same traits as the caster, and it can use GM 
  bennies to reroll.  Don’t worry about tracking the 
  Power Point costs, just pick a spell effect that feels 
  appropriate.  The power of the spell can be ramped 
  up if the PC has been particularly disrespectful in 
  their use of magic (e.g., using it for petty purposes 
  rather than important goals). 
    Design note: If you're using Savage Arcanum 
  to build a new Arcane Background for wild mages, 
  you can add this as an extra drawback. 
   
  ritual Magic 
   
    It's possible to represent ritual magic through a 
  combination of the Plot Device ability, and the 
  Crafting system described in the next chapter.  The 
  following Edge provides an example of how rituals 
  could be handled. 
  Ritualist (Professional Edge) 
  Requirements: Novice, Knowledge (Rituals) d8+ 
    With some simple tools and ingredients, a few 
  minutes effort, and the expenditure of a benny, 
  you can perform a magical ritual to escape from a 
  trap, enchant an item for some highly specialised 
  purpose, or deal with some other specific challenge 
  in the story. 
    The limits of this ritual are entirely at the GM's 
  discretion, but narrative creativity is encouraged, 
  both in the description of the ritual process and in 
  its results.  The benefits of the magical ritual are 
  temporary, lasting only until the end of the session 
  at most, unless you spend another benny at the 
  beginning of the next session to extend the ritual. 
    In addition, you may use Knowledge (Rituals) to 
  perform lengthier rituals, including the creation of 
  magic items, using the Crafting rules described in 
  the next chapter.  This works like using Knowledge 
  (Artifice), except that the supplies are typically 
  burned, destroyed, or killed as sacrifices, and 
  usually represent at least 90% of the total price. 
   
   
  
  ~ 17 ~ 
   
  Examples 
   
    This section demonstrates how to design many 
  common spells, including powers similar to those 
  described in the core rules.  It is intended as proof 
  of concept, not a predefined power list – you can 
  (and should) design your own spells and trappings! 
   
  Animate Corpse (Enchantment) 
  Abilities (24 points): +1 PP 
  Duration (Hours): +3 PP 
  Maintenance (Double): -1 PP 
  Power Points: 3 (and Veteran rank) 
    Drawing upon the blackest magic, you infuse a 
  corpse with necromantic energy, animating it as an 
  undead minion.  Apply the “Zombie” or “Skeleton” 
  template from Savage Undead, or else build it 
  yourself using the Stronger ability. 
   
  Bodily Eruption (Composite) 
  Execration (Wound): +2 PP 
  Range (Combat Short): +1 PP 
  Resistible (Hard): -1 PP 
  Linked: +1 PP 
  Invocation (Roll): +1 PP 
  Range (Combat Short): -1 PP (downgraded) 
  Template (Medium): +2 PP 
  Boost (64 points): +4 PP 
  Dive: -2 PP 
  Necromantic: -2 PP 
  Power Points: 5 (and Heroic rank) 
    You point at your foe and unleash the full force of 
  your will.  The target can try to resist with a Spirit 
  roll at -2 (-4 on a raise).  If the spell is successful, 
  your opponent is Shaken, while each raise inflicts a 
  wound.  If the target is incapacitated by this spell, 
  they explode in a shower of bloody gore; everyone 
  within a Medium Burst Template centred on the 
  target must make an Agility roll at -2 to dive out of 
  the way, otherwise they suffer 3d6 damage. 
   
  Blinding Flash (Execration) 
  Hinder: +1 PP 
  Range (Combat Medium): +2 PP 
  Resistible (Hard): -1 PP 
  Power Points: 2 (and Novice rank) 
    With a flick of your fingers, you unleash a 
  blinding flash of light directly into your opponent’s 
  eyes.  The target can try to avert their gaze with 
  an Agility roll at -2 (or at -4 if the spell was cast 
  with a raise).  If the spell is successful, the target 
  is partially blinded (like the Bad Eyes Hindrance), 
  while on a raise they are fully blinded (like the 
  Blind Hindrance). 
   
  Burning Hands (Invocation) 
  Roll: +1 PP 
  Range (None): -2 PP (reduced from Medium) 
  Template (Cone): +3 PP 
  Power Points: 2 (and Novice rank) 
    You spread your hands, and flames fan out 
  towards your enemies.  Everyone within a Cone 
  Template must make an opposed Agility roll to 
  evade the spell, otherwise they suffer 2d6 damage. 
   
  Circle of Fire (Composite) 
  Invocation (Roll): +1 PP 
  Boost (32 points): +2 PP 
  Range (Combat Short): -1 PP (downgraded) 
  Template (Small): +1 PP 
  Dive: -2 PP 
  Linked: +1 PP 
  Conjuration (Energy): +0 PP 
  Range (Combat Short): +1 PP 
  Template (Small): +1 PP 
  Duration (Rounds): +1 PP 
  Maintenance (Double): -1 PP 
  Power Points: 4 (and Heroic rank) 
    You make a swift gesture, and flames suddenly 
  explode outwards from a point in the air, filling a 
  Small Burst Template.  Those within the area of 
  effect can make an Agility roll at -2 to dive out of 
  the way, otherwise they suffer 2d8 damage.  After 
  the explosion, the flames twist into a swirling circle 
  of fire around the Small Burst Template, inflicting 
  2d4 damage to anyone who enters or leaves. 
   
  Conceal Magic (Enchantment) 
  Abilities (12 points): +0 PP 
  Duration (Hours): +3 PP 
  Power Points: 3 (and Novice rank) 
    You focus your spell into a concealing shroud (like 
  an inverted Magic Sense) around the target object 
  or creature, blocking all divination magic.  Anyone 
  wishing to penetrate your concealment magic must 
  beat the roll you made when you cast this spell. 
   
  Cure Wounds (Invocation) 
  Roll: +1 PP 
  Swift: +1 PP 
  Repeatable: +1 PP 
  Power Points: 3 (and Novice rank) 
    Placing your hands upon the target, you attempt 
  to heal their injuries.  If you are trying to heal 
  wounds, their wounds are applied as a penalty to 
  the roll; you heal one wound on a success, and two 
  on a raise.  You can also use this spell to cure 
  poison and disease, or to stabilise someone who is 
  Bleeding Out. 
   
  
  ~ 18 ~ 
   
  Darkness (Conjuration) 
  Obscurement: -4 PP 
  Range (Short): +1 PP 
  Template (Large): +4 PP 
  Duration (Rounds): +1 PP 
  Power Points: 2 (and Novice rank) 
    With a snap of your fingers, you conjure a sphere 
  of impenetrable darkness which fills a Large Burst 
  Template.  Those within the darkness suffer a -6 
  obscurement penalty. 
   
  Detect Magic (Enchantment) 
  Abilities (12 points): +0 PP 
  Range (Self): -1 PP 
  Duration (Rounds): +1 PP 
  Power Points: 0 (and Novice rank) 
    With a swift incantation under your breath, you 
  grant yourself the Magic Sense ability, allowing you 
  to sense the presence and type of magic within 
  12”, as well as its approximate location. 
   
  Disguise Self (Enchantment) 
  Abilities (24/72 points): +1/+3 PP 
  Range (Self): -1 PP 
  Duration (Hours): +3 PP 
  Power Points: 3-5 (and Seasoned rank) 
    You distort and modify your appearance, your 
  flesh shimmering as your features rearranging 
  themselves.  For +2 PP, you can even impersonate 
  another person!  Note the price is based on the 
  Chameleon, Doppelganger and Mimic Edges from 
  Supernaturalis. 
   
  Dispel Magic (Invocation) 
  Roll: +1 PP 
  Counter/Dispel: +1 PP 
  Range (Short): +1 PP 
  Power Points: 3 (and Seasoned rank) 
    You’re able to counter the spells of other magic 
  users (by interrupting them while on Hold), and 
  dispel spells that are already in place. 
   
  Dread Gaze (Execration) 
  Fear: +0 PP 
  Range (Medium): +2 PP 
  Template (Large): +4 PP 
  Resistible (Easy): -3 PP 
  Power Points: 3 (and Novice rank) 
    As you stare at your foes, you allow the cold, 
  dark emptiness of the void to fill your eyes.  All 
  creatures within a Large Burst Template must 
  make a Fear check (at -2 if the spell was cast with 
  a raise). 
   
  Earth Meld (Enchantment) 
  Abilities (42 points): +1 PP 
  Range (Medium): +2 PP 
  Duration (Rounds): +1 PP 
  Maintenance (Double): -1 PP 
  Power Points: 3 (and Novice rank) 
    With a swift gesture, you grant the target the 
  Tunnelling ability, allowing them to move through 
  the earth (but not stone or other matter) at their 
  normal Pace, as well as the Ambush ability when 
  they burst from the ground. 
   
  Energy Bolt (Invocation) 
  Roll: +1 PP 
  Boost (56/64 points): +4 PP (optional) 
  Power Points: 1-5 (and Novice rank) 
    Shoot an energy bolt, inflicting 2d6 damage.  For 
  +4 PP the caster can either boost the damage to 
  3d6, or give the energy bolt Rate of Fire 3 (rated a 
  +32 ability in Savage Armoury) and the Ignore 
  Penalty ability twice (+24 total) to negate the -2 
  recoil penalty for increasing the RoF above 1. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  ~ 19 ~ 
   
  Enchant Weapon (Enchantment) 
  Abilities (48 points): +2 PP 
  Duration (Rounds): +1 PP 
  Power Points: 3 (and Novice rank) 
    You infuse a weapon (including natural weapons) 
  with a potent enchantment; it inflicts +2 damage, 
  or +4 damage if the spell was cast with a raise. 
   
  Endure Elements (Enchantment) 
  Abilities (24 points): +1 PP 
  Duration (Hours): +3 PP 
  Power Points: 4 (and Novice rank) 
    Drawing upon the strength of the elements, you 
  grant the target total immunity to all background 
  damage from one particular source (such as fire, 
  cold, lightning, etc.), chosen when the spell is cast.  
  This spell doesn’t protect against direct attacks. 
   
  Entropic Shroud (Enchantment) 
  Abilities (108 points): +4 PP 
  Duration (Rounds): +1 PP 
  Maintenance (Double): -1 PP 
  Power Points: 4 (and Seasoned rank) 
    The target gains an entropic aura that inflicts 2d6 
  damage to any non-adjacent creatures who attack 
  them in close combat, along with natural weapons 
  that inflict Str+d6 damage.  On a raise the aura 
  inflicts 2d8 damage and the natural weapons inflict 
  Str+d8 damage. 
   
  Exorcise (Execration) 
  Wound: +2 PP 
  Range (Short): +1 PP 
  Power Points: 3 (and Veteran rank) 
    Through your faith, or perhaps simply through 
  pure force of will, you banish an otherworldly 
  creature back to its own dimension.  This spell only 
  works on undead and demons, and they can 
  attempt to resist with an opposed Spirit roll.  If 
  you succeed, the target is Shaken, while each raise 
  causes a wound.  A foe who is incapacitated by this 
  spell is immediately banished back to their own 
  dimension, in the case of undead their body either 
  crumbles to dust or collapses to the floor. 
   
  Far Sight (Enchantment) 
  Abilities (40 points): +1 PP 
  Duration (Rounds): +1 PP 
  Power Points: 2 (and Novice rank) 
    You touch the target, halving all of their range 
  penalties (considered a +24 ability), on a raise the 
  target also doubles the range increments on their 
  attacks (a +32 ability going by Savage Armoury, 
  halved because it only applies on a raise). 
  Fireball (Invocation) 
  Roll: +1 PP 
  Boost (64 points): +4 PP (optional) 
  Range (Combat Long): +1 PP (upgraded) 
  Template (Medium/Large): +2/+4 PP 
  Dive: -2 PP 
  Power Points: 2-8 (and Seasoned rank) 
    You hurl a fireball at your enemies, inflicting 2d6 
  damage to all within a Medium Burst Template, 
  unless they evade with an Agility roll at -2.  For +2 
  PP the fireball fills a Large Burst Template.  For +4 
  PP the damage is boosted to 3d6. 
   
  Flight (Enchantment) 
  Abilities (24/72 points): +1/+3 PP 
  Duration (Rounds): +1 PP 
  Power Points: 2/4 (and Veteran rank) 
    You infuse the target with elemental air magic, 
  granting them the ability to fly at their base Pace 
  with Climb 0.  For an extra +2 PP, their flying Pace 
  is doubled, and their Climb increases to +2. 
   
  Fog of Terror (Composite) 
  Conjuration (Obscurement): -4 PP 
  Range (Medium): +2 PP 
  Template (Medium): +2 PP 
  Duration (Rounds): +1 PP 
  Linked: +1 PP 
  Execration (Fear): +0 PP 
  Range (Medium): +2 PP 
  Template (Medium): +2 PP 
  Resistible (Easy): -3 PP 
  Power Points: 3 (and Heroic rank) 
    You conjure a sphere of impenetrable fog which 
  fills a Medium Burst Template. All creatures within 
  the fog suffer a -6 obscurement penalty, and those 
  who are within the fog when the spell is first cast 
  must make a Fear check (at -2 if the spell was cast 
  with a raise). 
   
  Forcefield (Enchantment) 
  Abilities (72 points): +3 PP 
  Duration (Rounds): +1 PP 
  Power Points: 4 (and Seasoned rank) 
    You create a forcefield around the target; attacks 
  against them now suffer a -2 penalty, or -4 if the 
  spell was cast with a raise. 
   
  Ghostly Armour (Enchantment) 
  Abilities (24 points): +1 PP 
  Duration (Rounds): +1 PP 
  Power Points: 2 (and Novice rank) 
    You grant the target 2 points of Magical Armour, 
  increased to 4 points on a raise. 
  
  ~ 20 ~ 
   
   
   
  Haste (Enchantment) 
  Abilities (60 points): +2 PP 
  Duration (Rounds): +1 PP 
  Maintenance (Double): -1 PP 
  Power Points: 2 (and Seasoned rank) 
    You enhance the reaction speed of the target, 
  allowing them to act faster.  Each round they can 
  choose to either perform one extra action without 
  incurring the normal MAP, or make a double attack 
  without the normal -2 penalty.  If the spell is cast 
  with a raise, they also draw an additional initiative 
  card each round. 
  Hypnotic Light (Execration) 
  Stun: +0 PP 
  Range (Medium): +2 PP 
  Resistible (Hard): -1 PP 
  Power Points: 1 (and Novice rank) 
    You project a hypnotically flashing light at the 
  target’s eyes.  They can attempt to avert their 
  gaze with a Smarts roll at -2 (or -4 if you cast the 
  spell with a raise), otherwise they become Shaken. 
   
  Intangibility (Enchantment) 
  Abilities (96 points): +4 PP 
  Duration (Rounds): +1 PP 
  Maintenance (Double): -1 PP 
  Power Points: 4 (and Heroic rank) 
    You touch your target, shifting them into the 
  ethereal plane, where they can still be seen but 
  can no longer interact physically with the world.  
  The target gains the Ethereal ability, however it is 
  also Limited, because they can’t make any attacks 
  against those in the material world. 
   
  Invisibility (Enchantment) 
  Abilities (120 points): +5 PP 
  Range (Self): -1 PP 
  Duration (Rounds): +1 PP 
  Power Points: 5 (and Seasoned rank) 
    The target becomes partially invisible (all attacks 
  and Notice rolls against them suffer a -4 penalty), 
  or fully invisible (-6 penalty) on a raise. 
   
  Light (Conjuration) 
  Illumination: -6 PP 
  Range (Short): +1 PP 
  Template (Large): +4 PP 
  Duration (Hours): +3 PP 
  Power Points: 2 (and Novice rank) 
    You conjure a glowing ball of light, which floats in 
  the air and illuminates an area the size of a Large 
  Burst Template. 
   
  Mind Control (Enchantment) 
  Abilities (24 points): +1 PP 
  Range (Short): +1 PP 
  Duration (Rounds): +1 PP 
  Power Points: 3+ (and Veteran rank) 
    You impose your will on the target, forcing them 
  to obey your commands, unless they can resist 
  with an opposed Spirit roll.  If you win they fall 
  under your control, but they can make another 
  Spirit roll to break free if ordered to do something 
  that’s against their nature.  The cost increases by 
  +1 PP if the target is a Wild Card, and another +1 
  PP per rank (or equivalent) beyond Novice. 
  
  ~ 21 ~ 
   
  Modify Trait (Enchantment) 
  Abilities (36 points): +1 PP 
  Range (Short): +1 PP 
  Duration (Rounds): +1 PP 
  Power Points: 3 (and Novice rank) 
    Increase or decrease any one of the target’s 
  traits by 1 die step, or 2 die steps on a raise.  If 
  the target is an unwilling recipient of this spell, 
  they can attempt to resist your enchantment with 
  an opposed Spirit roll. 
   
  Night Vision (Enchantment) 
  Abilities (18 points): +0 PP 
  Duration (Hours): +3 PP 
  Power Points: 3 (and Novice rank) 
    You touch the target’s eyelids and mutter a brief 
  incantation, granting them your choice of either 
  Infravision or Low Light Vision, or both on a raise. 
   
  Polymorph Self (Enchantment) 
  Transmutation (Gear): +1 PP (base) 
  Range (Self): -1 PP 
  Duration (Minutes): +2 PP 
  Power Points: 2+ (and Novice rank) 
    You magically assume an alternate form, all of 
  your equipment vanishing for the duration of the 
  spell.  Add +1 PP to the casting cost for every full 
  24 ability points (2 racial points) of the new form.  
  Take a look at Savage Beasts for some example 
  forms, and guidelines for creating new ones.  The 
  Monster Finder tool on my website has an option 
  for generating new shapechange templates. 
   
  Prophetic Vision (Enchantment) 
  Abilities (24 points): +1 PP 
  Range (Self): -1 PP 
  Power Points: 5 (and Heroic rank) 
    This spell grants the caster the Plot Device ability, 
  which is immediately activated for 5 Power Points 
  (already included in the above casting cost).  The 
  Plot Device provides the caster with information 
  about one subject of their choice, with additional 
  information on a raise. 
   
  Resize (Enchantment) 
  Abilities (12/36 points): +0/+1 PP 
  Range (Short): +1 PP 
  Duration (Rounds): +1 PP 
  Maintenance (Double): -1 PP 
  Power Points: 1/2 (and Seasoned rank) 
    With a quick gesture, the target is immediately 
  increased or decreased in size by one category.  
  For +2 PP, they can be increased or decreased in 
  size by up to three categories. 
  Slow (Enchantment) 
  Abilities (36 points): +1 PP 
  Range (Medium): +2 PP 
  Duration (Rounds): +1 PP 
  Maintenance (Double): -1 PP 
  Power Points: 3 (and Seasoned rank) 
    With a deft burst of magic, you slow down the 
  target’s reaction speed.  The target may attempt 
  to resist your spell with an opposed Spirit roll.  If 
  your spell is successful, their movement becomes a 
  normal action rather than a free action (this is 
  comparable with a reversed Quick Draw), while on 
  a raise they also draw an extra initiative card each 
  round and keep the lowest (or draw one fewer card 
  each round if they normally draw 2 or more 
  initiative cards). 
   
  Slumber (Execration) 
  Sleep: +1 PP 
  Range (Medium): +2 PP 
  Template (Medium): +2 PP 
  Duration (Minutes): +2 PP 
  Resistible (Easy): -3 PP 
  Power Points: 4 (and Seasoned rank) 
    You whistle a soothing lullaby as you focus your 
  power.  All living creatures within a Medium Burst 
  Template must make an immediately Spirit roll (at 
  -2 if the spell was cast with a raise), those who fail 
  their fall asleep, although they can still be woken 
  up by loud noises (and a successful Notice roll). 
   
  Sonic Boom (Execration) 
  Stun: +0 PP 
  Substitute (Vigor): +0 PP 
  Range (Combat Medium): +2 PP 
  Template (Medium): +2 PP 
  Resistible (Easy): -3 PP 
  Power Points: 1 (and Novice rank) 
    You open your mouth wide and unleash an 
  enormous roar at your foes.  Everyone within a 
  Medium Burst Template must make a Vigor roll (at 
  -2 if the spell was cast with a raise), in they fail 
  they become Shaken. 
   
  Spider Climb (Enchantment) 
  Abilities (12 points): +0 PP 
  Duration (Rounds): +1 PP 
  Power Points: 1 (and Novice rank) 
    You infuse the target with the gift of the great 
  spider spirit, granting them the ability to walk and 
  even run up walls and across ceilings at their 
  normal Pace; the recipient of the spell now only 
  needs to make Climbing rolls in the most extreme 
  situations or conditions. 
   
  
  ~ 22 ~ 
   
   
   
  Summon Minion (Conjuration) 
  Minion: +1 PP 
  Range (Short): +1 PP 
  Duration (Rounds): +1 PP 
  Power Points: 3+ (and Novice rank) 
    You conjure one or more loyal minions to serve 
  you in battle.  The basic spell summons only one 
  minion, but you can summon more by increasing 
  the casting cost (+1 PP for each additional 
  minion).  Minions are built like starting characters, 
  except they are Extras, and don’t normally have 
  combat skills higher than their linked attributes.  It 
  is possible to create Stronger (as per the ability) 
  minions, these cost +1 PP per 72 ability points (if 
  you only summon one) or per 36 ability points (if 
  you wish to summon multiple minions). 
    Alternatively, use the Nature’s Ally power from 
  Savage Beasts.  The Monster Finder can also be 
  used to generate templates for different minions, 
  using the summon layout option. 
   
  Swiftness (Enchantment) 
  Abilities (48 points): +2 PP 
  Duration (Rounds): +1 PP 
  Power Points: 3 (and Novice rank) 
    You speed up the target.  Their Pace is doubled 
  (priced the same as a +6 Pace bonus), and on a 
  raise they can also run as a free action (priced the 
  same as Quick Draw). 
   
  Syphon Power (Execration) 
  Drain: +2 PP 
  Range (Short): +1 PP 
  Power Points: 3 (and Heroic rank) 
    With a swift gesture, you drain away the magical 
  energy from an enemy spellcaster.  Each success 
  and raise drains d6 Power Points from the target.  
  You don’t gain these Power Points yourself, they 
  are simply dispersed into the surroundings. 
   
  Telekinesis (Invocation) 
  Range (Short): +1 PP 
  Duration (Rounds): +1 PP 
  Power Points: 2 (and Seasoned rank) 
    You grant yourself the ability to perform physical 
  actions at a distance, using your normal traits. 
   
  Telepathy (Divination) 
  Depth: +1 PP 
  Precision: +1 PP 
  Range (Short): +1 PP 
  Power Points: 3 (and Novice rank) 
    You attempt to read the target’s mind, although 
  they can resist with an opposed Spirit roll.  If you 
  succeed, you can ask a question about their 
  thoughts or memories as long as it has a simple 
  yes/no answer.  On a raise you can ask a question 
  with a single sentence answer. 
   
  Teleport (Enchantment) 
  Abilities (60 points): +2 PP 
  Range (Self): -1 PP 
  Power Points: 1+ (and Seasoned rank) 
    You can teleport up to 10”, or 14” on a raise.  
  Every +3 PP you spend increase the distance by an 
  additional +10” (or +14” on a raise). 
   
  Tongues (Enchantment) 
  Abilities (12 points): +0 PP 
  Duration (Minutes/Hours): +2/+3 PP 
  Power Points: 2-3 (and Novice rank) 
    You grant the target the ability to communicate 
  in one language of your choice (like a Minor 
  version of the Linguist Edge).  For an additional +1 
  PP the duration is in hours rather than minutes. 
  
  ~ 23 ~ 
   
  Unlock (Invocation) 
  Roll: +1 PP 
  Range (Short): +1 PP 
  Power Points: 2 (and Novice rank) 
    With a quick gesture of your fingers, you cause 
  one lock within range to spring open, as if your 
  arcane skill roll had actually been a Lockpicking roll 
  (you don’t need any lock picks, because this is an 
  Invocation, so it removes the need for tools). 
   
  Wall of Fire (Conjuration) 
  Energy: +0 PP 
  Range (Short): +1 PP 
  Template (Line): +1/+2/+3 PP 
  Duration (Rounds): +1 PP 
  Power Points: 3-5 (and Seasoned rank) 
    You conjure a wall of fire 3” wide, it inflicts 2d4 
  damage to anyone passing through it.   You can 
  increase the length of the wall to 6” for +1 PP, or 
  to 12” for +2 PP. 
   
  Wall of Stone (Conjuration) 
  Matter: +0 PP 
  Range (Short): +1 PP 
  Template (Line): +1/+2/+3 PP 
  Duration (Rounds): +1 PP 
  Power Points: 3-5 (and Seasoned rank) 
    You conjure a wall of stone 3” wide, with 
  Toughness 10.   You can increase the length of the 
  wall to 6” for +1 PP, or to 12” for +2 PP. 
   
  Ward against Evil (Conjuration) 
  Energy: +1 PP 
  Template (Small): +1 PP 
  Duration (Rounds): +1 PP 
  Power Points: 3 (and Seasoned rank) 
    You draw a magical circle of protection the size of 
  a Small Burst Template.  Any Evil creatures who 
  cross the circle automatically suffer 2d6 damage. 
   
  Warrior's Blessing (Enchantment) 
  Abilities (24/48 points): +1/+2 PP 
  Duration (Rounds): +1 PP 
  Power Points: 2-3 (and Novice rank) 
    You grant the target one Combat Edge of your 
  choice, ignoring all requirements.  If that Combat 
  Edge normally requires an additional Edge which 
  the target lacks, the target gains that Edge as well, 
  although the cost of the spell increases by +1 PP 
  to cover the cost of that extra Edge (for example 
  granting Trademark Weapon would cost 2 PP, while 
  granting Improved Trademark Weapon to someone 
  who didn’t already have Trademark Weapon would 
  cost a total of 3 PP). 
  Web (Execration) 
  Restrain: +1 PP 
  Range (Short): +1 PP 
  Template (Medium): +2 PP (optional) 
  Power Points: 2-4 (and Novice rank) 
    The target must make an opposed Agility roll to 
  avoid being entangled by the web.  If the spell is 
  successful, the target is partially entangled, while 
  on a raise they are fully entangled.  You can spend 
  an additional +2 PP to affect everyone within a 
  Medium Burst Template. 
   
  Whirlwind (Execration) 
  Knockdown: +0 PP 
  Range (Medium): +2 PP 
  Template (Medium): +2 PP 
  Resistible (Easy): -3 PP 
  Power Points: 1 (and Seasoned rank) 
    Everyone within a Large Burst Template must 
  make a Strength roll (at -2 if cast with a raise) or 
  be knocked 2d6” in a random direction and fall 
  prone, becoming Shaken if they hit a solid object. 
   
  Windblast (Execration) 
  Knockdown: +0 PP 
  Template (Cone): +3 PP 
  Resistible (Hard): -1 PP 
  Power Points: 2 (and Seasoned rank) 
    Everyone within a Cone Template must make a 
  Strength roll at -2 (or -4 on a raise) or be knocked 
  back 2d6” and fall prone, becoming Shaken if they 
  hit a solid object. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  ~ 24 ~ 
   
  Crafting
   
  Earning a Salary 
   
    When working a job, you can earn a number of $ 
  per hour equal to your appropriate skill (die type 
  plus fixed bonuses).  If the skill directly benefits 
  from a Knowledge you have, add the two together 
  (use the highest if more than one applies).  If you 
  have one or more directly appropriate Professional 
  Edges, double the final salary.  If a particular job is 
  very challenging (resolved as a Dramatic Task or 
  Mission) it pays quadruple, but only if you succeed!  
  The GM could also apply modifiers for jobs that are 
  in high demand.  Specialised work also pays more, 
  but is more difficult to find. 
   
    Unskilled labour (d4-2) would pay only $2/hour.  
  However a master blacksmith with Scholar, Mr Fix 
  It, Repair d8+2 and Knowledge (Smithing) d8+2 
  could earn $40/hour, assuming he found someone 
  willing to pay his prices.  This assumes 8 hours of 
  solid work per day, if the GM allows the character 
  to work more than that it should incur penalties 
  (such as Fatigue). 
   
    Objective-based jobs should be paid based on an 
  initial estimate of the time required to complete 
  them.  For example a master burgler (Knowledge 
  (Security) d10 and Stealth d12+2 plus the Thief 
  Edge) would earn (24*2*4) $192/hour, as his jobs 
  would be treated as Missions.  But being hired to 
  steal something specific might be considered a two 
  week job, earning him (192*8*14) $21,504! 
   
  The Interview 
   
    In some cases (particularly high-paid professional 
  work) it may be necessary to apply for a job before 
  you can start earning money.  This can be handled 
  as a Social Conflict, with the character potentially 
  earning 50%, 75%, 100%, 125% or 150% of their 
  normal salary for 1-5 successes respectively.  High 
  or low demand could adjust this value by a further 
  50% (or more), at the GM's discretion. 
   
  The Fruit of your Labour 
   
    If you are capable of crafting things for a living, 
  you can also create them for yourself.  You will 
  usually need to purchase the raw materials, which 
  represent a percentage of the item cost, at the 
  GM's discretion.  For example a short sword costs 
  $200, so the GM might rule that the master 
  blacksmith (who earns $40/hour) has to pay 20% 
  of the short sword's value (i.e., $40) in advance to 
  cover the necessary materials.  It would then take 
  the blacksmith 4 hours (at $40/hour) to cover the 
  rest of the $200 – so in total it would require 4 
  hours work and $40 of materials for the blacksmith 
  to forge a short sword. 
   
    Note that the term “create” is used loosely.  The 
  same concept could apply to training an animal, for 
  example – you start with a tame animal, and go 
  through the process of training it.  If a warhorse is 
  worth $1500 and you earn $10/hour, then you'd 
  buy the basic horse for $750 and it would require a 
  total of 75 hours to train it as a warhorse. 
   
  Crafting Magic Items 
   
    The supplies required for crafting a magic item 
  always represent half its price, and the price is 
  multiplied by 10 (i.e., $5000 for a +12 ability 
  rather than $500).  Use your arcane skill plus 
  Knowledge (Artifice), quadrupled because crafting 
  magic items is always treated as a Dramatic Task 
  using Knowledge (Artifice).  For example if you 
  have d10 in both skills, you would earn $80/hour 
  from crafting magic items, and creating an item 
  that grants an Edge (+24) would require an 
  investment of $5000 for materials and (5000/80=) 
  62.5 hours (7 days and 6.5 hours) to construct. 
   
  Magic Item Attunement 
   
    Before you can use magic items, you must first 
  activate them as a free action – this costs 1 benny 
  per 24 ability points to activate for the scene, or 
  per 12 ability points for the entire session.  For 
  example, for 1 benny you could activate both your 
  Goggles of Darkvision (+12) and Ring of Healing 
  (+12) for the current scene, or just one of them 
  for the entire gaming session. 
   
    There is now an Item Attunement Edge: 
   
  Item Attunement (Minor/Major) 
  Requirements: Novice 
    You are able to attune 12 (Minor) or 24 (Major) 
  ability points of magic items each session for free, 
  allowing you to use those items for the entire 
  session.  This Edge may be taken once per rank.
  
  ~ 25 ~ 
   
  Ability List
    The abilities described here are certainly not 
  intended to be an exhaustive list, but they should 
  cover the essentials, and you can always add more 
  as needed.  The abilities have been split into rough 
  categories for organisational purposes only. 
   
    A +2 racial ability in the core rules (or Savage 
  Beasts) is worth a +3 Savage Armoury weapon 
  or armour ability, which in turn is worth a +24 
  ability in this document. 
   
  Wild Card 
   
    These abilities are specific to Wild Cards, 
  although they can be used to create NPCs who are 
  part-way between an Extra and a Wild Card, or 
  even create series of Edges for Extras to become 
  Wild Cards. 
   
   Full Wild Die (+36): Gain a d6 Wild Die. 
   Partial Wild Die (+24): Gain a d4 Wild Die. 
   Specialised 
  Wild 
  Die 
  (+12): 
  Wild 
  Die 
  increases by +1 die step when using a specific 
  trait, but cannot exceed trait (stackable up to 
  d12 per trait). 
   Wound (+12): Gain a wound level (stackable, 
  normally up to 3 times). 
   Benny (+24): Gain a benny. 
   
  Traits 
   
    These abilities relate to attributes and skills. 
   
   High Attribute (+24): Increase attribute (and 
  its maximum) by +1 die step. 
   Low Attribute (-24): Reduce attribute (and 
  its maximum) by -1 die step.  If this takes the 
  attribute below d4, treat it as a -1 penalty to all 
  rolls using that attribute. 
   Skill Point (+12): Gain an extra skill point.  
  You could also reverse this for Hindrances 
  which reduce the number of starting skill 
  points. 
   Skill Specialty (+12): Gain a +1 bonus when 
  using a specific non-combat kill (stackable up 
  to 2 times).  This works differently for 
  Professional Edges. 
   Reroll Trait (+12): Gain a +1 bonus to the 
  final result when spending a benny to reroll a 
  trait check (stackable up to 4 times). 
   
  Charisma 
   
    Charisma typically costs twice as much to raise as 
  to lower, which isn’t unreasonable, as (more than 
  most stats) it has the potential to be used as a 
  dump stat.  Note that Charisma is always 
  conditional to some extent, for example “ugly” only 
  applies to people who can see you and have the 
  same cultural standards of beauty. 
   
   High 
  Charisma 
  (+12): 
  Charisma 
  +1 
  (stackable). 
   Low Charisma (-6): Charisma -1 (stackable 
  up to 4 times). 
   Hatred (-3): Charisma -1 when dealing with a 
  specific subgroup, such as a race or an 
  organisation (stackable up to 4 times). 
   Empathy (+12): A broad category of creature 
  is generally well disposed towards you and 
  won't usually attack (animals, undead, etc.). 
   
  Size 
   
    These abilities replace the Size abilities in the 
  core rules.  The Strength bonus can be treated as 
  a die increase if you wish, but I recommend 
  treating it as a fixed bonus, so that the Strength 
  attribute serves as an indication of the relative 
  Strength of the creature – e.g., a Huge giant with 
  Strength d8+8 and a tiny sprite with Strength d8-6 
  are clearly both above average (d6) for their race, 
  meaning they can both wield longswords designed 
  for creatures of their respective size. 
   
   Huge (+48): You're about the size of an adult 
  dragon.  +8 Strength, +8 Toughness, -4 to hit, 
  +4 to be hit. 
   Massive (+36): You're about the size of an 
  elephant.  +6 Strength, +6 Toughness, -3 to 
  hit, +3 to be hit. 
   Large (+24): You're about the size of a rhino.  
  +4 Strength, +4 Toughness, -2 to hit, +2 to be 
  hit. 
   Big (+12): You're about the size of a gorilla.  
  +2 Strength, +2 Toughness, -1 to hit, +1 to be 
  hit. 
   Medium (+0): You're about the size of a 
  human. 
   Small (-12): You're about the size of a 
  medium dog.  -2 Strength, -2 Toughness, +1 
  to hit, -1 to be hit. 
  
  ~ 26 ~ 
   
   Diminutive (-24): You're about the size of a 
  house cat.  -4 Strength, -4 Toughness, +2 to 
  hit, -2 to be hit. 
   Tiny (-36): You're about the size of a mouse.  
  -6 Strength, -6 Toughness, +3 to hit, -3 to be 
  hit. 
   Minuscule (-48): You're about the size of an 
  insect.  -8 Strength, -8 Toughness, +4 to hit, -
  4 to be hit. 
   
  Combat Stats 
   
    Most bonuses to secondary stats should always 
  be conditional, unless they are negating a penalty.  
  They typically apply when using certain weapons 
  or stances, for example when using bows, or a 
  shield, or a two-handed weapon, or an offensive 
  stance, etc. 
   
   Damage 
  (+16): 
  Inflict 
  +1 
  damage, 
  or 
  increase damage die by +1 step (conditional, 
  stackable). 
   Bonus damage (+8): Inflict +1 damage on a 
  raise, or increase die by +1 step (conditional, 
  stackable). 
   AP 
  (+8): 
  Ignore 
  1 
  point 
  of 
  armour 
  (conditional, stackable). 
   AP vs rigid (+4): Ignore 1 point of rigid 
  armour (conditional, stackable). 
   Defence (+24): Opponents suffer -1 to hit 
  you (conditional, stackable). 
   Toughness (+16): Toughness +1 (stackable). 
   Attack (+24): +1 to attack rolls (conditional, 
  stackable). 
   Natural Armour (+8): Armour +1, doesn't 
  stack with worn armour (stackable). 
   Magical Armour (+8): Armour +1, this stacks 
  with physical armour but not with other sources 
  of magical armour (stackable). 
   Stackable Armour (+12): Armour +1, stacks 
  with other armour (stackable). 
   Specialised 
  Armour 
  (+6): 
  Armour 
  +1 
  against specific damage source, stacks with 
  other armour (stackable). 
   Reach (+24): Reach 1" (conditional).  Each 
  additional +1" costs +6 (stackable). 
   Parry (+12): Gain +1 Parry (conditional, 
  stackable). 
   Dodge (+12): Ranged attacks against you 
  suffer -1 to hit (conditional, stackable). 
   Trick (+12): +1 bonus to rolls when making 
  and resisting either Agility or Smarts tricks 
  (stackable, maximum +2 per attribute). 
   Test (+6): +1 bonus to rolls when making and 
  resisting either Taunt or Intimidation tests of 
  will (stackable, maximum +2 per skill). 
   Push (+12): +1 bonus to perform and resist 
  push maneuvers (stackable, maximum +2). 
   Soak (+12): +1 bonus to Soak (stackable). 
   Unshake (+6): +1 bonus to recover from 
  being Shaken (stackable). 
   Healing (+6): +1 bonus to natural healing 
  rolls (stackable). 
   Initiative (+24): Draw one additional action 
  card for initiative, keep the highest (stackable).  
  Note that this can also be reversed; you draw 
  an additional card and keep the lowest. 
   
  Combat Abilities 
   
   Ambush (+60): If you move before attacking, 
  and your enemy can’t see you move (because 
  you're invisible, teleporting, behind them, etc.) 
  make a Stealth roll opposed by your target's 
  Notice: On a success you gain +2 attack and 
  Damage (unless you also have the Drop); on a 
  raise you get the Drop. 
   Impale 
  (+3): 
  Inflict 
  +1 
  damage 
  with 
  horns/tusks if you can charge at least 6" before 
  attacking (stackable up to 4 times). 
   Grab (+24): If you hit with a raise, opponent 
  is pinned, and requires a raise on an opposed 
  Strength roll to escape. 
   Swallow (+24): After successfully pinning a 
  victim with a bite attack using the Grab ability, 
  make an opposed Strength roll as a normal 
  action.  On a success the victim is swallowed, 
  and automatically suffers Str+d6 damage each 
  round after that.  A swallowed victim can climb 
  back up to your mouth as a normal action with 
  an opposed Strength roll, but remains pinned 
  by the bite.  This ability only works on targets 
  at least one Size category smaller. 
   Never Miss (+24): Your attacks always hit, 
  but if your attack roll would normally miss, 
  your total damage is halved (rounded down). 
   Hardy (+12): A second Shaken result is not 
  upgraded to a wound. 
   Reduce Gang Up (+12): Gang Up bonuses 
  against you are reduced by 1 (stackable). 
   Natural Weapons (+24): As per the Savage 
  Armoury Edge of the same name. 
   Go for the Throat (+24): Hit least armoured 
  location on a raise. 
   Engulf (+24): Can engulf creatures you move 
  over, as long as you don't make any other 
  attacks the same round.  Victims who fail an 
  Agility roll are pinned, and require a raise on an 
  opposed Strength roll to escape. 
   Knockback (+24): Opponents are knocked 
  back d6" if you get a raise on your attack, if 
  they hit a solid object they suffer +d6 damage. 
  
  ~ 27 ~ 
   
  Senses 
   
   Infravision 
  (+12): 
  Half 
  penalties 
  for 
  darkness. 
   Darkvision (+12): Ignore darkness penalties 
  with a range of 12", black and white vision 
  only.  +2" range costs +1 (stackable). 
   Low Light Vision (+12): Ignore penalties for 
  dim/dark lighting. 
   Lifesense (+12): Can sense and accurately 
  pinpoint living creatures within 12". 
   Truevision 
  (+36): 
  Ignore 
  all 
  visibility 
  penalties, can also see through illusions, 
  shapechanging, invisibility, etc. 
   Blindsight (+36): Ignore all sight-based 
  penalties and gaze attacks. 
   Blindsense 
  (+12): 
  Can 
  sense 
  and 
  approximately pinpoint things within 6", attacks 
  using blindsense are made at -2. 
   Keen Sense (+6): Gain a +1 bonus to Notice 
  rolls for one specific sense. 
   Keen Senses (+12): Gain a +1 bonus to all 
  Notice rolls. 
   Scent (+12): Can navigate, track and detect 
  creatures by scent (range 6", halved for upwind 
  and doubled for downwind, doubled again for 
  very strong scents). Only adjacent creatures 
  can be pinpointed accurately. 
   Tremorsense 
  (+12): 
  Can 
  sense 
  and 
  accurately pinpoint anything within 12" that's in 
  contact with the ground. 
   Watersense (+12): Can sense and accurately 
  pinpoint anything within 12" that's in contact 
  with the water. 
   Mage Sense (+12): Can sense the presence 
  and approximate location of spellcasters within 
  12". 
   Magic Sense (+12): Can sense the presence, 
  type, and approximate location of magic within 
  12". 
   No Sight (-48): Cannot see, treated as if 
  always in total darkness (-6 to attack rolls). 
   
  Weaknesses and Resistances 
   
   Major Weakness (-24): Double damage from 
  one damage type. 
   Minor Weakness (-3): +1 damage from one 
  damage type (stackable up to 4 times). 
   Environmental Weakness (-6): -1 to resist 
  all environmental hazards (stackable up to 4 
  times).  Half the cost if it applies to one specific 
  type of environmental hazard. 
   Major Resistance (+24): Half damage from 
  one damage type. 
   Minor Resistance (+3): -1 damage from one 
  damage type (stackable up to 4 times). 
   Environmental Resistance (+6): +1 to 
  resist all environmental hazards (stackable up 
  to 4 times).  Half the cost if it applies to one 
  specific type of environmental hazard. 
   
  Immunities 
   
   Background (+24): Immune to background 
  damage from one specific damage source. 
   Poison (+12): Immune to poison. 
   Disease (+12): Immune to disease. 
   Magical Sleep (+12): Immune to magical 
  sleep. 
   
  Origin 
   
    These abilities tend to combine other abilities, 
  and they seem cheaper than one might think from 
  looking at their component parts.  However these 
  creatures typically include other drawbacks, for 
  example constructs have to be repaired instead of 
  healing naturally, undead have to feast on the 
  living to recover wounds and might become 
  carriers for disease, and so on. 
   
   Construct (+36): +2 to recover from Shaken, 
  ignore wound modifiers, disease, poison, and 
  extra damage from called shots. 
   Undead (+72): +2 Toughness, +2 to recover 
  from Shaken, ignore wound modifiers, disease, 
  poison, and extra damage from called shots. 
   Plant (+36): +2 to recover from Shaken, 
  ignore wound modifiers, poison, and extra 
  damage from called shots. 
   Elemental (+36): Immune to fear, ignore 
  wound modifiers, poison, and extra damage 
  from called shots. 
   Amorphous (+48): Ignore additional damage 
  from raises and called shots. 
   
  Movement 
   
   Flight (+24): Can fly at base Pace with Climb 
  0. 
   Glider (+12): Can fly at base Pace, but cannot 
  gain altitude, and always lose 1" of altitude at 
  the end of movement. 
   Limited Flight (+12): Can fly at base Pace, 
  but must land at end of movement. 
   Fast Walker (+6): Increase base Pace by +1 
  (stackable). 
   Fast Runner (+6): Increase running die by 
  +1 die step (stackable, maximum d12). 
  
  ~ 28 ~ 
   
   Fast Flier (+6): Increase Pace when flying by 
  +1 (stackable). 
   Agile Flier (+6): Increase Cimb when flying 
  by +1 (stackable). 
   Slow Walker (-6): Reduce base Pace by -1 
  (stackable). 
   Slow Runner (-6): Reduce running die by -1 
  die step (stackable, maximum d12). 
   Slow Flier (-6): Reduce Pace when flying by -
  1 (stackable). 
   Clumsy Flier (-6): Decrease Cimb when flying 
  by -1 (stackable). 
   Aquatic (+12): Cannot drown, can swim at 
  Swimming pace. 
   Tunnelling (+24): Can burrow through the 
  ground at base Pace, and remain underground 
  between rounds if you wish.  Add Ambush and 
  apply Limited Use (earth only) if you wish it to 
  work like Burrowing, this brings the cost to 42. 
   Spider Walk (+12): Can walk on walls, 
  ceilings, etc, at base Pace. 
   Natural Swimmer (+12): Can swim at base 
  Pace, and gain +2 to resist drowning. 
   Teleport (+24): Can vanish and reappear at 
  destination within Pace as movement action, 
  +1" costs +6. 
   Stride (+12): One type of terrain (such as 
  arctic, swamp, water, woodland, etc) is never 
  treated as difficult ground for you. 
   Trackless (+12): You leave no tracks when 
  moving through one type of terrain (such as 
  arctic, swamp, water, woodland, etc). 
   
  Limbs 
   
   Prehensile feet (+24): You can use tools and 
  manipulate objects with your feet, as long as 
  you're not currently using them to move.  If 
  you also have No Hands then you're able to use 
  your feet for most activities, just not for using 
  weapons or shields. 
   No Hands (-48): You cannot wield weapons or 
  shields, use tools, or manipulate objects. 
   
  Magic 
   
   Arcane Background (+24): Use Savage 
  Arcanum to build the background. 
   Full Reduced Cost (+24): Powers cost 1 
  fewer PP to cast. 
   Partial Reduced Cost (+12): Powers cost 1 
  fewer PP if cast with a raise (multiple raises 
  provide no further benefit), you must have 
  sufficient PP in advance.  If using multiple 
  arcane skill dice, you must specify which one 
  this ability applies to in advance. 
   Replenishment (+24): Spend a benny to 
  recover d6 Power Points. 
   
  Supernatural 
   
   Invisibility (+96): Works like quadruple 
  Defence but only against vision. 
   Full Invisibility (+144): Works like six 
  Defence abilities but only against vision. 
   Swarm (+144): +2 Parry, immune to most 
  weapons, automatically inflicts 2d6 damage to 
  everyone within a MBT. 
   Ethereal (+192): Intangible and can only be 
  hurt by magical attacks. 
   Extraplanar (-6): Not native to the material 
  plane, and can be targeted by Banish. 
   Barbs (+24): Victims attempting to escape a 
  successful pin or grapple suffer 2d6 damage. 
   Thorns (+24/+48/+72): Anyone hitting you 
  with a non-reach melee weapon automatically 
  suffers 2d4, 2d6 or 2d8 damage. 
   Transdimensional (+24): Can sense and 
  attack across dimensional boundries. 
   Retain Shape (+12): If transformed or 
  transmuted into another form or substance, 
  can automatically revert to original form as a 
  free action. 
   Web (+24): Can walk on webs without 
  penalty.  Can also shoot webs as a normal 
  action, treated like the basic Entangle power 
  except using Agility as the arcane skill.  This 
  doesn't use PP, but the character suffers 
  Fatigue if they roll 1 on their trait die. 
   Slippery (+3): +1 to resist and escape from 
  grapple, constrict, Entangle, and other forms of 
  confinement (stackable up to 4 times). 
   Fearless (+24): Immune to both fear and 
  Intimidation. 
   Mindless (+48): Immune to mind-affecting 
  magic. 
   Madness (+24): Anyone attempting to read, 
  control or contact your mind suffers an 
  automatic level of Fatigue. 
   Fear (+24): Anyone who sees this creature 
  must make a Fear check.  A -1 penalty to the 
  roll costs +12 (stackable up to 4 times). 
   Good (-6): Affected by powers and abilities 
  that work on good creatures. 
   Evil (-6): Affected by powers and abilities that 
  work on evil creatures. 
   Slow Regeneration (+24): Can make a 
  natural healing roll once per day. 
   Spell Resistance (+6): +1 to resist opposed 
  rolls against magic. 
  
  ~ 29 ~ 
   
  Minions 
   
   Minion (+12): Gain a basic minion.  If killed, 
  you can find a replacement after about a week.  
  If this option is taken for a power, double the 
  cost to +24, as the replacement limitation is 
  rendered redundant. 
   Stronger (+4): Gain 12 points to spend on a 
  specific minion, or 6 points on each member of 
  a group of minions. 
   
  Usage 
   
   Reversed (invert cost): Any ability that could 
  be reasonably reversed can be: -1 Toughness 
  would be a -16 ability, removing Flight from a 
  flying creature is worth -24, and so on. 
   Limited Use (half): A bonus that can easily 
  be negated or is rarely useful is typically worth 
  only half. 
   Power Raise (half): A bonus that only applies 
  to a power when successfully cast with a raise 
  is worth half. 
   Joker-Based (quarter): A bonus that only 
  applies when you draw a joker is typically 
  worth only quarter. 
   Benny Fuelled (-24): Costs a benny to use 
  the ability (the ability must cost at least 48 
  before applying this modifier). 
   Trait-Based Activation (-24): Requires a 
  trait roll as a normal action to activate. 
   
  Miscellaneous 
   
   Ignore Penalty (+12): Ignore 1 point of 
  penalty from a specific source (stackable). 
   Ignore Multi-Action Penalty (+24): Ignore 
  1 point of MAP for a specific combination of 
  actions (stackable).  This option can also be 
  used to reduce the penalty for double or triple 
  attacks.  
   Mule (+8): Increase Load Limit by 50% 
  (stackable). 
   Benny (+24): Gain +1 benny per session 
  (stackable). 
   Share Bennies (+24): You can share your 
  bennies with one specific group of characters 
  (allied PCs, subordinates, pets, etc). 
   Opposed Roll (+12): Gain +1 to a specific 
  opposed roll (stackable up to +2). 
   No Breath (+12): Don't breathe, immune to 
  drowning, inhaled poisons, and smell-based 
  effects. 
   Hold Breath (+6): Can hold breath for Vigor 
  times 10 minutes. 
   Poison (+48): Attacks inflict lethal poison. 
   Plot Device (+24): You gain some benefit, 
  such as an object, a clue, an ally, etc, although 
  the benefit is always lost at the end of the 
  session.  If this ability can be used only once 
  per session, then it is free to use, otherwise it 
  costs a benny each time you activate it.  If this 
  ability is granted by a power, the caster must 
  instead spend 5 Power Points to activate it.  As 
  an Edge, some sort of trait roll is usually 
  required to activate the ability, unless the Edge 
  has tough requirements (typically at least one 
  other Edge). 
   Cash (+6): You can’t purchase abilities, but 
  abilities can grant cash or objects worth $250 
  per 6 ability points (stackable). 
   No Speech (-24): You might be able to growl, 
  purr, bark, etc, but you cannot speak. 
   Naked (-24): Cannot wear armour or clothing. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  ~ 30 ~ 
   
  Further References
   
    I’ve also written a number of other free fan supplements, many of which you may find useful when 
  using Savage Abilities.  Like Savage Abilities, these are all released under a Creative Commons licence, 
  allowing you to share them with your friends or even distribute them from your own website (although 
  if you do, I’d appreciate you keeping them up to date, so that I don’t receive errata for an older version 
  of a supplement that I’ve long since corrected). 
   
    Of particular interest are Savage Armoury (for its weapon and armour abilities as well as the Natural 
  Weapons Edge) and Savage Arcanum (as it covers Arcane Background design, something which I 
  chose not to expand on in this document).  But the other supplements may also be worth a look, 
  particularly Savage Undead for an example of Template design. 
   
   
  Savage Armoury 
    Guidelines for designing your 
  own weapons and armour.  A +1 
  weapon/armour ability in Savage 
  Armoury is worth a +8 ability in 
  Savage Abilities. 
    The “Natural Weapons” ability is 
  a Savage Armoury Edge.   
   
  Savage Undead 
    Contains guidelines for creating 
  different types of undead, each of 
  which are balanced at +0.  This 
  supplement is also the basis for 
  the Savage Abilities Templates, 
  and can provide a good example 
  for designing complex Templates. 
   
  Savage Beasts 
    Rules for animal and beastman 
  races, new Edges and powers for 
  summoning  and shapechanging. 
    Of particular interest are the 
  300 animals; multiply their ability 
  prices by 12 if you wish to use 
  them in Savage Abilities. 
   
  Savage Spellbook 
    Gives an overview of trappings, 
  along with a list of examples 
  showing how to customise them. 
    The spells aren’t balanced with 
  Savage Abilities, but they still 
  give a good overview of how you 
  can go about applying trappings. 
   
  Savage Arcanum 
    Guidelines for designing new 
  Arcane Background Edges.  A +1 
  Savage Arcanum arcane ability 
  is worth a +24 ability in Savage 
  Abilities (the same as an Edge). 
    The “Arcane Background” ability 
  references Savage Arcanum. 
   
  Savage Dragons 
    Defines a customisable dragon 
  race.  Although it’s based on 26 
  Racial Edges, some of them are 
  only available during character 
  creation (like Race Edges), and it 
  is a good example of building a 
  powerful race using Edges. 
   
  Supernaturalis 
    A cap-setting for playing as 
  supernatural monsters, demigods 
  and low-powered superheroes. 
    This document contains many 
  Edges that can each be treated 
  as +24 abilities, or be broken 
  down into smaller abilities. 
   
  War of the Burning Sky 
    My Savage Worlds conversion of 
  a superb Adventure Path (written 
  with the permission of Morrus). 
    Contains a large number of new 
  Edges, many of which could be 
  reverse engineered and turned 
  into new abilities. 
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Savage Abilities.pdf