TEXT: by John Goff
  Includes Savage Worlds Test Drive  rules, 
  Figure Flats, and Character Handouts
  The Wild Hunt
  Savage Worlds, Smilin’ Jack, Deadlands, all of our other Savage Settings, and the Pinnacle logo are Copyright Pinnacle Entertainment Group. © Solomon Kane Inc. 
  Solomon Kane® and related logos, characters, names, and distinctive likenesses thereof are trademarks of Solomon Kane Inc. All rights reserved.
  
  2
  This introductory adventure is designed to be 
  played with only the Savage Worlds Test Drive rules 
  included, but can just as easily be used with the 
  Savage Worlds core rules. Pre-generated characters 
  are provided or your players can design their own.
  The Wild Hunt is a modern-day horror story set in 
  the tradition of a Saturday-night horror movie. In it, 
  the players find themselves unexpectedly stranded 
  in a rural town in the American Midwest and on 
  the wrong end of a curse more than a century old. 
  With their very souls on the line, they must avoid 
  an unholy horde of unrelenting hunters determined 
  to add the heroes to their host!
  The Story So Far
  The town of Ebernburg, Wisconsin, was founded 
  in the early 1800s by a minor European noble 
  family of the same name. While America doesn’t 
  formally recognize noble blood, it does recognize 
  wealth all too readily, and the Ebernburgs had 
  ample amounts of that as well. As a result, they rose 
  to significant prominence in the region.
  One Family’s Fall . . .
  Time passed, and the Civil War claimed all of 
  the family’s sons save one, Albert. During the 
  war, Albert Ebernburg gained a well-deserved 
  reputation as an angry and violent man. When the 
  hostilities ended, he found his bloodlust did not 
  abate, and he turned to hunting to satisfy it. Albert 
  spent many years traveling the globe, pursuing one 
  hunt after another.
  By the time he returned to his home town, age 
  had caught up with him, but he had yet to sire an 
  heir for the family fortune. A young woman from 
  one of the town’s poorer families, Marla Hoffman, 
  caught Albert’s eye. Marla initially refused his 
  advances, but Albert was not accustomed to 
  having his quarry escape. He eventually bought 
  her family’s mortgage, using it to coerce her into 
  marriage.
  Marla was less than half his age, and Albert, by 
  all accounts, was not a particularly handsome man. 
  Not surprisingly, the reluctant bride soon found 
  her way into the arms of a man closer to her own 
  age, a drifter who worked in her husband’s stables. 
  The two were young and not wise in the ways of 
  the world, so it was inevitable their affair would 
  eventu ally be discovered.
  Albert caught the two together one evening and 
  flew into a murderous rage. Marla and her lover 
  fled into the forest to escape him, but he gathered 
  his hunting dogs and pursued them on horseback.
  In the darkness, the two lovers became separated. 
  Albert and his hounds found the young drifter first 
  and made short, bloody work of him. He set off 
  immediately on Marla’s trail, but fate conspired 
  against him. He lost balance careening through 
  the dark woods and fell from his saddle, snapping 
  his neck.
  Marla, not knowing of her husband’s death, took 
  her own life that night as well, hanging herself 
  from a tree in the forest. Whether she did so from 
  despair, guilt, or simply the hope of sparing her 
  family Albert’s wrath is lost to time. However, 
  the tragic chain of events that led to one murder, 
  a suicide, and yet a third death brought a curse 
  on Albert’s soul and, sadly, the entire community.
  . . . Gives Rise to Evil
  Now, once every ten years on the anniversary 
  of his death, Albert Ebernburg leads an unholy 
  host, the Wild Hunt, through the town and the 
  surrounding wilderness. Though he still seeks 
  his escaped wife, he pursues any human quarry 
  that crosses his path. Worse, those Albert, now 
  Master of the Hunt, kills are doomed to join his 
  host beginning with his next hunt.
  For decades, the residents suffered the Master’s 
  hunts, losing one or more of their number to it 
  each time it swept through the region. Over time, 
  it became clear to the remaining inhabitants 
  that the town was doomed—either as surviving 
  residents fled the area or stayed and fell victim 
  to the Master—unless a solution was found. After 
  much arguing, they decided to give the Master what 
  he seems to desire—prey for his Hounds.
  Now, every ten years, the occupants of Ebernburg 
  lure outsiders to their lonely village to serve as prey 
  to the Master’s unholy hunts. Over time, they’ve 
  become quite proficient at finding folks no one will 
  miss and covering their tracks. Other than a few 
  whispered ghost stories, no one outside the village 
  has any inkling as to the existence of the Hunt.
  The Hunt is rapidly approaching, and one of the 
  residents, Bernie Cole, has been tasked with finding 
  the monsters’ quarry this year. Cole has come up 
  with a novel plan. He’s taken a job as a bus driver 
  for a national line. 
  It turns out it’s remarkably easy to find suitable 
  victims riding on long-haul buses…
  Breakdown
  The characters are aboard on a bus headed 
  across the northern Midwest. The circuitous route 
  has taken them far off the interstate, through rural 
  communities that pockmark an otherwise heavily 
  wooded expanse. The player characters are the 
  only passengers on the bus. Although the driver 
  visits several isolated bus stops over the course of 
  the day, no one else boards.
  By mid-afternoon, allow the passengers a 
  Notice roll. Anyone who makes the roll sees the 
  driver, Bernie, begin paying more attention to his 
  instrument pane. As the day drags on, he appears to 
  become mildly concerned. If asked, Bernie says the 
  bus seems to be having problems with its electrical 
  system. He suspects a problem with the alternator.
  Shortly before nightfall—around 8 p.m.—the 
  bus enters the small hamlet of Ebernburg. Bernie 
  tells the passengers that he’s going to stop and take 
  at look at the engine. He’s worried the electrical 
  system is about to fail and doesn’t want to get 
  caught out in the middle of nowhere when it does. 
  The Wild Hunt
  
  3
  He adds that cell and radio coverage can get pretty 
  spotty out in the country and wants to be able to 
  call dispatch if there’s a serious problem.
  Stranded
  Ebernburg consists of little more than a single 
  general store that also serves as the local post 
  office. A few farm houses are visible from the store, 
  but the nearest is at least a quarter of a mile away. 
  No other traffic is on the road at this time and only 
  a single, old-model sedan sits parked beside the 
  store. Obviously, the town is no bustling metropolis.
  Anyone who thinks to check finds that Bernie’s 
  earlier comments were accurate; there is no 
  cell coverage available. Actually, the residents of 
  Ebernburg sabotaged the nearby cell towers about 
  an hour before the bus arrived.
  A sign over the front door identifies it as 
  “Reinhard’s Store” in cracked white paint. A bench 
  flanks the door on one side, and an (out-of-service) 
  pay phone sits next to a street lamp on the edge of 
  the small parking area which is currently occupied 
  by only one other vehicle. Anyone who enters the 
  store finds a limited assortment of snacks, general 
  hardware supplies, and a small selection of fishing 
  and hunting accessories. Behind the counter sits 
  a small, locked rack of hunting rifles and a pair 
  of shotguns.
  The store is tended by a middle-aged woman 
  named Sheila. She is friendly, but not particularly 
  talkative and does not volunteer her last name. If 
  they press the conversation, she begins to seem 
  mildly uncomfortable in the passengers’ presence. 
  A small buffet sits next to the register, but pickings 
  have been reduced to a few pieces of soggy fried 
  chicken, corn on the cob, and cornbread.
  Bernie briefly tinkers with the bus’ engine 
  before entering and borrowing the phone. He 
  apparently calls his dispatcher to report the 
  problem. Moments after any character approaches 
  him, he ends the conversation by saying, “I’ll tell 
  them they can expect a replacement bus around 
  10, then?” and hangs up. In reality, Bernie called 
  no one—the locals cut the phone lines when they 
  were sabotaging the cell towers.
  After his “call,” he rounds up the passengers 
  and explains they’ve got about a 3-hour wait until 
  another bus can be sent to pick them up. He adds 
  that the store will be closing in a few minutes as 
  well, so if they wanted to grab a snack for the wait, 
  they should hurry. He departs on the pretense of 
  heading back to the store to call the dispatcher 
  with an update.
  Darkness Falls
  True to Bernie’s warning, the store closes 
  soon after, just as the streetlamp outside kicks 
  on with a noticeable buzz. Sheila leaves minutes 
  later, departing in the only car in the lot. Bernie 
  doesn’t immediately return to the bus. A check 
  of the store reveals it is locked up tight, even the 
  outside restrooms, and there is no sign of the 
  missing driver. 
  A quick search confirms that wherever Bernie 
  went, he seems to have taken the keys to the bus 
  with him. None of the bus’ electrical systems, 
  radio, or even door can be operated without the 
  keys, even if there were still a battery. Fortunately, 
  the door is in the open position—although the 
  passengers may feel otherwise soon. A successful 
  Notice roll while looking for the keys turns up 
  Bernie’s commercial driver’s license, listing his 
  last name as Cole. The address is to an Ebernburg 
  post office box.
  Twilight begins to deepen significantly at this 
  point, and if any of the passengers asks about the 
  nearby farmhouses, allow them a Notice roll. On 
  a success, they realize none of the houses has any 
  interior lights on, even though it is well past the 
  time when they would be needed.
  It’s about this time when howls begin to echo 
  through the woods.
  The Hunt Begins
  A few minutes after the heroes hear the first 
  howl, the first of the Hounds reach Reinhard’s. 
  Initially, the creatures prowl at the edges of the 
  street light’s illumination, allowing the trapped 
  passengers to glimpse only fleeting dark shapes 
  and shadows. The beasts’ guttural growls are all 
  too audible, though. 
  All the characters should make a Guts check at 
  this point. Those who fail are at –1 to all Trait rolls 
  for the encounter due to their fear and unease.
  After letting the group’s dread intensify for a 
  short while, the creatures move to attack. They 
  start the fight by using their howl special ability, 
  then rush in to attack. If any of the characters are 
  foolish enough to be caught alone outside when 
  the beasts arrive, the Hounds focus on them first. 
  Otherwise, they rush the bus.
  The confines in the bus are such that only one 
  person (and one Hound) can be in the aisle at a 
  time. Trapped characters can attempt to escape 
  by climbing out the window or clambering over 
  the seats. Either attempt requires a successful 
  Agility roll.
  Three rounds after the Hounds first attack, 
  a group of Huntsmen reach the store. If the 
  characters had any doubt about their situation, 
  the arrival of a band of bloodthirsty undead should 
  make it pretty clear at this point!
  The Huntsmen and Hounds fight until either slain 
  or the party flees. They do not immediately pursue 
  any escapees—after all, what’s a hunt without a 
  chase? Be sure to see Covering the Trail below.
  • Hounds (1 per two heroes, minium 2): See 
  page 6.
  • Huntsmen (1 per hero): See page 6.
  Hunted
  Once the characters flee or overcome the initial 
  assault, they have a few options open to them. 
  At some point a canny party is likely to simply 
  try to escape Ebernburg. Unfortunately, due to the 
  nature of the Hunt’s curse, no one can escape a 
  five-mile radius of Ebernburg once the Hunt begins. 
  Anyone attempting to flee outside that area finds 
  themselves mysteriously transported back near 
  the center of town.
  The heroes may also decide to arm themselves 
  from the weapons inside Reinhard’s. The windows 
  to the building are too small for anyone but a child 
  to climb through, but the doors can be opened 
  with a Lockpicking roll. Once inside, a Notice 
  roll uncovers the key to the gun rack or another 
  Lockpicking roll can open it. There are three 
  hunting rifles (24/48/96, 2d8, RoF 1, Shots 6), two 
  double-barreled shotguns (12/24/48, 1-3d6, RoF 
  1 or 2, Shots 2), and 5 boxes of 25 rounds for each.
  Covering the Trail
  After each encounter, it takes the hunters a half 
  an hour to catch up to the party before the next 
  attack. A group of heroes can try to delay the Hunt 
  by confusing their trail, hiding, doubling back, 
  and so on. 
  If they decide to try this, allow one character 
  covering the party’s trail to roll Stealth opposed 
  by the Hounds’ Tracking skill. Roll only one die 
  for the entire group of Hounds. If the character 
  wins, each success and raise on her roll delays 
  the Hunt’s attack by another half hour. If she fails, 
  another hero can’t try to roll Stealth until after the 
  Hunt’s next attack.
  No matter how many Huntsmen and Hounds the 
  party manages to defeat, the numbers are always 
  replenished by the Master between encounters. 
  Many, many victims have fallen to the Hunt over 
  the last century or so. Reinforcements are plentiful.
  • Huntsmen (1 per hero): See page 6.
  • Hounds (1, plus 1 per two heroes): See 
  page 6. 
  Tests of Will
  Intimidate and Taunt can be used 
  in combat to force a Test of Wills. In 
  either case, it is an opposed roll (see 
  page 11) and counts as an action. 
  The attacker makes either an Intimi-
  date or Taunt roll. The defender resists 
  Intimidate by rolling Spirit and Taunt 
  by rolling Smarts. 
  Success gives the attacker a +2 
  bonus on his next action against the 
  defender. With a raise, the attacker 
  gains the bonus and makes the 
  defender Shaken as well.
  
  4
  Get Off of My Land!
  If the heroes flee to one of the nearby farmhouses, 
  their cries for help go unanswered. The houses 
  remain dark. However, should they try to force 
  entry, they quickly discover the occupants are not 
  only present, but armed and determined to keep 
  them out. 
  There are at least two adults in each house, 
  and all are armed with shotguns. The residents 
  threaten any character trying to break in with their 
  firearms, but only shoot if the trespasser attacks 
  them or actually enters the house. The inhabitants 
  of Ebernburg learned long ago that anyone 
  rendering aid to the Hunt’s quarry becomes prey 
  for the Master as well. No amount of Persuasion or 
  Intimidation can convince them to allow the heroes 
  into their home.
  While the residents ward anyone from their 
  house, they otherwise hide inside for fear of 
  drawing the Master’s attention. This means the 
  heroes are free to scavenge any outbuildings 
  unmolested. All vehicles are locked and have been 
  further disabled (spark plugs missing, batteries 
  removed, etc.) to prevent their use in escape. 
  However, there are numerous farm implements 
  lying around the grounds. Each successful Notice 
  roll unearths a tool suitable for a weapon, such 
  as an axe, pick, pitchfork, and the like (all Str+d6 
  damage).
  With a raise, the searchers find enough gasoline 
  and bottles to make 1d4 crude Molotov cocktails. 
  These can be used with the Throw skill and have a 
  range of 3/6/12 and do 2d8 damage to anyone in 
  a Medium Burst Template. A miss means the bottle 
  didn’t break, the rag went out, or the like. If the hero 
  rolls a 1 on both his Throwing die and Wild Die, he 
  drops the bottle, causing the burst template—and 
  damage—to center on him instead.
  Should the heroes happen to check mailbox 
  names, they discover one of the houses belongs 
  to a family named Cole—Bernie’s family, in fact.
  • Citizens: See page 5.
  A Light in the 
  Darkness
  At some point after their first encounter with 
  the Hunt, a character making a Notice roll spots 
  a faint light through the trees to the north. A five 
  minute walk up the shadowy lane leads the party 
  to a weathered sign proclaiming the Church of the 
  Confessor beside the road. A short distance back 
  from the blacktop sits a modest, older Catholic 
  church. The glow the heroes spotted earlier comes 
  from a light burning somewhere behind church’s 
  stained glass windows.
  The Chapel in the Woods
  Like the rest of the town, the church doors are 
  closed and locked. However, an old and tired priest 
  answers any knock or call after about a minute. 
  He looks at the characters and with a mix of 
  resignation and guilt says, “You’ll find no sanctuary 
  here,” before slowly beginning to close the door.
  A Persuasion or Intimidation roll convinces the 
  man to allow the group inside, introducing himself 
  as Father Miles. He warns them as they enter it 
  will do them no good. “This ground is no longer 
  hallowed, I fear,” he says. “We’ve been complicit 
  in the evil here for so long that perhaps even God 
  himself has abandoned us.” If the players press him 
  for an explanation, he sits wearily in a pew before 
  telling the tale of Albert and Marla Ebernburg.
  The priest ends his story by explaining that the 
  characters’ only hope is to survive the night or 
  somehow find a way to end the curse. He adds, 
  should they ask, that to his knowledge no one 
  chosen as prey by the hunt has ever survived the 
  night and only one has escaped it—Marla. 
  Father Miles also explains that any who aid 
  the Hunt’s prey become marked themselves. The 
  priest confirms that he has likely doomed himself 
  by allowing them into the church. If asked why 
  he did so, he says, “I’ve turned away more than 
  one over the years and the burden of that sin has 
  become too great.” 
  Ending the Curse
  He tells the group that before he refused to aid 
  previous victims, the Hunt never came near the 
  grounds or the adjacent cemetery. Now the undead 
  monsters seem strangely drawn to the cemetery. 
  They pour through it at least twice during each 
  manifestation of the Hunt, the Hounds sniffing 
  each tombstone thoroughly before moving on to 
  the next.
  He further believes the creatures may be 
  repulsed by holy objects. Unfortunately, the only 
  thing that may still qualify is the small quantity of 
  holy water in the font near the church’s vestibule. 
  There is approximately a gallon of holy water there 
  presently. If the group asks, he tells them they are 
  welcome to it. Allow the characters to employ any 
  reasonable solution to utilize it—the more creative, 
  the better!
  Hopefully by this time the heroes are beginning 
  to suspect finding Marla’s final resting place may 
  be the key to defeating the Master. (If the players 
  don’t come to the conclusion that Marla is the key 
  to ending the curse, Father Miles can nudge them 
  in that direction.) If they ask about her grave, the 
  priest says it is possible that since she was a suicide, 
  the church leaders at the time may have refused 
  to allow her to be buried on hallowed ground. Or 
  perhaps the lingering influence of the Ebernburg 
  family might be to blame. Either way, Marla is not 
  buried on the church property.
  All is not lost, though. The church maintained 
  extensive and meticulous records on the lives—and 
  deaths—of its parishioners from its founding. It 
  may be her gravesite is recorded in the church 
  documents stored in the basement. 
  A visit to the dusty and dank archives finds them 
  as exacting and extensive as Father Miles claimed, 
  stretching back over 150 years. After each half-
  
  5
  hour spent searching, allow each of the characters 
  digging through the files to make Investigation 
  rolls. On a success, one of them discovers the record 
  of Marla’s burial on a private plot located two miles 
  south of town. 
  Retribution
  Moments after the researchers return from 
  the archives (or shortly after the priest finishes 
  speaking, should the heroes choose not to search 
  the records), the main doors to the sanctuary 
  burst from their hinges. Through them comes 
  the Master himself, led by a group of Huntsmen. 
  Simultaneously, several of the stained glass 
  windows lining the main auditorium shatter as 
  Hounds leap through them. 
  Allow each character a Notice roll. Any who fail 
  are surprised and unable to act the first round. (If 
  you’re using the pre-generated characters, Morgan 
  also gets a check for Danger Sense just before the 
  attack. If successful—and the player warns the 
  party of impending danger—give each a +2 bonus 
  to the Notice roll.) Regardless of the result, each 
  hero must also make a Guts check against the 
  Master’s fear special ability.
  The Hounds focus their attacks the priest until 
  he is slain. Father Miles has no weapons, so barring 
  the intervention of the heroes, he likely falls quickly. 
  The Huntsmen go after the rest of the group. The 
  Master himself remains at the entrance and does 
  not enter the fight unless attacked, intending to 
  allow his host to wear down his victims in this 
  encounter.
  The fight is stacked against the characters from 
  the start, but there are numerous escape routes, 
  including the rear door of the church and several 
  now-broken stained glass windows. If the heroes 
  flee, only half the Hounds follow, as the Master is 
  happy to drag the pursuit out as long as his quarry 
  will run. 
  The party can fight the monsters or try to evade 
  them as described earlier.
  • Father Miles: Use the Citizen template at the 
  end of the adventure.
  • Hounds (4): See page 6.
  • Huntsmen (2 per hero): See page 6.
  • The Master: See page 5.
  End Game
  The heroes can survive the Hunt by either lasting 
  until daybreak at 6 a.m. or by bringing the Hunt to 
  Marla’s gravesite. If they try to outlast the Hunt, use 
  the procedure described in Covering the Trail to 
  determine how often the Hunt attacks. Regardless 
  of their success, they are attacked shortly before 
  dawn by the Master and his host in a last attempt 
  by the undead hunter to kill his prey.
  • Hounds (4): See page 6.
  • Huntsmen (2 per hero): See page 6.
  • The Master: See page 5.
  Reconciliation — Of a Sort
  If the party has discovered the general location 
  of Marla’s gravesite from the church, they still 
  have to find the exact spot. It is marked with a 
  modest headstone, but time has taken its toll. The 
  heroes must make a Notice roll (at –6!) to spot the 
  gravesite in the darkened wood. Each character can 
  attempt this roll once every 10 minutes. Keep track 
  of the time they spend searching in case the Hunt 
  catches up to them during this period!
  Once they find the gravesite, nothing unusual 
  happens until the next approach of the Hunt. At 
  that time, the Master and his host arrive, intent 
  on finishing off their quarry. Unlike previous 
  encounters, the Master leads the attack, aided by 
  his minions. 
  After the second round of the battle, a mournful 
  wail erupts from Marla’s grave. Everyone—undead 
  and living alike—must immediately make a Spirit 
  roll or be Shaken by the sound. Marla’s ghost 
  appears, hovering above the ground. Her neck tilts 
  unnaturally to one side, with the spectral remains 
  of a noose still hanging from it. Although her head 
  lies limply on her shoulder, her eyes are transfixed 
  on the Master. 
  Deal initiative cards as normal for the next 
  round, including one to Marla’s ghost. Albert stands 
  mesmerized by Marla’s appearance and takes no 
  action. The other members of the Hunt—if not 
  Shaken—continue attacking the heroes. The ghost 
  ignores everything but the Master, rushing at him 
  on her card. She is immune to all attacks and effects 
  should any of the party attempt to interact with her. 
  When she reaches the Master, the end of her noose 
  lashes around his neck several times and tightens. 
  Once again, deal initiative cards to everyone. 
  On the ghost’s action, she strangles the Master. 
  At that point, all the Huntsmen and Hounds fall 
  lifelessly to the ground. The entire Hunt begins to 
  rapidly decompose as time overtakes their bodies. 
  Within minutes, nothing but a few rotting scraps 
  of clothing remain. 
  With Albert’s destruction, Marla’s ghost fades 
  from existence.
  • Hounds (4): See page 6.
  • Huntsmen (2 per hero): See page 6.
  • The Master: See page 5.
  Aftermath
  With the death of the Master or sunrise, the 
  curse trapping the heroes in Ebernburg is lifted. 
  The characters can walk out of town or, if they’re 
  particularly spunky, wait for another bus. Bernie 
  even appears somewhat later in the morning. He, 
  of course, is surprised to see them, but denies any 
  role in the night before.
  The townsfolk themselves are uncomfortable 
  in the heroes’ presence, even if the characters 
  aren’t overtly hostile. After all, they carry decades 
  of guilt for their participation, even if they didn’t 
  directly murder anyone. However, they deny any 
  knowledge of the Hunt or what occurred during 
  the night—even if directly confronted by the party.
  No evidence of the Hunt exists and the citizens 
  of Ebernburg provide a united front to any 
  investigation of the night’s events. Given that the 
  authorities are already predisposed to place little 
  credence in claims of ghosts and supernatural 
  huntsmen, any official inquiry ends without formal 
  resolution.
  Heroes and 
  Villains
  All of the people—and things—in this adventure 
  are detailed in game terms below.
  Local Townsfolk
  Citizen
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Driving d4, Fighting d4, Knowledge 
  (Trade) d8, Notice d6, Shooting d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Edges/Hindrances: —
  Gear: Pump shotgun (Range 12/24/28, Dam 
  1-3d6, RoF 1, Shots 6)
  The Wild Hunt
  Albert Ebernburg, Master 
  of the Hunt
  Albert’s hatred and rage manifests in his hideous 
  form, which is as much beast as human at this 
  point. The remnants of his old burial clothing 
  hang from his now unnaturally tall, thin frame. A 
  pair of wicked and sharp antlers branches from 
  his forehead. His flesh is blackened and oily, with 
  tufts of hair sprouting sporadically from exposed 
  areas. His fingers have grown into long, talon-like 
  claws, and his lower jaw has elongated, exposing 
  long, predatory fangs. 
  Attributes: Agility d8, Smarts d6, Spirit d10, 
  Strength d10, Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, 
  Tracking d10
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 8
  Special Abilities: 
  • Bite/Claws/Horns: Str+d6 (but only one a 
  round).
  • Fear –2: Anyone who sees the colonel must 
  make a Guts roll (–2) or be Shaken by his 
  horrific appearance. This is not a damaging 
  attack.
  • Gore: The Master can charge to gore his prey 
  with his antlers. If he can move at least 6” in a 
  straight line before attacking, he adds +4 to his 
  damage total.
  • Immunity: The colonel cannot be hurt by 
  normal weapons. Magic and magical weapons 
  (including items affected by smite) can harm 
  him normally.
  • Invulnerability: The only way to destroy 
  Colonel Ebernburg is to confront him with his 
  wife’s ghost. Magical attacks and weapons that 
  would otherwise incapacitate him only force 
  him to dissipate for one hour, at the end of 
  which time he reforms and resumes the hunt.
  • Undead: +2 Toughness. +2 to recover from 
  being Shaken. Called shots do no extra damage. 
  Undead do not suffer Wound Modifiers.
  • Weakness (Holy Water): A pint of holy water 
  does 2d6+2 damage to the Master as if it were 
  a magic weapon. This cannot destroy him, but 
  can temporarily harm him as noted above.
  • Weakness (Marla’s Ghost): If the colonel is 
  brought face to face with his wife’s ghost, he is 
  destroyed permanently.
  
  6
  Hounds
  Like their master, these monsters are reanimated 
  remains, driven by an unholy urge to hunt and kill. 
  Their hides are dried and missing huge clumps of 
  fur, and their desiccated lips are drawn back from 
  their teeth in a permanent snarl.
  Attributes: Agility d6, Smarts d6 (A), Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d6, Intimidation d6, 
  Notice d8, Tracking d10
  Pace: 8; Parry: 6; Toughness: 8
  Special Abilities:
  • Bite: Str+d6.
  • Fleet Footed: Hounds roll a d10 when running 
  instead of a d6.
  • Howl: As an action, a hound may make an 
  Intimidation Test of Wills against any foe 
  within earshot.
  • Undead: +2 Toughness. +2 to recover from 
  being Shaken. Called shots do no extra damage. 
  • Weakness (Holy Water): A pint of holy water 
  deals 2d6+2 damage to a hound.
  Huntsman
  Former victims of the Hunt themselves, these 
  undead are dragged back to life to serve the 
  Master’s bidding once a decade. The Huntsmen are 
  now little more than rotting zombies, each dressed 
  appropriately to the time he was slain by the Hunt. 
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, 
  Tracking d6
  Pace: 6; Parry: 5; Toughness: 7
  Special Abilities:
  • Claws: Str+d4
  • Fearless: Undead hunters are immune to Fear 
  and Intimidation.
  • Undead: +2 Toughness. +2 to recover from 
  being Shaken. Called shots do no extra damage.
  • Weakness (Holy Water): A pint of holy water 
  deals 2d6+2 damage to an undead hunter.
  The Player Characters
  As noted earlier, you can play with these provided 
  characters or you can let the players make their 
  own from scratch using either the included Test 
  Drive rules or the Savage Worlds core rulebook if 
  you have one.
  Additionally, you may notice that all the provided 
  characters have gender-neutral names. They can 
  be male or female as your players prefer. While 
  the cust-and-use character sheets have a single 
  illustration each, the figure flats include both 
  gender options for all the characters.
  Kelly Franklin
  Your undergrad studies tapped out your 
  parents’ life savings. You made it into med 
  school, but even working two part-time jobs and 
  taking student loans, you couldn’t make ends meet. 
  In the end, you watched your dreams of being a 
  doctor code out under a ledger sheet. 
  Turns out student loans are harder to get rid of 
  than the Black Plague. Now, you’re on your last 
  few dollars, riding a bus to nowhere…and hoping 
  nowhere is far enough away that the loan company 
  can’t find you.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Driving d4, Fighting d4, Guts d8, Healing 
  d8, Investigation d6, Notice d6, Persuasion d6
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Heroic, Poverty (Minor), Pacifist 
  (Minor)
  Edges: Common Bond, Healer, Luck
  Gear: Cellular phone, $10
  Chris Jansen
  It’s not just the limp from the shrapnel 
  left in your leg, it’s the nightmares you 
  have of still being back over there. Now, you get 
  overwhelmed by rage at times and just snap. You 
  become a danger to yourself and anyone close to 
  you. In the end, it cost your marriage, your family, 
  your job, and your home.
  Now you’re on the road, looking for a new life, 
  maybe a new family. But you fear you won’t be able 
  to outrun those same old demons.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d8
  Skills: Driving d4, Fighting d6, Guts d6, Healing 
  d4, Notice d6, Shooting d8, Stealth d4, Survival 
  d4, Throwing d4
  Charisma: 0; Pace: 4; Parry: 5; Toughness: 6
  Hindrances: Lame, Loyal, Doubting Thomas
  Edges: Berserk, Nerves of Steel
  Gear: Survival knife (Str+1d4, +1 to Survival 
  rolls), flashlight, lighter, $200
  Terry McNamara
  Some folks might call you a criminal, but 
  more accurately you were a debt collector. 
  You’ve got a weakness for the dice…or the cards…
  or the ponies, really just about anything you can 
  bet on. What you don’t have is a knack for picking 
  winners.
  Now, you’re the one with the unpaid debt and, 
  knowing how your boss handles collections, you 
  caught the first bus out of town.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Driving d4, Fighting d8, Guts d6, 
  Intimidation d6, Lockpicking d4, Notice d4, 
  Shooting d6, Stealth d4, Streetwise d4
  Charisma: –1; Pace: 6; Parry: 6; Toughness: 7
  Hindrances: Overconfident, Habit (Minor: 
  Compulsive Gambler), Enemy (Minor: Loan 
  Shark)
  Edges: Brawny, Sweep
  Gear: .38 revolver (Range 12/24/48, Dam 2d6, 
  RoF 1, Shots 6, Revolver), deck of cards, dice, $10
  R. H. Milsten
  Ghosts, cryptids, UFOs—you name it, 
  you’ve investigated it. Most folks laugh at 
  you or just think you’re just a little crazy. But you 
  know the supernatural is real. You’ve even found a 
  couple of spells over the years that work. Nothing 
  flashy, mind you, magic nonetheless—no matter 
  what the skeptics claim.
  You’re on your way to your next investigation: 
  the town of Ebernburg, the scene of strange lights, 
  noises, and disappearances dating back over a 
  century. It should prove the perfect place to test 
  your newfound abilities!
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Driving d4, Fighting d4, Guts d8, 
  Investigation d6, Knowledge (Occult) d6, Notice 
  d6, Spellcasting d8, Shooting d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Curious, Bad Eyes (Minor), 
  Delusional (Minor: You see the paranormal 
  everywhere)
  Edges: Arcane Background (Magic), Alertness 
  Powers: Deflection, smite
  Power Points: 10
  Gear: Video camera with night vision (halves 
  modifiers for darkness), digital recorder, cellular 
  phone, notebook, $100
  Morgan Stevens
  Your parents died early and you 
  bounced between foster homes and 
  orphanages—at least until those men in lab coats 
  took custody of you. They put you in a cell, gave 
  you strange drugs, and did all sorts of weird tests. 
  You watched other people die from the same abuse 
  time and time again.
  But not you. In fact, after a while, you found you 
  could do things with your mind. Things that no one 
  else could do. And those men in the lab coats? They 
  couldn’t keep you locked up anymore.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, 
  Lockpicking d4, Psionics d6, Shooting d6, Stealth 
  d6, Streetwise d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: All Thumbs, Bad Luck, Cautious
  Edges: Arcane Background (Psionics), Danger 
  Sense
  Powers: Armor, bolt
  Power Points: 10
  Gear: MP3 player, LED mini-flashlight, lockpicks, 
  sleeping bag, $25
  Bobby Thompson
  You were always good at running—
  whether for third base, the finish line, or 
  the end zone. When your last report card came, 
  your mom made you quit your Little League teams. 
  The only reasonable thing to do was to run away 
  from home. 
  Now who’s sorry?
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d4, Vigor d4
  Skills: Fighting d4, Guts d6, Notice d4, Shooting 
  d4, Stealth d6, Throwing d6, Taunt d4
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 4
  Hindrances: Young, Poverty, Stubborn
  Edges: Luck, Fleet-Footed, Quick
  Gear: Swiss army knife (Str+1), $10
  
  Plot Point settings
  Most of our Savage Settings are “Plot Point” books. They communicate 
  a big backstory—like the fight to escape the black hole in Slipstream or 
  the Reckoning in Deadlands—but still give GMs the freedom to construct 
  and run their own stories in the foreground. Certain adventures—called 
  Plot Points—reveal the backstory to the heroes and help them figure out 
  how to accomplish some greater goal, while allowing them the freedom 
  to pursue their own character’s agendas.
  The real goal behind all this is to help Game Masters who don’t have 
  tons of time to prepare their own game. The backstory is there to provide 
  context, NPC motivations, and fantastic locations. Think of a Plot Point 
  setting as a quick pick-up instruction manual for actually running a 
  game session (almost) on the fly. The location descriptions are intended 
  to quickly hone in on how the GM describes the area to his players, 
  the plots have enough detail to run a night’s session, and the bad guys 
  or challenges are defined and statted—either as unique villains or by 
  reference to the bestiary.
  In The Savage World of Solomon Kane™, for example, just before 
  running a night’s session, the Game Master can figure out where the 
  players are going and read a short summary of that location. Then he can 
  look at the points of interest at that site and see if there are any Savage 
  Tales—short adventures—that his party might want to get involved with.
  Savage Worlds Plot Point settings offer busy Game Masters epic 
  campaigns your players will think you spent years creating!
  Get the full version of Savage Worlds at better game stores everywhere!
  Free Adventures and more at www.peginc.com!
  Chris Jansen
  Morgan Stevens
  Kelly Franklin
  Terry McNamara
  Bobby Thompson
  R. H. Milsten
  
  Undead
  Huntsman
  Undead
  Huntsman
  Undead
  Huntsman
  Undead
  Huntsman
  Undead
  Huntsman
  Undead
  Huntsman
  Undead
  Huntsman
  Undead
  Huntsman
  Undead
  Huntsman
  Undead
  Huntsman
  Undead
  Huntsman
  Undead
  Huntsman
  Undead
  Undead
  Undead
  Undead
  Undead
  Undead
  Undead
  Undead
  Undead
  Undead
  Undead
  Undead
  Morgan Stevens
  Attributes: Agility d6, 
  Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, 
  Notice d6, Lockpicking d4, 
  Psionics d6, Shooting d6, 
  Stealth d6, Streetwise d6
  Charisma: 0; Pace: 6; 
  Parry: 5; Toughness: 5
  Hindrances: All Thumbs, 
  Bad Luck, Cautious
  Edges: Arcane Background 
  (Psionics), Danger Sense
  Powers: Armor, bolt
  Power Points: 10
  Gear: MP3 player, LED 
  mini-flashlight, lockpicks, 
  sleeping bag, $25
  Kelly Franklin
  Attributes: Agility d6, 
  Smarts d6, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Driving d4, Fighting 
  d4, Guts d8, Healing d8, 
  Investigation d6, Notice d6, 
  Persuasion d6
  Charisma: 0; Pace: 6; 
  Parry: 4; Toughness: 5
  Hindrances: Heroic, Poverty 
  (Minor), Pacifist (Minor)
  Edges: Common Bond, 
  Healer, Luck
  Gear: Cellular phone, $10
  Chris Jansen
  Attributes: Agility d6, 
  Smarts d6, Spirit d6, 
  Strength d6, Vigor d8
  Skills: Driving d4, Fighting 
  d6, Guts d6, Healing d4,  
  Notice d6, Shooting d8, 
  Stealth d4, Survival d4,  
  Throwing d4
  Charisma: 0; Pace: 4; 
  Parry: 5; Toughness: 6
  Hindrances: Lame, Loyal, 
  Doubting Thomas
  Edges: Berserk, Nerves of 
  Steel
  Gear: Survival knife 
  (Str+1d4, +1 to Survival 
  rolls), flashlight, lighter, 
  $200
  Bobby Thompson
  Attributes: Agility d6, 
  Smarts d6, Spirit d6, 
  Strength d4, Vigor d4
  Skills: Fighting d4, Guts d6, 
  Notice d4, Shooting d4,  
  Stealth d6, Throwing d6, 
  Taunt d4
  Charisma: 0; Pace: 6; 
  Parry: 4; Toughness: 4
  Hindrances: Young, Poverty, 
  Stubborn
  Edges: Luck, Fleet-Footed, 
  Quick
  Gear: Swiss army knife 
  (Str+1), $10
  Terry McNamara
  Attributes: Agility d6, 
  Smarts d4, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Driving d4, Fighting 
  d8, Guts d6,  
  Intimidation d6, Lockpicking 
  d4, Notice d4, Shooting d6, 
  Stealth d4, Streetwise d4
  Charisma: –1; Pace: 6; 
  Parry: 6; Toughness: 7
  Hindrances: Overconfident, 
  Habit (Minor: Compulsive 
  Gambler), Enemy (Minor: 
  Loan Shark)
  Edges: Brawny, Sweep
  Gear: .38 revolver (Range 
  12/24/48, Dam 2d6, RoF 1, 
  Shots 6, Revolver), deck of 
  cards, dice, $10
  R. H. Milsten
  Attributes: Agility d6, 
  Smarts d8, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Driving d4, Fighting 
  d4, Guts d8, Investigation 
  d6, Knowledge (Occult) d6, 
  Notice d6, Spellcasting d8, 
  Shooting d4
  Charisma: 0; Pace: 6; 
  Parry: 4; Toughness: 5
  Hindrances: Curious, Bad 
  Eyes (Minor), Delusional 
  (Minor: Sees the paranormal 
  everywhere)
  Edges: Arcane Background 
  (Magic), Alertness 
  Powers: Deflection, smite
  Power Points: 10
  Gear: Night vision videocam 
  (halves darkness modifiers), 
  digital recorder, cell phone, 
  notebook, $100
  
  Kelly Franklin,
  Medical Student
  Kelly Franklin,
  Medical Student
  Chris Jansen,
  Veteran
  Chris Jansen,
  Veteran
  Terry McNamara,
  Debt Collector
  Terry McNamara,
  Debt Collector
  R.H. Milsten,
  Paranormal Investigator
  R.H. Milsten,
  Paranormal Investigator
  Morgan Stevens,
  Escaped Test Subject
  Morgan Stevens,
  Escaped Test Subject
  Bobby Thompson,
  Runaway
  Bernie Cole,
  Bus Driver
  Father Miles,
  Priest
  Sheila,
  Storekeeper
  ©2011 Pinnacle Entertainment Group, All Rights Reserved. Figure flat illustrations by T. Jordan “Greywolf” Peacock. These and other figure flats available at www.peginc.com.
  Permission is granted to copy this page for private use only.  No redistribution rights granted or implied. 
  Tri-fold figure flats
  Print and cut out, folding into a prism or “A-frame” shape, gluing the labeled tab inside; the tab label is just for 
  identification purposes for the GM. Male & female options are presented for the PCs. For the undead hound 
  models, you can either fold them into an A-frame/prism on its side, or into an “inverted T” shape as illustrated.
  Undead Hound
  Undead Hound
  Undead Hound
  Undead Hound
  Kelly
  Franklin
  Kelly
  Franklin
  Chris
  Jansen
  Chris
  Jansen
  Terry
  McNamara
  Terry
  McNamara
  R.H.
  Milsten
  R.H.
  Milsten
  Morgan
  Stevens
  Morgan
  Stevens
  Bobby
  Thompson
  Bobby Thompson,
  Runaway
  Bobby
  Thompson
  Marla Edernburg,
  Vengeful Ghost
  Ghost
  Albert Ebernburg,
  Master of the Hunt
  Monster
  Sheila
  Father
  Miles
  Bernie
  (Bus Driver)
  
  Deadlands: Reloaded!
  The year is 1876, but the history is 
  not our own.
  Pinnacle’s flagship product is 
  Deadlands, a horrific journey into 
  the “Weird West.” Mysterious beings 
  called the Reckoners have given life to 
  monsters and magic, causing history 
  to divert from July 4th, 1863 forward. 
  The South has won its independence, 
  California has shattered into a 
  labyrinth of flooded sea-canyons, and 
  a mysterious super-fuel called “ghost 
  rock” has spawned as much war and 
  strife as it has “steampunk” devices.
  Players are steely-eyed gunfighters, 
  card-slinging sorcerers called hucksters, 
  mysterious shamans, savage braves, mad 
  scientists, and more who battle against evil 
  and attempt to prevent the “Reckoning.”
  Low Life: Rise of the 
  Lowly
  Sword & Sorcery Adventure in a shattered 
  world inhabited by the descendants of 
  cockroaches, worms, snack cakes, and 
  stranded aliens. Discover the arcane 
  secrets of hocus pokery, dementalism, 
  smellcasting, and holy rolling. Battle 
  hideous beasts risen from the rubble of 
  ancient civilizations. Enjoy a light lunch at 
  the Primordial Soup Kitchen. Mutha Oith 
  is a world of grand adventure and deadly 
  peril, of conflict and danger. It’s a land of 
  epic heroism and great evil, a realm of 
  horror and violence, a bold land where even the lowliest cockroach can become 
  a king by his own sword and the most wretched gob of filth can become a gawd.
  Are you werm enough to follow your destiny? Do you have the nuggets 
  to take your rightful place among Oith’s most valiant heroes? If so, strap on 
  your esophagator hide shield, pick up your poo flinger and your huge freakin’ 
  cleaver, mount your pygmy slog, whisper a prayer to Jelvis, kiss your larvae 
  goodbye, and open the goosin’ book. The muck-riddled road to epic adventure 
  stands before you...
  Necessary Evil: 
  Explorer’s Edition
  The fate of the world lies with the scum 
  of the earth: when the super heroes of the 
  world are blown to kingdom come by an 
  unstoppable army of invading aliens, who 
  will save the day? Evil! The only forces left 
  to take on the alien menace are the crafty, 
  self-serving super-villains! Necessary 
  Evil is a supers game done Savage Worlds 
  style. Inside the twisted Plot Point setting 
  are complete rules on making four-color 
  super-powered characters, over seventy 
  super powers, a pile of adventures weaving 
  in and out of a resistance story, new Edges 
  and Hindrances, a bestiary of out-of-this-
  world critters, and more!
  No simple reprint, this classic Savage Worlds setting is reformatted to the 
  wildly popular Savage Worlds: Exporers Edition-size paperback, includes a new 
  ending (110% of the story of the first edition), and has updated rules and two 
  dozen new pieces of art. 
  The Savage World of 
  Solomon kane™
  A Landless Man. A Wanderer. A Puritan. 
  Solomon Kane is many things, but above 
  all, he is a hero. In a time of savagery and 
  horror, he wanders the darkest corners 
  of the Earth and battles the evil he finds 
  hidden within. From the savage interior 
  of Africa to the cold forests of Europe, the 
  frigid mountains of Cathay, and the blood-
  soaked jungles of South America, he battles 
  merciless butchers, deathless queens, even 
  winged demons in his pursuit of righteous 
  vengeance.
  Now your hero can follow the Path of 
  Kane. Whether a Puritan wanderer, a misguided pirate, or a soldier of fortune, 
  a time of legend has come and fate has chosen her champions. Kane began 
  the fight against an ancient evil so great it could destroy humanity, but now 
  others must carry the torch into the darkness.
  Weird War II
  The violence and horror of war brings 
  humanity’s worst nightmares to life, and 
  no war was as terrible or as widespread as 
  Weird War II. Climb in your Sherman, crawl 
  into the ball turret of a B17, or just grab a 
  rifle and battle the horrors of Weird War II. 
  One of our most popular lines ever 
  relaunches as a single massive volume 
  covering all the war’s major theatres 
  and updating the terror to the award-
  winning Savage Worlds system. You’ll find 
  complete rules for campaigns on land, 
  sea, and air, rules for rune magic, and a 
  massive bestiary with haunted tanks, Nazi 
  Wehrwolves, ghost battleships, and more!
  Space 1889: Red Sands
  Science fiction roleplaying in a more 
  Savage time! Since Thomas Edison first 
  explored the worlds with the help of his 
  marvelous ether propeller, the British 
  Empire has grown to include to the red 
  plains and stately canals of Mars, the 
  steaming, dinosaur-infested swamps 
  of Venus, even a remote outpost in the 
  twilight zone of Mercury. 
  In 1889, the sun truly never sets on the 
  British Empire. But deep inside the Empire 
  a core of revolt festers and grows. Martian 
  cults cry out for the Earthlings’ expulsion. 
  Britain teeters at the edge of war with the 
  Oenotrian Empire. In the midst of seething 
  turmoil, the being known only as Kronos 
  siezes the technology of a forgotten race to threaten the very future of mankind! 
  This book contains everything you need to play thrilling Victorian space 
  adventures with the Savage Worlds game system: new Edges, Hindrances, 
  combat and construction rules for ether vessels and aerial flyers, a complete 
  system for Inventions, copious information about the various locales, races, 
  and mysteries of the Solar System, an Adventure Generator, dozens of Savage 
  Tales, a bevy of alien creatures and nefarious foes, and a Plot Point campaign 
  to take your heroes to the stars and back again.
  Selected Savage Settings
  All of our settings (except The Savage World of Solomon Kane and 
  Pirates of the Spanish Main) require the Savage Worlds core rules.
  
  11
  Welcome to Savage Worlds, Pinnacle’s 
  streamlined roleplaying system for any setting! 
  Here you’ll find everything you need to give the 
  game a quick spin and see if it’s something you 
  like—absolutely free!
  If you do, go order the regular Savage Worlds 
  rulebook at your favorite game store or at our web 
  store at www.peginc.com. You have all the core 
  rules here, but in the full book you’ll  also get details 
  on character creation, vehicles, chases, dogfights, 
  mass combat, spells, psionics, gadgets, and 
  superpowers! You’ll also find a guide to creating 
  your own settings, including how to create races, 
  new Edges and Hindrances, monsters, and more.
  The Test Drive is designed to work with our free 
  One Sheet™ adventures and pre-made characters. 
  You’ll find a couple attached to this booklet ready 
  to play, and you can download more at our website. 
  While you’re there, check out all our other freebies, 
  settings, and adventures, as well as the awesome 
  settings created by other game companies who 
  have licensed Savage Worlds for their settings!
  The Rules
  The Savage Worlds rules are simple and follow 
  a standard pattern. Let’s dive right in and you’ll 
  see how it works.
  Traits
  Every character or creature has two kinds of 
  Traits—attributes and skills. Each Trait is rated 
  from a d4 to a d12, with d6 being average and d12 
  being world-class.
  Trait Tests
  When you want your character to do something, 
  the GM tells you what Trait to use and you roll that 
  die. If it’s equal to or greater than 4, plus or minus 
  any modifiers, you’re successful.
  Some characters or creatures have Traits higher 
  than a d12, such as a d12+3. That means to roll the 
  d12 and add 3.
  Target Numbers (TN)
  The usual target number for most tasks is 4, plus 
  or minus any modifiers. Parry and Toughness are 
  special TNs and will be explained later on.
  Untrained
  If a character doesn’t have a skill for an action 
  he’s attempting he rolls a d4 but subtracts 2 from 
  The Wild Die
  When making any sort of Trait test, Wild Cards 
  roll an extra d6 called the “Wild Die.” If the result 
  of the Wild Die is higher than the Trait die, take the 
  result of the Wild Die instead.
  All modifiers apply to both the Trait and Wild 
  Die since whichever is highest is your total before 
  the modifier.
  One Wild Die Per Action
  When Wild Cards roll multiple dice for a single 
  action, such as when firing on full-auto, they roll 
  only one Wild Die. A gunner who fires three bursts, 
  for example, rolls three of his Shooting dice and 
  one Wild Die—which may then replace one of his 
  Shooting dice if it comes out higher.
  Example: A hero with a d8 Strength makes a 
  roll. He rolls a d8 and his Wild Die, a d6, and 
  gets an 8 and a 6, respectively—that’s an Ace 
  on both dice! He rolls both again and gets a 4 
  and a 3. The d8 ends up with a 8+4=12, while 
  the Wild Die is 6+3=9. The d8 scored highest 
  in the end, so his total is 12.
  Bennies
  Savage Worlds gives players and GMs a little 
  extra control over the whims of fate. Every player 
  starts each game session with three “bennies,” 
  gaming stones or other tokens that signify a little 
  bit of good luck or fate. (For those who don’t know, 
  “bennies” is a slang term derived from “benefits.”)
  You can use a benny to reroll any Trait test. You 
  can even keep spending them until you get the 
  result you want or you run out of bennies! Take 
  the best of your rolls—spending a benny should 
  never hurt you, only help. If your original roll is a 
  5, for example, and a benny gets you a 4, you keep 
  the original 5 instead.
  Bennies cannot normally be spent on damage 
  rolls, rolls on tables, or anything besides Trait rolls. 
  (Soak rolls and certain Edges do allow other uses of 
  bennies besides rerolling Trait rolls, but these are 
  the exception.) Bennies are not saved up between 
  sessions, so use ‘em or lose ‘em!
  Game Master Bennies
  Game Masters get bennies for their villains too. 
  At the start of each session, the GM gets one benny 
  for each player character in the group. 
  Each of the GM’s Wild Cards also get two bennies 
  of their own. They can use these or the “common” 
  the total. Some skills can never be used untrained, 
  such as casting a spell or performing brain surgery.
  Aces
  Trait tests and damage rolls in Savage Worlds 
  are “open ended.” That means when you roll the 
  highest number possible on a die (a 6 on a d6, an 
  8 on a d8, and so on), you get to roll that die again 
  and add it to the total. This is called an “Ace,” and 
  you can keep rolling and adding as long as you Ace!
  Raises
  Sometimes it’s important to know how successful 
  a Trait test was. A roll that’s 4 points over the target 
  number is called a “raise.” If your hero needs a 4 
  to Shoot an opponent and rolls an 8 or higher, he 
  hits with a raise!
  Example: A lady gunslinger in Deadlands needs 
  a 4 to hit a walkin’ dead at short range with her 
  .44 caliber Colt Navy. She has a d8 in Shooting, 
  so she rolls an 8-sided die and gets an 8. That’s 
  an Ace so she rolls again and gets a 4 this time 
  for a total of 12. That’s two raises and one heck 
  of a shot, ma’am!
  Opposed Rolls
  Sometimes rolls are “opposed” by an opponent. 
  If two characters are wrestling for control of an 
  ancient artifact, for example, they both make 
  Strength rolls. When this happens, the acting 
  character gets his Trait total first, followed by 
  whoever is opposing him. The highest total wins.
  Example: Buck Savage, a pulp hero, taunts an 
  Aztec mummy. Buck gets a 7 on his Taunt. The 
  mummy shrieks in anger and rolls next, getting 
  a 3. Buck wins with a raise!
  Wild Cards & Extras
  Your hero (a player character), and unique 
  villains and monsters are collectively called “Wild 
  Cards.” Wild cards are the “named” characters who 
  are important to the plot and thus are just generally 
  better than the unnamed “Extras.”
  These beings have a little better chance at doing 
  things, are a little tougher to put down, and are 
  generally more detailed than common guards, 
  minions, or lackeys. Wild Cards are noted with the 
  picture of Smilin’ Jack by their statistics, like this:
   Buck Savage
  Savage Worlds 
  Test Drive
  
  12
  pool to save their evil skins, but they can’t share 
  their own bennies with their minions. 
  As with heroes, bennies are not saved between 
  sessions.
  Characters
  The heart of a good roleplaying game is the 
  ability to make, customize, and advance your own 
  characters. Here’s how it works in Savage Worlds.
  1) Race
  Choose any race available in your setting for your 
  character. Our Savage Settings contain complete 
  rules and background information for any new 
  races that appear in that world.
  Human characters start play with one free Edge 
  of their choice (see Edges, below).
  2) Traits & Derived Statistics
  Your hero starts with a d4 in each attribute, and 
  has 5 points with which to raise them. Raising an 
  attribute a die type costs 1 point. Die types are d4, 
  d6, d8, d10, and d12.
  You have 15 points for skills. A list of standard 
  skills appears below. Note that skills in Savage 
  Worlds are very broad. You don’t have to take 
  Fighting for your sword, dagger, dirk, and axe—
  Fighting covers it all. Remember, this is a game 
  at the same time. A shooter with an Uzi couldn’t fire 
  one shot, then move and fire two more, for instance.
  Each die you roll when firing full-auto represents 
  a number of actual bullets equal to its Rate of Fire. 
  An Uzi firing 3 dice per turn, for example, uses 9 
  rounds of ammunition.
  Wild Cards roll all their dice and one additional 
  Wild Die. This die can replace a lower roll, but 
  cannot add an additional hit (and doesn’t cause 
  additional damage).
  Reach: A character may attack an opponent up 
  to this many inches distant.
  Snapfire: This awkward and heavy weapon 
  inflicts a –2 “snapfire” penalty to Shooting if the 
  user moves in the same round it’s fired.
  Combat
  We don’t call these “Savage” Settings for nothing. 
  Sooner or later, your hero is going to find himself 
  hip-deep in trouble. Fortunately for you, Savage 
  Worlds keeps the fighting Fast! Furious! and Fun! 
  Initiative
  To help the Game Master keep track of who 
  goes in what order—and add a healthy dose of 
  excitement—we use a deck of playing cards to 
  determine everyone’s initiative. (And yes, of course 
  we sell a special Savage Worlds Action Deck!)
  Deal in characters as follows:
  Every Wild Card is dealt a single card. Any allies 
  that player is controlling act on his card as well.
  Every type of Game Master troop, such as all 
  zombies, all wolves, and so on, share a card. (If a 
  type of opponent is set-up in two or more groups, 
  such as two wolf-packs on opposite ends of the 
  playing area, you should give each group a separate 
  card.)
  The Game Master then counts down from the Ace 
  to the Deuce, with each group resolving its actions 
  when its card comes up. Ties are resolved in suit 
  order: Spades are first, then Hearts, Diamonds, 
  and Clubs.
  The Joker Is Wild!
  Jokers are special. A character who is dealt a 
  Joker gets to go whenever he wants in a round, 
  before anyone else or at any point later, including 
  automatically interrupting another’s action if he 
  wishes.
  In addition, the hero adds +2 to all Trait tests 
  made this round, and +2 to damage!
  Reshuffle the deck after a Joker is dealt to any 
  character.
  Hold
  A hero may choose to wait and see what happens 
  by taking a Hold action. He may then go later in the 
  round if he chooses, and can then take his action 
  normally.
  A Held action lasts until it’s used. If a character 
  has a Held card when a new round starts, he’s not 
  dealt in. 
  Interrupting Actions
  If a character on Hold wants to interrupt an 
  action, he and the opponent make opposed Agility 
  rolls.
  Whoever rolls highest goes first. In the rare case 
  of a tie, the actions are simultaneous.
  Skills
   
  Skill 
  Linked Attribute
   
  Boating 
  Agility
   
  Climbing 
  Strength
   
  Driving 
  Agility
   
  Faith* 
  Spirit
   
  Fighting 
  Agility
   
  Gambling 
  Smarts
   
  Guts 
  Spirit
   
  Healing 
  Smarts
   Intimidation 
  Spirit
   Investigation 
  Smarts
   Knowledge 
  Smarts
   Lockpicking 
  Agility
   
  Notice 
  Smarts
   Persuasion 
  Spirit
   
  Piloting 
  Agility
   
  Psionics* 
  Smarts
   
  Repair 
  Smarts
   
  Riding 
  Agility
   
  Shooting 
  Agility
   Spellcasting* 
  Smarts
   
  Stealth 
  Agility
   
  Streetwise 
  Smarts
   Superpower* 
  Special
   
  Survival 
  Smarts
   
  Swimming 
  Agility
   
  Taunt 
  Smarts
   
  Throwing 
  Agility
   
  Tracking 
  Smarts
   Weird Science* 
  Smarts
  *	Denotes	 an	 “arcane	 skill.”	 See	
  Arcane Backgrounds for more 
  information.
  of Fast! Furious! Fun! Don’t worry though—you’ll 
  have plenty of ways to customize your character 
  with Edges.
  Each die type in a skill costs 1 point up to the 
  linked attribute. Going over the linked attribute 
  costs 2 points per level. If your hero has a Strength 
  of d6, for example, it costs 1 point to buy Climbing 
  at d4, another point to buy it at d6, and 2 points 
  to raise it to a d8.
  Charisma is equal to the total bonuses or 
  penalties given by Edges and Hindrances.
  Pace is 6”.
  Parry is equal to 2 plus half of the Fighting die. 
  (Half of Fighting d8 is 4 + 2 = Parry of 6.)
  Toughness is equal to 2 plus half the character’s 
  Vigor. Add the bonus granted by armor worn on the 
  torso to this value, but remember it may not count 
  if attacks target other parts of the body. (Half of 
  Vigor	d6	is	3	+	2	+	2	(chain	armor)	=	Toughness	of	7.)
  3) Edges & Hindrances
  Your character gains a Hindrance Point for each 
  Minor Hindrance she takes (up to two), and two 
  for taking a single Major Hindrance. You’ll find a 
  summary of core Edges & Hindrances at the end 
  of this document, and more can be found in your 
  setting book.
  For 2 Hindrance Points you can either:
  • Gain another attribute point.
  • Choose an Edge.
  For 1 Hindrance Point you can either:
  • Gain another skill point.
  • Increase starting funds by 100%.
  4) Gear
  Your hero starts with $500 unless your setting 
  book says otherwise. Pregenerated characters 
  such as those on our website already have all of 
  their gear.
  5) Background Details
  Fill in any other background details you care 
  to add.
  Gear
  At the back of this book is a selection of gear to 
  get you started. The full rulebook has extensive 
  equipment lists, including vehicles and special 
  weapons. Below is a quick explanation of some 
  common special abilities.
  Parry: Apply the listed modifier to the user’s 
  Parry.
  AP (Armor Penetration): Ignore this many 
  points of Armor when figuring damage. A weapon 
  with an AP of 2, for instance, ignores the first two 
  points of armor a target might have.
  Shotgun: Shotguns add +2 to the user’s Shooting 
  roll. Damage is 3d6 at Short Range, 2d6 at Medium, 
  and 1d6 at Long.
  Range: This is listed in inches for ease of use on 
  the tabletop. Note that every inch on the tabletop 
  equals 2 yards in the real world. A target at 25”, for 
  example, is actually 50 yards away. 
  Rate of Fire: A character may make as many 
  ranged attacks per round as his weapon’s Rate of 
  Fire allows. Most submachine guns, for example, 
  can fire 3 shots. Each shot is made at –2.
  These shots can be split among all possible 
  targets as the player desires, but must all be taken 
  
  13
  Movement
  Player characters have a Pace of 6, meaning 
  they can move that many inches on the tabletop 
  in a round.
  Characters may also choose to run. This gives 
  them an additional 1d6” of movement but inflicts a 
  –2 penalty to any Trait tests performed that round. 
  This isn’t a Trait roll, so there is no Wild Die and 
  it can’t Ace.
  Melee Attacks
  A character may make one Fighting attack per 
  round. Roll a Fighting skill roll and compare it to 
  the opponent’s Parry. On a success, your character 
  makes a melee damage roll based on the weapon 
  in hand (see Damage). With a raise, you add an 
  additional +1d6 bonus damage for that strike as 
  well.
  Withdrawing From Close Combat
  Whenever a character retreats from melee, all 
  adjacent opponents get an immediate free attack 
  (but only one—no extra attacks for Frenzy or 
  wielding two weapons).
  Ranged Attacks
  The Shooting skill covers everything from pistols 
  to rocket launchers. You’ll notice missile weapons 
  on the weapons chart have a set of numbers under 
  “Range.” This is their Short, Medium, and Long 
  range brackets. Hitting a target at Short range is a 
  standard Shooting roll with a TN  of 4. Shooting a 
  target at Medium range subtracts 2 from the roll, 
  and Long range subtracts 4.
  Weapon ranges, by the way, are designed for 
  the table-top and using miniatures. For a quick 
  conversion, every inch on the tabletop equals 2 
  yards in the real world. A target at 25”, for example, 
  is actually 50 yards away from the attacker.
  Cover
  Subtract 2 from the attack if the defender has 
  minor cover (half cover or full light cover such as 
  brush), and –4 if the defender has substantial cover 
  (about two-thirds cover).
  A prone character has minor cover (–2), but 
  standing back up costs 2” of movement. While 
  prone, defenders subtract 2 from their Parry and 
  Fighting rolls.
  You’ll find a number of additional situational 
  combat modifiers and some other special types of 
  attacks in the full rulebook.
  Damage
  After a successful hit, the attacker rolls damage. 
  When rolling damage, add the results of the dice 
  together to figure your total damage. All damage 
  rolls can Ace as well, which means that you keep 
  rolling and adding whenever damage dice Ace. You 
  got that right, friend. Even the lowliest goblin can 
  put down a legendary hero with a really lucky roll.
  Ranged Damage
  Ranged weapon damage is fixed, such as 2d8 
  or 2d6+1. A Colt .45, for example, does 2d6+1, 
  meaning you roll two six-sided dice, add them 
  together (along with any Aces), and then add +1 
  to the total. Heroes don’t get Wild Dice on damage 
  rolls—those only apply to Traits.
  Wild Cards and Wounds
  Wild Cards can take multiple wounds, and every 
  raise on the damage roll inflicts a wound. Each 
  wound causes a –1 penalty per wound to all further 
  Trait tests. A hero with 2 wounds, for example, 
  suffers a –2 penalty to all Trait tests. 
  If a hero suffers a wound and wasn’t already 
  Shaken, he is Shaken as well.
  Heroes can take 3 wounds before they’re in 
  real danger of dying. Damage that would cause 
  wounds after that leaves them Incapacitated. An 
  Incapacitated character must make an immediate 
  Vigor roll, applying wound modifiers.
  Result
  Effect
  Raise
  The hero is stunned. He still 
  has 3 wounds, but is Shaken, 
  not Incapacitated
  Success
  The hero is unconscious for 
  an hour, or until healed.
  Failure
  The victim is Bleeding Out 
  and remains unconscious until 
  healed. He must make another 
  Vigor roll each round and dies 
  on a modified roll of 1 or less.
  Example: Virginia Dare is a pulp heroine with 
  a Toughness of 5. She’s hit by two attacks in 
  the same round. The first hit causes 7 points 
  of damage, and the second causes 13 (ouch!)
  The first hit didn’t get a raise so Virginia is 
  Shaken. The second hit is exactly two raises 
  over her Toughness, so it causes two wounds. 
  (She’s already Shaken, so there’s no further 
  effect from that.)
  Resolve damage in the order you make the 
  attacks. If the attacks above were reversed, for 
  example, it would work like this. Virginia takes 
  13 damage, which is two raises. That’s two 
  wounds and she’s Shaken. The next hit causes 
  7 points of damage. That causes another Shaken 
  result, and since she’s already Shaken, it’s a 
  wound instead (and now she has 3 wounds!).
  Soaking Damage
  After taking wounds from a single attack, heroes 
  may spend a benny to make a Vigor roll. A success 
  and each raise on the roll reduces the number of 
  wounds suffered from that attack by one. If the hero 
  is left with any wounds from the attack however, 
  Melee Damage
  Melee damage is figured by rolling the attacker’s 
  Strength die and the weapon’s damage die and 
  adding the results together. A hero with Strength d8 
  and a short sword  (d6), for example, deals d8+d6 
  damage with the sword. As always, these dice can 
  Ace! Don’t add Wild Dice to these rolls—heroes 
  only get those on skill and attribute rolls.
  Bonus Damage
  Well-placed attacks are more likely to hit vital 
  areas. If you get a raise on the attack roll, add 
  +1d6 to the damage as well! (Bonus damage can 
  also Ace!) Don’t add additional dice for more than 
  one raise.
  Dealing Damage
  After hitting, your damage is compared to 
  the opponent’s Toughness. Damage rolls have 
  successes and raises just like Trait rolls. If the 
  damage roll is less than the target’s Toughness, the 
  victim is beaten up a bit but there’s no game effect.
  If the damage roll is a success (equal to or higher 
  than the victim’s Toughness) he’s Shaken. Place 
  the figure on its back or mark it with a red gaming 
  stone to show its status. 
  Each raise (additional 4 points) on the damage 
  roll means the victim suffers a Wound. Extras only 
  have one wound and are Incapacitated (simply 
  taken off the table). They’re injured badly enough 
  to quit the fight, and may even be dead (a simple 
  Vigor check after the fight—failure means the 
  victim expired).
  Shaken
  Shaken characters are nicked, bruised, or 
  otherwise rattled. (If you’re familiar with games 
  that use “hit points,” think of being Shaken as losing 
  a few—there’s no real effect, but the character is 
  slowly being worn down—the GM just doesn’t have 
  to track all this minor damage!)
  Characters can become Shaken by tests of will 
  results, fear, and most commonly, damage. Shaken 
  characters may only move half their Pace and can 
  perform no other actions (including running).
  A Shaken character automatically attempts to 
  recover at the beginning of each action by making 
  a Spirit roll.  A failure means he remains Shaken 
  (though he may move half his Pace as outlined 
  above). With a success, the recovery check 
  consumes the hero’s entire round but the character 
  recovers and can remove his Shaken counter. With 
  a raise, the character recovers instantly and may 
  act normally.
  If a Shaken character is Shaken again by a 
  damaging attack, the character takes a wound 
  instead. Getting two Shaken results is an effective 
  tactic against opponents with high Toughness 
  scores. Try setting up these foes with a test of wills 
  to Shake them, then follow up with something a 
  little more lethal.
  Example: A space ranger shoots an alien 
  parasite with a Toughness of 5 and gets a 
  damage result of 5. The creature is Shaken, 
  but since that’s not a raise over its Toughness, 
  it doesn’t suffer a wound. A roll of 9 or better 
  would cause a wound, and since it’s not a Wild 
  Card, it’d be off the table.
  Incapacitated doesn’t always mean the target is 
  actually dead—but it’s definitely out of the fight. 
  The Savage Worlds rulebook will help you out when 
  you need to know if a defeated foe survived.
  Extras, NPCs, 
  and Monsters!
  Don’t assign ranks to Extras. Save 
  yourself the work and just give them the 
  Edges, Hindrances, and other abilities 
  you think they should have rather than 
  designing them like player characters.
  The whole point of Savage Worlds is to 
  make it easy for the Game Master to run the 
  game—including the creation of NPCs and 
  monsters. Henchmen, guards, and most 
  ordinary humans have a d6 in everything 
  so you have a fast and easy baseline for 
  making characters or creatures who are a 
  little more powerful.
  
  14
  he’s still Shaken 
  as usual. (Don’t 
  count the wound 
  modifiers you’re 
  about to suffer 
  when making 
  this roll.)
  A character 
  may only make 
  one soak roll per 
  attack. If a soak 
  roll eliminates 3 
  of 5 wounds, for 
  instance, a hero 
  can’t make another 
  soak roll for the 
  other two wounds. 
  The hero could 
  spend a second 
  benny to reroll the 
  Vigor roll, however. 
  This means that if 
  he suffers multiple 
  hits in the same 
  round, he’ll need to 
  spend bennies and 
  make soak rolls after each hit—
  before the next one is resolved.
  A hero can also spend a benny to automatically 
  remove a Shaken counter, even after he’s attempted 
  to make a Spirit roll to recover naturally.
  Advancement
  A brief summary of the Advancement rules is 
  available in the full, free Savage Worlds Test Drive 
  available on the Downloads page of www.peginc.
  com.
  Powers
  Most roleplaying games feature “magic” in one 
  form or another. Whether it’s hidden occult lore 
  practiced only by dark cultists, voodoo rituals, the 
  eldritch sorcery of powerful wizards, weird gadgets 
  created by mad scientists, superpowers, or the 
  psionic powers of the mind, these rules handle it 
  all in one simple system.
  For ease of use, we call all of these effects 
  “powers.” Best of all, powers work the same from 
  game to game, but the particular use and trappings 
  (see below) give the same powers endless 
  variations. That means you can create wizards, mad 
  scientists, superheroes, or even creatures with one 
  set of easy-to-remember powers.
  Every power has an associated “arcane skill”—
  Faith, Psionics, Spellcasting, or Weird Science.
  Power Points
  Arcane characters energize their powers with 
  “Power Points.” Heroes start with 10 Power Points 
  at character creation, and recover them at the rate 
  of 1 point per hour.
  Using a Power
  To use a power, the character simply declares 
  the power he’s using, spends the desired number 
  of Power Points, and makes the appropriate arcane 
  skill roll. If the roll fails, there’s no effect but the 
  Power Points are lost. If successful, consult the 
  Trappings: Mystical shield, gust of wind, 
  phantom servant that intercepts the missiles.
  Deflection powers work in a variety of ways. 
  Some deflect incoming attacks, others blur the 
  target’s form or produce other illusionary effects. 
  The end result is always the same however—to 
  misdirect incoming melee and missile attacks from 
  the user. With a standard success, attackers must 
  subtract 2 from any Fighting, Shooting, or other 
  attack rolls directed at the user. A raise increases 
  the penalty to –4. This acts as armor against area 
  effect weapons.
  Healing
  Rank: Novice 
  Range: Touch
  Power Points: 3 
  Duration: Permanent
  Trappings: Laying on hands, touching the victim 
  with a holy symbol, prayer.
  Healing repairs recent bodily damage. It must be 
  used within the “golden hour,” though, for it has no 
  effect on wounds more than one hour old.
  For Wild Cards, each use of the healing spell 
  removes a wound with a success, and two wounds 
  with a raise. The roll suffers a penalty equal to the 
  victim’s wounds (in addition to any the caster might 
  be suffering himself).
  For Extras, the GM must first determine if the ally 
  is dead (a simple Vigor roll). If so, no healing may 
  be attempted. If not, a successful arcane skill roll 
  returns the ally to the game Shaken.
  Healing can also cure poison and disease if used 
  within 10 minutes of the event.
  Smite
  Rank: Novice 
  Range: Touch
  Power Points: 2 
  Duration: 3 (1/round)
  Trappings: A colored glow, runes, sigils, 
  crackling energy, barbs grow from the blade.
  This power is cast on a weapon of some sort. If 
  it’s a ranged weapon, it affects one entire magazine, 
  20 bolts, shells, or arrows, or one full “load” of 
  ammunition (the GM may have to determine the 
  exact quantity for unusual weapons). While the 
  spell is in effect, the weapon’s damage is increased 
  by +2, or +4 with a raise.
  FAQ
  Savage Worlds has been around long enough 
  that we’ve seen a few common questions. Here 
  are the answers!
  Q: Because of Aces, it looks like it’s better 
  to have a d6 than a d8. So why would I want to 
  increase my skills?
  A: Higher dice are better. Consider the standard 
  TN of 4. A d6 has a 50% chance of success. A d8 
  has a 62% chance of success. You do have a better 
  chance to Ace on the lowest die—a d4—but you 
  still succeed more (and better) with higher die 
  types. The bottom line is that although all Trait dice 
  can potentially roll high or low, higher die types roll 
  higher more often and lower less often.
  Q: A statistic in my book says short swords do 
  “Str+2” damage. Huh?
  A: In some earlier versions of the rules, melee 
  weapons had a flat bonus instead of a die type. 
  You can figure out what most weapons should 
  be by this simple guideline: +1 = d4, +2 = d6, +3 
  = d8, +4 = d10, +5 = d12. The rulebook also has a 
  comprehensive listing of up-to-date weapon stats.
  particular power to determine the results. It lasts 
  for a number of rounds equal to its Duration, and 
  some can be maintained by spending the listed 
  Power Points per round noted beside the Duration.
  Some powers have variable effects depending on 
  how many Power Points are used to cast them. As 
  explained above, the player must spend the desired 
  Power Points before rolling his character’s arcane 
  skill to see if he’s successful.
  Sample Powers
  Here are a few sample powers so that you can 
  see exactly how this works. The Savage Worlds 
  rulebook features dozens more powers easily 
  adapted to any arcane background.
  Armor
  Rank: Novice 
  Range: Touch
  Power Points: 2 
  Duration: 3 (1/round)
  Trappings: A mystical glow, hardened skin, real 
  or ethereal armor, a mass of insects or worms.
  Armor creates a field of magical protection 
  around a character, or an actual shell of some sort, 
  effectively giving the target armor. Success grants 
  the recipient 2 points of armor. A raise grants 4 
  points of armor. The benefit of this power does 
  stack with normal armor.
  Blast
  Rank: Seasoned 
  Range: 24/48/96
  Power Points: 2–6 
  Duration: Instant
  Trappings: Balls of fire, ice, light, darkness, 
  colored bolts, swarm of insects.
  Blast is an area effect power that can put down 
  many opponents at once. The character first picks 
  where he wants to center the blast, then makes 
  the appropriate skill roll. Normal ranged attack 
  modifiers apply.
  The area of effect is a Medium Burst Template 
  found in the back of this booklet. If the roll is failed, 
  the blast deviates as a launched projectile (1d10” 
  x the range (1 for Short, 2 for Medium, etc), in a 
  d12 direction. Targets within the blast suffer 2d6 
  damage. Unlike other attacks, raises on the attack 
  roll do not add to damage to area effect attacks. 
  Additional Effects: For double the Power Points, 
  the blast does 3d6 damage or is the size of a Large 
  Burst Template. For triple the points, it does both.
  Bolt
  Rank: Novice 
  Range: 12/24/48
  Power Points: 1–6 
  Duration: Instant
  Trappings: Fire, ice, light, darkness, colored 
  bolts, swarm of insects.
  Bolt is the standard attack power of wizards, 
  and can also be used for ray guns, bursts of energy, 
  streaks of holy light, and other ranged attacks. The 
  damage of the bolt is 2d6.
  Additional Bolts: The character may cast up 
  to 3 bolts by spending a like amount of Power 
  Points. This must be decided before the power is 
  cast. The bolts may be spread among targets as the 
  character chooses.
  Additional Damage: The character may also 
  increase the damage to 3d6 by doubling the Power 
  Point cost per bolt. This may be combined with the 
  additional bolts, so firing 3 bolts of 3d6 damage 
  would cost 6 Power Points.
  Deflection
  Rank: Novice 
  Range: Touch
  Power Points: 2 
  Duration: 3 (1/round)
  
  15
  Q: Do aces count when I roll running/on a 
  table/etc?
  A: You only count aces when rolling Trait rolls 
  and damage rolls. 
  Q: Can I spend a benny on damage?
  A: Not unless your character has an Edge that 
  says you can. The same goes for any rolls that 
  aren’t Trait rolls.
  Q: My players don’t like that it takes some 
  time to take down big creatures with high 
  Toughness scores.
  A: Our goal is to have the bad guys up, down, or 
  off the table. We ignore hits that only do a few “hit 
  points” to save the Game Master work, and only 
  care when someone really puts in that solid hit that 
  takes the Big Bad down. Just describe those lesser 
  hits as nicks, cuts, scrapes, or even actual wounds 
  that just don’t cause any actual physical trauma. 
  And if you use the Intimidation-Shaken tactic 
  described earlier, or the maneuvers found in the 
  actual rulebook, even those big guys can fall quickly.
  Edges & 
  Hindrances
  So you might be looking at a couple of Savage 
  Worlds characters and thinking “Hmm. These 
  guys both have a d8 in Fighting. What makes them 
  different?” That’s where Edges and Hindrances 
  come in. These all-important feats and drawbacks 
  are what make two otherwise similar fighters VERY 
  different from one another.
  The list below will get you through playing the 
  characters in our free adventures. For more details, 
  you’ll want to check out the actual Savage Worlds 
  rulebook.
  Hindrances
  All Thumbs (Minor): –2 Repair; Roll of 1 on 
  a mechanical or electronic device causes 
  malfunction
  Anemic (Minor): –2 Vigor to resist sickness, 
  disease, poison, or environment
  Arrogant (Major): Must humiliate opponent, 
  challenge the ‘leader’
  Bad Eyes (Minor/Major): –2 to attack or notice 
  something more than 5” distant
  Bad Luck (Major): One less benny per session
  Big Mouth (Minor): Unable to keep secret, blabs 
  at wrong time
  Blind (Major): –6 on all actions that require vision; 
  –2 on social rolls, gain additional Edge
  Bloodthirsty (Major): Never takes prisoners; –4 
  Charisma if known
  Cautious (Minor): Character is overly careful
  Clueless (Major): –2 to most Common Knowledge 
  rolls
  Code of Honor (Major): The character keeps his 
  word and acts like a gentleman
  Curious (Major): Character wants to know about 
  everything
  Death Wish (Minor): Character wants to die after 
  completing some task
  Delusional (Minor/Major): Character suffers 
  from grave delusions
  Doubting Thomas (Minor): Character doesn’t 
  believe in the supernatural
  Edges with an asterisk (*) are Background or 
  Professional Edges that require GM approval if 
  taken after character creation.
  Ace* (N, A d8): +2 to Boating, Driving, Piloting; 
  may make soak rolls for vehicle at –2
  Acrobat* (N, A d8, St d6): +2 to Agility tricks; +1 
  Parry if unencumbered
  Alertness* (N): +2 Notice
  Ambidextrous* (N, A d8): Ignore –2 penalty for 
  using off-hand
  Arcane Background* (N): Allows access to 
  supernatural powers
  Arcane Resistance* (N, Sp d8): Armor 2 vs. magic, 
  +2 to resist magic effects
   Improved Arcane Resistance* (N, Arcane 
  Resistance): Armor 4 vs. magic, +4 to resist 
  magic effects
  Attractive* (N, V d6): Charisma +2
   Very Attractive* (N, Attractive): Charisma +4
  Beast Bond (N): Character may spend bennies 
  for his animals
  Beast Master (N, Sp d8): You gain an animal 
  companion
  Berserk* (N): Smarts roll or go Berserk after 
  being wounded; +2 Fighting and Strength rolls, 
  –2 Parry, +2 Toughness; Roll of 1 on Fighting die 
  hits random adjacent target
  Block (S, Fighting d8): Parry +1
   Improved Block (V, Block): Parry +2
  Brawny* (N, St d6, V d6): Toughness +1; load limit 
  is 8xStr instead of 5xStr
  Champion* (N, AB (Miracles), Sp d8, St d6, V 
  d8, Faith d6, Fighting d8): +2 damage and 
  Toughness vs. supernatural evil
  Charismatic (N, Sp d8): Charisma +2
  Combat Reflexes (S): +2 to recover from being 
  Shaken
  Command (N, Sm d6): +1 to troops recovering 
  from being Shaken within 5”
  Common Bond (N, Wild Card, Sp d8): May give 
  bennies to companions in communication
  Connections (N): Call upon powerful friends with 
  Persuasion roll
  Danger Sense (N): Notice –2 to detect surprise 
  attacks/danger
  Dead Shot (WC, S, Shooting/Throwing d10): 
  Double ranged damage when dealt Joker
  Dodge (S, A d8): –1 to be hit with ranged attacks
   Improved Dodge (V, Dodge): –2 to be hit with 
  ranged attacks
  Fast Healer* (N, V d8): +2 to natural healing rolls
  Fervor (V, Sp d8, Command): +1 melee damage 
  to troops in command
  First Strike (N, A d8): Automatically attack one 
  foe who moves adjacent per round
   Improved First Strike (H, First Strike): 
  Automatically attack all foes who move adjacent
  Fleet-Footed (N, A d6): +2 Pace, d10 running die 
  instead of d6
  Florentine (N, A d8, Fighting d8+): +1 vs. foes 
  with single weapon and no shield, ignore 1 point 
  of gang up bonus
  Followers (L, WC): Attract 5 henchmen
  Frenzy (S, Fighting d10): 1 extra Fighting attack 
  at –2
   Improved Frenzy (V, Frenzy): As above but no 
  penalty
  Elderly (Major): Pace –1, –1 to Strength and Vigor 
  die types; 5 extra skill points for any skill linked 
  to Smarts
  Enemy (Minor/Major): The character has a 
  recurring nemesis of some sort
  Greedy (Minor/Major): The character is obsessed 
  with wealth
  Habit (Minor/Major): Charisma –1; must make 
  Fatigue rolls when deprived of Major Habits
  Hard of Hearing (Minor/Major): –2 to Notice 
  sounds; automatic failure if completely deaf
  Heroic (Major): The character is a true hero and 
  always helps those in need
  Illiterate (Major): The character cannot read or 
  write.
  Lame (Major): –2 Pace and running die is a d4
  Loyal (Minor): The hero tries to never betray or 
  disappoint his friends
  Mean (Minor): The character suffers –2 to his 
  Charisma for his ill-temper and surliness
  Obese (Minor): +1 Toughness, –1 Pace, d4 running 
  die
  One Arm (Major): –4 to tasks requiring two arms
  One Eye (Major): –1 Charisma, –2 to rolls 
  requiring depth perception
  One Leg (Major): Pace –2, d4 running die, –2 to 
  rolls requiring mobility, –2 to Swimming skill
  Outsider (Minor): –2 Charisma, treated badly by 
  those of the more dominant society
  Overconfident (Major): The hero believes he can 
  do anything
  Pacifist (Minor/Major): The character fights only 
  in self-defense as a Minor Hindrance, and won’t 
  fight living creatures under any circumstance as 
  a major Hindrance
  Phobia (Minor/Major): –2 or –4 to Trait tests 
  when near the phobia
  Poverty (Minor): Half starting funds, general 
  inability to hang onto future income
  Quirk (Minor): The character has some minor but 
  persistent foible, such as bragging, elitism, or the 
  pursuit of fame 
  Small (Major): –1 Toughness
  Stubborn (Minor): The character always wants 
  his way
  Ugly (Minor): –2 Charisma due to the character’s 
  less-than average appearance
  Vengeful (Minor/Major): Character holds a 
  grudge, will kill to settle the score as a Major 
  Hindrance
  Vow (Minor/Major): The hero has a pledge to 
  himself, a group, a deity, or a religion
  Wanted (Minor/Major): The character is a 
  criminal of some sort 
  Yellow (Major): The character is cowardly and 
  suffers –2 to his Guts rolls
  Young (Major): 3 points for Attributes (instead 
  of 5); 10 skill points (instead of 15), +1 benny 
  per session
  Edges
  Each Edge’s Requirements are listed in paren-
  theses. N is Novice Rank, S is Seasoned, etc. 
  Attribute requirements are listed as A=Agility, 
  St=Strength, Sm=Smarts, Sp=Spirit, and V=Vigor.
  
  16
  Gadgeteer* (N, AB (Weird Science), Sm d8, 
  Repair d8 Weird Science d8, two scientific 
  Knowledge skills d6): May “jury-rig” a device 
  with any available power once per game session
  Giant Killer (V): +1d6 damage when attacking 
  large creatures
  Hard to Kill (N, WC, Sp d8): Ignore wound 
  penalties for Vigor rolls made on the Knockout 
  or Injury tables
   Harder to Kill (V, Hard to Kill): 50% chance of 
  surviving “death” by some unlikely means
  Healer (N, Sp d8): +2 to all Healing rolls and the 
  healing power if applicable.
  Hold the Line! (S, Sm d8, Command): Troops 
  have +1 Toughness
  Holy/Unholy Warrior* (N, AB (Miracles), Sp 
  d8, Faith d6): Spend 1 Power Point to make evil 
  creatures make Spirit check or be Shaken; roll of 
  1 kills Extras, wounds Wild Cards; cost is 1 Power 
  Point per creature affected
  Inspire (S, Command): +1 to Spirit rolls of all 
  troops in command
  Investigator (N, Sm d8, Investigation d8+, 
  Streetwise d8+): +2 Investigation and 
  Streetwise
   Improved Nerves of Steel (N, Nerves of Steel): 
  Ignore 2 points of wound penalties
  New Power (N, AB): Character gains one new 
  power
  Noble* (N): +2 Charisma; Character is noble born 
  with status and wealth
  No Mercy (S): May spend bennies on damage rolls
  Power Points (N, AB): +5 Power Points, once per 
  rank only
  Power Surge (S, arcane skill d10): +2d6 Power 
  Points when dealt a Joker
  Professional (L, d12 in Trait): Trait becomes 
  d12+1
   Expert (L, Professional in Trait): Trait becomes 
  d12+2
   Master (L, WC, Expert in Trait): Wild Die is d10 
  for one Trait
  Quick* (N, A d8): Discard draw of 5 or less for 
  new card
  Quick Draw (N, A d8): May automatically draw 
  weapon as a free action
  Rapid Recharge (S, Sp d6, AB): Regain 1 Power 
  Point every 30 minutes
   Improved Rapid Recharge (V, Rapid 
  Recharge): Regain 1 Power Point every 15 
  minutes
  Rich* (N): 3x starting funds, $75K annual salary
   Filthy Rich* (N, Noble or Rich): 5x starting 
  funds, $250K annual salary
  Rock and Roll! (S, Shooting d8): Full-auto penalty 
  is –1 instead of –2
  Scholar* (N, d8 in affected skills): +2 to two 
  different Knowledge skills
  Sidekick (L, WC): Characters gains a Novice WC 
  sidekick
  Soul Drain (S, Special): Special
  Steady Hands (N, A d8): Ignore unstable platform 
  penalty for mounts or vehicles
  Sweep (N, St d8, Fighting d8): Attack all adjacent 
  foes at –2
   Improved Sweep (V, Sweep): As above but with 
  no penalty
  Strong Willed (N, Intimidate d6, Taunt d6): +2 
  Intimidate and Taunt, +2 to resist
  Thief* (N, A d8, Climb d6, Lockpick d6, Stealth 
  d8): +2 Climb, Lockpick, Stealth, rolls made to 
  trick or deceive, detecting or disarming traps
  Tough as Nails (L): Toughness +1
   Improved Tough as Nails (L, Tough as Nails): 
  Toughness +2
  Trademark Weapon (N, Fighting or Shooting 
  d10): +1 Fighting or Shooting with one particular 
  weapon
   Improved Trademark Weapon (V, Trademark 
  Weapon): +2 Fighting or Shooting with one 
  particular weapon
  Two-Fisted (N, A d8): May attack with a weapon in 
  each hand without multi-action penalty.
  Weapon Master (L, Fighting d12): Parry +1
   Master of Arms (L, Weapon Master): Parry +2
  Wizard* (N, AB (Magic), Sm d8, Knowledge 
  (arcana) d8, Spellcasting d6): Each Spellcasting 
  raise reduces cost of spell by 1 point
  Woodsman* b (N, Sp d6, Survival d8, Tracking 
  d8): +2 Tracking, Survival, and Stealth
  (while in Wilderness)
  Common Weapons and Armor
  Selected Hand Weapons
  Type
  Damage
  Weight
  Notes
  Dagger
  Str+d4
  1
  Long sword 
  Str+d8
  5
  Great sword 
  Str+d10
  10 
  Parry -1; Requires 2 hands
  Short sword
  Str+d6
  4
  Includes cavalry sabers
  Axe
  Str+d6
  2 
  Great Axe 
  Str+d10
  15 
  AP 1; Parry -1; Requires 2 hands
  Warhammer 
  Str+d6 
  8
  AP 1 vs plate mail
  Maul 
  Str+d8
  20 
  AP 2 vs plate mail; Parry -1; Requires 2 hands
  Spear 
  Str+d6
  5 
  Parry +1; Reach of 1; Requires 2 hands
  Selected Ranged Weapons
  Type
  Range
  Damage
  RoF
  Ammo
  Weight
  Shots
  Notes
  Bow
  12/24/48
  2d6
  1
  Arrow
  3
  —
  Colt 1911
  12/24/48
  2d6
  1
  .45
  4
  7
  AP 1
  Uzi 9mm
  12/24/48
  2d6
  3
  9mm
  9
  32
  AP 1
  Pump Shotgun
  12/24/48
  1-3d6
  1
  12g
  8
  6
  Winchester ‘76
  24/48/96
  2d8
  1
  .45-47
  10
  15
  AP 2
  M-16
  24/48/96
  2d8
  3
  .223
  8
  20 or  
  30
  AP 2
  Ak47
  24/48/96
  2d8+1
  3
  7.62
  10
  30
  AP 2
  M60
  30/60/120
  2d8+1
  3
  7.62
  33
  250
  AP 2; 
  Snapfire
  Selected Armor
  Type
  Protection
  Weight
  Notes
  Kevlar
  +2/4
  8
  Covers torso; +4 vs. bullets
  Leather
  +1
  15
  Shirt and leggings
  Chain
  +2
  25
  Shirt, covers arms, legs, and torso
  Plate
  +3
  25
  Corselet; covers torso
  Jack of All Trades* (N, Sm d10): Ignore –2 
  untrained penalty for skills linked to Smarts
  Level Headed (S, Sm d8): Act on best of two cards 
  in combat
   Improved Level Headed (S, Level Headed): Act 
  on best of three cards in combat
  Luck* (N): +1 benny per session
   Great Luck* (N, Luck): +2 bennies per session
  Marksman (S): Character gets the aim maneuver 
  (+2 Shooting) if he does not move
  McGyver* (N, Sm d6, Repair d6, Notice d8): No 
  penalties due to lack of equipment
  Mentalist* (N, AB (Psionics), Sm d8, Psionics 
  d6): +2 to any opposed Psionics roll
  Mighty Blow (S, Wild Card, Fighting d10): Double 
  melee damage when dealt Joker
  Mr. Fix It* (N, AB (Weird Science), Sm d10, 
  Repair d8, Weird Science d8, two scientific 
  Knowledge skills at d6): +2 to Repair rolls, 
  halve normal Repair time with raise
  Natural Leader (N, Sp d8, Command): Leader 
  may give bennies to troops in command
  Nerves of Steel (N, WC, V d8): Ignore 1 point of 
  wound penalties
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Horror/Savage Worlds - Horror - The Wild Hunt (with Test Drive Rules).pdf