TEXT: Requires the Savage Worlds Explorer’s Edition 
  Designed by Nigel McClelland and Ben Redmond, Written by Ben Redmond, Layout by Ben Redmond 
  INTRODUCTION
  INTRODUCTION
  INTRODUCTION
  INTRODUCTION
  INTRODUCTION
  INTRODUCTION
  INTRODUCTION
  INTRODUCTION        
  Inspired by the action movies of the 80s and 90s, 
  Extreme is a world a little like our own, but filled 
  with nefarious 
  villains. These despicable 
  individuals and organisations have no just 
  cause they are fighting for, no honourable 
  motives or misguided patriotism. No, they plot 
  and scheme solely for personal power and 
  greed. Drugs barons, international gangs, 
  the mafia and callous anarchists are all 
  hiding behind the scenes ready to make 
  their move… and be taken out by your 
  characters. 
  Extreme is a contemporary setting. The 
  world of extreme is very similar to our 
  own, thus enabling us to develop ideas 
  from our existing understanding of the 
  world in which we live. Adventures will 
  take place in existing places in the 
  world, from major cities to the 
  unnamed wildernesses of the world. 
  Your characters might be called to 
  action anywhere—downtown LA, 
  tropical rainforests, remote 
  dictatorships, rocky deserts and alpine forests are all 
  likely places where your enemies could be lurking and 
  hatching their evil plans. 
  W
  W
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  W
  W
  W
  WHAT
  HAT
  HAT
  HAT
  HAT
  HAT
  HAT
  HAT        TO
  TO
  TO
  TO
  TO
  TO
  TO
  TO        EEEEEEEEXPECT
  XPECT
  XPECT
  XPECT
  XPECT
  XPECT
  XPECT
  XPECT!!!!!!!!        
  Extreme Is the first freebie setting from the Black 
  Orifice, the RPG blog of RPG writers and designers 
  Nigel McClelland and Ben Redmond. We intend to 
  release a few such settings for Savage Worlds under 
  the Fan License. The document presented is divided 
  into three sections:  
  An introduction, which provides a brief summary of the 
  setting and this description of the product;  
  a player’s section which provides all the new 
  character bits like edges and hindrances, some 
  character archetypes to use, and all the special 
  setting rules;  
  and finally the GM’s section, which provides a bit 
  more campaign detail (although the idea is that this is 
  free, so the setting is simple and requires little 
  explanation), a discussion of how to construct 
  campaigns and adventures in the setting, and some 
  sample villains to throw at your PCs. 
  A Freebie Setting for 
  Savage Worlds  
  Written by Ben Redmond.. 
  Full-Throttle gaming in a world of car chases, explosions and ass-kicking  
  
  Requires the Savage Worlds Explorer’s Edition 
  Designed by Nigel McClelland and Ben Redmond, Written by Ben Redmond, Layout by Ben Redmond 
  PLAYERS SECTION
  PLAYERS SECTION
  PLAYERS SECTION
  PLAYERS SECTION
  PLAYERS SECTION
  PLAYERS SECTION
  PLAYERS SECTION
  PLAYERS SECTION        
  This section of the document provides you with all the new game 
  systems and character bits to help you make your own Extreme 
  character. 
  CCCCCCCCHARACTER
  HARACTER
  HARACTER
  HARACTER
  HARACTER
  HARACTER
  HARACTER
  HARACTER        CCCCCCCCREATION
  REATION
  REATION
  REATION
  REATION
  REATION
  REATION
  REATION!!!!!!!!        
  Extreme characters are created in the usual manner for Savage 
  Worlds characters. The different sections below discuss the 
  different traits and characteristics and how they are altered to suit 
  the Extreme setting. 
  RRACE
  ACE  
  All Extreme characters are human, gaining a free Edge or two 
  free skill points accordingly. 
  TTRAITS
  RAITS  
  Traits are generated in the usual manner in Extreme. No 
  alterations are made at this stage. 
  EEDGES
  DGES  & H
  & HINDRANCES
  INDRANCES  
  It is when you come to buying Hindrances and Edges for your 
  character that you first find differences in how your character is 
  created. 
  Hindrances
  Hindrances  
  The following rules affect your Hindrance choices:  
  Unavailable Hindrances: There is no supernatural elements to 
  the Extreme setting, so Doubting Thomas is unavailable.  
  The following hindrances do not really fit with the themes of an 
  Extreme game, and so should only be taken with GM approval: 
  Anemic, Greedy, Lame, Obese, and Pacifist (major hindrance 
  only) 
  Hindrances from Other Settings: Many other Savage Settings, 
  particularly military or, even, superhero settings, may provide 
  suitable hindrances—if you know of one of these simply ask your 
  GM if you could take it. 
  New Hindrances: The following new hindrances are available 
  and are describes later in this section: 
  Dependent, Mistaken Identity and Victim of Circumstance 
  Story Hooks: When choosing your hindrances you can choose to 
  have one additional major hindrance, or one or two additional 
  minor hindrances. These 
  hindrances 
  must 
  be 
  purchased 
  as 
  Story 
  Hooks (see the sidebar 
  for rules on how these 
  work). The hindrances 
  chosen must have a way 
  of getting your character 
  involved in the adventure. 
  Suitable 
  hindrances 
  include: Code of Honour, 
  Delusional, 
  Dependent, 
  Enemy, Habit, Heroic, 
  Loyal, Mistaken Identity, 
  some Quirks, and Victim 
  of 
  Circumstance, 
  but 
  other hindrances may be 
  appropriate depending on 
  how your describe their 
  effect. 
  Egdes
  Egdes  
  The following rules affect 
  your choice of Edges: 
  Unavailable 
  Edges: 
  There is no supernatural 
  aspect to the Extreme 
  world 
  and 
  so 
  any 
  supernatural edges are 
  not available, including: 
  Arcane 
  Background, 
  Arcane 
  Resistance, 
  Im p r o v ed  
  A rc a n e 
  Resistance, Champion, Gadgeteer, Holy/Unholy Warrior, Mr Fix-
  It, New Power, Power Points, Power Surge, Soul Drain, and 
  Wizard. 
  Edges from Other Settings: Many other Savage Settings, 
  particularly those of a military nature, may provide suitable 
  edges—if you know of one of these simply ask your GM if you 
  could take it. 
  New Edges: The following new edges are available and are 
  describes later in this section: 
  Death-Dealer, Hard Target, Private Arsenal, and Unarmed and 
  Dangerous. 
  SSTORY
  TORY  HHOOKS
  OOKS!!  
  Story hooks are a new way of 
  handling Hindrances, which are 
  available to characters in the 
  Extreme setting. They are used to 
  represent the character back-story 
  elements that Extreme adventures 
  can be built around. A hook can be 
  anything the character might be 
  drawn into the story by the villain 
  manipulating it in some way. It could 
  be a child or close friend they wish 
  to protect, a dark past which can be 
  used to black mail them, or a 
  previous encounter with the villain in 
  which they escaped and are now out 
  for revenge. What each story hook 
  represents should be carefully 
  negotiated between player and GM. 
  Story hooks are hindrances with an 
  extra bonus. When constructing an 
  adventure the should GM use one of 
  these hindrances as the focus of the 
  adventure. This makes the character 
  the Lead Character for the story. As 
  soon as your character becomes 
  aware of the fact that they are the 
  lead character of the story you can 
  improve your wild die to a d8 for the 
  adventure. 
  
  Requires the Savage Worlds Explorer’s Edition 
  Designed by Nigel McClelland and Ben Redmond, Written by Ben Redmond, Layout by Ben Redmond 
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  EW        HHHHHHHHINDRANCES
  INDRANCES
  INDRANCES
  INDRANCES
  INDRANCES
  INDRANCES
  INDRANCES
  INDRANCES!!!!!!!!        
  T h e  
  f o l l ow in g  
  n ew 
  hindrances are available: 
  DDEPENDENT
  EPENDENT  
  ((MAJOR
  MAJOR//MINOR
  MINOR))  
  You 
  have 
  another 
  character who depends 
  on 
  you 
  for 
  their 
  protection and perhaps 
  more. It might be a 
  child, spouse, younger 
  sibling, or possibly just a 
  friend. They also have a 
  habit of getting themselves 
  into trouble. When they end 
  up in trouble it’s your jiob to get them out 
  of it. This hindrance can be taken as a 
  major or minor hindrance, depending 
  upon how dangerous the sitiuations are they 
  find themselves in. As a minor hindrance they 
  tend to get themslves into fairly minor 
  inconsequential scrapes possibly indirectly tied 
  to a villains plotting, whilst a major 
  hindrance provides a dependent who 
  finds themselves in serious trouble, 
  possibly finding themselves a major 
  part of a villain’s plot. 
  MMISTAKEN
  ISTAKEN  IIDENTITY
  DENTITY  ((MAJOR
  MAJOR//
  MINOR
  MINOR))  
  You look an awful lot like someone else. 
  Someone important. It might be a 
  crime boss or other villain, or 
  possibly the enemy or missing 
  henchman of a major villain. Why is 
  there someone else out there who looks 
  so much like you? Is it simple 
  coincidence? Do you have a long lost 
  twin, or more distant relative who just looks 
  like you by coincidence? Have you had 
  plastic surgery and, either by coincidence or 
  design, eded up looking like someone else? 
  This hindrance can be taken as a major or 
  minor hindrance, depending upon how 
  dangerous the sitiuations are your mistaken 
  identity gets you  into. As a minor hindrance 
  you tend to find yourself in fairly minor inconsequential scrapes 
  possibly indirectly tied to a 
  villains plotting, whilst a major 
  hindrance provides a mistaken 
  identity that gets you in serious 
  trouble, possibly finding yourself 
  a major part of a villain’s 
  plot. 
  VVICTIM
  ICTIM  OF
  OF  
  CCIRCUMSTANCE
  IRCUMSTANCE  
  ((MAJOR
  MAJOR))  
  Things seem to happen to 
  you, of no fault of your own. 
  Events are often tied to a 
  certain time or place, but 
  whenever events conspore 
  against you you will invariably find 
  yourself in a whole lot of trouble through plain 
  dumb luck. When this hindrance comes into play 
  you might find a series of unlikely events befall your 
  character, or a fairly mundane situation turn into a 
  disaster. The exact effects of the hindrance are up 
  to the GM—be aware that this hindrance basically 
  gives the GM carte blanche to put your character 
  into any set of circumstances they want! 
  NNNNNNNNEW
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  EW        EEEEEEEEDGES
  DGES
  DGES
  DGES
  DGES
  DGES
  DGES
  DGES!!!!!!!!        
  The new edges available in an Extreme 
  game are as follows: 
  DDEATH
  EATH  DDEALER
  EALER  (C
  (COMBAT
  OMBAT  EEDGE
  DGE))  
  Requirements: Novice, Named Wild Card, 
  Shooting or Fighting d10 
  You are skilled at taking down vast numbers of 
  mooks in a single action. You gain an extra d6 
  damage when targetting mooks. 
  HHARD
  ARD  TTARGET
  ARGET  (C
  (COMBAT
  OMBAT  EEDGE
  DGE))  
  Requirements: Seasoned, Wild Card, Agility d6, 
  Spirit d6, Shooting d6, Intimidate d6 
  As you cover ground you tend to find shots 
  bounce off the floor and fly past your ears. 
  As long as you move your at least 4 inches 
  
  Requires the Savage Worlds Explorer’s Edition 
  Designed by Nigel McClelland and Ben Redmond, Written by Ben Redmond, Layout by Ben Redmond 
  mooks suffer a –2 penalty to hit you. If you run this bonus 
  increase to –4. 
  MMAN
  AN  MMOUNTAIN
  OUNTAIN  (B
  (BACKGROUND
  ACKGROUND  EEDGE
  DGE))  
  Requirements: Novice, Vigour d8, Strength d8 
  You are big! Your size increases by 1, also increasing your 
  toughness by 1. 
  PPRIVATE
  RIVATE  AARSENAL
  RSENAL  (B
  (BACKGROUND
  ACKGROUND  EEDGE
  DGE))  
  Requirements: Novice 
  You have your own private arsenal of weapons and other 
  military equipment. Once per adventure, provided you can 
  access your weapons store, you can purchase double your 
  starting funds ($1,000) in equipment for use during the 
  adventure. 
  UUNARMED
  NARMED  AND
  AND  DDANGEROUS
  ANGEROUS  (P
  (PROFESSIONAL
  ROFESSIONAL  
  EEDGE
  DGE))  
  Requirments: Novice, Fighting d8, Strength d8 
  You are either skilled in unarmed combat or able to make use 
  of whatever you find to hand to ensure you are always armed. 
  You are never considered unarmed and can do Strength+d6 
  damage, either with unarmed attacks or improvised weapons. 
  AAAAAAAARCHETYPES
  RCHETYPES
  RCHETYPES
  RCHETYPES
  RCHETYPES
  RCHETYPES
  RCHETYPES
  RCHETYPES!!!!!!!!        
  The following background are available to characters in 
  Extreme: 
  Everyman Hero: Quite often action heroes are everymen — 
  ordinary Joes who get dragged into events against their will, 
  and get by on their honest-to-goodness everyday skill and 
  courage. They have a wide range of skills, commonly 
  associated with the blue collar workplace, from operating 
  machinery, and driving trucks, to a knowledge of construction 
  or landscaping techniques. 
  Sample Everyman Hero: Ag d6, Sm d4, Sp d8, St d8, Vi d8; 
  Driving d6, Fighting d8, Knowledge (industry) d6, Repair d6, 
  Streetwise d6; Victim of Circumstance (maj, story hook), Heroic 
  (maj), Dependent (min), Loyal (min); Hard to Kill, Unarmed and 
  Dangerous; Charisma +0, Pace 6, Parry 6, Toughness 6. 
  Honourable Criminal: It is not uncommon for action heroes to 
  be “honourable crooks” who get on the wrong side of their 
  criminal bosses. Such characters have knowledge of and 
  influence within the criminal underworld. They will also likely 
  have practical crime skills, such as shooting, lock picking and 
  intimidation techniques.  
  Sample Honable Criminal: Ag d8, Sm d6, Sp d6, St d6, Vi d6; 
  Climb d6, Fighting d6, Intimidate d4, Lockpicking d6, 
  Persuasion d6, Shooting d4, Stealth d8, Streetwise d6, Taunt 
  d6; Dependent (maj, story hook), Code of Honour (maj), Loyal 
  (min),  Greedy (min); Connections (criminal underworld), Thief; 
  Charisma 0, Pace 6, Parry 6, Toughness 5 
  Nerd: In most ensemble-cast action movies you will find a 
  nerdy character, wearing glasses, who is good with technology 
  and other nerdy activities.  
  Sample Nerd: Ag d6, Sm d10, Sp d4, St d4, Vi d6; Driving d4, 
  Fighting d4, Investigation d6, Knowledge (computers) d8, 
  Notice d10, Piloting d4, Repair d10, Shooting d6; Bad Luck 
  (maj), Curious (maj, story hook), Pacifist (min), Quirk (min); 
  McGuyver, Jack-of-All-Trades; Charisma +0, Pace 6, Parry 4, 
  Toughness 5. 
  Police Officer: Whether a detective or beat-cop this is the 
  archetype for you, covering investigation, gun training, 
  interrogation and contacts within the force.  
  Sample Police Officer: Ag d4, Sm d8, Sp d6, Str d6, Vi d8; 
  Driving d4, Fighting d6, Gambling d4, Intimidation d6, 
  Investigation d8, Knowledge (the law) d4, Notice d6, Shooting 
  d4, Streetwise d8; Victim of Circumstance (maj), All Thumbs 
  (min), Enemy (min, story hook), Orders (min, story hook), 
  Stubborn (min); Investigator, Level-Headed 
  Pro-Sportsperson: A branch of the everyman hero in many 
  ways, the professional sportsperson has a different range of 
  skills they can bring to bear when called into action. This 
  archetype covers a range of traits relating to sporting 
  capabilities and influence and wealth garnered from your 
  position in the public eye.  
  Sample Pro-Sportsperson: Ag d8, Sm d4, Sp d6, St d8, Vi d6; 
  Climbing d6, Driving d4, Fighting d8, Gambing d4, Healing d4, 
  Knowledge (sports) d4, Persuasion d6, Throwing d8, Taunt d4; 
  Arrogant (maj), Habbit (maj, story hook), Big Mouth (min), 
  Dependent (min); Acrobat, Fleet-Footed, Rich; Charisma +0, 
  Pace 8 (+d10), Parry 7, Toughness 5. 
  Secret Agent: The action spy, like James Bond, is a classic 
  action hero. Such characters have a range of infiltration, 
  carousing, driving and combat skills. 
  
  Requires the Savage Worlds Explorer’s Edition 
  Designed by Nigel McClelland and Ben Redmond, Written by Ben Redmond, Layout by Ben Redmond 
  Sample Secret Agent: Ag d6, Sm d6, Sp d6, St d6, 
  Vi d6; Driving d6, Fighting d6, Intimidate d6, 
  Lockpicking d4, Notice d6, Persuasion d4, 
  Shooting d8, Stealth d6, Streetwise d4, Taunt 
  d6; Enemy (maj), Death Wish (min), Orders 
  (min, story hook), Quirk (min), Wanted (min, 
  story hook); Attractive, Strength of Will; 
  Charisma +2, Pace 6, Parry 5, Toughness 5. 
  Soldier: Military and paramilitary men and 
  women of every rank are common in action 
  films.This archetype covers your basic soldier 
  or officer with skills like a knowledge of basic 
  military matters, leadership and basic field 
  training (for more focused military training see 
  the Special Forces archetype below).  
  Sample Soldier: Ag d8, Sm d6, Sp d6, St d6, 
  Vi d8; Driving d4, Fighting d8, Notice d6, 
  Persuasion d6, Shooting d10, Stealth d4, 
  Survival d4; Heroic (maj), Dependent (maj, 
  story hook), Orders (min), Loyal (min); 
  Command, Steady Hands; Charisma +0, 
  Pace 6, Parry 6, Toughness 6. 
  Special Forces: The special forces 
  soldier, or indeed ex-special forces 
  soldier, is a classic concept for 
  Extreme games. Special forces 
  commandos are amongst the 
  greatest killers and infiltrators of the 
  Extreme world.  
  Sample Special Forces: Ag d8, Sm 
  d4, Sp d6, St d8, Vi d6; Fighting d10, 
  Notice d6, Shooting d10, Stealth d8, 
  Survival d4, Swimming d4, Tracking d4; 
  Heroic (maj), Enemy (min, story hook), 
  Orders (min), Dependent (min, story 
  hook), Vengeful (min); Death Dealer; 
  Pace 6, Parry 7, Toughness 5. 
  Survivalist: Hardened survivalists who know how 
  to live in the wilds and hunt and kill are also common 
  in action movies, and hence the Extreme world. 
  Sample Survivalist: Ag d6, Sm d8, Sp 6, St d6, Vi d6; 
  Climbing d4, Fighting d6, Healing d4, Notice d6, 
  Shooting d8, Survival d8, Swimming d4, 
  Tracking d8; Delusional (maj, story hook), 
  Victim of Circumstance (maj), Mean (min), 
  Stubborn (min); Alertness, Woodsman; Charisma –2, Pace 
  6, Parry 5, Toughness 5. 
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  EW        GGGGGGGGAME
  AME
  AME
  AME
  AME
  AME
  AME
  AME        SSSSSSSSYSTEMS
  YSTEMS
  YSTEMS
  YSTEMS
  YSTEMS
  YSTEMS
  YSTEMS
  YSTEMS!!!!!!!!        
  This section provides the game systems needed to run 
  an Extreme campaign using the Savage Worlds rules. 
  MMOOKS
  OOKS  AND
  AND  NNAMED
  AMED  VVILLAINS
  ILLAINS!!  
  In the action films Extreme tries to simulate, 
  different villains are more or less difficult to 
  take down. As such there are four categories 
  of character in Extreme games: Mooks, 
  Ordinaries, Wild Cards, and Named Wild 
  Cards. 
  Mooks
  Mooks  
  Mooks are designed to operate in mobs 
  and to be swept aside in a single action. 
  Mooks do not have the full range of 
  traits of a main character. Instead they 
  simply have a Quality trait (rated from 
  d4 to d12, although most will rarely go 
  above a d8) and the number of them that 
  are in their squad.  
  Trait Rolls: They use their Quality dice in 
  any trait roll they might need to make (or an 
  unskilled roll if the GM feels this is more 
  appropriate).  
  Derived Traits: The quality dice is used to 
  calculate the mooks’ Parry and Toughness. 
  Actions: The quad acts as one individual character, 
  but in any roll that the squad makes (including 
  damage) the number of individuals in the squad 
  beyond the first member is added as a bonus the roll. 
  Wounds: Mooks do not suffer the Shaken result 
  from damage. Even if a shaken result would not 
  normally cause damage, the Mook Squad suffers a 
  wound instead. Each wound suffered, however, 
  simply reduces the squad size by one, allowing for 
  multiple mooks to be taken out in a single attack. 
  Equipment: All mooks in a squad are equipped 
  identically, and armour bonuses and weapon 
  damages apply as normal. 
  
  Requires the Savage Worlds Explorer’s Edition 
  Designed by Nigel McClelland and Ben Redmond, Written by Ben Redmond, Layout by Ben Redmond 
  Ordinaries
  Ordinaries  
  Ordinaries follow the usual rules for non-wild card characters in 
  Savage Worlds. These are best used for better quality guards 
  and the like, or where a character needs a bit more definition in 
  terms of skills and edges than the mooks rules allow. 
  Unnamed Wild Cards
  Unnamed Wild Cards  
  Unnamed Wild Cards follow the usual rules for wild card 
  characters in Savage Worlds. Such characters are best used 
  for the main villain’s significant henchmen and lieutenants. 
  Named Wild Cards
  Named Wild Cards  
  Named Wild Cards, including player characters, are the 
  significant characters of the setting. They are often capable of 
  great feats of daring and refuse to die easily. The following 
  special rules apply: 
  Return from Death’s Door: Named wild cards are really 
  difficult to kill without a truly great death scene. When 
  Incapacitated they do not need to make rolls to see whether 
  they die, and can make Spirit rolls each round to recover to 3 
  wounds and act in that round. With a raise they can even 
  ignore their wound penalties for the action they take that round. 
  Glorious Death: Named wild cards can only be truly killed with 
  some glorious death scene. By setting up a particularly 
  extravagant, complicated or stylish way for their enemies to die 
  the PCs or villain can prevent named wild cards from using the 
  Return from Death’s Door special rule described above. This is 
  why so many villains die in such a spectacular manner and why 
  heroes are often strapped into elaborate devices to finish them 
  off (although also providing them some means of escape). 
  EEXTREME
  XTREME  VVIOLENCE
  IOLENCE!!  
  The Extreme setting is one of bloody action and often 
  gratuitous violence. To represent this the following rules 
  alterations are used: 
  Full
  Full--Throttle Action!
  Throttle Action!  
  At the start of any encounter, whether a combat  or chase, all 
  Wild Card characters gain a Benny. If they do not spend any 
  Bennies during the scene, this bonus Benny is lost. 
  Bloody Violence
  Bloody Violence  
  Named Wild Cards can spend bennies on damage rolls in the 
  same manner as the No Mercy Edge. The Edge itself is 
  therefore useless to named Wild cards, but can still be used by 
  any other character. 
  Adrenalin Surge
  Adrenalin Surge  
  When a wild card (named or unnamed) spends a Benny to 
  recover from being Shaken they also ignore any wound 
  penalties for the first actions they take that round. 
  GM’S SECTION
  GM’S SECTION
  GM’S SECTION
  GM’S SECTION
  GM’S SECTION
  GM’S SECTION
  GM’S SECTION
  GM’S SECTION        
  This section provides information on the setting, the villains and 
  styles of play. 
  GAMING IN THE GENRE!
  GAMING IN THE GENRE!
  GAMING IN THE GENRE!
  GAMING IN THE GENRE!
  GAMING IN THE GENRE!
  GAMING IN THE GENRE!
  GAMING IN THE GENRE!
  GAMING IN THE GENRE!        
  Many gamers are of the opinion that the Action Movie genre is 
  not naturally suited to developing a long running campaign. 
  Most stories are short one-offs involving some very specific plot 
  threads, such as the lead character’s daughter being 
  kidnapped or being trapped somewhere when the terrorists 
  take over (could be a ship, a bus or a hotel, perhaps).  
  Another problem is the Action Hero. Most such movies have 
  only a single character involved in the storyline. Not that this is 
  necessarily a bad thing. With many a great nights’ gaming 
  spent on such one-off adventures. However, if we’re going to 
  offer you a campaign setting here we really should provide you 
  with something that you can make a long term campaign out of. 
  Even within the genre, there have been some notable double 
  acts, and even a few teams copping up in some movies of the 
  genre. To make a successful campaign setting that captures 
  the feel of this genre we need to be careful how we put it 
  together. Politics are rarely considered in such films, largely 
  involving very typically evil bad guys and very obvious blacks 
  and whites of morality. One method often employed by GMs to 
  begin a modern setting campaign is to have the PCs set up as 
  part of a team, such as a military platoon or special 
  investigative team. These teams can then easily be given 
  missions from their superiors and sent on their mission.  
  However, in Extreme the villains need to be a lot more 
  personal – they need to really get to the characters and give 
  them a reason to want to take them out. The morality of the 
  films is a strong defining aspect of the genre. The villains have 
  to be really despicable to avoid any grey ethical issues over 
  whether the villain deserved to die or not at the end of the film. 
  The players in the game need to be able to act same kind of 
  clear morality. Missions turn the PCs into hired assassins, and 
  require them to be amoral. In contrast, many characters in 
  action movies are very moral people and are driven to the film’s 
  dramatic finale by the villain’s evil plan and cruel devices, 
  leaving them no option. As such it is important to give the PCs 
  
  Requires the Savage Worlds Explorer’s Edition 
  Designed by Nigel McClelland and Ben Redmond, Written by Ben Redmond, Layout by Ben Redmond 
  a reason to work together and the Villains themselves should 
  draw the characters into the adventure.  
  ADVENTURES!
  ADVENTURES!
  ADVENTURES!
  ADVENTURES!
  ADVENTURES!
  ADVENTURES!
  ADVENTURES!
  ADVENTURES!        
  Adventures in the Extreme campaign setting usually 
  involve the characters being drawn into a villain’s 
  dastardly plot, either by random chance or by 
  nefarious design. The villain’s plans should 
  always involve threatening something 
  important, such as selling nuclear 
  weapons to extremists or killing 
  hundreds of hostages. The plots can 
  be quite convoluted and complex, but 
  usually aren’t. Most such adventures 
  will involve the characters having to 
  break into a base of some 
  description, taking out hundreds of 
  faceless guards and eventually 
  facing off their nemesis in a 
  climactic final battle scene. Along the 
  way there may be build up scenes, such 
  as a car chase or a fight  with the villain’s 
  number one Henchman. Use mooks rules 
  to 
  generate 
  large 
  squads 
  of 
  low-
  significance faceless henchmen for the PCs 
  to quickly gun down. 
  LLEAD
  EAD  CCHARACTERS
  HARACTERS  
  A good way to create adventures for your PCs 
  that feel like proper action movies is to make a 
  single character the lead characer for a movie, and 
  allow the other PCs to be dragged along as his (or 
  her) companions. Make sure you know your PCs 
  story hooks and use these as you plan your 
  adventures to see who is your main character for 
  each adventure. Make sure the lead character is the 
  centre of your adventure and the main focus of your 
  storyline.  
  VILLAINS!
  VILLAINS!
  VILLAINS!
  VILLAINS!
  VILLAINS!
  VILLAINS!
  VILLAINS!
  VILLAINS!        
  Much of the Extreme! setting is just like our modern 
  world. What you need to know about are the bad guys 
  that the PCs are likely to come up against. This section 
  will cover a little bit more detail of some of the 
  villains in the setting and how they interact with 
  each other. 
  POLITICAL CRIME INTELLIGENCE AGENCY
  POLITICAL CRIME INTELLIGENCE AGENCY  
  The PCIA is a specialist agency within the FBI set up to 
  investigate allegations of criminal activity by national 
  politicians. Their mandate has recently been expanded 
  to include the activities of journalists who have an 
  influence over political events and are often involved in 
  political crimes. The Agency has a number of special 
  powers for detaining journalists and politicians and a 
  blanket of silence over their operations. They employ 
  computer hackers to uncover information in the 
  encrypted 
  files 
  of 
  newspapers 
  and 
  politicians, but are not above planting 
  evidence or altering files to change and 
  manipulate the truth. The PCIA has 
  become a law unto itself and works to 
  control the politics of the USA, making 
  sure their own survival continues and 
  their own political ideals are followed. 
  They’re also not above lining their own 
  pockets with  bribes from the mega-
  corporations keen to gain access to the 
  Agency’s influence and blackmailing the 
  most powerful and significant politicians in 
  the land. 
  THE CALI
  THE CALI--HONG CARTEL
  HONG CARTEL  
  One major enemy for the players in the 
  Extreme campaign setting is the Cali-Hong 
  Cartel. A recent alliance of the largest Hong 
  Kong Opium triad and Columbian Cocaine cartel 
  has spawned many of the worlds most evil men 
  and women. They are brutal and ruthless, using 
  torture and violence as often as subterfuge and 
  extortion. They also have strong codes of loyalty 
  and brutal punishments for betrayal. This makes 
  then feared throughout the world and harder to 
  crack than any other organisation. 
  Jesus Cali
  Jesus Cali--Hong
  Hong  
  The alliance has been forged in family, through 
  the marriage of Lau Tzu Hong and Ysabella 
  Cali, the son and daughter the aging leaders of 
  the Hong Triad and Cali Cartel. The child, 
  Jesus Cali-Hong, is being groomed for the 
  leadership and has already, at the age of 
  seven, killed and tortured many enemies of 
  the Cartel. 
  
  Requires the Savage Worlds Explorer’s Edition 
  Designed by Nigel McClelland and Ben Redmond, Written by Ben Redmond, Layout by Ben Redmond 
  Magnus Van Der Noyjonk
  Magnus Van Der Noyjonk  
  The marriage appears to have been brokered by a Dutch crime 
  lord, Magnus Van Der Noyjonk, who is currently operating as a 
  go between the two families and as such is probably the most 
  powerful individual in the organisation. Magnus is known for his 
  distaste for the truly ruthless and bloody torture favoured by the 
  two clans, but has no objection for someone else to do the job 
  for him. 
  MICHAEL MATHIS ORGANISATION
  MICHAEL MATHIS ORGANISATION  
  This organisation, named after it’s charismatic leader, is the 
  worlds foremost illegal arms dealer. Once a respectable and 
  legitimate arms dealer, Mathis got too greedy and decided to 
  steal some nuclear warheads. Although they were found before 
  they could be sold, Mathis is still at large and has already 
  bought Iraq’s stash of chemical warheads, looking to cash in on 
  the rise of Terrorism in the modern age. 
  Michael Mathis
  Michael Mathis  
  Michael is a debonair, sophisticated American in his late 
  thirties. He speaks with a slight southern accent and, although 
  is of mixed race, looks largely Caucasian. He began is an arms 
  dealer on a graduate training program for a legitimate arms 
  manufacturer, went legitimately independent after he had built 
  up a significant client base and took the leap into illegality in 
  the nineties when he stole collection of warheads from a 
  Russian outpost. Fortunately for Mathis the warheads were 
  captured after he had brokered a deposit, which made him one 
  of the richest men in the world. Mathis now lives a playboy 
  lifestyle on his private island (unknown location). He spends his 
  money at a phenomenal rate and will soon be looking to make 
  some new big deals to keep him in the luxury to which he has 
  become accustomed. 
  THE ARNOLD BLACK COMPANY
  THE ARNOLD BLACK COMPANY  
  Arnie Black is an ex Vietnam vet with a grudge and a bloodlust 
  to match the wallet he has built up over 40 years of running his 
  mercenary company. The company is now so powerful that 
  Arnnie has become a player on the world stage. He now has 
  the opportunity to push his own agenda and manipulates his 
  ‘clients’ into targeting his own enemies. The Company is a 
  large highly trained mercenary outfit, with skill and equipment 
  to rival the best special forces units in the world. 
  Arnie Black
  Arnie Black  
  Arnie Black is a hulking 70 year old who looks more like 50. He 
  has white hair cropped in the usual military style and a scar 
  down the right hand side of his face, with a glazed wounded 
  eye the centrepiece of his intimidating persona 
  ISHI WARU DEATH CULT
  ISHI WARU DEATH CULT  
  This strange organisation claims to follow the instructions of 
  some strange higher powers. Whether these are in truth aliens, 
  demonic forces or extradimensional beings is not fully 
  understood. They believe in the total annihilation of all 
  technology and regularly target prosperous western cities and 
  organisations with suicide bombers and other nefarious acts of 
  terrorism. They are devoted with an insane zeal to their 
  masters’ cause and will willingly give up their lives. The cult 
  operates an insane mixture of excessive pleasure, through 
  drug use and orgies and temptation intermingled with extreme 
  violence and harsh punishments. They encourage their 
  followers to unlock their hidden vices and throw all inhibition to 
  the wind. Once a cultist has unlocked their vices they must 
  begin to learn how to use them for focusing their passion, 
  through self denial and self rewarding after completing acts of 
  servitude for the sect’s masters.  
  Johannes Trey
  Johannes Trey  
  The leader of the Ishi Waru cult is a tall thin Frenchman with a 
  pale, sickly complexion and thin and greasy hair that reaches 
  his waist. He dresses in the finest silk tailored suits of bright 
  colours, often in the cult’s colours of red and white. He has 
  thick glasses and a seedy appearance that makes anyone 
  uncomfortable around him. However, this man uses this 
  uncomfortable presence, along with a skill for oratory, to inspire 
  his followers to commit great acts of debauchery and devilry. 
  An artist of some note, Trey captures the darkest aspects of 
  the sects work in his oils, pornographic poems and disturbing 
  sculptures. Whether or not Trey is simply using the massive 
  fortune he inherited from the family he probably murdered or 
  has made a secret pact with some powerful force, such as 
  demonic, alien or extradimensional entity, is up to you and will 
  depend very much on the style of campaign you wish to run. 
  THE CHAMBER OF THE CRIMSON GARTER
  THE CHAMBER OF THE CRIMSON GARTER  
  The villains of Extreme are all secretly being manipulated by a 
  mysterious sect known as the Crimson Garter. This is an 
  ancient organisation set up by Henry VII to sabotage his 
  enemies. A number of spies were sent to set up criminal 
  organisations in the neighbouring countries. These spies all 
  reported back to a secret council, known as the Chamber of the 
  Crimson Garter. This council still meets today in the same 
  secret location. The wealthy, powerful men who sit on the 
  
  Requires the Savage Worlds Explorer’s Edition 
  Designed by Nigel McClelland and Ben Redmond, Written by Ben Redmond, Layout by Ben Redmond 
  council have influence in criminal 
  organisations throughout the world. 
  They are no longer a servant of 
  the English crown – it is believed 
  that the Chamber was secretly 
  behind the civil war when 
  Charles I tried to impose his 
  will 
  on 
  the 
  growing 
  independence 
  and 
  power of the council. 
  Now 
  the 
  council 
  operates 
  with 
  a 
  small 
  coterie 
  of 
  members who have 
  spies in very high 
  places in all the criminal 
  organisations throughout the 
  world. They offer advice and 
  provide key information to allow 
  these organisations to prosper 
  away from the prying eyes and 
  recording devices of the 
  police. Whilst the identities of 
  the council members remain 
  secret, it is thought that Magnus 
  Van Der Noyjonk and Michael 
  Mathis have been recently 
  recruited to the council. 
  Rod Trueman
  Rod Trueman  
  The most public member of 
  the Chamber is the world’s 
  most 
  powerful 
  media 
  tycoon. 
  Rod Trueman’s 
  World News Federation is 
  th e  
  l a rg es t 
  m e d i a 
  corporation, including the 
  largest 
  Hollywood 
  film 
  studios, major TV networks in 
  America, Europe and around the 
  world and hundreds of national 
  newspapers. There is no one in the world 
  that Trueman cannot reach with his opinion 
  forming influence. The modern day Cane, 
  Trueman is a powerful figure who has 
  ideas of world dominance. He sees his 
  corporation as a way to control the 
  people of the world and the Chamber as 
  his route to controlling the world’s crime. 
  He is also trying to spread his web into the Oil sector to tie up 
  his influence in a number of middle eastern states and to have 
  control of the world economy. Trueman is nothing short of a 
  megalomaniac who is seeking to control everything and is 
  using the Chamber as a tool to his own ends. Whether he will 
  gain control of the Chamber or simply become its pawn is a 
  matter for your games in the Extreme campaign setting. 
  MMMMMMMMOOKS
  OOKS
  OOKS
  OOKS
  OOKS
  OOKS
  OOKS
  OOKS        AND
  AND
  AND
  AND
  AND
  AND
  AND
  AND        MMMMMMMMASTER
  ASTER
  ASTER
  ASTER
  ASTER
  ASTER
  ASTER
  ASTER        VVVVVVVVILLAINS
  ILLAINS
  ILLAINS
  ILLAINS
  ILLAINS
  ILLAINS
  ILLAINS
  ILLAINS        
  This section provides some useful stat blocks for the types of 
  characters and villains to use in your adventures. They are 
  designed to be archetypesthat you can tweak with a few 
  different traits or edges to make them fit your needs. 
  MMOOKS
  OOKS  
  Mooks have simple stats and so are listed in the table below to 
  give you some options to play with. 
  HHENCHMEN
  ENCHMEN  
  The following Henchmen stat blocks are designed to be used 
  either as ordinaries or unnamed wild cards, depending upon 
  how tough you want the fight to be.  
  Note: Any edges these characters have that are only available 
  to Wild Cards are only availabel to these characters if you 
  make them a Wild Card. 
  Assassin
  Assassin  
  Assassins are skilled killers and masters of stealth. 
  Ag d10, Sm d8, Sp d6, St d6, Vi d6; Fighting d10, Notice d8, 
  Shooting d12, Stealth d10, Tracking d4; Alertness, Marksman, 
  No Mercy; Charisma +0, Pace 6, Parry 7, Toughness 5; 
  Barrett .50 (50/100/200, 2d10) 
  Type 
  Quality Typical 
  Squad Edges 
  Guards 
  d6 
  5 
   
  Cultists 
  d4 
  10 
  Strength of Will 
  Police 
  d6 
  2 
   
  Soldiers 
  d6 
  5 
  Steady Hands 
  Thugs 
  d6 
  5 
  Brawny 
  Civilians 
  d4 
  2 
   
  
  Requires the Savage Worlds Explorer’s Edition 
  Designed by Nigel McClelland and Ben Redmond, Written by Ben Redmond, Layout by Ben Redmond 
  Ex
  Ex--Military
  Military  
  Many a master villain hires a former military officer to 
  lead their troops. 
  Ag d6, Sm d8, Sp d8, St d8, Vi d8; Fighting d10, 
  Intimidate d8, Persuasion d6, Notice d6, 
  Shooting d10, Stealth d6, Survival d6; Code of 
  Honour (maj); Command, Charismatic, Fevour, 
  Hard to Kill, Hold the Line!, Inspire; Charisma +2, 
  Pace 6, Parry 7, Toughness 6 (10/14); Kevlar Vest 
  With Inserts, Desert Eagle (15/30/60, 2d8, AP2). 
  Man Mountain
  Man Mountain  
  Less physically inclined master villains often 
  hire thes giants-of-men to keep them safe. 
  Ag d4, Sm d4, Sp d6, St d10, Vi d12; 
  Fighting d10, Intimidate d8, Shooting d4; 
  Ugly, Block, Brawny, Harder to Kill, Man-
  Mountain, Mighty Blow, Unarmed and 
  Dangerous; Charisma    -2, Pace 6, 
  Parry 8, Toughness 10; Unarmed/Improvised 
  Weapons (Str+d6). 
  Martial Artist
  Martial Artist  
  Perhaps the more intelligent villains hire the finesse 
  of a skilled fighter rather than a hulking man-
  mountain. 
  Ag d12, Sm d6, Sp d8, St d8, Vi d8; Fighting d12, 
  Notice 
  d8, 
  Throwing 
  d10; 
  Acrobat, 
  Ambidexterous, Combat 
  Reflexes, Danger 
  Sense, Fleet Footed, Hard Target, Improved 
  Block, Improved Dodge, Improved first Strike, 
  Two-Fisted, 
  Unarmed 
  and 
  Dangerous; 
  Charisma +0, Pace 8 (+d10), Parry 9, 
  Toughness 7; Unarmed/Improvised Weapons (Str+d6). 
  Siren
  Siren  
  A master villain’s power and wealth often attract the 
  beautiful and manipulative seeking to hitch a ride on 
  their coat tails. Often the villain spots these individuals 
  and can turn them into usful agents in their plans. 
  Ag d8, Sm d10, Sp d10, St d6, Vi d6; Fighting d6, 
  Intimidate d8, Notice d8, Persuasion d12, Shooting 
  d6, Streetwise d12, Taunt d10; Acrobat, Charismatic, 
  Connections, Strength of Will, Very Attractive; 
  Charisma +6, Pace 6, Parry 6, Toughness 5; 
  Derringer .44 (5/10/20,2d6+1, AP1). 
  Tech Geek
  Tech Geek  
  Many a master villain needs a tech expert to help 
  them put their plans into operation. 
  Ag d6, Sm d12, Sp d18, St d4, Vi d6; Fighting d6, 
  Intimidate 
  d4, 
  Knowledge 
  (computers 
  d12), 
  Knowledge (science) d10, Notice d10, Persuasion 
  d6, Repair d12, Shooting d8, Streetwise d6, Taunt 
  d10; Alertness, Level-Headed, McGuyver; Charisma 
  +6, Pace 8 (+d10), Parry 9, Toughness 5; Derringer .44 
  (5/10/20, 2d6+1, AP1). 
  LEGAL BITS
  LEGAL BITS
  LEGAL BITS
  LEGAL BITS
  LEGAL BITS
  LEGAL BITS
  LEGAL BITS
  LEGAL BITS        
  This game references the Savage Worlds game 
  system, available from Pinnacle Entertainment 
  Group at www.peginc.com. Savage Worlds and all 
  associated logos and trademarks are copyrights of 
  Pinnacle 
  Entertainment 
  Group. 
  Used 
  with 
  permission. Pinnacle makes no representation or 
  warranty as to the quality, viability, or suitability 
  for purpose of this product. 
  Some images are copyright Skortched ‘Urf 
  Studios and are used with permission. 
   
   
    
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SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Extreme.pdf