TEXT: GM  SCREEN  INSERTS
  ARTWORK & TABLES FOR THE SAVAGE WORLDS CUSTOMIZABLE GAME MASTER’S 
  SCREEN, AVAILABLE AT WWW.PEGINC.COM!
  TM
  
  Savage Worlds, all unique characters, creatures, and locations, artwork, logos, and the Pinnacle 
  logo are © 2017 Great White Games, LLC; DBA Pinnacle Entertainment Group. Fear Agent is 
  © Rick Remender and Tony Moore. All rights reserved. All character names and likenesses are 
  copyright and trademarks owned by Rick Remender and Tony Moore, and used under license. 
  YOUR SCREEN, YOUR CHOICE!
  This file was designed to work with the Savage Worlds Customizable Game 
  Master’s Screen, available at www.peginc.com or through your local game store. 
  This awesome three–panel, tri–fold, vinyl screen can be used for any of our many 
  settings quickly and easily just by changing the inserts on the front player’s side 
  or the back Game Master’s side.
  Inserts and artwork for specific settings are sold separately, allowing you to 
  choose the look and feel of your screen.
  PRINTING TIPS
  We recommend a color laserjet at your local copy center. Home inkjet–style 
  printers tend to make the paper wet, and you’ll have a hard time getting the paper 
  inside your screen’s transparent pockets. You’ll also find it much easier to insert 
  your sheets if you have them printed on glossy cardstock. If you do use an inkjet 
  printer, you can also avoid any wet ink issues by laminating the sheets before 
  inserting them.
  The screens are created with “full bleeds,” meaning they go all the way to the 
  edge of the paper. Most printers can’t do that, so you may want to set it to “Fit” 
  when printing from Adobe Reader.
  PERMISSION
  You have our permission to print this entire document for your own personal 
  use. This document may NOT be distributed, in print or electronically.
  CUSTOMIZABLE  GAME  MASTER’S  SCREEN
  
  TM
  
  TM
  
  TM
  
  TM
  
  TM
  
  TM
  
  TM
  
  TM
  
  TM
  
  TM
  
  TM
  
  Situation
  Rule
  Aim
  +2 Shooting / Throwing if the character 
  doesn’t move or take other actions
  Area of Effect
  Targets touching template suffer damage; 
  Ignore non–sealed armor, treat cover as 
  Armor; Missed attack rolls deviate 1d6” 
  for thrown weapons or 1d10” for launched 
  weapons (×2 for Medium Range, ×3 for 
  Long Range)
  Automatic 
  Fire
  Roll Shooting dice equal to RoF (plus Wild 
  Die if Wild Card); Attack is made at –2 for 
  recoil
  Breaking 
  Things
  See Obstacle Toughness Table; Parry 2; No 
  bonus damage or Aces
  Called Shots
  Limb –2; Head –4 (+4 Damage); Small 
  Target –4; Tiny Target –6
  Cover
  Light –1; Medium –2; Heavy –4; Near Total 
  –6 
  Darkness
  Dim –1; Dark –2 (targets not visible beyond 
  10”); Pitch Dark targets must be detected to 
  be attacked with a –4
  Defend
  +2 Parry; Character may take no other 
  actions but may move
  Disarm
  –2 Attack; defender makes Str roll vs. 
  damage or drops weapon
  Double Tap
  +1 Shooting / +1 Damage; May not be 
  combined with Autofire or Three Round 
  Burst
  Drop
  +4 to attack and damage
  Extreme 
  Range
  Take the Aim maneuver and sacrifice the 
  +2 bonus to instead fire at Extreme Range 
  (up to 4× a weapon’s Long Range) at a –8 
  penalty (–6 with a scope).
  Finishing 
  Move
  Instant kill to helpless foe with a lethal 
  weapon
  Full Defense
  Fighting roll +2; replaces Parry if higher; 
  cannot move
  Ganging Up
  +1 Fighting per additional adjacent attacker; 
  maximum +4
  Situation
  Rule
  Grappling
  Opposed Fighting roll grapples. Raise 
  = opponent Shaken, Defender makes 
  opposed Strength or Agility roll to break free 
  (any other action made at –4); Attacker can 
  make an opposed Strength or Agility roll to 
  cause damage (Damage = Strength)
  Improvised 
  Weapons
  –1 to attack and Parry; RoF 1 only
  • Small Weapons: Range 3/6/12, Damage 
  Str+d4, Min Str d4
  • Medium Weapons: Range 2/4/8, 
  Damage Str+d6, Min Str d6
  • Large Weapons: Range 1/2/4, Damage 
  Str+d8, Min Str d8
  Innocent 
  Bystanders
  Missed Shooting / Throwing roll with a 1 (1 
  or 2 for shotgun or automatic fire) on the skill 
  die hits a random adjacent target
  Mounted 
  Combat
  Mount and rider act on same card; Rider 
  attacks with lower of Fighting or Riding; 
  Shooting incurs –2 Unstable Platform 
  penalty; Charging is +4 Damage but requires 
  6” of straight movement
  Nonlethal 
  Damage
  Declare prior to making an attack roll; Targets 
  are knocked out for 1d6 hours instead of 
  potentially killed when Incapacitated
  Obstacles
  If the attack misses due to the Cover penalty, 
  the obstacle adds to Armor
  Off Hand 
  Attack
  –2 to attack rolls with off hand
  Prone
  As Medium Cover, prone defenders are –2 
  Fighting and –2 Parry;
  Ranged attacks within 3” ignore cover
  Push
  Attacker chooses option below and makes 
  opposed Strength roll (add +2 if attacker 
  moved more than 3” toward target):
  • Bash: Push target 1” on a success, 2” on 
  a raise. If the target hits an obstacle he 
  also takes 1d6 per 1” pushed.
  • Shield Bash: As above but causes 
  Strength damage; +1 for small shield, 
  +2 for medium shield, and +3 for large 
  shield
  • Knock Prone: The defender is knocked 
  prone
  Situation
  Rule
  Range 
  Modifiers
  Short: 0, Medium: –2, Long: –4
  Ranged 
  attacks in 
  Close Combat
  Attacker may use no weapon larger than a 
  pistol; Target Number is defender’s Parry
  Rapid Attack
  –2 Parry; Make up to 3 Fighting Attacks 
  (+Wild Die) at –4, or fire up to 6 shots from 
  a semi–automatic weapon or revolver at –4 
  penalty to each die
  Suppressive 
  Fire
  With a successful Shooting roll, targets in a 
  Medium Burst Template make a Spirit roll or 
  are Shaken, those who roll a 1 are hit
  Tests of Will
  Contest of Taunt vs. Smarts or Intimidation 
  vs. Spirit; If successful +2 on next action 
  against target; With a raise the target is 
  Shaken as well
  Three Round 
  Burst
  +2 Shooting / +2 Damage; May not be 
  combined with Autofire or Double Tap
  Touch Attack
  +2 to Fighting roll
  Tricks
  Describe action; Make opposed Agility or 
  Smarts roll; Opponent is –2 Parry until his 
  next action; With a raise, foe is –2 Parry 
  and Shaken
  Two Weapons
  –2 attack; Additional –2 for off–hand if not 
  Ambidextrous
  Unarmed 
  Defender
  Armed attackers gain +2 Fighting versus 
  this defender
  Unstable 
  Platform
  –2 Shooting from a moving vehicle, animal, 
  or other unstable surface
  Wild Attack
  +2 Fighting, +2 Damage, –2 Parry until the 
  attacker’s next action
  Withdrawing 
  from Combat
  Non-Shaken adjacent foes get one free 
  attack at retreating character
  COMBAT OPTIONS
  
  DRAMATIC TASKS
  • Determine the skill to be used. Most are difficult and inflict a –2 penalty.
  • A standard Dramatic Task takes five actions and requires the same number 
  of successes.
  • Each action, the hero draws an Action Card (even if not in combat) and acts 
  on that card. Edges such as Level Headed or Quick work as usual.
  • If the character nets five successes before time runs out, he’s accomplished 
  his goal.
  • If time runs out, the task fails.
  COMPLICATIONS
  • If the character’s Action Card is a Club, he suffers a Complication. He must 
  make his roll at an additional –2 or fail the task (usually with the worst possible 
  results).
  INTERLUDES
  Interludes should occur during down time in an adventure, such as on a long 
  voyage or while waiting on something to happen. The Game Master selects a 
  player and has her draw a card. She then tells a story based on the general topic 
  outlined below:
  • Clubs: Tragedy
  • Spades: Victory
  • Hearts: Love
  • Diamonds: Desire
  SOCIAL CONFLICTS
  The conflict is broken down into three rounds of conversation, each focusing 
  on a particular point (or a few connected points).
  Each round, the player character roleplays her argument and makes a 
  Persuasion roll (or an opposed Persuasion roll if a rival argues against her).
  The speaker accumulates a success for each success and raise on the 
  Persuasion roll.
  At the end of the third round, the side with the most successes wins the argument. 
  The more successes, the more convinced the target to be persuaded is, as shown 
  on the table below:
  • Tie: The issue is unsettled and no action is taken until new evidence can be 
  presented.
  • 1–2 Successes: The target isn’t truly convinced but decides it’s better safe 
  than sorry. He provides the minimum amount of help possible.
  • 3–4 Successes: The target is reasonably convinced. He grants the request 
  but may ask for something in return.
  • 5+ Successes: The target is convinced or persuaded. He agrees to the 
  request and provides as much support as he is able.
  DRAMATIC TASKS & INTERLUDES
  Each participant makes the appropriate Trait roll and draws an Action Card for each success. A character may attack any target with an equal or lower Action Card 
  (he is said to have Advantage). The Action Card determines the penalty to any ranged attacks. If the Action Card is a Club, there’s a Complication as well. Most 
  Chases last five rounds (extended Chases last up to 10 rounds). At the end of the last round, actors who haven’t been stopped escape.
  Action Card
  Penalty
  Complication (If the Action Card is a Club)
  Two
  Out of Range, no attack possible
  Disaster: Make a Trait roll at –4. If the roll is failed, the character suffers a disaster, and is out of the chase
  3––10
  Long Range (–4 penalty)
  Major Obstacle: Objects of some sort get in the way. Make a Trait roll at –2 to avoid them or suffer damage appropriate 
  to half Top Speed if in a vehicle, or a Fatigue level if on foot
  Jack–Queen
  Medium Range (–2 penalty)
  Minor Obstacle: Objects of some sort get in the way. Make a Trait roll to avoid them or suffer damage appropriate to 
  half Top Speed if in a vehicle, or a Fatigue level if on foot
  King–Joker
  No penalty; 
  melee attacks may be possible
  Distraction: Something obscures the character’s vision or path so that he cannot attack this round
  CHASES
  
  DAMAGE, FEAR, AND REACTIONS
  DAMAGE
  If an attack’s damage equals or exceeds a target’s Toughness, use this table. 
  Otherwise there is no appreciable effect.
  Result
  Target (not Shaken)
  Target (Shaken)
  0–3
  Shaken
  1 Wound
  4–7
  1 Wound & Shaken
  1 Wound
  Each +4
  +1 Wound
  +1 Wound
  INCAPACITATED
  Extras who suffer a wound are removed from play. If a Wild Card character 
  suffers more than three wounds, he’s Incapacitated and must make a Vigor roll:
  • 1 or Less: The character dies.
  • Failure: Roll on the Injury Table; it’s permanent and the victim is Bleeding Out
  • Success: Roll on the Injury Table; it goes away when all wounds are healed
  • Raise: Roll on the Injury Table; it goes away in 24 hours or when all wounds 
  are healed
  INJURY TABLE
  2d6
  Wound
  2
  Unmentionables: If the injury is permanent, reproduction is out of the question 
  without miracle surgery or magic. There is no other effect from this result.
  3–4
  Arm: Roll left or right arm randomly; it’s unusable like the One Arm Hindrance (if 
  the primary arm is affected, off–hand penalties still apply to the other).
  5–9
  Guts: A hit to the body. Roll 1d6:
  1–2
  Broken: Agility reduced a die type (minimum d4)
  3–4
  Battered: Vigor reduced a die type (minimum d4)
  5–6
  Busted: Strength reduced a die type (minimum d4)
  10
  Leg: The victim gains the Lame Hindrance
  11–12
  Head: A grievous injury to the head. Roll 1d6:
  1–2
  Hideous Scar: Your hero now has the Ugly Hindrance
  3–4
  Blinded: An eye is damaged. Gain the One Eye Hindrance (or the Blind 
  Hindrance if he only had one good eye)
  5–6
  Brain Damage: Massive trauma to the head. Smarts reduced one die 
  type (min d4)
  Bleeding Out: An ally may make a Healing roll to stop the bleeding immediately. 
  Otherwise the injured character must make a Vigor roll at the start of each round: 
  Failure—the character dies from blood loss; Success—roll again next round (or 
  every minute if not in combat); Raise—the victim stabilizes and no further rolls 
  are required.
  FRIGHT TABLE
  1d20*
  Effect
  1–4
  Adrenaline Surge: The hero’s “fight” response takes over. He adds +2 to all 
  Trait and damage rolls on his next action.
  5–8
  Shaken: The character is Shaken.
  9–12
  Panicked: The character immediately moves his full Pace plus running die away 
  from the danger and is Shaken.
  13–16
  Minor Phobia: The character gains a Minor Phobia Hindrance somehow 
  associated with the trauma.
  17–18
  Major Phobia: The character gains a Major Phobia Hindrance.
  19–20
  The Mark of Fear: The hero is Shaken and also suffers some cosmetic physical 
  alteration—a white streak forms in the hero’s hair, his eyes twitch constantly, or 
  some other minor physical alteration. This reduces his Charisma by 1.
  21+
  Heart Attack: The hero is so overwhelmed with fear that his heart stutters. He 
  becomes Incapacitated and must make a Vigor roll at –2. If successful, he’s 
  Shaken and can’t attempt to recover for 1d4 rounds. If he fails, he dies in 2d6 
  rounds. A Healing roll at –4 saves the victim’s life, but he remains Incapacitated.
  *Add the creature’s Fear penalty to this roll.
  REACTION TABLE
  2d6
  Initial Reaction
  2
  Hostile: The target is openly hostile and does his best to stand in the hero’s 
  way. He won’t help without an overwhelming reward or payment of some kind.
  3–4
  Uncooperative: The target isn’t willing to help unless there’s a significant 
  advantage to himself.
  5–9
  Neutral: The target has no particular attitude and will help for little reward if the 
  task at hand is very easy. If the task is difficult, he’ll require substantial payment 
  of some kind.
  10–11
  Friendly: The target will go out of his way for the hero. He’ll likely do easy 
  tasks for free (or very little), and is willing to do more dangerous tasks for fair 
  pay or other favors.
  12
  Helpful: The target is anxious to help the hero, and will probably do so for little 
  or no pay depending on the nature of the task.
  
  WARP FAILURE
  ASTROGATION TABLE
  FUEL / PROVISIONS
  GRAVITATIONAL EFFECTS
  Indexed planet or space station
  —
  Uncharted destination
  −4
  Under 1,000 light years away
  —
  1,000 to 10,0000 light years
  −2
  10,000 to 100,000 light years
  −4
  100,000 to 500,000 light years
  −8
  500,000+ light years
  −10
  Small
  25
  Medium
  100
  Large
  300
  Huge
  500
  Giant
  1000
  Normal
  —
  —
  —
  Low
  ×2
  +2
  +2
  Zero-G
  See Below
  +2
  +4
  Card
  Warp Failure Results
  2
  Warp Field Failure: The warp field fails catastrophically, jerking the ship out of warp and into real 
  time. Each crew member suffers 4d6 damage from the sudden shift, flying debris, etc, and the warp 
  drive must be repaired, as in Breakdown, below.
  3
  Fuel Dump: The warp generator consumes the ship’s remaining hyperfuel in a massive surge. The 
  ship instantly travels 1d4 light years in the burst, but then is effectively dead in the water until it is 
  refueled.
  4
  Breakdown: The warp containment generator shorts out, a hooter valve locks up, or the 
  like. Roll 1d10 and multiply that by 10% to determine where in the journey this occurs. The 
  warp drive fails and it can’t generate a warp field until it is repaired. For repair purposes, 
  treat this as if the vessel had suffered a critical hit to the engine, causing 1d3 wound levels.
  5
  Debris: Debris gets caught in the distortion of the warp field and impacts the ship during the voyage. 
  This does 3d8 damage to the ship, and counts as a Heavy Weapon.
  6
  Stutter: The warp field fails to fully energize, causing it to fade after an hour of travel. This doesn’t 
  cause any damage to the ship or crew, but getting the drive back online takes an hour and a 
  successful Repair roll. After the ship is repaired, the course must be replotted before the trip can 
  continue.
  7
  Faulty Containment: The containment bubble loses integrity, causing the warp field to be less 
  effective. The trip takes twice as long as normal, costing double the fuel and provisions.
  8
  Miscalibration: The warp field either lasts too long or cuts off too soon. The ship comes out of warp 
  4d10 light years from its intended destination. (The roll for this determination can Ace.)
  9
  Internal Distortion: Space is distorted inside the warp bubble. Each crew member must make a 
  Vigor roll or suffer a level of Fatigue due to disorientation and nausea. This Fatigue cannot lead to 
  Incapacitation and is recovered after an hour in normal space.
  10
  Subjective Time: Inside the containment field, the passage of time becomes subjectively longer. 
  Although time progresses normally outside, inside the field, it appears to pass at a rate of 1d6 times 
  faster. This causes an equivalent increase in both fuel and provision use.
  Jack
  Time/Space Distortion: The ship is suddenly thrown a vast distance in a random direction. Roll 1d6, 
  then draw another card. Multiply the result by the value determined by the card’s suit: Clubs (100), 
  Diamonds (1000), Hearts (10,000), Spades (100,000). The ship is now that far from its original starting 
  point. Worse, the crew must spend a day and make a Knowledge (Astrogation) roll at –4 to even 
  calculate where they are!
  Queen
  Chronal Entropy: Upon completion of the journey, the crew discovers they’ve aged 1d10 years. No 
  Traits change as a result, although this does move the unlucky spacers closer to the grave…
  King
  Rejuvenation: Upon completion of the journey, the crew discovers they’ve grown younger by 1d10 
  years. No Traits are changed as a result.
  Ace
  Hyper-Efficient: A miscalculation somehow coaxes the warp field to function far beyond design 
  parameters. The journey takes twice the normal fuel, but half the time to complete.
  Red Joker
  Dimensional Warp: The warp drive opens a portal to an alternate dimension, and the ship is drawn 
  through.
  Black 
  Joker
  Time Displacement: The ship is thrown through time. Roll 1d6, then draw another card. Multiply 
  the total of the die roll by a value determined by the card’s suit: Clubs (10), Diamonds (100), Hearts 
  (1000), Spades (10,000), and Joker (100,000). The ship has been thrown that many years back in 
  time!
  REACTION FIRE (CHASE 
  RULES ONLY)
  Reaction Fire is a weapon special ability that 
  comes into play only during Chases. It represents an 
  ability of a weapon, such as range, speed, or quick 
  cycling time, that allows it to fire effectively even 
  when it isn’t mounted in the most desirable position. 
  A weapon with the Reaction Fire ability may 
  be fired even if the ship mounting it doesn’t have 
  Advantage, as long as the target of the attack has 
  an Action Card of 10 or lower. The gunner suffers a 
  −2 penalty when using a weapon for Reaction Fire.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Fear Agent/Savage Worlds - Fear Agent - GM Screen Inserts.pdf