Welcome to Morus
We're adventuring in Savage Worlds now! You can follow these links to reach a handy summary page for your campaign:
If you're looking for the old AD&D version of this website, you can find it here.
Morus is a classic AD&D setting, so we use the following setting rules:
- Competent Extras: Unless an Extra is cannon fodder, they get the Wild Die when making trait rolls. This makes Extras as competent as Wild Cards, although they still don't get Bennies or Wounds. A random goblin would be an ordinary Extra, but the town healer would probably be a Competent Extra.
- Maintaining Powers: Outside of combat or other stressful situations, powers can be maintained for a cost of 1 PP per hour. If you enter combat, you'll need to pay to maintain your powers as usual.
- Multiple Languages: You start knowing a number of languages equal to half your Smarts die. Taking the Linguist Edge at character creation will double this. You can learn new languages by spending Advances or training.
- Skill Specialization: We use skill specializations for the Academics, Fighting, Shooting and Science skills. When you take the skill, you decide what you're specialized in - i.e. long blades, ancient history or alchemy. Using a skill in a way you're not specialized for imposes a -2 penalty. Adding a specialization to a skill costs the same as increasing it below its linked attribute.
Here is a quick reference to convert ranges and distances given in inches:
- 1" is equivalent to 2 yards or 6 feet.
- Small Burst Templates have a 1" (6 foot) radius; or you can just say they affect 1d3 nearby foes.
- Medium Burst Templates have a 2" (12 foot) radius; or you can just say they affect 2d4 nearby foes.
- Large Burst Templates have a 3" (18 foot) radius; or you can just say they affect 2d6 nearby foes.
- Cone Templates are 9" (54 feet) long, and are 3" (18 feet) wide at their widest point. Or you can say they affect 2d4 foes in a line.
Image credit: Sergey Pesterev