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.
- Athletic Running: Running uses an Athletics roll instead of the standard running die. With a success, you double your Pace. With a raise, you triple it.
- 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.
- Episodic Bennies: We play short sessions, so Bennies don't refresh every session. Instead, they refresh at the end of a dungeon, journey, sidequest or similar breakpoint.
- Flashbacks: You can spend a Benny at any time to invoke a flashback, allowing you to roll for an action in the past that impacts your current situation. Maybe you convinced the guards to cancel the patrol tonight, so you make a roll to see how that went. If it's something trivial, like buying rope before the heist, no roll is required.
- Maintaining Powers: Outside of combat or other stressful situations, the base duration of most powers is 1 hour. You can't regain power points while maintaining a power, and if you enter combat you should start counting the duration normally.
- 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, and may not be possible for knowledge skills. Adding a specialization to a skill costs the same as increasing it below its linked attribute.
- Wound Cap: Regardless of how many raises are ultimately rolled, a single damage roll cannot cause more than 4 Wounds; therefore, you never need to Soak more than 4 Wounds. This may be waived for massive damage at the DM's discretion.
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