SAVAGE TV The Map: The players get a map of the dungeon. Not too detailed, but complete (it shows all the non-secret areas). You may plan your approaches and the order in which you will face the challenges. It may be necessary to go to one room to get something before you can go to another room. Situation Rolls: Not every room and scene has to be played out. Some can be handled by asking the players to make a few rolls (usually Traps or Lore). The quality of the rolls determines how banged up they are after the situation has passed. This works well for skipping boring but dangerous passages and the like Set a damage level for the situation (1, 2, or even 3 wounds). Every PC makes a Vigor roll. Each success and raise on this roll removes one damage level. In addition, a character designated as the lead can make an appropriate Traps or Lore roll to give everyone a +1 to their Vigor rolls for each raise on the Traps or Lore roll. Fame: Your Fame Level controls gives your access to magic items in the form of powerful, sponsor-restricted equipment. You earn fame by rolling unspent bennies after the session and by rolling Agent dice for your team. You lose three Fame Levels if you die. You lose 1 Fame Level if you choose to retreat from a challenge. Mojo: Your team earns mojo every time one team member helps another. See helping. You must spend 3 mojo to resurrect a dead team member. You can spend 3 mojo to suggest a change to the Savage TV Director that will benefit your team (like suddenly finding a hidden extendable bridge to get across a chasm). If the Director doesn t use your suggestion, you don t spend the 3 mojo. Sponsors: Choose your sponsors to determine which catalogs of special equipment you can shop from. You may have up to two sponsors at any time. If you drop a sponsor, you have to give back all of the special gear you got from them.
Team Pools: Your Adventure Team has 3 pools of points: Coach pool, Agent pool, and Bankroll pool. Overcoming a challenge in the dungeon gives you Victory Points that you can divide among the three pools as you see fit. Between sessions, you can roll a d6 for each point in a pool. Each die that comes up 5 or 6 gives you a benefit of some kind, depending on the pool type: Coach: Each 5 or 6 rolled gives each team member a point of XP. Agent: Each 5 or 6 rolled gives each team member an Fame Level. Bankroll: Each 5 or 6 rolled gives each team member $1,000 to spend on gear. All dice rolled are discarded. You do not have to roll all of the dice in a pool. Resurrections: The team can resurrect a dead team member by paying 3 points of mojo. If the team doesn t have three dice to spend, the team member will be resurrected by X-Crawl officials, but he loses all his fame levels and all of his sponsors (and sponsor gear). You can choose new sponsors when your Fame Level reaches 1. Spending Bennies: When you spend a bennie (for a re-roll, for example) you get Director stance rights to narrate how you recover from your initial failure and give it another shot. You can introduce geographic features, a suddenly-created piece of helpful gear, a flashy supernatural ability, or whatever. Helping You can take an action to help a teammate. Make an appropriate skill or attribute roll. Each success and raise adds +1 to the skill roll of your teammate. Helping earns your team one point of mojo. Taking Extra Time The team can sacrifice a Victory Point in order to take extra time with a challenge (like a Situation roll or significant trap or lock). Taking extra time grants a +4 bonus to the roll. Only 1 Victory Point can be sacrificed in this way for a given challenge.
Sponsors Sponsor Equipment You can carry levels in sponsor equipment equal to your Fame Level. So, if you are Fame Level 5, you can carry five level 1 items, one level 5 item, or a level 2 and a level 3 item, etc. Sponsor equipment can be changed at a designated Rest Area. When you drop a sponsor and choose a new one, you lose 1 Fame Level. Adidas Speedstreak shoes (+4 to running roll, 1/day) CoolSport bodyglove (fire resistance level 5) Level 2 Speedstreak Pro shoes (+4 to running roll, 2/day) CoolSport Pro bodyglove (fire resistance level 10) Powerkick shoes (1 free kick attack per round) Epic IR sunglasses (infrared vision, 18 ) Level 3 Speedstreak Elite shoes (+4 to running roll, 3/day) Powerkick Millenium shoes (2 free kick attacks per round) Nike Arachne shoes (Wall Walk 6 pace, 3 rds, 1 rd recharge) Level 2 Arachne Pro shoes (Wall Walk 3 rds, 1 rd recharge normal pace and run) Air Jordan Original shoes (airwalk -- 3 rounds/day) Skylon Midnite sunglasses (darkvision, 18 ) Level 3 Air Zoom Swift shoes (as Air Jordans, +2 to running rolls) Arcana wristbands (Arcane Resistance) Level 4 Arcana Pro wristbands (Improved Arcane Resistance)
Apple Computer ipod (can trade initiative card with any teammate also using ipod) Level 2 ishades (+1 to Notice rolls) ipicks (+1 to Locks and Traps rolls) ibook (+1 to Lore rolls) Level 4 PowerCloak (+1 armor, +3 parry 1/day) PowerBook G7 (Scan rolls are free actions) Pepsi Mountain Dew (Combat Reflexes edge, 1/day) Slice (Sweep, 3 rds. If you have Sweep, you get Improved Sweep for 3 rds.) Level 2 Mountain Dew CODE RED AMP (Toughness +2, 5 rds.) Pepsi Twist (Parry +1, 3 rds.) Wild Cherry Pepsi (Frenzy, 3 rds) Level 3 Pepsi Clear (invisibility, 5 rounds, 1/day) Coca Cola Powerade (+1 to STR rolls, incl. Melee dmg.) Motorola RAZR V5 Comlink (share one Edge with other user of RAZR V6, 1/day)
Magic Supplies Spellshot Casters carry two custom handguns made to fire special ammunition called spellshot. Each gun can chamber a single round. Reloading a gun is a standard action (both guns can be reloaded if the caster succeeds at an Agility check). To cast a spell a caster fires a spellshot round at the target. Spellshot cannot be wasted. The game computer calculates the angle of the shot and if the result is a miss, the pistol won t fire. Hit-calculation doesn t apply to standard slug ammunition. Each spellshot round can produce different effects. The caster selects the specific effect before firing by flicking a selector switch on the spellshot pistol. Slug ammunition -- $250 for 10 shots Standard: 2d6 damage Flare: makes light in a medium area wherever the round strikes Black shot -- $250 each Darkness (large area, -6, 3 rds) Shadow Walk (teleport, 24 ) Fog of Fear (medium area) Zombie Blue shot -- $250 each Telekinesis (d6 STR, 24, 3 rds) Deflection Field Stun Bolt Wall of Force Gold shot -- $500 each Regeneration Enhancement (boost) Quickness Greater Healing Green shot -- $250 each Stranglevines (sm. area, d8 STR) Smite Health Ray (healing) Wall Walk (large area) Red shot -- $250 each Fireball (med. area, 3d6) Flame Jet (cone, 2d8) Fiery Darts (3 targets, 2d6-1) Fireproof Silver shot -- $500 each Arcane Resistance (10 rounds) Electro-Port (teleport vs. others) Lightning Storm (large area)
Restricted Edges In Savage X-Crawl, some edges are restricted to certain classes or power-ups and are not available as a general edge: Alertness (Intruder only), Danger Sense (Intruder only), First Strike (Warrior only), Frenzy (Warrior only), Quick Scan (Intruder only) Thief (Intruder only), Trademark Weapon (Warrior only) Classes In Savage X-Crawl, a character class does not determine your skills or attributes. All characters are free to put levels into any skill. Instead, a character class gives you access to special abilities and Edges that can only be performed by a member of that class. Multiclassing is not allowed. Caster The Caster class wields the Spellshot pistols used to produce magical effects in the game. The are lightly armored and very fast. Class Features Spellshot pistols (2) Light Armor (+1) Fleet-Footed (free Edge) Special Skill: Lore (Magic) Weapons: club/pistol-whip, staff, dagger, pistols Class Edges Counterspells (you may carry White spellshot [$250] which cancels any magical effect it hits after a successful Magic Lore roll. Medium burst template) Shot on the Run (ignore -2 penalty for running multi-action) Warrior The Warrior is tough, heavily armored and trained to wield the most deadly weapons. Class Features Heavy Armor (+3) Trademark Weapon (free edge) Sweep (free edge) Hard to Kill (free edge) Weapons: All Class Edges First Strike* Frenzy* Throw Anything (make ranged attack with any melee weapon. Range: 3/6/12) * These standard edges are available to Warriors only
Intruder The intruder is a sneaky expert with tools and traps. Class Features Scanner Medium Armor (+2) Quick (free edge) Danger Sense (free edge) Alertness (free edge) Special Skill: Scan Weapons: dagger, short sword, shuriken, club, whip, unarmed Class Edges Quick Scan (all Notice rolls are free actions) Sneak Attack (+2 attack and damage bonus when flanking or when attacking flat-footed opponent) Scanner The scanner is the Intruder s most powerful tool. It can detect and disable traps and locks at a distance, even through walls and other obstructions. Range: 6/12/18. A successful Scan roll allows the Intruder to make Notice, Track, Traps, or Locks checks as if they were at the scanner s target location. Using these skills remotely results in a -2 penalty, but each raise on the Scan roll negates one point of penalty.
Power Ups Some room will contain power ups that the characters can activate. Some power ups remain on the map and others appear for a short time and then disappear. To activate a power-up, a character need only touch it. Compass Shield Icon: A shield with a compass rose design All attacks from a compass direction (random: 1-N, 2-S, 3-E, 4-W) are nullified. Duration: 5 rounds Servant Imps Icon: Two tiny devils Two small flying imps appear over the adventurer s shoulders. Each imp can perform a simple action for the character each round. The imps effectively give a character the Danger Sense, Quick Draw and Quick Reload edges. Duration: 5 rounds Flight Icon: Stylized wings The character gains the power of flight, with perfect control. Flight speed: 10 Duration: 5 rounds Double Attack Icon: Two crossed swords A phantom duplicate of your weapon appears floating in the air beside you. It attacks when you attack, giving you a free second attack with that weapon (same as Improved Frenzy edge). Duration: 3 rounds
Skills Bluff Climb Diplomacy Fight First Aid Guts Intimidate Locks Lore Demons Undead Beasts Puzzles Mythos Magic (Caster only) Notice Pilot Sense Motive Shoot Stealth Survival Swim Taunt Throw Track Traps Tumble Lore Each success and raise on a Lore check provides +1 to rolls related to that opponent or challenge. Most Lore checks are at -2 and they take a full round action to complete. The player gets to narrate how the special Lore knowledge helps provide the bonus. Notice In Savage TV, a Notice roll to investigate one s surroundings (for Traps and hidden monsters, for example) requires a standard action. The Quick Scan edge allows an Intruder to make Notice rolls as a free action. Traps Significant traps require a roll at -2 penalty to disarm. A standard success means the trap does not go off and it will be disabled at the end of the next round. A raise on the Traps roll disables the trap instantly. Failure on the traps roll activates the trap.