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Savage Worlds - Warhammer 2E Conversion Guide

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100% found this document useful (1 vote)
228 views

Savage Worlds - Warhammer 2E Conversion Guide

Uploaded by

TodorT
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A conversion guide for

WARHAMMER FANTASY
nd
ROLEPLAY 2 Edition
To
SAVAGE WORLDS Deluxe
Edition

3rd Edition 2014


Conversion Guide Version 3

Based on the previous work done by:

Jason J Patterson

Capnzapp

Loswaith

Clint @ Pinnacle Games

Graig Harvey

Greywolf

Bugman

So why another version? One of the most


iconic elements of the Warhammer system was
the Careers and character advancement system –
some people liked it, some definitely didn’t
like it, but all remember it well. Yet it
was missing from the previous conversion
guides.
In short, this version translates the careers
into edges. A Career edge limits where you
can spend your advances but also gives you a
unique mechanical benefit. eg a Rat-catcher
has a loyal but vicious small dog.
If the Careers system is not to your liking,
you can just ignore it.

2014 Golden Apple Productions.


Character
Creation
Careers

Warhammer 
Perform (Spi) [Performer]
Persuasion (Spi) [Blather,
Charm,Haggle,
Skills  Read & Write (Smt)
 Repair (Smt)
The equivalent Warhammer skills  Riding (Agl)
are given in square brackets.
 Runecasting (Spi)
There is no distinction between
Basic and Advanced skills.  Shooting (Agl)
 Speak Language (Smt)
Skill List  Spellcasting (Smt)
 Stealth (Agl) [Concealment]
 Boating (Agl) [Row, Sail]  Streetwise (Smt)
 Climbing (Str) [Scale Sheer  Survival (Smt) [Outdoor
Surface] Survival]
 Disguise (Smt)  Swimming (Agl) [Swim]
 Driving (Agl) [Drive]  Taunt (Smt)
 Faith (Spi)  Throwing (Agl)
 Fighting (Agl) [Weapon Skill]  Tracking (Smt)
 Gambling (Smt)
 Handle Animal (Spi) [Animal Altered Warhammer
Care, Animal Training]
 Healing (Smt) [Heal]
skills.
 Intimidation (Spi) Charm Animal. Now an Edge.
[Intimidate, Torture]
 Investigation (Smt) Command. Use Leadership Edges.
 Knowledge (Smt) Consume Alcohol. Not used.
o Apothecary
o Arcane Languages Hypnotism. Now an Edge.
o Astronomy
Ventriloquism. Now an Edge
o Daemonology
o Engineering
o Heraldry
o Law
o Magic
o Merchant
o Navigation
o Necromancy
New Skills
o Philosophy
o Runes
Faith (Spirit)
o Science
o Strategy
o Theology
Handle Animal (Spirit)
 Lockpicking (Agl)
 Magic Sense (Smt)
 Notice (Smt) [Perception,
Search] Knowledge (Smarts)
your Smarts die type. . For each
die step you have in this skill,
Magic Sense (Smarts) you know one extra language.

Requirements: Novice, Arcane Additionally, with enough


Background OR Elf exposure, you may be able to
communicate and understand basic
You may make a Magic Sense roll to concepts in other languages.
see magic on item, area or person,
and strength in area. You may Old World languages:
make a Magic Sense check to find a
 Breton
spot where the Winds of Magic will
 Classical
benefit the casting of a spell.
The TN for this check is the CN of  Dark Tongue
the spell you want to cast. If  Eltharin
successful, you find a spot 2d6  Estalian
squares away from you (roll d8 for  Goblin
direction)that will boost your  Grumbarth
casting roll by +1 (plus a further
 Halfling
+1 per raise). This bonus will
 Khazalid
last for 1d6 rounds and is
specific to the chosen spell. To  Kislevian
continue to benefit from the  Norse
beneficial Wind, you may only move  Reikspiel
1 square per round.  Tilean

Perform (Spirit)

Read & Write (Smt)


You are able to read and write any
all of the languages that you can
speak.

Additionally, with enough written


material to study, you may be able
to decipher basic concepts from
material written in other
languages.

Speak Language (Smt)


All characters can speak their own
local language. How well you
speak a language is determined by
Warhammer Warhammer
Hindrances Edges
Allowed and modified edges from
the core rules are detailed here.
Orders (Minor) Any edge from the core rules that
is not mentioned here is not
The character is a member of a suitable for Warhammer.
highly structured organization and
while the character may have his Additionally, several new edges
own plans, he ultimately serves appropriate to the Warhammer
another power and is expected to setting are detailed here.
follow orders when they are
issued. Such orders should, of
course, lead to an exciting
adventure. Background Edges

Unstructured Caster Combat Edges


(Major)
Requirements: Arcane Background
(Wizard) OR Arcane Background Leadership Edges
(Priest)

Whenever you cast a spell, roll


an extra d6 - the Chaos Die. If
either the Chaos Die or the Wild
Power Edges
Die come up a One, you suffer
mystic backlash - check for
Tzeench's Curse or Wrath of the
Gods as appropriate for your Professional
character.
Edges
Savage Warhammer uses career edges
instead of Professional edges.
See Character Creation – Careers
and Advancement for details.

Social Edges
Alternatively, you may be an
Weird Edges Apprentice Hedge Wizard, self
taught from forbidden tomes of
arcane lore or secretly studying
under a hidden Master. At this
Wild Card Edges level of your studies, your
Spellcasting skill is limited to a
maximum of d6. Choose 5 spells
from the Petty Magic: Arcane
Legendary Edges and/or Petty Magic: Hedge Magic
lists. Collegiate Wizards also
gain the Orders hindrance while
Hedge Wizards gain the
Aetheryic Attunement Unstructured Caster hindrance (for
no extra benefit).
Requirements: Novice, Arcane
Background OR Elf Arcane Lore
Your ability to see the Winds of Requirements: Seasoned, Arcane
Magic enables finer control of Background (Wizard),
your spells, all your arcane skill Spellcasting d6
s gain a permanent +1 bonus. If
you successfully use your Magic Your studies have advanced to
Sense to find a beneficial Wind, the point where you must choose
it will be only 1d6 squares away one of the Arcane Lores
from you. available to Collegiate Wizards
to advance any further. Each
Lore has 3 spell lists
associated with it (see Realms
Ally Cat of Sorcery), choose one of the
Requirements: Novice, Stealth d4+ 3 spell lists – you learn a
number of spells from this list
This character has spent most or equal to your Spellcasting die
all of his life in the wild and type (when your Spellcasting
dangerous streets of Old World die increases, you
cities. He gains a +2 on Notice, automatically gain additional
Tracking, Survival, and Stealth spells from your chosen Lore
rolls in urban environments. spell list). The maximum die
type for your Spellcasting
skill is raised to d10, you
must pay to raise the skill
Arcane Background (Wizard) normally.
Requirements: Novice, Spellcasting
skill d4+, Smarts d8+, Human OR
Master Wizard
Elf Requirements: Veteran,
You are an Apprentice Wizard, Arcane Lore, Spellcasting
studying either at the Colleges of d10
Magic or under a tutor somewhere
else in the Empire.
Your knowledge of your learn a number of spells from
chosen Lore increases, this list equal to your Faith
choose a second spell list die type (when your Faith die
from the 3 available to your increases, you automatically
chosen Lore, you now learn gain additional spells from
any spells on that second your chosen Lore spell list).
list that you don’t already The maximum die type for your
know. The maximum for your Faith skill is raised to d10,
Spellcasting die type is you must pay to raise the skill
raised to d12. But your normally.
mastery of magic permanently
marks you: roll once on the Anointed Priest
Arcane Mark (Realms of
Requirements: Veteran,
Sorcery p175) table
Divine Lore, Faith d10
appropriate for your chosen
Lore. Blessed by your chosen
deity, your knowledge of the
divine increases, choose a
Arcane Background (Priest) second spell list from the 3
available to your chosen
Requirements: Novice, Faith skill Lore, you now learn any
d4+, Spirit d8+ spells on that second list
that you don’t already know.
You are an Initiate of one of the The maximum for your Faith
Cults of the Empire serving under die type is raised to d12.
a Priest at a city temple or at a But your god has permanently
small shrine somewhere else in the marked you: roll once on the
Empire. At this level of your Mark of God table
studies, your Faith skill is appropriate for your chosen
limited to a maximum of d6. Deity (Tome of Salvation
Choose 3 spells from the Petty p242).
Magic: Divine or Petty Magic:
Hedge Magic lists. Priests
automatically gain the Orders
hindrance. Arcane Background (Rune)
Divine Lore Requirements: Novice, Runecraft
skill d4+, Spirit d8+, Dwarf
Requirements: Seasoned, Arcane
Background (Priest), Faith d6 A character who fulfils all the
requirements may pick any 3 Runes
Your studies have advanced to from the lists (See Realms of
the point where you must choose Sorcery). At this level of his
one of the Divine Lores studies, his Runecraft skill is
available to priests of the Old limited to a maximum of d6.
World Cults to advance any
further. Each Lore has 3 spell
lists associated with it (see
Realms of Sorcery), choose one
of the 3 spell lists – you
Armoured Casting Dark Magic
Requirements: Novice OR Requirements: Novice, Arcane
Heroic(see description), Arcane Background, Special, GM’s approval
Background, Special
Villains, and foolish heroes, can
This Edge reduces Magic penalties gain more power by tapping into
while wearing armour by 2. A Dhar energy, the energy of dark
character with Arcane Background magic. Characters may use this
(Priest) or Arcane Background Edge when casting any spell they
(Rune) can take this as a Novice; like, but if they have this Edge
a character with Arcane background and cast an actual spell from the
(Wizard) cannot take this edge Dark Lore list then they must use
until at least Heroic. it. This allows the caster to roll
2 wild dice and take the two
highest results of all three dice!
However, both wild dice count for
Barbaric Blood
the purposes of Tzeench's Curse:
Requirements: Novice if either one comes up a 1, then
they will feel the effects. If
Spend a Benny to activate Berserk. both come up as a 1, then the
Chaos Manifestation that occurs is
1 category higher. If it is
Improved Barbaric Blood already a Catastrophic Chaos
Manifestation, then add +10 to the
Requirements: Barbaric Blood die roll on that chart. Either
way, he automatically takes 1
Spend a Benny to activate Insanity Point. To take this
Berserk, ignore -2 to roll to Edge, a character must either be
end rage, and won't hit an ally taught by someone who knows how to
on a roll of 1. use Dhar energy, or he must have
seen a glimpse of the Realm of
Chaos through a Chaos
Charm Animal Manifestation.

Requirements: Novice, Spirit d8, Dark Lore


Handle Animal d4
Requirements: Seasoned, Dark
You have a natural gift with Magic, GM’s approval
animals. Domestic animals are
always friendly to you. Wild Your studies have delved into
animals or those trained to be the darkness to the point where
hostile (like attack dogs) can be you must choose one of the Dark
calmed with a successful Handle Lores – Necromancy or
Animal test. GM’s may apply a Daemonology to advance any
penalty if the animal is further. Each Lore has 3 spell
especially ornery or loyal. lists associated with it (see
WFRP core and Tome of
Corruption), choose one of the
3 spell lists – you learn a
number of spells from this list within a few games(let him play at
equal to your Spellcasting die -1 for 1d4 games).
type (when your Spellcasting
die increases, you Gambling is an opposed Smarts
automatically gain additional test. Characters can attempt to
spells from your chosen Lore cheat; this is an opposed Agility
spell list). The maximum die vs. Notice. On a success, he may
type for your Spellcasting add +1 to his Gambling roll, or +2
skill is raised to d10, you on a raise. On a failure, he is
must pay to raise the skill not able to cheat this game.
normally. If his opponent gets a raise, he
catches him cheating. On a botch,
pretty much everyone within
Eagle Eyes eyesight catches him. Start
dealing Initiative cards, because
Requirements: Novice, Shooting d6 a fight is about to break out...

All ranges increased by 50%.

Grudgeborn Fury
Etiquette Requirements: Novice

Requirements: Novice Your hero hates greenskins with


undying rage. Attacks against any
+1 to Persuade, Streetwise,
type of Orc, Goblin, Hobgoblin, or
Stealth or any other skill when Snotling is at a +1 Fighting. The
used appropriately among high GM could decide that characters
society, nobility, royalty, and
can take this Edge against other
such. types of enemies too, such as
Undead, but the most common Grudge
is against greenskins. This Edge
Friends in Low Places should be justified in a
character's background, though
Requirements: Novice Dwarves have been at war with
greenskins forever and simply
+1 to Persuade, Streetwise,
being a Dwarf is more than enough
Stealth or other skills when used
to justify it.
appropriately.

Gambler Legendary Strength


Requirements: Legendary, Str
Requirements: Novice
d12+, special
The character knows any reasonable
A few heroes throughout time have
form of gambling in his culture.
gained a strange, almost
If the form of gambling is outside
supernatural strength beyond that
his culture, he knows it on a
of normal humans. Heroes engaged
Smarts roll, or can learn it
in incredible, epic adventures who
already have an emphasis on Requirements: Novice, Arcane
Strength, such as barbarians, Background
incredibly pious and powerful war
priests, and various legendary You may select 2 additional spells
heroes may attain upwards of from any of the Petty Magic lists
Strength d12+3. A character who is you have access to.
of Legendary rank, has a Strength Alternatively, if you have
of d12 already, and who has gained selected a Lore, you may select 1
permission from the GM may new spell from that Lore.
purchase this Edge, which
increases his Strength to d12+1. A
character with many years of Point Blank Shot
intense fighting might increase it
further to Strength d12+2, and in Requirements: Novice
extreme circumstances (decades of
+1 on Shooting and Throwing at
intensive training, fighting,
Short range.
extremely heavy labour, etc) might
attain Strength d12+3. The Edge
would need to be taken 3 times, of
course. Public Speaking
Requirements: Novice

Mentally Sound +1 to Persuade when addressing 10


or more people
Requirements: Novice, Spirit d6+
Improved Public
Your character gains a +2 bonus to
his Spirit roll when rolling for Speaking (Master
Insanity. Orator)
Requirements: Public Speaking
+2 Persuade when addressing 10
Mighty Missle or more people.
Requirements: Novice

+1 to damage with missile spells


Rapid Reload
Requirements: Novice
Mighty Shot Reduce reload time for ranged
Requirements: Novice weapons by ½

+1 to damage with mundane ranged


non-firearm weapons
Resistance to Chaos
(Background Edge)
New Power Requirements: Novice, Spirit d6+
This works just like Arcane Requirements: Seasoned,
Resistance, except that it is Routine Disarm
effective against Chaos energy,
mutation, and Chaos magic. As Routine Disarm, but allows
you to catch the weapon,
Improved Resistance to instead of it falling to the
ground, if you are sufficiently
Chaos (Background Edge) close to the opponent.
Requirements: Novice,
Resistance to Chaos, Spirit d6+
Schemer

This works just like Improved Requirements: Novice


Arcane Resistance, except that +1 Persuade, resist Intimidation
it is effective against Chaos and other skills or bonuses when
energy, mutation, and Chaos dealing with intrigue. Also +1 to
magic. detect and resist any sort of
subterfuge, deception or other
manipulation in conversation or
Resistance to general behaviour and treatment,
including by staff, nobility or
Disease(Background Edge) businesses. This can be used as a
Requirements: Novice, Vigor d8+ very primitive form of psychology
to make vague educated guesses
This character gains a +2 on Vigor about general intents,
rolls against Disease. inclinations, motivations,
worries, etc.

Resistance to
Poison(Background Edge) Seasoned Traveler
Requirements: Novice, Vigor d8+ Requirements: Seasoned

This character gains a +2 on Vigor +1 to CK or no penalty for


rolls against Poison. reasonably knowable information
even for other cultures, and +1
for all language related skill
tests.
Routine Disarm
Requirements: Novice
Sharpshooter
May designate an attack as Disarm;
Disarm penalty only -1; opponent Requirements: Novice
makes a Str test vs damage or
drops his weapon. +1 to Shooting when Aiming (+2
when Aiming instead of +1).
Improved Routine Disarm
(Flashy Disarm)
Strike to Injure
Requirements: Novice +1 Gamble, Know (Navigation) and
anything requiring estimation or
+1 to Injury table results when math, distances, time, etc.
your attack causes an opponent to
roll on it.

Sure Shot
Strike to Stun Requirements: Novice

Requirements: Novice Ignore 1 Armour Bonus for ranged


attacks.
The character gains d4 extra
damage (which can stack with the Improved Sure Shot
extra d6 for a raise) on a
successful attack if he calls
(Crack Shot)
"Strike to Stun" before attacking. Requirements: Sure Shot
However, they take a -2 on
Fighting and this can NEVER wound Ignore 2 Armour Bonus
an opponent, but only Shake them.

Surgeon(Professional Edge)
Sunder
Requirements: Novice, Agility
Requirements: Novice d6+, Smarts d8+, Healing d8+

Ignore 1 Armour Bonus for melee A character with Surgery can


attacks, allowing character to attempt to save a character from
strike through armour efficiently, temporary or permanent injury. A
and on a raise, 2 AB are ignored. character who receives such an
This has no effect on un-armoured injury must first take a normal
targets but does effect even Healing roll, as per the standard
magical armour. rules. Afterwards, the Surgeon
character must make another
Improved Sunder Healing roll, applying his own
Wound modifiers as well as any
Requirements: Sunder Wound modifiers left on the
Ignore 2 Armour Bonus for melee character.
attacks, allowing character to
• Temporary injury: On a success,
strike through armour
the temporary injury is instantly
efficiently, and on a raise, 4
repaired, even if the character
AB are ignored. This has no
has wounds remaining.
effect on un-armoured targets
but does affect even magical • Permanent injury: On a success,
armour. the permanent injury becomes
temporary instead. On a raise, it
is instantly repaired, even if the
character has wounds remaining.
Super Numerate This roll must be made within 24
hours of the injury, and supplies
Requirements: Novice
such as bandages, splints, or +2 Notice, Tracking, Survival,
various other medical supplies Stealth while underground
must be available(i.e. a set of
trade tools, found under Ventriloquism
equipment). This Edge may also
Requirements: Novice
allow characters to perform other
acts as determined by the GM(such +1 to Persuade or Stealth or other
as removing mutations, as skill when used to impersonate
described in Chapter IV). another culture or person.
Additionally, the character can
attempt to speak without moving
Swashbuckling his or her lips, making the sound
appear to come from somewhere
Requirements: Novice else. Onlookers get an opposed
Notice test to realize the
+1 stunts/Pace or distances for unreality of the situation and are
jumps. baffled. On a raise they recognize
the source of the sound.

Trapcraft
Requirements: Novice

+1 Notice, Pick Locks, etc. when


locating, repairing, setting or
disarming traps, including when
avoiding and reducing damage
(Agility roll for example) of
those which have been triggered.
This applies to normal game traps
as well as more elaborate and
unusual architectural and man
traps.

Trick Riding
Requirements: Novice

+2 to Riding, Driving and


acrobatics and nimbleness based
Agility related stunts on moving
animals and carriages.

Tunnel Rat
Requirements: Novice
Career Edges • Size –2: Dogs are relatively
small.

Basic Careers
Rat Catcher
Requirements: Novice, Vigor d8

You have a small but vicious dog,


that is extremely loyal and
unusually intelligent. This dog
is an extra under your control and
advances as an Ally. If your dog
is ever lost, you will be able to
find a replacement in any town.

Career Advancement

Skills: Animal Care, Animal


Trainer, Concealment, Perception,
Search, Set Trap, Silent Move

Edges: Resistance to Disease,


Resistance to Poison, Special
Weapon (Sling), Tunnel Rat

Small but Vicious Dog


Attributes: Agility d8, Smarts d8
(A), Spirit d6,

Strength d4, Vigor d6

Skills: Fighting d6, Notice d10,


Tracking d8, Swim d8

Pace: 8; Parry: 5; Toughness: 3

Special Abilities

• Bite: Str+d4.

• Fleet-Footed: Roll a d10 when


running instead of a d6.

• Go for the Throat: Dogs


instinctively go for an opponent’s
soft spots. With a raise on its
attack roll, it hits the target’s
most weakly armored location.
Advanced Careers
Requirements: Only Seasoned
characters may enter an Advanced
career.
Combat

Armor Degradation
Armor protects you from deadly
attacks for a while. If the
damage roll gets a raise, instead
of doing extra damage, the armor
of the victim is reduced by 1 per
raise.

Unarmored victims or victims who’s


armor has been reduced to 0, take
the extra damage as normal.

Damaged armor can be repaired,


this requires an appropriate
toolkit. A successful Repair roll
restores 1 point of armor, each
raise restores an additional
point. A failure on the roll
means the armor is beyond your
skill to repair, however someone
with a higher repair skill could
attempt a repair. The armor does
not degrade on a failed roll.

On a botched roll, the armor is


ruined beyond repair and loses any
remaining armor points.

Rising from Prone


This requires an Action.

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