Heroic Survival

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The heroes are daring, and their exploits amazing — but for all the action, heroes seldom die, and many of the biggest villains keep coming back. So in this setting, No matter how they are “killed,” Wild Cards will always survive. To reflect this, the following rules replace the usual Savage Worlds rules for Incapacitation. Heroes only ever suffer short-term injuries. At GM discretion, villains injuries can last longer, to be “healed off-screen” to come back another day.

Raise: The victim is stunned. He still has 3 wounds, but is not Incapacitated. He is Shaken and suffers a temporary impairment as well. Roll 2d6 on the Injury Table in the Savage Worlds rulebook. The effects are short-term and cease when combat ends.

Success: The victim is unconscious. He regains consciousness with a successful Healing roll or after an hour has passed. Roll 2d6 on the Injury Table. The effects last until all wounds are healed.

Failure: The victim is unconscious. He regains consciousness with a Healing roll at –2 (one roll only) or after 2d6 hours have passed. Roll 2d6 on the Injury Table. The effects go away when all wounds are healed. With nonlethal damage, treat this as a Success except the hero is unconscious for 1d4 hours.

Critical Failure: The victim is in a coma. He regains consciousness with a Healing roll at –4 (one roll only) or after 1d6 days have passed. Roll 2d6 on the Injury Table. The effects go away when all wounds are healed. With nonlethal damage, treat this as a Success except the hero is unconscious for 2d6 hours.

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Heroic Survival

Daring Adventure Tales LordMisha