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All Trait tests and damage rolls in Savage Worlds are open-ended. That means that when you roll the highest number possible on a die (a 6 on a d6, an 8 on a d8, and so on), you get to roll that die again and add it to the total. This is called an</description>
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At the end of each game session (usually 4-6 hours of gaming), the GM awards 1 to 3 Experience Points to everyone in the group, based on these guidelines.

	*  Experience Awards
	*  Ranks
	*  Advances
	*  Starting With Experience Characters
	*  Replacement Characters
	*  Legendary Characters

Savage Worlds Deluxe Edition p. 47</description>
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Every 5 points accumulated grants a hero an Advance. An Advance lets a character do one of the following:

Spending Advances

Savage Worlds Deluxe Edition p. 47</description>
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A character who spends a full round aiming (no movement allowed) may add +2 to his Shooting or Throwing roll in the following round versus whatever he aimed at (a person, vehicle, etc.). Aiming for multiple rounds has no extra effect.

Savage Worlds Deluxe Edition p. 79</description>
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The damage of an attack is compared to the victim's Toughness just like a Trait roll (though it isn't one so you can't spend a Benny on it). With a success, the victim is Shaken. For each raise over his Toughness he suffers a wound as well, as shown below:

Success</description>
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The creature is native to the water. It is a natural swimmer and cannot drown. While in the water, its Pace is generally equal to its Swimming skill, but some creatures (usually fish) may have much higher movement rates.

Savage Worlds Deluxe Edition p. 152</description>
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 Arcane Skill  Spellcasting (Smarts)  Starting Power Points  10  Starting Powers  3 
Magicians range from powerful wizards to vile cultists. They draw on raw supernatural energy to fuel their eldritch fires. This energy often infuses the worlds in which they live, and is drawn forth with elaborate rituals, words of power, runes, or perhaps even dark sacrifices.</description>
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 Arcane Skill  Faith (Spirit)  Starting Power Points  10  Starting Powers  2 
Those who draw on miracles are priestly types or holy champions. Their power comes from a divine presence of some sort, including gods, nature, or spirits. Their powers are usually invoked with a few words of prayer or by performing established rituals.</description>
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 Arcane Skill  Psionics (Smarts)  Starting Power Points  10  Starting Powers  3 
Psionicists have discovered how to tap into their own psychic powers. They can manipulate matter, create fire, or control their own bodies with but a thought.</description>
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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:arcane-background-super-powers</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:arcane-background-super-powers&amp;rev=1615436566&amp;do=diff</link>
        <description>Arcane Background (Super Powers)
 Arcane Skill  Special (None)  Starting Power Points  20  Starting Powers  1 
Characters with super powers gain their abilities through strange circumstances, such as being bitten by irradiated creatures, exposure to strange chemicals, or perhaps by finding alien artifacts. This particular level of power is intended for relatively low-level</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:arcane-background-weird-science&amp;rev=1615436600&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-10T23:23:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:arcane-background-weird-science</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:arcane-background-weird-science&amp;rev=1615436600&amp;do=diff</link>
        <description>Arcane Background (Weird Science)
 Arcane Skill  Weird Science (Smarts)  Starting Power Points  10 (but see below)  Starting Powers  1 
Weird Science is the creation of strange and powerful devices. It differs from regular science in that some element of the arcane is involved. Maybe it's just generic</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:arcane-backgrounds&amp;rev=1615436638&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-10T23:23:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:arcane-backgrounds</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:arcane-backgrounds&amp;rev=1615436638&amp;do=diff</link>
        <description>Arcane Backgrounds

Below are the five different types of Arcane Backgrounds. Each type describes the Arcane Skill a character with that background uses, his starting Power Points, the number of powers he starts play with, and any potential drawbacks to the power (such as Backlash or Malfunctions).</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:29:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:area-effect-attacks</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:area-effect-attacks&amp;rev=1615692572&amp;do=diff</link>
        <description>Area Effect Attacks

Grenades, spell effects, and other attacks that cover a large area are “area effect attacks.” The three most common size attacks have been made into Small, Medium, and Large Burst Templates, found on page 180 and on our website.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:armor-fitting&amp;rev=1615761360&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:36:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:armor-fitting</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:armor-fitting&amp;rev=1615761360&amp;do=diff</link>
        <description>Armor, Fitting</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:armor-gear&amp;rev=1615761333&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:35:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:armor-gear</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:armor-gear&amp;rev=1615761333&amp;do=diff</link>
        <description>Armor, Gear</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:armor-piercing&amp;rev=1615690215&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T21:50:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:armor-piercing</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:armor-piercing&amp;rev=1615690215&amp;do=diff</link>
        <description>Armor Piercing

The weapon or round ignores this many points of Armor. A weapon with an AP value of 4, for instance, ignores 4 points of Armor. Excess AP is simply lost.

Savage Worlds Deluxe Edition p. 54</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:armor-unfitted&amp;rev=1615761383&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:36:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:armor-unfitted</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:armor-unfitted&amp;rev=1615761383&amp;do=diff</link>
        <description>Armor, Unfitted</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T00:42:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:armor</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:armor&amp;rev=1615441364&amp;do=diff</link>
        <description>Armor

This is the amount of Armor provided by the equipment, which is added to the wearer's Toughness when the covered location is hit in combat. A character who wears multiple layers of armor only gains the highest bonus--they do not stack. Note that unless an attacker states otherwise, hits are always directed at the victim's torso.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T12:52:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:attributes</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:attributes&amp;rev=1615657940&amp;do=diff</link>
        <description>Attributes

Every character starts with a d4 in each attribute, and has 5 points with which to raise them. Raising a d4 to a d6, for example, costs 1 point. You're free to spend these points however you want with one exception: no attribute may be raised above a d12.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:auto&amp;rev=1615691154&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:05:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:auto</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:auto&amp;rev=1615691154&amp;do=diff</link>
        <description>Auto

This full-auto weapon may fire in automatic (single shot) mode.

Savage Worlds Deluxe Edition p. 54</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:awarding-bennies&amp;rev=1615441607&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T00:46:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:awarding-bennies</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:awarding-bennies&amp;rev=1615441607&amp;do=diff</link>
        <description>Bennies, Awarding

Experience is very limited--we encourage you to give out two points just about every game session. Bennies are much more flexible, and allow you to reward creative players on the spot for their actions.

You should hand out a Benny anytime a player does something particularly clever, finds a very important clue, or generally advances the plot. You should also hand out Bennies for great roleplaying, particularly as it concerns their Hindrances. If a Loyal character jeopardizes …</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:33:10+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:background-edges</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:background-edges&amp;rev=1615609990&amp;do=diff</link>
        <description>Background Edges

These Edges are hereditary and background advantages or learned responses that develop in a character after prolonged training or exposure to certain events.

Players can choose these Edges after character creation but the Game Master might require a little more rationalization. An individual might choose the</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:bennies&amp;rev=1615609554&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:25:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:bennies</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:bennies&amp;rev=1615609554&amp;do=diff</link>
        <description>Bennies

Every now and then the dice may not work for you. That's why Savage Worlds gives you, the player, a little control over your hero's fate.

Every player starts each game session with three “Bennies” (American slang for “benefits”), represented by gaming stones or other tokens that signify a little bit of good luck or fate. The Game Master may also give you more Bennies for great roleplaying, overcoming major obstacles, or even entertaining everyone with an outlandish action, side-splitti…</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:bleeding-out&amp;rev=1615441665&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T00:47:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:bleeding-out</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:bleeding-out&amp;rev=1615441665&amp;do=diff</link>
        <description>Bleeding Out

The injured character must make a Vigor roll at the start of each round after the one in which he was injured and before Action Cards are dealt:

	*  Success: The victim must roll again next round, or every minute thereafter if not in combat.
	*</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:burrowing&amp;rev=1615676896&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T18:08:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:burrowing</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:burrowing&amp;rev=1615676896&amp;do=diff</link>
        <description>Burrowing

From massive worms to sand-dwelling humanoids, many creatures are able to burrow beneath the earth and move within it. These creatures can tunnel underground and reappear elsewhere for devastating surprise attacks against their foes. The distance a creature can burrow in a turn is written immediately after its Burrow ability. A burrowing creature may tunnel on its action, and may erupt from the ground at any point within its burrowing</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:caliber&amp;rev=1615691226&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:07:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:caliber</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:caliber&amp;rev=1615691226&amp;do=diff</link>
        <description>Caliber

The number listed in parentheses after firearms is the caliber of bullet it fires. Use this when figuring ammunition costs or trying to figure out if the ammo from one weapon fits in another.

Savage Worlds Deluxe Edition p. 54</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-attributes&amp;rev=1615660559&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T13:35:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:character-creation-attributes</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-attributes&amp;rev=1615660559&amp;do=diff</link>
        <description>Character Creation, Attributes

Every character starts with a d4 in each attribute, and has 5 points with which to raise them. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you want with one exception: no attribute may be raised above a d12.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-background&amp;rev=1615662112&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T14:01:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:character-creation-background</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-background&amp;rev=1615662112&amp;do=diff</link>
        <description>Character Creation, Background Details

Finish your character by filling in any history or background you care to. Ask yourself why your hero is where she is and what her goals are. Or you can just start playing and fill in these details as they become important.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-derived-statistics&amp;rev=1615660985&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T13:43:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:character-creation-derived-statistics</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-derived-statistics&amp;rev=1615660985&amp;do=diff</link>
        <description>Character Creation, Derived Statistics

Your character sheet contains a few other statistics you need to fill in, described below.

	*  Charisma
	*  Pace
	*  Parry
	*  Toughness

Savage Worlds Deluxe Edition p. 16</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-edges-and-hindrances&amp;rev=1615661934&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T13:58:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:character-creation-edges-and-hindrances</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-edges-and-hindrances&amp;rev=1615661934&amp;do=diff</link>
        <description>Character Creation, Edges &amp; Hindrances

Great heroes are far more than a collection of skills and attributes. It's their unique gifts, special powers, and tragic flaws that truly make them interesting characters.

Characters can take Edges by balancing them out with</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-gear&amp;rev=1615661313&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T13:48:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:character-creation-gear</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-gear&amp;rev=1615661313&amp;do=diff</link>
        <description>Character Creation, Gear

Next you need to purchase equipment. Some settings may provide your hero with all the gear he needs. In others, you may be assigned a certain amount of money with which to purchase your starting gear. A list of some common gear and weapons can be found in Chapter Two.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-race&amp;rev=1615660453&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T13:34:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:character-creation-race</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-race&amp;rev=1615660453&amp;do=diff</link>
        <description>Race

Humans are the most common characters, but some settings may feature bizarre aliens, graceful elves, or other exotic races--some examples of which you'll find on page 20. You can choose to play any race available in your particular setting.

	*  Humans are the standard race in Savage Worlds, and start play with one free</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-skills&amp;rev=1615660849&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T13:40:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:character-creation-skills</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-skills&amp;rev=1615660849&amp;do=diff</link>
        <description>Character Creation, Skills

Skills are learned abilities such as Shooting, Fighting, scientific knowledge, professional aptitudes, and so on. These are very general descriptions which cover all related aspects. Shooting, for example, covers all types of guns, bows, rocket launchers, and other ranged weapons.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-summary&amp;rev=1615662270&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T14:04:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:character-creation-summary</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-summary&amp;rev=1615662270&amp;do=diff</link>
        <description>Character Creation, Summary

	*  Race
		*  Choose any race available in your setting.

	*  Traits
		*  Your hero starts with a d4 in each attribute, and has 5 points with which to raise them. Raising an attribute a die type costs 1 point.
		*  You have 15 points for skills. Each die type in a skill costs 1 point up to the linked</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-traits&amp;rev=1615660313&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T13:31:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:character-creation-traits</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation-traits&amp;rev=1615660313&amp;do=diff</link>
        <description>Character Creation, Traits

Characters are defined by attributes and skills, collectively called “Traits,” and both work in exactly the same way. Attributes and skills are ranked by die types, from a d4 to a d12, with d6 being the average for adult humans. Higher is better!</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation&amp;rev=1615662319&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T14:05:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:character-creation</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:character-creation&amp;rev=1615662319&amp;do=diff</link>
        <description>Character Creation

Great heroes are more than a collection of statistics and numbers, but in a game system this is certainly where they begin. To make your hero, download a Savage Worlds character sheet from our website (&lt;https://www.peginc.com&gt;) or copy the one found at the back of this book and follow the steps below.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chase-attack-complications&amp;rev=1615669973&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T16:12:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:chase-attack-complications</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chase-attack-complications&amp;rev=1615669973&amp;do=diff</link>
        <description>Chases, Complications

If a character's Action Card is a Club, he faces some sort of Complication on his action. Check the Complications Table.

Players who rolled high enough to get multiple cards may choose to take a lower card to avoid a Complication. After the Complication is dealt with, the character may continue his action as usual</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chase-attack-shaken&amp;rev=1615479206&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:13:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:chase-attack-shaken</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chase-attack-shaken&amp;rev=1615479206&amp;do=diff</link>
        <description>Chases, Shaken Characters

If a character driving or piloting a vehicle is Shaken, he must make an Out of Control roll (see page 115). If the vehicle suffers damage, calculate it at half the vehicle's Top Speed (see page 113).

Characters who are Shaken at the start of a turn make their maneuvering Trait roll at -2. They attempt to become un-Shaken on their Action Card as usual.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chase-attacks-force&amp;rev=1615478875&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:07:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:chase-attacks-force</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chase-attacks-force&amp;rev=1615478875&amp;do=diff</link>
        <description>Chases, Forcing An Opponent

A driver with advantage may attempt to distract or even ram another vehicle in the chase as a normal action. The “trappings” may vary, but it is treated as an opposed maneuvering Trait roll modified by range. (Cooperative rolls may be allowed as usual.) On a success, the target suffers a -2 to his next maneuvering Trait roll. On a raise, the target is affected as if they hit an obstacle (</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chase-attacks-groups&amp;rev=1615478973&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:09:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:chase-attacks-groups</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chase-attacks-groups&amp;rev=1615478973&amp;do=diff</link>
        <description>Chases, Groups Attacking

Extras roll as distinct groups and act on the same Action Card as usual. Divide each group's attacks up proportionately among the opposition, losing attacks against heroes who have Advantage over them. For example, nine wolves act on Seven and there are five player characters, so each hero is assigned two wolves. Any heroes who have higher cards than the wolves aren't attacked that round. (This keeps characters with low cards from getting attacked by every enemy in the …</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:06:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:chase-attacks</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chase-attacks&amp;rev=1615478810&amp;do=diff</link>
        <description>Chases, Attacks

Characters act on their Action Card as usual. Since distance is abstract, the value of their Action Card determines any penalties to the roll due to Range and whether or not a melee attack is possible (in chases where it’s even a possibility).

A character must have Advantage (an equal or higher Action Card) than his target to attack it. A character with an Action Card of 7, for example, can only attack targets with Action Cards of 7 or lower. A target with a higher card has out…</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chase-modifiers&amp;rev=1615669940&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T16:12:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:chase-modifiers</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chase-modifiers&amp;rev=1615669940&amp;do=diff</link>
        <description>Chases, Modifiers

Advantage: A character with a higher card than a foe is said to have “advantage” over him. This is abstract so it may mean the character is ahead, behind, or even parallel to his foe. The important thing is that he has somehow maneuvered in such a way as to gain a superior position, and can bring his weapons to bear (if he has any and is inclined to use them).</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chases-cards&amp;rev=1615669967&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T16:12:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:chases-cards</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chases-cards&amp;rev=1615669967&amp;do=diff</link>
        <description>Chases, Cards

Rather than dealing Action Card as usual, have everyone roll the appropriate “maneuvering Trait” as listed below:

	*  Agility: Foot chase
	*  Boating: Watercraft
	*  Driving: Vehicular chase
	*  Piloting: Air or spacecraft
	*  Riding</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chases-length&amp;rev=1615669935&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T16:12:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:chases-length</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chases-length&amp;rev=1615669935&amp;do=diff</link>
        <description>Chases, Length

First determine the length of the Chase:

	*  Standard: Five rounds, used for most chases and usually simulates less than a minute of action per turn.
	*  Extended: 10 rounds, used for long pursuits such as those that take place between ships, and may be measured in minutes, hours, or even days.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chases&amp;rev=1615675640&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T17:47:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:chases</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:chases&amp;rev=1615675640&amp;do=diff</link>
        <description>Chases

The Vehicle Rules on page 113 handle fast-paced action on the table-top. This is impractical for chases that take place over longer distances such as city streets or the open ocean, so use the Chase rules instead. It’s built for situations when the heroes must catch someone or something</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:combat-aftermath&amp;rev=1615610218&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:36:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:combat-aftermath</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:combat-aftermath&amp;rev=1615610218&amp;do=diff</link>
        <description>Combat Aftermath

It's often important to know what happens to Extras who were Incapacitated during a fight. This creates interesting choices for the players after battle as they must decide what to do with their wounded companions and living captives. Do they leave their men behind? Do they slaughter their foes? These situations should present your group with chances to roleplay their characters, and challenges to their overall plans as they have to deal with prisoners or walking wounded.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:combat-edges&amp;rev=1615610002&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:33:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:combat-edges</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:combat-edges&amp;rev=1615610002&amp;do=diff</link>
        <description>Combat Edges

These Edges are designed to help your hero dish out terrible damage--or survive it--in the bloody battles of Savage Worlds.



Savage Worlds Deluxe Edition p. 36</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:common-knowledge&amp;rev=1615484483&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T12:41:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:common-knowledge</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:common-knowledge&amp;rev=1615484483&amp;do=diff</link>
        <description>Knowledge (Common)

Characters don't need a Knowledge skill to know something about a particular field. Basic information should be covered by Common Knowledge assuming it makes sense within a character's background. A mercenary with a penchant for reading or a young history student, for example, doesn't necessarily need</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:construct&amp;rev=1615675089&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T17:38:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:construct</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:construct&amp;rev=1615675089&amp;do=diff</link>
        <description>Construct

Robots, golems, and other animated objects are collectively called “constructs.” Some are sentient beings while others are mere automatons following the will of a hidden master.

Whatever their origin or material, such beings have several inherent advantages over creatures of flesh and blood:</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:cost&amp;rev=1615691347&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:09:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:cost</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:cost&amp;rev=1615691347&amp;do=diff</link>
        <description>Cost

Equipment prices are relative both to the starting funds of $500 and to their tech level, so a Springfield musket doesn't really cost $250 in 1862. That's just the “worth” of the weapon relative to the tech level and the typical setting it's intended for. Remember that when comparing the $150 musket to the $150 AK47</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:covering-grenades&amp;rev=1615692803&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:33:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:covering-grenades</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:covering-grenades&amp;rev=1615692803&amp;do=diff</link>
        <description>Covering Grenades</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:damage-weapon&amp;rev=1615691546&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:12:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:damage-weapon</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:damage-weapon&amp;rev=1615691546&amp;do=diff</link>
        <description>Damage, Weapon</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:double-taps&amp;rev=1615760047&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:14:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:double-taps</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:double-taps&amp;rev=1615760047&amp;do=diff</link>
        <description>Double Taps

A character with a semi-automatic weapon (such as a Colt .45, an M1 Carbine, or even an M16) can fire two shots in one action by “double-tapping.” Double tapping is a single Shooting roll that gives the user +1 to hit and damage but expends two rounds of ammunition.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:edges-and-hindrances&amp;rev=1615479749&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:22:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:edges-and-hindrances</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:edges-and-hindrances&amp;rev=1615479749&amp;do=diff</link>
        <description>Edges &amp; Hindrances

Great heroes are far more than a collection of skills and attributes. It's their unique gifts, special powers, and tragic flaws that truly make them interesting characters.

Characters can take Edges by balancing them out with Hindrances. You'll find a complete list of</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:edges&amp;rev=1615609816&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:30:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:edges</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:edges&amp;rev=1615609816&amp;do=diff</link>
        <description>Edges

Below is a list of Edges common to most settings. You'll find more Edges in official Savage Worlds setting books as well. The Edges are grouped by type to help during character creation. Unless an Edge specifically says otherwise, it may only be selected once.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:encumbrance&amp;rev=1615760946&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:29:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:encumbrance</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:encumbrance&amp;rev=1615760946&amp;do=diff</link>
        <description>Encumbrance

In general, you shouldn't worry about Encumbrance. Characters will usually carry no more than their characters think they actually need. But occasionally it may become dramatically important--such as during a chase or when attempting to lug a heavy treasure away from a roaring dragon! When that occurs, use the guidelines below.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:experienced-characters&amp;rev=1615655931&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T12:18:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:experienced-characters</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:experienced-characters&amp;rev=1615655931&amp;do=diff</link>
        <description>Experienced Characters

If the GM lets you make a character who has already earned some experience, simply make a character as usual and then grant her that many Advances. A Veteran character, for example, has 40 Experience Points, so you would make a normal character and grant her eight</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-bumps-and-bruises&amp;rev=1615478506&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:01:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-bumps-and-bruises</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-bumps-and-bruises&amp;rev=1615478506&amp;do=diff</link>
        <description>Bumps and Bruises

Characters who suffer minor but troubling injuries, such as stumbling down a slope or running through a cavern in the dark, can suffer from Fatigue rather than suffering actual wounds. This is the hazard to use when characters should be beat up a bit but not truly wounded.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-cold&amp;rev=1615479341&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:15:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-cold</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-cold&amp;rev=1615479341&amp;do=diff</link>
        <description>Cold

Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a character as quickly as blazing deserts. Every four hours spent in weather below freezing (32° F), a character must make a Vigor roll. Failure means the victim gains a</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-disease-contracting&amp;rev=1615479565&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:19:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-disease-contracting</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-disease-contracting&amp;rev=1615479565&amp;do=diff</link>
        <description>Contracting Diseases

Diseases may be acquired in one of the following ways:

	*  Airborne: The toxin is in the air. If a character is aware of the toxin he can hold his breath for a number of rounds equal to 2 plus his Vigor die, or half that if he wasn’t prepared. After that he must breathe and automatically contracts the disease. If the victim is surprised by the release of the disease (such as a creature with exploding spores), he must make a</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-disease-types&amp;rev=1615479648&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:20:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-disease-types</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-disease-types&amp;rev=1615479648&amp;do=diff</link>
        <description>Disease Types

	*  Long-Term Chronic, Majorly Debilitating: These diseases cause constant irritation and exhaustion and eventually end in death. Leprosy, untreated tuberculosis, and similar fatal diseases fall into this category. Victims have frequent spasms and coughing fits and so are always</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-disease&amp;rev=1615479620&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:20:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-disease</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-disease&amp;rev=1615479620&amp;do=diff</link>
        <description>Disease

Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or death. To handle such a diverse range of diseases, we’ve broken them down into those most likely to come into play in a typical game or campaign session. If you’re trying to model a specific disease, you'll want to adjust the rules to better reflect that illness’ symptoms.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-drowning&amp;rev=1615479691&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:21:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-drowning</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-drowning&amp;rev=1615479691&amp;do=diff</link>
        <description>Drowning

Water is deadly to those who aren’t prepared for it. Here are some standard water hazards and how often a character must make a Swimming roll, with each failure adding a Fatigue level.

	*  A character with at least a d4 in Swimming does not have to roll when in calm water.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-falling&amp;rev=1615479803&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:23:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-falling</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-falling&amp;rev=1615479803&amp;do=diff</link>
        <description>Falling

Falling damage is 1d6+1 per 10 feet fallen (round up), to a maximum of 10d6+10. If you're playing on the table-top, treat every 2“ as 10' for simplicity.

Snow: Particularly soft ground, such as deep snow, acts as a cushion. Every foot of soft snow reduces damage by one point.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-fire&amp;rev=1615480109&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:28:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-fire</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-fire&amp;rev=1615480109&amp;do=diff</link>
        <description>Fire

Even giants impervious to the puny weapons of sword-slingers are often afraid of flame and fire. Roll the damage listed below when a character is first burned and at the beginning of each round until he is free of the flame. Only sealed, fireproof armor adds to a character's</description>
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        <dc:date>2021-03-11T12:34:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-heat</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-heat&amp;rev=1615484068&amp;do=diff</link>
        <description>Heat

Intense heat, typically that over 90 degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious characters can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently.</description>
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        <dc:date>2021-03-11T12:36:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-hunger</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-hunger&amp;rev=1615484213&amp;do=diff</link>
        <description>Hunger

Humans need approximately one pound of food every 24 hours. If sufficient sustenance isn't available, a character begins to suffer from severe hunger.

Starting the first day after the meal was missed, the character must make a Vigor roll. Subtract 2 if the hero has less than half the required amount of food. Failure means the character gains a</description>
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        <dc:date>2021-03-11T19:37:52+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-poison</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-poison&amp;rev=1615509472&amp;do=diff</link>
        <description>Poison

Poisons can be delivered many ways. If ingested, its effects occur automatically. If a victim is Shaken or wounded by a bite or weapon coated in poison, he must make an immediate Vigor roll against the type of poison listed on the Poison Effects Table below. If the poison has a modifier associated with it (such as Venomous [-2]), the victim's</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T19:42:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-radiation</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-radiation&amp;rev=1615509745&amp;do=diff</link>
        <description>Radiation

Characters in a radioactive environment must make a Vigor roll every hour spent in low radiation, and every minute in high radiation. Each failure results in a Fatigue level.

	*  Recovery: Fatigue from radiation fades at the rate of one level every 24 hours, or half that if the victim can shower or scrub away lingering dust and other contaminants.</description>
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        <dc:date>2021-03-11T19:55:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-sleep</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-sleep&amp;rev=1615510529&amp;do=diff</link>
        <description>Sleep

Most people need a minimum of six hours sleep out of every 24. A character who goes without this amount of sleep must make a Vigor roll at a cumulative -2 every 12 hours thereafter (maximum penalty of -6). A large amount of coffee, soda, or other stimulant adds +2 to the roll.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:03:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue-thirst</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue-thirst&amp;rev=1615510984&amp;do=diff</link>
        <description>Thirst

An average-sized man requires two quarts of water a day. This requirement is doubled in both very dry conditions (such as the desert) or areas of high humidity (the jungle) as the character perspires constantly and begins to dehydrate.

If enough water isn't available, the hero begins to suffer from dehydration. Starting the first day after the water runs out, he must make a</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:24:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fatigue</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fatigue&amp;rev=1615479893&amp;do=diff</link>
        <description>Fatigue

Some hazards cause direct damage, but most cause Fatigue--stress or weakness that makes a victim less effective and can eventually lead to Incapacitation or even death.

A character who falls victim to Fatigue passes through several declining states before finally succumbing to his stress. Each of these states and the penalties they incur are described below.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fear-becoming-jaded&amp;rev=1615441463&amp;do=diff">
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        <dc:date>2021-03-11T00:44:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fear-becoming-jaded</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fear-becoming-jaded&amp;rev=1615441463&amp;do=diff</link>
        <description>Becoming Jaded

After encountering a particular type of creature, the character shouldn't have to make Fear checks every time he sees another one in that particular scenario. If the party clears out a dungeon full of zombies, for example, they should only have to roll the first time they encounter them</description>
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        <dc:date>2021-03-12T23:19:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fear</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fear&amp;rev=1615609188&amp;do=diff</link>
        <description>Fear

Certain creatures and horrific scenes may challenge a character's resolve and cause them to make a Fear check (a Spirit roll) when they see them. A success on the Spirit roll means the character manages to overcome the situation and carry on. A failed Fear roll depends on whether the cause of the roll was grotesque or terrifying in nature.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:firing-blind&amp;rev=1615695276&amp;do=diff">
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        <dc:date>2021-03-13T23:14:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:firing-blind</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:firing-blind&amp;rev=1615695276&amp;do=diff</link>
        <description>Firing Blind

Sometimes a character may want to fire at targets they have no fix on whatsoever. In these cases, allow the attacker to make a Shooting roll at -4 as above. Should he hit, the target may make a simple Stealth roll to ignore the attack (it misses).  The</description>
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        <dc:date>2021-03-14T18:37:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:fitting-armor</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:fitting-armor&amp;rev=1615761443&amp;do=diff</link>
        <description>Fitting Armor</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:flight&amp;rev=1615675685&amp;do=diff">
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        <dc:date>2021-03-13T17:48:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:flight</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:flight&amp;rev=1615675685&amp;do=diff</link>
        <description>Flight

The creature can fly at the listed Pace and ignores the effects of difficult ground. The flyer also has a Climb score that reflects its in-air maneuverability. The number is entirely relative and is mostly used for Chases to determine if the beast is more maneuverable than its foes (</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:gear-armor&amp;rev=1615761303&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:35:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:gear-armor</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:gear-armor&amp;rev=1615761303&amp;do=diff</link>
        <description>Gear, Armor

Note that the weights listed for most large suits of armor such as hauberks, plate, and power armor, are figured for their “distributed” weight. This assumes the armor is properly fitted, which takes a Knowledge (Armorsmithing) roll, some basic tools, and 1d6 hours. If armor is not properly fitted (such as when wearing armor taken from a foe), the weight is typically doubled.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:grenades&amp;rev=1615692840&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:34:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:grenades</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:grenades&amp;rev=1615692840&amp;do=diff</link>
        <description>Grenades

A character within the burst radius has two additional options. To pick up and throw the grenade before it goes off, he must make an Agility roll at -4 (or -2 if he was on Hold). Failure means it goes off and he takes an additional die of damage.

Covering Grenades</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:group-rolls&amp;rev=1617077310&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-30T00:08:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:group-rolls</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:group-rolls&amp;rev=1617077310&amp;do=diff</link>
        <description>Group Rolls

When you want to make a noncombat Trait roll for a group of Extras, roll one Trait die as usual along with a Wild Die. Take the better of the two as always and treat this as the group's total. This way you get a nice average without having to make individual</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:group-stealth&amp;rev=1617077439&amp;do=diff">
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        <dc:date>2021-03-30T00:10:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:group-stealth</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:group-stealth&amp;rev=1617077439&amp;do=diff</link>
        <description>Group Stealth</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:guts&amp;rev=1615480205&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:30:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:guts</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:guts&amp;rev=1615480205&amp;do=diff</link>
        <description>Guts

Where did the Guts skill go? We removed it. It's important to some settings (and you'll find it as a Setting Rule when it is), but rare in others. Where it's rare, however, even a mighty barbarian has to spend valuable skill points to prove his mettle with the</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:21:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:he</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:he&amp;rev=1615692103&amp;do=diff</link>
        <description>HE (High Explosive)</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T18:59:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:healing</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:healing&amp;rev=1615679940&amp;do=diff</link>
        <description>Healing

The Healing skill can be used to treat any wound suffered within the last hour. Each attempt takes 10 minutes.

A character may only attempt to heal fresh wounds on a given patient once within the hour they were sustained. A different character may attempt a</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:15:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:heavy-weapon</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:heavy-weapon&amp;rev=1615691734&amp;do=diff</link>
        <description>Heavy Weapon

The weapon can affect vehicles or other devices with Heavy Armor.

Savage Worlds Deluxe Edition p. 54</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:heavy_armor&amp;rev=1615691844&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:17:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:heavy_armor</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:heavy_armor&amp;rev=1615691844&amp;do=diff</link>
        <description>Heavy Armor

Only weapons marked as Heavy Weapons can hurt this vehicle, regardless of the damage roll. This keeps a really lucky pistol shot from destroying a tank. Vehicles with Heavy Armor halve damage they take from colliding with other obstacles (including vehicles) that don't have Heavy Armor.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:21:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:high-explosive</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:high-explosive&amp;rev=1615692076&amp;do=diff</link>
        <description>High Explosive

High explosive rounds use a burst template, the size of which is noted in the weapon or ammunition's notes. See the rules for Area of Effect attacks in Chapter Three.

Savage Worlds Deluxe Edition p. 54</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:hindrances&amp;rev=1615658044&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T12:54:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:hindrances</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:hindrances&amp;rev=1615658044&amp;do=diff</link>
        <description>Hindrances

Hindrances are character flaws and physical handicaps that occasionally make life a little tougher for your hero. Some Hindrances are more or less subjective (such as Overconfident). They're there to help you roleplay your character, and might even net you more</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:hold&amp;rev=1615783189&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-15T00:39:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:hold</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:hold&amp;rev=1615783189&amp;do=diff</link>
        <description>Hold

A hero may choose to wait and see what happens by taking a Hold action. He may then go later in the round if he chooses. A Held action lasts until it's used. If a character has a Held card when a new round starts, he's not dealt in.

If a character is</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:17:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:hw</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:hw&amp;rev=1615691877&amp;do=diff</link>
        <description>HW (Heavy Weapon)</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T12:38:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:improvised-weapons</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:improvised-weapons&amp;rev=1615484287&amp;do=diff</link>
        <description>Improvised Weapons

Heroes often find themselves fighting with objects that aren't intended for use as weapons. Torches, vases, chairs, tankards, bottles, tools, and other mundane items are frequently pressed into service in combat. And sometimes characters find themselves using existing weapons in improvised ways, defending with a ranged weapon in melee or trying to throw a hand weapon not designed to be thrown.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:incapacitation&amp;rev=1615609886&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:31:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:incapacitation</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:incapacitation&amp;rev=1615609886&amp;do=diff</link>
        <description>Incapacitation

Incapacitated characters aren't necessarily dead, but are generally too beaten, battered, or bruised to do anything useful. They may not perform actions and are not dealt Action Cards in combat. Incapacitated Extras are removed from play.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:infravision&amp;rev=1615678400&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T18:33:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:infravision</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:infravision&amp;rev=1615678400&amp;do=diff</link>
        <description>Infravision

Nocturnal beasts often see in the infrared spectrum--meaning they can “see” by detecting heat. Creatures with Infravision halve penalties (round down) for bad lighting when attacking living targets.

Clever characters may figure out ways to mask their heat from such creatures. Smearing cold mud over one's body or wearing special heat-filtering suits generally obscures the target from those with Infravision. Creatures with Infravision almost always have normal sight as well.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:innocent-bystanders&amp;rev=1615484398&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T12:39:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:innocent-bystanders</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:innocent-bystanders&amp;rev=1615484398&amp;do=diff</link>
        <description>Innocent Bystanders

When an attacker misses a Shooting or Throwing roll, it may sometimes be important to see if any other targets in the line of fire were hit. The GM should only use this rule when it's dramatically appropriate--not for every missed shot in a hail of gunfire.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:interrupting-actions&amp;rev=1615783524&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-15T00:45:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:interrupting-actions</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:interrupting-actions&amp;rev=1615783524&amp;do=diff</link>
        <description>Interrupting Actions</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:knowledge-languages&amp;rev=1615484531&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T12:42:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:knowledge-languages</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:knowledge-languages&amp;rev=1615484531&amp;do=diff</link>
        <description>Languages

Knowledge can also be used to reflect knowing a language other than one's own. The higher the level, the better the character can speak and mimic regional dialects, as shown below.

In settings where inhabitants typically speak many languages, see the Languages Setting Rule on page 109.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:lankhmar-selling-goods&amp;rev=1615510220&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T19:50:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:lankhmar-selling-goods</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:lankhmar-selling-goods&amp;rev=1615510220&amp;do=diff</link>
        <description>Selling Goods (Lankhmar)

Adventurers often come into a fair amount of ill-gotten goods. Selling one or two items can sometimes can be sold at near full-price if the right buyer can be found, but no merchant pays full price. Selling large quantities of items requires finding a fence or black market dealer to purchase the goods at a discount.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:leadership-edges&amp;rev=1615610024&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:33:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:leadership-edges</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:leadership-edges&amp;rev=1615610024&amp;do=diff</link>
        <description>Leadership Edges

Leadership Edges grant bonuses to subordinates, making them more effective, reliable, or durable. These Edges apply only to a number of subordinates within 5“ (the “command radius”), and are not cumulative with the same Edge from other leaders. Subordinates may benefit from different Leadership Edges by the same or different leaders.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:legendary-characters&amp;rev=1615656110&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T12:21:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:legendary-characters</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:legendary-characters&amp;rev=1615656110&amp;do=diff</link>
        <description>Legendary Characters

Legendary characters are major forces in their worlds, and often have political power and influence as well as a host of Edges to defeat those who oppose them.

Once a hero reaches Legendary status, the rules for Advances change a bit. The character now Advances every time he accumulates 10 Experience Points instead of 5, but a world of new</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:35:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:legendary-edges</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:legendary-edges&amp;rev=1615610140&amp;do=diff</link>
        <description>Legendary Edges

Most Legendary Edges are very specific to their campaign world--such as gaining a stronghold or divine favor--but a few fit most anywhere, .



Savage Worlds Deluxe Edition p. 46</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:load-limit&amp;rev=1615760970&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:29:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:load-limit</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:load-limit&amp;rev=1615760970&amp;do=diff</link>
        <description>Load Limit</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T18:19:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:low-light-vision</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:low-light-vision&amp;rev=1615677567&amp;do=diff</link>
        <description>Low Light Vision

Many monsters, and even fantasy races such as elves and dwarves, are typically able to see in all but the blackest darkness. Low light vision ignores penalties for Dim and Dark lighting (See Stealth Modifiers, Tracking Modifiers and Attack Modifiers), allowing the creature to see in all but pitch black conditions.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T18:34:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:making-races</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:making-races&amp;rev=1615678446&amp;do=diff</link>
        <description>Making Races

The following system allows you to make new races or cultural templates like those found on the previous pages. The Game Master can use this to create pre-built races for his world, or allow players to do so if the setting allows a great number of racial variations.</description>
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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:mass-battles-aftermath</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:mass-battles-aftermath&amp;rev=1615484616&amp;do=diff</link>
        <description>Mass Battle Aftermath

When one side routs, retreats, or runs out of tokens, the battle ends and casualties are removed. Some of the troops lost in the battle can be recovered as they regroup or receive first aid.

If it's important to know how things stand after the fight, roll 1d6 for each token lost. The victor recovers a lost token on a roll of 4-6. The loser recovers a lost token on a roll of 5-6. A routed army recovers tokens only on a roll of 6.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T16:35:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:mass-battles-characters</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:mass-battles-characters&amp;rev=1615498550&amp;do=diff</link>
        <description>Mass Battles and Characters

The heroes of your campaign aren't likely to sit idly by while war rages around them. Fighters may want to charge the gates, wizards unleash fireballs into the masses, and a gallant knight may ride his trusty warhorse directly into the enemy formations. Those who want to get involved can dramatically affect the results of the battle. Have each character make a</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T16:32:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:mass-battles-example</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:mass-battles-example&amp;rev=1615498356&amp;do=diff</link>
        <description>Mass Battle Example

The Invasion of Earth

The insectoid Gorram Empire is conducting a planetary assault of Earth. The Gorram have 10 tokens that represent their massive invasion fleet and armored walkers with fiery death rays. Earth has all the world's militaries at their disposal. Given the superiority of Gorram technology and greater numbers, the GM decides the Earth Defense Force (EDF) gets 8 tokens.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T16:34:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:mass-battles-opposed-rolls</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:mass-battles-opposed-rolls&amp;rev=1615498447&amp;do=diff</link>
        <description>Mass Battle Rolls

Once the odds are determined, both sides make opposed Knowledge (Battle) rolls, modified by any of the circumstances below:

Battle Modifiers

Casualties: Each success and raise causes the other side to lose one token. Casualties are generally distributed evenly throughout the force.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:mass-battles-setup&amp;rev=1615498593&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T16:36:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:mass-battles-setup</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:mass-battles-setup&amp;rev=1615498593&amp;do=diff</link>
        <description>Mass Battle Setup

To start, give the larger or more powerful army 10 tokens. Give the opposing army a proportional number of tokens. If one army has 10,000 men, for example, and the other has 7,000, give the smaller army seven tokens.

The Game Master will need to adjust for special or elite troops, better equipment, and so on. It's not important to count every point of armor and damage point</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T16:35:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:mass-battles</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:mass-battles&amp;rev=1615498522&amp;do=diff</link>
        <description>Mass Battles

Truly savage worlds often feature wars with massive and bloody battles. The system below rewards players who not only take part in these battles, but are instrumental in gathering political support, recruiting troops, and deciding strategies that win them.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:41:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:minimum-strength</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:minimum-strength&amp;rev=1615693304&amp;do=diff</link>
        <description>Minimum Strength

A character whose Strength is lower than the weapon die can use the weapon, but there are penalties. First, the weapon die can't be higher than his Strength die. So if a scrawny kid (d4 Str) picks up a long sword (d8), he rolls 2d4 damage, not d4+d8. A brawny hero with</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:minimum-toughness&amp;rev=1615670765&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T16:26:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:minimum-toughness</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:minimum-toughness&amp;rev=1615670765&amp;do=diff</link>
        <description>Toughness, Minimum

Normal creatures have a minimum Toughness of 2 regardless of modifiers. Only insects and the like have Toughness scores of 1.

Savage Worlds Deluxe Edition p. 155</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:mounted-combat&amp;rev=1615508944&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T19:29:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:mounted-combat</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:mounted-combat&amp;rev=1615508944&amp;do=diff</link>
        <description>Mounted Combat

Characters fighting from horseback (or other strange beasts) have certain advantages and disadvantages in combat, as described below.

Mounts aren't dealt Action Cards--they act with their riders. Animals specifically noted as being trained to fight (such as warhorses) may attack any threat to their front during their riders' action. Untrained horses do not fight unless riderless, and even then usually only if cornered.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:multiple-actions&amp;rev=1615609393&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:23:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:multiple-actions</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:multiple-actions&amp;rev=1615609393&amp;do=diff</link>
        <description>Multiple Actions

Characters may perform multiple actions such as Intimidating someone while blasting away with a shotgun, running and Fighting, attacking with a weapon in each hand, and so on. Two important rules apply:

	*  A character can't fire more than his weapon's Rate of Fire in one round</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T19:31:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:multiple-languages</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:multiple-languages&amp;rev=1615509099&amp;do=diff</link>
        <description>Multiple Languages

Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T19:14:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:natural-healing</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:natural-healing&amp;rev=1615680859&amp;do=diff</link>
        <description>Natural Healing

Every five days, wounded or Incapacitated characters may make Vigor rolls. Wild Cards remove one wound level (or their Incapacitated status) with a success, or improve two steps with a raise. A critical failure on a natural healing roll increases a Wild Card's wound level by one. If the hero already has three wounds he becomes</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T19:34:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:off-hand-attacks</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:off-hand-attacks&amp;rev=1615509258&amp;do=diff</link>
        <description>Off-Hand Attacks

Characters are assumed to be right-handed unless the player decides otherwise. Actions that require precise eye-hand coordination, such as Fighting or Shooting, suffer a -2 penalty when done with the off-hand.

Savage Worlds Deluxe Edition p. 85</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:panicked&amp;rev=1615509330&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T19:35:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:panicked</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:panicked&amp;rev=1615509330&amp;do=diff</link>
        <description>Panicked

The character immediately moves his full Pace plus running die away from the danger and is Shaken.

Savage Worlds Deluxe Edition p. 186</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:parry-plus-x&amp;rev=1615693555&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:45:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:parry-plus-x</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:parry-plus-x&amp;rev=1615693555&amp;do=diff</link>
        <description>Parry +X</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:34:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:power-edges</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:power-edges&amp;rev=1615610043&amp;do=diff</link>
        <description>Power Edges

Power Edges are for those with Arcane Backgrounds. See Chapter Five for more information on each type of Arcane Background, how to use them, and the powers available.



Savage Worlds Deluxe Edition p. 41</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:professional-edges&amp;rev=1615610067&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:34:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:professional-edges</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:professional-edges&amp;rev=1615610067&amp;do=diff</link>
        <description>Professional Edges

Professional Edges are very special abilities that reflect many years of practicing a particular trade. In some cases they may also represent special blessings from higher powers as well.

These Edges help you create a character who is far more competent in his chosen field than most others. If you want to make a very effective Mad Scientist, for example, you could combine the</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:prone&amp;rev=1615678128&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T18:28:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:prone</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:prone&amp;rev=1615678128&amp;do=diff</link>
        <description>Prone

Smart heroes lie down when lead starts flying. They move, shoot, and then get prone behind cover before their action is over, forcing attackers to go on Hold to attack them. Prone gives them Medium Cover against most attacks. Ranged attacks within 3“ ignore the modifier since the target is just as exposed as if he were standing next to these characters.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:39:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:races-making</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:races-making&amp;rev=1615761584&amp;do=diff</link>
        <description>Races, Making</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:races&amp;rev=1615657709&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T12:48:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:races</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:races&amp;rev=1615657709&amp;do=diff</link>
        <description>Races

Not every hero is human. Below are sample races common to many science fiction and fantasy settings. Use them as they are or modify them to fit your particular world. Immediately after you’ll also find guidelines on how to create your own races.

Race List

Savage Worlds Deluxe Edition p. 20</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:raises&amp;rev=1615676989&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T18:09:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:raises</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:raises&amp;rev=1615676989&amp;do=diff</link>
        <description>Raises

Sometimes it's important to know just how successful a Trait test was. Every 4 points over what you need for success is called a “raise.” If your hero needs a 4 to Shoot an opponent and rolls an 11, he hits with one raise (and would have two raises with a roll of 12). Figure raises after adjusting for any modifiers.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:ranged-attacks&amp;rev=1615695182&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T23:13:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:ranged-attacks</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:ranged-attacks&amp;rev=1615695182&amp;do=diff</link>
        <description>Ranged Attacks

The Shooting skill covers everything from pistols to rocket launchers. The base TN to hit something at Short range is 4 as usual. Shots at Medium range subtract 2 from the Shooting roll, and shots at Long range subtract 4 from the roll.

	*  Bonus Damage</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:ranks&amp;rev=1615655091&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T12:04:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:ranks</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:ranks&amp;rev=1615655091&amp;do=diff</link>
        <description>Ranks

As a character gains more Experience Points, he goes up in “Rank.” This is a rough measure of how powerful the hero is. As characters progress in experience, new Ranks allow access to more powerful Edges.

Ranks Table

Savage Worlds Deluxe Edition p. 47</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T23:12:06+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:rate-of-fire</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:rate-of-fire&amp;rev=1615695126&amp;do=diff</link>
        <description>Rate of Fire

The Rate of Fire is how many Shooting dice the character rolls when firing the weapon. These additional shots must be taken at the same time, and each point of RoF grants the hero another Shooting die. A pistol with a RoF of 2, for example, gives a character two</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T23:23:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:reach</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:reach&amp;rev=1615695817&amp;do=diff</link>
        <description>Reach

Weapons with “reach” allow their user to make Fighting attacks at the listed range. A reach of 1“, for example, allows a character to strike a target 1” distant. Weapons without a reach value can only strike targets at arm's length (adjacent).</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T19:46:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:readying-weapons</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:readying-weapons&amp;rev=1615509983&amp;do=diff</link>
        <description>Readying Weapons

Drawing a weapon usually takes an entire round, but a character can do it faster if she wants. This is an action, however, and so inflicts the standard multi-action penalty of -2 to the character's attack roll.

Drawing two weapons at once, drawing a weapon from a difficult location (such as an ankle holster or inside a coat), or drawing a large or unwieldy weapon (a rifle, a shotgun, etc.), still inflicts a single –2 penalty, but requires an</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:reloading-weapons&amp;rev=1615759835&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:10:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:reloading-weapons</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:reloading-weapons&amp;rev=1615759835&amp;do=diff</link>
        <description>Reloading Weapons</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:replacement-characters&amp;rev=1615655903&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T12:18:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:replacement-characters</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:replacement-characters&amp;rev=1615655903&amp;do=diff</link>
        <description>Replacement Characters

When a character dies, his new hero begins play with one less Advance than his last.

Savage Worlds Deluxe Edition p. 47</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:rof&amp;rev=1615695054&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T23:10:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:rof</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:rof&amp;rev=1615695054&amp;do=diff</link>
        <description>RoF</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T19:48:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:running</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:running&amp;rev=1615510099&amp;do=diff</link>
        <description>Running

A character may run an additional 1d6“ during his turn if he wishes. Characters suffer a -2 penalty (the standard multi-action penalty) to all other actions made while running.

Group Running Rolls: When rolling for a group of nonplayer characters, villains, or monsters, the GM or controlling player makes a single running roll. The whole group doesn't actually have to run</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:13:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:semi-auto</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:semi-auto&amp;rev=1615760027&amp;do=diff</link>
        <description>Semi-Auto

The weapon fires on semi-auto and can take advantage of the double-tap rules (page 81).

Savage Worlds Deluxe Edition p. 55</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:shaken&amp;rev=1615510282&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T19:51:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:shaken</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:shaken&amp;rev=1615510282&amp;do=diff</link>
        <description>Shaken

If the damage of an attack is a simple success (0-3 points over Toughness), the target is Shaken. Shaken characters are rattled, distracted, or momentarily shocked. They aren't stunned but are temporarily suppressed and may hesitate.

On their action, Shaken characters must attempt to recover from being Shaken by making a</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T16:27:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:size-attack-modifiers</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:size-attack-modifiers&amp;rev=1615670822&amp;do=diff</link>
        <description>Size, Attack Modifiers

Creatures the size of rats or pixies are very difficult to hit, especially when moving. Assuming such a creature is active, attackers subtract 2 from any attack rolls directed at it.

Large creatures, at least the size of a rhino, are somewhat easier to hit. Attackers may add +2 to any attack rolls directed at Large targets. Truly Huge creatures, at least as big as a dragon, are +4 to be hit.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:size&amp;rev=1615674658&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T17:30:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:size</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:size&amp;rev=1615674658&amp;do=diff</link>
        <description>Size

A creature’s size has a lot to do with how much damage it can take, so we add a modifier to its Toughness to reflect its tremendous mass. Note that a beast's size has nothing to do with Vigor--even a mighty kraken can catch a cold or tire out.

[ Size Table (house rule) replaces Toughness Modifiers and Attack Modifiers ]

	*  Toughness Modifiers</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T19:54:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:skill-specialization</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:skill-specialization&amp;rev=1615510464&amp;do=diff</link>
        <description>Skill Specialization

Savage Worlds skills are intended to be broad, allowing characters to focus primarily on Edges for customization rather than multiple iterations of something like Fighting for edged weapons, Fighting for blunt weapons, etc.

If it's important to your setting to have more detail, a character uses his normal skill for one device of choice. When using any other variation he suffers a -2 penalty.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:18:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:skills-common-knowledge</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:skills-common-knowledge&amp;rev=1615479529&amp;do=diff</link>
        <description>Common Knowledge

Instead of asking characters to have dozens of background skills they rarely need in actual play, we use the concept of “Common Knowledge.” Your hero knows the basic history of his land, common etiquette, how to get around geographically, how to operate common machinery or equipment native to his time period and location, and who the major players in his locality are. A Common Knowledge roll is made by rolling the adventurer's</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:24:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:skills-familiarization</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:skills-familiarization&amp;rev=1615479840&amp;do=diff</link>
        <description>Familiarization

Skills are very broad for ease of play, but sometimes it's dramatically appropriate to emphasize when a character is out of his element.

When a hero finds himself using a skill in a dramatically different way than he's used to, he suffers a -2 penalty to his rolls. How long this lasts depends on the skill, but should typically be at least a few days of casual use, or a few hours of more intensive use.</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:skills-specific-knowledge&amp;rev=1615510762&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T19:59:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:skills-specific-knowledge</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:skills-specific-knowledge&amp;rev=1615510762&amp;do=diff</link>
        <description>Specific Knowledge

The Knowledge skill represents deeper specialization in a chosen subject. A dwarf with Knowledge (Stonework), for example, not only knows the dungeon was carved, but might just know what race did it and the era in which it was first excavated. He might also be able to locate stress points that can cause a cave-in! Knowledge of a particular region is also handy. In a fantasy campaign, for example, locals might know the Dread Mountains are home to vicious harpies. A hero with</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:skills&amp;rev=1615686911&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T20:55:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:skills</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:skills&amp;rev=1615686911&amp;do=diff</link>
        <description>Skills

On the following pages are skills available in most Savage Settings. Normal use of a skill--guiding a boat in and out of a dock, repairing an engine with plenty of time and the proper tools, or riding a horse across a prairie--shouldn't require a skill roll. Only when a character is under pressure to perform a task quickly, or has a significant chance of failure and can't just keep trying until he's successful, should his player be asked to roll.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:20:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:snapfire</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:snapfire&amp;rev=1615760409&amp;do=diff</link>
        <description>Snapfire Penalty

Certain weapons, such as sniper rifles, are very inaccurate if fired “from the hip” rather than using their excellent sights or scopes. If the character moves in the action he fires, he suffers a -2 penalty.

Savage Worlds Deluxe Edition p. 55</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T19:57:40+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:soak-rolls</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:soak-rolls&amp;rev=1615510660&amp;do=diff</link>
        <description>Soak Rolls

A character may spend a Benny to make a “Soak” roll, which is a Vigor check. A success and each raise reduces the number of wounds suffered from that attack by one.

If the character Soaks all of the wounds from an attack, he removes his Shaken condition too (even from a previous source). Don't count the wound modifiers he's about to suffer when making this roll.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:34:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:social-edges</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:social-edges&amp;rev=1615610087&amp;do=diff</link>
        <description>Social Edges

Getting people to do what you want is a critical skill in most any setting. These Edges help your hero do just that.



Savage Worlds Deluxe Edition p. 44</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T00:36:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:start</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:start&amp;rev=1615527403&amp;do=diff</link>
        <description>Rules

&lt;script type=&quot;text/javascript&quot;&gt; catlist_baseurl = &quot;https://harrowhawk-neptuna.com/!savage-worlds-deluxe/&quot;; catlist_basescript = &quot;doku.php&quot;; catlist_useslash = 0; catlist_userewrite = 0; catlist_sepchar = &quot;_&quot;; catlist_deaccent = 1; &lt;/script&gt;&lt;ul style=&quot;-webkit-column-count: 3; -moz-column-count: 3; column-count: 3;&quot; class=&quot;catlist_columns catlist-nslist&quot; &gt;&lt;li class=&quot;catlist-page&quot;&gt;3RB (Three Round Burst)&lt;/li&gt;&lt;li class=&quot;catlist-page&quot;&gt;Aces&lt;/li&gt;&lt;li class=&quot;catlist-page&quot;&gt;Advancement&lt;/li&gt;&lt;li class…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-30T00:11:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:stealth-for-groups</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:stealth-for-groups&amp;rev=1617077486&amp;do=diff</link>
        <description>Stealth For Groups</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:surprise&amp;rev=1615597521&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T20:05:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:surprise</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:surprise&amp;rev=1615597521&amp;do=diff</link>
        <description>Surprise

Combat often starts before everyone involved is prepared. An ambush, a sudden double-cross, or a trap might all give one side in a fight an edge over the other.

When this happens, the side that started the fight is not dealt cards but begins the fight on</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:01:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:tests-of-will</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:tests-of-will&amp;rev=1615510905&amp;do=diff</link>
        <description>Tests of Will

Intimidation and Taunt allow a character to make a “Test of Wills” attack against an opponent. In combat situations or during competitive miniature battles, Tests of Will have objective effects, as seen below. More subjective effects are determined by the Game Master in roleplaying situations.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:the-wild-die&amp;rev=1615608968&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:16:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:the-wild-die</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:the-wild-die&amp;rev=1615608968&amp;do=diff</link>
        <description>Wild Die

Extras roll a single die as described above. But Wild Cards roll an extra d6 and take the highest of their normal die or the “Wild Die” when making skill or attribute rolls. Wild Dice are rolled just like the Trait die, and can Ace as well (see above).

Critical Failure</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:three-round-bursts&amp;rev=1615690987&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:03:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:three-round-bursts</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:three-round-bursts&amp;rev=1615690987&amp;do=diff</link>
        <description>Three Round Bursts

Many modern automatic weapons, such as the M16A2, have a selector switch that allows the user to go from single shot, to burst fire, to fully-automatic as a free action. Burst fire, or a Three Round burst, gives the user +2 to hit and damage, and uses exactly three rounds of ammunition.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:tricks&amp;rev=1615511105&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:05:05+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:tricks</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:tricks&amp;rev=1615511105&amp;do=diff</link>
        <description>Tricks

Heroes often attempt fancy maneuvers or clever tricks to distract their foes and set them up for deadly follow-up attacks. This might include throwing sand in an opponent's eyes, ducking between a tall foe's legs to stab him in the back, and so on. Tricks do not include weapon feints</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:unarmed-defender&amp;rev=1615511218&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:06:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:unarmed-defender</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:unarmed-defender&amp;rev=1615511218&amp;do=diff</link>
        <description>Unarmed Defender

If one character has a melee weapon and his foe doesn't, the opponent is considered unarmed and is very likely in a world of hurt. Since he can only dodge and evade rather than parry, any armed attacker trying to hit him may add +2 to his</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:unfitted-armor&amp;rev=1615761411&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:36:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:unfitted-armor</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:unfitted-armor&amp;rev=1615761411&amp;do=diff</link>
        <description>Unfitted Armor</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:unstable-platform&amp;rev=1615511276&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:07:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:unstable-platform</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:unstable-platform&amp;rev=1615511276&amp;do=diff</link>
        <description>Unstable Platform

A character attempting to fire a ranged attack from the back of a horse or other mount, a moving vehicle, or other “unstable platform” suffers -2 to his Shooting roll.

Savage Worlds Deluxe Edition p. 87</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicle-attacks&amp;rev=1615512079&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:21:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:vehicle-attacks</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicle-attacks&amp;rev=1615512079&amp;do=diff</link>
        <description>Vehicular Attacks

Combat between vehicles and their crews works just like regular combat but with two additional modifiers.

Attack Modifiers
 Penalty  Situation  –2  Unstable Platform  –1 per 10“ of Speed  Fast Targets 
Unstable Platform: Any character on an unstable platform, including a moving vehicle, suffers a -2 penalty to any</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicle-collisions&amp;rev=1615479402&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T11:16:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:vehicle-collisions</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicle-collisions&amp;rev=1615479402&amp;do=diff</link>
        <description>Collisions

Collisions are very deadly in Savage Worlds. The damage to the vehicle and its passengers is 1d6 for every 5“ of its current speed (round normally). If a motorcycle moving at 16”” per turn hits a tree, for instance, it suffers 3d6 damage, as does its rider and anything it rams into.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicle-damage&amp;rev=1615511376&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:09:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:vehicle-damage</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicle-damage&amp;rev=1615511376&amp;do=diff</link>
        <description>Vehicle Damage

Damage that equals or exceeds the vehicle's Toughness forces the driver to make a Driving roll or go Out of Control (roll on the Out of Control Table).

Each raise on the damage roll also inflicts a “wound.” Each wound caused to the vehicle inflicts a -1 penalty to the driver's</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicle-maneuvers&amp;rev=1615511535&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:12:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:vehicle-maneuvers</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicle-maneuvers&amp;rev=1615511535&amp;do=diff</link>
        <description>Vehicle Maneuvers

Below are some common maneuvers with any penalty to the Driving roll listed in parentheses. If the maneuver is failed, move the vehicle to the point of the maneuver, then roll on the Out of Control Table to see where it actually ends up.

	*  Bootlegger Reverse</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:15:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:vehicle-movement</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicle-movement&amp;rev=1615511750&amp;do=diff</link>
        <description>Vehicle Movement

A vehicle's Acceleration value is how many inches per turn it can increase its current speed. A pickup with an Acceleration of 5, for instance, can increase its movement by 5“ every action, up to its Top Speed. A vehicle can decrease its speed by twice its Acceleration (or more in a</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicle-repairs&amp;rev=1615511840&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:17:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:vehicle-repairs</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicle-repairs&amp;rev=1615511840&amp;do=diff</link>
        <description>Vehicle Repairs

Characters may repair vehicles given sufficient time and at least some basic tools. This requires a Repair roll that takes two hours per wound the vehicle has (regardless of how many are actually repaired). Attempting to fix up a tank that has suffered two wounds, for example, takes four hours regardless of the result of the</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:19:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:vehicle-turning</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicle-turning&amp;rev=1615511983&amp;do=diff</link>
        <description>Vehicles, Turning

To perform turns when using miniatures on the table-top, use the Turning Template found at the back of this book. Simply line your vehicle up with the template and move it along the outside, as shown in the Turning diagram. Vehicles can perform tighter turns as a</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicles-losing-control&amp;rev=1615511941&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:19:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:vehicles-losing-control</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicles-losing-control&amp;rev=1615511941&amp;do=diff</link>
        <description>Vehicles, Losing Control

Failing a Driving roll causes a vehicle to go “out of control.” When this happens, roll 2d6 on the Out of Control Table. Resolve any additional movement (such as slips or flips) immediately. Anything in the way gets smashed--check out the collision rules above if that happens.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicles&amp;rev=1615511889&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:18:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:vehicles</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:vehicles&amp;rev=1615511889&amp;do=diff</link>
        <description>Vehicles

From armored combat in World War II to ship-to-ship battles on the high seas, vehicles often play a key role in the furious action of our Savage Settings. The following section contains rules for handling vehicle combat on the table-top. For more abstract</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:wall-walker&amp;rev=1615677079&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T18:11:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:wall-walker</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:wall-walker&amp;rev=1615677079&amp;do=diff</link>
        <description>Wall Walker

Some creatures have the ability to walk on walls. These creatures only make Climbing rolls in the most adverse and stressful situations--otherwise they automatically walk on vertical or inverted surfaces just as a human walks on the earth.

A Wall Walker’s</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-damage&amp;rev=1615760478&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:21:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weapon-damage</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-damage&amp;rev=1615760478&amp;do=diff</link>
        <description>Weapon, Damage

Damage is listed in terms of dice. Projectile weapons have fixed damage (such as 2d6). Melee weapons have damage based on the wielder's Strength die plus another die, as listed under individual weapon entries. A dagger, for instance, inflicts Str+1d4 damage.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-minimum-strength&amp;rev=1615693353&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-13T22:42:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weapon-minimum-strength</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-minimum-strength&amp;rev=1615693353&amp;do=diff</link>
        <description>Weapon, Minimum Strength</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-parry-modifier&amp;rev=1615760484&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:21:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weapon-parry-modifier</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-parry-modifier&amp;rev=1615760484&amp;do=diff</link>
        <description>Weapon, Parry Modifier

The weapon adds the bonus to the character's Parry score when used.

Savage Worlds Deluxe Edition p. 54</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-range&amp;rev=1615760490&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:21:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weapon-range</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-range&amp;rev=1615760490&amp;do=diff</link>
        <description>Weapon, Range

This lists the weapon's Short, Medium, and Long range. Ranges are listed in inches so that you can use a ruler to move, shoot, and fight on the table-top with miniatures. Each inch is equal to 2 yards in the real world, so that 5“ is really 10 yards, or 30 feet.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-rate-of-fire&amp;rev=1615760497&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:21:37+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weapon-rate-of-fire</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-rate-of-fire&amp;rev=1615760497&amp;do=diff</link>
        <description>Weapon, Rate of Fire

This is the maximum number of shots that may be taken by this weapon per action. Unless a weapon says otherwise, the user can fire up to the weapon's Rate of Fire (rather than its full Rate of Fire). If a single shot is taken, it uses a single round of ammunition and does not incur any recoil penalties. Two or more shots with such weapons always incurs the -2 autofire penalty.</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-reloading&amp;rev=1615760505&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:21:45+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weapon-reloading</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-reloading&amp;rev=1615760505&amp;do=diff</link>
        <description>Weapon, Reloading

Antique weapons, such as muskets and crossbows, are very slow to reload. Each weapon tells you how many actions it requires to reload, such as 1/3, which means the weapon can fire every third round if the firer does nothing but load every action. Characters can load and walk at no penalty. If the character tries to run and load, he must make an</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-semi-auto&amp;rev=1615760088&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:14:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weapon-semi-auto</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapon-semi-auto&amp;rev=1615760088&amp;do=diff</link>
        <description>Weapon, Semi-Auto</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapons-snapfire&amp;rev=1615760516&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-14T18:21:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weapons-snapfire</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weapons-snapfire&amp;rev=1615760516&amp;do=diff</link>
        <description>Weapon, Snapfire</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weird-edges&amp;rev=1615610103&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:35:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weird-edges</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weird-edges&amp;rev=1615610103&amp;do=diff</link>
        <description>Weird Edges

Weird Edges are slightly supernatural and only appropriate in games with those elements.



Savage Worlds Deluxe Edition p. 45</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weird-science-losing-devices&amp;rev=1615512203&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:23:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weird-science-losing-devices</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weird-science-losing-devices&amp;rev=1615512203&amp;do=diff</link>
        <description>Weird Science, Losing Devices

If an inventor's gizmo is taken away, lost, or destroyed, he can make another in 2d6 hours as long as he has access to a workshop and some basic components. This requires a Repair roll. A raise halves the time needed to create the device. If the original should somehow be returned, it no longer functions (the character doesn't get a</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weird-science-maintaining-powers&amp;rev=1615512238&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:23:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weird-science-maintaining-powers</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weird-science-maintaining-powers&amp;rev=1615512238&amp;do=diff</link>
        <description>Weird Science, Maintaining Powers

Because weird scientists use inventions rather than cast spells, they don't suffer any penalties for maintaining powers, but their devices still pay the maintenance costs in Power Points as usual.

Savage Worlds Deluxe Edition p. 120</description>
    </item>
    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weird-science-malfunctions&amp;rev=1615512447&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:27:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weird-science-malfunctions</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weird-science-malfunctions&amp;rev=1615512447&amp;do=diff</link>
        <description>Weird Science Malfunction

Weird science devices are never perfect technology. They often suffer from spectacular and deadly malfunctions. If a gadgeteer uses a device and rolls a 1 on the skill die used to activate the gizmo, it has malfunctioned in some way and does not work. Draw a card and consult the</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:22:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weird-science-more-power-points</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weird-science-more-power-points&amp;rev=1615512142&amp;do=diff</link>
        <description>Weird Science, Gaining Power Points

When an inventor gains more Power Points, he's assumed to tinker with his existing devices and upgrade them as well. This means all of his devices gain the additional Power Points. In effect, if an inventor has 20 Power Points, each of his devices have 20 Power Points as well.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:24:46+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weird-science-new-powers</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weird-science-new-powers&amp;rev=1615512286&amp;do=diff</link>
        <description>Weird Science, New Powers

Each time a Weird Scientist takes the New Power Edge, he has invented a new gadget. He simply chooses a power and decides what kind of gizmo it's contained in as usual. He can also repeat a power he's already taken. A mad scientist might want to create two ray-guns, for example, so that he can use one and give one to a companion.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:25:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weird-science-recharging</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weird-science-recharging&amp;rev=1615512357&amp;do=diff</link>
        <description>Weird Science, Recharging Devices

Devices regain Power Points just like a character, at the rate of one point per hour. Recharging may represent the device being plugged into an outlet, gathering solar rays, or even fritzing out for a while until it miraculously just starts working again. Regardless of the description, however, it regains Power Points at the rate of one per hour just like other power types. The Power Edges</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-11T20:26:47+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:weird-science-sharing</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:weird-science-sharing&amp;rev=1615512407&amp;do=diff</link>
        <description>Weird Science, Sharing Devices

An inventor can hand his device over to a companion to use. The device works the same for the companion as it does for the owner. If the Weird Science skill is required, the companion must make a default roll as usual. That means gizmos are typically more effective when used by weird scientists than in the hands of others.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:35:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:wild-card-edges</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:wild-card-edges&amp;rev=1615610121&amp;do=diff</link>
        <description>Wild Card Edges

The following Edges work only when the character is dealt a Joker during combat. The Edge's effects are in addition to the usual effects of being dealt a Joker.



Savage Worlds Deluxe Edition p. 45</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-03-12T23:18:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:wild-cards-and-extras</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:wild-cards-and-extras&amp;rev=1615609116&amp;do=diff</link>
        <description>Wild Cards &amp; Extras

Your hero (a player character), and unique allies, villains, and monsters are collectively called “Wild Cards.” These beings have a little better chance at doing things, are a little tougher to put down, and are generally more detailed than common guards, minions, or lackeys</description>
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    <item rdf:about="https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:wound-penalties&amp;rev=1615675468&amp;do=diff">
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        <dc:date>2021-03-13T17:44:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:wound-penalties</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:wound-penalties&amp;rev=1615675468&amp;do=diff</link>
        <description>Wound Penalties

Each wound a Wild Card suffers causes a -1 cumulative penalty to his Pace (minimum of 1) and to all further Trait tests--up to the maximum of a hero's 3 wounds. A hero with 2 wounds, for example, suffers a -2 penalty to his Pace and any Trait tests.</description>
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        <dc:date>2021-03-13T17:43:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rules:wounds</title>
        <link>https://harrowhawk-neptuna.com/!savage-worlds-deluxe/doku.php?id=rules:wounds&amp;rev=1615675400&amp;do=diff</link>
        <description>Wounds

Every raise on the damage roll inflicts a wound. Wounded Extras are removed from play. They're dead, injured, or otherwise out of the fight.

Wild Cards can take three wounds and still function. If another wound would be caused after that, they're Incapacitated (see below). Wild Cards never have more than three wounds</description>
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