Savage Borderlands

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May 06, 2018, at 09:04 AM by 23.251.76.254 -
Changed line 151 from:
-->'''Disabling a Shield:''' A shield's recharge becomes disabled when any of the following happen: (1) It reaches maximum Capacity. (2) It drops to Capacity 0 for any reason. (3) A game effect says so.
to:
-->'''Disabling a Shield:''' A shield's recharge becomes disabled when any of the following happen: (1) The wearer takes any damage. (2) It reaches maximum Capacity. (3) A game effect says so.
May 06, 2018, at 09:03 AM by 23.251.76.254 -
Changed line 18 from:
--> -- Print these on cardstock and use paperclips to easily track shield status ([[https://1drv.ms/u/s!AvT-KVJtCzMmgelTz3UGLmNAUXASVg | example]])
to:
--> -- Print these on cardstock and use paperclips to easily track shield status ([[http://mygurps.com/pics/shieldtracker.jpg | example]])
April 25, 2018, at 05:33 AM by 74.221.181.145 -
Changed lines 147-149 from:
-->'''Recharging: Disabled vs. Enabled:''' Keep track of whether your shield's active recharging is ''disabled'' or ''enabled.'' By default, such as when you're walking around with your shield at full Capacity, recharging is disabled (it's unnecessary). Once attacks force your Capacity to drop, your shield's Reactivity determines how quickly it's able to bring recharging online. At the beginning of each of your turns, if your shield is disabled and missing Capacity, roll against its Reactivity; on a success it enables recharging in time for ''next'' turn, while a raise lets it start recharging ''this'' turn. Once enabled, it recovers Capacity equal to its Recharge Rate at the beginning of each of your turns, before you act. It stays enabled until one of the conditions below occurs.
to:
-->'''Recharging: Disabled vs. Enabled:''' Keep track of whether your shield's active recharging is ''disabled'' or ''enabled.'' By default, such as when you're walking around with your shield at full Capacity, recharging is disabled (it's unnecessary). Once attacks force your Capacity to drop, your shield's Reactivity determines how quickly it's able to bring recharging online. If you don't ''want'' your shield to come back online (e.g., for a Roid shield), you may switch it off manually as an action.\\
\\
At the beginning of each of your turns
, if your shield is disabled and missing Capacity, roll against its Reactivity. On a success, recharging is enabled, starting now; each raise lets it recover 1 additional Capacity this turn only. Once enabled, a shield recovers Capacity equal to its Recharge Rate at the beginning of each of your turns, before you act. It stays enabled until one of the conditions below occurs.
April 25, 2018, at 05:26 AM by 74.221.181.145 -
Changed lines 141-143 from:
--->''Failure:'' You are fine. However, your shield's current Capacity drops by 1 -- unless it was hit with a shock weapon, in which case its current Capacity drops by the weapon's AP! If its Capacity drops to 0, its recharging is disabled if it wasn't already.

--->''Success:'' Your shields have been penetrated! You are fine, but your shield immediately drops to 0 ''and'' its recharging is disabled if it wasn't already
. (This is bad not only because your effective Toughness is now lower, but also because you can't use this damage table while your shield has no Capacity; you have to use the regular results!)
to:
--->''Failure:'' You are fine. However, your shield's current Capacity is reduced by 2 if the damage exceeded your shield-less Toughness, or by 1 otherwise. ''Exception:'' If it was a shock attack, your Capacity drops by the weapon's AP!

--->''Success:'' Your shields have been penetrated! You are fine, but your shield immediately drops to 0.
(This is bad not only because your effective Toughness is now lower, but also because you can't use this damage table while your shield has no Capacity; you have to use the regular results!)
April 12, 2018, at 07:52 PM by 74.221.181.145 -
Changed line 89 from:
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) already has "explosive" as a trapping; the existing rules cover the effects. But guns that fire normal bullets or shotshells can gain ''explosive elemental damage,'' which adds a secondary blast in an SBT around their target. In this area, compare the attack's damage at -4 to everyone's effective Toughness, but only for the purpose of dropping shields and inflicting Shaken; it cannot cause a wound (unless the target is already Shaken and becomes Shaken again, of course).\\
to:
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) already has "explosive" as a trapping; the existing rules cover the effects. But guns that fire normal bullets or shotshells can gain ''explosive elemental damage,'' which adds a secondary blast in an SBT around their target. In this area, compare the attack's damage at -4 to everyone's effective Toughness, but only for the purpose of dropping shields and inflicting Shaken; it cannot cause a wound (unless the target is already Shaken and becomes Shaken again, of course). AP does not apply.\\
April 12, 2018, at 07:41 PM by 74.221.181.145 -
Added lines 60-61:

** "Normal" animals won't attack you, but most animals on Pandora count as mutant and/or dire! Roll Survival against the alpha animal's Spirit once the pack is within (their Pace) of you. This roll is at -1 for ''each person with you'' who lacks this edge! If you have multiple copies of the Beast Master edge, add +1 for each one past the first. Success means they won't attack, a raise means they treat you as one of their own.
April 12, 2018, at 07:12 PM by 74.221.181.145 -
Added lines 120-121:

* The '''Healing''' skill functions as usual but is also ''effectively'' Knowledge (Medicine and Human Anatomy). As such, you ''can'' apply the Scholar edge to the Healing skill (for all purposes). Thus, Scholar is usually a better choice than the Healer edge.
March 31, 2018, at 03:52 PM by 104.251.247.127 -
Changed line 65 from:
* '''{New} Hacky Sack (Seasoned, Throwing d6):''' You have learned how to knock a grenade free and then kick it at your opponent. You no longer suffer -2 to Throwing for lacking a free hand, ''and'' your Agility roll to pick up a grenade is only -2.
to:
* '''{New} Hacky Sack (Seasoned, Throwing d6):''' You have learned how to knock a grenade free and then kick it at your opponent. You no longer suffer -2 to Throwing for lacking a free hand, ''and'' when you go to "pick up" and throw back a grenade, your Agility roll is only at -2.
March 31, 2018, at 03:51 PM by 104.251.247.127 -
Changed line 65 from:
* '''{New} Hacky Sack (Seasoned, Throwing d6):''' You have learned how to knock a grenade free and then kick it at your opponent. You no longer suffer -2 to Throwing for lacking a free hand.
to:
* '''{New} Hacky Sack (Seasoned, Throwing d6):''' You have learned how to knock a grenade free and then kick it at your opponent. You no longer suffer -2 to Throwing for lacking a free hand, ''and'' your Agility roll to pick up a grenade is only -2.
March 31, 2018, at 03:49 PM by 104.251.247.127 -
Changed lines 53-54 from:
* '''New: Ammo Hoarder (Seasoned):''' You may raise each of your maximum ammo counts an additional time, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.
to:
* '''{New} Ammo Hoarder (Seasoned):''' You may raise each of your maximum ammo counts an additional time, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.
Changed lines 63-70 from:
* '''New: DAW: (I'm Legally Obligated to Tell You That My Drone Ain't a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This requires it to first take an action to recalibrate its bioscanner to the new person, though it's allowed to "scan n' heal" as a multi-action (at the usual penalty).

* '''New: Hacky Sack (Seasoned, Throwing d6):''' You have learned how to knock a grenade free and then kick it at your opponent. You no longer suffer -2 to Throwing for lacking a free hand.

* '''New*: Hip-Shooting (Seasoned, Shooting d8):''' You're an expert at fanning the hammer. You suffer only -2 to your Shooting rolls when using a Revolver's Rapid Attack ability.

** '''New*: Improved Hip-Shooting (Heroic, Hip-Shooting, Shooting d10):''' You ignore the penalty completely.
to:
* '''{New} DAW: (I'm Legally Obligated to Tell You That My Drone Ain't a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This requires it to first take an action to recalibrate its bioscanner to the new person, though it's allowed to "scan n' heal" as a multi-action (at the usual penalty).

* '''{New} Hacky Sack (Seasoned, Throwing d6):''' You have learned how to knock a grenade free and then kick it at your opponent. You no longer suffer -2 to Throwing for lacking a free hand.

* '''{New*} Hip-Shooting (Seasoned, Shooting d8):''' You're an expert at fanning the hammer. You suffer only -2 to your Shooting rolls when using a Revolver's Rapid Attack ability.

** '''{New*} Improved Hip-Shooting (Heroic, Hip-Shooting, Shooting d10):''' You ignore the penalty completely.
Changed lines 73-75 from:
* '''New: Projected Power (Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing (but ''not'' Self-Only, like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4).

* '''New*: Riled Up (Novice, Wildcard):''' When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls!
to:
* '''{New} Projected Power (Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing (but ''not'' Self-Only, like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4).

* '''{New*} Riled Up (Novice, Wildcard):''' When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls!
March 31, 2018, at 03:48 PM by 104.251.247.127 -
Changed line 83 from:
''Effects of being frozen:'' (1) Victim's Agility-linked rolls (including all attack and Evade rolls) and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8", reduce it to 8" and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" refers to any melee attack, any explosive attack, or any non-elemental attack.
to:
''Effects of being frozen:'' (1) Victim's Agility-linked rolls (including all attack and Evade rolls) and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8", reduce it to 8" and ''then'' apply this penalty! Due to the Fighting penalty, this also reduces Parry by the cryo level (not doubled). (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" refers to any melee attack, any explosive attack, or any non-elemental attack.
March 31, 2018, at 03:44 PM by 104.251.247.127 -
Added lines 70-71:

* '''Improvisational Fighter:''' In this setting, this edge lets you ignore up a total of two points in Fighting and Parry penalties from a poorly balanced weapon.
March 30, 2018, at 10:58 AM by 104.251.247.127 -
Added line 27:
-> Mirrored at [[http://borderlands.dx.am/borderlands.php]]
March 29, 2018, at 12:36 PM by 104.251.247.127 -
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* '''New: Hacky Sack (Seasoned, Throwing d6):''' You have learned how to knock a grenade free and then kick it at your opponent. You no longer suffer -2 to Throwing for lacking a free hand.
Changed lines 99-100 from:
to:
You must have a hand free to throw a grenade at no penalty. (It does not matter if it's your off hand; in fact, that's how most Vault Hunters train to throw them.) If both of your hands are occupied, you can still throw a grenade, but at -2 to skill (without the Hacky Sack edge). Either way, it's a standard attack action.
Changed line 161 from:
* '''Hand Requirements and Swapping Weapons:''' Pistols and (ready to throw) grenades require one hand. All other firearms require two. Melee weapons require one hand unless otherwise specified. As a single action (which the Quick Draw edge enhances), anyone can swap the weapon(s) in both hands for new weapon(s) in both hands. A grenade can be thrown without first being readied, even with occupied hands, at -2 to Throwing.
to:
* '''Hand Requirements and Swapping Weapons:''' Pistols require one hand. All other firearms require two. Melee weapons require one hand unless otherwise specified. Grenades work best if you have one hand free; see above. As a single action (which the Quick Draw edge enhances), anyone can swap the weapon(s) in both hands for new weapon(s) in both hands.
March 27, 2018, at 03:14 PM by 104.251.247.127 -
Changed lines 52-55 from:
* '''Ammo Hoarder (Seasoned):''' You may raise each of your maximum ammo counts an additional time, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.

* '''Beast Master (Novice, Spirit d8):''' Suitable animal companions are a tadpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the Evolution ability!), an adult skag, or a spiderant soldier. This edge may be taken multiple times to acquire multiple companions.
to:
* '''New: Ammo Hoarder (Seasoned):''' You may raise each of your maximum ammo counts an additional time, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.

* '''Beast Master:''' Suitable animal companions are a tadpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the Evolution ability!), an adult skag, or a spiderant soldier. This edge may be taken multiple times to acquire multiple companions.
Changed lines 62-72 from:
* '''DAW: (I'm Legally Obligated to Tell You That My Drone Ain't a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This requires it to first take an action to recalibrate its bioscanner to the new person, though it's allowed to "scan n' heal" as a multi-action (at the usual penalty).

* '''Hip-Shooting* (Seasoned, Shooting d8):''' You're an expert at fanning the hammer. You suffer only -2 to your Shooting rolls when using a Revolver's Rapid Attack ability.

** '''Improved Hip-Shooting* (Heroic, Hip-Shooting, Shooting d10):''' You ignore the penalty completely.

* '''Projected Power (Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing (but ''not'' Self-Only, like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4).

* '''Riled Up* (Novice, Wildcard):''' When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls!

* '''Wild Berserker (Veteran, Berserk or Gunzerker):''' Your fury is so potent that, while berserk or gunzerk, you get +4 to Toughness instead of +2!
to:
* '''New: DAW: (I'm Legally Obligated to Tell You That My Drone Ain't a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This requires it to first take an action to recalibrate its bioscanner to the new person, though it's allowed to "scan n' heal" as a multi-action (at the usual penalty).

* '''New*: Hip-Shooting (Seasoned, Shooting d8):''' You're an expert at fanning the hammer. You suffer only -2 to your Shooting rolls when using a Revolver's Rapid Attack ability.

** '''New*: Improved Hip-Shooting (Heroic, Hip-Shooting, Shooting d10):''' You ignore the penalty completely.

* '''New: Projected Power (Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing (but ''not'' Self-Only, like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4).

* '''New*: Riled Up (Novice, Wildcard):''' When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls!

* '''Wild Berserker:''' Gunzerkers may take this. (See [[Savage Worlds General Rules | here]].)
March 27, 2018, at 03:06 PM by 104.251.247.127 -
Deleted lines 36-41:
!!!! Ammo

* '''Ammo Hoarder:''' See ''New Edges,'' below.

* '''Rocket Launcher Ammo:''' You start with a maximum capacity of 6 rockets, not 5. Each improvement adds +2 rockets, not +1. (Some Bandit and Vladof launchers have a 12-rocket clip, so it seems unfair to not allow PCs to hold at least that much!) As a side effect, the "DAW: Supply Drop" edge can grant 2 rockets instead of just 1.

Changed line 153 from:
!!!! Weapons
to:
!!!! Weapons and Ammo
Added lines 158-159:
* '''Hand Requirements and Swapping Weapons:''' Pistols and (ready to throw) grenades require one hand. All other firearms require two. Melee weapons require one hand unless otherwise specified. As a single action (which the Quick Draw edge enhances), anyone can swap the weapon(s) in both hands for new weapon(s) in both hands. A grenade can be thrown without first being readied, even with occupied hands, at -2 to Throwing.
Added lines 167-168:

* '''Rocket Launcher Ammo:''' You start with a maximum capacity of 6 rockets, not 5. Each improvement adds +2 rockets, not +1. (Some Bandit and Vladof launchers have a 12-rocket clip, so it seems unfair to not allow PCs to hold at least that much!) As a side effect, the "DAW: Supply Drop" edge can grant 2 rockets instead of just 1.
March 27, 2018, at 02:52 PM by 104.251.247.127 -
Changed lines 160-161 from:
to:
Before manually generating gear, see [[SBGG Notes]] for adjustments to the rules.
Changed line 166 from:
* '''Launchers (Grenade/Rocket):''' (1) The direct target can ''try'' to evade, at the usual penalty, but has to beat the results of the Shooting roll! Anyone else in the area can evade normally (but cannot pick the grenade/rocket up and throw it back). (2) The "grenade launcher" variant of assault rifle uses the same rules for dual barrels as rocket launchers: damage and odds to hit are unchanged, but it affects a larger area (MBT instead of SBT). The Torgue Torpedo starts with this improvement for free, balanced by its Low Rate of Fire hindrance.
to:
* '''Launchers (Grenade/Rocket):''' The direct target can ''try'' to evade, at the usual penalty, but has to beat the results of the Shooting roll! Anyone else in the area can evade normally (but cannot pick the grenade/rocket up and throw it back).
March 27, 2018, at 02:49 PM by 104.251.247.127 -
Changed line 171 from:
* '''Shotguns:''' (1) A multi-barreled shotgun uses the automatic fire rules, with two changes. The upshot is that this only uses bullets equal to the number of shots (not squared). The drawback is that all of the attacks must target the same subject or multiple subjects ''in the same space''. You always make attacks equal to the ''lower'' of your barrels or the number of bullets left in your clip. (2) All triple-barrels have Min Str d6, quad-barrels d8, whether those barrels were innate or from improvements.
to:
* '''Shotguns:''' A multi-barreled shotgun uses the automatic fire rules, with two changes. The upshot is that this only uses bullets equal to the number of shots (not squared). The drawback is that all of the attacks must target the same subject or multiple subjects ''in the same space''. You always make attacks equal to the ''lower'' of your barrels or the number of bullets left in your clip.
March 27, 2018, at 05:56 AM by 104.251.247.127 -
Changed line 18 from:
--> Print these on cardstock and use paperclips to easily track shield status ([[https://1drv.ms/u/s!AvT-KVJtCzMmgelTz3UGLmNAUXASVg | example]])
to:
--> -- Print these on cardstock and use paperclips to easily track shield status ([[https://1drv.ms/u/s!AvT-KVJtCzMmgelTz3UGLmNAUXASVg | example]])
March 27, 2018, at 05:55 AM by 104.251.247.127 -
Added lines 17-18:
-> [[https://1drv.ms/b/s!AvT-KVJtCzMmgelSUL2yc2cx9ZDnEA | Savage Borderlands Shield Trackers]]
--> Print these on cardstock and use paperclips to easily track shield status ([[https://1drv.ms/u/s!AvT-KVJtCzMmgelTz3UGLmNAUXASVg | example]])
March 25, 2018, at 12:34 PM by 104.251.247.127 -
Changed line 169 from:
* '''Shotguns:''' (1) A multi-barreled shotgun uses the automatic fire rules, with two changes. The upshot is that this only uses bullets equal to the number of shots (not squared). The drawback is that all of the attacks must target the same subject. You always make attacks equal to the ''lower'' of your barrels or the number of bullets left in your clip. (2) All triple-barrels have Min Str d6, quad-barrels d8, whether those barrels were innate or from improvements.
to:
* '''Shotguns:''' (1) A multi-barreled shotgun uses the automatic fire rules, with two changes. The upshot is that this only uses bullets equal to the number of shots (not squared). The drawback is that all of the attacks must target the same subject or multiple subjects ''in the same space''. You always make attacks equal to the ''lower'' of your barrels or the number of bullets left in your clip. (2) All triple-barrels have Min Str d6, quad-barrels d8, whether those barrels were innate or from improvements.
March 25, 2018, at 04:24 AM by 104.251.247.127 -
Changed line 64 from:
* '''Digistructed Autonomous Weapon (DAW):''' If you have one DAW, you may take a free DAW edge every four levels (e.g., every rank). If you have two DAWs, you may take a free DAW edge (for ''one'' of them!) every three levels. If you have three or more DAWs, you may take a free DAW edge (for ''one'' of them) every two levels. This produces fair results compared to Beast Master; your DAW gets fewer freebies, but unlike beast masters you can voluntarily take edges whenever you want.
to:
* '''Digistructed Autonomous Weapon (DAW):''' If you have one DAW, you may take a free DAW edge every four levels (e.g., every rank). If you have two DAWs, you may take a free DAW edge (for ''one'' of them!) every three levels. If you have three or more DAWs, you may take a free DAW edge (for ''one'' of them) every two levels. This produces fair results compared to Beast Master; each DAW gets fewer freebies, but unlike beast masters you can voluntarily take edges whenever you want.
March 25, 2018, at 04:21 AM by 104.251.247.127 -
Changed lines 58-59 from:
* '''Beast Master (Novice, Spirit d8):''' Suitable animal companions are a tadpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the Evolution ability!), an adult skag, or a spiderant soldier.
to:
* '''Beast Master (Novice, Spirit d8):''' Suitable animal companions are a tadpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the Evolution ability!), an adult skag, or a spiderant soldier. This edge may be taken multiple times to acquire multiple companions.
Added lines 61-62:

** You can purchase a shield for your animal companion during downtime. It must be bought special for the animal; you cannot just strap one of yours onto it. Animal shields cost an extra +1 Loot Point; if the animal is larger than Size 0, also add a Loot Point surcharge equal to Size. (For example, a shield for a Size +1 bullymong would cost 2 LP if white, or 3 LP if non-white and randomized.)
March 23, 2018, at 10:23 AM by 104.251.247.127 -
Changed line 163 from:
* '''Melee:''' Anyone can pistol-whip or butt-stroke with their current gun for Str+d4 damage at no penalty to Fighting. Anything more requires a bayonet or actual melee weapon.
to:
* '''Melee:''' Anyone can pistol-whip or butt-stroke with their current gun for Str+d4 damage at no penalty to Fighting. Anything more requires a bayonet or [[Savage Borderlands Melee Weapons | actual melee weapon]].
March 21, 2018, at 11:34 PM by 104.251.247.127 -
Added lines 61-62:

* '''Digistructed Autonomous Weapon (DAW):''' If you have one DAW, you may take a free DAW edge every four levels (e.g., every rank). If you have two DAWs, you may take a free DAW edge (for ''one'' of them!) every three levels. If you have three or more DAWs, you may take a free DAW edge (for ''one'' of them) every two levels. This produces fair results compared to Beast Master; your DAW gets fewer freebies, but unlike beast masters you can voluntarily take edges whenever you want.
March 21, 2018, at 12:45 PM by 104.251.247.127 -
Changed line 58 from:
* '''Beast Master (Novice):''' Suitable animal companions are a tadpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the Evolution ability!), an adult skag, or a spiderant soldier.
to:
* '''Beast Master (Novice, Spirit d8):''' Suitable animal companions are a tadpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the Evolution ability!), an adult skag, or a spiderant soldier.
March 21, 2018, at 11:14 AM by 104.251.247.127 -
Changed line 60 from:
** If larger-Size versions of your companion are available, it can take "Size +X" as an advancement, where X is the next size up. This grants the usual +1 Toughness along with a one-die Strength increase. For those that meet the "pack animal" requirement (everything except rakks), this also increases their carrying capacity (see [[Savage Worlds General Rules | here]]).
to:
** If larger-Size versions of your companion are available, it can take "Size +X" as an advancement, where X is the next size up. This grants the usual +1 Toughness along with a one-die Strength increase. For those that meet the "pack animal" requirement (everything except rakks), this also increases their carrying capacity (see [[Savage Worlds General Rules | here]]). However, it can only take this once per (your) Rank, starting at Seasoned! For example, a brat bullymong could take Size +2 at Seasoned and Size +3 at Veteran, but nothing further (since that's the largest bullymongs get).
March 21, 2018, at 11:00 AM by 104.251.247.127 -
Changed line 60 from:
** If larger-Size versions of your companion are available, it can take "Size +X" as an advancement, where X is the next size up. This grants the usual +1 Toughness along with a one-die Strength increase.
to:
** If larger-Size versions of your companion are available, it can take "Size +X" as an advancement, where X is the next size up. This grants the usual +1 Toughness along with a one-die Strength increase. For those that meet the "pack animal" requirement (everything except rakks), this also increases their carrying capacity (see [[Savage Worlds General Rules | here]]).
March 21, 2018, at 10:59 AM by 104.251.247.127 -
Added lines 59-60:

** If larger-Size versions of your companion are available, it can take "Size +X" as an advancement, where X is the next size up. This grants the usual +1 Toughness along with a one-die Strength increase.
March 20, 2018, at 04:18 PM by 104.251.247.127 -
Changed line 133 from:
--->''Raise:'' As for success, plus you are Shaken. Every ''additional'' raise also inflicts one wound.
to:
--->''Raise:'' As for success, plus you are Shaken. Every ''additional'' raise also inflicts one wound. (In other words, exactly one step more lenient than the usual rules, since your shield takes the first hit for you.)
March 20, 2018, at 03:48 PM by 104.251.247.127 -
Changed line 80 from:
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) already has "explosive" as a trapping; the existing rules already cover the effects. But guns that fire normal bullets or shotshells can gain explosive elemental damage which adds a secondary blast in an SBT around their target. In this area, compare the attack's damage at -4 to everyone's effective Toughness, but only for the purpose of dropping shields and inflicting Shaken; it cannot cause a wound (unless the target is already Shaken and becomes Shaken again, of course).\\
to:
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) already has "explosive" as a trapping; the existing rules cover the effects. But guns that fire normal bullets or shotshells can gain ''explosive elemental damage,'' which adds a secondary blast in an SBT around their target. In this area, compare the attack's damage at -4 to everyone's effective Toughness, but only for the purpose of dropping shields and inflicting Shaken; it cannot cause a wound (unless the target is already Shaken and becomes Shaken again, of course).\\
March 20, 2018, at 03:46 PM by 104.251.247.127 -
Changed line 58 from:
* '''Beast Master (Novice):''' Your animal companion should start with the equivalent of 25-30 racial ability points. Suitable choices include a tadpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the Evolution ability!), an adult skag, or a spiderant soldier.
to:
* '''Beast Master (Novice):''' Suitable animal companions are a tadpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the Evolution ability!), an adult skag, or a spiderant soldier.
March 20, 2018, at 03:31 PM by 104.251.247.127 -
Changed line 58 from:
* '''Beast Master (Novice):''' Your animal companion should start with the equivalent of 25-30 racial ability points. Suitable choices include a tadpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the ability to cocoon!), an adult skag, or a spiderant soldier.
to:
* '''Beast Master (Novice):''' Your animal companion should start with the equivalent of 25-30 racial ability points. Suitable choices include a tadpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the Evolution ability!), an adult skag, or a spiderant soldier.
March 20, 2018, at 03:31 PM by 104.251.247.127 -
Changed line 58 from:
* '''Beast Master (Novice):''' Your animal companion should start with the equivalent of 25-30 racial ability points. Suitable choices include a tabpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the ability to cocoon!), an adult skag, or a spiderant soldier.
to:
* '''Beast Master (Novice):''' Your animal companion should start with the equivalent of 25-30 racial ability points. Suitable choices include a tadpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the ability to cocoon!), an adult skag, or a spiderant soldier.
March 20, 2018, at 03:28 PM by 104.251.247.127 -
Changed line 76 from:
''Effects of being frozen:'' (1) Victim's Agility-linked rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8", reduce it to 8" and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" refers to any melee attack, any explosive attack, or any non-elemental attack.
to:
''Effects of being frozen:'' (1) Victim's Agility-linked rolls (including all attack and Evade rolls) and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8", reduce it to 8" and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" refers to any melee attack, any explosive attack, or any non-elemental attack.
March 20, 2018, at 03:26 PM by 104.251.247.127 -
Changed lines 58-59 from:
* '''Beast Master (Novice):''' Your animal companion should start with the equivalent of 25-30 racial ability points. Suitable choices include a tabpole thresher, a brat bullymong, a rakk (but ''without'' the enemies-only Unshakable ability!),
to:
* '''Beast Master (Novice):''' Your animal companion should start with the equivalent of 25-30 racial ability points. Suitable choices include a tabpole thresher, a brat bullymong, a rakk (''without'' the Unshakable ability!), a spring stalker, an adult varkid (''without'' the ability to cocoon!), an adult skag, or a spiderant soldier.
Changed line 76 from:
''Effects of being frozen:'' (1) Victim's Evade rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8", reduce it to 8" and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" refers to any melee attack, any explosive attack, or any non-elemental attack.
to:
''Effects of being frozen:'' (1) Victim's Agility-linked rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8", reduce it to 8" and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" refers to any melee attack, any explosive attack, or any non-elemental attack.
March 20, 2018, at 03:12 PM by 104.251.247.127 -
Changed line 58 from:
* '''Beast Master (Novice):''' Your animal companion should start with the equivalent of 22-24 racial ability points. Suitable choices include x
to:
* '''Beast Master (Novice):''' Your animal companion should start with the equivalent of 25-30 racial ability points. Suitable choices include a tabpole thresher, a brat bullymong, a rakk (but ''without'' the enemies-only Unshakable ability!),
March 20, 2018, at 02:56 PM by 104.251.247.127 -
Added lines 53-71:
!!!! Edges (New and Modified)
Those with a * are taken or adapted from the '''''Deadlands''''' setting.

* '''Ammo Hoarder (Seasoned):''' You may raise each of your maximum ammo counts an additional time, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.

* '''Beast Master (Novice):''' Your animal companion should start with the equivalent of 22-24 racial ability points. Suitable choices include x

* '''DAW: (I'm Legally Obligated to Tell You That My Drone Ain't a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This requires it to first take an action to recalibrate its bioscanner to the new person, though it's allowed to "scan n' heal" as a multi-action (at the usual penalty).

* '''Hip-Shooting* (Seasoned, Shooting d8):''' You're an expert at fanning the hammer. You suffer only -2 to your Shooting rolls when using a Revolver's Rapid Attack ability.

** '''Improved Hip-Shooting* (Heroic, Hip-Shooting, Shooting d10):''' You ignore the penalty completely.

* '''Projected Power (Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing (but ''not'' Self-Only, like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4).

* '''Riled Up* (Novice, Wildcard):''' When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls!

* '''Wild Berserker (Veteran, Berserk or Gunzerker):''' Your fury is so potent that, while berserk or gunzerk, you get +4 to Toughness instead of +2!

Deleted lines 102-118:

!!!! New Edges
Those with a * are taken or adapted from the '''''Deadlands''''' setting.

* '''Ammo Hoarder (Seasoned):''' You may raise each of your maximum ammo counts an additional time, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.

* '''DAW: (I'm Legally Obligated to Tell You That My Drone Ain't a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This requires it to first take an action to recalibrate its bioscanner to the new person, though it's allowed to "scan n' heal" as a multi-action (at the usual penalty).

* '''Hip-Shooting* (Seasoned, Shooting d8):''' You're an expert at fanning the hammer. You suffer only -2 to your Shooting rolls when using a Revolver's Rapid Attack ability.

** '''Improved Hip-Shooting* (Heroic, Hip-Shooting, Shooting d10):''' You ignore the penalty completely.

* '''Projected Power (Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing (but ''not'' Self-Only, like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4).

* '''Riled Up* (Novice, Wildcard):''' When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls!

* '''Wild Berserker (Veteran, Berserk or Gunzerker):''' Your fury is so potent that, while berserk or gunzerk, you get +4 to Toughness instead of +2!
March 20, 2018, at 10:14 AM by 104.251.247.127 -
Changed line 55 from:
* '''Cryo:''' This has been imported to Pandora, though its effects are intentionally a bit less overpowered than they were in The Pre-Sequel -- it must be the different atmosphere. Anyone Shaken by a cryo attack is automatically (semi-) ''frozen'' until they take an action to shake off the ice (which, as for slag, can't be done until recovering from Shaken).\\
to:
* '''Cryo:''' This has been imported to Pandora, though its effects are intentionally a bit less overpowered than they were in The Pre-Sequel -- it must be the different atmosphere. Cryo works similarly to slag: Anyone Shaken by a cryo attack is automatically (semi-) ''frozen'' until they take an action to break the coating of ice (after recovering from Shaken).\\
March 20, 2018, at 03:02 AM by 104.251.247.127 -
Changed lines 61-63 from:
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) already has "explosive" as a trapping; the existing rules already cover the effects. But guns that fire normal bullets or shotshells can gain explosive elemental damage which adds a secondary blast in an SBT around their target. In this area, compare the attack's damage at -4 to everyone's effective Toughness, but only for the purpose of dropping shields and inflicting Shaken; it cannot cause a wound (unless the target is already Shaken and becomes Shaken again, of course).
to:
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) already has "explosive" as a trapping; the existing rules already cover the effects. But guns that fire normal bullets or shotshells can gain explosive elemental damage which adds a secondary blast in an SBT around their target. In this area, compare the attack's damage at -4 to everyone's effective Toughness, but only for the purpose of dropping shields and inflicting Shaken; it cannot cause a wound (unless the target is already Shaken and becomes Shaken again, of course).\\
\\
For rapid-fire attacks, use the single best damage roll, +1 per additional shot that hit, ''then'' subtract -4 and compare
.
March 20, 2018, at 02:40 AM by 104.251.247.127 -
Changed line 55 from:
* '''Cryo:''' This has been imported to Pandora, though its effects are intentionally a bit less overpowered than they were in The Pre-Sequel (must be the different atmosphere). Anyone Shaken by a cryo attack is automatically (semi-) ''frozen'' until they recover from being Shaken per the usual rules.\\
to:
* '''Cryo:''' This has been imported to Pandora, though its effects are intentionally a bit less overpowered than they were in The Pre-Sequel -- it must be the different atmosphere. Anyone Shaken by a cryo attack is automatically (semi-) ''frozen'' until they take an action to shake off the ice (which, as for slag, can't be done until recovering from Shaken).\\
March 19, 2018, at 09:47 PM by 104.251.247.127 -
Changed line 61 from:
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) already has "explosive" as a trapping; the existing rules already cover the effects. But guns that fire normal bullets or shotshells can gain explosive elemental damage which adds a secondary blast in an SBT around their target. This blast does the attack's damage at -4. For example, if you shoot a bandit for 13 damage, his friends clustered around him take 9 damage apiece. However, this secondary damage cannot cause a wound on its own, only drop shields and inflict Shaken (though "double Shaken" upgrades to a wound as usual). 
to:
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) already has "explosive" as a trapping; the existing rules already cover the effects. But guns that fire normal bullets or shotshells can gain explosive elemental damage which adds a secondary blast in an SBT around their target. In this area, compare the attack's damage at -4 to everyone's effective Toughness, but only for the purpose of dropping shields and inflicting Shaken; it cannot cause a wound (unless the target is already Shaken and becomes Shaken again, of course).
March 19, 2018, at 09:44 PM by 104.251.247.127 -
Changed line 61 from:
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) already has "explosive" as a trapping; the existing rules already cover the effects. But guns that fire normal bullets or shotshells can gain explosive elemental damage which adds a secondary blast in an SBT around their target. This blast does the attack's damage at -4. (For example, if you shoot a bandit for 13 damage, his friends clustered around him take 9 damage apiece.)
to:
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) already has "explosive" as a trapping; the existing rules already cover the effects. But guns that fire normal bullets or shotshells can gain explosive elemental damage which adds a secondary blast in an SBT around their target. This blast does the attack's damage at -4. For example, if you shoot a bandit for 13 damage, his friends clustered around him take 9 damage apiece. However, this secondary damage cannot cause a wound on its own, only drop shields and inflict Shaken (though "double Shaken" upgrades to a wound as usual).
March 19, 2018, at 09:41 PM by 104.251.247.127 -
Changed line 61 from:
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) has "explosive" as a mere trapping; the existing rules already cover the effects. But guns that fire bullets or shotshells can gain "explosive damage" that gives them a secondary blast in an SBT around their target. This blast does the rolled damage but at -4. (For example, if you shoot a bandit for 13 damage, his friends clustered around him take 9 damage apiece.)
to:
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) already has "explosive" as a trapping; the existing rules already cover the effects. But guns that fire normal bullets or shotshells can gain explosive elemental damage which adds a secondary blast in an SBT around their target. This blast does the attack's damage at -4. (For example, if you shoot a bandit for 13 damage, his friends clustered around him take 9 damage apiece.)
March 19, 2018, at 09:31 PM by 104.251.247.127 -
Deleted lines 52-61:
!!!! Grenades

* '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack also failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical failure usually sends it right back at the thrower.

* '''Singularity Grenades:''' In addition to evading these at a penalty, targets must roll against the ''lower'' of Agility or Strength. (Good against rats, rakks, and baby monsters.)

* '''Standard Grenades:''' These Bandit/Tediore grenades have no special ability and instead come with one free improvement.

* '''Tediore Reload Grenades:''' A while back, the video game heavily revised how Tediores work, and it was a good change. To reflect this, if there is ammo left in the clip when you reload your Tediore, that ammo is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.

Changed lines 59-60 from:
* '''Explosive:''' In addition to the listed area effect, this adds a flat +1 damage if the weapon uses bullets -- not shotshells or rockets. (The gear generator already takes this into account.)
to:
* '''Explosive:''' Due to balance issues with inflicting Shaken regardless of Toughness, the following rules replace those in the book.\\
\\
''Explosive:'' Anything inherently area-effect (including grenades, rockets, and Torgue shields) has "explosive" as a mere trapping; the existing rules already cover the effects. But guns that fire bullets or shotshells can gain "explosive damage" that gives them a secondary blast in an SBT around their target. This blast does the rolled damage but at -4. (For example, if you shoot a bandit for 13 damage, his friends clustered around him take 9 damage apiece
.)
Added lines 72-81:

!!!! Grenades

* '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack also failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical failure usually sends it right back at the thrower.

* '''Singularity Grenades:''' In addition to evading these at a penalty, targets must roll against the ''lower'' of Agility or Strength. (Good against rats, rakks, and baby monsters.)

* '''Standard Grenades:''' These Bandit/Tediore grenades have no special ability and instead come with one free improvement.

* '''Tediore Reload Grenades:''' A while back, the video game heavily revised how Tediores work, and it was a good change. To reflect this, if there is ammo left in the clip when you reload your Tediore, that ammo is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.
March 19, 2018, at 09:08 PM by 104.251.247.127 -
March 19, 2018, at 09:02 PM by 104.251.247.127 -
Changed lines 133-134 from:
-->(The additional tweaks below are unrelated to these new shield rules.)
to:
-->(The additional tweaks below are unrelated to these new shield rules. The gear generator takes them all into account.)
Added lines 136-137:

* '''Improvements:''' At most, half (round up) of a shield's improvements can be devoted to the "special" ones. For example, you can't have a purple Absorb shield with three "Absorption" improvements.
March 19, 2018, at 05:20 PM by 104.251.247.127 -
Added lines 144-145:

* '''Dahl Firearms:''' If you use Zoom or Scope on a Dahl weapon, you ''must'' fire in 3RB mode.
March 19, 2018, at 04:14 PM by 104.251.247.127 -
Changed line 147 from:
* '''Launchers (Grenade/Rocket):''' (1) The direct target can ''try'' to evade, at the usual penalty, but has to beat the results of the Shooting roll! Anyone else in the area can evade normally (but cannot pick the grenade/rocket up and throw it back). (2) The "grenade launcher" variant of assault rifle uses the same rules for dual barrels as rocket launchers: damage and odds to hit are unchanged, but it affects a larger area (MBT instead of SBT).
to:
* '''Launchers (Grenade/Rocket):''' (1) The direct target can ''try'' to evade, at the usual penalty, but has to beat the results of the Shooting roll! Anyone else in the area can evade normally (but cannot pick the grenade/rocket up and throw it back). (2) The "grenade launcher" variant of assault rifle uses the same rules for dual barrels as rocket launchers: damage and odds to hit are unchanged, but it affects a larger area (MBT instead of SBT). The Torgue Torpedo starts with this improvement for free, balanced by its Low Rate of Fire hindrance.
March 19, 2018, at 03:48 PM by 104.251.247.127 -
Changed line 147 from:
* '''Launchers (Grenade/Rocket):''' The direct target can ''try'' to evade, at the usual penalty, but has to beat the results of the Shooting roll! Anyone else in the area can evade normally (but cannot pick the grenade/rocket up and throw it back).
to:
* '''Launchers (Grenade/Rocket):''' (1) The direct target can ''try'' to evade, at the usual penalty, but has to beat the results of the Shooting roll! Anyone else in the area can evade normally (but cannot pick the grenade/rocket up and throw it back). (2) The "grenade launcher" variant of assault rifle uses the same rules for dual barrels as rocket launchers: damage and odds to hit are unchanged, but it affects a larger area (MBT instead of SBT).
March 19, 2018, at 01:21 PM by 104.251.247.127 -
Added lines 78-79:

** '''HOT Loaders:''' As for Robots, above, with two additions. They are completely immune to incendiary damage. However, cryo damage adds +1 damage per level ''in addition to'' its usual effects.
March 19, 2018, at 01:17 PM by 104.251.247.127 -
Changed line 77 from:
* '''Robots:''' Robots (constructors, loaders, surveyors, etc.) are immune to the extra effect of incendiary damage. However, any corrosive AP that is left over after dissolving their armor does extra damage using the incendiary rules. For example, a robot with Armor 2, hit by an attack with AP 4 (corrosive), loses its 2 armor (''after'' the attack) but also takes +1d4+1 damage if the attack exceeded its effective Toughness.
to:
* '''Robots:''' Robots (constructors, loaders, surveyors, etc.) ''halve'' the effective level of all incendiary damage inflicted on them (round down). However, any corrosive AP that is left over after dissolving their armor is added to damage. For example, a robot with Armor 2, hit by an attack with AP 3 (corrosive), loses its 2 armor (''after'' the attack) but also takes +1 damage from the remaining AP 1; next turn, if the same AP 3 attack hit the same robot (now with Armor 0), it would inflict +3 damage.
March 19, 2018, at 01:12 PM by 104.251.247.127 -
Changed line 77 from:
* '''Robots:''' Robots are immune to the extra effect of incendiary damage. However, any corrosive AP that is left over after dissolving their armor ''automatically'' does additional damage as though it were incendiary. For example, a robot with Armor 2, hit by an attack with AP 4 (corrosive), loses its 2 armor (''after'' the attack) but also takes +1d4+1 damage.
to:
* '''Robots:''' Robots (constructors, loaders, surveyors, etc.) are immune to the extra effect of incendiary damage. However, any corrosive AP that is left over after dissolving their armor does extra damage using the incendiary rules. For example, a robot with Armor 2, hit by an attack with AP 4 (corrosive), loses its 2 armor (''after'' the attack) but also takes +1d4+1 damage if the attack exceeded its effective Toughness.
March 19, 2018, at 01:09 PM by 104.251.247.127 -
Added lines 76-77:

* '''Robots:''' Robots are immune to the extra effect of incendiary damage. However, any corrosive AP that is left over after dissolving their armor ''automatically'' does additional damage as though it were incendiary. For example, a robot with Armor 2, hit by an attack with AP 4 (corrosive), loses its 2 armor (''after'' the attack) but also takes +1d4+1 damage.
March 19, 2018, at 11:57 AM by 104.251.247.127 -
Changed line 33 from:
These are in addition to the [[Savage Worlds House Rules]] which apply to ''every'' campaign.
to:
These are in addition to the [[Savage Worlds General Rules]] which apply to ''every'' campaign.
March 18, 2018, at 11:01 AM by 104.251.247.127 -
Added lines 48-51:

!!!! Class Mods

* '''Class Mods:''' These exist as an in-world ''concept,'' but not as actual gear. Instead, the idea that you can switch class mods, combined with the existence of "respec" stations, means that the GM will be more lenient than usual when it comes to players wanting to retcon their character's edges and other advancements.
March 18, 2018, at 10:58 AM by 104.251.247.127 -
Deleted line 27:
-> '''under construction'''
March 17, 2018, at 07:42 AM by 104.251.247.127 -
Added lines 25-28:

!! [[Savage Borderlands Melee Weapons]]
-> Rules for generating melee weapons, similar to those for guns
-> '''under construction'''
March 16, 2018, at 10:17 AM by 104.251.247.127 -
Changed line 85 from:
* '''Wild Berserker (Veteran, Berserk or Gunzerker):''' Your fury is so potent that you get +2 to Toughness while berserk or gunzerk!
to:
* '''Wild Berserker (Veteran, Berserk or Gunzerker):''' Your fury is so potent that, while berserk or gunzerk, you get +4 to Toughness instead of +2!
March 16, 2018, at 10:15 AM by 104.251.247.127 -
Changed line 85 from:
* '''Wild Berserker (Veteran, Berserk or Gunzerker):''' Your fury is so potent that you get +2 to Toughness while berserk or gunzerk! However, while berserk you can only make Wild Attacks (extra -2 Parry, +2 Fighting, +2 damage). While gunzerk, you have no special restrictions, but are at an extra -2 Parry.
to:
* '''Wild Berserker (Veteran, Berserk or Gunzerker):''' Your fury is so potent that you get +2 to Toughness while berserk or gunzerk!
March 16, 2018, at 08:10 AM by 104.251.247.127 -
Changed lines 126-128 from:
* '''Nova Shields:''' These produce a nova the ''first'' time they drop to Capacity 0, but must then return to maximum Capacity before this ability is reset. Maliwans do one level less damage, for fairness compared to Torgues.

* '''Spike Shields:''' These are hurty as long as their Capacity is above 0, regardless of whether charging is disabled. Maliwans do one level less
damage, for fairness compared to Torgues.
to:
* '''Nova Shields:''' These produce a nova the ''first'' time they drop to Capacity 0, but must then return to maximum Capacity before this ability is reset. Torgue damage is increased by one level, to compensate for the lack of element damage.

* '''Spike Shields:''' These are hurty as long as their Capacity is above 0, regardless of whether charging is disabled. Torgue
damage is increased as for nova shields.
March 14, 2018, at 08:06 PM by 104.251.247.127 -
Changed line 30 from:
These are in addition to the [[Savage Worlds House Rules]] that apply to ''every'' campaign.
to:
These are in addition to the [[Savage Worlds House Rules]] which apply to ''every'' campaign.
March 14, 2018, at 08:02 PM by 104.251.247.127 -
Added lines 121-122:

-->(The additional tweaks below are unrelated to these new shield rules.)
March 14, 2018, at 08:02 PM by 104.251.247.127 -
Added lines 135-136:

* '''Melee:''' Anyone can pistol-whip or butt-stroke with their current gun for Str+d4 damage at no penalty to Fighting. Anything more requires a bayonet or actual melee weapon.
March 14, 2018, at 03:56 PM by 104.251.247.127 -
Added lines 135-136:

* '''Rapid Attack:''' Only guns with the Revolver keyword can use Rapid Attack. (The rules state this explicitly in one place, but then waffle in the individual gun descriptions.)
March 14, 2018, at 03:31 PM by 104.251.247.127 -
Deleted lines 102-103:

* Per the upcoming new edition of '''''Savage Worlds,''''' the Lockpicking skill covers ''any'' means of breaking and entering, including forcing doors, overriding security systems (a role shared with Knowledge (Computers)), and so on.
March 14, 2018, at 03:23 PM by 104.251.247.127 -
Changed line 30 from:
These are in addition to the [[SavageWorldsHouseRules]] that apply to ''every'' campaign.
to:
These are in addition to the [[Savage Worlds House Rules]] that apply to ''every'' campaign.
March 14, 2018, at 03:23 PM by 104.251.247.127 -
Changed lines 30-31 from:
to:
These are in addition to the [[SavageWorldsHouseRules]] that apply to ''every'' campaign.
Changed lines 40-41 from:
* '''Vault Hunter's Relic:''' You can spend a Benny to reroll a randomly generated item gained via a Loot Point (in combat or in downtime), but you ''must'' accept the new item (or spend one or more additional Bennies to keep trying).
to:
* '''Vault Hunter's Relic:''' You can spend a Benny to reroll a randomly generated item gained via a Loot Point (in combat or in downtime), but you ''must'' accept the new item (or spend one or more additional Bennies to keep trying); the old one is lost.
Changed line 44 from:
* '''Racial Template:''' Claptraps do not start with a free edge, just 10 skill points. However, they are allowed to take the standard three hindrances, which allows them to add edges as normal. (This is not a house rule, but actual errata confirmed by Brice.)
to:
* '''Racial Template:''' Claptraps do not start with a free edge, just 10 skill points. However, they are allowed to take the standard three hindrances, which allows them to add edges (or other advances) as normal. (This is not a house rule, but actual errata confirmed by Brice.)
March 14, 2018, at 03:00 PM by 104.251.247.127 -
March 14, 2018, at 02:53 PM by 104.251.247.127 -
Added lines 25-27:

!! [[https://1drv.ms/f/s!AvT-KVJtCzMmgeg2R-V3ZvNlHWBAPQ | Our Characters and Gear]]
-> The character sheets, companion sheets, and (current) gear for our campaign
March 14, 2018, at 12:03 AM by 104.251.247.127 -
Changed lines 122-124 from:
* '''Nova Shields:''' These produce a nova the ''first'' time they drop to Capacity 0, but must then return to maximum Capacity before this ability is reset.

* '''Spike Shields:''' These are hurty as long as their Capacity is above 0, regardless of whether charging is
disabled.
to:
* '''Nova Shields:''' These produce a nova the ''first'' time they drop to Capacity 0, but must then return to maximum Capacity before this ability is reset. Maliwans do one level less damage, for fairness compared to Torgues.

* '''Spike Shields:''' These are hurty as long as their Capacity is above 0, regardless of whether charging is
disabled. Maliwans do one level less damage, for fairness compared to Torgues.
March 13, 2018, at 06:06 PM by 104.251.247.127 -
March 13, 2018, at 08:59 AM by 104.251.247.127 -
Changed line 120 from:
* '''Absorb Shields:''' These work only while their Capacity is above 0, but they do add the ammo to your own supply. Rockets can be absorbed, but only if you're ''directly'' hit, not just caught in the blast.
to:
* '''Absorb Shields:''' These work only while their Capacity is above 0, but they do add the ammo to your own supply. Rockets can be absorbed, but only if you're ''directly'' hit, not just caught in the blast. Absorption starts at 12 on a d12 (instead of 10 on a d10).
March 13, 2018, at 08:33 AM by 104.251.247.127 -
March 13, 2018, at 08:28 AM by 104.251.247.127 -
Changed line 89 from:
* '''Psychology:''' Guessing someone's motive, whether they're lying, what they want
to:
* '''Psychology:''' Assessing someone's motive, whether they're lying, what they want
March 13, 2018, at 08:03 AM by 104.251.247.127 -
Added lines 80-81:

* '''Wild Berserker (Veteran, Berserk or Gunzerker):''' Your fury is so potent that you get +2 to Toughness while berserk or gunzerk! However, while berserk you can only make Wild Attacks (extra -2 Parry, +2 Fighting, +2 damage). While gunzerk, you have no special restrictions, but are at an extra -2 Parry.
March 12, 2018, at 03:30 PM by 104.251.247.127 -
Changed lines 13-15 from:
-> [[https://1drv.ms/b/s!AvT-KVJtCzMmgegYga3ioFpPwmtCRg | Savage Borderlands Gear Sheet]]
--> -- A printer-friendly sheet with room for 8 guns, 4 grenade mods, and 2 shields
-> [[https://1drv.ms/b/s!AvT-KVJtCzMmgegfx6Di7bf1ezlPCA | Savage Borderlands Gear Sheet - Oversized]]
to:
-> [[https://1drv.ms/b/s!AvT-KVJtCzMmgekDbg8zTSkCi4rH4Q | Savage Borderlands Gear Sheet]]
--> -- A printer-friendly, form-fillable sheet with room for 8 guns, 4 grenade mods, and 2 shields
-> [[https://1drv.ms/b/s!AvT-KVJtCzMmgekCKIs1KzxOqDO2tQ | Savage Borderlands Gear Sheet - Oversized]]
March 12, 2018, at 12:37 PM by 104.251.247.127 -
Changed lines 67-68 from:
to:
Those with a * are taken or adapted from the '''''Deadlands''''' setting.
Added lines 73-76:
* '''Hip-Shooting* (Seasoned, Shooting d8):''' You're an expert at fanning the hammer. You suffer only -2 to your Shooting rolls when using a Revolver's Rapid Attack ability.

** '''Improved Hip-Shooting* (Heroic, Hip-Shooting, Shooting d10):''' You ignore the penalty completely.

Changed line 79 from:
* '''Riled Up (Novice, Wildcard):''' When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls! (Taken from '''''Deadlands: Stone and a Hard Place.''''')
to:
* '''Riled Up* (Novice, Wildcard):''' When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls!
March 11, 2018, at 12:01 PM by 174.196.141.210 -
Changed line 127 from:
* '''Shotguns:''' A multi-barreled shotgun uses the automatic fire rules, with two changes. The upshot is that this only uses bullets equal to the number of shots (not squared). The drawback is that all of the attacks must target the same subject. You always make attacks equal to the ''lower'' of your barrels or the number of bullets left in your clip.
to:
* '''Shotguns:''' (1) A multi-barreled shotgun uses the automatic fire rules, with two changes. The upshot is that this only uses bullets equal to the number of shots (not squared). The drawback is that all of the attacks must target the same subject. You always make attacks equal to the ''lower'' of your barrels or the number of bullets left in your clip. (2) All triple-barrels have Min Str d6, quad-barrels d8, whether those barrels were innate or from improvements.
March 11, 2018, at 07:47 AM by 104.251.247.127 -
Changed line 93 from:
* Per the upcoming new edition of '''''Savage Worlds,''''' the Lockpicking skill covers ''any'' means of breaking and entering, including forcing doors, overriding security systems, and so on.
to:
* Per the upcoming new edition of '''''Savage Worlds,''''' the Lockpicking skill covers ''any'' means of breaking and entering, including forcing doors, overriding security systems (a role shared with Knowledge (Computers)), and so on.
March 11, 2018, at 07:47 AM by 104.251.247.127 -
Changed line 129 from:
* '''Stability:''' This is a bit weak as written, so instead it negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' Snapfire. The minimum penalty after reduction is -1; it cannot negate it ''completely.''
to:
* '''Stability:''' This negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' Snapfire. The minimum penalty after reduction is -1; it cannot negate it ''completely.''
March 11, 2018, at 07:39 AM by 104.251.247.127 -
Added lines 124-125:

* '''Launchers (Grenade/Rocket):''' The direct target can ''try'' to evade, at the usual penalty, but has to beat the results of the Shooting roll! Anyone else in the area can evade normally (but cannot pick the grenade/rocket up and throw it back).
March 11, 2018, at 07:36 AM by 104.251.247.127 -
Changed line 127 from:
* '''Stability:''' This is a bit weak as written, so instead it negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' a Snapfire penalty. The minimum penalty after reduction is -1; it cannot negate it ''completely.''
to:
* '''Stability:''' This is a bit weak as written, so instead it negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' Snapfire. The minimum penalty after reduction is -1; it cannot negate it ''completely.''
March 11, 2018, at 07:33 AM by 104.251.247.127 -
Changed line 123 from:
* '''Heavy Weapons:''' To preserve the tradition of blowing up vehicles with pistols and SMGs, non-HW weapons ''can'' harm heavy targets, but the attack always does one fewer wound (one wound becomes shaken, shaken becomes no effect). Grenades and rockets are always HW.
to:
* '''Heavy Weapons:''' To preserve the tradition of blowing up vehicles with pistols and SMGs, non-HW weapons ''can'' harm heavy mobile targets -- not structures -- but the attack always does one fewer wound (one wound becomes shaken, shaken becomes no effect). Grenades and rockets are always HW.
March 11, 2018, at 07:31 AM by 104.251.247.127 -
Deleted lines 58-59:

* '''Incendiary:''' The damage bonus for SA double-taps and 3RB also applies to the added incendiary damage.
March 11, 2018, at 07:29 AM by 104.251.247.127 -
Changed line 58 from:
* '''Explosive:''' In addition to the listed area effect, this adds a flat +1 damage if the weapon uses bullets. (The gear generator already takes this into account; don't add it manually except as instructed for shotguns.)
to:
* '''Explosive:''' In addition to the listed area effect, this adds a flat +1 damage if the weapon uses bullets -- not shotshells or rockets. (The gear generator already takes this into account.)
March 11, 2018, at 07:22 AM by 104.251.247.127 -
Added line 81:
* '''Computers:''' Understanding robot and CL4P-TP psychology, hacking databases, overriding security systems
Changed lines 91-93 from:
* Our game uses the following optional '''''Savage Worlds''''' rules (pp. 108-109): "Blood & Guts," "Critical Failures," and "Joker's Wild." (Plus the mandatory "No Power Points," of course.) In addition, the GM reserves the right to do something really mean and unfair on a critical failure, but if so, will pay the player a Benny as compensation.

* We are also using all of the
optional '''''Savage Borderlands''''' rules (p. 40): "Healing," "Resurrection," and "Fight for Your Life!" Also, living, non-digistructed NPC companions can be resurrected at a New-U station for the usual 3 Loot Points.
to:
* The following optional '''''Savage Worlds''''' rules (pp. 108-109) are in effect: "Blood & Guts," "Critical Failures," and "Joker's Wild." (Plus the mandatory "No Power Points," of course.) In addition, the GM reserves the right to do something really mean and unfair on a critical failure, but if so, will pay the player a Benny as compensation.

* The following
optional '''''Savage Borderlands''''' rules (p. 40) are in effect: "Healing," "Resurrection," and "Fight for Your Life!" Also, living, non-digistructed NPC companions can be resurrected at a New-U station for the usual 3 Loot Points.

* Per the upcoming new edition of '''''Savage Worlds,''''' the Lockpicking skill covers ''any'' means of breaking and entering, including forcing doors, overriding security systems, and so on
.
March 11, 2018, at 07:18 AM by 104.251.247.127 -
Changed line 74 from:
* '''Projected Power (Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing -- but ''not'' Self-Only (like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4).
to:
* '''Projected Power (Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing (but ''not'' Self-Only, like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4).
March 11, 2018, at 07:17 AM by 104.251.247.127 -
Changed line 72 from:
* '''DAW: (I'm Legally Obligated to Tell You That I am a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This requires it to first take an action to recalibrate its bioscanner to the new person, though it's allowed to "scan n' heal" as a multi-action (at the usual penalty).
to:
* '''DAW: (I'm Legally Obligated to Tell You That My Drone Ain't a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This requires it to first take an action to recalibrate its bioscanner to the new person, though it's allowed to "scan n' heal" as a multi-action (at the usual penalty).
March 11, 2018, at 07:16 AM by 104.251.247.127 -
Deleted lines 69-70:
Edges marked with a * are from '''''Deadlands: Stone and a Hard Place.'''''
Changed line 76 from:
* '''Riled Up* (Novice, Wildcard):''' When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls!
to:
* '''Riled Up (Novice, Wildcard):''' When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls! (Taken from '''''Deadlands: Stone and a Hard Place.''''')
March 11, 2018, at 07:14 AM by 104.251.247.127 -
Changed lines 74-76 from:
* '''DAW: (I'm Legally Obligated to Tell You That I am a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This first requires an action to recalibrate its bioscanner to the new person, though it can "scan n' heal" as a multi-action at the usual penalty.

* '''Pistolero*
(Veteran, Marksman, Two-Fisted, Shooting d10+):''' When dual-wielding RoF 1 pistols, you have amazing accuracy ''or'' speed. You may either use Marksman with both pistols against two separate targets, or you can fire both pistols simultaneously as if they had RoF 2 (this takes the usual -2 recoil penalty and uses two ammo).
to:
* '''DAW: (I'm Legally Obligated to Tell You That I am a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This requires it to first take an action to recalibrate its bioscanner to the new person, though it's allowed to "scan n' heal" as a multi-action (at the usual penalty).
March 11, 2018, at 07:11 AM by 104.251.247.127 -
Changed line 74 from:
* '''DAW: (I Am a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This first requires an action to recalibrate its bioscanner to the new person, though it can "scan n' heal" as a multi-action at the usual penalty.
to:
* '''DAW: (I'm Legally Obligated to Tell You That I am a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This first requires an action to recalibrate its bioscanner to the new person, though it can "scan n' heal" as a multi-action at the usual penalty.
March 11, 2018, at 07:09 AM by 104.251.247.127 -
Added lines 70-71:
Edges marked with a * are from '''''Deadlands: Stone and a Hard Place.'''''
Added lines 76-77:
* '''Pistolero* (Veteran, Marksman, Two-Fisted, Shooting d10+):''' When dual-wielding RoF 1 pistols, you have amazing accuracy ''or'' speed. You may either use Marksman with both pistols against two separate targets, or you can fire both pistols simultaneously as if they had RoF 2 (this takes the usual -2 recoil penalty and uses two ammo).
Added lines 79-80:

* '''Riled Up* (Novice, Wildcard):''' When making melee attacks while wounded, you take the usual penalty to hit, but add your wound penalty to your damage rolls!
March 11, 2018, at 06:42 AM by 104.251.247.127 -
Changed line 40 from:
* '''Racial Template:''' Claptraps do not start with a free edge, just 10 skill points. However, they are allowed to take the standard three hindrances, which allows them to add edges as normal.
to:
* '''Racial Template:''' Claptraps do not start with a free edge, just 10 skill points. However, they are allowed to take the standard three hindrances, which allows them to add edges as normal. (This is not a house rule, but actual errata confirmed by Brice.)
March 11, 2018, at 06:42 AM by 104.251.247.127 -
Added lines 37-40:

!!!! Claptraps

* '''Racial Template:''' Claptraps do not start with a free edge, just 10 skill points. However, they are allowed to take the standard three hindrances, which allows them to add edges as normal.
March 10, 2018, at 02:42 AM by 104.251.247.127 -
Added lines 107-108:

* '''Nova Shields:''' These produce a nova the ''first'' time they drop to Capacity 0, but must then return to maximum Capacity before this ability is reset.
March 10, 2018, at 02:35 AM by 104.251.247.127 -
Added lines 59-60:

* '''Bullymongs:''' Every bullymong can pick up and throw a rock as a single action.
March 09, 2018, at 10:04 PM by 104.251.247.127 -
Added lines 83-84:

* We are also using all of the optional '''''Savage Borderlands''''' rules (p. 40): "Healing," "Resurrection," and "Fight for Your Life!" Also, living, non-digistructed NPC companions can be resurrected at a New-U station for the usual 3 Loot Points.
March 09, 2018, at 10:00 PM by 104.251.247.127 -
Changed line 86 from:
Our group will be playtesting these alternate shield rules. If these work well, maybe they'll even become official!
to:
Our group will be playtesting these alternate shield rules. If these work well, who knows, maybe they'll even become official!
March 09, 2018, at 09:56 PM by 104.251.247.127 -
Changed line 90 from:
-->'''Damage to Shields (and Their Owners):''' When an attack hits someone equipped with a shield, the current Capacity of that shield is added to the owner's Toughness as if it were armor. Compare the damage to this enhanced Toughness as for a normal damage check, but with the following results:
to:
-->'''Damage to Shields (and Their Owners):''' When an attack hits someone equipped with a shield, the current Capacity of that shield is added to the owner's Toughness as if it were armor (cumulative with any worn armor). Compare the damage to this enhanced Toughness as for a normal damage check, but with the following results:
March 09, 2018, at 09:55 PM by 104.251.247.127 -
Added lines 43-44:

* '''Standard Grenades:''' These Bandit/Tediore grenades have no special ability and instead come with one free improvement.
March 09, 2018, at 07:41 PM by 104.251.247.127 -
Added lines 63-64:

* '''DAW: (I Am a) Real Doctor (Support Drone, Seasoned):''' Your support drone is able to heal other people (still within 6"). This first requires an action to recalibrate its bioscanner to the new person, though it can "scan n' heal" as a multi-action at the usual penalty.
March 09, 2018, at 02:52 PM by 104.251.247.127 -
Changed line 32 from:
* '''Rocket Launcher Ammo:''' You start able to hold 6 rockets. Each improvement adds +2 rockets, not +1. (Some Bandit and Vladof launchers have a 12-rocket clip, so it seems unfair to not allow PCs to hold at least that much!) As a side effect, the "DAW: Supply Drop" edge can grant 2 rockets instead of just 1.
to:
* '''Rocket Launcher Ammo:''' You start with a maximum capacity of 6 rockets, not 5. Each improvement adds +2 rockets, not +1. (Some Bandit and Vladof launchers have a 12-rocket clip, so it seems unfair to not allow PCs to hold at least that much!) As a side effect, the "DAW: Supply Drop" edge can grant 2 rockets instead of just 1.
March 09, 2018, at 02:52 PM by 104.251.247.127 -
Changed lines 28-33 from:
!!!! Ammo and New Edges

*
'''"Ammo Hoarder" (New Edge, Seasoned):''' You may raise each of your maximum ammo counts an additional time, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.

* '''"Projected Power" (New Edge, Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing -- but ''not'' Self-Only (like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4)
.
to:
!!!! Ammo

* '''Ammo Hoarder:''' See
''New Edges,'' below.
Added lines 59-64:

!!!! New Edges

* '''Ammo Hoarder (Seasoned):''' You may raise each of your maximum ammo counts an additional time, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.

* '''Projected Power (Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing -- but ''not'' Self-Only (like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4).
March 09, 2018, at 02:50 PM by 104.251.247.127 -
Changed line 52 from:
''Effects of being frozen:'' (1) Victim's Evade rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8", reduce it to 8" and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from ''any'' melee attack, or from explosive or non-elemental ranged attacks.
to:
''Effects of being frozen:'' (1) Victim's Evade rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8", reduce it to 8" and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" refers to any melee attack, any explosive attack, or any non-elemental attack.
March 09, 2018, at 02:49 PM by 104.251.247.127 -
Changed line 50 from:
* '''Cryo:''' This has been imported to Pandora, though its effects are intentionally a bit less overpowered than they were in The Pre-Sequel (must be the different atmosphere). Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken, which uses the normal rules.\\
to:
* '''Cryo:''' This has been imported to Pandora, though its effects are intentionally a bit less overpowered than they were in The Pre-Sequel (must be the different atmosphere). Anyone Shaken by a cryo attack is automatically (semi-) ''frozen'' until they recover from being Shaken per the usual rules.\\
March 09, 2018, at 02:47 PM by 104.251.247.127 -
Changed line 50 from:
* '''Cryo:''' This has been imported to Pandora, though its effects are intentionally a bit less overpowered than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken, which uses the normal rules.\\
to:
* '''Cryo:''' This has been imported to Pandora, though its effects are intentionally a bit less overpowered than they were in The Pre-Sequel (must be the different atmosphere). Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken, which uses the normal rules.\\
March 09, 2018, at 02:47 PM by 104.251.247.127 -
Changed line 50 from:
* '''Cryo:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken, which uses the normal rules.\\
to:
* '''Cryo:''' This has been imported to Pandora, though its effects are intentionally a bit less overpowered than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken, which uses the normal rules.\\
March 09, 2018, at 10:18 AM by 104.251.247.127 -
Changed line 90 from:
-->'''Recharging: Disabled vs. Enabled:''' Keep track of whether your shield's active recharging is ''disabled'' or ''enabled.'' By default, such as when you're walking around with your shield at full Capacity, recharging is disabled (it's unnecessary). Once attacks force your Capacity to drop, your shield's Reactivity determines how quickly it's able to bring recharging back online. At the beginning of each of your turns, if your shield is disabled and missing Capacity, roll against its Reactivity; on a success it enables recharging in time for ''next'' turn, while a raise lets it start recharging ''this'' turn. Once enabled, it recovers Capacity equal to its Recharge Rate at the beginning of each of your turns, before you act. It stays enabled until one of the conditions below occurs.
to:
-->'''Recharging: Disabled vs. Enabled:''' Keep track of whether your shield's active recharging is ''disabled'' or ''enabled.'' By default, such as when you're walking around with your shield at full Capacity, recharging is disabled (it's unnecessary). Once attacks force your Capacity to drop, your shield's Reactivity determines how quickly it's able to bring recharging online. At the beginning of each of your turns, if your shield is disabled and missing Capacity, roll against its Reactivity; on a success it enables recharging in time for ''next'' turn, while a raise lets it start recharging ''this'' turn. Once enabled, it recovers Capacity equal to its Recharge Rate at the beginning of each of your turns, before you act. It stays enabled until one of the conditions below occurs.
March 09, 2018, at 10:16 AM by 104.251.247.127 -
Changed lines 78-85 from:
* Our group will be playtesting these alternate shield rules. If these work well, maybe they'll even become official! The following rules replace "Damage Effects on Shields (and Their Owner)":\\
\\
Shields



*
'''Shields:''' (1)  (2)  (3) Anything that brings a shield's Capacity back up to maximum (including boosters) automatically re-enables it.
to:
Our group will be playtesting these alternate shield rules. If these work well, maybe they'll even become official!

-->'''Important Preface:'''
The following rules apply only while the shield's current Capacity is above 0. If you're wearing a shield with current Capacity 0, resolve attacks as though you weren't wearing a shield at all.

-->'''Damage to Shields (and Their Owners):''' When an attack hits someone equipped with a shield, the current Capacity of that shield is added to the owner's Toughness as if it were armor. Compare the damage to this enhanced Toughness as for a normal damage check, but with the following results:

--->''Failure:'' You are fine. However, your shield's current Capacity drops by 1 -- unless it was hit with a shock weapon, in which case its current Capacity drops by the weapon's AP! If its Capacity drops to 0, its recharging is disabled if it wasn't already.

--->''Success:'' Your shields have been penetrated! You are fine, but your shield immediately drops to 0 ''and'' its recharging is disabled if it wasn't already. (This is bad not only because your effective Toughness is now lower, but also because you can't use this damage table while your shield has no Capacity; you have to use the regular results!)

--->''Raise:'' As for success, plus you are Shaken. Every ''additional'' raise also inflicts one wound.

-->'''Recharging: Disabled vs. Enabled:''' Keep track of whether your shield's active recharging is ''disabled'' or ''enabled.'' By default, such as when you're walking around with your shield at full Capacity, recharging is disabled (it's unnecessary). Once attacks force your Capacity to drop, your shield's Reactivity determines how quickly it's able to bring recharging back online. At the beginning of each of your turns, if your shield is disabled and missing Capacity, roll against its Reactivity; on a success it enables recharging in time for ''next'' turn, while a raise lets it start recharging ''this'' turn. Once enabled, it recovers Capacity equal to its Recharge Rate at the beginning of each of your turns, before you act. It stays enabled until one of the conditions below occurs.

-->'''Disabling a Shield:''' A shield's recharge becomes disabled when any of the following happen: (1) It reaches maximum Capacity. (2) It drops to Capacity 0 for any reason. (3) A game effect says so.
March 09, 2018, at 09:43 AM by 104.251.247.127 -
Changed lines 40-43 from:
!!!! Combat

* '''Heavy Weapons:''' To preserve the tradition of blowing up vehicles with pistols and SMGs, non-HW weapons ''can'' harm heavy targets, but the attack always does one fewer wound (one wound becomes shaken, shaken becomes no effect).
Grenades and rockets are always HW.
to:
!!!! Grenades
Deleted lines 43-46:
* '''Shields:''' (1) Absorb shields only work when their Capacity is above 0, but they do add the ammo to your own supply; they apply to rockets, but only if you're ''directly'' hit, not just caught in the blast. (2) Spike shields are hurty as long as their Capacity is above 0, regardless of whether charging is disabled. (3) Anything that brings a shield's Capacity back up to maximum (including boosters) automatically re-enables it.

* '''Shotguns:''' A multi-barreled shotgun uses the automatic fire rules, with two changes. The upshot is that this only uses bullets equal to the number of shots (not squared). The drawback is that all of the attacks must target the same subject. You always make attacks equal to the ''lower'' of your barrels or the number of bullets left in your clip.

Deleted lines 45-46:
* '''Stability:''' This is a bit weak as written, so instead it negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' a Snapfire penalty. The minimum penalty after reduction is -1; it cannot negate it ''completely.''
Changed lines 76-78 from:
!!!! Suggestions

* If you're not sure what shield to start off with, consider a white Tediore "My First Shield" (Capacity 4, Reactivity d4+1, Recharge Rate 2, Weight 2). It offers green-level protection at a bargain value.
to:
!!!! Shields

* Our group will be playtesting these alternate shield rules. If these work well, maybe they'll even become official! The following rules replace "Damage Effects on Shields (and Their Owner)":\\
\\
Shields



* '''Shields:''' (1)  (2)  (3) Anything that brings a shield's Capacity back up to maximum (including boosters) automatically re-enables it.


* '''Absorb Shields:''' These work only while their Capacity is above 0, but they do add the ammo to your own supply. Rockets can be absorbed, but only if you're ''directly'' hit, not just caught in the blast.

* '''Spike Shields:''' These are hurty as long as their Capacity is above 0, regardless of whether charging is disabled.

* '''Starting Suggestion:''' If you're not sure what shield to start off with, consider a white Tediore "My First Shield" (Capacity 4, Reactivity d4+1, Recharge Rate 2, Weight 2). It offers green-level protection at a bargain value.

!!!! Weapons

* '''Heavy Weapons:''' To preserve the tradition of blowing up vehicles with pistols and SMGs, non-HW weapons ''can'' harm heavy targets, but the attack always does one fewer wound (one wound becomes shaken, shaken becomes no effect). Grenades and rockets are always HW.

* '''Shotguns:''' A multi-barreled shotgun uses the automatic fire rules, with two changes. The upshot is that this only uses bullets equal to the number of shots (not squared). The drawback is that all of the attacks must target the same subject. You always make attacks equal to the ''lower'' of your barrels or the number of bullets left in your clip.

* '''Stability:''' This is a bit weak as written, so instead it negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' a Snapfire penalty. The minimum penalty after reduction is -1; it cannot negate it ''completely.''
March 09, 2018, at 09:34 AM by 104.251.247.127 -
Changed lines 46-47 from:
* '''Shields:''' (1) Absorb shields only work when their Capacity is above 0, but they do add the ammo to your own supply; they apply to rockets, but only if you're ''directly'' hit, not just caught in the blast. (2) Anything that brings a shield's Capacity back up to maximum (including boosters) automatically re-enables it.
to:
* '''Shields:''' (1) Absorb shields only work when their Capacity is above 0, but they do add the ammo to your own supply; they apply to rockets, but only if you're ''directly'' hit, not just caught in the blast. (2) Spike shields are hurty as long as their Capacity is above 0, regardless of whether charging is disabled. (3) Anything that brings a shield's Capacity back up to maximum (including boosters) automatically re-enables it.
Changed lines 86-90 from:
* If you're not sure what shield to start off with, consider a white Tediore "My First Shield" (Capacity 4, Reactivity d4+1, Recharge Rate 2, Weight 2). It offers green-level protection at a bargain value.
to:
* If you're not sure what shield to start off with, consider a white Tediore "My First Shield" (Capacity 4, Reactivity d4+1, Recharge Rate 2, Weight 2). It offers green-level protection at a bargain value.

----

Return to [[Savage Worlds]]
March 09, 2018, at 09:32 AM by 104.251.247.127 -
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to:
-> For details, instructions, and notes, see [[SBGG Notes]]
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* If you're not sure what shield to start off with, consider a white Tediore "My First Shield" (Capacity 4, Reactivity d4+1, Recharge Rate 2, Weight 2). It offers green-level protection at a bargain value.

----

!! Random Gear Generator Notes

If you want to modify my PHP code and host the new version, all I ask that that you give credit to Brice as creator of the original rules/tables and me (PK Levine) as creator of the digital version, and link to both our sites ([[https://arfe.net/savage-borderlands/ | Brice's]] / [[Savage Borderlands | mine]]).

# '''Barrels:''' Wherever multiple barrels add a flat bonus to damage, they add the same bonus to hit, analogous to a double-tap or 3RB.

# '''Clip Capacity:''' Whenever this came in levels, I just used x1.44 each time, rounded up, which comes really close to x1.5, x2, and x3 but is easier because I'm lazy. :)

# '''Cryo:''' I added this late in the process, so the code is a bit ugly ("if"s instead of "switch" integration), but it has basically the same odds of showing up as any other element if you enable that option. Because I didn't have any tables of cool prefixes, I went with the narrative of "they're new weapons, so no one's given them catchy names yet"; all cryo weapons are "Icy" ("icee" for Bandit).

# '''Grenades:''' All grenades (including assault-rifle ones) are Heavy Weapons. The generator will produce standard Bandit and Tediore grenades; instead of a special ability, they receive one bonus improvement. Players who start off with white Bandit or Tediore grenades do get the free improvement, but it is ''always'' rolled randomly. Vladof Fire Bursts with 0 elemental damage are noted as getting "+1 incendiary" on their initial explosion to simulate the "slow burn" startup.

# '''Incendiary Weapons:''' To make up for incendiary weapons losing all AP, any AP improvements that were rolled are retroactively turned into added incendiary damage. (Lost inherent AP is just lost, sorry; that's intentional.)

# '''Jakobs:''' Jakobs can become Heavy Weapons; they just cannot do elemental damage. Jakobs shotguns do not get the Revolver tag.

# '''Limited Ammo:''' Pistols, SMGs, assault rifles, and shotguns with the Limited Ammo hindrance get +2 to clip size every time clip capacity comes up, not +1. Sniper rifles and rocket launchers still get just +1.

# '''Random with White Gear:''' This option presents a 50% chance of white gear, with chances for the other colors distributed proportionately across the remaining 50%.

# '''Rich and Filthy Rich:''' To represent these, just increase Rank by 1 or 2, respectively. This is why the Rank options go to "Legendary+2"; normal-income characters, even with hundreds of XPs, will never roll above Legendary. (Also, in our game, characters with these Edges get to ''build'' their starting green/blue equipment instead of having to roll it randomly.)

# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Note that their AP only applies to direct hits against hard targets (this is not stated consistently in the rulebook) and remains even for incendiary blasts. Also see notes for Torgue and Vladof.

# '''Rubberized Novice White Grenades:''' It's really not a "problem," but the random gear generation system has no provision for the possibility of rubberized grenades if no improvements are rolled -- even though rubberized is more of an "anti-improvement." To "fix" this, I made this silly add-on program: [[http://www.mygurps.com/rubberized.php | Rubberized Grenade Addition]].

# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields. Absorb shields are tweaked as noted above (in the Combat section), plus their absorb roll is now against a d12 (with a maximum of 9+) to better reflect how frequently they worked in the video game.

# '''Shotguns:''' The Auto-Shotgun improvement does not exist and Shotguns cannot be Revolvers or otherwise make Rapid Attacks via any means. Sorry, but resolving 24 attacks (quad barrels x six rapid attacks) as a single action is insane even by Borderlands standards. On the Shotgun Improvement Table, a 12 now adds Special Damage and a 16 adds Rapid Reload. I've tweaked the algorithm to make Explosive "only" 4x as common as each other element instead of 6x as common.

# '''Torgue:''' To represent their Low Rate of Fire hindrance, Torgue rocket launchers take an extra turn to reload; as compensation, they get ''two'' ranks of extra Damage instead of one.

# '''Vladof:''' As demonstrated in the '''''Marcus''''' guide, Vladof weapons don't actually improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Vladof sniper rifles instead gain the SA tag, except for the Droog as noted. Vladof rocket launchers cannot gain the Barrels improvement but their "rapid fire" is represented by a new property: "''Fast Rockets:'' Rolls to evade this explosion are at -4 instead of -2.''

----

Return to [[Savage Worlds]]
to:
* If you're not sure what shield to start off with, consider a white Tediore "My First Shield" (Capacity 4, Reactivity d4+1, Recharge Rate 2, Weight 2). It offers green-level protection at a bargain value.
March 09, 2018, at 09:06 AM by 104.251.247.127 -
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* General questions about the people, places, and things of Pandora just call for a Common Knowledge check, not a skill. For detailed questions about weaknesses and anatomy, use Survival for monsters and environmental hazards and use Repair for robots and vehicles.
to:
* General questions about the people, places, and things of Pandora just call for a Common Knowledge check, not a skill. To answer detailed questions about weaknesses and abilities, use Survival for monsters and environmental hazards and use Repair for robots and vehicles.
March 09, 2018, at 09:05 AM by 104.251.247.127 -
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# Relevant Knowledge Skills
to:
!!!! Relevant Knowledge Skills
March 09, 2018, at 09:05 AM by 104.251.247.127 -
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# '''"Ammo Hoarder" (New Edge, Seasoned):''' You may raise each of your maximum ammo counts an additional time, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.

# '''"Projected Power" (New Edge, Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing -- but ''not'' Self-Only (like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4).

# '''Rocket Launcher Ammo:''' You start able to hold 6 rockets. Each improvement adds +2 rockets, not +1. (Some Bandit and Vladof launchers have a 12-rocket clip, so it seems unfair to not allow PCs to hold at least that much!) As a side effect, the "DAW: Supply Drop" edge can grant 2 rockets instead of just 1.
to:
* '''"Ammo Hoarder" (New Edge, Seasoned):''' You may raise each of your maximum ammo counts an additional time, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.

* '''"Projected Power" (New Edge, Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing -- but ''not'' Self-Only (like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4).

* '''Rocket Launcher Ammo:''' You start able to hold 6 rockets. Each improvement adds +2 rockets, not +1. (Some Bandit and Vladof launchers have a 12-rocket clip, so it seems unfair to not allow PCs to hold at least that much!) As a side effect, the "DAW: Supply Drop" edge can grant 2 rockets instead of just 1.
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# '''Vault Hunter's Relic:''' You can spend a Benny to reroll a randomly generated item gained via a Loot Point (in combat or in downtime), but you ''must'' accept the new item (or spend one or more additional Bennies to keep trying).
to:
* '''Vault Hunter's Relic:''' You can spend a Benny to reroll a randomly generated item gained via a Loot Point (in combat or in downtime), but you ''must'' accept the new item (or spend one or more additional Bennies to keep trying).
Changed lines 41-54 from:
# '''Heavy Weapons:''' To preserve the tradition of blowing up vehicles with pistols and SMGs, non-HW weapons ''can'' harm heavy targets, but the attack always does one fewer wound (one wound becomes shaken, shaken becomes no effect). Grenades and rockets are always HW.

# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack also failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical failure usually sends it right back at the thrower.

# '''Shields:''' (1) Absorb shields only work when their Capacity is above 0, but they do add the ammo to your own supply; they apply to rockets, but only if you're ''directly'' hit, not just caught in the blast. (2) Anything that brings a shield's Capacity back up to maximum (including boosters) automatically re-enables it.

# '''Shotguns:''' A multi-barreled shotgun uses the automatic fire rules, with two changes. The upshot is that this only uses bullets equal to the number of shots (not squared). The drawback is that all of the attacks must target the same subject. You always make attacks equal to the ''lower'' of your barrels or the number of bullets left in your clip.

# '''Singularity Grenades:''' In addition to evading these at a penalty, targets must roll against the ''lower'' of Agility or Strength. (Good against rats, rakks, and baby monsters.)

# '''Stability:''' This is a bit weak as written, so instead it negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' a Snapfire penalty. The minimum penalty after reduction is -1; it cannot negate it ''completely.''

# '''Tediore Reload Grenades:''' A while back, the video game heavily revised how Tediores work, and it was a good change. To reflect this, if there is ammo left in the clip when you reload your Tediore, that ammo is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.
to:
* '''Heavy Weapons:''' To preserve the tradition of blowing up vehicles with pistols and SMGs, non-HW weapons ''can'' harm heavy targets, but the attack always does one fewer wound (one wound becomes shaken, shaken becomes no effect). Grenades and rockets are always HW.

* '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack also failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical failure usually sends it right back at the thrower.

* '''Shields:''' (1) Absorb shields only work when their Capacity is above 0, but they do add the ammo to your own supply; they apply to rockets, but only if you're ''directly'' hit, not just caught in the blast. (2) Anything that brings a shield's Capacity back up to maximum (including boosters) automatically re-enables it.

* '''Shotguns:''' A multi-barreled shotgun uses the automatic fire rules, with two changes. The upshot is that this only uses bullets equal to the number of shots (not squared). The drawback is that all of the attacks must target the same subject. You always make attacks equal to the ''lower'' of your barrels or the number of bullets left in your clip.

* '''Singularity Grenades:''' In addition to evading these at a penalty, targets must roll against the ''lower'' of Agility or Strength. (Good against rats, rakks, and baby monsters.)

* '''Stability:''' This is a bit weak as written, so instead it negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' a Snapfire penalty. The minimum penalty after reduction is -1; it cannot negate it ''completely.''

* '''Tediore Reload Grenades:''' A while back, the video game heavily revised how Tediores work, and it was a good change. To reflect this, if there is ammo left in the clip when you reload your Tediore, that ammo is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.
Changed line 57 from:
# '''Cryo:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken, which uses the normal rules.\\
to:
* '''Cryo:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken, which uses the normal rules.\\
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# '''Explosive:''' In addition to the listed area effect, this adds a flat +1 damage if the weapon uses bullets. (The gear generator already takes this into account; don't add it manually except as instructed for shotguns.)

# '''Incendiary:''' The damage bonus for SA double-taps and 3RB also applies to the added incendiary damage.
to:
* '''Explosive:''' In addition to the listed area effect, this adds a flat +1 damage if the weapon uses bullets. (The gear generator already takes this into account; don't add it manually except as instructed for shotguns.)

* '''Incendiary:''' The damage bonus for SA double-taps and 3RB also applies to the added incendiary damage.
Changed lines 67-68 from:
# '''Hyperion Infiltrator:''' Instead of an auto-shotgun, they have a triple-barreled shotgun with the same stats.
to:
* '''Hyperion Infiltrator:''' Instead of an auto-shotgun, they have a triple-barreled shotgun with the same stats.

# Relevant Knowledge Skills

* '''Battle:''' Tactics, leadership, assessing (but not fixing) weapons and armor
* '''Esoterica:''' What little is known about Vaults, aliens, Sirens, and other weird crap
* '''(Specific) Lore:''' Pick a gang, corporation, etc.; you know their dirty secrets and hidden resources
* '''Psychology:''' Guessing someone's motive, whether they're lying, what they want
* '''Science:''' Using lab gear, knowing weird properties of Eridium runoff, sounding smart

* General questions about the people, places, and things of Pandora just call for a Common Knowledge check, not a skill. For detailed questions about weaknesses and anatomy, use Survival for monsters and environmental hazards and use Repair for robots and vehicles
.
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Our game uses the following optional '''''Savage Worlds''''' rules (pp. 108-109): "Blood & Guts," "Critical Failures," and "Joker's Wild." (Plus the mandatory "No Power Points," of course.) In addition, the GM reserves the right to do something really mean and unfair on a critical failure, but if so, will pay the player a Benny as compensation.
to:
* Our game uses the following optional '''''Savage Worlds''''' rules (pp. 108-109): "Blood & Guts," "Critical Failures," and "Joker's Wild." (Plus the mandatory "No Power Points," of course.) In addition, the GM reserves the right to do something really mean and unfair on a critical failure, but if so, will pay the player a Benny as compensation.
March 09, 2018, at 06:58 AM by 104.251.247.127 -
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!!!! Ammo
to:
!!!! Ammo and New Edges
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# '''Rocket Launchers:''' You start able to hold 6 rockets. Each improvement adds +2 rockets, not +1. (Some Bandit and Vladof launchers have a 12-rocket clip, so it seems unfair to not allow PCs to hold at least that much!) As a side effect, the "DAW: Supply Drop" edge can grant 2 rockets instead of just 1.
to:
# '''"Projected Power" (New Edge, Siren, Seasoned):''' Choose one power with a range of Touch, like Deflection or Healing -- but ''not'' Self-Only (like Resilience). That power now has a base range of Smarts, and you can extend it further for a -1 penalty per additional increment (e.g., -3 for up to Smarts x 4).

# '''Rocket Launcher Ammo
:''' You start able to hold 6 rockets. Each improvement adds +2 rockets, not +1. (Some Bandit and Vladof launchers have a 12-rocket clip, so it seems unfair to not allow PCs to hold at least that much!) As a side effect, the "DAW: Supply Drop" edge can grant 2 rockets instead of just 1.
March 09, 2018, at 05:10 AM by 104.251.247.127 -
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# '''Singularity Grenades:''' Instead of a -1 penalty, targets trying to evade a singularity grenade must roll against the ''lower'' of Agility or Strength.
to:
# '''Singularity Grenades:''' In addition to evading these at a penalty, targets must roll against the ''lower'' of Agility or Strength. (Good against rats, rakks, and baby monsters.)
March 09, 2018, at 04:47 AM by 104.251.247.127 -
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# '''Incendiary Weapons:''' To make up for incendiary weapons losing all AP, any AP improvements that were rolled are retroactively turned into added incendiary damage.
to:
# '''Incendiary Weapons:''' To make up for incendiary weapons losing all AP, any AP improvements that were rolled are retroactively turned into added incendiary damage. (Lost inherent AP is just lost, sorry; that's intentional.)
March 09, 2018, at 04:46 AM by 104.251.247.127 -
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# '''Grenades:''' All grenades (including assault-rifle ones) are Heavy Weapons. The generator will produce standard Bandit and Tediore grenades; instead of a special ability, they receive one bonus improvement. Players who start off with white Bandit or Tediore grenades do get the free improvement, but it is ''always'' rolled randomly. Vladof Fire Bursts with 0 elemental damage are noted as getting "+1 incendiary" on their first round to simulate the "slow burn" startup.
to:
# '''Grenades:''' All grenades (including assault-rifle ones) are Heavy Weapons. The generator will produce standard Bandit and Tediore grenades; instead of a special ability, they receive one bonus improvement. Players who start off with white Bandit or Tediore grenades do get the free improvement, but it is ''always'' rolled randomly. Vladof Fire Bursts with 0 elemental damage are noted as getting "+1 incendiary" on their initial explosion to simulate the "slow burn" startup.
March 09, 2018, at 04:45 AM by 104.251.247.127 -
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# '''Cryo:''' I added this late in the process, so the code is a bit ugly ("if"s instead of "switch" integration), but it has basically the same odds of showing up as any other element if you enable that option.
to:
# '''Cryo:''' I added this late in the process, so the code is a bit ugly ("if"s instead of "switch" integration), but it has basically the same odds of showing up as any other element if you enable that option. Because I didn't have any tables of cool prefixes, I went with the narrative of "they're new weapons, so no one's given them catchy names yet"; all cryo weapons are "Icy" ("icee" for Bandit).
March 09, 2018, at 02:31 AM by 104.251.247.127 -
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''Effects of being frozen:'' (1) Victim's Evade rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8, reduce it to 8 and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from ''any'' melee attack, or from explosive or non-elemental ranged attacks.
to:
''Effects of being frozen:'' (1) Victim's Evade rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8", reduce it to 8" and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from ''any'' melee attack, or from explosive or non-elemental ranged attacks.
March 09, 2018, at 02:20 AM by 104.251.247.127 -
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# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack also failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical failure almost always sends it right back at the thrower.
to:
# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack also failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical failure usually sends it right back at the thrower.
March 09, 2018, at 02:20 AM by 104.251.247.127 -
Changed line 41 from:
# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack also failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical (double 1s) almost always sends it right back at the thrower.
to:
# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack also failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical failure almost always sends it right back at the thrower.
March 09, 2018, at 02:18 AM by 104.251.247.127 -
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# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical (double 1s) almost always sends it right back at the thrower.

# '''Shields:''' Absorb shields only work when their Capacity is above 0, but they do add the ammo to your own supply. Boosters from Booster shields ''do'' re-enable a shield if they raise its Capacity back to maximum.

#
'''Shotguns:''' A multi-barreled shotgun uses the automatic fire rules, with two changes. First, this only costs bullets equal to the number of barrels. Second, all of the attacks must target the same subject. You always make attacks equal to the lower of your barrels or the number of bullets left in your clip.
to:
# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack also failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical (double 1s) almost always sends it right back at the thrower.

# '''Shields:''' (1) Absorb shields only work when their Capacity is above 0, but they do add the ammo to your own supply; they apply to rockets, but only if you're ''directly'' hit, not just caught in the blast. (2) Anything that brings a shield's Capacity back up to maximum (including boosters) automatically re-enables it.

# '''Shotguns:''' A multi-barreled shotgun uses the automatic fire rules, with two changes. The upshot is that this only uses bullets equal to the number of shots (not squared). The drawback is that all of the attacks must target the same subject. You always make attacks equal to the ''lower''
of your barrels or the number of bullets left in your clip.
March 09, 2018, at 02:15 AM by 104.251.247.127 -
Changed line 35 from:
# '''Vault Hunter's Relic:''' You can spend a Benny to reroll a weapon gained via a Loot Point (in combat or in downtime), but you ''must'' accept the new weapon (or spend one or more additional Bennies to keep trying).
to:
# '''Vault Hunter's Relic:''' You can spend a Benny to reroll a randomly generated item gained via a Loot Point (in combat or in downtime), but you ''must'' accept the new item (or spend one or more additional Bennies to keep trying).
March 09, 2018, at 02:14 AM by 104.251.247.127 -
Changed line 35 from:
# You can spend a Benny to reroll a weapon gained via a Loot Point (in combat or in downtime), but you ''must'' accept the new weapon (or spend one or more additional Bennies to keep trying).
to:
# '''Vault Hunter's Relic:''' You can spend a Benny to reroll a weapon gained via a Loot Point (in combat or in downtime), but you ''must'' accept the new weapon (or spend one or more additional Bennies to keep trying).
March 09, 2018, at 02:13 AM by 104.251.247.127 -
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''Effects of being frozen:'' (1) Victim's Evade rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8, reduce it to 8 and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from ''any'' melee attack, or from non-elemental or explosive ranged attacks.
to:
''Effects of being frozen:'' (1) Victim's Evade rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8, reduce it to 8 and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from ''any'' melee attack, or from explosive or non-elemental ranged attacks.
March 09, 2018, at 02:13 AM by 104.251.247.127 -
Changed line 55 from:
# '''Cryo Damage:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken, which uses the normal rules.\\
to:
# '''Cryo:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken, which uses the normal rules.\\
Changed lines 59-61 from:
# '''Explosive Damage:''' In addition to the listed area effect, this adds a flat +1 damage if the weapon uses bullets. (The gear generator already takes this into account; don't add it manually except as instructed for shotguns.)

# '''Incendiary Damage:''' The damage bonus for SA double-taps and 3RB also applies to the added incendiary damage.
to:
# '''Explosive:''' In addition to the listed area effect, this adds a flat +1 damage if the weapon uses bullets. (The gear generator already takes this into account; don't add it manually except as instructed for shotguns.)

# '''Incendiary:''' The damage bonus for SA double-taps and 3RB also applies to the added incendiary damage.
March 09, 2018, at 02:12 AM by 104.251.247.127 -
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!!!! Bennies

# You can spend a Benny to reroll a weapon gained via a Loot Point (in combat or in downtime), but you ''must'' accept the new weapon (or spend one or more additional Bennies to keep trying).

Deleted lines 38-43:
# '''Cryo Damage:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken, which uses the normal rules.\\
\\
''Effects of being frozen:'' (1) Victim's Evade rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8, reduce it to 8 and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from ''any'' melee attack, or from non-elemental or explosive ranged attacks.

# '''Explosive Damage:''' In addition to the listed area effect, this adds a flat +1 damage if the weapon uses bullets. (The gear generator already takes this into account; don't add it manually except as instructed for shotguns.)

Deleted lines 40-41:
# '''Incendiary Damage:''' The damage bonus for SA double-taps and 3RB also applies to the added incendiary damage.
Added lines 52-61:

!!!! Elemental Damage

# '''Cryo Damage:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken, which uses the normal rules.\\
\\
''Effects of being frozen:'' (1) Victim's Evade rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8, reduce it to 8 and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from ''any'' melee attack, or from non-elemental or explosive ranged attacks.

# '''Explosive Damage:''' In addition to the listed area effect, this adds a flat +1 damage if the weapon uses bullets. (The gear generator already takes this into account; don't add it manually except as instructed for shotguns.)

# '''Incendiary Damage:''' The damage bonus for SA double-taps and 3RB also applies to the added incendiary damage.
March 09, 2018, at 02:01 AM by 104.251.247.127 -
Changed line 97 from:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields. Absorb shields are tweaked as noted above (in the Combat section), plus their absorb roll is now against a d12 to better reflect how frequently they worked in the video game.
to:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields. Absorb shields are tweaked as noted above (in the Combat section), plus their absorb roll is now against a d12 (with a maximum of 9+) to better reflect how frequently they worked in the video game.
March 09, 2018, at 02:00 AM by 104.251.247.127 -
Changed line 37 from:
''Effects of being frozen:'' (1) Victim's Evade rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8, reduce it to 8 and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from non-elemental, explosive, or melee attacks.
to:
''Effects of being frozen:'' (1) Victim's Evade rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8, reduce it to 8 and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from ''any'' melee attack, or from non-elemental or explosive ranged attacks.
March 09, 2018, at 01:56 AM by 104.251.247.127 -
Changed line 81 from:
# '''Grenades:''' All grenades (including assault-rifle ones) are Heavy Weapons. The generator will produce standard Bandit and Tediore grenades; instead of a special ability, they receive one bonus improvement. Players who start off with white Bandit or Tediore grenades do get the free improvement, but it is ''always'' rolled randomly.
to:
# '''Grenades:''' All grenades (including assault-rifle ones) are Heavy Weapons. The generator will produce standard Bandit and Tediore grenades; instead of a special ability, they receive one bonus improvement. Players who start off with white Bandit or Tediore grenades do get the free improvement, but it is ''always'' rolled randomly. Vladof Fire Bursts with 0 elemental damage are noted as getting "+1 incendiary" on their first round to simulate the "slow burn" startup.
March 09, 2018, at 01:54 AM by 104.251.247.127 -
Changed line 37 from:
''Effects of being frozen:'' (1) Victim's Pace, and any Evade roll attempted, are reduced by ''twice'' the cryo level. If their Pace was higher than 8, reduce it to 8 and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from non-elemental, explosive, or melee attacks.
to:
''Effects of being frozen:'' (1) Victim's Evade rolls and Pace are reduced by ''twice'' the cryo level. If their Pace was higher than 8, reduce it to 8 and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from non-elemental, explosive, or melee attacks.
March 09, 2018, at 01:52 AM by 104.251.247.127 -
Changed line 37 from:
''Effects of being frozen:'' (1) Victim's Pace is reduced by ''twice'' the cryo level. (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from non-elemental, explosive, or melee attacks.
to:
''Effects of being frozen:'' (1) Victim's Pace, and any Evade roll attempted, are reduced by ''twice'' the cryo level. If their Pace was higher than 8, reduce it to 8 and ''then'' apply this penalty! (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from non-elemental, explosive, or melee attacks.
March 08, 2018, at 07:19 PM by 104.251.247.127 -
Added lines 76-77:

# '''Clip Capacity:''' Whenever this came in levels, I just used x1.44 each time, rounded up, which comes really close to x1.5, x2, and x3 but is easier because I'm lazy. :)
March 08, 2018, at 06:53 PM by 104.251.247.127 -
Added lines 76-77:

# '''Cryo:''' I added this late in the process, so the code is a bit ugly ("if"s instead of "switch" integration), but it has basically the same odds of showing up as any other element if you enable that option.
March 08, 2018, at 06:42 PM by 104.251.247.127 -
Added lines 73-74:
If you want to modify my PHP code and host the new version, all I ask that that you give credit to Brice as creator of the original rules/tables and me (PK Levine) as creator of the digital version, and link to both our sites ([[https://arfe.net/savage-borderlands/ | Brice's]] / [[Savage Borderlands | mine]]).
Deleted lines 85-86:

# '''Raw Code:''' [[https://1drv.ms/u/s!AvT-KVJtCzMmgegts1SvWIgIbpxuBA | Here is a ZIP file with the PHP]], for easy downloading. If you want to modify it and host the new version, all I ask that that you give credit to Brice as creator of the original rules/tables and me (PK Levine) as creator of the digital version, and link to both our sites ([[https://arfe.net/savage-borderlands/ | Brice's]] / [[Savage Borderlands | mine]]).
March 08, 2018, at 06:39 PM by 104.251.247.127 -
Added lines 47-48:
# '''Shields:''' Absorb shields only work when their Capacity is above 0, but they do add the ammo to your own supply. Boosters from Booster shields ''do'' re-enable a shield if they raise its Capacity back to maximum.
Changed line 93 from:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields.
to:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields. Absorb shields are tweaked as noted above (in the Combat section), plus their absorb roll is now against a d12 to better reflect how frequently they worked in the video game.
March 08, 2018, at 06:37 PM by 104.251.247.127 -
Changed line 91 from:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. To reflect how they work in the video game, Absorb shields do add the bullet(s) to your ammo supply, but only work when Capacity is above 0 and the roll is a 12 on a d12 (maximum 9-12). Boosters from Booster shields ''do'' re-enable a shield if they raise its Capacity back to maximum. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields.
to:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields.
March 08, 2018, at 05:56 PM by 104.251.247.127 -
Changed line 35 from:
# '''Cryo Damage:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken (using the normal rules).\\
to:
# '''Cryo Damage:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken, which uses the normal rules.\\
March 08, 2018, at 05:56 PM by 104.251.247.127 -
Changed line 35 from:
# '''Cryo Damage:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is ''frozen'' until they recover from being Shaken (using the normal rules).\\
to:
# '''Cryo Damage:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is (semi-) ''frozen'' until they recover from being Shaken (using the normal rules).\\
March 08, 2018, at 05:55 PM by 104.251.247.127 -
Changed lines 35-37 from:
# '''Cryo Damage:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is ''frozen'' until they recover from being Shaken (using the normal rules). While frozen, their Pace is reduced by ''twice'' the cryo damage level (minimum Pace 0) -- double this effect for flyers! -- and all non-elemental or explosive attacks against the subject receive a damage bonus equal to the cryo damage level.
to:
# '''Cryo Damage:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is ''frozen'' until they recover from being Shaken (using the normal rules).\\
\\
''Effects of being
frozen:'' (1) Victim's Pace is reduced by ''twice'' the cryo level. (2) All "impact damage" against victim gets a damage bonus equal to the cryo level. "Impact damage" comes from non-elemental, explosive, or melee attacks.
March 08, 2018, at 05:13 PM by 104.251.247.127 -
Changed line 35 from:
# '''Cryo Damage:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is ''frozen'' until they recover from being Shaken (using the normal rules). While frozen, their Pace is reduced by ''twice'' the cryo damage level (minimum Pace 0) and all non-elemental and explosive attacks against the subject receive a damage bonus equal to the cryo damage level.
to:
# '''Cryo Damage:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is ''frozen'' until they recover from being Shaken (using the normal rules). While frozen, their Pace is reduced by ''twice'' the cryo damage level (minimum Pace 0) -- double this effect for flyers! -- and all non-elemental or explosive attacks against the subject receive a damage bonus equal to the cryo damage level.
March 08, 2018, at 05:08 PM by 104.251.247.127 -
Added lines 34-35:

# '''Cryo Damage:''' This has been imported to Pandora, though its effects are a bit less game-breaking than they were in The Pre-Sequel. Cryo doesn't directly affect a weapon's damage. However, anyone Shaken by a cryo attack is ''frozen'' until they recover from being Shaken (using the normal rules). While frozen, their Pace is reduced by ''twice'' the cryo damage level (minimum Pace 0) and all non-elemental and explosive attacks against the subject receive a damage bonus equal to the cryo damage level.
March 08, 2018, at 11:46 AM by 104.251.247.127 -
Changed line 47 from:
# '''Stability:''' This is a bit weak as written, so instead it negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' a Snapfire penalty. It can negate the full penalty but will never provide a net bonus.
to:
# '''Stability:''' This is a bit weak as written, so instead it negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' a Snapfire penalty. The minimum penalty after reduction is -1; it cannot negate it ''completely.''
March 08, 2018, at 11:12 AM by 104.251.247.127 -
Changed line 45 from:
# '''Singularity Grenades:''' In addition to the listed effects, targets trying to evade a singularity grenade roll against the ''lower'' of Agility or Strength.
to:
# '''Singularity Grenades:''' Instead of a -1 penalty, targets trying to evade a singularity grenade must roll against the ''lower'' of Agility or Strength.
March 08, 2018, at 08:35 AM by 104.251.247.127 -
Changed line 93 from:
# '''Vladof:''' As demonstrated in the '''''Marcus''''' guide, Vladof weapons don't actually improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Sniper rifles instead gain the SA tag, except for the Droog as noted. Rocket launchers cannot gain the Barrels improvement but their "rapid fire" is represented by a new property: "''Fast Rockets:'' Rolls to evade this explosion are at -4 instead of -2.''
to:
# '''Vladof:''' As demonstrated in the '''''Marcus''''' guide, Vladof weapons don't actually improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Vladof sniper rifles instead gain the SA tag, except for the Droog as noted. Vladof rocket launchers cannot gain the Barrels improvement but their "rapid fire" is represented by a new property: "''Fast Rockets:'' Rolls to evade this explosion are at -4 instead of -2.''
March 08, 2018, at 08:34 AM by 104.251.247.127 -
Changed line 35 from:
# '''Explosive Damage:''' In addition to the listed effects, this adds a flat +1 damage if the weapon uses bullets.
to:
# '''Explosive Damage:''' In addition to the listed area effect, this adds a flat +1 damage if the weapon uses bullets. (The gear generator already takes this into account; don't add it manually except as instructed for shotguns.)
March 08, 2018, at 08:33 AM by 104.251.247.127 -
Changed lines 35-36 from:
# '''Heavy Weapons:''' To preserve the tradition of blowing up vehicles with pistols and SMGs, non-HW weapons ''can'' harm heavy targets, but the attack always does one fewer wound (one wound becomes shaken, shaken becomes no effect).
to:
# '''Explosive Damage:''' In addition to the listed effects, this adds a flat +1 damage if the weapon uses bullets.

# '''Heavy Weapons:''' To preserve
the tradition of blowing up vehicles with pistols and SMGs, non-HW weapons ''can'' harm heavy targets, but the attack always does one fewer wound (one wound becomes shaken, shaken becomes no effect). Grenades and rockets are always HW.
Deleted lines 68-69:
# '''Explosive Damage:''' The existing rules simulate the area effect of explosive weapons well, but not how they actually ''do more damage'' to their targets. As such, explosive bullets do an extra flat +1 damage. (This admittedly adds a bit of complexity to shotguns, as this flat add isn't affected by range.)
Changed line 87 from:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Absorb shields do add the bullet(s) to your ammo supply, but only work when Capacity is above 0 and the roll is a 12 on a d12 (maximum 9-12). Boosters from Booster shields ''do'' re-enable a shield if they raise its Capacity back to maximum. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields.
to:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. To reflect how they work in the video game, Absorb shields do add the bullet(s) to your ammo supply, but only work when Capacity is above 0 and the roll is a 12 on a d12 (maximum 9-12). Boosters from Booster shields ''do'' re-enable a shield if they raise its Capacity back to maximum. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields.
March 08, 2018, at 08:28 AM by 104.251.247.127 -
Changed line 12 from:
--> -- A form-fillable version of the official SW sheet
to:
--> -- A form-fillable version of the official SW sheet (I didn't make this one, I just like it)
March 07, 2018, at 07:55 PM by 104.251.247.127 -
Added lines 78-79:

# '''Raw Code:''' [[https://1drv.ms/u/s!AvT-KVJtCzMmgegts1SvWIgIbpxuBA | Here is a ZIP file with the PHP]], for easy downloading. If you want to modify it and host the new version, all I ask that that you give credit to Brice as creator of the original rules/tables and me (PK Levine) as creator of the digital version, and link to both our sites ([[https://arfe.net/savage-borderlands/ | Brice's]] / [[Savage Borderlands | mine]]).
March 07, 2018, at 03:52 PM by 104.251.247.127 -
Changed line 83 from:
# '''Rubberized Novice White Grenades:'' It's really not a "problem," but the random gear generation system has no provision for the possibility of rubberized grenades if no improvements are rolled -- even though rubberized is more of an "anti-improvement." To "fix" this, I made this silly add-on program: [[http://www.mygurps.com/rubberized.php | Rubberized Grenade Addition]].
to:
# '''Rubberized Novice White Grenades:''' It's really not a "problem," but the random gear generation system has no provision for the possibility of rubberized grenades if no improvements are rolled -- even though rubberized is more of an "anti-improvement." To "fix" this, I made this silly add-on program: [[http://www.mygurps.com/rubberized.php | Rubberized Grenade Addition]].
March 07, 2018, at 03:52 PM by 104.251.247.127 -
Added lines 82-83:

# '''Rubberized Novice White Grenades:'' It's really not a "problem," but the random gear generation system has no provision for the possibility of rubberized grenades if no improvements are rolled -- even though rubberized is more of an "anti-improvement." To "fix" this, I made this silly add-on program: [[http://www.mygurps.com/rubberized.php | Rubberized Grenade Addition]].
March 07, 2018, at 03:25 PM by 104.251.247.127 -
Changed line 59 from:
* If you're not sure what shield to start off with, consider a white Tediore "My First Shield" (Capacity 4, Reactivity d4+1, Recharge Rate 2, Weight 2). It offers green-level protection at a white price.
to:
* If you're not sure what shield to start off with, consider a white Tediore "My First Shield" (Capacity 4, Reactivity d4+1, Recharge Rate 2, Weight 2). It offers green-level protection at a bargain value.
March 07, 2018, at 03:25 PM by 104.251.247.127 -
Added lines 56-59:

!!!! Suggestions

* If you're not sure what shield to start off with, consider a white Tediore "My First Shield" (Capacity 4, Reactivity d4+1, Recharge Rate 2, Weight 2). It offers green-level protection at a white price.
March 07, 2018, at 02:48 PM by 104.251.247.127 -
Added lines 42-43:

# '''Singularity Grenades:''' In addition to the listed effects, targets trying to evade a singularity grenade roll against the ''lower'' of Agility or Strength.
March 07, 2018, at 02:39 PM by 104.251.247.127 -
Changed lines 55-57 from:
!! Random Gear Generator
to:
----

!! Random Gear Generator Notes
March 07, 2018, at 02:39 PM by 104.251.247.127 -
Added lines 68-69:

# '''Random with White Gear:''' This option presents a 50% chance of white gear, with chances for the other colors distributed proportionately across the remaining 50%.
March 07, 2018, at 02:37 PM by 104.251.247.127 -
Changed line 45 from:
# '''Tediore Reload Grenades:''' A patch for the video game heavily revised how Tediores work, but it was a good change. To reflect this, if there is ammo left in the clip when you reload your Tediore, that ammo is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.
to:
# '''Tediore Reload Grenades:''' A while back, the video game heavily revised how Tediores work, and it was a good change. To reflect this, if there is ammo left in the clip when you reload your Tediore, that ammo is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.
March 07, 2018, at 02:07 PM by 104.251.247.127 -
Changed line 45 from:
# '''Tediore Reload Grenades:''' A patch for the video game heavily revised how Tediores work. As such, if there is ammo left in the clip when you reload, it is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.
to:
# '''Tediore Reload Grenades:''' A patch for the video game heavily revised how Tediores work, but it was a good change. To reflect this, if there is ammo left in the clip when you reload your Tediore, that ammo is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.
March 07, 2018, at 02:06 PM by 104.251.247.127 -
Changed line 45 from:
# '''Tediore Reload Grenades:''' The video game heavily revised how Tediores work. As such, if there is ammo left in the clip when you reload, it is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.
to:
# '''Tediore Reload Grenades:''' A patch for the video game heavily revised how Tediores work. As such, if there is ammo left in the clip when you reload, it is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.
March 07, 2018, at 02:06 PM by 104.251.247.127 -
Changed line 45 from:
# '''Tediore Reload Grenades:''' If there is ammo left in the clip, it is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.
to:
# '''Tediore Reload Grenades:''' The video game heavily revised how Tediores work. As such, if there is ammo left in the clip when you reload, it is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.
March 07, 2018, at 02:04 PM by 104.251.247.127 -
Changed line 31 from:
# '''Rocket Launchers:''' Improving your ammo maximum for RPGs adds +2 ammo, not +1. The "Supply Drop" edge can also give 2 rockets, not 1.
to:
# '''Rocket Launchers:''' You start able to hold 6 rockets. Each improvement adds +2 rockets, not +1. (Some Bandit and Vladof launchers have a 12-rocket clip, so it seems unfair to not allow PCs to hold at least that much!) As a side effect, the "DAW: Supply Drop" edge can grant 2 rockets instead of just 1.
March 07, 2018, at 01:52 PM by 104.251.247.127 -
Changed lines 17-18 from:
-> [[https://1drv.ms/b/s!AvT-KVJtCzMmgegedc92wEmq18YjoQ | Savage Borderlands Gear Keyword Cheat Sheet]]
--> -- A summary of the keywords that firearms, grenade mods, and shields use
to:
-> [[https://1drv.ms/b/s!AvT-KVJtCzMmgegedc92wEmq18YjoQ | Savage Borderlands "Gear Keywords" Cheat Sheet]]
--> -- A summary of the many keywords that firearms, grenade mods, and shields use
March 07, 2018, at 01:51 PM by 104.251.247.127 -
Added lines 17-18:
-> [[https://1drv.ms/b/s!AvT-KVJtCzMmgegedc92wEmq18YjoQ | Savage Borderlands Gear Keyword Cheat Sheet]]
--> -- A summary of the keywords that firearms, grenade mods, and shields use
March 07, 2018, at 01:47 PM by 104.251.247.127 -
Changed line 37 from:
# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical failure (double 1s) almost always sends it right back at the thrower.
to:
# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical (double 1s) almost always sends it right back at the thrower.
March 07, 2018, at 01:47 PM by 104.251.247.127 -
Changed line 37 from:
# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target. A critical failure (double 1s) automatically sends it right back at the thrower!
to:
# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target! A critical failure (double 1s) almost always sends it right back at the thrower.
March 07, 2018, at 01:43 PM by 104.251.247.127 -
Changed line 51 from:
Our game uses the following optional '''''Savage Worlds''''' rules (pp. 108-109): "Blood & Guts," "Critical Failures," and "Joker's Wild." In addition, the GM reserves the right to do something really mean and unfair on a critical failure, but if so, will pay the player a Benny as compensation.
to:
Our game uses the following optional '''''Savage Worlds''''' rules (pp. 108-109): "Blood & Guts," "Critical Failures," and "Joker's Wild." (Plus the mandatory "No Power Points," of course.) In addition, the GM reserves the right to do something really mean and unfair on a critical failure, but if so, will pay the player a Benny as compensation.
March 07, 2018, at 01:43 PM by 104.251.247.127 -
Changed lines 49-51 from:
!!!! General

# '''Critical Failures:''' Rolling double 1s is a
''critical failure.'' You cannot spend a Benny to reroll it. The GM will either shaft you in a reasonable way ''or'' shaft you in an unfair way but also give you a Benny.
to:
!!!! Setting Rules

Our game uses the following optional
'''''Savage Worlds''''' rules (pp. 108-109): "Blood & Guts," "Critical Failures," and "Joker's Wild." In addition, the GM reserves the right to do something really mean and unfair on a critical failure, but if so, will pay the player a Benny as compensation.
March 07, 2018, at 01:38 PM by 104.251.247.127 -
Changed line 51 from:
# '''Critical Failures:''' Rolling double 1s is a ''critical failure;'' the GM will come up with something suitably evil to happen. You cannot spend a Benny to reroll it.
to:
# '''Critical Failures:''' Rolling double 1s is a ''critical failure.'' You cannot spend a Benny to reroll it. The GM will either shaft you in a reasonable way ''or'' shaft you in an unfair way but also give you a Benny.
March 07, 2018, at 01:36 PM by 104.251.247.127 -
Added lines 48-51:

!!!! General

# '''Critical Failures:''' Rolling double 1s is a ''critical failure;'' the GM will come up with something suitably evil to happen. You cannot spend a Benny to reroll it.
March 07, 2018, at 01:34 PM by 104.251.247.127 -
Changed line 49 from:
!!!! Random Gear Generator
to:
!! Random Gear Generator
March 07, 2018, at 01:27 PM by 104.251.247.127 -
Changed line 73 from:
# '''Vladof:''' As demonstrated in the '''''Marcus''''' guide, Vladof weapons do not improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Sniper rifles instead gain the SA tag, except for the Droog as noted. Rocket launchers cannot gain the Barrels improvement but have a new property: "''Fast Rockets:'' Rolls to evade this explosion are at -4 instead of -2.''
to:
# '''Vladof:''' As demonstrated in the '''''Marcus''''' guide, Vladof weapons don't actually improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Sniper rifles instead gain the SA tag, except for the Droog as noted. Rocket launchers cannot gain the Barrels improvement but their "rapid fire" is represented by a new property: "''Fast Rockets:'' Rolls to evade this explosion are at -4 instead of -2.''
March 07, 2018, at 01:26 PM by 104.251.247.127 -
Changed line 49 from:
!!!! Random Gear Generator: My Changes
to:
!!!! Random Gear Generator
March 07, 2018, at 01:21 PM by 104.251.247.127 -
Changed line 16 from:
--> -- A variant of the above, with more room per item but fewer items per page
to:
--> -- A variant of the above, with more room per item but half as many items per page
March 07, 2018, at 01:19 PM by 104.251.247.127 -
Changed line 12 from:
--> A form-fillable version of the official SW sheet
to:
--> -- A form-fillable version of the official SW sheet
Changed line 14 from:
--> A printer-friendly sheet with room for 8 guns, 4 grenade mods, and 2 shields
to:
--> -- A printer-friendly sheet with room for 8 guns, 4 grenade mods, and 2 shields
Changed line 16 from:
--> A variant of the above, with more room per item but fewer items per page
to:
--> -- A variant of the above, with more room per item but fewer items per page
Changed line 18 from:
--> The rules for sirens are a bit scattered, so this collects them in one place
to:
--> -- The rules for sirens are a bit scattered, so this collects them in one place
March 07, 2018, at 01:18 PM by 104.251.247.127 -
Added lines 9-18:

!! Additional Forms and Sheets
-> [[https://1drv.ms/b/s!AvT-KVJtCzMmgegoxGI-XbyorR3o0A | Savage Worlds Character Sheet]]
--> A form-fillable version of the official SW sheet
-> [[https://1drv.ms/b/s!AvT-KVJtCzMmgegYga3ioFpPwmtCRg | Savage Borderlands Gear Sheet]]
--> A printer-friendly sheet with room for 8 guns, 4 grenade mods, and 2 shields
-> [[https://1drv.ms/b/s!AvT-KVJtCzMmgegfx6Di7bf1ezlPCA | Savage Borderlands Gear Sheet - Oversized]]
--> A variant of the above, with more room per item but fewer items per page
-> [[https://1drv.ms/b/s!AvT-KVJtCzMmgegnchOxuZ6i-lgmkA | Savage Borderlands One-Page Sirens]]
--> The rules for sirens are a bit scattered, so this collects them in one place
March 07, 2018, at 12:25 PM by 104.251.247.127 -
Changed line 57 from:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Absorb shields do add the bullet(s) to your ammo supply, but only work when Capacity is above 0 and the roll is a 12 on a d12. Boosters from Booster shields ''do'' re-enable a shield if they raise its Capacity back to maximum. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields.
to:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Absorb shields do add the bullet(s) to your ammo supply, but only work when Capacity is above 0 and the roll is a 12 on a d12 (maximum 9-12). Boosters from Booster shields ''do'' re-enable a shield if they raise its Capacity back to maximum. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields.
March 07, 2018, at 11:56 AM by 104.251.247.127 -
Changed line 43 from:
# '''Explosive Damage:''' The existing rules simulate the area effect of explosive weapons well, but not how they actually ''do more damage'' to their targets. As such, explosive bullets do an extra flat +1 damage.
to:
# '''Explosive Damage:''' The existing rules simulate the area effect of explosive weapons well, but not how they actually ''do more damage'' to their targets. As such, explosive bullets do an extra flat +1 damage. (This admittedly adds a bit of complexity to shotguns, as this flat add isn't affected by range.)
March 07, 2018, at 10:55 AM by 104.251.247.127 -
March 07, 2018, at 10:55 AM by 104.251.247.127 -
Changed lines 27-28 from:
# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. (If the attack failed, then it deviates ''twice,'' though any path back toward the target on the second bounce must be rerolled once.) A critical failure (double 1s) automatically sends it right back at the thrower!
to:
# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. If the attack failed, then it deviates ''twice,'' which (if you're lucky) could actually send it back at the original target. A critical failure (double 1s) automatically sends it right back at the thrower!
Changed lines 39-40 from:
!!!! Random Gear Generator Changes
to:
!!!! Random Gear Generator: My Changes
Added lines 42-43:

# '''Explosive Damage:''' The existing rules simulate the area effect of explosive weapons well, but not how they actually ''do more damage'' to their targets. As such, explosive bullets do an extra flat +1 damage.
March 07, 2018, at 04:31 AM by 104.251.247.127 -
Changed line 57 from:
# '''Shotguns:''' The Auto-Shotgun improvement does not exist and Shotguns cannot be Revolvers or otherwise make Rapid Attacks via any means. Sorry, but resolving 24 attacks (quad barrels x six rapid attacks) as a single action is insane even by Borderlands standards. On the Shotgun Improvement Table, a 12 now adds Special Damage and a 16 adds Rapid Reload.
to:
# '''Shotguns:''' The Auto-Shotgun improvement does not exist and Shotguns cannot be Revolvers or otherwise make Rapid Attacks via any means. Sorry, but resolving 24 attacks (quad barrels x six rapid attacks) as a single action is insane even by Borderlands standards. On the Shotgun Improvement Table, a 12 now adds Special Damage and a 16 adds Rapid Reload. I've tweaked the algorithm to make Explosive "only" 4x as common as each other element instead of 6x as common.
March 06, 2018, at 04:27 PM by 104.251.247.127 -
Added lines 24-25:

# '''Incendiary Damage:''' The damage bonus for SA double-taps and 3RB also applies to the added incendiary damage.
March 06, 2018, at 04:19 PM by 104.251.247.127 -
Changed line 25 from:
# '''Rubberized Grenades:''' A 1 on the skill die means that the grenade bounces in a random direction, regardless of the wild die. A critical failure (double 1s) automatically sends it right back at the thrower!
to:
# '''Rubberized Grenades:''' A 1 on the skill die, regardless of the Wild Die, means that the grenade bounces in a random direction, deviating as per p. 79. (If the attack failed, then it deviates ''twice,'' though any path back toward the target on the second bounce must be rerolled once.) A critical failure (double 1s) automatically sends it right back at the thrower!
March 06, 2018, at 04:16 PM by 104.251.247.127 -
Changed line 53 from:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Absorb shields do add the bullet(s) to your ammo supply, but only work when Capacity is above 0 and the roll is a 12 on a d12. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields.
to:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Absorb shields do add the bullet(s) to your ammo supply, but only work when Capacity is above 0 and the roll is a 12 on a d12. Boosters from Booster shields ''do'' re-enable a shield if they raise its Capacity back to maximum. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields.
March 06, 2018, at 04:06 PM by 104.251.247.127 -
Changed line 53 from:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Absorb shields do add the bullet(s) to your ammo supply, but only work when Capacity is above 0 and the roll is a 12 on a d12. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness.
to:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Absorb shields do add the bullet(s) to your ammo supply, but only work when Capacity is above 0 and the roll is a 12 on a d12. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness. I've tweaked the algorithm to make Reactivity ''slightly'' less common for Bandit shields.
March 06, 2018, at 03:32 PM by 104.251.247.127 -
Changed line 49 from:
# '''Rich and Filthy Rich:''' To represent these, just increase Rank by 1 or 2, respectively. This is why the Rank options go to "Legendary+2"; normal-income characters, even with hundreds of XPs, will never roll above Legendary.
to:
# '''Rich and Filthy Rich:''' To represent these, just increase Rank by 1 or 2, respectively. This is why the Rank options go to "Legendary+2"; normal-income characters, even with hundreds of XPs, will never roll above Legendary. (Also, in our game, characters with these Edges get to ''build'' their starting green/blue equipment instead of having to roll it randomly.)
March 06, 2018, at 03:24 PM by 104.251.247.127 -
Changed line 19 from:
# '''Rocket Launchers:''' Improving your ammo maximum for RPGs adds +2 ammo, not +1.
to:
# '''Rocket Launchers:''' Improving your ammo maximum for RPGs adds +2 ammo, not +1. The "Supply Drop" edge can also give 2 rockets, not 1.
March 06, 2018, at 03:19 PM by 104.251.247.127 -
Added lines 48-49:

# '''Rich and Filthy Rich:''' To represent these, just increase Rank by 1 or 2, respectively. This is why the Rank options go to "Legendary+2"; normal-income characters, even with hundreds of XPs, will never roll above Legendary.
March 06, 2018, at 03:09 PM by 104.251.247.127 -
Changed lines 49-50 from:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Note that their AP only applies to direct hits against hard targets (this is not stated consistently in the rulebook) and remains even for incendiary blasts. To represent their Low Rate of Fire hindrance, Torgue rocket launchers take an extra turn to reload; as compensation, they get ''two'' ranks of extra Damage instead of one. Vladofs cannot gain the Barrels improvement but have a new property: "''Fast Rockets:'' Rolls to evade this explosion are at -4 instead of -2.''
to:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Note that their AP only applies to direct hits against hard targets (this is not stated consistently in the rulebook) and remains even for incendiary blasts. Also see notes for Torgue and Vladof.
Changed lines 53-55 from:
# '''Shotguns:''' The Auto-Shotgun improvement does not exist and Shotguns cannot make Rapid Attacks via any means. Sorry, but the idea of resolving 24 attacks (quad barrels x six rapid attacks) as a single action is insane even by Borderlands standards. On the Shotgun Improvement Table, a 12 now adds Special Damage and a 16 adds Rapid Reload.

# '''Vladof:''' As demonstrated in the '''''Marcus''''' guide, Vladof weapons do not improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Sniper rifles instead gain the SA tag, except for the Droog as noted. See Rocket Launchers, above.
to:
# '''Shotguns:''' The Auto-Shotgun improvement does not exist and Shotguns cannot be Revolvers or otherwise make Rapid Attacks via any means. Sorry, but resolving 24 attacks (quad barrels x six rapid attacks) as a single action is insane even by Borderlands standards. On the Shotgun Improvement Table, a 12 now adds Special Damage and a 16 adds Rapid Reload.

# '''Torgue:''' To represent their Low Rate of Fire hindrance, Torgue rocket launchers take an extra turn to reload; as compensation, they get ''two'' ranks of extra Damage instead of one.

#
'''Vladof:''' As demonstrated in the '''''Marcus''''' guide, Vladof weapons do not improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Sniper rifles instead gain the SA tag, except for the Droog as noted. Rocket launchers cannot gain the Barrels improvement but have a new property: "''Fast Rockets:'' Rolls to evade this explosion are at -4 instead of -2.''
March 06, 2018, at 03:07 PM by 104.251.247.127 -
Changed line 49 from:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Note that their AP only applies to direct hits against hard targets (this is not stated consistently in the rulebook). To represent their Low Rate of Fire hindrance, Torgue rocket launchers take an extra turn to reload; as compensation, they get ''two'' ranks of extra Damage instead of one. Vladofs cannot gain the Barrels improvement but have a new property: "''Fast Rockets:'' Rolls to evade this explosion are at -4 instead of -2.''
to:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Note that their AP only applies to direct hits against hard targets (this is not stated consistently in the rulebook) and remains even for incendiary blasts. To represent their Low Rate of Fire hindrance, Torgue rocket launchers take an extra turn to reload; as compensation, they get ''two'' ranks of extra Damage instead of one. Vladofs cannot gain the Barrels improvement but have a new property: "''Fast Rockets:'' Rolls to evade this explosion are at -4 instead of -2.''
March 06, 2018, at 02:23 PM by 104.251.247.127 -
Changed line 49 from:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. To represent their Low Rate of Fire hindrance, Torgue rocket launchers take an extra turn to reload; as compensation, they get ''two'' ranks of extra Damage instead of one. Vladofs cannot gain the Barrels improvement and only multiply clip size by 1.5 (instead of 2), but if ''both'' the skill die and Wild Die are even (before acing), the shot does not consume ammo.
to:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Note that their AP only applies to direct hits against hard targets (this is not stated consistently in the rulebook). To represent their Low Rate of Fire hindrance, Torgue rocket launchers take an extra turn to reload; as compensation, they get ''two'' ranks of extra Damage instead of one. Vladofs cannot gain the Barrels improvement but have a new property: "''Fast Rockets:'' Rolls to evade this explosion are at -4 instead of -2.''
March 06, 2018, at 06:13 AM by 104.251.247.127 -
Changed line 41 from:
# '''Grenades:''' It will generate standard Bandit and Tediore grenades; instead of a special ability, they receive one bonus improvement. All grenades (including assault-rifle ones) are Heavy Weapons.
to:
# '''Grenades:''' All grenades (including assault-rifle ones) are Heavy Weapons. The generator will produce standard Bandit and Tediore grenades; instead of a special ability, they receive one bonus improvement. Players who start off with white Bandit or Tediore grenades do get the free improvement, but it is ''always'' rolled randomly.
March 06, 2018, at 06:02 AM by 104.251.247.127 -
Added lines 30-31:

# '''Tediore Reload Grenades:''' If there is ammo left in the clip, it is lost. However, this may improve damage. Damage is +0 for 1-2 bullets, +1 for 3-5, +2 for 6-11, +3 for 12-23, +4 for 24-47, and +5 for 48 or more.
March 06, 2018, at 05:53 AM by 104.251.247.127 -
Changed line 47 from:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. To represent their Low Rate of Fire hindrance, Torgue rocket launchers take an extra turn to reload; as compensation, they get ''two'' ranks of extra Damage instead of one. Vladofs cannot gain the Barrels improvement, but if ''both'' the skill die and Wild Die are even (before acing), the shot does not consume ammo.
to:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. To represent their Low Rate of Fire hindrance, Torgue rocket launchers take an extra turn to reload; as compensation, they get ''two'' ranks of extra Damage instead of one. Vladofs cannot gain the Barrels improvement and only multiply clip size by 1.5 (instead of 2), but if ''both'' the skill die and Wild Die are even (before acing), the shot does not consume ammo.
March 06, 2018, at 05:52 AM by 104.251.247.127 -
Changed lines 47-48 from:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. To represent their Low Rate of Fire hindrance, Torgue rocket launchers take an extra turn to reload; as compensation, they get ''two'' ranks of extra Damage instead of one. (Vladofs are a bit weak, and should have some sort of ammo reduction ability to emulate the setting, but I can't think of one that's both fair and simple.)
to:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. To represent their Low Rate of Fire hindrance, Torgue rocket launchers take an extra turn to reload; as compensation, they get ''two'' ranks of extra Damage instead of one. Vladofs cannot gain the Barrels improvement, but if ''both'' the skill die and Wild Die are even (before acing), the shot does not consume ammo.
Changed line 53 from:
# '''Vladof:''' As demonstrated in the '''''Marcus''''' guide, Vladof weapons do not improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Sniper rifles instead gain the SA tag, except for the Droog as noted.
to:
# '''Vladof:''' As demonstrated in the '''''Marcus''''' guide, Vladof weapons do not improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Sniper rifles instead gain the SA tag, except for the Droog as noted. See Rocket Launchers, above.
March 06, 2018, at 05:38 AM by 104.251.247.127 -
Changed line 47 from:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Torgue rocket launchers get ''two'' ranks of extra Damage, but take an extra turn to reload due to their Low Rate of Fire hindrance (they're also considered "explosive," but that doesn't have any automatic game effect as they're already RPGs).
to:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. To represent their Low Rate of Fire hindrance, Torgue rocket launchers take an extra turn to reload; as compensation, they get ''two'' ranks of extra Damage instead of one. (Vladofs are a bit weak, and should have some sort of ammo reduction ability to emulate the setting, but I can't think of one that's both fair and simple.)
March 06, 2018, at 05:36 AM by 104.251.247.127 -
Changed line 53 from:
# '''Vladof:''' As demonstrated in the '''''Marcus''''' guide, Vladof weapons do not improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Sniper rifles gain the SA tag, except for the Droog as noted.
to:
# '''Vladof:''' As demonstrated in the '''''Marcus''''' guide, Vladof weapons do not improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Sniper rifles instead gain the SA tag, except for the Droog as noted.
March 06, 2018, at 05:36 AM by 104.251.247.127 -
Changed line 53 from:
# '''Vladof:''' According to the '''''Marcus''''' guide, Vladof weapons do not improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Sniper rifles gain the SA tag, except for the Droog as noted.
to:
# '''Vladof:''' As demonstrated in the '''''Marcus''''' guide, Vladof weapons do not improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Sniper rifles gain the SA tag, except for the Droog as noted.
March 06, 2018, at 05:23 AM by 104.251.247.127 -
Changed line 53 from:
# '''Vladof:''' According to the '''''Marcus''''' guide, Vladof weapons do not improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously.
to:
# '''Vladof:''' According to the '''''Marcus''''' guide, Vladof weapons do not improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously. Sniper rifles gain the SA tag, except for the Droog as noted.
March 06, 2018, at 05:18 AM by 104.251.247.127 -
Added lines 52-53:

# '''Vladof:''' According to the '''''Marcus''''' guide, Vladof weapons do not improve their Shooting Mode, as this would usually result in 3RB being added. Instead, they increase RoF by 1, becoming Automatic if they weren't previously.
March 06, 2018, at 04:52 AM by 104.251.247.127 -
Changed line 39 from:
# '''Grenades:''' It will generate standard Bandit and Tediore grenades; instead of a special ability, they receive one bonus improvement.
to:
# '''Grenades:''' It will generate standard Bandit and Tediore grenades; instead of a special ability, they receive one bonus improvement. All grenades (including assault-rifle ones) are Heavy Weapons.
March 06, 2018, at 02:16 AM by 104.251.247.127 -
Changed line 27 from:
# '''Shotguns:''' A multi-barreled shotgun uses the automatic fire rules, with two changes. First, this only costs bullets equal to the number of barrels. Second, all of the attacks must target the same subject.
to:
# '''Shotguns:''' A multi-barreled shotgun uses the automatic fire rules, with two changes. First, this only costs bullets equal to the number of barrels. Second, all of the attacks must target the same subject. You always make attacks equal to the lower of your barrels or the number of bullets left in your clip.
March 06, 2018, at 02:11 AM by 104.251.247.127 -
Added lines 27-28:
# '''Shotguns:''' A multi-barreled shotgun uses the automatic fire rules, with two changes. First, this only costs bullets equal to the number of barrels. Second, all of the attacks must target the same subject.
Added lines 31-34:
!!!! Enemies

# '''Hyperion Infiltrator:''' Instead of an auto-shotgun, they have a triple-barreled shotgun with the same stats.

Changed lines 43-44 from:
# '''Jakobs:''' Jakobs can become Heavy Weapons; they just cannot do elemental damage. Jakobs cannot add the Auto-Shotgun improvement.
to:
# '''Jakobs:''' Jakobs can become Heavy Weapons; they just cannot do elemental damage. Jakobs shotguns do not get the Revolver tag.
Added lines 50-51:

# '''Shotguns:''' The Auto-Shotgun improvement does not exist and Shotguns cannot make Rapid Attacks via any means. Sorry, but the idea of resolving 24 attacks (quad barrels x six rapid attacks) as a single action is insane even by Borderlands standards. On the Shotgun Improvement Table, a 12 now adds Special Damage and a 16 adds Rapid Reload.
March 05, 2018, at 04:45 PM by 104.251.247.127 -
Changed line 41 from:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Torgue rocket launchers get ''two'' ranks of extra Damage, but take an extra turn to reload due to their Low Rate of Fire hindrance.
to:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Torgue rocket launchers get ''two'' ranks of extra Damage, but take an extra turn to reload due to their Low Rate of Fire hindrance (they're also considered "explosive," but that doesn't have any automatic game effect as they're already RPGs).
March 05, 2018, at 01:18 PM by 104.251.247.127 -
Changed line 37 from:
# '''Jakobs:''' Jakobs can become Heavy Weapons; they just cannot do elemental damage.
to:
# '''Jakobs:''' Jakobs can become Heavy Weapons; they just cannot do elemental damage. Jakobs cannot add the Auto-Shotgun improvement.
March 05, 2018, at 12:56 PM by 104.251.247.127 -
Changed lines 27-28 from:
!!!! Randomly Generated Gear
to:
# '''Stability:''' This is a bit weak as written, so instead it negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' a Snapfire penalty. It can negate the full penalty but will never provide a net bonus.

!!!! Random
Gear Generator Changes
Changed lines 33-34 from:
# '''Grenades:''' The PHP generator ''will'' generate standard Bandit and Tediore grenades; they receive one bonus improvement.
to:
# '''Grenades:''' It will generate standard Bandit and Tediore grenades; instead of a special ability, they receive one bonus improvement.
Changed lines 37-38 from:
# '''Jakobs:''' Jakobs can be Heavy Weapons, but cannot do elemental damage. Jakobs shotguns do not get the "Revolver" tag; they are normal shotguns.
to:
# '''Jakobs:''' Jakobs can become Heavy Weapons; they just cannot do elemental damage.
Deleted lines 43-44:

# '''Stability:''' This is a bit weak as written, so instead it negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' a Snapfire penalty. It can negate the full penalty but will never provide a net bonus.
March 05, 2018, at 12:40 PM by 104.251.247.127 -
Changed line 29 from:
# '''Barrels:''' Wherever multiple barrels add a flat bonus to damage, they add the same bonus to hit, just like a double-tap or 3RB.
to:
# '''Barrels:''' Wherever multiple barrels add a flat bonus to damage, they add the same bonus to hit, analogous to a double-tap or 3RB.
March 05, 2018, at 12:40 PM by 104.251.247.127 -
Changed line 43 from:
# '''Stability:''' In addition to full auto and rapid attacks, Stability helps mitigate penalties for firing from a vehicle, firing while running, and similar situations. Stable reduces penalties by 1 and Very Stable reduces them by 2, though this can do no better than halve the total penalty.
to:
# '''Stability:''' This is a bit weak as written, so instead it negates one (Stable) or two (Very Stable) points of penalties from firing mode ''or'' movement. This includes full auto, rapid attacks, firing from a vehicle, firing while running, and so on -- but ''not'' a Snapfire penalty. It can negate the full penalty but will never provide a net bonus.
March 05, 2018, at 05:14 AM by 104.251.247.127 -
Changed line 25 from:
# '''Rubberized Grenades:''' A 1 on the skill die means that the grenade bounces in a direction to be randomly chosen. A critical failure (double 1s) automatically sends it right back at the thrower!
to:
# '''Rubberized Grenades:''' A 1 on the skill die means that the grenade bounces in a random direction, regardless of the wild die. A critical failure (double 1s) automatically sends it right back at the thrower!
March 05, 2018, at 05:13 AM by 104.251.247.127 -
Added lines 24-25:

# '''Rubberized Grenades:''' A 1 on the skill die means that the grenade bounces in a direction to be randomly chosen. A critical failure (double 1s) automatically sends it right back at the thrower!
March 05, 2018, at 03:56 AM by 104.251.247.127 -
Changed line 31 from:
# '''Incendiary Weapons:''' Since incendiary weapons lose all AP, any AP improvements rolled are retroactively turned into elemental damage improvements.
to:
# '''Incendiary Weapons:''' To make up for incendiary weapons losing all AP, any AP improvements that were rolled are retroactively turned into added incendiary damage.
March 05, 2018, at 03:55 AM by 104.251.247.127 -
Changed lines 37-41 from:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Torgue rocket launchers get ''two'' ranks of extra Damage, but take an extra turn to reload due to their Low Rate of Fire hindrance. For certain purposes (including choosing starting equipment), you can trade rocket launchers for other gear at one color lower; e.g., if you were eligible to start with "one blue weapon," and wanted to start with a rocket launcher, you'd start with a ''green'' one. (This means that most characters, who start only with white weapons, cannot have a rocket launcher at all.)

# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Absorb shields do add the bullet(s) to your ammo supply, but only work when Capacity is above 0 and the roll is a 12 on a d12. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability is a pure weakness.

# '''Stability:''' In addition to full auto and rapid attacks, Stability helps mitigate penalties for firing from a vehicle, firing while running, and similar situations. Stable reduces penalties by 1 and Very Stable reduces them by 2, though this can do no better than halve the
penalty.
to:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Torgue rocket launchers get ''two'' ranks of extra Damage, but take an extra turn to reload due to their Low Rate of Fire hindrance.

# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Absorb shields do add the bullet(s)
to your ammo supply, but only work when Capacity is above 0 and the roll is a 12 on a d12. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability would be a pure weakness.

# '''Stability:''' In addition to full auto and rapid attacks, Stability helps mitigate penalties for firing from a vehicle, firing while running, and similar situations. Stable reduces penalties by 1 and Very Stable reduces them by 2, though this can do no better than halve the total penalty.
March 05, 2018, at 03:51 AM by 104.251.247.127 -
Changed line 37 from:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Torgue rocket launchers get ''two'' ranks of extra Damage, but take an extra turn to reload due to their Low Rate of Fire hindrance. For certain purposes (including choosing starting equipment), you can trade rocket launchers for other gear at one color lower; e.g., if you were eligible to start with "one blue weapon," and wanted to start with a rocket launcher, you'd start with a ''green'' one.
to:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Torgue rocket launchers get ''two'' ranks of extra Damage, but take an extra turn to reload due to their Low Rate of Fire hindrance. For certain purposes (including choosing starting equipment), you can trade rocket launchers for other gear at one color lower; e.g., if you were eligible to start with "one blue weapon," and wanted to start with a rocket launcher, you'd start with a ''green'' one. (This means that most characters, who start only with white weapons, cannot have a rocket launcher at all.)
March 05, 2018, at 03:48 AM by 104.251.247.127 -
Changed line 17 from:
# '''"Ammo Hoarder" (New Edge, Seasoned):''' You may raise each of your maximum ammo counts ''four'' times instead of three, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.
to:
# '''"Ammo Hoarder" (New Edge, Seasoned):''' You may raise each of your maximum ammo counts an additional time, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.
March 05, 2018, at 03:47 AM by 104.251.247.127 -
Changed line 17 from:
# '''"Ammo Hoarder (New Edge, Seasoned):''' You may raise each of your maximum ammo counts ''four'' times instead of three, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.
to:
# '''"Ammo Hoarder" (New Edge, Seasoned):''' You may raise each of your maximum ammo counts ''four'' times instead of three, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.
March 05, 2018, at 03:47 AM by 104.251.247.127 -
Added lines 14-19:

!!!! Ammo

# '''"Ammo Hoarder (New Edge, Seasoned):''' You may raise each of your maximum ammo counts ''four'' times instead of three, but the Loot Point cost continues to double each time. This Edge can be purchased multiple times, but only once per Rank.

# '''Rocket Launchers:''' Improving your ammo maximum for RPGs adds +2 ammo, not +1.
March 05, 2018, at 03:31 AM by 104.251.247.127 -
Changed line 33 from:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability is a pure weakness.
to:
# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Absorb shields do add the bullet(s) to your ammo supply, but only work when Capacity is above 0 and the roll is a 12 on a d12. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability is a pure weakness.
March 05, 2018, at 03:10 AM by 104.251.247.127 -
Deleted lines 30-31:
# '''Maliwan Shields:''' These do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents.
Added lines 32-33:

# '''Shields:''' Maliwan shields do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents. Turtle shields start with +2 Capacity instead of +1; otherwise, their inherent special ability is a pure weakness.
March 05, 2018, at 02:57 AM by 104.251.247.127 -
Changed line 35 from:
# '''Stability:''' In addition to full auto and rapid attacks, Stability helps mitigate penalties for firing from a vehicle, firing while running, and similar situations. Stable reduces penalties by 1 and Very Stable reduces them by 2, though this can do no better than halve the penalty. If you have an edge that also provides a bonus to negates this penalty, apply it ''after'' Stability; it ''can'' provide a net bonus.
to:
# '''Stability:''' In addition to full auto and rapid attacks, Stability helps mitigate penalties for firing from a vehicle, firing while running, and similar situations. Stable reduces penalties by 1 and Very Stable reduces them by 2, though this can do no better than halve the penalty.
March 05, 2018, at 02:36 AM by 104.251.247.127 -
Changed line 8 from:
-> The files, including custom character sheets
to:
-> The "official" books and supplemental files
March 05, 2018, at 02:33 AM by 104.251.247.127 -
Changed lines 11-12 from:
-> A PHP program that automates the tables in the book
-> (Currently incomplete, but being updated regularly)
to:
-> A PHP program that automates the tables in the book, with the tweaks below
March 04, 2018, at 11:19 PM by 104.251.247.127 -
Added lines 25-26:

# '''Incendiary Weapons:''' Since incendiary weapons lose all AP, any AP improvements rolled are retroactively turned into elemental damage improvements.
March 04, 2018, at 09:51 PM by 104.251.247.127 -
Changed line 24 from:
# '''Grenades:''' The "crit die" on a raise is equal to the base die of the grenade, which is the only reason that (e.g.) 3d8 is considered a higher damage value than 3d6+2. Also note that the PHP generator ''will'' generate standard Bandit and Tediore grenades, which receive one bonus improvement.
to:
# '''Grenades:''' The PHP generator ''will'' generate standard Bandit and Tediore grenades; they receive one bonus improvement.
March 04, 2018, at 09:26 PM by 104.251.247.127 -
Changed line 24 from:
# '''Grenades:''' The "crit die" on a raise is equal to the base die of the grenade, which is the only reason that (e.g.) 3d8 is considered a higher damage value than 3d6+2.
to:
# '''Grenades:''' The "crit die" on a raise is equal to the base die of the grenade, which is the only reason that (e.g.) 3d8 is considered a higher damage value than 3d6+2. Also note that the PHP generator ''will'' generate standard Bandit and Tediore grenades, which receive one bonus improvement.
March 04, 2018, at 09:14 PM by 104.251.247.127 -
Changed line 32 from:
# '''Rocket Launchers:''' These may have up to four levels of improved Damage. Torgue rocket launchers get ''two'' ranks of extra Damage, but take an extra turn to reload due to their Low Rate of Fire hindrance. For certain purposes (including choosing starting equipment), you can trade rocket launchers for other gear at one color lower; e.g., if you were eligible to start with "one blue weapon," and wanted to start with a rocket launcher, you'd start with a ''green'' one.
to:
# '''Rocket Launchers:''' These may gain up to two levels of improved Damage. Torgue rocket launchers get ''two'' ranks of extra Damage, but take an extra turn to reload due to their Low Rate of Fire hindrance. For certain purposes (including choosing starting equipment), you can trade rocket launchers for other gear at one color lower; e.g., if you were eligible to start with "one blue weapon," and wanted to start with a rocket launcher, you'd start with a ''green'' one.
March 04, 2018, at 09:10 PM by 104.251.247.127 -
Changed line 32 from:
# '''Rocket Launchers:''' These may have up to four levels of improved Damage. Torgue rocket launchers get ''two'' ranks of extra Damage, but take an extra turn to reload due to their Low Rate of Fire hindrance.
to:
# '''Rocket Launchers:''' These may have up to four levels of improved Damage. Torgue rocket launchers get ''two'' ranks of extra Damage, but take an extra turn to reload due to their Low Rate of Fire hindrance. For certain purposes (including choosing starting equipment), you can trade rocket launchers for other gear at one color lower; e.g., if you were eligible to start with "one blue weapon," and wanted to start with a rocket launcher, you'd start with a ''green'' one.
March 04, 2018, at 08:53 PM by 104.251.247.127 -
Changed line 32 from:
# '''Rocket Launchers:''' These may have up to four levels of improved Damage. Torgue rocket launchers take an extra turn to reload, due to their Low Rate of Fire hindrance.
to:
# '''Rocket Launchers:''' These may have up to four levels of improved Damage. Torgue rocket launchers get ''two'' ranks of extra Damage, but take an extra turn to reload due to their Low Rate of Fire hindrance.
March 04, 2018, at 08:40 PM by 104.251.247.127 -
Changed line 32 from:
# '''Rocket Launchers:''' These may have up to four levels of improved Damage.
to:
# '''Rocket Launchers:''' These may have up to four levels of improved Damage. Torgue rocket launchers take an extra turn to reload, due to their Low Rate of Fire hindrance.
March 04, 2018, at 07:47 PM by 104.251.247.127 -
Added lines 26-27:
# '''Jakobs:''' Jakobs can be Heavy Weapons, but cannot do elemental damage. Jakobs shotguns do not get the "Revolver" tag; they are normal shotguns.
Added lines 31-32:

# '''Rocket Launchers:''' These may have up to four levels of improved Damage.
March 04, 2018, at 02:51 AM by 104.251.247.127 -
Changed line 30 from:
# '''Stability:''' In addition to full auto and rapid attacks, Stability helps mitigate penalties for firing from a vehicle, firing while running, and similar situations. Stable reduces penalties by 1 and Very Stable reduces them by 2, though this can do no better than halve the penalty.
to:
# '''Stability:''' In addition to full auto and rapid attacks, Stability helps mitigate penalties for firing from a vehicle, firing while running, and similar situations. Stable reduces penalties by 1 and Very Stable reduces them by 2, though this can do no better than halve the penalty. If you have an edge that also provides a bonus to negates this penalty, apply it ''after'' Stability; it ''can'' provide a net bonus.
March 04, 2018, at 02:46 AM by 104.251.247.127 -
Changed lines 24-26 from:
# '''Grenades:''' The "crit die" on a raise is equal to the base die of the grenade, which is the only reason that (e.g.) 3d8 is a higher damage value than 3d6+2.

# '''Jakobs:''' Jakobs guns ''can'' have the HW damage modifier. They just can't have elemental damage
.
to:
# '''Grenades:''' The "crit die" on a raise is equal to the base die of the grenade, which is the only reason that (e.g.) 3d8 is considered a higher damage value than 3d6+2.
March 04, 2018, at 02:45 AM by 104.251.247.127 -
Added lines 15-18:

!!!! Combat

# '''Heavy Weapons:''' To preserve the tradition of blowing up vehicles with pistols and SMGs, non-HW weapons ''can'' harm heavy targets, but the attack always does one fewer wound (one wound becomes shaken, shaken becomes no effect).
March 03, 2018, at 09:47 PM by 104.251.247.127 -
Changed lines 16-17 from:
!!!! Gear
to:
!!!! Randomly Generated Gear
Added lines 19-20:

# '''Grenades:''' The "crit die" on a raise is equal to the base die of the grenade, which is the only reason that (e.g.) 3d8 is a higher damage value than 3d6+2.
March 03, 2018, at 09:40 PM by 104.251.247.127 -
Added lines 23-24:

# '''Maliwan Shields:''' These do -1 level of basic Nova/Spike damage, for fairness in comparison to their Torgue equivalents.
March 03, 2018, at 09:38 PM by 104.251.247.127 -
Added lines 17-18:

# '''Barrels:''' Wherever multiple barrels add a flat bonus to damage, they add the same bonus to hit, just like a double-tap or 3RB.
March 03, 2018, at 07:04 AM by 104.251.247.127 -
Added lines 17-18:

# '''Jakobs:''' Jakobs guns ''can'' have the HW damage modifier. They just can't have elemental damage.
March 03, 2018, at 07:04 AM by 104.251.247.127 -
Changed line 18 from:
# '''Limited Ammo:''' Pistols, SMGs, assault rifles, and shotguns with the Limited Ammo hindrance get +2 Clip every time clip capacity comes up, not +1. Sniper rifles and rocket launchers still get just +1.
to:
# '''Limited Ammo:''' Pistols, SMGs, assault rifles, and shotguns with the Limited Ammo hindrance get +2 to clip size every time clip capacity comes up, not +1. Sniper rifles and rocket launchers still get just +1.
March 03, 2018, at 07:03 AM by 104.251.247.127 -
Added lines 1-24:
Return to [[Savage Worlds]]

----

If you haven't played the video game series '''''Borderlands''''' -- particularly '''''Borderlands 2''''' -- you're missing out on something amazing. And Brice Naudin converted the entire series into an RPG. I hope to update this later with more on how well it worked! But in the meantime, here are some resources:

!! [[https://arfe.net/savage-borderlands/ | Savage Borderlands]]
-> The files, including custom character sheets

!! [[http://mygurps.com/borderlands.php | Savage Borderlands Gear Generator]]
-> A PHP program that automates the tables in the book
-> (Currently incomplete, but being updated regularly)

!! House Rules

!!!! Gear

# '''Limited Ammo:''' Pistols, SMGs, assault rifles, and shotguns with the Limited Ammo hindrance get +2 Clip every time clip capacity comes up, not +1. Sniper rifles and rocket launchers still get just +1.

# '''Stability:''' In addition to full auto and rapid attacks, Stability helps mitigate penalties for firing from a vehicle, firing while running, and similar situations. Stable reduces penalties by 1 and Very Stable reduces them by 2, though this can do no better than halve the penalty.

----

Return to [[Savage Worlds]]