Character Creation & Advances
+1 Advance at character creation: Characters start with a Novice rank 'advance' at character creation. It can be taken any time during creation. (So if used to boost an Attribute it will likely be used early; for Skills and Edges it is best used after skill points are spent).
If you raise an Attribute, this still counts as your 1 raise allowed by using an Advancement at Novice rank (you just get it when it matters more). (You can still raise Attributes through points gained from Hindrances as normal too).
(CNote: Having created several SW PCs now, my reasons for this change are many - I can't help but think this is implied, but not written clearly in the rules anyway. Reasons: 1. It means you get an equal number of advances (4) at each rank; 2. You should be able to start with a higher attribute score without having to keep one at a d4; 3. You should be able to start with a higher attribute or an Edge that helps define your PC without having to have Hindrances (though I love Hindrances); 4. This advance is often needed to qualify for several Profession Edges (which represent the 'class' of a PC in DnD terms); 5. Even Novice NPCs often have two 'raised' Attributes - it seems odd the heroes should start well behind these; 6. Simply helps to 'build' a PC to start off; 7. Several pre-generated character sheets I have have 4 spots for advancement at Novice level; 8. Given most people will raise an attribute during Novice level, it makes more sense to start with it, rather than it 'rise' so early into carrier).
Bennies
Using the rules for Deadlands for all Bennies (though we have changed the colours slightly, so we can keep white for RP).
Black: (x20 in pot). Standard benny. Can reroll (and keep best result), remove the Shaken condition and roll to soak wounds.
Red: (x10 in pot). Can be used as above or to add 1d6 to a trait roll. This can ace as normal and negate a critical fail (snake-eyes). When a player uses a red benny the GM gets to draw another benny from the pot.
Blue: (x5 in the pot). Can be used as a black or red benny, but the GM does not get a free benny.
Legendary: (Green, yellow, etc - whichever extra colours you have. We have a special 'Savage Worlds yellow benny'. A game starts with 0 Legendary bennies, unless it is supposed to be there from the last session. Legendary bennies are only placed into pot under exceptional circumstances). Can be used as a black or blue benny with a +2 on the roll. Can be used to reroll ANY dice (inc damage and rolls on tables). A player can trade the Legendary benny in at the end of a session for 1 XP point.
White: These do not go into pot. As for DnD these are rewarded regularly during a game for roleplaying. A player can trade 5 of these for a free benny.
XP: At the end of a session Bennies left have a chance of being converted to XP. Roll a d6 for each Benny. They convert to XP according to their colour: Black - on a 6; Red - on a 5-6; Blue - on a 4-6.
(CNote: This means you have to accumulate bennies and not use them).
Equipment & Encumbrance
Encumbrance: For fantasy games we are going with Strength die x10 (instead of x5). Brawny adds +3 to this modifier, and creature size modifiers also add to this figure before multiplying Strength.
Weapons
Composite bows: gain AP (armor penetration) 1
Mighty Composite bows: damage changed to Str+d6 damage (instead of flat 2d6). Also each is given a Strength die rating. Like other ranged (and melee) weapons if the bowman has a lower strength than this rating then they shoot at a penalty. This strength rating is also the max damage that can be applied. So a Mighty Comp Bow (Str d8) can do up to a d8 (for Strength) +d6 damage. This way they can easily be combined with magic properties too. Mighty comp bows still gain the AP 1 too.
Spear: CAN be used in one hand but the parry bonus only applies when used in 2 hands.
Shields: Add parry bonus to all attacks wielder is aware of and the GM rules could be used.
(CNote: This shield rule is needed or weapons that add to Parry are better than shield, b/c they do not stipulate a direction. Stating a direction is odd anyway, given there is no facing rules in SW. Weapon parry bonuses also do not apply if the GM decides it is not possible to use).





