Savage Worlds Adventure Edition Conversion Guide
Savage Worlds Adventure Edition Conversion Guide
ADVENTURE EDITION
CONVERSION GUIDE
THE ROL E-PLAYING GAME
Legal Information
©2019 Knight Errant Media. Titan Effect RPG, and all related marks and logos are trademarks of Knight Errant
Media. For more information, please visit us at: titaneffect.com
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.
peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment
Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability
for purpose of this product.
Material within this product is reproduced with permission from Pinnacle Entertainment Group from Savage
Worlds core rules, available at www.peginc.com.
This guide contains rules conversion for Titan
Effect RPG to Savage Worlds Adventure Edition TITAN EFFECT SKILLS
(SWADE), available from Pinnacle Entertainment
Group. Academics (Smarts)
Athletics (Agility)
Background Battle (Smarts)
The background of a character grants her now
Boating (Agility)
a +1 to Common Knowledge in area of expertise
or interests. Common Knowledge (Smarts)
Driving (Agility)
Example: An operative with the Law Enforcer Electronics (Smarts)
background will get +1 to Common Knowledge Fighting (Agility)
when it comes to knowing police or FBI procedures
Gambling (Smarts)
during a hostage situation.
Hacking (Smarts)
Hindrances Healing (Smarts)
The following hindrances are not used in Titan Intimidation (Spirit)
Effect or suitable for a SPEAR operative: Alien
Language (Smarts)*
Form*, Allergy*, Blind, Can't Swim, Dependency*,
Dependent*, Distinctive*, Doubting Thomas, Hard Notice (Smarts)
of Hearing, Monologuer*, One Arm, Outsider, Performance (Spirit)
Poverty, Power Negation*, Slow, Yellow, Young. Persuasion (Spirit)
*Super Powers Companion Piloting (Agility)
Psi Phenomena (Smarts)
Changes:
••Disgraced (Minor): The character subtracts 1 Repair (Smarts)
from Persuasion rolls (instead of –2 to Charisma) Research (Smarts)
involving people from the same background Riding (Agility)
(intelligence, law enforcement, military, etc.).
Science (Smarts)
••Trigger-Happy (Minor): is now replaced by
Shooting (Agility)
Impulsive (Major). See Hindrances in SWADE
for more information. Stealth (Agility)
Survival (Smarts)
Skills Taunt (Smarts)
To reflect their military training, characters
Thievery(Agility)
in Titan Effect start with the following core skills
at d4, instead of those mentioned in SWADE: Tradecraft (Smarts)
Athletics, Common Knowledge, Fighting, *Every character starts with his native
Notice, Shooting, Stealth. language skill at d8 and a number of languages
equal to half his Smart die for free at d6. A
Once the core skills are assigned, the characters character can later learn more languages by
have 14 additional points to buy or raise new skills spending a progression for each new language
(including core skills). or by taking the Linguist Edge.
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Changes: target with a ranged attack while in melee (see
••Knowledge (Battle): is replaced by Battle. Ranged Weapons In Melee in SWADE).
••Knowledge (Computers): is replaced by
Hacking. Gear
••Knowledge (Demolition): is replaced by For the Sentinel use the following stats: Size
Repair, that covers now the use of explosives. –3, Handling +2, Top Speed 70 MPH, Toughness
••Knowledge (Psi Phenomena): is replaced by 2. To fly the drone, use the highest skill between
Psi Phenomena (see below). Electronics, Hacking or Piloting.
••Knowledge (Tradecraft): is replaced by
Tradecraft (see below). The Tech Kit gives a bonus to Electronics and
Hacking.
New Skills
Psi Phenomena For armors, keep only the highest value
The operative knows a lot about the history of (example: Body Armor +2/+4 becomes just +4).
psychics and everything linked to them (secret Armor marked with an asterisk doesn't reduce the
societies, ancient traditions, the secret war). He damage from bullets by 4.
also has knowledge about psychic threats and
how psychic powers work in general. Semi-Auto and Auto don’t exist anymore, use
Rate of Fire (RoF) instead.
This skill replaces Occult and Knowledge (Psi
Phenomena). Setting Rules
Titan Effect uses the following setting rules:
Tradecraft ••Born A Hero
Tradecraft is a series of methods and techniques ••Creative Combat (optional)
used in modern espionage such as: document ••Demolition**
forging, coded message creation, counter- ••Hacking**
surveillance, use of dead drops, interrogation ••More Skill Points
techniques, etc. ••Multiple Languages
••Psychic Surge**
Edges ••Power Stunts*
The following Edges are not used in Titan Effect: ••Power Tricks*
Arcane Resistance, Brave, Fame, Followers, Giant ••Synergy*
Killer, Power Edges (except Mentalist and Power *Super Powers Companion
Points—See the Rising Stars rule in the Super **Titan Effect RPG
Powers Companion), Sidekick, Weird Edges (except
Danger Sense and Scavenger). Changes:
••A few skills have been changed for Titan Effect
Changes: SWADE. If a Setting Rule requires one of the
••Alternate Identity: Requires Persuasion deleted skills, use the replacement instead.
instead of Streetwise. ••Demolition: The operative cannot make
••Demolitionist: Doesn’t require Knowledge homemade explosives anymore. Instead use
(Demolition) anymore. Bonus applies to Repair the McGyver edge.
instead and requires Repair at d8.
••Hacker: Knowledge (Computers) is replaced Old-Timer Table
by Hacking. The following card results have changed:
••Improved CQB: In addition to the other ••Seven (Damaged): Lame is replaced by Slow.
benefits, the operative doesn't become ••Jack (Burned): Replace –4 to Charisma by –2
Vulnerable when attacking a non-adjacent to Persuasion rolls.
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KATE "WHISPER" MACMILLAN
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JOI "GHOST" LAU
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ORISA "SOLO" ONI
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JEFF "CYPH3R" RUIZ
Concept: Marksman
Nationality: USA
Background: Born in California, from a Cuban-
American family, Jeff grew up in the mountains
near Lake Tahoe. Physically gifted from a young
age, Jeff quickly became one of the top biathletes
of his county, and later, of the state.
Jeff wanted to use his athletic abilities to earn
a scholarship but a medical test revealed some
unexplained biochemical anomalies in his body,
leading to the assumption that he was using
steroids. Despite his denials, and much to his
surprise and disbelief, Jeff was expelled from his
team. Bitter and disappointed by the injustice, Jeff
sank into despair and started to sell his shooting
skills to some disreputable people.
Fortunately, before things went too far, the
SPEAR, tracking his medical records, understood
Jeff was a psychic and asked him to join the
organisation. Jeff accepted more for the challenge
and thrills than for real commitment.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Notice d8, Shooting d8, Stealth d8, Survival
d6
Languages: English d8, German d6, Russian d6, Spanish d6
Pace: 6; Parry: 5; Toughness: 5
Gear (10 EP): Cloaking suit (+4 to Stealth rolls, invisible to infrared), combat knife (Str+d4), encrypted
smartphone, 4 GPS tracker rifle rounds, HK USP (.45, Range 12/24/48, Damage 2d6+1, RoF 1, Shots 12,
AP 1) + 2 extra ammo mags, M24 (7.62, Range 30/60/120, Damage 2d8+1, RoF 1, Shots 5, AP 2, scope,
suppressor) + 4 extra ammo mags, smoke grenade (Range 5/10/20, LBT), subvocal commlink.
Hindrances: Loyal, Overconfident, Quirk (cynical)
Edges: Arcane Background (Super Powers), Alertness, Marksman
Super Powers (ESP):
••Awareness (3): Ignores all obscurement penalties. (ESP).
••Danger Sense (2): Sixth sense.
••Heightened Senses (1): Eagle Eyes. (Enhanced senses).
••Uncanny Reflexes (4): –2 to hit. (Enhanced danger sense).
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JEREMY "SEELEY ONE" SEELEY
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KUNAL "AGNI" SINHA
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TAKESHI "STRIKER" KUZE
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ALICIA "BOLT" REYES
Concept: Operator
Nationality: Mexican
Background: Little is known of Alicia before
she was found by the SPEAR in Mexico City a
few years ago after a massive blackout. A special
intervention team found her amnesiac in a tank,
half drown and surrounded by charred corpses.
She had apparently been abducted by the Cartels
and used as some sort of bait or war spoil.
One of the team officers, a veteran named Reyes,
took the girl under his wing and nurtured her
back to health. The SPEAR taught "Alicia" how to
control her abilities and trained her to become a
skilled fighter. However, the SPEAR, despite all its
technology and contacts, was unable to assess the
true identity of Alicia as all biometric data from her
had somehow been erased from official records.
Alicia stays with the SPEAR out of gratitude and
because she still hopes they can help her find out
who she really is.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Driving d6, Electronics d6, Fighting d6, Notice d6, Shooting
d8, Stealth d6, Thievery d6
Languages: Spanish d8, Arabic d6, English d6, Portuguese d6
Pace: 6; Parry: 5; Toughness: 11 (6)
Gear (10 EP): Combat knife (Str+d4), encrypted smartphone, FN Five-seveN (5.7x28mm, Range
12/24/48, Damage 2d6, RoF 1, Shots 20, AP 2) + 2 extra ammo mags, 2 HE grenades (Range 5/10/20,
Damage 3d6, MBT, HW), HK 416 (5.56, Range 24/48/96, Damage 2d8, RoF 3, Shots 30, AP 2) + 2 extra
ammo mags, subvocal commlink, tactical body armor (+6, torso only), tactical sling (416).
Hindrances: Amnesia (Major), Loyal, Phobia (Minor—water)
Edges: Arcane Background (Super Powers), Close-Quarters Battle, Combat Reflexes
Super Powers (Psychokinesis—Electricity):
••Attack, Ranged (5): Range 12/24/48, Damage 3d6, RoF 1, Heavy Weapon. (Lightning strike).
••Deflection (1): –3 to hit by ranged attacks. Minor Limitation (only affects metallic projectiles),
Requires Activation. (Electromagnetic shield).
••Malfunction (3): Electromagnetic pulse.
••Resistance (1): Electricity. +4 to resists effects.
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