Rules Changes

A few of the standard SWDx rules have been modified for this Campaign. In addition to the removal of the Piloting skill and removal or changing of a few Edges/Hindrances, the following changes also apply. These rules may be subject to change if they are not working well.

Adventure Cards

Adventure Cards are drawn at the start of the session (one card per hero Rank) and allow for aspects of narrative control or alteration of the storyline during the session. Regardless of the number of cards available, each player can only use one per session, and fresh cards are drawn each session. Players can trade cards if they wish, but cannot give them away.

Players who wish to get more use out of the Adventure Cards may select the following Edge:

Destiny’s Child
Weird Edge; Novice
At the start of each session, you may draw one extra Adventure card. You may play up to two cards per session.


Players will start with their usual number of bennies, as determined by race, edges and hindrances. Bennies are drawn randomly, and come in three types:

Bronze: These are the most common type of bennie, and function exactly like regular bennies in Savage Worlds.

Silver: When used for re-rolls, these bennies give a +2 bonus on the dice. When used in this manner, the GM gets to draw an additional bennie for use by the Player’s foes. If used as a regular bennie, the GM does not get the additional bennie draw.

Gold: The rarest type, these bennies also give a +2 bonus, like silver bennies, but also allow the character to roll an additional Wild Die. Like the silver bennie, when used to its full potential, this type of bennie allows the GM to draw an additional one. If used as a Silver bennie, there is no additional draw.

When the GM spends a bennie, the Player most affected by its use gets to draw a bennie themselves (eg: if a villain re-rolls at attack on a player, that Player gets the bennie). If it is unclear who the bennie’s use affects, the draw goes to the Player with the fewest bennies remaining (roll for ties).

Critical Failures

Critical failures (rolling double 1’s on a Trait test) can represent an opportunity for a dramatic twist in the story, not just an abject failure. In such cases, when the GM sees an opportunity to introduce such a story element, the player may be offered a Bennie to accept the result, rather than spending one to re-roll it.


Heroic individuals often cheat death, surviving terrible odds that would crush mere mortals. Likewise, dastardly villains can be challenging to eliminate completely, often escaping just as it appears they are about to fall. On the occasions that a hero or villain’s special place in the universe is insufficient to save them, they often go out in a blaze of glory that can radically change the course of events to come.

When a hero takes sufficient wounds to cause incapacitation and critically fails on their subsequent Vigor roll (SWDx pg 68), they do not necessarily die. The game action will pause, and the player may choose one of two options, depending on where they prefer their character’s story to go.

Not Quite Dead
Some miracle or happenstance prevents the PC from taking the full damage and expiring. It might be a lucky break (ducking behind a rock as the dragon breathes, bouncing off a tree before hitting the ground), a glancing blow, or simple force of will. Instead of dying, the PC is incapacitated, bleeding out, and must choose some permanent penalty that they feel makes sense based on the situation (eg: the dragon’s bite lopping off an arm to take the One Arm hindrance, his luck failing him so badly he permanently loses one Benny, acid burns causing terrible scarring that removes the Attractive edge, head injury reducing Smarts by one die). The penalty should be the equivalent of a Major Hindrance, although at the GMs discretion two Minor Hindrances or the loss of two skill die levels might also be appropriate. This loss cannot be healed or restored by any means (as opposed to the ‘permanent’ result from the Injury table which might be healed by magical or divine intervention).

If the incapacitated character is hit with any additional damage, or fails on the Bleeding Out check, they will expire as normal.
Blaze of Glory:
The character is going to be dead, and nothing can prevent that. However, the player may take narrative control of the scene, describing the glorious manner in which his/her character dies. If possible, the death should incorporate the actual cause of the hit point damage, but it is more important for the death to be meaningful and memorable. It is perfectly acceptable for the character’s death to end the battle, save his/her comrades, defeat the villain’s plans, or otherwise alter the story in a very meaningful way. The narration might include other character’s actions, including NPCs or monsters, although the player should be careful not to tread on other player’s autonomy.


All characters begin with the same die type in their native language as their Smarts die. They also get 1/2 their Smarts die in additional skill points that can be spent only on language skills. For example, a hero with Smarts d8, starts with d8 in their native language and gains 4 skill points to spend on languages. See SWDx pg 25 for details on Language skills.

The Numan empire controlled most of the lands of Euros, as well as many of the proximal parts of the Crescent Empire. Their language, Numan, is still known by many due to the influence of the Vaticine Church, and is the language of education and science across the continent.

Available Languages
• Halflings do not have a native language of their own and learn the native tongue of their country of origin.
• Half-orcs learn Ussuran as their native language

Rules Changes

Conquest of the New World DSMfive DSMfive