Adventure Toolkit

Advanced Rules for Epic Scenarios!

Beyond Basic Adventures

Sometimes your story needs more than combat and skill rolls. When heroes chase villains through crowded streets, lead armies into battle, or race against time to save the world, these specialized rules turn those epic moments into unforgettable gameplay!

The Cinematic Toolkit

Think of these as the special effects budget for your game. Car chases like in Fast & Furious, massive battles like in Lord of the Rings, or tense bomb defusal scenes like in action movies - these tools make them playable and exciting!

Chase Rules

High-Speed Pursuits

Chases use action cards to create dynamic, cinematic pursuits! The track above is a simplified picture of a pursuit, not the exact SWADE layout; the core rules have the full procedure.

1. Setup

  • Decide who's chasing whom
  • Pick each side's maneuvering skill
  • Note the starting distance
  • Decide what ends the chase

2. Each Round

  • Everyone makes a maneuvering roll
  • Success earns an action card
  • Raises earn better options
  • Failure = a weaker position

3. Complications

  • Clubs = a complication
  • Higher cards = better position
  • Joker = a lucky break
  • Others = Clear sailing

Chase Types

🚗 Vehicle Chase

Use Driving/Piloting/Boating

Mad Max fury road, Fast & Furious, speeder bikes

🏃 Foot Chase

Use Athletics for running

Parkour through city, jungle pursuit, rooftop chase

🐎 Mounted Chase

Use Riding skill

Western pursuit, dragon riders, cavalry charge

Dramatic Tasks

Complex Actions Under Pressure

When heroes need to accomplish something difficult with time running out!

The Basics

  • Collect a set number of successes and raises (task tokens)
  • Do it within a limited number of rounds
  • Heroes can pitch in with different skills
  • Drawing a Club for your action card brings a complication
  • Failure has consequences!

Classic Dramatic Tasks

💣 Bomb Defusal

Electronics, Notice, Repair, Thievery

Failure = BOOM!

🔐 Complex Heist

Thievery, Stealth, Electronics, Athletics

Failure = Alarms!

🏛️ Court Trial

Persuasion, Research, Performance, Notice

Failure = Guilty!

🌋 Escape Collapsing Temple

Athletics, Notice, Agility and Strength rolls

Failure = Buried!

Mass Battles

When Armies Clash

Heroes can turn the tide of massive conflicts!

Setup

  • Each side gets Battle Tokens (up to 10) based on its relative strength
  • Assign Force Commanders
  • Determine battle modifiers

Each Round

  1. Heroes describe their actions
  2. Roll appropriate skills
  3. Their successes add bonuses to their commander's roll (and heroes risk getting hurt)
  4. Commanders make opposed Battle rolls
  5. Loser loses tokens; a beaten side may have to check morale

Hero Actions

  • Fighting: Lead from the front
  • Shooting: Ranged support
  • Persuasion: Rally troops
  • Battle: Tactical genius

Epic Battle Examples

  • 🏰 Helm's Deep (Lord of the Rings)
  • ⚔️ Battle of the Bastards (Game of Thrones)
  • 🌟 Endgame Final Battle (Avengers)
  • 🚀 Space Fleet Engagement (Star Wars)

Social Conflicts

Quick Encounters

Fast Resolution System

When you need to resolve something quickly without full combat!

How It Works

  1. Each hero makes one roll with a relevant skill
  2. The GM applies a modifier for how tough the opposition is
  3. Each hero's result sets their fate: failures can cost Wounds or Fatigue, raises earn extra rewards
  4. Narrate the outcome together

Perfect For:

  • Bar fights that aren't important
  • Sneaking past guards
  • Quick skirmishes
  • Racing through obstacles

Allies

Heroes rarely work alone. Hirelings, soldiers, sidekicks and loyal companions are usually Extras: no Wild Die, and one Wound takes them out of the fight. To keep the GM's workload down, hand allies to the players to run in combat (one or two each works well), while the GM still decides how loyal and brave they are when things go wrong.

Interludes

Downtime and Character Development

Between action scenes, let characters breathe and develop! A player draws a card, and its suit sets the theme of a short story about their hero. Telling one earns a Benny (or another reward of the GM's choosing).

♠ Victory

A triumph from the hero's past

  • A battle won
  • A rival bested
  • A proud moment

♥ Love

Friendship and romance

  • A loyal friend
  • A lost love
  • Family ties

♦ Desire

What the hero wants

  • Wealth or treasure
  • Ambition
  • A long-held dream

♣ Adversity

Tragedy and hardship

  • A painful loss
  • A failure that still haunts them
  • An old enemy's scars

Travel Montages

Epic Journeys Made Simple

A Simple Journey Approach (house method)

  1. Set total travel time/distance
  2. Each player describes one leg
  3. Roll Survival for encounters
  4. Clubs = complications

Journey Types

  • 🏔️ Mountain crossing (avalanches, thin air)
  • 🏜️ Desert trek (heat, water shortage)
  • 🌊 Sea voyage (storms, pirates)
  • 🚀 Space travel (asteroids, systems failure)

Hazards

Environmental Dangers

🔥 Fire

Damage depends on the blaze

Flammable targets may catch fire

Takes an action to put out

❄️ Cold

Vigor roll every 4 hours

Failure = Fatigue

Proper gear helps

💨 Falling

Damage grows with height

Capped at a maximum

Snow/water reduces

☠️ Poison

Vigor roll, harder for potent poisons

Effects vary widely

Antidotes negate

😱 Fear

Spirit roll when facing horrors

Terrifying monsters impose a penalty

Bad failures roll on the Fear Table

Toolkit Quick Reference

Chases

  • Maneuvering rolls
  • Action cards set position
  • Better rolls, better cards
  • Clubs = trouble

Dramatic Tasks

  • Collect task tokens
  • Limited rounds
  • Clubs = complication
  • High stakes

Mass Battles

  • Up to 10 tokens per side
  • Heroes add bonus
  • Battle skill rolls
  • 0 tokens = defeat

No group this week? The final part, Playing Savage Worlds Solo, shows how to be your own GM with the action deck. After that, the guide continues with its tools: Sample Characters, the Quick Reference, the Dice Roller and the Character Sheets.