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== RULES SETTING == *'''Rules''' - Savage World Adventure Edition (SWAE) *'''Setting Rules''' (SWAE pg. 136-141) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''Fanatics''''' (villains henchmen might take the damage for the villain), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''More Skill Points''''' (start with a base of 15 istead of 12 skill points), '''''Unarmored Heroes''''' (Wild Cards who don’t wear armor gain +2 to soak rolls. Energy Shields don’t count as armor worn, nor does any AP provided by an occult power), '''''Wound Cap''''' (the maximum number of Wounds a character can suffer is 4 from one hit) *'''Science Fiction Companion''' (SFC) for additional rules for Cyberware (pg. 29-31), Starship (pg. 40-50) and Vehicles (pg. 51-57). Also using Rifts: Team Tomorrow Player’s Guide (SWR) for additional cybernetics and rules and the '''Super Power Companion''' (SPC) for power creation. Also including a few Edges from the '''Rifts: Team Tomorrow''' (SWR) guide. :Using the SFC for starships (and vehicles). Note to re-invent the wheel using the systems as uses in my SWADE Star Law found here[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw#SFC_UPDATES]. See Vehicles and Starships below. *'''Leadership''' edges in a High Tech setting the range with Command is extended to those who you can see and who can hear you, via a vox caster, etc. (not just 5”). With Command Presence they only need to hear your orders (via a vox caster, etc.) to gain the bonuses. Without advanced communication the range is as per normal (5” or 10” with Presence). *'''Wealth''' (SWAE 145): as counting firebirds is not that interesting at times using the Wealth systems in the SWAE but updated below.
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