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Horizon: Redline is © 2003 by Fantasy Flight Games. Savage Worlds by Shane Lacy Hensley is © 2003 by the Pinnacle
Entertainment Group. Neither publisher supports or endorses this adaptation. All original content is © 2003 by William
Littlefield. All illustrations are used without permission – no challenge to copyright status is intended or implied.
Ferals: Anyone with half a brain knows that the Green Redliners: Some people are born to drive. Gasoline is their
Zones aren’t really safe. But a few have decided that it’s soap and the roar of the engine their lullaby. Redliners
safer facing mutie mountain lions than gun-toting raiders. are the royalty of the open road, able to push their
Of course, some don’t have a choice. Ferals are folks that vehicles to feats no one else can achieve.
have gone wild, either because they abandoned society
or society abandoned them. They just want to survive, but Redliners start the game with either the Ace Edge or the
Instead of looking to machines and other folks, they’re Driving skill at D6.
used to trusting their own instincts. Ferals who have lost
touch with their humanity and reverted to a bestial Rejects: The earth is long and deep into the Creep. Once
existence are known as savages. the war got going the bigwigs figured they had nothing
to lose and pulled out everything they had: biological,
Ferals and Savages start the game with an Agility of D6. chemical, and even nuclear weapons were unleashed
Savages also gain the Alertness Edge and the Outsider on society. The lucky ones died horribly. The rest lived on
Hindrance. No additional bonus points are gained by in the Aftermath. The rejects are the scarred offspring of
taking this Hindrance. those unfortunates. “Normal” folks look at the rejects with
equal parts of fear and anger. Reject’s outlooks are as
Marauders: In a world gone mad, sometimes might does varied as their genetic code. Some live to cause chaos
make right. Where marauders go, destruction is sure to while others are simple-minded innocents.
follow. Most marauders are no more than mere thugs
(often referred to in generic terms as gangers). However, Rejects start the game with both Strength and Vigor at
heroic groups do exist that ride the highways with a D6. They must take the Ability Deficiency Edge (Smarts or
savage furor, seeking their own brand of justice. Spirit). No additional bonus points are gained by taking
this Hindrance. In addition, a reject must have a random
Marauders and Gangers start the game with a Strength mutation (player’s choice, but subject to GM approval).
of D6. Gangers also gain the Mean Hindrance and the
Fighting skill for free. No additional bonus points are Riggers: Riggers have grease for blood and wrenches for
gained by taking this Hindrance. hands. Building, tearing down, and building again is the
life cycle of the rigger. They love to work with machinery
of any sort, improving, repairing or salvaging what they
can from it. Even faced with something they have never
seen before, riggers have a chance of making it work or
work better.
After character generation, equipment may be bought Once accumulated Creep Points are equal to your Vigor
or scrounged for. If scrounged for use the die type you must make an Infection Roll (Vigor roll at -2)
aforementioned method to determine what is found. If or become infected. The infection symptoms are based
bought, its value is measured in Resource Units (RUs). This on the type of Creep that caused you to make the Vigor
is an abstract unit used by players and GMs for ease of roll. If you succeed, you suffer a minor effect (with a Raise
game play rather than a term used by everyday you suffer no adverse effects). If you fail you suffer a
characters in the Savaged Redline setting. What major effect (major effects replace minor effects rather
comprises an RU depends on the character’s than stacking with them). With an abysmal failure you
surroundings; generally assume that it is composed of one gain both the major effect and a random mutation
of three things: a tank of gas (enough to raise a vehicle’s (which also grants you the Outsider Hindrance if the
fuel level by two steps), a day’s worth of food, or a day’s mutation is not easily concealed)!
worth of water. The primary RU in an area determines the Once infected your Creep Point level resets to 0 and you
value of secondary RUs to a degree of one-third: must make an Infection Roll whenever it reaches a total
equal to Vigor/2. Once the Creep gets you it keeps
Wasteland 1 RU Water = 3 RUs Food = 9 RUs Fuel coming back for more!
Ruins 1 RU Fuel = 3 RUs Water = 9 RUs Food
Green Zones 1 RU Fuel = 3 RUs Food = 9 RUs Water Example of the Creep:
There are no extensive equipment lists in Savage Redline The Nagshead Creep (Biological - Strength D8)
Players should only have access to those things that the Minor Effect: All Vigor rolls made at -1(constantly
GM allows them to have. You can easily extrapolate coughing up phlegm and mucous, open sores take
equipment from the lists given in the Revised Savage forever to heal, and you have a sickly pallor).
Worlds rulebook. A quick and dirty method for getting a Major Effect: Gain the Anemic Hindrance and a -2
rough idea of an item’s RU value is to divide the listed Charisma modifier due to your unhealthy appearance.
dollar value cost by 10 and round up. Ammunition should
be bought in lots of 10 rounds. Random Mutation Table
Chameleon Skin: If the character does not move he 2-5 Hearts 1D6 day supply of canned food
gains a +4 bonus on Stealth rolls to hide. 6-10 Hearts 1D6 day supply of potable water
Jack-King Hearts Medical supplies (1D10 Wounds)
Atrophied Appendages: Strength and Agility rolls are Ace Hearts 1D6 day supply of food/water
made at -1.
2-5 Diamonds One tank of fuel
Diminished Ability: Reduce a random attribute by one 6-10 Diamonds 1D6 explosive devices**
die type. All linked skills are at -2 until it is raised. Jack-King Diamonds A vehicle**
Ace Diamonds A vehicle with a full tank of fuel
Distinctive Odor: All rolls made to Notice him are at +2
and he makes Stealth rolls at -2. * Roll 2D10 on Gun and Ammo Table
** GM choice
Enhanced Vision: Ignore penalties for dim and dark
conditions. Gun and Ammo Table
Fragile Bones: Reduce Toughness by -1. 2-5 Small pistols (9mm or smaller)
6-9 Large pistols (.44-.50)
Heightened Senses: Gain the Alertness Edge. 10-12 Rifles
13-15 Shotguns
Horns: If you can charge you may make a melee attack 16-17 Assault rifles
at +2 using your horns. 18-19 Submachine guns
20 Machine guns
SCROUNGING
Player may choose specific type or model within a basic
Of course, the GM is always free to simply state what the class of firearm.
characters find when they scrounge; however, in most
cases it’s simply easier (and more interesting) to randomly The GM can easily tweak this system to reflect the
determine what is found. The recommended system for probable distribution of gear in a given area. For
handling random scrounging in Savaged Redline is a example, when scrounging in a supermarket he may
variant of the system presented in Savage Tale 6: Zombie decide that any Diamonds are treated as Hearts. In a
Run by Jonathan Pierson: gun shop, Clubs may be treated as Spades and Hearts
may be treated as Clubs. Get the idea?
1. After spending at least 10 minutes scrounging an
area you may draw two cards.
2. Make a Survival roll (or a Smarts roll at -2 if you
don’t have the Survival skill).
a. Draw an additional card for a success or
THIS DOCUMENT WAS LAST UPDATED ON
two additional cards with a Raise. April 29, 2004
b. Discard one card for a failure (two cards
if you rolled snake eyes).
3. Consult the table below for each card you have
in your hand.
a. If you have the red Joker, discard it and
make another Survival roll.
b. If you have the black Joker you may
either double the quantity of any one
item you scrounge
MARK HAUSER
(Novice Redliner)
Agility D8
Smarts D6
Spirit D6
Strength D6
Vigor D6
Pace 6”
Parry 5
Toughness 5
Charisma 0
Bennies 3
XP 0
Gear: (Load Limit 30lbs.): Rucksack, bedroll, set of clothing, leather biker jacket (Armor +1), 9mm
pistol and 2 clips of ammo, 4 days food and water, 1985 Mustang GT with a full tank of gas.
Background: Mark was born in 1970 and raised in New Hampshire. He grew up a “gearhead”.
Besides cars, snowmobiles and motorcycles were his passion. After the war he stayed hidden in the
mountains for several years – his only diversion being his fully stocked garage and his car collection.
Just recently he came into contact with a wandering band of “flatlanders”. He traded several of
his cars for food, water, and fuel. He’s decided to leave the mountains and try and establish a
settlement with the group of nomads from the south.
Appearance: He is 5’8” tall, 165lbs, and has blue eyes and blond hair. He dresses in jeans, T-shirts
(throwing a flannel shirt on when it gets cold), heavy riding boots, and his black leather biker jacket.
A red bandanna and a pair of Oakley sunglasses are always around his neck.
Personality: Mark is a generally likeable guy. Some would call him a “northern redneck” and he’d
be the first to agree. He is confident in his mechanical and driving abilities and when it comes to
racing he thinks he’s all that and a bag of chips. Sometimes this attitude gets on people’s nerves
and sometimes it gets Mark into trouble. It’s yet to ruin his reputation as a skilled driver though…
Quote: “The right lane is for passing you moron – get the hell out of my way before I’m forced to
show you my skills!”