Critical Failures: When a character rolls double 1's on a Trait roll, he can't spend a Benny - he's stuck with the critical failure.
Blood & Guts: Characters can spend Bennies on damage rolls!
Born a Hero: Heroes may ignore the Rank qualifications for Edges during character creation. They must still meet any other Requirements as usual. The usual rules for Rank Requirements apply afterward.
RACE
Humans are the only playable species. The Grith are strictly an NPC race.
SKILLS
All the skills listed in the Savage Worlds Deluxe core book are available, in addition to the following:
Knowledge (Xenozoic Fauna): The character has a working knowledge of the many species of dinosaurs, giant insects, mammals, and other prehistoric creatures that populate the planet.
Knowledge (Xenozoic Flora): The character knows about the plants of Xenozoic Earth, from special herbs and edible plants to man-eating flora.
Knowledge (Politics): Understanding the inner workings and complex relations between various factions and communities, and knowing how to best navigate governments and bureaucracies. A useful skill when dealing with the Council of Governors or diplomats from Wassoon.
Knowledge (Engineering): This skill is used to construct things such as bridges and buildings, and to excavate and operate underground shafts, mines, and caverns. It also carries with it a knowledge of explosives.
THE REPAIR SKILL
Because of how important technology and equipment tends to be in Cadillacs and Dinosaurs, the Repair skill will now be subject to the rules for Skill Specialization (Savage Worlds Deluxe, p. 95). Upon taking the Repair skill, the character must choose a specialization. When making a Repair roll for which one does not have a specialization, the roll suffers a -2 penalty. Old Blood Mechanics ignore this rule.
Repair specializations include (but are not limited to):
- Vehicles
- Gunsmithing
- Electronics
- General (this covers basic "handyman" or maintenance tasks)
BANNED EDGES
Arcane Backgrounds: There are no arcane backgrounds available to humans in this setting.
Power Edges: None of these Edges are available for humans in this setting.
Mr. Fix It: This Edge has been replaced by the Old Blood Mechanic Edge.
Other Professional Edges: Any Professional Edges with supernatural or fantasy elements are not available for this setting. That includes things like Adept, Champion, Gadgeteer, Holy/Unholy Warrior, Mentalist, and Wizard. Without access to arcane backgrounds, these Edges cannot be selected anyway.
NEW OR MODIFIED EDGES
Beast Bond (Dinosaur)
This is a variant of the Beast Bond Edge described on p. 41 of the core book. The hero can substitute a dinosaur for any animal under the existing description. However, the character can only have one dinosaur at a time, and it replaces all other descriptive text for the Edge. If the dinosaur is killed, the character finds a replacement within 2d10 days, but starts each session with one fewer Benny until then.
Dinosaur Master
This is a variant of the Beast Master Edge described on p. 41 of the core book. It has all the same requirements and descriptive text as the original Edge, but it applies specifically to dinosaurs. Characters cannot take both both the Dinosaur Master and Beast Master Edges.
Rich
The character is considered wealthy by the standards of the City in the Sea or Wassoon. He or she begins with 10,000 credits.
Filthy Rich
Requirements: Rich
The character has a nest egg of 25,000 credits saved up. Note that this level of wealth is very rare for post-apocalyptic Xenozoic Earth. Players who select this Edge should have clear explanation for how they acquired these resources.
Vehicle
Requirements: Novice, Spirit d6+
The hero personally owns a functioning motorized vehicle. This could be a motorcycle, car, truck, or even motorboat (no aircraft). In Xenozoic Earth, most motorized vehicles are prohibitively expensive, but your character has gotten her hands on one. Maybe it was passed down through her family from generation to generation, or maybe she salvaged it from ancient ruins and restored it. The value of the vehicle may be equal to or less than 50,000 credits. As with all motorized vehicles in this setting, the character's vehicle has been converted to run on methane fuel created from dinosaur guano. Keep in mind that this Edge does not include vehicular modifications, armor, mounted weapons, etc. - the character has to pay for any extra bells and whistles.
This is a powerful Edge, but if the Vehicle is lost, the Edge is lost as well. All vehicle selections are subject to GM’s approval.
Old Blood Mechanic
Requirements: Novice, Smarts d10, Repair d10, and at least two other physical science Knowledge skills at d6+.
The character is a descendant of the engineers who kept the life support systems running during the centuries the humanity resided underground. He has followed in the footsteps on his ancestors and is now one of the privileged few who understands enough about most technology to be able to build, modify, and repair it. While there are others, such as the Moles, who have their share of technical know-how, none can quite compete with the breadth of knowledge and skill possessed by the Old Blood Mechanics. The hero adds +2 to Repair rolls. In addition, the character is not required to take specializations in the Repair skill; he can perform most kinds of Repair rolls without penalty.
The hero is a staunch defender of the Machinatio Vitae and is expected to actively take part in protecting nature (this can mean anything from hunting down poachers to applying pressure to local politicians to alter their policies); being an Old Blood is as much a job as a birthright. Furthermore, the legacy affords the hero a certain amount of influence and respect from everyday people, especially in the City in the Sea and Wassoon. Gain +2 to Charisma rolls when dealing with those who believe in the Machinatio Vitae and who know the character is an Old Blood.
Along with the skill benefits, those inducted into the traditions and training of a mechanic are also taught about the existence of the Grith. This is a closely guarded secret among mechanics and is the reason why all of them carry a bag of Scrabble tiles. Betraying the secret of the Grith to outsiders would result in immediate ostracism by one's fellow mechanics, or worse.
Note that this is a Background Edge and may only be taken at character creation.
Weapons Encyclopedia
Requirements: Smarts d8+, Repair (Gunsmithing) d6+
A character can recall the vital statistics and important quirks of practically all known commercially available weapons. This includes, but is not limited to, its general level of reliability as well as all vital statistics — material composition, ammunition capacity, caliber, possible outfitted accessories, etc. Characters without this ability will only have such information on weapons they own or use regularly and will need to successfully roll a Common Knowledge Skill Check to recall important details. In addition, Weapons Encyclopedia also includes knowledge on acquiring weapons, so characters will have a +2 bonus on any Skill checks needed to locate or buy weapons.
MONEY & GEAR
Starting Funds: Characters start with 2,500 credits.
Accommodations: Characters are assumed to have somewhere to live, whether it's a small apartment in one of the highrises of the City in the Sea, or a modest hovel on the mainland. Nomadic characters with no permanent residence likely sleep in their vehicles or wherever they can find shelter.
Transportation: Only what the character purchases or acquires via Edges.
Gear Prices: In Cadillacs and Dinosaurs, the fundamentals of living (such as food and clothing) are affordable, as are basic firearms and survival gear. Other items, especially recovered or restored technology, tend to be very pricey. This includes military weapons, medical supplies, electronics, and vehicles.
You can use the gear lists in the Savage Worlds Deluxe core book (starting on p. 52), but the general rule is that all prices are double what is listed in the book. So a Glock 9mm listed at $200 actually costs 400 credits in Xenozoic Earth. Dollars and credits are interchangeable.
Gear Availability: Given the nature of the setting, certain types of gear aren't available, either because they don't exist or don't function in any practical way. Here are some basic notes about equipment.
- Most types of pistols, hunting rifles, assault rifles, and shotguns are available. Submachine-guns and full machine-guns are rare and usually avoided, since full auto weapons are impractical and wasteful with ammunition.
- Heavy military weapons and explosives, such as rocket launchers, mortars, mines, grenades, and missiles, and mostly unavailable to the average person. The stockpiles that do exist are tightly controlled by those who have them.
- Light vehicle-mounted weapons, such as light machine-guns, do exist but are avoided. Heavy vehicle-mounted weapons (such as anti-tank cannons) do not.
- Vision devices such as binoculars, rifle scopes, and IR goggles are available.
- Radios exist but are very expensive. Only a few long-range vacuum tube radios have been recovered and renovated. Short-range radios and walkies are not available.
- Medical supplies (such as surgical instruments, antibiotic, anesthetics, first aid kits, etc.) are available, but they are expensive.
- Sophisticated electronics such as computers, digital camera, smartphones, GPS units, and similar items are not generally available.
- Portable generators are available, but the price depends on their output. Low watt generators are quite affordable.