Savage Worlds

=Campaigns=
 * Savage Torg
 * Things To Do In Tenochtitlan When You're Dead
 * Heroic Worlds

=Modules=
 * Mecha

=Rules= Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
 * System Changes
 * Character Creation

=Expanded Dice Progression= d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...

=Standard Campaign Options=

Advance points
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).

Arcane Backgrounds
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own: This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12). Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken. A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers). When choosing spells ignore rank for requirements purposes. Rank factors into the casting modifier (see above). By preparing a round, the character gains +2 to the casting roll.
 * Novice 0
 * Seasoned +4
 * Veteran +8
 * Heroic +12
 * Legendary +16

Improved Preparation
Requirements - Novice, ability to cast spells When you prepare a spell you gain an additional +2 to your casting roll.

Lengthy Preparation
Requirements - Novice, ability to cast spells You may prepare an additional round, gaining the preparation bonus twice.

Assensing Master
Requirements - Novice, ability to cast spells When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.

Magical Endurance
Requirements - Novice, Casting d6 Gives a Caster a +2 for resisting Drain.

Ritual Caster
Requirements - Seasoned, Sorcery d8 When you cast a ritual you receive +2 to your roll.

Spell Focus
Requirements - Novice - Arcane Background Gives caster a +2 to casting a specific spell.

Improved Spell Focus
Requirements - Seasoned, Sorcery d6, Spell Focus Gives caster +4 to casting a specific spell (Same as Spell Focus).

Spell Mastery
Requirements - Legendary, Sorcery d12, Improved Spell Focus Gives caster +6 to casting a specific spell (Same as Spell Focus). Gives caster +2 to casting all spells.

Spirit Affinity
Requirements- Novice- Arcane Background When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.