Setting Specific Rules

Setting Rules
Steel Awakening uses the following setting rules:
 * Blood & Guts - Characters may spend bennies to re-roll damage rolls.
 * Critical Failures - When a character rolls double ones on a trait test they may not spend a bennies to re-roll. They are stuck with the critical failure.
 * Fanatics - When a wild card is wounded one of their allies, minions or servants my take the wound in their leader's stead.

Simplified Encumberance Rules
Steel Awakening uses simplified rules for tracking how much a player character can reasonably carry. Weight is tracked in terms of "significant items".

Divide an item's weight in lbs. by five and then round it down to the nearest whole number. This means items below 5lbs are ignored, items between 5lbs and 10lbs are counted as 1 significant item.

A character can comfortably carry a number of significant items equal to half the value of their strength attribute. For example a character with STR d6 can carry three significant items.

While carrying up to twice this number of items a character suffers a -2 penalty to all physical rolls. A character cannot carry more than twice this number of significant items.

The number of significant items that a piece of equipment counts as is listed as the item's weight.

Skills
Steel Awakening uses the standard savage worlds skills list with the following exceptions:
 * The Drive and Pilot skills are largely inapplicable to this setting as there are very few wheeled vehicles or aircraft.
 * The repair skill is also used in place of the healing skill to remove wounds from non-human characters. Healing checks still require 10 minutes but do not follow the rules for the golden hour.
 * The Technology skill is added. It governs the use of computers and other pre-war technology. Player characters should have a solid justification for taking this skill as such expertise is rare in the wastelands.