Random Treasure

Posted: 25 February 2011 in Rules

Although the Savage Worlds rules don’t assume the Sorting Algorithm of Evil by default, I sometimes find it useful. When I do, I assign threats and treasure by ranks much like character ranks – i.e. Novice, Seasoned, Veteran, Heroic or Legendary.


I use one of two options here, because I haven’t quite made my mind up which is best.

  • CV: Each monster slain adds its CV (Showdown points value) to the next treasure the heroes find. (I use MetaCreator, which calculates the CV for me, so this is data I get as a byproduct of creating monsters and NPCs.)
  • AHQ: This method was inspired by Advanced HeroQuest. The party may roll as many dice as they like, and get loot equal to the total score times $10 – so, a result of 7 would give $70 in coins, gems, chalices, carpets and what have you. However, if any of the dice roll a 1, the heroes find nothing of value in that cache. The die type depends on the treasure’s rank – Novice treasures use d6, Seasoned ones d8, Veterans d10, and Heroic d12; at Legendary level, the heroes are not pursuing mere gold, but artefacts of world-shaking importance.


Here’s my table of random magic items for dungeon crawls. I treat them as if they had been made by Weird Science, so that each comes with a charge of 10 power points. I determine the power randomly, based on the rank required to learn it (which I assume matches the rank of the treasure hoard) and then decide what form the device takes – Bolt, for instance, might be a rod or wand, while Detect/Conceal Arcana might be a necklace or amulet.

Die Novice Seasoned Veteran Heroic Legendary
01 Armour Barrier Fly Shape Change Shape Change
02 Beast Friend Blast Greater Healing    
03 Bolt Dispel Puppet    
04 Boost/Lower Trait Invisibility Shape Change    
05 Burrow Quickness Zombie    
06 Burst Shape Change      
07 Deflection Telekinesis      
08 Detect/Conceal Arcana Teleport      
09 Elemental Manipulation        
10 Entangle        
11 Environmental Protection        
12 Fear        
13 Healing        
14 Light        
15 Obscure        
16 Shape Change        
17 Smite        
18 Speak Language        
19 Speed        
20 Stun        

You’ll notice some gaps there; nobody’s made it past Novice yet, so it hasn’t been a problem so far! I plan to use a d20 for Novice powers, a d8 for Seasoned, and a d6 for the others, although that could well change if I introduce more powers. One could also have items granting the user temporary edges.

Shape Change appears in several lists; use the table on p. 93 of the rulebook to determine what sorts of animal the item can turn the finder into at each rank.

Boost/Lower Trait requires a subtable to determine which trait it affects, and another die roll to see whether it boosts or lowers the trait. Any trait not available in the campaign indicates an item broken beyond repair, and possibly of unidentifiable purpose.

D6 + D6 1 2 3 4 5 6
1 Agility Climbing Intimidation Piloting Survival Psionics
2 Smarts Driving Investigation Repair Swimming Spellcasting
3 Spirit Fighting Knowledge Riding Taunt Weird Science
4 Strength Gambling Lockpicking Shooting Throwing Power Points
5 Vigour Guts Notice Stealth Tracking Power Points
6 Boating Healing Persuasion Streetwise Faith Power Points

The type of Knowledge boosted depends on the location – in the tomb of a mighty warrior, for instance, it might be Knowledge: Tactics.

Power Points indicates a device with no specific power, just points someone with an Arcane Background can use to cast – usually the item has 5 power points.

  1. boccobsblog says:

    Very handy, thank you

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