Savage Worlds/System Changes

=My Setting Rules= Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.

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,... Only the first die counts for fumbles and critical misses.

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.
 * Edge: 2 AP
 * Skill raise :1AP
 * Attribute raise: 2AP

Arcane Backgrounds
No Powerpoints are accrued. Whether the spell succeeded or not the power user must make a Fatigue roll: an Attribute check (the Attribute of the AB, TN PP+3). On a failure the user takes 1 level of fatigue and is Shaken. Time to regain the fatigue is time without magic use: 10 min, 1 hour, 8 hours, 3 days. Natural 1 means the user receives a Wound and falls unconscious for 1d6 hours. Success: The user is Shaken, but takes no Fatigue. A raise means no adverse affects. By preparing a round, the character gains +2 to the casting roll.

Signature Power
Edge: You gain a new Power with separate Skill (starting at d4). That power now doesn't cause Fatigue rolls.

Blood & Guts
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.

Easy Skills
Characters can buy new skills during play for 1 point.

Joker’s Wild
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group. When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!

Minor Edges
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.

Multiple Languages
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die. An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.

=Setting Rules - Things to Do in Tenochtitlan When You're Dead=

Free Hindrances
All characters get Illiterate and Destitute for free.

Do not use Resources
Noone ever has any money.

Magic
Magic is always connected to the Divine and requires Spirit, whatever the AB.

=New and Changed Attributes=

Charisma
Charisma is now a Primary Attribute, starting at d4.

Parry
Is now based on Defense.

Resources
This is now a Setting-specific Attribute starting at d4. =New and Changed Skills=

Athletics
Incorporates Swimming, Climbing, doing cool stunts etc etc.

Defense
The Defensive skill for Parry and dodging Area Attacks.

Fighting
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.

Persuasion
Now Charisma based.

Profession
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.

Streetwise
Now Charismabased.

Taunt
Now Charismabased. =New and Changed Edges=

Dodge
Characters who attempt to evade area effect attacks may add +1 to their Defense roll.

Improved Dodge
Same as above, but +2.