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<blockquote data-quote="Witchfinder General" data-source="post: 6212732" data-attributes="member: 60176"><p>The real splat books are the Companions (Fantasy, Horror, Super Powers). They contain new rules (Hindrances, Edges, Powers, etc.) as well as advice for running games in the genre, but no setting specific information.</p><p></p><p>Setting books typically have some rules, such as new Edges and Hindrances, or setting specific equipment. Some settings exclude certain rules (such as Arcane Background that do not fit the setting), or introduce new rules systems, such as sanity in Weird Wars II or rippertech (magical implants made from monster parts) in Rippers . A setting book typically comes with a <a href="http://www.peginc.com/games/savage-worlds/savage-worlds-plot-points/" target="_blank">plot point campaign</a> as well as a few stand-alone scenarios ("savage tales").</p></blockquote><p></p>
[QUOTE="Witchfinder General, post: 6212732, member: 60176"] The real splat books are the Companions (Fantasy, Horror, Super Powers). They contain new rules (Hindrances, Edges, Powers, etc.) as well as advice for running games in the genre, but no setting specific information. Setting books typically have some rules, such as new Edges and Hindrances, or setting specific equipment. Some settings exclude certain rules (such as Arcane Background that do not fit the setting), or introduce new rules systems, such as sanity in Weird Wars II or rippertech (magical implants made from monster parts) in Rippers . A setting book typically comes with a [url=http://www.peginc.com/games/savage-worlds/savage-worlds-plot-points/]plot point campaign[/url] as well as a few stand-alone scenarios ("savage tales"). [/QUOTE]
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