TEXT: 1
  Savage Worlds and the Pinnacle logo are © 2011 Great  
  White Games, LLC; DBA Pinnacle Entertainment Group. 
  © 2011 Solomon Kane Inc. Solomon Kane® and related logos, characters, names, and 
  distinctive likenesses thereof are trademarks of Solomon Kane Inc. All rights reserved.
  Knight Errant is © John M. Goff and used with permission.
  Produced under license by Studio 2 Publishing, Inc. The Studio 2  
  logo is a trademark of Studio 2 Publishing, Inc. All rights reserved.
  Interludes
  A complete list of all changes from  
  Savage Worlds: Explorer’s Edition to Savage World Deluxe, 
  will be on our Downloads page at www.peginc.com.
  
  2
  Interludes
  In most heroic tales, characters engage in small talk that 
  reveals something about their past or further develops their 
  personality. Such “Interludes” are rare in roleplaying games 
  where we focus primarily on action and the next encounter.
  The system below formulizes these scenes and rewards 
  players for roleplaying their character and revealing their 
  backstory to the rest of the group.
  Running an Interlude 
  The Game Master should run an Interlude during natural 
  down-time such as when healing up after a fight, performing 
  research, or between legs of a long trip.
  To start, pick a player and have her draw a card. The Suit 
  determines the general topic as shown on the Interlude Table 
  below. Each entry requires the player to tell a story in the 
  voice of her character. The tale should be substantial enough 
  to take a few minutes and may draw in other characters’ 
  participation as well.
  The next time the Game Master feels an Interlude is 
  appropriate, he should pick a different player so that everyone 
  has a chance to participate and reap the rewards.
   
  ►  Rewards: After a player completes her tale, award her a 
  Benny or an Adventure Card—her choice.
  Interlude Table
  •	 Clubs—Tragedy: Describe a tale of tragedy or misfortune 
  from your hero’s past, featuring one of his Hindrances 
  if possible. If the teller has a dark secret of some kind, 
  hint strongly at it, drop clues, or otherwise give the rest 
  of the group a glimpse into your hero’s dark side during 
  your narrative.
  •	 Spades—Victory: Tell the group about a great victory 
  or personal triumph in your adventurer’s past. How did 
  it affect him afterward? Was there a reward?
  •	 Hearts—Love: Speak fondly of the character’s greatest 
  love—lost, found, or waiting on him back home. What 
  is her name? Where does she live? Why is the traveler 
  not with her now?
  •	 Diamonds—Desire: Tell a tale about something your 
  hero wants (or already has). It might be a material 
  possession, recognition, a political goal, or even a trip 
  he wishes to take to some amazing destination.
  Example: Crossing Mars
  Colonel Green of the Martian 24th Highlanders, his guide 
  Sanjay of the Gurkhas, Lady Emily, and big game hunter 
  extraordinaire Sir John Hobbsworth cross the vast Martian 
  desert. They face sandstorms, intense heat by day, and bone-
  numbing cold at night.
  The Game Master decides to call for an Interlude after each 
  encounter along the way.
  Colonel Green goes first and draws a Spade. He describes 
  with great vigor his travails against the wild Martians at 
  Zimkangaroon and the tense battle he fought there. “It’s how 
  I got this injury,” he says as he points to his Lame leg.
  Later, after surviving a terrible sandstorm, Lady Emily draws 
  a Heart. “I will withstand any trauma,” she begins, “if only it will 
  help me discover what happened to my beloved Nathaniel, 
  lost in the mountains I have asked you all to escort me to.” 
  She then goes on about how she and Nathaniel met, traveled 
  to Mars, and began a new life far away from the grime and 
  corruption of New York City.
  A day later, the party is ambushed by Martian raiders. Sanjay 
  draws the next card—a Diamond. “See this bandit blade?” 
  he says proudly. “It is a poor substitute for my kukri, awarded 
  ten years ago when I joined the regiment.” Sanjay goes on to 
  describe his training and some of the terrible battles he fought 
  in the 6th Gurkha regiment before volunteering for service on 
  faraway Mars.
  Sir Hobbsworth is next, with a Club. “I have hunted every 
  creature on earth. Now I’ve come to Mars to bag the biggest, 
  most ferocious beast on all the known worlds—the crask. I’ll kill 
  the thing and mount its head on my wall. And nothing will stop 
  me.” Hobbsworth then hints that he hopes the monster slays 
  him as he slays it—revealing his Death Wish and the chronic 
  disease he picked up during the campaign in the process.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Savage Worlds - Explorers Edition Update - Interludes.pdf