Savage Rifts

Savage & Simple Rules

I have printed (double sided) and laminate several copies of the following for players to refer to while we play.



• Deal each Wild Card and group (bad guys) one card.
• Reshuffle the deck the round after a Joker is dealt.
• A Joker allows the character to act whenever he wants in a round, and adds a +2 to all his Trait (Traits are both Attributes & Skills) and damage rolls that round.

• A character may move up to his Pace and perform an action, such as making a hand-to-hand attack, firing a ranged weapon, or making a test of wills.
• A character may attempt additional actions, such as running, but incurs a -2 penalty to all Trait rolls for each additional action.

• The attacker makes a single Fighting roll. If the roll is equal to or greater than his target’s Parry, the attack hits (see Damage). A raise (4 points over what you need to succeed) on the attack roll adds +1d6 to the damage.

• The attacker makes a single Shooting roll and subtracts 2 for Medium range and 4 for Long range. If the roll is successful (TN 4 of more), the attack hits (see Damage). A raise on the attack roll adds +1d6 to the damage.

• If the damage is equal to or greater than the victim’s Toughness, he’s Shaken.
• A Shaken character who receives a second Shaken result is wounded.
• If the damage exceeds the victim’s Toughness by a raise, he’s Wounded. Wounded Extras are Incapacitated and removed from play. Wild Cards can suffer up to three wounds.
• When a Wild Card suffers more than three wounds, he falls unconscious for 1d6 days.

Aftermath & Healing
• A Healing roll on an injured Wild Card heals 1 wound with a success and 2 with a raise. If the roll is failed, the wound must heal naturally.
• Additional Magic or Psionic Healing is possible.

Test of Wills
• Intimidation: Opposed roll versus Spirit. Taunt: Opposed roll versus Smarts.

Setting Rules of note for Savage Rifts, Game Mastered by Dan Frederick

Wild Card – All Player Characters and Important NPC, both good and evil, are Wild Cards. Wild Cards roll a Wild Die (d6) with each of their rolls. Wild Cards have their own Bennies and can take more Wounds than Extras.

Fear / Horror Check – Spirit roll (TN is 4 unless otherwise stated). Success means the character is able to carry on. Failure means rolling on the Fright Table (page 98 of Main Savage Worlds book). Characters will become Jaded over time and not need to make fear checks against horrors already encountered.

Traits – Traits refers to both Attributes (Agility, Smarts, Spirit, Strength, and Vigor) & Skills.

Ace (Exploding die) – When one rolls a die and it lands on the max for that die it explodes and is rolled again. Example: a d6 rolls a 6, re-roll the d6 and it gets a 4, your final roll is a 10.

Raise – Rolling 4 points over what you need to succeed is a Raise.

TN – Target Number, the base TN is always a 4 unless the GM states otherwise.

Shaken – If a character is Shaken they are rattled, shocked and must make a Spirit roll to be effective. Once Shaken make a Spirit roll: Failure, free actions only, Success, no longer Shaken and act normally. Spending a Bennie removes Shaken. Try a Spirit roll before spending Bennie.

Modified Critical Failures – If a Wild Card rolls double 1’s on his die it is a Critical Failure! To re-roll costs TWO Bennies! Otherwise the GM will elaborate on the critical incident is that occurs.

Modified Jokers Wild – My Savage games use a deck of cards for Initiative order. My Initiative deck has 4 Jokers placed into it. The deck is shuffled the round after a Joker is dealt.

Power Points (ISP and PPE) – Power Points refer to both magic and psionic abilities. Recovery of Power Points is 1 per 30 minutes, unless the Edge Rapid Recharge is taken, 1 per 5 minutes.

Bennies – Players can use Bennies to A.) Re-roll any Trait test ie. Attributes test or Skill tests such as Shooting or saving versus a Horror Factor roll using Spirit. Keep highest result. B.) The Blood and Guts rule allows Players to re-roll their Damage roll. Keep highest result. C.) Soak Damage, a character may spend a Bennie to make a Soak roll, which is a Vigor check. A success and each raise reduces the number of wounds suffered from that attack by one. Characters can only make one Soak roll per attack, if a Soak roll eliminates 2 or 3 wounds for example a hero can’t make another Soak roll to eliminate the third wound. Although the Vigor roll can be re-rolled using a Bennie. D.) Extra Effort allows the character to spend a Bennie to add a d6 to a Trait roll. Attributes and Skills only. If done the roll cannot be re-rolled even with a Bennie.




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