What follows is The Rules. Don’t worry we will play the rules together and get to know them. This just gives you an idea of how things will be.
I’ll go over the rules in a series of One Off Game nights.
The Savage Worlds rules are simple and follow a standard pattern. Let’s dive right in and you’ll see how it works.
Every character or creature has two kinds of traits—attributes and skills. Each trait is rated from a d4 to a d12, with d6 being average and d12 being world-class.
When you want your character to do something, the GM tells you what trait to use and you roll that die. If it’s equal to or greater than 4, plus or minus any modifiers, you’re successful.
Some characters or creatures have traits higher than a d12, such as a d12+3. That means to roll the d12 and add 3.
Target Numbers (TN): The usual target number for most tasks is 4, plus or minus any modifiers. Parry and Toughness are special TNs and will be explained later on.
Untrained: If a character doesn’t have a skill for an action he’s attempting he rolls with a d4 in the trait but subtracts 2 from the total. Some skills can never be used untrained, such as casting a spell or performing brain surgery.
Trait tests and damage rolls in Savage Worlds are “open ended.” That means when you roll the highest number possible on a die (a 6 on a d6, an 8 on a d8, and so on), you get to roll
that die again and add it to the total. This is called an “Ace,” and you can keep rolling and adding as long as you Ace!
Sometimes it’s important to know how successful a trait test was. A roll that’s 4 points over the target number is called a “raise.” If your hero needs a 4 to Shoot an opponent and rolls
an 8 or higher, he hits with a raise!
Example: A lady gunslinger in Deadlands needs a 4 to hit a walkin’ dead at short range with her .44 caliber Colt Navy. She has a d8 in Shooting, so she rolls an 8-sided die and gets an 8. That’s an Ace so she rolls again and gets a 4 this time for a total of 12. That’s two raises and one heck of a shot, ma’am!
Sometimes rolls are “opposed” by an opponent. If two characters are wrestling for control of an ancient artifact, for example, they both make Strength rolls. When this happens,
the acting character gets his trait total first, followed by whoever is opposing him. The highest total wins.
Example: Buck Savage, a pulp hero, taunts an Aztec mummy. Buck gets a 7 on his Taunt. The mummy shrieks in anger and rolls next, getting a 3. Buck wins with a raise!
Wild Cards & Extras
Your hero (a player character), and unique villains and monsters are collectively called “Wild Cards.” Wild cards are the “named” characters who are important to the plot and thus
are just generally better than the unnamed “Extras.” These beings have a little better chance at doing things, are a little tougher to put down, and are generally more detailed than common guards, minions, or lackeys. Wild Cards are noted with the picture of Smilin’ Jack by their statistics, like this:
The Wild Die
When making any sort of trait test, Wild Cards roll an extra d6 called the “Wild Die.” If the result of the Wild Die is higher than the trait die, take the result of the Wild Die instead.
All modifiers apply to both the trait and Wild Die since whichever is highest is your total before the modifier.
One Wild Die Per Action: When Wild Cards roll multiple dice for a single action, such as when firing on full-auto, they roll only one Wild Die. A gunner who fires three bursts, for example, rolls three of his Shooting dice and one Wild Die—which may then replace one of his Shooting dice if it comes out higher.
Example: A hero with a d8 Strength makes a roll. He rolls a d8 and his Wild Die, a d6, and gets an 8 and a 6, respectively—that’s an Ace on both dice! He rolls both again and gets a 4 and a 3. The d8 ends up with a 8+4=12, while the Wild Die is 6+3=9. The d8 scored highest in the end, so his total is 12.
Savage Worlds gives players and GMs a little extra control over the whims of fate. Every player starts each game session with three “bennies,” gaming stones or other tokens that signify a little bit of good luck or fate. (For those who don’t know, “bennies” is a slang term derived from “benefits.”)
You can use a benny to reroll any trait test. You can even keep spending them until you get the result you want or you run out of bennies! Take the best of your rolls—spending a benny should never hurt you, only help. If your original roll is a 5, for example, and a benny gets you a 4, you keep the original 5 instead. Bennies cannot normally be spent on damage rolls, rolls on tables, or anything besides trait rolls. (Soak rolls and certain Edges do allow other uses of bennies besides rerolling trait rolls, but these are the exception.) Bennies are not saved up between sessions, so use ‘em or lose ‘em!
The heart of a good roleplaying game is the ability to make, customize, and advance your own characters. Here’s how it works in Savage Worlds.
Choose any race available in your setting for your character.
2) Traits & Derived Statistics
Your hero starts with a d4 in each attribute, and has 5 points with which to raise them. Raising an attribute a die type costs 1 point. Die types are d4, d6, d8, d10, and d12.
Charisma is equal to the total bonuses or penalties given by Edges and Hindrances.
Pace is 6”.
Parry is equal to 2 plus half of the Fighting die. (Half of Fighting d8 is 4 + 2 = Parry of 6.)
Toughness is equal to 2 plus half the character’s Vigor. Add the bonus granted by armor worn on the torso to this value, but remember it may not count if attacks target other parts of the body. (Half of Vigor d6 is 3 + 2 + 2 (chain armor) = Toughness of 7.)
3) Edges & Hindrances
Your character gains an “advance” for each Minor Hindrance she takes (up to two), and two advances for taking a single Major Hindrance. You’ll find a summary of core Edges & Hindrances at the end of this document, and more can be found in your setting book.
For 2 advances you can either:
• Gain another attribute point.
• Choose an Edge.
For 1 advance you can either:
• Gain another skill point.
• Increase starting funds by 100%.
5) Backgr ound Details
Fill in any other background details you care to add.
That more than enough for now. If you read this great. If not don’t worry we will be doing practice game sessions :)