Asset Orientation SeriesRef. SW/ADV — Sheet 02

Field Reference 02

Core Resolution

How Savage Worlds actually works at the table. Page numbers refer to the SWADE core rulebook — everything here can be checked against the book.

01The engine, in thirty seconds

Roll one die. Get 4 or more. That's a success.

Which die depends on how good you are: d4 poor, d6 competent adult, d12 world-class. The target is always 4 — it never scales. Difficulty comes from modifiers, not from a moving number.p87

Two twists:

Dice explode. Roll the maximum on a die and you roll it again and add, repeating as long as it keeps maxing. A d4 can produce a 19. This is an Ace, and it applies to damage rolls too.p88

You roll a bonus d6. Player characters are Wild Cards — you roll your skill die and a d6 and take whichever is higher. Both can explode. Most enemies don't get this, which is much of why you're the heroes.p87

So a d8 skill is: roll d8 and d6, take the better, 4+ succeeds.

02Unlearn these first

You've played other systems, so these are the instincts that will trip you:

03Raises

Beat the target by 4 or more and you got a raise. Needed a 4, rolled an 8 — raise.p88

Raises matter everywhere. In combat, a raise on the attack adds +1d6 damage. Out of combat it's the difference between picking the lock and picking the lock without tripping the alarm, or between "he's lying" and "he's lying about the third question specifically."

Habit to build

Say your total, not "I made it." The GM can't award a raise they don't know you got.

04Bennies

You start each session with three. They're a currency for refusing bad luck, and the book explicitly tells the GM to be generous with them.p90

Spend one to:

You earn them by roleplaying your Hindrances, being clever, or making the table laugh. When your character's flaw drags everyone into trouble, that's you playing correctly and you should get paid for it.p22

The exception

Roll a 1 on your skill die and your Wild Die and it's a Critical Failure. It fails, something bad happens, and it cannot be rerolled by any means.p88

05A combat round

Cards

Everyone's dealt one card from a 54-card deck, both Jokers in. Count down Ace to Two; ties break by suit — Spades, Hearts, Diamonds, Clubs. Extras usually share one card as a group. Reshuffle after any round in which a Joker appears.p91–92

Jokers act at any point in the round, can interrupt, and add +2 to all Trait and damage rolls.p92

Your turn

Your Pace in movement plus one action. Movement isn't an action — you get it free. Pace 6 is standard, and each tabletop inch is 2 yards. Running adds a d6 to your Pace at −2 to everything that turn. Climbing, swimming, and rough ground cost 2″ per inch.p92

Multi-Actions

Up to three actions, at −2 to all of them for each extra action. Two actions is −2 each; three is −4 each. Declare them all before rolling anything, and the penalty stands even if a later action never happens. Free actions are exempt both ways.p103

06Getting hurt

Roll damage, compare to Toughness:

ResultEffect
Under ToughnessNothing
Meets or beatsShaken
Each 4 overA Wound

A raise on the attack roll adds +1d6 damage on top.p94

Shaken — you can move and take free actions, nothing else. Free Spirit roll at the start of your turn to recover, or spend a Benny to clear it instantly. Getting Shaken while already Shaken becomes a Wound.p203

Wounds — each is −1 to every Trait roll and −1 Pace, capping at −3. You can carry three; a fourth Incapacitates you. Ordinary enemies drop on the first Wound, which is why fights against mooks are fast and fights against named villains aren't.p95

The thing everyone forgets

Soak. After damage is rolled but before Wounds apply, spend a Benny to roll Vigor. Every success and raise cancels one Wound, and cancelling all of them clears Shaken too. This is the single best use of a Benny in the game.p96

Incapacitated — immediate Vigor roll. Critical Failure kills you. Failure means a permanent Injury and Bleeding Out. Success or raise means a temporary one.p95

Healing takes 10 minutes per Wound, and there's a Golden Hour: one attempt per healer within the hour the injury was taken. Miss it and it's natural healing only. Don't let the medic burn their roll casually.p96

07Not being the fighter

You may end up in a fight your character isn't built for. Two options make any skill useful there:

Test — use any plausible skill to rattle an enemy. Grit in the eyes, an insult, a flashed badge, killing the lights. It's opposed by the attribute your chosen skill is linked to — trip someone with Athletics and they resist with Agility. Win and you choose: he's Distracted (−2 to everything) or Vulnerable (+2 for everyone to hit him). With a raise he's also Shaken. The person with the shotgun will love you.p108

Support — roll a relevant skill to hand an ally a bonus on what they're about to do.p106

Between them there's basically never a turn where you have nothing to offer.

Also worth knowing: The Drop is +4 to attack and damage when your target is bound or completely unaware.p100 Ambushes are devastating in this system — in both directions.

08The skill list

Every skill is tied to an attribute. That link matters when you build: a skill costs 1 point per step while at or below its linked attribute, and 2 points per step above it.p10 The attribute never adds to the roll — the link only affects what the skill costs.

AgilitySmartsSpirit
Athletics
Boating
Driving
Fighting
Piloting
Riding
Shooting
Stealth
Thievery
Academics
Battle
Common Knowledge
Electronics
Gambling
Hacking
Healing
Language
Notice
Occult
Repair
Research
Science
Survival
Taunt
Psionics
Spellcasting
Weird Science
Faith
Focus
Intimidation
Performance
Persuasion

Five start free at d4: Athletics, Common Knowledge, Notice, Persuasion, Stealth. Everything else starts at nothing, and rolling a skill you don't have is d4−2.p89

Skills that cap each other

Some skills are limited by another, and you use the lower of the two. Electronic locks and devices use the lower of Thievery and Electronics, or Repair and Electronics. Social skills in a foreign tongue use the lower of that skill and Language. Worth knowing before you buy one high and leave the other at nothing.p31, p34, p36

09If you have powers

Only characters with an Arcane Background Edge have powers at all. If you don't have one, skip this section.p148

The Edge gives you three things: an arcane skill (which one depends on the Background — Psionics, Spellcasting, Faith, Focus or Weird Science), a number of starting powers, and a pool of Power Points.

ActivatingRoll your arcane skill against a TN of 4, like anything else. You spend the Power Point cost whether or not it works.p151
RaiseUsually improves the effect. The power's own entry says how.
Critical FailureBacklash — you're Shaken, and a Benny can't clear it for that instance.p151
RecoveryPower Points return at 5 per hour of rest, or 5 for a Benny.p90, p151
RankEach power has a Rank. You can only take ones at or below yours, so some stay locked until you Advance.
TrappingsHow the power looks is your choice and doesn't change the mechanics. The same bolt can be a fireball, a hurled shard of ice, or a psychic spike.p150

Many powers are opposed rather than rolled against a flat 4 — you have to beat the target's Spirit or Smarts. Those punish a low arcane die much harder than TN 4 powers do. If your character leans on one, buy the die up.

10Advancement

Roughly one Advance per session. Each buys one of:

Ranks run Novice → Seasoned (4 Advances) → Veteran (8) → Heroic (12) → Legendary (16). Rank gates the better Edges and powers.p54

The short version

Retain for referenceDo not discuss outside briefing