Savage Worlds is a fast & furious tabletop RPG ruleset developed by Pinnacle Entertainment Group. Take on the role of a hero, completing objectives and overcoming obstacles set by the Game Master (GM). Narrate your character's actions, and when the outcome is uncertain, you roll the dice to see if you succeed.
Whether you are exploring haunted ruins, battling across irradiated wastelands, or slugging it out with supervillains in the skies above, you are stepping into a game designed for explosive action and epic storytelling!
In Savage Worlds, your hero's capabilities are measured by a ladder of traditional gaming dice:
The larger the die, the better your chances of success. Whenever your hero attempts something important, you make a Trait Roll. Your hero may be leaping a chasm, so they roll with their ATHLETICS Skill die; or perhaps they are coercing an NPC to help them, which requires the INTIMIDATION skill of your hero versus the SPIRIT attribute of the target (this is called a TEST).
Because you are playing a player character, you are what is called a Wild Card - a hero destined for greatness!
Whenever you make a Trait Roll, you don't just roll your standard ability die. You also roll a Wild Die (a standard D6) at the exact same time.
Keep the Highest: You don't add them together. You simply compare both dice and keep the highest result.
To succeed at almost any standard task, you simply need to roll a 4 or higher on your die.
If you roll the maximum possible number on any die (like a 6 on a D6), the die "explodes." You roll that die again and add the new value to your total! If it maxes out again, keep rolling and adding. Even a humble D4 can achieve legendary feats.
Great characters are far more than just numbers, but numbers are where they begin.
Every character has five core Attributes that measure their raw potential: Agility, Smarts, Spirit, Strength, and Vigor. During creation, all Attributes start at a D4. You spend points to step them up the ladder.
Skills are your learned abilities - like Shooting, Electronics, or Persuasion. If you attempt something you haven't learned, you make an Untrained Roll. You still roll a standard D4 (and your Wild Die), but you suffer a -2 penalty to the final result.
If a task is exceptionally difficult, or your hero has a situational advantage, NEGATIVE or POSITIVE modifiers can be applied to your final TRAIT ROLL. Is your hero WOUNDED or DISTRACTED? Are they behind cover, or are they prone? All of these factors can play a large role in how things turn out for your hero!
How fast you move in combat (Standard is 6)
How hard you are to hit in melee (2 + half Fighting)
Your damage threshold (2 + half Vigor + Armor)
Heroes are defined as much by their flaws as their advantages. Hindrances shape personality, vulnerabilities, and roleplay opportunities, while Edges represent unique abilities, supernatural gifts, and legendary combat prowess.
Taking HINDRANCES grants bonus character points while defining your hero's weaknesses, fears, flaws, and dangerous complications. A hero may take a max of 4 points worth of HINDRANCES.
Minor HINDRANCES impose manageable penalties or roleplay obligations, such as being overly Curious, Greedy, or clumsy with delicate tasks.
Major HINDRANCES represent severe burdens or dangerous flaws that constantly shape the character's life, such as blindness, chronic illness, or being hunted by powerful enemies.
EDGES are exceptional talents, combat techniques, mystical powers, and heroic abilities that make characters truly iconic. EDGES may be taken with an ADVANCE, or by using HINDRANCE points. Categories include:
Innate gifts, upbringing, or natural advantages gained during character creation.
Battle-focused techniques like Frenzy or Sweep that enhance martial skill.
Command abilities that inspire allies and strengthen nearby companions.
Arcane talents and supernatural abilities required to wield magic or psionics.
Combat is fast and chaotic. Instead of rolling dice to see who goes first, Savage Worlds uses a standard deck of playing cards (with the Jokers left in) to determine Initiative.
The GM deals cards every round, and characters act in descending order. If you draw a Joker, you can act whenever you want and you gain massive bonuses to your rolls that round!
Heroes are lucky. This is represented by "Bennies" (benefits). You start every session with a handful of these tokens. You can spend a Benny to reroll any Trait roll, or to instantly shrug off devastating damage.
When you roleplay well, make the table laugh, or do something incredibly heroic, the GM will reward you with more Bennies. Spend them freely!
