Savage Worlds Quick Reference
- Ndreare
- Savage Siri
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Savage Worlds Quick Reference
Quick Reference
A lot of times people want to know what the odds are of success or look up common modifiers. I made this quick reference so people can easily access it.
For reference please click the modifiers you would like to see from the following list.
Common Dice Values
Reaction Table & Modifiers
Stealth & Notice Modifiers
Tracking Modifiers
Mass Battles
Card Deck
Rob's Quick Combat
A lot of times people want to know what the odds are of success or look up common modifiers. I made this quick reference so people can easily access it.
For reference please click the modifiers you would like to see from the following list.
Common Dice Values
Reaction Table & Modifiers
Stealth & Notice Modifiers
Tracking Modifiers
Mass Battles
Card Deck
Rob's Quick Combat
Last edited by Kidemonas on Thu Aug 03, 2017 9:05 am, edited 1 time in total.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Common Dice Values
Common Dice Values Reference = Rob just made this up
Extra Percentages
Extra Percentages
- d4 is a 25.0% chance of success and a 6.2% chance of a raise
d6 is a 50.0% chance of success and a 13.9% chance of a raise
d8 is a 62.4% chance of success and a 12.5% chance of a raise
d10 is a 70.0% chance of success and a 30.0% chance of a raise
d12 is a 75.0% chance of success and a 41.7% chance of a raise
- d4 is a 62.5% chance of success and 19.3% chance of a raise
d6 is a 75.0% chance of success and a 25.9% chance of a raise
d8 is an 81.2% chance of success and a 24.6% chance of a raise
d10 is an 85.0% chance of success and a 39.8% chance of a raise
d12 is an 87.5% chance of success and a 49.7% chance of a raise
- d4 is 3.28
d6 is 4.18
d8 is 5.13
d10 is 6.11
d12 is 7.09
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Reaction Table & Modifiers
Reaction Table & Modifiers Reference = SWD page 26
Base Reaction roll 2d6. Always Apply Charisma Modifier
Base Reaction roll 2d6. Always Apply Charisma Modifier
- 2 = Hostile: The target is openly hostile and does his best to stand in the hero’s way. He won’t help without an overwhelming reward or payment of some kind.
- 3-4 = Uncooperative: The target isn’t willing to help unless there’s a significant advantage to himself.
- 5-9 = Neutral: The target has no particular attitude and will help for little reward if the task at hand is very easy. If the task is difficult, he’ll require substantial payment of some kind.
- 10-11 = Friendly: The target will go out of his way for the hero. He’ll likely do easy tasks for free (or very little), and is willing to do more dangerous tasks for fair pay or other favors.
- 12 = Helpful: The target is anxious to help the hero, and will probably do so for little or no pay depending on the nature of the task.
- Critical failure lower reaction by 2 levels (also if trait die is a 1 regardless of wild die)
- Failure lower reaction by 1 level
- Success raise reaction by 1 level
- Raise raise reaction by 2 levels
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Stealth & Notice Modifiers
Stealth & Notice Modifiers Reference = SWD page 27
GM Determines Active versus Inactive Status
GM Determines Active versus Inactive Status
- Guards not paying close attention, tired or distracted are "Inactive"
- Guards alert and paying attention without distraction are "Active"
- Failed Stealth roll makes guards "Active"
- "Active" Guards are allowed to make opposed roll of Notice versus Stealth
- Crawling +2
- Running –2
- Dim light +1
- Darkness +2
- Pitch darkness +4
- Light cover +1
- Medium cover +2
- Heavy cover +4
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Tracking Modifiers
Tracking Modifiers Reference = SWD page 28
Tracking Modifiers
Tracking Modifiers
- +2 Tracking more than 5 individuals
- +4 Recent snow
- +2 Mud
- +1 Dusty area
- –4 Raining
- –2 Tracking in poor light
- –2 Tracks are more than one day old
- –2 Target attempted to hide tracks
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Mass Battles
Mass Battles Reference = SWD page 106
Mass Battles
Morale: Each round a force looses a token the leader must make a moral check.
Mass Battles
- Assign 10 Tokens to the larger force
- Assign a number of tokens to the smaller force relative to size (Example 500 raiders versus 50 defenders would be 10 to 1)
- GM Adjust tokens for relative Unit Strength. Example Power Armor may count as five soldiers, Glitter Boys or Robots may count as 10.
- Each side rolls opposed knowledge (battle)
- Circumstance Modifiers
- The side with more tokens adds +1 per every token more than the weaker force.
- Artillery or Air Support Modifier
- +1 Light
- +2 Medium
- +3 Heavy
- Terrain Modifier
- -1 Foe has slight advantage
- -2 Foe has slight advantage
- -3 Foe has major advantage
- Arbitrary Modifier
- +/-? The Game Master should apply an arbitrary bonus for tactical thinking by the Leader each round. Example: Springing a hidden flank attack, sending reserves to a crucial front, and so on, all add to the Battle roll.
Morale: Each round a force looses a token the leader must make a moral check.
- Make a Spirit roll with the following modifiers.
Moral Modifiers- -1 For each Token lost in battle so far.
- +2 The Army is made up of 75% or more fearless troops.
- +2 The army is within major fortifications.
- +2 The army cannot retreat.
- Individual heroes can contribute. Select the skill which will be used to provide the greatest contribution and make a roll.
Character Contribution Modifiers- -1 For each Token the opposing force has greater than your force.
- +1 For each rank of the Hero above Novice
- Failure: Hero does not contribute to the round & suffers 4d6 damage.
Success: Hero adds +1 to his sides Battle roll & suffers 3d6 damage.
Raise: Hero adds +2 to his sides Battle roll & suffers 2d6 damage.
Two Raises: Hero adds +2 to his sides Battle roll & suffers no damage.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Card Deck
When you do not have access to a deck of card you may roll on the following and use 1d54
1D54 for Cards
1 2S
2 3S
3 4S
4 5S
5 6S
6 7S
7 8S
8 9S
9 10S
10 JS
11 QS
12 KS
13 AS
14 2H
15 3H
16 4H
17 5H
18 6H
19 7H
20 8H
21 9H
22 10H
23 JH
24 QH
25 KH
26 AH
27 2C
28 3C
29 4C
30 5C
31 6C
32 7C
33 8C
34 9C
35 10C
36 JC
37 QC
38 KC
39 AC
40 2D
41 3D
42 4D
43 5D
44 6D
45 7D
46 8D
47 9D
48 10D
49 JD
50 QD
51 KD
52 AD
53 Red Joker
54 Black Joker
(Created by Capt. Murdok)
1D54 for Cards
1 2S
2 3S
3 4S
4 5S
5 6S
6 7S
7 8S
8 9S
9 10S
10 JS
11 QS
12 KS
13 AS
14 2H
15 3H
16 4H
17 5H
18 6H
19 7H
20 8H
21 9H
22 10H
23 JH
24 QH
25 KH
26 AH
27 2C
28 3C
29 4C
30 5C
31 6C
32 7C
33 8C
34 9C
35 10C
36 JC
37 QC
38 KC
39 AC
40 2D
41 3D
42 4D
43 5D
44 6D
45 7D
46 8D
47 9D
48 10D
49 JD
50 QD
51 KD
52 AD
53 Red Joker
54 Black Joker
(Created by Capt. Murdok)
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
- Savage Siri
- Posts: 4410
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Rob's Quick Combat
For my home games and games on Roll20 I use a hybrid of Mass Battles and Quick Combat. It allows for representing there is always a Risk, but there is room for improvement in the system.
A couple other Game Masters have recognized the system and offered some improvements. So here is the current version.
Game Masters should tweak this as needed for the individual scenario to make it work optimally.
REVISED VERSION
Savage Quick Combat
Useful for when the players are wading through masses of enemies before getting to the Big Bad Guy or just when you want to let the players shine.
Steps: the following is the Order of Operations for a Quick Combat.
2. Player Character Options: this will allow you the Player Character to have more control over the results of Quick Combat, Mass Combat or Quick Battle without having to use Bennies. You may use Bennies as normal.
Resources Spent: As a default your character spends 4 Power Points or 8 rounds. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
For reference Savage Worlds Quick Combat in available on the Pinnacle Entertainment Web Site.
Refined in THIS conversation.
A couple other Game Masters have recognized the system and offered some improvements. So here is the current version.
Game Masters should tweak this as needed for the individual scenario to make it work optimally.
REVISED VERSION
Savage Quick Combat
Useful for when the players are wading through masses of enemies before getting to the Big Bad Guy or just when you want to let the players shine.
Steps: the following is the Order of Operations for a Quick Combat.
- Scene Modifier
- Player Character Options (Resources Spent)
- Quick Combat Roll
- Describe outcome (Narrative)
2. Player Character Options: this will allow you the Player Character to have more control over the results of Quick Combat, Mass Combat or Quick Battle without having to use Bennies. You may use Bennies as normal.
Resources Spent: As a default your character spends 4 Power Points or 8 rounds. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
- -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
- +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
- +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
- +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.
- Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 2 wounds. In addition he accidentally inhibits another players efforts reducing the number of successes for the group by 1. (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
- Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1 Wound (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
- Success (+1): The hero fights well and adds +1 to success to his team’s efforts. He adds 1 success to his side’s battle. Though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties), Failure he suffers a wound, on success he suffers no wound.
- Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s battle. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny
- Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 (or more) to his side’s successes and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you, your character was able to conserve resources more than expected, as a result regain half of the resources spent for this roll, if you don't take the bennie.
For reference Savage Worlds Quick Combat in available on the Pinnacle Entertainment Web Site.
Refined in THIS conversation.
Code
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Pender Lumkiss
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- Ndreare
- Savage Siri
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- Joined: Tue Aug 08, 2017 12:55 pm
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- Contact:
DYNAMIC BACKLASH (SWADE pg 138)
DYNAMIC BACKLASH
- 2D6 EFFECT
2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”
3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).
4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.
6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).
9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.
11 Fatigue: The character suffers Fatigue.
12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell