Savage Worlds Quick Reference

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RFT
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Savage Worlds Quick Reference

Post by RFT » Wed Aug 02, 2017 1:19 pm

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

Last edited by Kidemonas on Thu Aug 03, 2017 9:05 am, edited 1 time in total.
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Common Dice Values

Post by RFT » Thu Aug 03, 2017 8:57 am

Common Dice Values Reference = Rob just made this up
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
Wild Card Percentages
  • 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
Mean Value of Exploding dice (I cheated and used anydice.com)
  • d4 is 3.28
    d6 is 4.18
    d8 is 5.13
    d10 is 6.11
    d12 is 7.09
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Reaction Table & Modifiers

Post by RFT » Thu Aug 03, 2017 8:59 am

Reaction Table & Modifiers Reference = SWD page 26

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.
Persuasion Always Apply Charisma Modifier
  • 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
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12 bennies 3
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13 bennies 3
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Jane Toppan bennies 1
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Stealth & Notice Modifiers

Post by RFT » Thu Aug 03, 2017 9:01 am

Stealth & Notice Modifiers Reference = SWD page 27
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
Stealth Modifiers
  • Crawling +2
  • Running –2
  • Dim light +1
  • Darkness +2
  • Pitch darkness +4
  • Light cover +1
  • Medium cover +2
  • Heavy cover +4
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Tracking Modifiers

Post by RFT » Thu Aug 03, 2017 9:02 am

Tracking Modifiers Reference = SWD page 28
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
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Mass Battles

Post by RFT » Thu Aug 03, 2017 9:03 am

Mass Battles Reference = SWD page 106
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)
Battle Modifiers
    • 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.
Casualties: Each success and raise causes the opponent to lose 1 token.
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.
Characters in Mass Battles
  • 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
    Character Battle Results
    • 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.
Ammo: If the GM woul like to deplete the heroes resources they expend 2d6 power points and/or 3d6 shots.
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Card Deck

Post by RFT » Mon Dec 04, 2017 9:33 am

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)
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Rob's Quick Combat

Post by RFT » Sat Jan 27, 2018 7:44 am

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.
  1. Scene Modifier
  2. Player Character Options (Resources Spent)
  3. Quick Combat Roll
  4. Describe outcome (Narrative)
1. Scene Modifier (if any): The scene modifier should be determined by the GM. This modifier takes into account all of the edges, numbers, superiority or inferiority of forces. (Typically -2 is the standard starting level.)

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.
3. Quick Combat 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.
4. Narrative: You then do your best to narrate the result of your roll to make your character seem as awesome as possible.

For reference Savage Worlds Quick Combat in available on the Pinnacle Entertainment Web Site.


Refined in THIS conversation.
Code

Code: Select all

[size=140][b]Savage Quick Combat[/b][/size]
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.

[b][u]Steps[/u][/b]: the following is the Order of Operations for a Quick Combat. 
[list=1][*]Scene Modifier
[*]Player Character Options (Resources Spent)
[*]Quick Combat Roll
[*]Describe outcome (Narrative) [/list]

[b]1. [/b][b]Scene Modifier (if any)[/b]: The scene modifier should be determined by the GM. This modifier takes into account all of the edges, numbers, superiority or inferiority of forces. (Typically -2 is the standard starting level.)  

[b]2. [/b][b]Player Character Options[/b]: 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.  

[b]Resources Spent:[/b] 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. [u]Note: you must have the resources to spend them.[/u][list]
[*][b] -2: Conserve your energy[/b] - 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.
[*][b] +0: In The Fight[/b] - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
[*][b] +2: Serious Business[/b] - 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.
[*][b] +4: No Matter The Cost[/b] - 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.[/list]

[b]3. [/b][b]Quick Combat Roll[/b]:[list]
[*] [b]Critical Failure[/b] (-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.)
[*] [b]Failure [/b](+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.)
[*] [b]Success [/b](+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.
[*] [b]Raise [/b](+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
[*] [b]Two or More Raises[/b] (+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.[/list]

[b]4. [/b][b]Narrative[/b]: [b]You then do your best to narrate the result of your roll to make your character seem as awesome as possible.[/b]
Shaping Worlds Together
The 99's Game Master Bennies 10
  • +8 Players
    +2 Sidekicks
Nash bennies 3
  • None Spent
12 bennies 3
  • None Spent
13 bennies 3
  • None Spent

Jane Toppan bennies 1
  • -1 to extra Effort on Ace of Spades versus interrupt

Shaintar Game Master Bennies 8
  • +8 Players

Nightbane Game Master Bennies 6
  • +6 Players

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Re: Savage Worlds Quick Reference

Post by Pender Lumkiss » Sat Jan 27, 2018 3:30 pm

added the code tag into the above post
13th GM bennies GM Bennies
0/6
Vampire Kingdoms GM Bennies
4/8
-1 to hit Vela with MW
-3 for benny rolls on challenge
Legends of the Black Bennies
2/2

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