Preamble

This is a quick and therefore non-comprehensive guide to Savage Worlds.

It’s targeted towards players new to Savage Worlds, but not entirely new to TTRPGs in general. It occasionally references the Savage Worlds Adventure Edition Core Rules, which need to be purchased from the publisher and copyright holder of the system Pinnacle Entertainment Group, either in digital or physical format. The page numbers referenced should be identical between both.

Tip

There are two other free resources, which help majorly during combat and/or chases!

These are invaluable resources for both Players and GMs, so definitely check them out and have them at the ready for your play (if you find them helpful of course).

Of course, there are also countless references to the (arguably more popular) and widespread used TTRPG system Dungeons & Dragons, in order to draw some (probably flawed and biased) comparisons between the two.

If I happen to refer to any VTT at all, it’ll be probably Fantasy Grounds, as that’s the one I’m currently using right now for Savage Worlds.

Game Materials

Dice

You need sets of standard issue (RPG) gaming dice:

  • Four-sided Die (d4)
  • Six-sided Die (d6)
  • Eight-sided Die (d8)
  • Ten-sided Die (d10), sometimes with numbers from 00-90 in increments of 10
  • Twelve-sided Die (d12)
  • Twenty-sided Die (d20)

Note

Note that in SWADE the use of d20s is minimal, often only used for table rolls, to the point you can probably disable the d20 in your VTT hotbar (possible in FG), without really missing it.

Devilish tongues claim it’s to offset the overuse of them in other game systems. Which must not be named …

Also note i said sets: As Trait and damage rolls are open ended, they can so called Ace (p.88), you might need to roll several of the same die type. It is customary to do so one after another, but whilst leaving the rolls up to that point untouched. Rejoice dice goblins!

Wild Dice

You also need some Wild Die (p.88)!

These are additional d6s; ideally in another color/style, so you can differentiate them from your “normal” d6s.

As your character will be a so called Wild Card (p.87), instead of a meager Extra, you roll this Wild Die together with your Trait roll and pick between either your trait roll or the Wild Die roll.

Tip

It can also ace!

Pssst

Some of your foes might also be Wild Cards, so be on the lookout and don’t get too comfy …

Action Deck

You also need one (better two!) deck(s) of 52 standard issue poker cards plus 2 Jokers (54 total)!

This deck of cards is used to determine initiative each round in an encounter.

The second deck is used if you happen to be caught up in a Chase (p.113).

Bennies

Another unique thing to SWADE: Bennies (p.89)!

These are your future’s self best friends.

The term “Bennies” is supposed to be slang for “benefits”. Don’t quote me on that, though …

Each character gets some Bennies for free, for existing I guess, and can recieve Bennies through various means.

There are some specific rules that guarantee the receival of a Benny, but apart from that your at the mercy of your GM! Muhahaha!

Just kidding, of course! Or am I …

These are tokens of appreciation and are often rewarded when you thought of something clever to do, roleplayed like your life depended on it (it does!), or were affected by your Savage Worlds - ELI5.

It gives you, as a player, back some agency and is a tool to throw down the anarchy of your pesky GM!

It can basically be anything: A poker chip, a beer bottle cap, whatever your Heart GM desires.

And the best part: You start wit 3 of these each session!

Miniatures

That’s your VTTs job … Or your 3D Printer’s … Go figure

Savage Setting

The setting of your campaign.

Ranging from boring fantasy

Ouch!

over even more boring sci-fi

Ouch, who’s hitting me?!

up to intense ego battles in a crime filled Sherlock Holmes-esque setting

Stop it already!.

Characters

Finally, you have Characters!

You can either choose a premade one, called Archetypes (p.9), provided by the Savage Setting/Savage Tale/One Sheet you’re running, or create your own!

Tip

You can, of course, also modify an Archetype, following the rules of Savage Worlds - ELI5

Character Creation

Character (p.9) creation in SWADE is pretty streamlined. It can be augmented by setting specific rules, but that’s outside the scope of this guide.

  1. Develop a Savage Worlds - ELI5 with the following steps catering towards this
  2. Select an Savage Worlds - ELI5
  3. Decide on Savage Worlds - ELI5
  4. Assign point to Savage Worlds - ELI5
    1. Raw Attributes
    2. Fine Skills
  5. Choose Edges
  6. Purchase Gear
  7. Fill in any additional Background Details

Tip

Of course you don’t have to abide by the preceding order and you can go back and forth as much as you like, just keep track of your points!


To sum up everything that follows:

  • You have a limited amount of points and spend them on Traits (Stats), Edges, and Equipment, in other words, on beneficial aspects of your character.
  • You can also choose to take some drawbacks, like Hindrances, to gain more points to spend.
  • This procedure allows you to craft a flavorful and unique character that gets as close as possible to its Concept, with no two characters alike, even if they, e.g., share the same Ancestry and/or Traits. And all of this without the Background Details doing all the heavy lifting.

A good summary is also included in the official rules: Character Creation Summary (p.55).

Concept

  • General character concept
  • Quirks
  • Anchor within the setting
  • Provides ideas and guardrails for the following sections

This describes the general concept of a character.

It can start off abstract but should get more detailed and refined, at least towards the end of character creation.

Example

You could be a lone wolf gunslinger with little regard for anyone else than himself, or a deadly assasin for hire with a strict code of honor.

Just think of something that makes the character unique.

Having a twist to a classical trope might make your character stand out among the masses.

This also gives you a great basis for choosing Savage Worlds - ELI5, Savage Worlds - ELI5, and Savage Worlds - ELI5, as aligning them with your chosen concept will make your character really come to life during role play! (And might earn you a Benny or two!)

Ancestry

  • More than just race (think ethnicities, …)
  • Setting-specific
  • Not the ultimate defining feature

This is definitely one of the defining character features for D&D and often called race in other systems. “I’m currently playing a half-orc” is something very D&D-esque to hear.

In Savage Worlds, this is not the main focus.

Although different ancestries certainly provide you with some stat-supported pros and cons, this is more often than not realized through Savage Worlds - ELI5 and Savage Worlds - ELI5, which play a massive part in making your character unique!

Moreover, ancestry is not exclusive to pure race and can absolutely encompass different ethnic and societal backgrounds, depending on a setting.

You undoubtedly need to choose an appropriate ancestry according to your setting, though.

Having your usual elves, orcs, dwarves, etc. in a fantasy setting is to be expected, but encountering them in a Sherlock Holmes one might raise more than one eyebrow.

The core rules provide a list of Ancestries (p.12), but as I said, your particular setting won’t have forgotten to supply you with ample choices of heritage!

As the core rules explain in Breaking the Mold (p.17), there’s also always the option to create some entirely new lineage together with your GM. You can also adapt an existing one, too. Maybe the dwarves in your world are no fantastic mythical species but instead humans suffering the effects of radiation poisoning for generations. Definitely get your GM into the boat with you Making ancestries (p.18).

Hindrances

Take as few or as many Hindrances (p.22) as you like


In my opinion, this is one of the most important and fun parts not only during character generation but also to roleplay.

Sure, everyone likes to be a nearly undefeatable powerhouse of a hero as much as the next guy, but what fun would it be if the itty bitty nearly part went missing?! Every hero needs a weakness; even the ancient Greeks knew that, or why would Achilles have his weak spot revealed by his name, duh!

I also don’t see this as purely negative but rather as an opportunity. This breathes life into your characters, making them relatable likeable, and always leaves room for a twist. In exchange for taking on such a massive burden, you get some points now and maybe some Savage Worlds - ELI5 later.

Traits

In SWADE, Traits (p.29) refers to both attributes and skills. It’s an umbrella term.

Attributes are more of a raw stat, while skills get pretty concrete. They are interlinked, but not the same, as you’ll see in a second.

The level of a particular attribute or skill is determined by the die type! They typically span the range of d4 to d12 with a d6 being average (for a run-of-the-mill human at least).

Hint

This might be confusing at first, especially if you’re used to +/- modifiers of a d20 roll, but I assure you it’s a lot of fun and makes a lot of sense.

Of course, Savage Worlds - ELI5 also plays a big part in evolving not only the story but also your character. The fun thing: it’s not the only way your character can evolve. Invest enough time and/or money, and you might find you’ve learned a new Skill or gotten a new Edge!

Attributes

  • Every character starts with a d4 in every attribute.
  • 5 Points to spend
  • Spend 1 Point = 1 Die Tier increase
  • No higher than a d12!
    • Except if some Savage Worlds - ELI5, or Edge explicitly allows it
    • Then each increase adds a +1 modifier (d12+1, d12+2, …)

You might be familiar with attributes from other Game Systems like D&D.

There you often have Strength, Dexterity, …

There are 5 Attributes (p.29) in SWADE, which enable you to

Agility

  • Coordination
  • Dexterity
  • Nimbleness

Smarts

  • Intelligence
  • Quick Thinking
  • Ability to resist mental/social Attacks

Spirit

  • Self-confidence
  • Willpower
  • Ability to resist social/supernatural attacks
  • Backbone

Strength

  • Physical Power
  • Fitness
  • Hand-to-hand combat damage
  • Wearing/carrying limits

Vigor

  • Endurance
  • Resistance to disease/poison/toxins
  • How much damage can be taken
  • Resisting Fatigue
  • Toughness

Skills

  • Everyone gets a d4 in the Savage Worlds - ELI5
  • 12 Points to spend on Savage Worlds - ELI5
  • Spend 1 Point = 1 Die Tier increase, but <= linked Attribute Tier
  • Spend 2 Point = 1 Die Tier increase, if > linked Attribute Tier
  • d12 maximum (again, except for ancestral stuff, …)

Skills (p.29) are learned abilities!

The same way anyone could theoretically learn anything, with time and effort that is, everyone could have any skills (of course with some limitations). Moreover, it is self-explanatory that some characters should be better at specific skills than others.

But compared to a class system, you’re not locked in forever on a given path, and you’re free to advance how you want, not the class!

Skills are deliberately kept simple and concise to support the simple, fun, furious, and fast nature of SWADE.

Shooting, for example, covers all types of guns, bows, rocket launchers, you name it.

Core Skills

Every character gets these innate skills at a d4 (This can be modified by ancestries, edges, …).

Derived Stats

These stats get calculated instead of chosen.

PaceParrySizeToughness
e.g., combat movement distanceTarget Number to hit you in hand-to-hand combatWell … sizeDamage threshold. Damage above this causes you to be Shaken, get Wounded, etc.
6 in2 + (Fighting Die Type / 2) + Shields/…02 + (Vigor / 2) + Armor

Quote

Also, I love how Armor counts towards Toughness, not Parry!

To me D&D Armor Class makes no sense, if you think a second about it. Armor doesn’t make you harder to hit, actually the opposite, it makes you easier to hit. But what it does to is tank damage!

Shields counting towards Parry is fine though, as you can, e.g., deflect an arrow making it miss.

Just my 2 cents.

Edges

Like in other TTRPGs, Trait rolls are a core concept in SWADE.

But as I already teased, Edges (p.37) (together with Savage Worlds - ELI5) are what make characters unique, stand out, and interesting to roleplay.

These not only add flavor but can (and should!) majorly influence gameplay, strategy, etc.

At character creation, Edges are only obtainable through either taking Savage Worlds - ELI5 or through Savage Worlds - ELI5 abilities, like humans get one (Novice) Edge for free! Later you can get Edges through Advancements.

There are some requirements for certain Edges, however, like being at a Seasoned character-level or having a certain minimum Savage Worlds - ELI5 Die Type.

Gear

Depending on the setting, you might get all the gear you need, or you might need to purchase it.

Purchasing equipment as part of the character creation is pretty standard TTRPG procedure. If the setting doesn’t specify otherwise, you have $500 available for that.

Check the setting specific item tables or the Gear (p.65) chapter in the core rules.

Note that, also depending on the setting, the gear you purchase doesn’t necessarily have to be all of your belongings but could represent your sole adventuring gear instead. When in doubt, ask your GM.

If your setting uses Encumbrance (p.67), make sure to look up how much your character can carry before buying a lot of heavy stuff!

Background Details

Did you think of a very detailed or unique character Savage Worlds - ELI5?

Did the previous sections of character creation paint a clearer picture?

If yes, then you have the perfect chance to supplement your character with some backstory, lore, known people, etc.

If no, it would be even more important to breathe some further life into your character!

But don’t worry, you can augment and extend this part during the campaign, too.

Advancement

Advancement (p.54) … what would a game be without leveling, right?

Well in Savage Worlds we don’t particularly like to gatekeep this aspect heavily.

The rate of advancement varies depending on multiple factors. Playing a One Shot? You might advance rapidly. Playing more sessions? Well, we wouldn’t want you to be a legendary hero after two hours, right?

Also in Savage Worlds, you can additionally learn Skills, gain Edges and more without technically advancing your ranks, if you (and your GM) really put your mind(s) to it!

How-To

If you really do get to advance at the mercy of your GM (hehe), you’ll slowly but surely also increase your Rank from a Novice up to a Legendary level! Generally your rank increases every 4 advances. This unlocks powerful edges and abilities like powers. So definitely worth it.

Any other equipment and similar things that could normally be gained not (only) through advancement but actually experiencing the adventures of the setting should be at the discretion of the GM, however.

Basically, you can choose one of the following for each advancement, as stated in the rules:

  • Gain an Edge (Restrictions still apply)
  • Increase 2 Skills < linked Attribute by one die type each
    • or substitute with gaining a new skill at a d4
  • Increase 1 Skill >= linked Attribute by one die type
  • Permanently remove a Minor Hindrance
  • Demote Major Hindrance to a Minor Hindrance
  • Choose a new Power

Oopsie

As it might happen (especially if you chose to challenge the mastermind henchman as a novice wannabe detective using a slingshot loaded with paper balls O_o), you might actually die … Shocker, I know.

In that case you’ll need a replacement character. In that case it’s recommended to create a new novice character, ideally significantly different from your previous one (you died, remember?) and then advance them up to a similar point of your fallen hero.

This is just a general guideline, though. Your GM will work with you on a concept on how you’ll get reintroduced to the campaign. Again, you kinda … died … so your new character needs to have some anchoring in the campaign. It’s not the end of the world, though (next time maybe make use of some bennies ^_^).

No place for novices

When your GM decides that you start as, for example, a seasoned character (a Novice character fighting an eldritch terror doesn’t make too much sense), you’d still create a Novice one and advance them normally. This ensures a balanced character creation and simulates them gaining experience like intended.

Allies

You might get to enjoy some company. Apart from your fellow players, of course.

While in D&D, (too many) allies can be a real encumbrance, can slow down combat, and make most people want to get rid of them ASAP, they are quite enjoyable in Savage Worlds.

If they stay with you long enough, you can improve their abilities as well!