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Savage Worlds Adventure Edition Player Handout v1.5
Savage Worlds Adventure Edition Player Handout v1.5
Attributes or Skills
Roll Trait Die, plus or minus modifiers (4 is Target Number)
ACE RAISES PARRY BENNIES
If highest possible number on a Every 4 points over Target 2 + Half Fighting Reroll any Trait test
dice (Explode), roll again Number TOUGHNESS Reroll Damage
Draw New Action Card
2 + Half Vigor
Recover from Shaken
Wild Die UNTRAINED Critical Failure Soak Damage
Roll d6 with any trait test, use Roll d4 (-2 on total). Some Regain 5 PP’s
Snake Eyes
the highest (1 die per action) skills can’t be rolled Influence Story
No Bennie Reroll
COMBAT
HOLD
SURPRISE INITIATIVE Choose to take Action later
Side with Surprise counts as on Hold Can interrupt actions with Opposed
Other side make notice rolls
Single Card
Athletics
Success gets card, fail none for round Ace to Two Lasts into other rounds
Spades ♠
Multiple-Actions Hearts♥ THE JOKER
-2 for each extra Action Diamonds ♦ Act Anywhere in Round
+2 To Trait and Damage Rolls
Maximum of 3 Total Clubs ♣ All Players Get a Bennie
DAMAGE
Melee = Str die + Weapon die (No Wild) SHAKEN WOUNDS
Range = Weapon die set damage (No Wild) Spirit Roll at Start of turn Every Raise = 1 Wound
Target Toughness to recover Extras Out on 1
Attack Roll < Toughness = No Effect Success = Act Normal Wild Cards Out on 4 or More
Fail = Free Actions Only -1 to Pace and Trait rolls for
Attack Roll >= Toughness = Shaken (1 Wound if Shaken)
Bennie to recover at any each Wound
Target receives 1 wound for each raise
Wild Cards may SOAK damage time
BLEEDING
FATIGUE OUT
SOAK DAMAGE Fatigued (-1 to Roll) Vigor Check at Start of Turn
Exhausted (-2 to Roll) Failure = Dead
One soak roll per attack
Success = Survives
Costs 1 Benny
Raise = Stabilized
Make Vigor Check
Each Success and Raise removes 1 wound as it happens
FEAR CHECK Continue until
May reroll with Benny Spirit Roll Stabilized