Savage Legend - Quick Guide II

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    Savage Legend - Quick GuideSOMETHINGS YOUREALLYNEED TOKNOW:

    The dice are wild! All Skill rolls and

    Attribute tests use their appropriate dieand a d6 Wild Die (WD)- you choose whichnumber to take!

    All dice are explosive! If you roll themaximum (e.g. 6 on d6 - also called an Ace),

    you get to roll that die again and add theresults, until you don't roll a 6 any more.

    Rolling two "1"s is bad. Very bad! Don't! Each time you get four more points than

    you needed to succeed at something, youget a Raise.

    All terms in Bold have specific meanings inSavage Worlds - see the Glossary on theother side of this sheet.

    HOW TOFIGHT:

    Decide who goes first by drawing a card from the deck (acehigh, high wins, >>>). If you draw a Joker, you can gowhenever you want in the round, get +2 to all Trait tests andDamage rolls and can even interrupt spellcasters.

    In hand-to-hand combat, use your Fighting die (see charactersheet) and d6 Wild Die. If you roll more than your opponent'sParry, you have hit (Parry is a bit like 'Defence' in DragonWarriors).

    If your attack is Throwing or Shooting, use this skill instead(plus WD). The Target Number to hit is 4 (instead of Parry). If your target is at medium range,the roll is made at -2, at long range -4. Add +2 to Throwing or Shooting if you take a round to Aim.

    OUCH, THATHURT!

    Damage is rolled by combining your Strength andthe particular weapon damage roll (hand-to-handand thrown weapons) or a fixed damage amount(shooting weapons).

    If you got a Raise on your Fighting, Throwing orShooting roll, you roll an extra d6 Damage.Damage rolls explode, but don't get Wild Dice.

    Subtract your opponent's Toughness from your

    Damage roll. If you rolled more, he's Shaken,each Raise causes a Wound. Normal foes can onlytake one Wound before they're Incapacitated,players and bosses can take three Wounds.

    Once someone is Shaken (you or your foe), theyneed to recover before they can do anythingexcept trying to run away (at half Pace).Recovery happens by rolling 4 or more on theSpirit die (WD applies). On a Raise, the Shakencharacter can also act that round.

    For each Wound a character takes, all further

    Trait rolls are at -1 and their Pace is reduced by1".

    Some useful things youcan do in a fight:

    Wild Attack +2Fight, -2Parry

    NormalAttack

    FightandParrynormal

    Defend No Fight, +2Parry

    Full Defence Roll Fight (plus WD ) todetermine Parry

    Ganging Up Each attacker above one givesall attackers +1 Fighting

    Grapple Regular Fightingattack with nodamage; a Raise means the foeis Shaken

    Trick Use an Agility or Smarts trickto make the other guyShaken

    Called Shot An attack to a particular part ofthe body with a penalty toFighting but a bonus toDamage

    Disarm A successful Called Shotto thearm with the defender makes a

    Strength roll vs. Damage

    In a 6 secondcombat roundyou can:

    Walk 6 or run 6+1d6

    Draw a weapon

    Attack or cast a spell

    TauntorIntimidate a foe

    Aim a weapon, giving you+2 to Shooting orThrowingnext round

    Do more than one thing;each a ddit i onal acti onmeans that all actions areat -2

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    TRICKS, TAUNTS ANDINTIMIDATION

    Or 'How To Fight Dirty'!. There are other ways to make anopponent Shaken than to hit him over the head!

    You can Trick him with an Agility Trick* (sand in the eye) orSmarts Trick* (Behind you!) - success means that theopponent's Parry is at -2 until the next action, with a Raisehe's also Shaken

    You can Taunt* him (Your mother was a hamster and yourfather smelled of elderberries!) - roll Taunt againstopponent's Smarts roll

    You can Intimidate* him (Call that a knife? THIS is aknife!) - roll Intimidation against opponent's Spirit

    A successful Taunt or Intimidate means that your nextaction against the target is at +2, success with a Raisemeans that the opponent is also Shaken

    *In each case, the player should describe what their character is doing, rather than just saying "I'mperforming an Agility Trick". You never know, your GM might give you a bonus to the roll.

    HEALING

    Ok, so the battle's over. I'm still wounded. "MEDIC!" Anyone got Healing skill? (and don't forget theWild Die). Time is of the essence, all Wounds not healed within an hour of receiving them either needNatural Healing or agreater healingspell.

    Assisted Healing (a.k.a. first aid):

    Each Healing attempt takes 10 minutes(!)and requires bandages, water etc. Haven'tgot any? Roll at -2!

    Is the healer Wounded? -1 per Skill roll(it's a Trait roll)

    Is the patient Wounded? Well of course heis! Each Wound level incurs a further -1 tothe Healing roll

    Each Success and Raise removes 1 Woundfrom the patient.

    A roll of 1 on the Healing Skill roll (notWD) means that the healer has botched itand caused another Wound (if the patient

    already had 3 Wounds this means theybecome Incapacitated again).

    Natural Healing? What's that? Every five

    days, a Wounded or Incapacitated patient canmake a Vigor roll to remove a Wound level (twolevels with a Raise). A Critical Failure on theVigor roll makes the Wound worse by one level.The Natural Healing Roll is modified as follows:

    Rough travelling: -2

    No medical attention: -2

    Poor environmental conditions: -2

    Note that it is not possible to use the Healing

    skill during combat (but it is possible to cast ahealing spell).

    SURPRISE AND GETTING 'THEDROP'

    Sometimes a fight starts without one side noticing. In this case, thestarting side is On Hold, each opponent must make a Notice roll.Success means that they are dealt in and can act when their cardcomes up, Failure means that they don't get to act until the nextround.

    BenniesHuh? Who's Benny? Bennies(from benefits) are 'secondchances' for when things go pearshaped. They can be used to:

    Re-take anyTraitroll

    Immediately recover frombeingShaken

    Make a single Soak rollagainst one attack -immediately after taking oneor more Wounds from a singleattack the character can makea Vigor roll; each Successand Raise eliminates oneWoundpoint (if the characterhas anyWounds left from theattack at the end of the roll heis stillShaken)

    Critical Failure('Snake Eyes')

    Rolling double one on a Traitroll indicates critical failure.This is bad ( ). It couldmean that you've droppedyour sword, broken your bowstring, the strap on yourshield has broken, you had a

    brain-fart whilst casting yourspell etc. The GM gets todecide

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    If an opponent is completely off-guard, the attacker gets The Drop on him and has +4 to Attack andDamage rolls.

    CASTING SPELLS

    Casting a spell usually takes a single combat round. Arcane Skill requires a Skill roll, just like any other

    skill. Success indicates that the spell has been cast, failure that the spell went wrong (but the PowerPoints were still used.

    A Raise on the Arcane Skill roll often indicates that the spell was particularly effective. See therelevant spell description.

    It is possible to Disrupt a spell already in use. To do this the spellcaster makes one opposed ArcaneSkill roll versus the damage he suffered. A spellcaster who is Shaken by non-damaging means (such asa Test of Wills) must make a simple Smarts roll to maintain his powers.

    FEAR

    Particularly frightening monsters or situations require characters to make a Guts roll (use the Guts

    skill, and WD of course). Success means that the character is able to continue. The results of Failureare determined by a further roll, dependent on the situation. In the case of a Critical Failure..., welllet's not go there. It's not a good place!

    Fear or Nausea: A grisly discovery means that the character is Shaken and needs to make a Vigorroll or suffer a -1 penalty for the rest of the encounter. A roll of 1 on the Guts die (regardless ofWD), means that the character has to roll on the Fright Table.

    Terror: a monstrous creature or 'unknowable evil' can strike terror into the heart of even thesturdiest warriors. The character does not get to make a Vigor roll but goes directly to the FrightTable. If the cause of the terror has a fear penalty, this is added to the roll on the Fright Table.

    Once a character has overcome his fear of a particular opponent, subsequent encounters will no longer

    have such an affect on them (under normal conditions).

    GLOSSARY:

    TERM EXPLANATION

    Wild Die (WD) a d6 that you roll with any Trait test.

    Trait A Trait is an Attribute or Skill, something that describes your character.

    Attribute Strength, Agility, Smarts, Spirit or VigorSkill something your character can do, such as Fighting, Riding, Knowledge etc. (ok, they

    can't 'do' Knowledge, but you use a Skill: Knowledge roll to see whether or not youknow something.

    Ace Rolling the maximum on any dice in a Trait test. This allows you to roll again andadd the results. (Note: it only counts as an Ace if you roll the maximum number,rolling a 5 on d6 with a +1 modifier doesn't mean that you actually rolled a 6).

    Snake Eyes(Critical Failure)

    Rolling double one on a Trait test with your Trait die and the Wild Die - indicatesCritical Failure (oops!).

    Raise Each time you get four points more than you needed on a Trait test, it's called aRaise (8 points more is two Raises etc.). This means that you were very successful.

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    TERM EXPLANATION

    Fighting,Throwing,Shooting

    These are Skill rolls (and therefore Trait tests) to see if you hit your opponent.Fighting works against a foe's Parry, but Throwing and Shooting use a TargetNumber of 4 to indicate success (-2 at medium range, -4 at long range).

    Parry The Parry number shows how difficult it is to land a hit in hand-to-hand combat.Damage Damage is calculated by rolling the appropriate damage dice and subtracting the

    opponent's Toughness. Success (result >0) indicates that the opponent is Shaken(unless they were Shaken already). Each Damage Raise indicates a further Wound.

    Shaken A character that is Shaken is not able to do anything except try to recover (makea successful Spirit roll) or back out of a situation at half Pace.

    Pace How far a character can move in a round in inches (1" = 2 m real distance).

    Distance Distance is measured in inches (") - one inch in game terms is or on the table top isequal to 2 m in real life.

    Target Number The number you need to roll to see whether you succeed at something - normallyyou need to roll a 4, unless it's Fighting or an Opposed roll.

    Opposed Roll An opposed roll is one where the Target Number is determined by the other side,e.g. a Trick is an Opposed Agility or Smarts roll; the character and the opponenteach roll their own Agility die (plus WD if appropriate) and the highest score wins.

    Wound Physical damage to a character resulting in reduced ability. Per Wound, Pace isreduced by -1" and all Trait rolls are made at -1.

    Incapacitation A playing character that has taken 3 Wounds must make a successful Vigor roll. Ifthey succeed they're unconscious until the end of the fight, if they succeed with a

    Raise they're only stunned and take a temporary injury from the GM's SecretInjury Table (Mwuh hah hah!). Failure means that the character is dying and mustmake a successful Spirit roll to survive. Failing this (or getting a Critical Failure onthe Vigor roll) indicates that the character has died. A Successful Spirit rollmeans that he gets another Vigor roll next round. Failing this roll means death,success leaves the character permanently injured (see Injury Table).

    Benny A second chance - see box.

    Soak Roll Using a Benny to make a Wound un-happen (see 'Bennies' box).

    Unskilled

    Attempt

    It's possible (but not necessarily probable) to succeed at something you're not

    Skilled at. In this case, make a d4 Skill roll (with WD) at -2. This means that evenif you've never seen a boat before you might be lucky enough to sail it withoutcapsizing. Might be.

    Cooperative Rolls Sometimes you need to give someone a helping hand. Each Success and Raise thehelper gets on their Skill roll increases the Skill roll of the main character by +1.

    On Hold A character that is On Hold can decide whether they want to act first, at thesame time as or after his opponent, regardless of initiative. If he wants to act atthe same time as his opponent, he must make an Opposed Agility roll. A characterOn Hold can Interrupt a spellcaster .

    Notice Roll A regular Skill roll using the Notice skill.