TEXT: Test Drive V6!
  
  2
  Get SavaGe!
  Welcome to Savage Worlds™, Pinnacle’s streamlined 
  roleplaying system for any setting! Here you’ll find everything 
  you need to give the game a quick spin and see if it’s something 
  you like—absolutely free!
  If you do, go order the regular Savage Worlds rulebook at your 
  favorite game store or at our web store at www.peginc.com. 
  You have all the core rules here, but in the full book you’ll  also 
  get details on character creation, vehicles, chases, dogfights, 
  mass combat, spells, psionics, gadgets, and superpowers! 
  You’ll also find a guide to creating your own settings, including 
  how to create races, new Edges and Hindrances, monsters, 
  and more.
  The Test Drive is designed to work with our free One Sheet™ 
  adventures and pre-made characters. You’ll find a couple 
  attached to this booklet ready to play, and you can download 
  more at our website. While you’re there, check out all our other 
  freebies, settings, and adventures, as well as the awesome 
  settings created by other game companies who have licensed 
  Savage Worlds for their settings!
  the RuleS
  The Savage Worlds rules are simple and follow a standard 
  pattern. Let’s dive right in and you’ll see how it works.
   tRaitS
  Every character or creature has two kinds of traits—attributes 
  and skills. Each trait is rated from a d4 to a d12, with d6 being 
  average and d12 being world-class.
  tRait teStS
  When you want your character to do something, the GM tells 
  you what trait to use and you roll that die. If it’s equal to or greater 
  than 4, plus or minus any modifiers, you’re successful.
  Some characters or creatures have traits higher than a d12, 
  such as a d12+3. That means to roll the d12 and add 3.
  Target Numbers (TN): The usual target number for most 
  tasks is 4, plus or minus any modifiers. Parry and Toughness 
  are special TNs and will be explained later on.
  Untrained: If a character doesn’t have a skill for an action he’s 
  attempting he rolls with a d4 in the trait but subtracts 2 from the 
  total. Some skills can never be used untrained, such as casting 
  a spell or performing brain surgery.
  aceS
  Trait tests and damage rolls in Savage Worlds are “open 
  ended.” That means when you roll the highest number possible 
  on a die (a 6 on a d6, an 8 on a d8, and so on), you get to roll 
  that die again and add it to the total. This is called an “Ace,” and 
  you can keep rolling and adding as long as you Ace!
  RaiSeS
  Sometimes it’s important to know how successful a trait test 
  was. A roll that’s 4 points over the target number is called a 
  “raise.” If your hero needs a 4 to Shoot an opponent and rolls 
  an 8 or higher, he hits with a raise!
  Example: A lady gunslinger in Deadlands needs a 4 to 
  hit a walkin’ dead at short range with her .44 caliber Colt 
  Navy. She has a d8 in Shooting, so she rolls an 8-sided 
  die and gets an 8. That’s an Ace so she rolls again and 
  gets a 4 this time for a total of 12. That’s two raises and 
  one heck of a shot, ma’am!
  leGaleSe and PeRmiSSion to 
  PRint, Bind, and PhotocoPy
  These Test Drive rules are free and may be printed for personal use. 
  They may not be distributed by any electronic or physical means without 
  express written consent of Pinnacle Entertainment.
  Savage Worlds, Smilin’ Jack, Deadlands, and all of our other Savage 
  Settings, and the Pinnacle logo are Copyright Great White Games, LLC; 
  DBA Pinnacle Entertainment Group. © Solomon Kane Inc. Solomon 
  Kane® and related logos, characters, names, and distinctive likenesses 
  thereof are trademarks of Solomon Kane Inc. All rights reserved.
  
  3
  oPPoSed RollS
  Sometimes rolls are “opposed” by an opponent. If two 
  characters are wrestling for control of an ancient artifact, for 
  example, they both make Strength rolls. When this happens, 
  the acting character gets his trait total first, followed by whoever 
  is opposing him. The highest total wins.
  Example: Buck Savage, a pulp hero, taunts an Aztec 
  mummy. Buck gets a 7 on his Taunt. The mummy shrieks 
  in anger and rolls next, getting a 3. Buck wins with a 
  raise!
  Wild caRdS & extRaS
  Your hero (a player character), and unique villains and 
  monsters are collectively called “Wild Cards.” Wild cards are 
  the “named” characters who are important to the plot and thus 
  are just generally better than the unnamed “Extras.”
  These beings have a little better chance at doing things, are a 
  little tougher to put down, and are generally more detailed than 
  common guards, minions, or lackeys. Wild Cards are noted with 
  the picture of Smilin’ Jack by their statistics, like this:
   Buck SavaGe
  the Wild die
  When making any sort of trait test, Wild Cards roll an extra d6 
  called the “Wild Die.” If the result of the Wild Die is higher than 
  the trait die, take the result of the Wild Die instead.
  All modifiers apply to both the trait and Wild Die since 
  whichever is highest is your total before the modifier.
  One Wild Die Per Action: When Wild Cards roll multiple dice 
  for a single action, such as when firing on full-auto, they roll only 
  one Wild Die. A gunner who fires three bursts, for example, rolls 
  three of his Shooting dice and one Wild Die—which may then 
  replace one of his Shooting dice if it comes out higher.
  Example: A hero with a d8 Strength makes a roll. He 
  rolls a d8 and his Wild Die, a d6, and gets an 8 and a 6, 
  respectively—that’s an Ace on both dice! He rolls both 
  again and gets a 4 and a 3. The d8 ends up with a 8+4=12, 
  while the Wild Die is 6+3=9. The d8 scored highest in the 
  end, so his total is 12.
  BennieS
  Savage Worlds gives players and GMs a little extra control 
  over the whims of fate. Every player starts each game session 
  with three “bennies,” gaming stones or other tokens that signify a 
  little bit of good luck or fate. (For those who don’t know, “bennies” 
  is a slang term derived from “benefits.”)
  You can use a benny to reroll any trait test. You can even keep 
  spending them until you get the result you want or you run out of 
  bennies! Take the best of your rolls—spending a benny should 
  never hurt you, only help. If your original roll is a 5, for example, 
  and a benny gets you a 4, you keep the original 5 instead.
  Bennies cannot normally be spent on damage rolls, rolls on 
  tables, or anything besides trait rolls. (Soak rolls and certain 
  Edges do allow other uses of bennies besides rerolling trait 
  rolls, but these are the exception.) Bennies are not saved up 
  between sessions, so use ‘em or lose ‘em!
  Game maSteR BennieS
  Game Masters get bennies for their villains too. At the start of 
  each session, the GM gets one benny for each player character 
  in the group. 
  Each of the GM’s Wild Cards also get two bennies of their own. 
  They can use these or the “common” pool to save their evil skins, 
  but they can’t share their own bennies with their minions. 
  As with heroes, bennies are not saved between sessions.
  chaRacteRS
  The heart of a good roleplaying game is the ability to make, 
  customize, and advance your own characters. Here’s how it 
  works in Savage Worlds.
  1) Race
  Choose any race available in your setting for your character. 
  Our Savage Settings contain complete rules and background 
  information for any new races that appear in that world.
  Human characters start play with one free Edge of their choice 
  (see Edges, below).
  2) tRaitS & deRived StatiSticS
  Your hero starts with a d4 in each attribute, and has 5 points 
  with which to raise them. Raising an attribute a die type costs 
  1 point. Die types are d4, d6, d8, d10, and d12.
  You have 15 points for skills. A list of standard skills appears 
  below. Note that skills in Savage Worlds are very broad. You 
  don’t have to take Fighting for your sword, dagger, dirk, and 
  axe—Fighting covers it all. Remember, this is a game of Fast! 
  Furious! Fun! Don’t worry though—you’ll have plenty of ways 
  to customize your character with Edges.
  Each die type in a skill costs 1 point up to the linked attribute. 
  Going over the linked attribute costs 2 points per level. If your 
  hero has a Strength of d6, for example, it costs 1 point to buy 
  Climbing at d4, another point to buy it at d6, and 2 points to 
  raise it to a d8.
  Charisma is equal to the total bonuses or penalties given by 
  Edges and Hindrances.
  Pace is 6”.
  Parry is equal to 2 plus half of the Fighting die. (Half of Fighting 
  d8 is 4 + 2 = Parry of 6.)
  Toughness is equal to 2 plus half the character’s Vigor. Add 
  the bonus granted by armor worn on the torso to this value, but 
  remember it may not count if attacks target other parts of the 
  body. (Half of Vigor d6 is 3 + 2 + 2 (chain armor) = Toughness of 7.)
  3) edGeS & hindRanceS
  Your character gains an “advance” for each Minor Hindrance 
  she takes (up to two), and two advances for taking a single Major 
  Hindrance. You’ll find a summary of core Edges & Hindrances 
  at the end of this document, and more can be found in your 
  setting book.
  For 2 advances you can either:
  • Gain another attribute point.
  • Choose an Edge.
  For 1 advance you can either:
  • Gain another skill point.
  • Increase starting funds by 100%.
  
  4
  4) GeaR
  Your hero starts with $500 unless your setting book says 
  otherwise. (Pregenerated characters such as those on our 
  website already have all of their gear.)
  5) BackGRound detailS
  Fill in any other background details you care to add.
  GeaR
  At the back of this book is a selection of gear to get you started. 
  The full rulebook has extensive equipment lists, including 
  vehicles and special weapons. Below is a quick explanation of 
  some common special abilities.
  Parry: Apply the listed modifier to the user’s Parry.
  AP (Armor Penetration): Ignore this many points of Armor 
  when figuring damage. A weapon with an AP of 2, for instance, 
  ignores the first two points of armor a target might have.
  Shotgun: Shotguns add +2 to the user’s Shooting roll. 
  Damage is 3d6 at Short Range, 2d6 at Medium, and 1d6 at 
  Long.
  Range: This is listed in inches for ease of use on the tabletop. 
  Note that every inch on the tabletop equals 2 yards in the real 
  world. A target at 25”, for example, is actually 50 yards away. 
  Rate of Fire: A character may make as many ranged attacks 
  per round as his weapon’s Rate of Fire allows. Most submachine 
  guns, for example, can fire 3 shots. Each shot is made at -2.
  These shots can be split among all possible targets as the 
  player desires, but must all be taken at the same time. A shooter 
  with an Uzi couldn’t fire one shot, then move and fire two more, 
  for instance.
  Each die you roll when firing full-auto represents a number of 
  actual bullets equal to its Rate of Fire. An Uzi firing 3 dice per 
  turn, for example, uses 9 rounds of ammunition.
  Wild Cards roll all their dice and one additional Wild Die. This 
  die can replace a lower roll, but cannot add an additional hit 
  (and doesn’t cause additional damage).
  Reach: A character may attack an opponent up to this many 
  inches distant.
  Snapfire: This awkward and heavy weapon inflicts a -2 
  “snapfire” penalty to Shooting if the user moves in the same 
  round it’s fired.
  comBat
  We don’t call these “Savage” Settings for nothing. Sooner 
  or later, your hero is going to find himself hip-deep in trouble. 
  Fortunately for you, Savage Worlds keeps the fighting Fast! 
  Furious! and Fun! 
   initiative
  To help the Game Master keep track of who goes in what 
  order—and add a healthy dose of excitement—we use a deck 
  of playing cards to determine everyone’s initiative. (And yes, of 
  course we sell a special Savage Worlds Action Deck!)
  Deal in characters as follows:
  Every Wild Card is dealt a single card. Any allies that player 
  is controlling act on his card as well.
  Every type of Game Master troop, such as all zombies, all 
  wolves, and so on, share a card. (If a type of opponent is set-up 
  in two or more groups, such as two wolf-packs on opposite ends 
  of the playing area, you should give each group a separate 
  card.)
  The Game Master then counts down from the Ace to the 
  Deuce, with each group resolving its actions when its card 
  comes up. Ties are resolved in suit order: Spades are first, then 
  Hearts, Diamonds, and Clubs.
  SkillS
   
  Skill 
  Linked Attribute
   
  Boating 
  Agility
   
  Climbing 
  Strength
   
  Driving 
  Agility
   
  Faith* 
  Spirit
   
  Fighting 
  Agility
   
  Gambling 
  Smarts
   
  Guts 
  Spirit
   
  Healing 
  Smarts
   
  Intimidation 
  Spirit
   
  Investigation 
  Smarts
   
  Knowledge 
  Smarts
   
  Lockpicking 
  Agility
   
  Notice 
  Smarts
   
  Persuasion 
  Spirit
   
  Piloting 
  Agility
   
  Psionics* 
  Smarts
   
  Repair 
  Smarts
   
  Riding 
  Agility
   
  Shooting 
  Agility
   
  Spellcasting* 
  Smarts
   
  Stealth 
  Agility
   
  Streetwise 
  Smarts
   
  Superpower* 
  Special
   
  Survival 
  Smarts
   
  Swimming 
  Agility
   
  Taunt 
  Smarts
   
  Throwing 
  Agility
   
  Tracking 
  Smarts
   
  Weird Science* 
  Smarts
  *Denotes an “arcane skill.” See Arcane 
  Backgrounds for more information.
  extRaS, nPcS, and monSteRS!
  Don’t assign ranks to Extras. Save yourself the 
  work and just give them the Edges, Hindrances, and 
  other abilities you think they should have rather than 
  designing them like player characters.
  The whole point of Savage Worlds is to make it 
  easy for the Game Master to run the game—including 
  the creation of NPCs and monsters. Henchmen, 
  guards, and most ordinary humans have a d6 in 
  everything so you have a fast and easy baseline for 
  making characters or creatures who are a little more 
  powerful.
  
  5
  the JokeR iS Wild!
  Jokers are special. A character who is dealt 
  a Joker gets to go whenever he wants in a 
  round, before anyone else or at any point later, 
  including automatically interrupting another’s 
  action if he wishes.
  In addition, the hero adds +2 to all trait tests 
  made this round, and +2 to damage!
  Reshuffle the deck after a Joker is dealt to any character.
  hold
  A hero may choose to wait and see what happens by taking 
  a Hold action. He may then go later in the round if he chooses, 
  and can then take his action normally.
  A Held action lasts until it’s used. If a character has a Held 
  card when a new round starts, he’s not dealt in. 
  Interrupting Actions: If a character on Hold wants to interrupt 
  an action, he and the opponent make opposed Agility rolls.
  Whoever rolls highest goes first. In the rare case of a tie, the 
  actions are simultaneous.
  movement
  Player characters have a Pace of 6, meaning they can move 
  that many inches on the tabletop in a round.
  Characters may also choose to run. This gives them an 
  additional 1d6” of movement but inflicts a -2 penalty to any trait 
  tests performed that round. This isn’t a trait roll, so there is no 
  Wild Die and it can’t Ace.
  melee attackS
  A character may make one Fighting attack per round. Roll a 
  Fighting skill roll and compare it to the opponent’s Parry. On a 
  success, your character makes a melee damage roll based on 
  the weapon in hand (see Damage). With a raise, you add an 
  additional +1d6 bonus damage for that strike as well.
  Withdrawing From Close Combat: Whenever a character 
  retreats from melee, all adjacent opponents get an immediate 
  free attack (but only one—no extra attacks for Frenzy or wielding 
  two weapons).
  RanGed attackS
  The Shooting skill covers everything from pistols to rocket 
  launchers. You’ll notice missile weapons on the weapons chart 
  have a set of numbers under “Range.” This is their Short, 
  Medium, and Long range brackets. Hitting a target at Short 
  range is a standard Shooting roll with a TN  of 4. Shooting a 
  target at Medium range subtracts 2 from the roll, and Long 
  range subtracts 4.
  Weapon ranges, by the way, are designed for the table-top 
  and using miniatures. For a quick conversion, every inch on 
  the tabletop equals 2 yards in the real world. A target at 25”, for 
  example, is actually 50 yards away from the attacker.
  Cover: Subtract 2 from the attack if the defender has minor 
  cover (half cover or full light cover such as brush), and –4 if the 
  defender has substantial cover (about 2/3rds cover).
  A prone character has minor cover (-2), but standing back up 
  costs 2” of movement. While prone, defenders subtract 2 from 
  their Parry and Fighting rolls.
  You’ll find a number of additional situational combat modifiers 
  and some other special types of attacks in the full rulebook.
  damaGe
  After a successful hit, the attacker rolls damage. When rolling 
  damage, add the results of the dice together to figure your total 
  damage. All damage rolls can Ace as well, which means that 
  you keep rolling and adding whenever damage dice Ace. You 
  got that right, friend. Even the lowliest goblin can put down a 
  legendary hero with a really lucky roll.
  Ranged Damage: Ranged weapon damage is fixed, such as 
  2d8 or 2d6+1. A Colt .45, for example, does 2d6+1, meaning 
  you roll two six-sided dice, add them together (along with any 
  
  6
  Aces), and then add +1 to the total. Heroes don’t get Wild Dice 
  on damage rolls—those only apply to traits.
  Melee Damage: Melee damage is figured by rolling the 
  attacker’s Strength die and the weapon’s damage die and 
  adding the results together. A hero with Strength d8 and a short 
  sword  (d6), for example, deals d8+d6 damage with the sword. 
  As always, these dice can Ace! Don’t add Wild Dice to these 
  rolls—heroes only get those on skill and attribute rolls.
  Bonus Damage: Well-placed attacks are more likely to hit 
  vital areas. If you get a raise on the attack roll, add +1d6 to 
  the damage as well! (Bonus damage can also Ace!) Don’t add 
  additional dice for more than one raise.
  dealinG damaGe
  After hitting, your damage is compared to the opponent’s 
  Toughness. Damage rolls have successes and raises just like 
  trait rolls. If the damage roll is less than the target’s Toughness, 
  the victim is beaten up a bit but there’s no game effect.
  If the damage roll is a success (equal to or higher than the 
  victim’s Toughness) he’s Shaken. Place the figure on its back 
  or mark it with a red gaming stone to show its status. 
  Each raise (additional 4 points) on the damage roll means the 
  victim suffers a Wound. Extras only have one wound and are 
  Incapacitated (simply taken off the table). They’re injured badly 
  enough to quit the fight, and may even be dead (a simple Vigor 
  check after the fight—failure means the victim expired).
  Shaken
  Shaken characters are nicked, bruised, or otherwise rattled. 
  (If you’re familiar with games that use “hit points,” think of being 
  Shaken as losing a few—there’s no real effect, but the character 
  is slowly being worn down—the GM just doesn’t have to track 
  all this minor damage!)
  Characters can become Shaken by tests of will results, fear, 
  and most commonly, damage. Shaken characters may only 
  move half their Pace and can perform no other actions (including 
  running).
  A Shaken character automatically attempts to recover at 
  the beginning of each action by making a Spirit roll.  A failure 
  means he remains Shaken (though he may move half his 
  Pace as outlined above). With a success, the recovery check 
  consumes the hero’s entire round but the character recovers 
  and can remove his Shaken counter. With a raise, the character 
  recovers instantly and may act normally.
  If a Shaken character is Shaken again by a damaging attack, 
  the character takes a wound instead. Getting two Shaken results 
  is an effective tactic against opponents with high Toughness 
  scores. Try setting up these foes with a test of wills to Shake 
  them, then follow up with something a little more lethal.
  Example: A space ranger shoots an alien parasite 
  with a Toughness of 5 and gets a damage result of 5. The 
  creature is Shaken, but since that’s not a raise over its 
  Toughness, it doesn’t suffer a wound. A roll of 9 or better 
  would cause a wound, and since it’s not a Wild Card, it’d 
  be off the table.
  Incapacitated doesn’t always mean the target is actually 
  dead—but it’s definitely out of the fight. The Savage 
  Worlds rulebook will help you out when you need to know 
  if a defeated foe survived.
  Wild caRdS and WoundS
  Wild Cards can take multiple wounds, and every raise on the 
  damage roll inflicts a wound. Each wound causes a –1 penalty 
  per wound to all further trait tests. A hero with 2 wounds, for 
  example, suffers a –2 penalty to all trait tests. 
  If a hero suffers a wound and wasn’t already Shaken, he is 
  Shaken as well.
  Heroes can take 3 wounds before they’re in real danger of 
  dying. Damage that would cause wounds after that leaves 
  them Incapacitated. An Incapacitated character must make an 
  immediate Vigor roll, applying wound modifiers.
  Result
  Effect
  Raise
  The hero is stunned. He still has 3 wounds, but is 
  Shaken, not Incapacitated
  Success
  The hero is unconscious for an hour, or until healed.
  Failure
  The victim is Bleeding Out and remains unconscious 
  until healed. He must make another Vigor roll each 
  round and dies on a modified roll of 1 or less.
  Example: Virginia Dare is a pulp heroine with a 
  Toughness of 5. She’s hit by two attacks in the same 
  round. The first hit causes 7 points of damage, and the 
  second causes 13 (ouch!)
  The first hit didn’t get a raise so Virginia is Shaken. The 
  second hit is exactly two raises over her Toughness, so 
  it causes two wounds. (She’s already Shaken, so there’s 
  no further effect from that.)
  Resolve damage in the order you make the attacks. If 
  the attacks above were reversed, for example, it would 
  work like this. Virginia takes 13 damage, which is two 
  raises. That’s two wounds and she’s Shaken. The next hit 
  causes 7 points of damage. That causes another Shaken 
  result, and since she’s already Shaken, it’s a wound 
  instead (and now she has 3 wounds!).
  SoakinG damaGe
  After taking wounds from a single attack, heroes may spend 
  a benny to make a Vigor roll. A success and each raise on the 
  roll reduces the number of wounds suffered from that attack by 
  one. If the hero is left with any wounds from the attack however, 
  he’s still Shaken as usual. (Don’t count the wound modifiers 
  you’re about to suffer when making this roll.)
  A character may only make one soak roll per attack. If a soak 
  roll eliminates 3 of 5 wounds, for instance, a hero can’t make 
  another soak roll for the other two wounds. The hero could spend 
  a second benny to reroll the Vigor roll, however. This means 
  that if he suffers multiple hits in the same round, he’ll need to 
  spend bennies and make soak rolls after each hit—before the 
  next one is resolved.
  A hero can also spend a benny to automatically remove a 
  Shaken counter, even after he’s attempted to make a Spirit roll 
  to recover naturally.
  
  7
  advancement
  At the end of each game session (usually 4-6 hours of gaming), 
  the GM awards 1 to 3 Experience Points to everyone in the 
  group.
  The number of Experience Points a character has determines 
  his “Rank,” as shown below. Rank is used as a measure of a 
  character’s power level, and to determine whether or not he 
  can choose certain Edges or powers when using an “advance” 
  (see below).
  Experience Points
  Rank
  0-19
  Novice
  20-39
  Seasoned
  40-59
  Veteran
  60-79
  Heroic
  80+
  Legendary
  advancement
  Every 5 points accumulated allows a hero an “advance” (every 
  10 points after Legendary Rank).
  Every time he does so, he gets to do one of the following:
  • Gain a new Edge.
  • Increase one skill that is currently equal to or greater than 
  its linked attribute.
  • Increase two skills that are currently less than their linked 
  attributes.
  • Buy a new skill at d4.
  • Increase one attribute by a die type. The attribute may not 
  be increased again until the hero reaches a new Rank, or once 
  every other advance after reaching Legendary Rank.
  PoWeRS
  Most roleplaying games feature “magic” in one form or another. 
  Whether it’s hidden occult lore practiced only by dark cultists, 
  voodoo rituals, the eldritch sorcery of powerful wizards, weird 
  gadgets created by mad scientists, superpowers, or the psionic 
  powers of the mind, these rules handle it all in one simple 
  system.
  For ease of use, we call all of these effects “powers.” Best 
  of all, powers work the same from game to game, but the 
  particular use and trappings (see below) give the same powers 
  endless variations. That means you can create wizards, mad 
  scientists, superheroes, or even creatures with one set of easy-
  to-remember powers.
  Every power has an associated “arcane skill”—Faith, Psionics, 
  Spellcasting, or Weird Science.
  PoWeR PointS
  Arcane characters energize their powers with “Power Points.” 
  Heroes start with 10 Power Points at character creation, and 
  recover them at the rate of 1 point per hour.
  uSinG a PoWeR
  To use a power, the character simply declares the power he’s 
  using, spends the desired number of Power Points, and makes 
  the appropriate arcane skill roll. If the roll fails, there’s no effect 
  but the Power Points are lost. If successful, consult the particular 
  power to determine the results. It lasts for a number of rounds 
  equal to its Duration, and some can be maintained by spending 
  the listed Power Points per round noted beside the Duration.
  Some powers have variable effects depending on how many 
  Power Points are used to cast them. As explained above, the 
  player must spend the desired Power Points before rolling his 
  character’s arcane skill to see if he’s successful.
  SamPle PoWeRS
  Here are a few sample powers so that you can see exactly 
  how this works. The Savage Worlds rulebook features dozens 
  more powers easily adapted to any arcane background.
  aRmoR
  Rank: Novice
  Power Points: 2
  Range: Touch
  Duration: 3 (1/round)
  Trappings: A mystical glow, hardened skin, real or ethereal 
  armor, a mass of insects or worms.
  Armor creates a field of magical protection around a character, 
  or an actual shell of some sort, effectively giving the target 
  armor. Success grants the recipient 2 points of armor. A raise 
  grants 4 points of armor. The benefit of this power does stack 
  with normal armor.
  BlaSt
  Rank: Seasoned
  Power Points: 2-6
  Range: 24/48/96
  Duration: Instant
  Trappings: Balls of fire, ice, light, darkness, colored bolts, 
  swarm of insects.
  
  8
  Blast is an area effect power that can put down many 
  opponents at once. The character first picks where he wants to 
  center the blast, then makes the appropriate skill roll. Normal 
  ranged attack modifiers apply.
  The area of effect is a Medium Burst Template found in the 
  back of this booklet. If the roll is failed, the blast deviates as 
  a launched projectile (1d10” x the range (1 for Short, 2 for 
  Medium, etc), in a d12 direction. Targets within the blast suffer 
  2d6 damage. Unlike other attacks, raises on the attack roll do 
  not add to damage to area effect attacks. 
  Additional Effects: For double the Power Points, the blast 
  does 3d6 damage or is the size of a Large Burst Template. For 
  triple the points, it does both.
  Bolt
  Rank: Novice
  Power Points: 1-6
  Range: 12/24/48
  Duration: Instant
  Trappings: Fire, ice, light, darkness, colored bolts, swarm 
  of insects.
  Bolt is the standard attack power of wizards, and can also be 
  used for ray guns, bursts of energy, streaks of holy light, and 
  other ranged attacks. The damage of the bolt is 2d6.
  Additional Bolts: The character may cast up to 3 bolts by 
  spending a like amount of Power Points. This must be decided 
  before the power is cast. The bolts may be spread among targets 
  as the character chooses.
  Additional Damage: The character may also increase the 
  damage to 3d6 by doubling the Power Point cost per bolt. This 
  may be combined with the additional bolts, so firing 3 bolts of 
  3d6 damage would cost 6 Power Points.
  deflection
  Rank: Novice
  Power Points: 2
  Range: Touch
  Duration: 3 (1/round)
  Trappings: Mystical shield, gust of wind, phantom servant 
  that intercepts the missiles.
  Deflection powers work in a variety of ways. Some deflect 
  incoming attacks, others blur the target’s form or produce other 
  illusionary effects. The end result is always the same however—
  to misdirect incoming melee and missile attacks from the user. 
  With a standard success, attackers must subtract 2 from any 
  Fighting, Shooting, or other attack rolls directed at the user. A 
  raise increases the penalty to -4. This acts as armor against 
  area effect weapons.
  healinG
  Rank: Novice
  Power Points: 3
  Range: Touch
  Duration: Permanent
  Trappings: Laying on hands, touching the victim with a holy 
  symbol, prayer.
  Healing repairs recent bodily damage. It must be used within 
  the “golden hour,” though, for it has no effect on wounds more 
  than one hour old.
  For Wild Cards, each use of the healing spell removes a wound 
  with a success, and two wounds with a raise. The roll suffers 
  a penalty equal to the victim’s wounds (in addition to any the 
  caster might be suffering himself).
  For Extras, the GM must first determine if the ally is dead 
  (a simple Vigor roll). If so, no healing may be attempted. If 
  not, a successful arcane skill roll returns the ally to the game 
  Shaken.
  Healing can also cure poison and disease if used within 10 
  minutes of the event.
  Smite
  Rank: Novice
  Power Points: 2
  Range: Touch
  Duration: 3 (1/round)
  Trappings: A colored glow, runes, sigils, crackling energy, 
  barbs grow from the blade.
  This power is cast on a weapon of some sort. If it’s a ranged 
  weapon, it affects one entire magazine, 20 bolts, shells, or 
  arrows, or one full “load” of ammunition (the GM may have to 
  determine the exact quantity for unusual weapons). While the 
  spell is in effect, the weapon’s damage is increased by +2, or 
  +4 with a raise.
  faQ
  Savage Worlds has been around long enough that we’ve seen 
  a few common questions. Here are the answers!
  Q: Because of Aces, it looks like it’s better to have a d6 
  than a d8. So why would I want to increase my skills?
  A: Higher dice are better. Consider the standard TN of 4. A 
  d6 has a 50% chance of success. A d8 has a 62% chance of 
  success. You do have a better chance to Ace on the lowest 
  die—a d4—but you still succeed more (and better) with higher 
  die types. The bottom line is that although all trait dice can 
  potentially roll high or low, higher die types roll higher more 
  often and lower less often.
  Q: A statistic in my book says short swords do “Str+2” 
  damage. Huh?
  A: In some earlier versions of the rules, melee weapons 
  had a flat bonus instead of a die type. You can figure out what 
  most weapons should be by this simple guideline: +1 = d4, +2 
  = d6, +3 = d8, +4 = d10, +5 = d12. The rulebook also has a 
  comprehensive listing of up-to-date weapon stats.
  Q: Do aces count when I roll running / on a table / etc?
  A: You only count aces when rolling trait rolls and damage 
  rolls. 
  Q: Can I spend a benny on damage?
  A: Not unless your character has an Edge that says you can. 
  The same goes for any rolls that aren’t trait rolls.
  Q: My players don’t like that it takes some time to take 
  down big creatures with high Toughness scores.
  A: Our goal is to have the bad guys up, down, or off the table. 
  We ignore hits that only do a few “hit points” to save the Game 
  Master work, and only care when someone really puts in that 
  solid hit that takes the Big Bad down. Just describe those lesser 
  hits as nicks, cuts, scrapes, or even actual wounds that just don’t 
  cause any actual physical trauma. And if you use the Intimidation 
  / Shaken tactic described earlier, or the maneuvers found in the 
  actual rulebook, even those big guys can fall quickly.
  
  9
  common WeaPonS and aRmoR
  Selected hand WeaPonS
  Type
  Damage
  Weight
  Notes
  Dagger
  Str+d4
  1
  Long sword 
  Str+d8
  5
  Great sword 
  Str+d10
  10 
  Parry -1; Requires 2 hands
  Short sword
  Str+d6
  4
  Includes cavalry sabers
  Axe
  Str+d6
  2 
  Great Axe 
  Str+d10
  15 
  AP 1; Parry -1; Requires 2 hands
  Warhammer 
  Str+d6 
  8
  AP 1 vs plate mail
  Maul 
  Str+d8
  20 
  AP 2 vs plate mail; Parry -1; Requires 2 hands
  Spear 
  Str+d6
  5 
  Parry +1; Reach of 1; Requires 2 hands
  Selected RanGed WeaPonS
  Type
  Range
  Damage
  RoF
  Ammo
  Weight
  Shots
  Notes
  Bow
  12/24/48
  2d6
  1
  Arrow
  3
  —
  Colt 1911
  12/24/48
  2d6
  1
  .45
  4
  7
  AP 1
  Uzi 9mm
  12/24/48
  2d6
  3
  9mm
  9
  32
  AP 1
  Pump Shotgun
  12/24/48
  1-3d6
  1
  12g
  8
  6
  Winchester ‘76
  24/48/96
  2d8
  1
  .45-47
  10
  15
  AP 2
  M-16
  24/48/96
  2d8
  3
  .223
  8
  20 or 30
  AP 2
  Ak47
  24/48/96
  2d8+1
  3
  7.62
  10
  30
  AP 2
  M60
  30/60/120
  2d8+1
  3
  7.62
  33
  250
  AP 2; Snapfire
  Selected aRmoR
  Type
  Protection
  Weight
  Notes
  Kevlar
  +2/4
  8
  Covers torso; +4 vs. bullets
  Leather
  +1
  15
  Shirt and leggings
  Chain
  +2
  25
  Shirt, covers arms, legs, and torso
  Plate
  +3
  25
  Corselet; covers torso
  
  10
  edGeS & hindRanceS
  So you might be looking at a couple of Savage Worlds characters and thinking “Hmm. These guys both have a d8 in Fighting. 
  What makes them different?” That’s where Edges and Hindrances come in. These all-important feats and drawbacks are what 
  make two otherwise similar fighters VERY different from one another.
  The list below will get you through playing the characters in our free adventures. For more details, you’ll want to check out the 
  actual Savage Worlds rulebook.
  hindRanceS
  All Thumbs (Minor): -2 Repair; Roll of 1 on a mechanical or electronic device causes malfunction
  Anemic (Minor): -2 Vigor to resist sickness, disease, poison, or environment
  Arrogant (Major): Must humiliate opponent, challenge the ‘leader’
  Bad Eyes (Minor/Major): -2 to attack or notice something more than 5” distant
  Bad Luck (Major): One less benny per session
  Big Mouth (Minor): Unable to keep secret, blabs at wrong time
  Blind (Major): -6 on all actions that require vision; -2 on social rolls, gain additional Edge
  Bloodthirsty (Major): Never takes prisoners; -4 Charisma if known
  Cautious (Minor): Character is overly careful
  Clueless (Major): -2 to most Common Knowledge rolls
  Code of Honor (Major): The character keeps his word and acts like a gentleman
  Curious (Major): Character wants to know about everything
  Death Wish (Minor): Character wants to die after completing some task
  Delusional (Minor/Major): Character suffers from grave delusions
  Doubting Thomas (Minor): Character doesn’t believe in the supernatural
  Elderly (Major): Pace -1, -1 to Strength and Vigor die types; 5 extra skill points for any skill linked to Smarts
  Enemy (Minor/Major): The character has a recurring nemesis of some sort
  Greedy (Minor/Major): The character is obsessed with wealth
  Habit (Minor/Major): Charisma -1; must make Fatigue rolls when deprived of Major Habits
  Hard of Hearing (Minor/Major): -2 to Notice sounds; automatic failure if completely deaf
  Heroic (Major): The character is a true hero and always helps those in need
  Illiterate (Major): The character cannot read or write.
  Lame (Major): -2 Pace and running die is a d4
  Loyal (Minor): The hero tries to never betray or disappoint his friends
  Mean (Minor): The character suffers -2 to his Charisma for his ill-temper and surliness
  Obese (Minor): +1 Toughness, -1 Pace, d4 running die
  One Arm (Major): -4 to tasks requiring two arms
  One Eye (Major): -1 Charisma, -2 to rolls requiring depth perception
  One Leg (Major): Pace –2, d4 running die, -2 to rolls requiring mobility, -2 to Swimming skill
  Outsider (Minor): -2 Charisma, treated badly by those of the more dominant society
  Overconfident (Major): The hero believes he can do anything
  Pacifist (Minor/Major): The character fights only in self-defense as a Minor Hindrance, and won’t fight living creatures under 
  any circumstance as a major Hindrance
  Phobia (Minor/Major): -2 or –4 to trait tests when near the phobia
  Poverty (Minor): Half starting funds, general inability to hang onto future income
  Quirk (Minor): The character has some minor but persistent foible, such as bragging, elitism, or the pursuit of fame 
  Small (Major): -1 Toughness
  Stubborn (Minor): The character always wants his way
  Ugly (Minor): -2 Charisma due to the character’s less-than average appearance
  Vengeful (Minor/Major): Character holds a grudge, will kill to settle the score as a Major Hindrance
  Vow (Minor/Major): The hero has a pledge to himself, a group, a deity, or a religion
  Wanted (Minor/Major): The character is a criminal of some sort 
  Yellow (Major): The character is cowardly and suffers -2 to his Guts rolls
  Young (Major): 3 points for Attributes (instead of 5); 10 skill points (instead of 15), +1 benny per session
  
  11
  edGeS
  Edges sometimes have Requirements. These are listed in parentheses after the Edge. N is Novice Rank, S is Seasoned, etc. 
  Attribute requirements are listed as A=Agility, St=Strength, Sm=Smarts, Sp=Spirit, and V=Vigor.
  Ace* (N, A d8): +2 to Boating, Driving, Piloting; may make soak rolls for vehicle at -2
  Acrobat* (N, A d8, St d6): +2 to Agility tricks; +1 Parry if unencumbered
  Alertness* (N): +2 Notice
  Ambidextrous* (N, A d8): Ignore -2 penalty for using off-hand
  Arcane Background* (N): Allows access to supernatural powers
  Arcane Resistance* (N, Sp d8): Armor 2 vs. magic, +2 to resist magic effects
   Improved Arcane Resistance* (N, Arcane Res.): Armor 4 vs. magic, +4 to resist magic effects
  Attractive* (N, V d6): Charisma +2
   Very Attractive* (N, Attractive): Charisma +4
  Beast Bond (N): Character may spend bennies for his animals
  Beast Master (N, Sp d8): You gain an animal companion
  Berserk* (N): Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 
  on Fighting die hits random adjacent target
  Block (S, Fighting d8): Parry +1
   Improved Block (V, Block): Parry +2
  Brawny* (N, St d6, V d6): Toughness +1; load limit is 8xStr instead of 5xStr
  Champion* (N, AB (Miracles), Sp d8, St d6, V d8, Faith d6, Fighting d8): +2 damage and Toughness vs. supernatural evil
  Charismatic (N, Sp d8): Charisma +2
  Combat Reflexes (S): +2 to recover from being Shaken
  Command (N, Sm d6): +1 to troops recovering from being Shaken within 5”
  Common Bond (N, Wild Card, Sp d8): May give bennies to companions in communication
  Connections (N): Call upon powerful friends with Persuasion roll
  Danger Sense (N): Notice-2 to detect surprise attacks/danger
  Dead Shot (WC, S, Shoot/Throw d10): Double ranged damage when dealt Joker
  Dodge (S, A d8): -1 to be hit with ranged attacks
   Improved Dodge (V, Dodge): -2 to be hit with ranged attacks
  Fast Healer* (N, V d8): +2 to natural healing rolls
  Fervor (V, Sp d8, Command): +1 melee damage to troops in command
  First Strike (N, A d8): Automatically attack one foe who moves adjacent per round
   Improved First Strike (H, First Strike): Automatically attack all foes who move adjacent
  Fleet-Footed (N, A d6): +2 Pace, d10 running die instead of d6
  Florentine (N, A d8, Fighting d8+): +1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus
  Followers (L, WC): Attract 5 henchmen
  Frenzy (S, Fighting d10): 1 extra Fighting attack at -2
   Improved Frenzy (V, Frenzy): As above but no penalty
  Gadgeteer* (N, AB (Weird Science), Sm d8, Repair d8 Weird Science d8, two scientific Knowledge skills d6): May “jury-
  rig” a device with any available power once per game session
  Giant Killer (V): +1d6 damage when attacking large creatures
  Hard to Kill (N, WC, Sp d8): Ignore wound penalties for Vigor rolls made on the Knockout or Injury tables
   Harder to Kill (V, Hard to Kill): 50% chance of surviving “death” by some unlikely means
  Healer (N, Sp d8): +2 to all Healing rolls and the healing power if applicable.
  Hold the Line! (S, Sm d8, Command): Troops have +1 Toughness
  Holy/Unholy Warrior* (N, AB (Miracles), Sp d8, Faith d6): Spend 1 Power Point to make evil creatures make Spirit check or 
  be Shaken; roll of 1 kills Extras, wounds Wild Cards; cost is 1 Power Point per creature affected
  Inspire (S, Command): +1 to Spirit rolls of all troops in command
  Investigator (N, Sm d8, Investigation d8+, Streetwise d8+): +2 Investigation and Streetwise
  Jack of All Trades* (N, Sm d10): Ignore -2 untrained penalty for skills linked to Smarts
  Level Headed (S, Sm d8): Act on best of two cards in combat
   Improved Level Headed (S, Level Headed): Act on best of three cards in combat
  
  12
  Luck* (N): +1 benny per session
   Great Luck* (N, Luck): +2 bennies per session
  Marksman (S): Character gets the aim maneuver (+2 Shooting) if he does not move
  McGyver* (N, Sm d6, Repair d6, Notice d8): No penalties due to lack of equipment
  Mentalist* (N, AB (Psionics), Sm d8, Psionics d6): +2 to any opposed Psionics roll
  Mighty Blow (S, Wild Card, Fighting d10): Double melee damage when dealt Joker
  Mr. Fix It* (N, AB (Weird Science), Sm d10, Repair d8, Weird Science d8, two scientific Knowledge skills at d6): +2 to 
  Repair rolls, halve normal Repair time with raise
  Natural Leader (N, Sp d8, Command): Leader may give bennies to troops in command
  Nerves of Steel (N, WC, V d8): Ignore 1 point of wound penalties
   Improved Nerves of Steel (N, Nerves of Steel): Ignore 2 points of wound penalties
  New Power (N, AB): Character gains one new power
  Noble* (N): +2 Charisma; Character is noble born with status and wealth
  No Mercy (S): May spend bennies on damage rolls
  Power Points (N, AB): +5 Power Points, once per rank only
  Power Surge (S, arcane skill d10): +2d6 Power Points when dealt a Joker
  Professional (L, d12 in trait): Trait becomes d12+1
   Expert (L, Professional in trait): Trait becomes d12+2
    
  Master (L, WC, Expert in trait): Wild Die is d10 for one trait
  Quick* (N, A d8): Discard draw of 5 or less for new card
  Quick Draw (N, A d8): May automatically draw weapon as a free action
  Rapid Recharge (S, Sp d6, AB): Regain 1 Power Point every 30 minutes
   Improved Rapid Recharge (V, Rapid Recharge): Regain 1 Power Point every 15 minutes
  Rich* (N): 3x starting funds, $75K annual salary
   Filthy Rich* (N, Noble or Rich): 5x starting funds, $250K annual salary
  Rock and Roll! (S, Shooting d8): Full-auto penalty is -1 instead of -2
  Scholar* (N, d8 in affected skills): +2 to two different Knowledge skills
  Sidekick (L, WC): Characters gains a Novice WC sidekick
  Soul Drain (S, Special): Special
  Steady Hands (N, A d8): Ignore unstable platform penalty for mounts or vehicles
  Sweep (N, St d8, Fighting d8): Attack all adjacent foes at -2
   Improved Sweep (V, Sweep): As above but with no penalty
  Strong Willed (N, Intimidate d6, Taunt d6): +2 Intimidate and Taunt, +2 to resist
  Thief* (N, A d8, Climb d6, Lockpick d6, Stealth d8): +2 Climb, Lockpick, Stealth, rolls made to trick or deceive, detecting or 
  disarming traps
  Tough as Nails (L): Toughness +1
   Improved Tough as Nails (L, Tough as Nails): Toughness +2
  Trademark Weapon (N, Fighting or Shooting d10): +1 Fighting or Shooting with one particular weapon
   Improved Trademark Weapon (V, Trademark Weapon): +2 Fighting or Shooting with one particular weapon
  Two-Fisted (N, A d8): May attack with a weapon in each hand without multi-action penalty.
  Weapon Master (L, Fighting d12): Parry +1
   Master of Arms (L, Weapon Master): Parry +2
  Wizard* (N, AB (Magic), Sm d8, Knowledge (arcana) d8, Spellcasting d6): Each Spellcasting 
  raise reduces cost of spell by 1 point
  Woodsman* b (N, Sp d6, Survival d8, Tracking d8): +2 Tracking, Survival, and Stealth 
  (while in Wilderness)
  *Background or Professional Edge—must be chosen during character creation or with GM 
  approval thereafter.
  Get the full veRSion of SavaGe WoRldS 
  at BetteR Game StoReS eveRyWheRe!
  fRee adventuReS and moRe at 
  WWW.PeGinc.com!
  
  13
  
  Small and laRGe temPlateS
  
  medium and cone temPlateS
  Use the Turning Template with the vehicle rules in 
  the full Savage Worlds rules.
  
  16
  Selected SavaGe SettinGS
  deadlandS: Reloaded!
  The year is 1876, but the history is not our own.
  Pinnacle’s flagship product is Deadlands, a horrific journey into the “Weird West.” Mysterious beings 
  called the Reckoners have given life to monsters and magic, causing history to divert from July 4th, 1863 
  forward. The South has won its independence, California has shattered into a labyrinth of flooded sea-
  canyons, and a mysterious super-fuel called “ghost rock” has spawned as much war and strife as it has 
  “steampunk” devices.
  Players are steely-eyed gunfighters, card-slinging sorcerers called hucksters, mysterious shamans, savage 
  braves, mad scientists, and more who battle against evil and attempt to prevent the “Reckoning.”
  the SavaGe WoRld of Solomon kane™
  A Landless Man. A Wanderer. A Puritan.
  Solomon Kane is many things, but above all, he is a hero. In a time of savagery and horror, he wanders 
  the darkest corners of the Earth and battles the evil he finds hidden within. From the savage interior of 
  Africa to the cold forests of Europe, the frigid mountains of Cathay, and the blood-soaked jungles of South 
  America he battles merciless butchers, deathless queens, and even winged demons in his pursuit of 
  righteous vengeance.
  Now your hero can follow the Path of Kane. Whether a Puritan wanderer, a misguided pirate, or a soldier 
  of fortune, a time of legend has come and fate has chosen her champions. Kane began the fight against 
  an ancient evil so great it could destroy humanity, but now others must carry the torch into the darkness.
  SliPStReam
  Beyond the black hole lies the Slipstream, a pocket universe of shattered worlds, desperate aliens, and 
  savage monsters. Ruling over the shattered isles is the diabolical Queen Anathraxa, who some say is 
  close to finding a way to escape this interstellar prison. Strap on your rocket pack, charge your ray gun, 
  and prepare to blast off into the the most wild and exotic Savage Setting yet—the Slipstream!
  Slipstream is a pulp science fiction Plot Point™ setting for the award-winning Savage Worlds Roleplaying 
  Game™.
  loW life: RiSe of the loWly
  Sword & Sorcery Adventure in a shattered world inhabited by the descendants 
  of cockroaches, worms, snack cakes, and stranded aliens. Discover the arcane secrets of hocus pokery, 
  dementalism, smellcasting, and holy rolling. Battle hideous beasts risen from the rubble of ancient 
  civilizations. Enjoy a light lunch at the Primordial Soup Kitchen. Mutha Oith is a world of grand adventure 
  and deadly peril; a world of conflict and danger. It’s a land of epic heroism and great evil, a realm of horror 
  and violence, a bold land where even the lowliest cockroach can become a king by his own sword and the 
  most wretched gob of filth can become a gawd.
  Are you werm enough to follow your destiny? Do you have the nuggets to take your rightful place among 
  Oith’s most valiant heroes? If so, strap on your esophagator hide shield, pick up your poo flinger and your 
  huge freakin’ cleaver, mount your pygmy slog, whisper a prayer to Jelvis, kiss your larvae goodbye, and 
  open the goosin’ book. The muck-riddled road to epic adventure stands before you...
  Plot Point SettinGS
  Most of our Savage Settings are “Plot Point” books. They communicate a big backstory—like the fight to escape the 
  black hole in Slipstream or the Reckoning in Deadlands—but still give GMs the freedom to construct and run their own 
  stories in the foreground. Certain adventures—called Plot Points—reveal the backstory to the heroes and help them figure 
  out how to accomplish some greater goal, while allowing them the freedom to pursue their own character’s agendas.
  The real goal behind all this is to help Game Masters who don’t have tons of time to prepare their own game. The 
  backstory is there to provide context, NPC motivations, and fantastic locations. Think of a Plot Point setting as a quick 
  pick-up instruction manual for actually running a game session (almost) on the fly. The location descriptions are intended 
  to quickly hone in on how the GM describes the area to his players, the plots have enough detail to run a night’s session, 
  and the bad guys or challenges are defined and statted—either as unique villains or by reference to the bestiary.
  In The Savage World of Solomon Kane™, for example, just before running a night’s session, the Game Master can 
  figure out where the players are going and read a short summary of that location. Then he can look at the points of interest 
  at that site and see if there are any Savage Tales—short adventures—that his party might want to get involved with.
  Savage Worlds Plot Point settings offer busy Game Masters epic campaigns your players will think you spent years 
  creating!
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Savage Worlds - Test Drive V6!.pdf