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Savage Worlds Cheatsheets Skill

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SKILL SKILL SKILL

Academics (Smarts) Athletics (Agility) Battle (Smarts)


Academics reflects knowledge of the Athletics combines an individual’s Battle is an individual’s command of
liberal arts, social sciences, literature, coordination with learned skills such as strategy and tactics. It can be used for
history, archaeology, and similar fields. If climbing, jumping, balancing, biking, general military knowledge and is critical
an explorer wants to remember when the wrestling, skiing, swimming, throwing, or when commanding troops in Mass Battles
Mayan calendar ended or cite a line from catching. Characters who rely on physical (see page 131).
Macbeth, this is the skill to have. power more than coordination can take the
Brute Edge (page 38) to link this skill to
Strength instead of Agility.

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Boating (Agility) Electronics (Smarts) Faith (Spirit)

Characters with this skill can handle most Electronics allows a hero to use complex Faith is the arcane skill required for
any boat or ship common to their setting. or specialized devices such as the control Arcane Background (Miracles),
They also know how to handle common panels on industrial machines or the sensor described on page 148.
tasks associated with their vessel such as systems found on spaceships in futuristic
tying knots, rigging sails, or following settings.
currents.
Consumer or electronic devices common
to the setting don’t require Electronics -
Common Knowledge suffices if a roll is
required at all. In the modern world, this
applies to video recorders, cell phones, etc.

Fixing any type of broken electronic


device uses the Repair skill (see page 34).

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Gambling (Smarts)
Fighting (Agility) Focus (Spirit)
Gambling is common in the saloons of the Old West,
the back rooms of criminal organizations, the
Fighting covers all hand-to-hand (melee) Focus is the arcane skill for Arcane barracks of most armies, or the flight decks of scifi
attacks, whether it’s with fists, axes, laser Background (Gifted), see page 148. spaceships.
swords, or martial arts. See Chapter Three To simulate an hour of gambling without having to
roll for every single toss of the dice or hand of cards,
for the combat rules and the various have everyone agree on the stakes, such as $10, 10
maneuvers a warrior might attempt. gold coins, etc. Everyone in the game then makes a
Gambling roll. The lowest total pays the highest total
the difference times the stake. The next lowest pays
the second highest the difference times the stake, and
so on. If there’s an odd man left in the middle, he
breaks even.

Cheating: A character who cheats adds +2 to his roll.


The GM may raise or lower this modifier depending
on the particulars of the game or the method of
cheating. If a cheater rolls a Critical Failure, however,
he’s caught. The consequences depend on the
circumstances and who noticed, but are usually
unpleasant!
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Common Knowledge (Smarts) Driving (Agility) Hacking (Smarts)


Characters roll Common Knowledge to Driving allows a hero to control any Hacking is the skill used to create
know people, places, and things of their powered ground vehicle common to his programs and “hack” into secured systems.
world, including etiquette, geography, setting. This includes cars, motorcycles, Use of this skill always requires a
culture, popular technology, contacts, and tanks, and the like. (Bikes and other self- computer or interface of some sort.
customs. powered transports use Athletics, beast- Most tasks are a simple Hacking roll. The
drawn transports use Riding.) amount of time it takes is determined by
the GM, from a single action to hours,
Characters in modern settings where days, or even months depending on the
vehicles are ubiquitous don’t need Driving complexity of the project. Success means
for ordinary travel. Driving rolls are the attempt works as desired and a raise
typically only needed in dangerous or halves the time required. Failure usually
stressful conditions, such as Chases (page just means the hacker must try again,
113). while a Critical Failure may mean the
system locks the user out, issues an alarm,
or enacts another countermeasure of some
sort.

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Language (Smarts) Page 1
Healing (Smarts) Intimidation (Spirit) In some settings, such as those that focus on pulp
action or “planetary romance” (where characters
Healing has multiple uses, from treating Intimidation is the art of frightening an opponent so frequently travel among many strange civilizations),
that he backs down, reveals information, or flees. speaking various languages can simply be roleplayed
Wounds to diagnosing diseases and Intimidation is an opposed roll resisted by the with halting dialogue and campy accents that start out
analyzing certain kinds of forensic opponent’s Spirit. In combat, this is a Test (see page a little difficult and are quickly forgotten. The GM
evidence. 108). Out of combat, a successful roll means the foe may ignore this skill altogether in these settings, or
backs down for the most part, reveals some use the Multiple Languages Setting rule on p. 140.
information, or slinks away when the opportunity
See page 96 for rules on mending and presents itself. A raise might mean he backs down In more realistic settings, communication can be a
treating Wounds, and page 128 for for the remainder of the scene, spills all the beans, or
major barrier that requires characters to put skill
treatment of disease or poison. runs away as fast as he can. points into additional languages. In a 1980s World
In or out of combat, a Critical Failure means the War Three game, for example, a group of United
target is immune to this character’s Intimidation Nations paratroopers won’t be able to speak with
Forensics: Healing can also be used to attempts for the remainder of this encounter! their foes unless they take Russian, Polish, or other
analyze evidence that relates to anatomical languages common to the Warsaw Pact.
trauma, including cause and time of death, Networking: Intimidation can also be used as a If the Language skill is in use, it should be listed as
angle of attack, and similar matters. “macro” skill to simulate several hours of working Language (Spanish), Language (American Sign
the streets. See Networking on page 133 to see how Language), etc. A character’s die type also notes how
Success provides basic information and a to crack some heads for favors or information. fluent he is in it. (Characters start with a d8 in their
raise increases the details uncovered. own Language.)

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Language (Smarts) Page 2 Performance (Spirit)
Occult (Smarts) A good entertainer can lift the spirits, rally a crowd to
Skill Ability action, or simply earn a few bucks from the locals.
Specifics depend on the situation, setting, and how
d4 The character can read, write, and Occult reflects knowledge and experience well the character is known in the area.
speak common words and phrases with the paranormal most others don’t Performance covers singing, acting, playing an
instrument, or similar tasks that require an audience
d6 The speaker can carry on a prolonged even believe exists. It can be used to to appreciate.
but occasionally halting conversation. decipher strange pictograms, recall Raising Funds: The amount of money a character
d8 The character can speak fluently information about supernatural creatures, can raise by performing is extremely subjective, but
remember cures for monstrous maladies as a general rule a successful performance raises 20%
d10 The hero can mimic other dialects of the setting’s Starting Funds with a success and
within the language.
like lycanthropy or vampirism, or perform 30% with a raise. The GM can multiply this amount
rituals. by the performer’s Rank if she feels it’s appropriate.
d12 The speaker can masterfully recite Finding information in a library, These numbers work for typical performers who
important literary or oral works. might be known in a small establishment or area.
newspaper morgue, old tome, the internet,
Larger performances can greatly boost the
Limited: Use whichever skill is lowest when
etc., uses the Research skill. As noted performer’s fee, but also require more time, energy,
performing an action that requires knowledge of a there, however, if the investigator’s Occult and setup.
foreign language. Intimidation (if verbal), Persuasion, skill is higher she may use that instead. Deception: Performance can be used instead of
Research, Taunt, etc., are all limited by the See Research on page 34. Persuasion if the character is attempting to deceive,
character’s Language skill. This limitation never bluff, or disguise herself and the GM agrees it makes
applies to a character’s native tongue. sense in the context of the situation.
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Persuasion (Spirit) Page 1 Persuasion (Spirit) Page 2 Psionics (Smarts)


Persuasion is the ability to convince others to do what Success improves the target’s attitude one level This is the skill “psions” or “psis” use to
you want through reason, cajoling, deception,
and a raise improves it two. Further increases activate and control their psionic abilities.
rewards, or other friendly means. Persuasion isn’t
mind control. It can change someone’s attitude but aren’t generally possible in the same encounter See the Arcane Background (Psionics)
not their goals. A bandit may let you keep a - it takes individuals a little time to adjust their
Edge on page 148.
sentimental piece of jewelry with a good Persuasion biases.Failure means the target won’t change
roll but still takes all your other goods. When used to his mind this scene or until the situation
Support allies (page 106) it’s an unopposed roll. If changes in some important way. A Critical
the target is resistant, it’s an opposed roll vs. the Failure also reduces the target’s attitude two
target’s Spirit. The GM should modify the roll as she levels. Only one roll should generally be
sees fit based on roleplaying, any pertinent Edges or
allowed per interaction unless new information
Hindrances that affect the conversation, and the
circumstances. is revealed, a substantial reward is offered, etc.
Reaction Level: How much a person is willing to
cooperate depends largely on their attitude toward Networking: Characters can also use
whoever’s talking to them. The Game Master can Persuasion as a “macro skill,” simulating a few
decide how nonplayer characters feel based on the hours or an evening’s time hobnobbing and
setting, or roll on the Reaction Table (Page 33) if she socializing to gain favors or information. See
has no preconceived notions. Networking on page 133.

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Repair (Smarts) Research (Smarts) Page 1 Research (Smarts) Page 2
Repair is the ability to take apart and/or fix A Critical Failure might mean the researcher finds
mechanical gadgets, vehicles, weapons, and simple plausible but incorrect information, triggers the
A character skilled in Research knows how
electrical devices. It also covers the use of notice of some opposed entity or faction, reads
demolitions and explosives. to make good use of libraries, newspaper something “Humanity Was Not Meant to Know” and
How long a Repair roll takes is up to the GM and the morgues, the internet, or other written suffers a mental illness of some sort (a Minor Phobia,
complexity of the task. Fixing a Wound on a compact sources of information. Quirk, etc.), or she might even accidentally destroy
car in a post-apocalyptic setting might take an hour.jj the source. The GM is encouraged to be creative
Fixing a Wound on the same car in the present day when such a mishap occurs, perhaps forcing the party
might take four hours if the character wants it The amount of time this takes is up to the to approach the situation in a different way.
painted, polished, etc. Success means the item is GM and the situation. Finding something Related Skills: If a character has a skill that relates
functional. A raise on the Repair roll halves the time on the internet or a specific passage in a directly to the subject he’s researching, he can use
required. that instead of Research. An explorer with Occult d10
Tools: Characters suffer a minor penalty (−1 to −2) to
book might be possible in a combat round. and Research d6, for example, rolls a d10 when
their roll if they don’t have access to basic tools, or a Looking through books in a library, investigating vampire lore at a forgotten library. If he
major penalty (−3 to −4) if the device requires searching the internet for a complex topic, later goes to search for the deed to a house where the
specialized equipment. or digging up background information on vampires are rumored to lair, he rolls his normal
Electronics: Repair can be used to repair electronic Research instead.
devices, but is limited by the hero’s Electronics skill.
an individual usually takes about an hour. Note: Research may only provide the clues,
Use whichever skill is lowest. Success finds basic information and a raise especially in a mystery-heavy game. Putting the clues
Weird Science: Repair cannot be used to fix arcane provides more detail. Failure means the together from the information gathered is up to the
devices - that must be done with the Weird Science researcher doesn’t find what she’s looking players.
skill (page 36).
for.

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Science (Smarts) Shooting (Agility) Spellcasting (Smarts)


Those with this skill have studied various Shooting covers all attempts to hit a target Mages, wizards, warlocks, and witches use
hard sciences such as biology, with a ranged weapon such as a bow, Spellcasting to cast spells. See the Arcane
xenobiology, chemistry, geology, pistol, or rocket launcher (thrown weapons Background (Magic) Edge on page 148
engineering, or any other “hard” science. use Athletics, page 29). See Chapter Three
A successful Science roll reveals basic for details on ranged combat
information about a topic, and a raise
grants more details.
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Stealth (Agility) Page 1 Stealth (Agility) Taunt (Smarts)


Stealth is the ability to hide and move quietly. A Sneak Attack: Sneaking up close enough to make a Taunt attacks a person’s pride through ridicule,
simple success on a Stealth roll means the character melee attack always requires an opposed Stealth roll cruel jests, or oneupmanship.
avoids detection if enemies aren’t particularly alert. If versus the target’s Notice, whether the guard is Taunt is an opposed roll resisted by the
the character fails the roll, the enemy realizes actively looking for trouble or not. If successful, the
opponent’s Smarts. In combat, this is a Test
something is amiss and begins actively searching for victim is Vulnerable (page 100) to the attacker, but
whatever roused them. only until the attacker’s turn ends. With a raise, the (see page 108).
Once foes are alerted and active, Stealth is opposed attacker has The Drop (page 100) instead.
by Notice (a group roll if there are many foes, see Out of combat, success means the defender
page 89). Movement: In combat, characters roll Stealth each backs down, slinks away, or starts a fight. A
The GM should apply any circumstantial penalties to turn as a free action at the end of their move or any raise might leave the victim cowed for the
Notice rolls for darkness, cover, noise, distractions, action the GM thinks might draw attention. Out of remainder of the scene, or make her storm out
and any difference in the target’s Scale (just like combat, the distance moved depends entirely on the of the area fuming or even in tears, or attack
when attacking, see Scale on page 106). Sneaking situation. The GM might want a roll every minute if
her tormentor recklessly (perhaps with a Wild
through dry leaves might subtract 2 from the Stealth the group is sneaking around the perimeter of a
roll, for example, while spotting someone in the dark defensive position, or every few miles if they’re Attack on the first round of combat).
uses the Illumination penalty listed on page 102 (−4). trying to quietly walk the path through a dark forest
Don’t apply the same modifier to both rolls, however. without alerting the creatures that live there. A Critical Failure means the target is immune
If Stealth is at −2 for the leaves, don’t give Notice a to this character’s Taunts for the remainder of
+2 for them as well the encounter.

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Thievery (Agility) Page 1 Thievery (Agility) Page 2 Notice (Smarts)


Lockpicking, safecracking, picking The Game Master should assign penalties Notice is a hero’s general awareness and
pockets, sleight of hand, setting and for particularly difficult circumstances. alertness. It’s used to sense sights, sounds,
disabling traps and similar acts of Picking a heavy padlock might have a −4 tastes, and smells, spot clues, detect
misdirection, sabotage, subterfuge, and penalty, while hiding a revolver in bulky ambushes, spot hidden weapons on a foe,
manipulation are called Thievery. winter clothing might grant a +1 bonus. or tell if a rival is lying, frightened, happy,
If used to pick a lock, crack a safe, disable Failure typically means the character is etc.
a trap, or perform a simple unopposed spotted or it takes too much time (after
action, success opens or disables the which the character can try again). A Success conveys basic information—the
device, and a raise does it in less time, Critical Failure typically sets off the trap, character hears movement in the forest,
without tripping alarms, or whatever else alerts the victim, or jams the device so that smells distant smoke, or senses someone
the GM feels is appropriate. Sleight of it must be opened or interacted with in a isn’t being completely truthful.
hand, hiding or planting an item, or different way.
picking a pocket require a simple success. Limited: Using Thievery on an electronic A raise grants more detail, such as the
If foes are actively watching the character, device, such as a keypad, is limited by the direction of a sound or odor or what topic
Thievery is opposed by Notice. thief’s Electronics skill. Use the lowest of a person is avoiding or lying about.
the two skills.

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Piloting (Agility) Riding (Agility) Survival (Smarts)


Piloting allows a character to maneuver Riding allows a hero to mount, control, Survival allows a character to find food, water, or
shelter in hostile environments. It can also be used to
airplanes, helicopters, jet packs, or and ride any beast or beast-drawn vehicle navigate wilderness environments, figure out which
spaceships. Rules for Chases and vehicular common to his setting. This includes plants are good to eat and which aren’t, and so on.
combat can be found in Chapter Four. horses, camels, dragons, wagons, chariots, A successful Survival roll provides enough food and
and the like. water for one person for one day; or five people with
a raise. More detailed information on Hunger and
A being with the innate ability to fly (he Thirst can be found under Hazards on page 125
has wings, for example) uses Athletics See the rules for Mounted Combat on
instead. page 103. Tracking: Survival can also be used to detect and
follow tracks. Each roll generally covers following
the tracks for one mile, but the GM should adjust this
as needed for specific circumstances. The Game
Master should assign a bonus or penalty based on the
target, environment, and time. Tracking a large group
that recently passed through a snow-covered area
might grant a bonus of +4, while following a single
person over rocks and streams after more
than a day incurs a −4 penalty.
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Weird Science (Smarts)


“Mad” scientists, inventors in worlds with
magic (or technology far beyond our
own), alchemists, or artificers can be
found throughout many Savage Worlds.
Though their techniques may vary, all use
Weird Science as their arcane skill. See the
Arcane Background (Weird Science)
Edge on page 148 to learn more of their
wondrous ways.

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