Free Fan Guide

The Savage Worlds Guide

One rules system, every genre. Learn Savage Worlds Adventure Edition from your first roll to running full campaigns, with pop-culture examples and interactive tools.

16
Parts
5
Tools
∞
Genres

Savage Worlds at a Glance

Four ideas carry most of the game. Each part of the guide builds on them.

Dice for Traits

Every attribute and skill is a die from d4 to d12. Roll it against a Target Number of 4; every 4 more is a raise.

Aces & the Wild Die

Roll a die's highest number and it "aces": roll again and add. Heroes also roll a d6 Wild Die and keep the better result.

Shaken & Wounds

Beat a foe's Toughness and they're Shaken; each raise is a Wound. Extras drop at the first Wound, heroes can take three.

Bennies

Tokens you spend to reroll, shake off being Shaken or soak Wounds. You start every session with three.

The 16 Parts

Read in order for the full picture, or jump to what you need.

Build Your Hero

Play the Game

Run the Game

Tools & References

Keep these open at the table.

Settings

Worlds built on Savage Worlds. They use the rules above and cover only what each setting adds.