For those of you who are new to Savage Worlds, this is a short primer that covers the basics of the game. These are the core mechanics. If you are already familiar with SWADE, then consider this a refresher.
These rules represent most of what you need to know to play. I'll cover other mechanics, such as combat, as they come up in the game.
Trait Rolls
In Savage Worlds, "Trait" refers to a Skill or Attribute, so a "Trait roll" is a Skill or Attribute check.
Each Trait has a die value associated with it, which is what you use to make a Trait roll. For example: If you are making a Notice roll, and you have a d8 for Notice, then that's what you roll. Remember to include any modifiers from Edges, Hindrances, or Racial Abilities.
The Wild Die: Trait rolls benefit from what's called a "Wild Die." This is an extra d6 that accompanies every Trait roll. Take the highest of the Trait die or the Wild Die. You do NOT add the Trait die and Wild Die together. For example: To make the above Notice roll, you would roll both a d8 and d6.
If your Trait die and Wild Die are the same value (both a d6), then make sure to roll the Wild Die separately or to somehow distinguish it. The Wild Die ONLY accompanies Trait rolls; it is not used with damage rolls or rolls on tables.
Success: The Target Number for Trait rolls is always 4. A result of 4 or better means success.
Aces: Trait rolls and damage rolls can "Ace." This is when you roll the highest number possible on a die, before modifiers (a 4 on a d4, a 6 on a d6, etc.). When you Ace, you get to roll the die again and add it to the total. You can continue rolling as long as you keep Acing. Any modifiers should be applied after adding up an Aced roll. Both the Trait Die and the Wild Die can Ace.
Note that the Gamers' Plane dice roller will automatically reroll Aces for you. Just remember to check the little box that says "Reroll Aces" when you are about to make a Trait roll.
Raises: Every 4 points over the Target Number is called a "Raise." So if you need a 4 to succeed on a roll, and you get a 12, that counts as two Raises. Raises sometimes provides additional benefits to a roll. For instance, a Raise on an attack roll imparts extra damage.
Critical Failure: Rolling a natural 1 on both the Trait die and the Wild Die is a "Critical Failure," which indicates some additional negative effect beyond a simple failure. Bennies cannot be spent to reroll a Critical Failure.
Bennies
Each of you have three Bennies. Bennies give players some increased agency over the game. Normally, players get three Bennies per session. However, since this game is PbP and not operating by sessions, I will be replenishing Bennies on a "per chapter" basis, as well as awarding them to players for exceptional roleplaying posts or really clever ideas.
A Benny can be cashed in for the following effects:
• REROLL A TRAIT ROLL: Bennies grant a hero a reroll on any Trait roll, and best of all, you get to keep the best total from all your rolls. The only exception is a Critical Failure, which ends the attempt and must be accepted.
• RECOVER FROM BEING SHAKEN: A character who is Shaken can spend a Benny to remove that condition. This is instant and may be done at any time, even interrupting another’s actions if desired.
• SOAK ROLLS: Bennies can be used for rolls to soak damage, which help to prevent Wounds.
• DRAW A NEW ACTION CARD: When the game is in rounds, a character can spend a Benny to get a new Action Card. This occurs after all cards are dealt and Edges or Hindrances like Quick, Level Headed, or Hesitant are resolved. Then players or the GM may spend Bennies for an additional card as many times as they like and take their choice of all their draws. Edges like Quick or Level Headed do not apply to these additional cards drawn with Bennies. This continues until everyone (including the GM) passes. Then the round begins and no further cards may be drawn.
• REROLL DAMAGE: You may spend a Benny to reroll damage. Include any additional dice you may have gained for a raise on the attack roll.
• REGAIN POWER POINTS: A character with an Arcane Background can spend a Benny to regain 5 Power Points.
• INFLUENCE THE STORY: This one is entirely up to the Game Master, who may allow your character to spend a Benny to find an additional clue if you’re stuck, come up with some mundane but needed item, or push a non-player character into being a bit more agreeable.