Savage Worlds Effects

What is an Effect?

One of the most powerful features of the built in Savage Worlds ruleset is effects. In Fantasy Grounds an effect is anything which gives the character either a bonus or penalty of some kind to a dice roll they are about to make. In Savage Worlds ruleset effects can be permanent, temporary or equippable and will alter trait dices, rolls, derived stats and more without actually changing original fields. For instance if opponent is tricked and would suffer -2 penalty to Parry until next turn, you can apply the modifier as effect.

When character has an Effect it will auto-apply to rolls or stats depending on the nature of the Effect. For instance Parry -effect is taken account when character is attacked with Melee weapon while Strength -effect is affecting all Strength related trait rolls.

How to create an Effect?

Effects can be created into many places, the most common usage is to write them into Effects section in Combat Tracker but they can also be created into Item and Weapon Sheets, Edges or Hindrances etc. Effects are expressed with simple notation such as "Parry -2" and "Strength +1" and must be wrapped within []'s. For instance "[Parry -2]".

You can combine multiple expressions into single Effect by separating them with comma. For instance "[Parry -2, Strength +1]" You can combine multiple keywords into same expression by joining each with |. For instance "[Parry -2, Strength|Agility +1]"

Combat Tracker

Each Combat Tracker effect line can contain an Effect. In addition to Effect expression within []'s, line must start with name that is used to identify the Effect

PC Edge, Hindrance, Ability

Ability's description field can contain an Effect.

NPC Edge, Hindrance, Special Ability

Ability's description field can contain an Effect.

PC Item

Item's notes field can contain an Effect. Effect will only apply if the Item is equipped

PC Weapon

Weapon's notes field and modification's description field can contain an Effect. Effect will only apply if the Weapon is equipped

 

 

PC Armor

Armor's notes field and modification's description field can contain an Effect. Effect will only apply if the Armor is equipped

 

 

Attack Specific Effects

 

Global Effects

It is possible to assign Effects globally, meaning they affect everyone on the Combat Tracker. To do this, open up the Effects window and click "Global" in the upper right corner.

Any effect placed there will affect everyone if turned to "On".
This is most commonly used for Illumination but can be used for other effects as well.
Global effects can be ignored just like other effects (see Ignore effect expressions)

Effect References

 

Effect Expression Legends

TRAITNAME Trait name keyword

One of the Attribute: AgilitySmartsSpiritStrengthVigor or Skill: FightingShootingNotice or any other trait

ATTACKTYPE Attack type keyword

One of the following: MeleeRangedThrownBombArcane or any other registered weapon type. Can also be left blank to apply all

DAMAGETYPE Damage type keyword

One of the following: WoundsFatigueEncumbrance or any other registered damage type

MOD Modifier

Used to modify existing value. Expressed with +X or -X, where X is numeric value. For instance +2 or -3

ASSIGN Value assignment

Used to set value instead of modifying existing one. Expressed with =X notation, where X is numeric value. For instance =2 or =3

Trait effect expressions

Expression notation

Description

Expression notation

Description

Trait MOD

Modify any trait roll

TRAITNAME MOD

Modify specific trait roll

TRAITNAME MODd

Modify specific trait's die type

TRAITNAME MODwd

Modify specific trait's wild die type

TRAITNAME ASSIGNd

Assign specific trait's die type

TRAITNAME ASSIGNwd

Assign specific trait's wild die type

ATTRIBUTENAME> MOD

Modify all trait rolls linked to the attribute.

Example

Description

Example

Description

Trait +1

+1 bonus to all trait rolls

Fighting -1

-1 penalty to Fighting trait rolls

Notice +2d

Notice trait die type increased by two steps

Notice -1wd

Notice wild die type decreased by one steps

Shooting = 3d

Shooting trait die set to d8

Shooting = 1wd

Shooting wild die set to d4

Strength = 9d

Strength attribute die set to d12+4

Smarts> +1

Gain +1 on all Smarts rolls as well as all skills linked to Smarts (Notice, Repair...)

Attack effect expressions

Expression notation

Description

Expression notation

Description

Attack MOD

Modify any attack roll

ATTACKTYPE MOD

Modify attack roll

ATTACKTYPE Defense MOD

Modify target number

Parry ASSIGN

Set Parry

Parry MOD

Modify Parry

Cover MOD

Modify target number against range attacks

ATTACKTYPE Toughness ASSIGN

Set Toughness

ATTACKTYPE Toughness MOD

Modify Toughness

ATTACKTYPE Damage MOD

Modify Damage roll

ATTACKTYPE Armor ASSIGN

Set Armor

ATTACKTYPE Armor MOD

Modify Armor

ATTACKTYPE Heavy Armor MOD

Modify Armor as Heavy Armor

ATTACKTYPE AP MOD

Modify Armor Piercing

Example

Description

Example

Description

Attack +1

+1 bonus to all attack rolls

Melee -1

-1 penalty to all Melee attack rolls

Arcane Defense +2

+2 bonus against Arcane attacks

Parry =2

Set Parry to 2

Parry +2

+2 bonus to Parry

Cover +2

+2 Cover bonus against range attack

Toughness +1

+1 bonus to Toughness

Melee Toughness +2

+2 bonus to Toughness against Melee damage

Arcane Damage +2

+2 bonus to Arcane damage rolls

Heavy Armor +4

+4 Armor with Heavy Armor protection

AP +4

Armor Piercing increased by 4

Pace Effect Expressions

The expressions directly modifying the Pace will be applied when Running, but do not modify the Pace displayed on the Character sheet when applied via Combat Tracker or Equipment!

Expression notation

Description

Expression notation

Description

Pace ASSIGN

Set Pace

Pace MOD

Modify Pace

Run MODd

Adjust run die

Halve/Double #Movement

Halves or doubles the total movement.

Example

Description

Example

Description

Pace = 10

Set Pace to be 10

Pace -2

Decrease Pace by 2

Run +1d

Increase run die type by one step

Damage Threshold Effect Expressions

Expression notation

Description

Expression notation

Description

DAMAGETYPE Threshold ASSIGN

Set threshold

DAMAGETYPE Threshold MOD

Adjust threshold

Ignore DAMAGETYPE MOD

Ignore damage penalties up to modifier

Example

Description

Example

Description

Wounds Threshold = 4

Set Wounds threshold to be 4

Wounds Threshold -1

Decrease Wounds threshold by 1

Ignore Wounds -2

Ignore up to 2 points of Wound penalties

Ignore Fatigue -1

Ignore up to 1 point of Fatigue penalties

Special Roll Effect Expressions

Expression notation

Description

Expression notation

Description

Shaken MOD

Modify Shaken recovery roll

Soak MOD

Modify Soak roll

Incapacitation MOD

Modify Incapacitation roll

Evasion MOD

Modify Evasion roll (when using /roll evasion)

Fear MOD

Modify Fear roll (when using /roll fear)

Fatigue MOD

Modify Fatigue roll (when using /roll fatigue)

Natural Healing MOD

Modify Natural Healing roll (when using /roll naturalhealing)

Bleeding Out MOD

Modify Bleeding Out roll (when using /roll bleedingout)

Knockout MOD

Modify Knockout roll (when using /roll knockout)

Example

Description

Example

Description

Shaken +2

+2 bonus to Shaken recovery roll

Soak -2

- 2 penalty to Soak roll

Incapacitation +3

+3 bonus to Incapacitation roll

Benny Effect Expressions

These effects modify the number of bennies a character gains at the start of the session. The effects whenever the GM clicks "Reset Bennies" on the party sheet.

Expression Notation

Description

Expression Notation

Description

Benny MOD

Modify starting Bennies.

Benny ASSIGN

Set starting Bennies.

Example

Description

Example

Description

Benny +1

The character starts with one more Benny.

Benny =4

The character starts with exactly four Bennies.

Action Cards

Expression Notation

Description

Expression Notation

Description

ActionCard MOD

Increase number of action cards dealt

Example

Description

Example

Description

ActionCard +1

Deals an additional action card to the character each round.

Load Strength

This effect only works from the Combat Tracker right now, not as an item's effect.

Expression Notation

Description

Expression Notation

Description

Load Strength MODd

Modifies Strength die only to determine carrying capacity.

Example

Description

Example

Description

Load Strength +1d

Increases the Strength die by one step to determine carrying capacity.

Edge Reference Expressions

These effects apply the referenced edge automatically to rolls when appropriate.

Expression Notation

Description

Expression Notation

Description

$EDGEREF

Modify rolls according to the referenced edge.

Example

Description

Example

Description

$HardToKill

Apply Hard To Kill to Bleeding Out rolls.

$Elan

Apply Elan when using a Benny to reroll a check.

Against Me Effect Expressions

Expression notation

Description

Expression notation

Description

@Trait MOD

Modify any trait roll

@TRAITNAME MOD

Modify specific trait roll

@Attack MOD

Modify any attack roll

@ATTACKTYPE MOD

Modify attack roll

@ATTACKTYPE Damage MOD

Modify damage roll

@ATTACKTYPE AP MOD

Modify Armor Piercing

@Ganging Up MOD

Modify Ganging Up bonus

Example

Description

Example

Description

@Trait +2

Any targeted Trait roll against me have +2 bonus

@Fighting +2

Targeted Fighting rolls against me have +2 bonus

@Attack -2

Targeted attack rolls against me have -2 penalty

@Arcane Damage +2

Targeted Arcane damage rolls against me have +2 bonus

@Ganging Up -2

Ganging Up bonus against me is reduced by 2

Effect Reference Rxpressions

Common effects can be defined in master effect list and referenced with #EFFECTREF notation

Expression notation

Description

Expression notation

Description

#EFFECTREF

Apply modifiers using matched effect from master effect list

Example

Description

Example

Description

#Dim

Apply Dim illumination penalties

#ImprovisedWeapon

Apply improvised weapon penalties

Attack specific effect expressions

Attack specific effects can be written into attacks or powers. These effects only apply when using the attack or power and must be prefixed with >

Expression notation

Description

Expression notation

Description

>TRAIT MOD

Modify this trait roll

>TRAITNAME MOD

Modify trait roll if it is used for the attack or power

>Attack MOD

Modify this attack roll

>ATTACKTYPE MOD

Modify this attack roll

>ATTACKTYPE Damage MOD

Modify this damage roll

>ATTACKTYPE AP MOD

Modify this Armor Piercing

Example

Description

Example

Description

> Attack +1

Increase attack roll by one

> Fighting +2

Increase Fighting roll by two if Fighting is used for the attack

> Damage +2

Increase attack's damage by two

> Ignore #Shield

Ignore Shield modifiers when using the attack

Ignore effect expressions

Ignore effects are used to reduced or completely ignore other effect modifiers. Only effect references can be used in ignore effect expressions.

Expression notation

Description

Expression notation

Description

Ignore #EFFECTREF

Completely ignore effect reference modifiers

Ignore #EFFECTREF MOD

Reduced effect reference modifiers

Example

Description

Example

Description

Ignore #Dim #Dark

Ignore Dim and Dark illumination penalties

Ignore #Illumination -3

Reduced any illumination based penalties by three

Ignore #Distracted -1

Reduced distracted penalties by one

Custom keywords

Weapon, attack and power record sheets have Keyword field where user can input any keywords that will be included into effect framework when using the attack or power. For instance if you Bolt power is fire-based you could add "Fire" keyword to power's attack sheet.

Example

Description

Example

Description

@Fire Damage -4

Reduce damage by four if attack/power has Fire keyword

@Fire +2

Add +2 to attack result if attack/power has Fire keyword

Multiplier expressions

It’s possible to add a multiplier for attacks by or against the character. Supported are Invulnerability, Immunity, Double, Halve and Normal. These work with Custom Keywords as described above.

Expression Notation

Description

Expression Notation

Description

@Halve ATTACKTYPE Damage

Halve damage.

@Double ATTACKTYPE Damage

Double damage.

@Normal ATTACKTYPE Damage

Normal damage.

@Invulnerability ATTACKTYPE

Gain Invulnerability.

@Immunity ATTACKTYPE

Gain Immunity.

Example

Description

Example

Description

@Halve Fire Damage

Receive only half damage by Fire sources

@Invulnerability Cold

Get Invulnerability against Cold sources

@Immunity, @Normal Silver Damage

Grants Immunity to everything except Silver damage

Only one Multiplier works at any given time. For example, applying two "Double" effects at once still only doubles the damage instead of quadrupling it.