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Core Engine

A Soured Crown House Rules

Core SWADE: All procedures not listed here (initiative, damage, Wounds, Fatigue, Soak with a Benny, etc.) use the Savage Worlds Adventure Edition core rulebook.


Wild Cards (PCs and major NPCs)
Roll Skill die + linked Attribute die. Keep the highest single die.
Dice Ace (explode) on their maximum face as normal.

Extras (mooks / minions)
Roll Skill die only.

Result Target Number
Success 5+
Raise 9+ (further Raises every +4)

Snake Eyes (1,1)Critical Failure. No Benny reroll is allowed on that roll.

Opposed Tests
Both sides roll Skill + Attribute and keep the highest die. Higher single die wins. Raise = beat the opponent’s highest die by 4 or more. On a pure tie of the high dice, compare the second (lower) die as tie-breaker.


Stat Formula
Parry 3 + ½ Fighting die type + shield bonus
Toughness 3 + ½ Vigor die type + Armor + racial/Edge bonuses
Pace 6 (modified by ancestry or Edges)
Multi-Action Penalty (MAP) 1st action: 0 • 2nd: −2 • 3rd: −6

Shaken Recovery (start of turn)
Roll Spirit die + Vigor die (keep highest) vs TN 5.

  • Success (5+): No longer Shaken and may act normally.
  • Raise: No extra benefit.

Bleeding Out (Incapacitated / 4+ Wounds)
Roll Vigor + Spirit − Wound penalties vs TN 5.

  • Double 1s: Instant Death
  • Failure (<5): Bleeding Out (repeat next turn; second failure = Death)
  • Success (5+): Stable (unconscious 1d6 hours)
  • Raise (9+): Miracle Recovery — Stable + wakes in 1d6 minutes and removes 1 Wound

Healing Allies
Roll Healing + Smarts − patient’s Wound penalties vs TN 5.

  • Success: Stabilizes
  • Raise: Stabilizes and removes 1 Wound

Soak remains a standard Benny + Vigor roll as written in core SWADE.


  • Wild Card test: Skill + Attribute (highest) vs TN 5. Raise at 9+.
  • Extra: Skill die only vs TN 5.
  • Snake Eyes (1,1) = Critical Failure (no Benny reroll).
  • Parry = 3 + ½ Fighting + shield
  • Toughness = 3 + ½ Vigor + Armor
  • MAP: 0 / −2 / −6
  • Shaken: Spirit + Vigor vs 5