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January 1st, 2024, 12:02 #61
From Discord
This kinda thing should be in the wikiCode:Well you could make the damage str!+d# this would increase the strength die by 1, you can add +2 attack modifier to the dice and +2 to the damage.
and this:
Forces FG to use the d12 for damage.Code:Str?+d12
https://discord.com/channels/2745828...14733663191090Last edited by Jiminimonka; January 1st, 2024 at 12:12.
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January 1st, 2024, 15:45 #62
Thanks Jiminimonka! I ran into this very situation last game.
For clarity, these formulas are put into the damage field of individual attacks on the Combat tab.
I agree this should be in the wiki.
btw
will increase the strength die rolled by one and roll a d12 for weapon damage. So a character with d4 strength could swing a huge weapon for d6+d12 damage.Code:Str!?+1d10
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May 6th, 2024, 17:15 #63
Since it came up again on Discord here is the breakdown:
Outside of Super Powers Companion / Ghost Mountain martial arts settings. Normally a character can't roll anymore that Strength. They are also under the influence of minimum required strength. Where Strength changes so does weapon damage. So it is simply
When dealing with these special settings this core rule is just ignored for supers. So you have to get fancy. Ignore weapon strenghth rule and use normal StrengthCode:Str+
More super than that. Weapon damage will increase strength part rolled by one die.Code:Str?
More power Scotty !!!Code:Str!?
will increase strength part rolled by two die.Code:Str!!?
Last edited by Lonewolf; August 1st, 2024 at 19:10.
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July 29th, 2024, 14:18 #64Templar
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tyvm
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April 10th, 2025, 16:54 #65
Well in the middle of a discussion on the code changes I asked for a change to Ammo to support weapon overcharge ( use 2 shots but bad stuff happens on a 1). Then after a good nights sleep woke up a thought of a way to get around the problem I had by using a fixed command that changes Ammo use along with some die modifier. These commands where already mentioned in passing. However I wanted them add here becuase we might as well document the undocumented in one document

For a Overcharge use double tap sub attack, add this effect to block the +1 shooting, +1 damage. Since we just want to decrease ammo by 2 each shot.
[>#DoubleTap, Shooting -1, Damage -1]
It is a ugly solution but it works.
EDIT I got around to programing OVERCHARGE effect. Now it just works and Mike made it give the bonus damageLast edited by Lonewolf; February 11th, 2026 at 19:23.
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April 28th, 2025, 21:09 #66
RTFM update notes
# Savage Worlds features
## Versus effects
Effects that only applied when rolling against target with specific keyword
```
[EFFECT vs KEYWORD MOD]
[EFFECT vs KEYWORD]
```
Where
- `EFFECT` is effect notation
- `KEYWORD` is any keyword
- `MOD` is effect modifier notation
| Example | Description |
|--------------------------------|-------------------------------------------------------------------------------------|
| [Attack\|Damage vs Orc +1] | +1 modifier for attack and damage rolls against targets with "Orc" keyword |
| [Double Damage vs Orc] | Cause double damage against targets with "Orc" keyword |
| [Halve Armor vs Orc] | Cause armor value to be halved when rolling against targets with "Orc" keyword |
| [Ignore #Range vs Orc] | Ignore range penalties when rolling against targets with "Orc" keyword |
| [@Double Armor vs Bullet] | Double your armor value when damage rolls against you have "Bullet" keyword |
## Challenge effects
New `Effect` field in attack and weapon record sheet. Use to define what effects challenge roll causes
### Supported notations
```
EFFECTS
Raise: EFFECTS
EFFECTS Raise: EFFECTS
```
Where `EFFECTS` can be combination of following:
- `[EFFECT]` - Cause these effects. These may have following special notations:
- Two modifiers may be expressed and separated with `/` to indicate to use first modifier on success and second on raise. For instance:
- `[Agility -1d/-2d]` - Use `-1d` modifier in case of success and `-2d` in case of raise
- Two effect references may be expressed and separated with `/` to indicate to use first modifier on success and second on raise. For instance:
- `[#Entangled / #Bound]` - Use `#Entangled` in case of success and `#Bound` in case of raise
- You can define duration for the effect by providing number within `()` after the effect, for instance: `[Agility +1d/+2d](5)` means effect will have duration of 5 turns
- If the duration is prefixed with `:` the effect will progress on inflicted's turn and cannot ge maintained even if it is from power
- `{EFFECT TASK}` - Effect task, see below
- `Heal per Raise` - Heal wound per each raise
- `Heal X` - Heal X wounds
- `Shaken` - Cause Shaken status
- `Fatigued` - Cause single point of fatigue unless opponent already has more than that
- `Exhausted` - Cause two points of fatigue unless opponent already has more than that
- `Incapacitated` - Cause incapacitated status
- `Damage` - Cause damage roll to be made
- `Wound per Raise` - Cause wound per each raise
- `Wound` - Cause single wound
- `Fatigue per Raise` - Cause fatigue per each raise
- `Fatigue` - Cause single fatigue
- `Terror MOD` - Cause extras to panic and roll fear table for wild cards with `MOD` modifier
- `Table(Y) MOD` - Roll on table `Y` with `MOD` modifier
- You can provide two different sets of effects: One for success and another for raise by separating raise effect to start after `Raise:` notation
- For instance `[#Distracted](:1) / Raise: [#Distracted, #Vulnerable](:1)`
- If the `Effect` field start with `Raise:` it means there are no effects for success but raise will cause all following effects
For instance
```
Terror +0/+2
[#Distracted] / Raise: [#Prone]
[#Entanged / #Bound]
[Agility +1d/+2d](5)
[Agility -1d/-2d] {<- Spirit}
[#Distracted](:1) / Raise: [#Distracted, #Vulnerable](:1)
Raise: Wound
```
## Attack effects
New `Effects` field can be used to express effects that would be caused by attack roll would cause. You can use the same notations as `Challenge effects`
```
EFFECT
Opposed TRAIT: EFFECT
Check TRAIT: EFFECT
Damaged = EFFECT
Damaged = Check TRAIT: EFFECT
```
Where,
- `EFFECT` define effects using `Challenge effects` notation
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Spirit -2`
- This may also contain `; Raise MOD` to provide `MOD` modifier in case attack gets raise
- `Damaged =` Indicates that challenge should be started only after target is shaken or wounded by the attack
For instance
```
[#Distracted] / Raise: [#Prone]
Opposed Agility: [#Entanged / #Bound]
Check Vigor -2: Fatigued
Damaged = Check Vigor: [#Stunned]
```
## Challenge slash commands
New `/challenge` slash command to initiate challenge for PCs.
```
/challenge EFFECT
/challenge Check TRAIT: EFFECT
/challenge Opposed TRAIT (TARGET): EFFECT
```
Where,
- `EFFECT` define effects using `Challenge effects` notation
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Spirit -2`
- This may also contain `; Raise MOD` to provide `MOD` modifier in case attack gets raise
- `TARGET` is target number for opposed roll
## Effect tasks
Notations expressed inside `{}` that will invoke automated tasks on specific timing. Effect tasks must be defined
in combat tracker effects or in global effects
### Shake-off tasks
Notations to shake-off effects. `Auto-roll: Effect recovery` option must be enabled to use this feature
```
{ < TRAIT (TIMING) }
```
Where,
- `<` is indicator of Shake-off notation
- `<` defines the effect is removed after successful roll
- `<-` defines to reduce effect modifiers by one step with success and each raise
- `<--` defines to reduce effect modifiers by two steps with success and each raise
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Spirit -2`
- `(TIMING)` defines when the roll should be made. Options are:
- `(Start of Round)` or `(SOR)`
- `(Start of Turn)` or `(SOT)`
- `(End of Turn)` or `(EOT)` this is the default option is nothing is defined
- `(End of Round)` or `(EOR)`
For instance `Lowered Agility [Agility -1d/-2d] { <- Spirit }` means roll Spirit at end of turn and reduce effect modifier by one step per success & raise.
If effect modifier is reduced to zero the whole effect will be removed
### Damage tasks
Notations to roll damage on you
```
{ DICE KEYWORDS Damage (TIMING) }
```
Where,
- `DICE` is dice express, such as `2d6+1`
- `KEYWORDS` can be combination of
- `AP X` - Armor piercing `X`
- `HW` (or `Heavy Weapon`) - Heavy Weapon damage
- Any other word will be included into damage keywords
- `(TIMING)` defines when the roll should be made. Options are:
- `(Start of Round)` or `(SOR)`
- `(Start of Turn)` or `(SOT)`
- `(End of Turn)` or `(EOT)` this is the default option is nothing is defined
- `(End of Round)` or `(EOR)`
For instance `Fire! { 2d6+1 damage (EOR) }` means roll 2d6+1 damage on you at the end of round
### For others tasks
Notation to grant effects and tasks for others
```
{ TARGET > EFFECT}
```
Where,
- `TARGET` defines who are subjects for effects. Can be combination of following:
- `All` - target all other characters
- `Adjacent` - target adjacent characters
- `X"` - target characters within `X` inches radius
- `SBT` - target characters within 2" radius
- `MBT` - target characters within 4" radius
- `LBT` - target characters within 6" radius
- `Wild Card` - target only wild card characters
- `Extra` - target only extras
- `Ally` - target only characters from the same faction
- `Enemy` - target only characters from the different faction
- `Y` - target only characters with `Y` keyword
- `EFFECT` defines effects for the targets. Supported notations are:
- Effect framework notation
- Damage effect task notation
For instance
```
Damage Field { Adjacent > 2d4 fire damage }
Command { 5" Ally Extra > Shaken|Stunned +1 }
```Ultimate License holder.
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April 29th, 2025, 15:22 #67"Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
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