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===Task resolution=== A trait die (either an Attributes or a Skill) is rolled to determine the outcome of character actions and interactions in the game. If asked to roll a skill your character doesn't have, roll d4-2. Player characters and important NPCs (called "Wild Cards" and marked in scenarios as such with a macabre jester icon) will roll an extra d6 for Trait tests; this "wild die" can be used instead if it has a better outcome. The trait die and the wild die can also [[Exploding die|explode]]; called "Acing" in Savage Worlds. Usually the die is rolled against a target number of 4 (i.e. 4-6 is success on the wild die). If the roll equals or exceeds the target number, the action succeeds; otherwise it fails. A '1' on the trait die may, depending on the trait used, result in negative effects, and a '1' on both the trait and Wild Die is a critical failure, per the GM. If the result exceeds the target number by 4 (i.e., rolling 8 or better in a typical test), it is called a 'raise' and may have additional positive effects. A roll may be raised multiple times, for each multiple of four it is exceeded by. Combat initiative is determined by a dealing from a standard deck of playing cards (with two jokers). Each character and important NPC receives one card; mooks use the card dealt to their leader, or get one card for the entire group. Characters act in sequence according to the fall of the cards from highest (ace) to lowest (deuce). Ties are broken by suit: first spades, then hearts, diamonds, clubs. A character can "hold" their action, waiting to act after anyone else, or even interrupt someone if they succeed in an Agility contest. A joker card allows that character to act at any time during the round, interrupting without needing a test, and giving bonuses on rolls during their turn. The deck is shuffled at the end of every round in which a joker card was seen.
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