savage worlds old school fantasy character sheet

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Additional Skills & Languages Arcane skills (Sm / Sp), Boating (Ag), Craft (Sm, Sp, Ag), Driving (Ag), Gambling (Sm), Investigation (Sm), Knowledge (Sm), Riding (Ag): Race Appearance Background Name Sex Age Strength Melee damage Load limit Vigor Toughness Soak rolls Agility Combat ability Tricks Smarts Tricks Resist Taunt Spirit Recover Shaken Resist Intimidate Charisma Interaction skills (Cha is +0 unless you have Edges or Hindrances that modify it) Toughness Parry You take a wound when the damage dealt to your hero surpasses your toughness by a raise. Each and every raise causes another wound. Wound penalties are applied to your Pace and all trait rolls. You may attempt to not take this damage by making a Soak Roll (spend a Benny and roll your Vigor). Healing attemps require 10 mins of work, and must be make within an hour of receiving the wound. -1 -2 -3 -2 -1 Incapacitated Heat, cold, hunger, thirst, lack of sleep and drowning are all sources of fatigue, a downward spiral that can lead to a character’s death if he doesn’t find a way to recover. Fatigue penalties are applied to your Pace and all trait rolls. Wounds Fatigue Make a Vigor roll to determine the results of being incapacitated (SWEX p. 75). What “they” need to hit you in melee. Your parry is equal to 2 + half your Fighting. Damage needed to shake you in combat. Equal to 2 + half your Vigor + armor. Head Arms Legs Encumbrance Pace Run Unencumbered Load Limit is five times your St in lbs. Each multiple above this you suffer a -1 penalty to St, Ag and linked skills. You can move your Pace each round. As an action you can run, moving your running die extra distance. Starting Edges & Advancements Legendary S1 V1 H1 N1 S2 V2 H2 N2 S3 V3 H3 N3 S4 V4 H4 Personality Quirks, Hindrances & Permanent Injuries Weapons, Armor, Powers Power Points Aim +2 Shooting/Throwing if character does not move | Defend +2 Parry; character may take no other actions | Disarm -2 attack; defender must make a Str roll vs. the damage or drop his weapon | The Drop +4 attack and damage | Finishing Move Instant kill to helpless foe with lethal weapon | Full Defense No movement or other actions to replace Parry with Fighting roll | Ganging Up +1 per additional attacker; maximum of +4 | Grapple Opposed Strength roll to grapple; raise causes Shaken | Nonlethal Damage Incapacitated characters are knocked out instead | Tests of Will Roll Taunt vs Smarts or Intimidate vs Spirit, with situational modifiers; if you win you get +2 on your next action against the opponent in this combat; raise also causes Shaken | Tricks Describe maneuver then make an opposed Agility / Smarts roll; if you win opponent gets -2 Parry until his next turn, win with a raise and he’s Shaken as well | Two Weapons -2 attack; additional -2 for off-hand if not Ambidextrous | Unarmed Defender Armed attackers gain +2 Fighting | Wild Attack Player must first describe maneuver, then gains +2 Fighting, +2 damage, -2 Parry until next action | Withdrawing from Close Combat Adjacent foes each get one free attack at retreating character. XP Tests of Will Intimidation (Sp) Taunt (Sm) Persuasion (Sp) Streetwise (Sm) Interaction (add your Charisma) Notice (Sm) Stealth (Ag) Lockpicking (Ag) Climbing (St) Tracking (Sm) Survival (Sm) Swimming (Ag) Healing (Sm) Skills Attacks Fighting (Ag) Shooting (Ag) Throwing (Ag)

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Character sheet for Savage Worlds Explorer's Edition. Designed with fantasy campaigns in mind. Inspired by the D&D Basic character sheet and the SWEX character sheet.

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Page 1: Savage Worlds Old School Fantasy Character Sheet

Additional Skills & LanguagesArcane skills (Sm / Sp), Boating (Ag), Craft (Sm, Sp, Ag), Driving (Ag), Gambling (Sm), Investigation (Sm), Knowledge (Sm), Riding (Ag):

Race

AppearanceBackgroundName Sex Age

StrengthMelee damage

Load limit

VigorToughness

Soak rolls

AgilityCombat ability

Tricks

SmartsTricks

Resist Taunt

SpiritRecover Shaken

Resist Intimidate

CharismaInteraction skills(Cha is +0 unless

you have Edges or Hindrances that

modify it)

ToughnessParry

You take a wound when the damage dealt to your hero surpasses your toughness by a raise. Each and every raise causes another wound. Wound penalties are applied to your Pace and all trait rolls.

You may attempt to not take this damage by making a Soak Roll (spend a Benny and roll your Vigor).

Healing attemps require 10 mins of work, and must be make within an hour of receiving the wound.

-1 -2 -3 -2 -1

Incapacitated

Heat, cold, hunger, thirst, lack of sleep and drowning are all sources of fatigue, a downward spiral that can lead to a character’s death if he doesn’t �nd a way to recover. Fatigue penalties are applied to your Pace and all trait rolls.

Wounds Fatigue

Make a Vigor roll to determine the results of being incapacitated (SWEX p. 75).

What “they” need to hit you in melee. Your parry is equal to 2 + half your Fighting. Damage needed

to shake you in combat. Equal to 2 + half your Vigor + armor.

Head

Arms

Legs

Encumbrance Pace

RunUnencumbered Load Limit is �ve times your St in lbs.Each multiple above this you su�er a -1 penalty to St, Ag and linked skills.

You can move your Pace each round.As an action you can run, moving your running die extra distance.

Starting

Edges & Advancements

Legendary

S1 V1 H1

N1 S2 V2 H2

N2 S3 V3 H3

N3 S4 V4 H4

Personality Quirks, Hindrances & Permanent Injuries

Weapons, Armor, Powers Power Points

Aim +2 Shooting/Throwing if character does not move | Defend +2 Parry; character may take no other actions | Disarm -2 attack; defender must make a Str roll vs. the damage or drop his weapon | The Drop +4 attack and damage | Finishing Move Instant kill to helpless foe with lethal weapon | Full Defense No movement or other actions to replace Parry with Fighting roll | Ganging Up +1 per additional attacker; maximum of +4 | Grapple Opposed Strength roll to grapple; raise causes Shaken | Nonlethal Damage Incapacitated characters are knocked out instead | Tests of Will Roll Taunt vs Smarts or Intimidate vs Spirit, with situational modi�ers; if you win you get +2 on your next action against the opponent in this combat; raise also causes Shaken | Tricks Describe maneuver then make an opposed Agility / Smarts roll; if you win opponent gets -2 Parry until his next turn, win with a raise and he’s Shaken as well | Two Weapons -2 attack; additional -2 for o�-hand if not Ambidextrous | Unarmed Defender Armed attackers gain +2 Fighting | Wild Attack Player must �rst describe maneuver, then gains +2 Fighting, +2 damage, -2 Parry until next action | Withdrawing from Close Combat Adjacent foes each get one free attack at retreating character. XP

Tests of WillIntimidation (Sp)

Taunt (Sm)

Persuasion (Sp)

Streetwise (Sm)

Interaction (add your Charisma)

Notice (Sm)

Stealth (Ag)

Lockpicking (Ag)

Climbing (St)

Tracking (Sm)

Survival (Sm)

Swimming (Ag)

Healing (Sm)

Skills

AttacksFighting (Ag)

Shooting (Ag)

Throwing (Ag)