savage worlds old school fantasy character sheet
DESCRIPTION
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.TRANSCRIPT
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)