Savage Worlds Old School Fantasy Character Sheet
May 7, 2017 | Author: elf23 | Category: N/A
Short Description
Character sheet for Savage Worlds Explorer's Edition. Designed with fantasy campaigns in mind. Inspired by the D&...
Description
Name Background Appearance Parry
Sex
Toughness
Wounds
What “they” need to hit you in melee. Your parry is equal to 2 + half your Fighting.
Head Arms Legs Damage needed to shake you in combat. Equal to 2 + half your Vigor + armor.
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)
Race
Fatigue
-2
d te ita ac ap Inc
-1
Age
-3
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).
Make a Vigor roll to determine the results of being incapacitated (SWEX p. 75).
Healing attemps require 10 mins of work, and must be make within an hour of receiving the wound.
Attacks
-2
Encumbrance -1
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.
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.
Weapons, Armor, Powers
Fighting
(Ag)
Shooting
(Ag)
Throwing
(Ag)
Pace
Run You can move your Pace each round. As an action you can run, moving your running die extra distance.
Power Points
Tests of Will Intimidation
(Sp)
Taunt
(Sm)
Skills Notice
(Sm)
Stealth
(Ag)
Lockpicking
(Ag)
Climbing
(St)
Tracking
(Sm)
Survival
(Sm)
Swimming
(Ag)
Healing
(Sm)
Interaction
Additional Skills & Languages
Arcane skills (Sm / Sp), Boating (Ag), Craft (Sm, Sp, Ag), Driving (Ag), Gambling (Sm), Investigation (Sm), Knowledge (Sm), Riding (Ag):
Personality Quirks, Hindrances & Permanent Injuries
(add your Charisma)
Persuasion
(Sp)
Streetwise
(Sm)
Edges & Advancements Starting S1
V1
H1
N1
S2
V2
H2
N2
S3
V3
H3
N3
S4
V4
H4
Legendary
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
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