Savage Worlds Old School Fantasy Character Sheet

May 7, 2017 | Author: elf23 | Category: N/A
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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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