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Player Name:

Date Created:

CHARACTER PROFILE

PHYSICAL DESCRIPTION

Name:
Concept:
Setting:
Rank:

Race:
Skin Tone:
Hair Color:
Eye Color:

ATTRIBUTES

XP:

DERIVED STATISTICS

d4 d6 d8 d10 d12

BASE

CHARACTER HEALTH
MODIFIERS

-1

-2 -3

Agility
Smarts
Spirit
Strength
Vigor

Pace
Parry
Toughness
Charisma

SKILLS

EDGES

POWERS

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Power

(6 AVERAGE)

(2+HALF FIGHTING)

(2+HALF VIGOR)

(0+EDGES/HINDRANCES)

d4 d6 d8 d10 d12

Arcane ( )
Boating (AG)
Climbing (ST)
Driving (AG)
Fighting (AG)
Gambling (SM)
Guts (SP)
Healing (SM)
Intimidation (SP)
Investigation(SM)
Knowledge (SM)
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Lockpicking (AG)
Notice (SM)
Persuasion (SP)
Piloting (AG)
Repair (SM)
Riding (AG)
Shooting(AG)
Stealth(AG)
Streetwise (SM)
Survival (SM)
Swimming (AG)
Taunt (SM)
Throwing (AG)
Tracking (SM)
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Height:
Weight:
Handedness:
Body Quirks:

Wounds!
Permanent Injuries

-1

-2

SHAKEN: Damage more than Toughness. Half Pace move. Roll Spirit to recover.
WOUND: Every raise causes a wound.
KNOCKOUT BLOW: More than 3 wounds. Incapacitated. Consult table on page 70.
BONUS DAMAGE: A raise on an Attack Roll adds +1d6 to damage.

Cost/Description

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HINDRANCES

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FIGHTING GEAR

Weapon
Range
ROF Damage
Weight
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Armor
Area Protected
Protection Weight
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OTHER POSSESSIONS

Item/Notes
Weight
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Total Weight Carried (packs/etc): _____ pounds
Fighting Weight Carried: _____ pounds
Weight Limit: _____ pounds
(normally strengthx5)

Item/Notes
Weight
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Encumbrance Levels
Penalty
NONE (up to _____ pounds)
LIGHT (up to _____ pounds)
MED (up to _____ pounds)

(Penalty applies to all Agility & Strength rolls/skills)

-0
-1
-2

MONEY & WEALTH

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COMBAT MANEUVERS

KNOCKOUT BLOWS

AIM

+2, NO movement allowed

LIMB

-2

Use when suffered 3 wounds, and take a 4th wound (or more). It is the number of Wounds inflicted on the blow
that sends you past 3 that determines the effect.

HEAD

-4, +4 Damage

SMALL TARGET
TINY
COVER, LIGHT

-1

COVER, MEDIUM

-2

COVER, HEAVY

-4

DEFEND

+2 Parry, no other actions, move=Pace

INJURY TABLE

DISARM

-2, Defender makes STR roll vs. Dmg. roll

ROLL

WOUND

THE DROP

+4 Attack & Damage

Unmentionables. Permanent injury and sterile.

Opposed roll to grapple, Raise causes Shaken

3-4

Arm, arm is useless.

GANG UP

+1 to Attackers roll per added attacker up to +4

5-9

OBSTACLE

If attack hits by concealment penalty, then obstacle acts as armor.

PRONE

Med Cover, unless attacker within 3

Guts. Roll 1d6.


1-2: Broken, Agility drops 1 die type
3-4: Battered, Vigor drops 1 die type
5-6: Busted, Strength drops 1 die type

TOUCH ATTACK

+2

10

Leg. Pace reduced by 1, cannot sprint/run.

11-12

Head. Roll 1d6


1-2: Hideous Scar
3-4: Blinded, gain Bad Eyes Hinderance.
5: Brain Damage, reduce Smarts by 1 die type.
6: Amnesia.

GRAPPLING

1 Wound

If already Incapacitated, then no additonal effect. If not Inc., then succeed at a Spirit roll to be
SHAKEN, if failed then Incapacitated

-4

2 Wounds

Incapacitated, roll on Injury Table

-6

3 Wounds

Bleeding Out. Roll on Injury Table. Make Vigor roll at start of each combat round, failure means a
Mortal Wound. A raise means Bleeding stops.

4 Wounds

Mortal Wound. Roll on Injury table. Vigor roll each combat round. If not made then Death comes a
calling! Healing must be made to stablize.

TRICK

Make opposed Agility or Smarts roll, if success, opponent is -2 for one action,
with a raise, opponent is -2 Parry and Shaken.

TWO WEAPONS

-2 attack, -2 for Off hand unless Ambidextrous

UNARMED DEFENDER

Armed attackers get +2`

UNSTABLE PLATFORM

-2 shooting (Riding check TN:5 will negate)

WILD ATTACK

+2 Fighting, +2 Damage, -2 Parry til next action

WITHDRAW

From close combat, adjacent foes get FREE attack.

POWER POINTS

Experience Points
5

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

100

105

110

115

120

125

130

135

140

145

150

Character Sheet designed by terry@terrywhisenant.com, I incorporated some pieces from different sheets Ive seen with some of my own ideas to make this 11x17 double-sided sheet for my players.

Savage Worlds
Character Checklist

Character Creation
Race (Notes)
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Characteristics
You have 5 points to spend
Agility
Smarts
Spirit
Strength
Vigor

Skill Points
You have 15 points to spend
Arcane (SM)
Boating (AG)
Climbing (ST)
Driving (AG)
Fighting (AG)
Gambling (SM)
Guts (SP)
Healing (SM)
Intimidation (SP)
Investigation (SM)
Knowledge (SM)
_________
_________
_________
Lockpicking (AG)
Notice (SM)
Persuasion (SP)
Piloting (AG)
Repair (SM)
Riding (AG)
Shooting (AG)
Stealth (AG)
Streetwise (SM)
Survival (SM)
Swimming (AG)
Taunt (SM)
Throwing (AG)
Tracking (SM)
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Hindrances
You may choose one Major (2 pts)
and two Minor (1 pt)
Hindrance (level)
Points
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For two points you can: a) Raise an attribute one
die type or b) Choose an Edge. For one point,
you can: c) Gain another skill point, or d) gain
additional starting money.

Agility
Smarts
Spirit
Strength
Vigor

Arcane ( )
Boating (AG)
Climbing (ST)
Driving (AG)
Fighting (AG)
Gambling (SM)
Guts (SP)
Healing (SM)
Intimidation (SP)
Investigation (SM)
Knowledge (SM)
_________
_________
_________
Lockpicking (AG)
Notice (SM)
Persuasion (SP)
Piloting (AG)
Repair (SM)
Riding (AG)
Shooting (AG)
Stealth (AG)
Streetwise (SM)
Survival (SM)
Swimming (AG)
Taunt (SM)
Throwing (AG)
Tracking (SM)
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Edge(s)
Edge(s)
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VETERAN

HEROIC

LEGENDARY

Leveling Choose one of the following when you level:


* Gain a new Edge * Add a new skill at d4 * Increase 1 skill that is equal to or greater than its linked attribute * Increase 2 skills that are less
than their linked attribute * Increase 1 attribute one die type (only once per Rank)
NOTES

SEASONED

5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 90 100 110 120 130 140 150

NOVICE

Edg
es

Character Building & Tracking Sheet


by terry@terrywhisenant.com

CHARACTER STORY

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NOTES

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ALLIES & NPCS

Name/Type: _______________________
Agility d__ Pace ___ Fatigue -1
Smarts d__ Parry ___
-2
Spirit d__ Tough ___
Strength d__
Incapac!
Vigor d__

NPC Notes

Name/Type: _______________________
Agility d__ Pace ___ Fatigue -1
Smarts d__ Parry ___
-2
Spirit d__ Tough ___
Strength d__
Incapac!
Vigor d__

Skills:

Skills:

Special Abilities:

Special Abilities:

Equipment/Notes:

Equipment/Notes:

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