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2018 SW Charsheet 11x17 Doublesided FILLABLE

This document appears to be a character sheet for a roleplaying game. It includes sections for the character's name, physical description, attributes, skills, edges/powers, health, inventory and encumbrance levels. The character's attributes such as agility, smarts, spirit and strength are listed along with derived stats like pace, parry and toughness. Spaces are provided to track the character's wounds, money and possessions.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
157 views2 pages

2018 SW Charsheet 11x17 Doublesided FILLABLE

This document appears to be a character sheet for a roleplaying game. It includes sections for the character's name, physical description, attributes, skills, edges/powers, health, inventory and encumbrance levels. The character's attributes such as agility, smarts, spirit and strength are listed along with derived stats like pace, parry and toughness. Spaces are provided to track the character's wounds, money and possessions.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

OTHER POSSESSIONS

Player Name: Date Created:


Item/Notes Weight Item/Notes Weight
CHARACTER PROFILE PHYSICAL DESCRIPTION
_____________________________________________ _____________________________________________
Name: Race: Height: _____________________________________________ _____________________________________________
Concept: Skin Tone: Weight: _____________________________________________ _____________________________________________
Setting: Hair Color: Handedness: _____________________________________________ _____________________________________________
Rank: XP: Eye Color: Body Quirks: _____________________________________________ _____________________________________________
ATTRIBUTES DERIVED STATISTICS CHARACTER HEALTH _____________________________________________ _____________________________________________
d4 d6 d8 d10 d12 _____________________________________________ _____________________________________________
BASE MODIFIERS -1 -2 -3 -1 -2
_____________________________________________ _____________________________________________
Agility ● Pace Wounds!
(6” AVERAGE)
_____________________________________________ _____________________________________________
Smarts ● Parry 2 Permanent Injuries
Total Weight Carried (packs/etc): _____ pounds Encumbrance Levels Penalty
Spirit ● (2+HALF FIGHTING)

NONE (up to _____ pounds) -0


Toughness 4 Fighting Weight Carried: _____ pounds
20
Strength ● (2+HALF VIGOR) SHAKEN: Damage more than Toughness. Half Pace move. Roll Spirit to recover. 40 pounds) -1
LIGHT (up to _____
Vigor ● Charisma
(0+EDGES/HINDRANCES)
WOUND: Every raise causes a wound.
KNOCKOUT BLOW: More than 3 wounds. Incapacitated. Consult table on page 70. Weight Limit: _____
20 pounds 60 pounds) -2
MED (up to _____
BONUS DAMAGE: A raise on an Attack Roll adds +1d6 to damage. (normally strengthx5) HVY (up to _____
80 pounds) -3
(Penalty applies to all Agility & Strength rolls/skills)
SKILLS EDGES POWERS
MONEY & WEALTH
d4 d6 d8 d10 d12
Arcane ( ) _________________________________ Power Cost/Description
_____________________________________________ _____________________________________________
Boating (AG) _________________________________ _________________________________
_____________________________________________ _____________________________________________
Climbing (ST)
_________________________________ _________________________________
Driving (AG) _____________________________________________ _____________________________________________
Fighting (AG) _________________________________ _________________________________
_____________________________________________ _____________________________________________
Gambling (SM)
_________________________________ _________________________________
Healing (SM) _____________________________________________ _____________________________________________
Intimidation (SP) _________________________________ _________________________________
Investigation(SM) _____________________________________________ _____________________________________________
_________________________________ _________________________________
Knowledge (SM) _____________________________________________ _____________________________________________
____________ _________________________________ _________________________________
____________
____________ _________________________________ _________________________________
Lockpicking (AG) _________________________________ _________________________________ COMBAT MANEUVERS KNOCKOUT BLOWS
Notice (SM)
Persuasion (SP) _________________________________ _________________________________ AIM +2, NO movement allowed When a Wild Card becomes incapacitated, make an immediate Vigor roll:
LIMB -2
Piloting (AG) _________________________________ _________________________________ 1 or less The character dies
HEAD -4, +4 Damage
Repair (SM)
Riding (AG) _________________________________ _________________________________ SMALL TARGET -4
Failure Roll on the Injury Table. The injury is permanent and the victim is *Bleeding Out.

Shooting(AG) _________________________________ _________________________________ TINY -6


Success Roll on the Injury Table. The injury goes away when all wounds are healed.

Stealth(AG)
Streetwise (SM) _________________________________ HINDRANCES COVER, LIGHT -1
Raise Roll on the Injury Table. The injury goes awa in 24 hours, or when all wounds are healed.

*Bleeding Out: Vigor roll at the start of each round before Action Cards are dealt.
Survival (SM) _________________________________ _________________________________
COVER, MEDIUM -2
Success: Roll again next round or every minute out of combat. Raise: Victim stabilizes. Failure: Victim dies from
Swimming (AG) blood loss; non-lethal damage=unconscious 1d6 hours.
Taunt (SM) _________________________________ _________________________________
COVER, HEAVY -4

DEFEND +2 Parry, no other actions, move=Pace INJURY TABLE


Throwing (AG) _________________________________ _________________________________ ROLL WOUND
Tracking (SM) DISARM -2, Defender makes STR roll vs. Dmg. roll
____________ _________________________________ _________________________________ THE DROP +4 Attack & Damage 2 Unmentionables. If permanent, reproduction is right out.
____________ _________________________________ _________________________________ GRAPPLING Opposed roll to grapple, Raise causes Shaken 3-4 Arm, roll left/right. Arm is useless like One Arm Hindrance.
____________
____________ _________________________________ _________________________________ GANG UP +1 to Attackers roll per added attacker up to +4 5-9 Guts. Roll 1d6.
1-2: Broken, Agility drops 1 die type
OBSTACLE If attack hits by concealment penalty, then obstacle acts as armor. 3-4: Battered, Vigor drops 1 die type
5-6: Busted, Strength drops 1 die type
FIGHTING GEAR PRONE Med Cover, unless attacker within 3”
10 Leg. Gain the Lame Hindrance, or One Leg Hindrance if already lame.
Weapon Range ROF Damage Weight Armor Area Protected Protection Weight TOUCH ATTACK +2
11-12 Head. Roll 1d6
_____________________________________________ _____________________________________________ TRICK Make opposed Agility or Smarts roll, if success, opponent is -2 for one action,
with a raise, opponent is -2 Parry and Shaken.
1-2: Hideous Scar (Ugly hindrance)
3-4: Blinded, gain One Eye Hindrance.
_____________________________________________ _____________________________________________ TWO WEAPONS -2 attack, -2 for Off hand unless Ambidextrous
5-6: Brain Damage, reduce Smarts by 1 die type.

_____________________________________________ _____________________________________________ UNARMED DEFENDER Armed attackers get +2`


POWER POINTS
_____________________________________________ _____________________________________________ 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.


_____________________________________________ _____________________________________________
_____________________________________________ _____________________________________________ 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 texaspoet@[Link], I incorporated some pieces from different sheets I’ve seen with some of my own ideas to make this 11”x17” double-sided sheet for my players.
_____________________________
_____________________________
__________________________
Edge(s)
_________
_________
_________
_________
Tracking (SM)
Throwing (AG)
Taunt (SM)
Swimming (AG)
Survival (SM)
Streetwise (SM)
Stealth (AG)
Shooting (AG)
Riding (AG)
Repair (SM)
Piloting (AG)
Persuasion (SP)
Notice (SM)
Lockpicking (AG)

Knowledge (SM)
Investigation (SM)
Intimidation (SP)
Healing (SM)
Gambling (SM)
Fighting (AG)
Driving (AG)
Climbing (ST)
Boating (AG)
Arcane (SM)
You have 15 points to spend
Skill Points

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

Character Checklist
Savage Worlds
_________
_________
_________
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________
Edge(s)
_________
_________
_________
_________
Tracking (SM)
Throwing (AG)
Taunt (SM)
Swimming (AG)
Survival (SM)
Streetwise (SM)
Stealth (AG)
Shooting (AG)
Riding (AG)
Repair (SM)
Piloting (AG)
Persuasion (SP)
Notice (SM)
Lockpicking (AG)

Knowledge (SM)
Investigation (SM)
Intimidation (SP)
Healing (SM)
Gambling (SM)
Fighting (AG)
Driving (AG)
Climbing (ST)
Boating (AG)
Arcane ( )

Vigor
Strength
Spirit
Smarts
Agility
additional starting money.
you can: c) Gain another skill point, or d) gain
die type or b) Choose an Edge. For one point,
For two points you can: a) Raise an attribute one
_____________________________
_____________________________
_____________________________
_____________________________
Hindrance (level)
and two Minor (1 pt)
You may choose one Major (2 pts)
Hindrances
_________
_________
_________
___________________________________________________________________________________________
___________________________________________________________________________________________
NOTES

___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________

Points
___________________________________________________________________________________________
Edg
___________________________________________________________________________________________

NOVICE
es

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

NOTES
than their linked attribute * Increase 1 attribute one die type (only once per Rank)
* Gain a new Edge * Add a new skill at d4 * Increase 1 skill that is equal to or greater than it’s linked attribute * Increase 2 skills that are less
Leveling Choose one of the following when you level:
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________

SEASONED
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________
___________________________________________________________________________________________

VETERAN
ALLIES & NPCS

Name/Type: _______________________ NPC Notes Name/Type: _______________________


Agility d__ Pace ___ Fatigue -1 Agility d__ Pace ___ Fatigue -1
Smarts d__ Parry ___ -2 Smarts d__ Parry ___ -2
HEROIC

Spirit d__ Tough ___ Spirit d__ Tough ___


Strength d__ Incapac! Strength d__ Incapac!
Vigor d__ Vigor d__
Skills: Skills:
LEGENDARY

Special Abilities: Special Abilities:

Equipment/Notes: Equipment/Notes:

by terry@[Link]
Character Building & Tracking Sheet

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