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RULE SET: We are using Savage Worlds Adventure Edition. Please read #character-creation rules regardless of your experience.]'''XC
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Attributes: Use only number don't include the "d", formatting will handle.
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Derived Stats: Parry and Toughness are calculated automatically.
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Spent: Use spent column to track how many skill points you have spent; Core Skills are free
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Skills: Only add number, e.g. 4 instead of d4; formating will handle the "d"; Red skills are core skills; Blue skills are spellcasting skills
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Bennies (per session)3Player
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Non-Expiring BenniesCharacter Name
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Power Points10Template
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ExperiencePhysical Description
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Conviction
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AttributesScore
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Agilityd6
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Smartsd8EdgesDescription
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Spiritd4Huckster
Magic in the Weird West is not to be taken lightly. Those who practice sorcery must often wrestle their powers from dark spirits, who are rarely willing to give up easily. Hucksters envision these duels of will as card games, and the best are capable of amazing powers. Others reportedly tread even darker paths and harness the power of blood magic. Hucksters use Spellcasting as their arcane skill. See page 64.
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Strengthd4Card Sharp
Your hero has a knack for odds, wagers, and when to call a bluff. He never feels more at home than when he’s shuffling cards, tossing dice, or calculating the chances of some wager. Your character gets one free reroll when making a Gambling roll. That includes hucksters who Deal with the Devil (see 65)!
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Vigord6Gallows HumorSome people make jokes about the direst situations. They can stare the Grim Reaper himself in the face, just so long as something about him strikes them as funny. It’s a skill that serves anyone well. A character with this Edge may use her Taunt skill instead of Spirit when making a Fear check (and all the usual modifiers apply as normal). If she gets a raise, she mocks the threat so ffectively it acts as +1 Support for all allies making the same Fear check. Just make sure you roll and resolve your Fear
check first, partner!
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Derived Stats
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Pace (Base of 6)6
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Running Died6
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Parry2
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Toughness5
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Skills (12 pts rem)SpentHindrancesDescription
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Academics (Sm)dCurious - MajorIt killed the cat, and it might kill your warrior as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.
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*Athletics (Ag)d4TROUBLE MAGNET - Minor
Things never go smoothly for this hero. As a Minor Hindrance, whenever the character rolls a Critical Failure the consequences are subtly worse in some way, as determined by the Marshal. A hero isn’t just spotted trying to infiltrate a US Army fort, someone recognizes her face. A buckaroo doesn’t just fail at Intimidation, the target also has friends. Or a botched attack roll results in the cowpoke’s weapon busting too.
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Battle (Sm)dVengeful - Minor
Payback is…well…bad news for someone, and this adventurer is going to get it. As a Minor Hindrance she usually seeks vengeance legally. The method varies by situation. Some plot and scheme for months while others demand immediate results.
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*Common Kno (Sm)d4
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Driving (Ag)d
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Faith (Sp)dRankUpgrade (Planned Advances)
Lifestyle Cost Paid
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Fighting (Ag)dNovice (0)
Curious/Trouble Magnet/Vengeful for Card Sharp/Gallows Humor, Huckster for Human
$0.00
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Focus (Sp)d1Increase Spirit$0.00
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Gambling (Sm)d622Increas Persuasion and Fighting$0.00
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Healing (Sm)d3Increase Agility$0.00
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Intimidation (Sp)dSeasoned (4)Hexslinger$0.00
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Language (Sm)d5$0.00
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*Notice (Sm)d616$0.00
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Occult (Sm)d417$0.00
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Performance (Sp)dVeteran (8)$0.00
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*Persuasion (Sp)d49$0.00
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Repair (Sm)d10$0.00
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Research (Sm)d11$0.00
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Riding (Ag)d41Heroic (12)$0.00
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Science (Sm)d13$0.00
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Shooting (Ag)d6214$0.00
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Spellcasting (Sm)d6215$0.00
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*Stealth (Ag)d4Legendary (16)$0.00
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Survival (Sm)d17$0.00
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Taunt (Sm)d6218$0.00
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Thievery (Ag)d19$0.00
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Trade Law(Sm)d4120$0.00
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Weird Science (Sm)d21$0.00