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The Eye of Kilquato


Character Sheets

Username
Portrait
Character Sheet
Jonna Hind
Finland
Helsinki
Helsinki
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Clara Perez

Attributes
Agility d6
Smarts d10
Strength d4
Spirit d8
Vigor d4

Skills
Knowledge (History) d8
Knowledge (Archeology) d8
Knowledge (Mesoamerican Languages) d6
Persuasion d6
Intimidation d4
Investigation d8
Notice d4
Riding d6
Fighting d6

Derived Statistics
Charisma: 0
Pace: 6
Parry: 5
Toughness: 4

Hindrances
Curious (major, wants to know about everything)
Stubborn (minor, always wants her way)
Phobia (Heights) (minor, -2 to any rolls when near significant height)

Edges
Scholar (+2 to Know (History) and Know (Archeology)

Languages
Spanish (Native)
Finnish
English
French
Latin
Japanese

Defining Interests
Herbology
Snakes
Swimming
?

?

Background

Laurence Parsons
United Kingdom
Bristol
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Jim

Attributes
Agility d8
Smarts d6
Strength d4
Spirit d6
Vigor d6

Skills
Stealth d8
Lockpick d8
Throwing d6
Persuasion d6
Streetwise d6
Survival d4
Fighting d4
Climb d6

Derived Statistics
Charisma: 0
Pace: 6
Parry: 4
Toughness: 5

Bennies
3-4-5-4

Hindrances
Greedy (Major, you are obsessed with wealth)
Illiterate (Minor, we can play it not 'full' illiterate, as per your concept)
Wanted (Minor, you're a thief - you're a wanted man!)

Edges
Quick (During combat, you re-draw card if dealt a 5 or less)
Thief (+2 to Climb, Lockpick, Stealth or to disarm traps)

Languages
English (native), 3 additional

Defining Interests
3

Background

Equipment
Two knives
Small pistol
Dice
Playing cards
Double-headed Penny
Set of lockpicks
Pack of cigarettes
Book of matches
Handkerchief
Chewing gum
length of string
Machete
30ft rope
provisions
Backpack
Water purification tablets
tent
bedroll
water canteen
change of clothes
grenade
Schmeiser MP40

Dean Lantern
Australia
Melbourne
Victoria
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In blackest day or brightest night Watermelon, cantaloupe, yadda yadda Erm... superstitious and cowardly lot With liberty and justice for all!
Avatar
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Sergeant Nathan Smythe (Reynolds)

Attributes
Agility d8
Smarts d6
Strength d6
Spirit d4
Vigor d6

Skills
Shooting d8
Survival d6
Repair d6
Notice d8
Fighting d6
Tracking d6
Knowledge (Traps) d4

Derived Statistics
Charisma: 0
Pace: 6
Parry: 5
Toughness: 5

Hindrances
Wanted (Major, by the British Armed Forces)
Vengeful (Major)

Edges
Alertness (+2 to notice rolls)
McGyver (can improvise temporary gadgets)

Languages
English (Native)
Spanish
Portuguese
Hindi

Defining Interests
Carving
Natural History
Quechua(Pidgin)

Background

Equipment
Rifle
Sidearm
Bayonet
Machete
Work knife
Ammunition
Backpack
Water purification tablets
tent
bedroll
water canteen
hip flask (alcohol)
matches
flint & iron
rope
change of clothes
provisions (inc. salt)
flares
4 grenades
thin wire & string(for traps & snares)
compass
maps
spyglass

Daniel McGregor
Australia
Henley Brook
Western Australia
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Patrick Reynolds
Attributes
Agility d8
Smarts d6
Strength d6
Spirit d4
Vigor d6

Skills
Fighting d10
Shooting d6
Notice d6
Intimidation d6
Persuasion d4
Healing d6

Derived Statistics
Charisma: 0
Pace: 6
Parry: 7
Toughness: 5

Hindrances
Stubborn (Minor, wants to get his way)
Loyal (Minor, won't disappoint friends)
Code of Honor (Major, keeps his word/acts like gentleman)

Edges
First Strike (N, A d8)
Danger Sense (N): Notice-2 to detect surprise attacks/danger

Languages
English (Native)
French
German
Latin

Defining Interests
3

Background

Playing the Game

Wild Cards

All Player Characters (PCs) are known as Wild Cards (WCs) in Savage Worlds. There are also certain Non-Player Characters (NPCs) that are also WCs.

WCs are special in that they get to roll a Wild Die on skill and attribute tests and also get Bennies.

Skill and attribute test

When a WC needs to roll a skill or attribute test, they will roll the appropriate attribute/skill die, AND a d6 (the wild die). The highest die is the one that is counted.

If either die rolls the highest number (ie, a 6 on a d6) it is said to have 'aced'. It is rerolled until it no longer shows the highest number. All results are added together to get the final value. On the die roller, use 1dxrr[x], where x is the die type to take care of this automatically.

Most tests are against a Target Number (TN) of 4. Fighting tests are made against the target's parry.

Combat

Combat order, or Initiative, is tracked through the use of cards. Each round of combat, you will receive a new card. Cards are resolved Ace down to Deuce, with ties resolved in reverse suit order.

Jokers are special. The recipient of a Joker gets to act whenever they want in the round, and get +2 to all tests, and +2 to damage.

In combat, you can make a movement action and one standard action without penalty. You may make additional standard actions at a cumulative -2 (ie, if you want to Taunt, Attack, and another action, it would be -4 to all rolls). You cannot make the same action twice in a round (ie, you can only make one fighting or shooting attack per round).

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