Asset Orientation SeriesRef. SW/ADV — Sheet 03

Field Reference 03

Building a
Character

Six steps, the traps to avoid, and the lists to pick from. Page numbers refer to the SWADE core rulebook.

Operational Context

Modern day. The supernatural is real and almost nobody knows. A quasi-governmental agency that officially doesn't exist monitors it — enough reach to supply covers, equipment and some backup, but once you're in the field you're on your own, and if you tell anyone who you work for, nobody will believe you.

You are either one of their people or an outside expert read in for this operation.

A disease is striking isolated towns in Uganda and then burning out instead of spreading. It hasn't made the news because it doesn't behave like an outbreak. The agency doesn't think it is one.

It opens as an investigation and won't stay one — there will be fighting eventually, and nobody knows when. Worth having in mind, but build the character you actually want to play.

01The six steps

Full summary in the book on p55.

1

Concept

Who are you, and why has an agency nobody's heard of put you on a plane?

2

Ancestry

Ten are in the core book. Human is the usual choice in a modern setting and gives you Adaptable — one free Novice Edge of your choice, provided you meet its requirements. Check with your GM before picking anything else.

3

Hindrances — up to 4 points

Flaws. Major is worth 2 points, Minor 1. Spend the points on:

  • 2 points — raise an attribute one die step, or take an Edge
  • 1 point — one extra skill point, or double your starting funds

Take the full 4. They're how you afford anything interesting, and how you earn Bennies at the table. You can take more than 4 points for flavour, but 4 is the cap on benefit.p9

Pick ones that will fire in this game. Curious, Loyal, Obligation, Vow, Stubborn, Secret and Suspicious all live constantly in an investigation. A vow to a knightly order will not. Summaries on p56–57, full text from p22.

All Hindrances57
HindranceEffectAvailable asPts
All Thumbs−2 with mechanical and electrical devices; a Critical Failure breaks them.Minor1
Anemic−2 Vigor when resisting Fatigue.Minor1
ArrogantMust dominate a foe, and challenge the most powerful enemy present.Major2
Bad Eyes−1 (Minor) or −2 (Major) to vision-dependent Trait rolls. Eyewear negates it but can break.Minor or Major1 or 2
Bad LuckOne fewer Benny per session.Major2
Big MouthCan't keep a secret; reveals plans at the worst moment.Minor1
Blind−6 to anything needing sight, but comes with a free Edge to compensate.Major2
BloodthirstyWon't take prisoners, and is known for it.Major2
Can't Swim−2 to swim, and each inch of water costs 3" of Pace.Minor1
CautiousOverplans and hesitates rather than acting.Minor1
Clueless−1 Common Knowledge and Notice.Major2
Clumsy−2 Athletics and Stealth.Major2
Code of HonorKeeps his word and behaves honourably, whatever it costs.Major2
CuriousMust investigate everything, whatever the risk.Major2
Death WishSeeks a cause worth dying for.Minor1
DelusionalHolds a belief that isn't true and acts on it.Minor or Major1 or 2
Doubting ThomasDoesn't believe in the supernatural, and rationalises it away.Minor1
DrivenPursues a personal goal above all else.Minor or Major1 or 2
Elderly−1 to Pace, running, Agility, Strength and Vigor — but 5 extra skill points.Major2
EnemySomeone powerful actively wants you harmed.Minor or Major1 or 2
GreedyArgues over money and shares, and takes risks for wealth.Minor or Major1 or 2
HabitAn addiction or compulsion. Minor is merely annoying; Major means Fatigue when deprived.Minor or Major1 or 2
Hard of Hearing−4 to Notice sounds (Minor), or deaf and automatic failure (Major).Minor or Major1 or 2
HeroicAlways helps those in need, no matter the odds.Major2
HesitantDraw two Action Cards and take the worse, keeping any Joker.Minor1
IlliterateCannot read or write.Minor1
ImpulsiveActs first and thinks later.Major2
JealousEnvies what others have and resents them for it.Minor or Major1 or 2
LoyalWill not abandon friends, whatever the danger.Minor1
Mean−1 Persuasion.Minor1
Mild Mannered−2 Intimidation.Minor1
MuteCannot speak.Major2
ObeseSize +1 (so +1 Toughness), Pace −1, a d4 running die, and Strength counts one lower for Minimum Strength.Minor1
ObligationA weekly commitment of 20 hours (Minor) or 40 (Major).Minor or Major1 or 2
One Arm−4 to tasks needing two hands.Major2
One Eye−2 to actions at 5" (10 yards) or more.Major2
Outsider−2 Persuasion with the dominant culture; the Major version means no legal rights.Minor or Major1 or 2
OverconfidentBelieves he can do anything, and acts like it.Major2
PacifistFights only in self-defence (Minor); won't fight at all (Major).Minor or Major1 or 2
Phobia−1 (Minor) or −2 (Major) to all Trait rolls in the presence of the fear.Minor or Major1 or 2
PovertyHalf starting funds, and money slips away.Minor1
QuirkA minor habit or belief that occasionally causes trouble.Minor1
RuthlessWill do whatever it takes; Major means no limits at all.Minor or Major1 or 2
SecretSomething that would ruin you if it came out.Minor or Major1 or 2
ShamedCarries guilt over a past act and reacts badly when reminded.Minor or Major1 or 2
SlowPace −1 and a lower running die. Major is Pace −2 plus −2 Athletics. Neither may take Fleet-Footed.Minor or Major1 or 2
SmallSize and Toughness reduced by 1.Minor1
StubbornInsists on his own way and won't admit error.Minor1
SuspiciousParanoid. As a Major, allies subtract 2 when rolling to Support you.Minor or Major1 or 2
Thin Skinned−2 (Minor) or −4 (Major) to resist Taunt.Minor or Major1 or 2
Timid−2 to Fear checks and to resist Intimidation.Major2
Tongue-Tied−1 to Intimidation, Persuasion and Taunt.Major2
Ugly−1 (Minor) or −2 (Major) to Persuasion.Minor or Major1 or 2
VengefulHolds grudges and settles them; Major means at any cost.Minor or Major1 or 2
VowSworn to a cause, faith or organisation.Minor or Major1 or 2
WantedPursued by the law; severity depends on the crime.Minor or Major1 or 2
YoungFewer attribute and skill points, but one (Minor) or two (Major) extra Bennies per session.Minor or Major1 or 2

Effects are brief summaries; full entries carry the detail. Searchable version on Sheet 04.

Known discrepancy

The Hindrance Summary tablep56 and the full entriesp22–28 don't always agree. Habit is the confirmed case — the table says Fatigue if deprived, the full entry puts that on the Major version only. If a Hindrance matters mechanically to you, read the full entry rather than the table.

4

Attributes — 5 points

Agility, Smarts, Spirit, Strength, Vigor. All start at d4. Each step costs 1 point. Maximum d12.p10

Remember that attributes never add to skill rolls. They make skills cheap, unlock Edges, and set Pace, Parry and Toughness.

5

Skills — 15 points

This campaign uses the More Skill Points Setting Rule, giving 15 instead of the standard 12 — modern characters need room for Driving, Electronics and similar everyday competencies.p140

Five core skills start free at d4: Athletics, Common Knowledge, Notice, Persuasion, Stealth. Write them down, they're yours. The 15 points are on top.p10

The rule that catches everyone

Each skill is linked to an attribute, listed beside it on p58. It costs 1 point per step while at or below that attribute, and 2 points per step above it.

Hacking is linked to Smarts. With Smarts d8, Hacking to d8 costs 3 points and to d10 costs 5. With Smarts d6, that same d10 costs 7.

Buy the attribute before the signature skill, not after.

All Skills32
SkillLinkedCovers
AcademicsSmartsLiberal arts, social sciences, literature, history and similar.p29
AthleticsAgilityClimbing, jumping, balancing, wrestling, skiing, swimming, throwing and catching.p29
BattleSmartsStrategy, tactics and military operations. Key skill in Mass Battles.p30
BoatingAgilitySailing or piloting boats, ships and other watercraft.p30
Common KnowledgeSmartsGeneral knowledge of the character's world.p30
DrivingAgilityControlling, steering and operating ground vehicles.p30
ElectronicsSmartsUse of electronic devices and systems.p30
FaithSpiritArcane skill for Arcane Background (Miracles).p31
FightingAgilityArmed and unarmed combat. Also sets Parry: 2 + half the die.p31
FocusSpiritArcane skill for Arcane Background (Gifted).p31
GamblingSmartsGames of chance, and familiarity with them.p31
HackingSmartsCoding, programming and breaking into computer systems.p31
HealingSmartsTreating Wounds and diseases, and deciphering forensic evidence.p31
IntimidationSpiritThreatening others into doing what you want.p31
LanguageSmartsFluency in a particular language. Caps social skills used in that tongue.p31
NoticeSmartsGeneral awareness and perception.p32
OccultSmartsSupernatural events, creatures, history and ways.p32
PerformanceSpiritSinging, dancing, acting and other public expression.p32
PersuasionSpiritConvincing others to do what you want.p33
PilotingAgilityVehicles that move in three dimensions — aircraft, spacecraft.p33
PsionicsSmartsArcane skill for Arcane Background (Psionics).p33
RepairSmartsFixing mechanical and electrical gadgets. Limited by Electronics on electronic ones.p34
ResearchSmartsFinding written information from various sources.p34
RidingAgilityMounting, controlling and riding a tamed beast.p34
ScienceSmartsBiology, chemistry, geology, engineering and similar fields.p34
ShootingAgilityPrecision with any ranged weapon.p34
SpellcastingSmartsArcane skill for Arcane Background (Magic).p35
StealthAgilitySneaking and hiding.p35
SurvivalSmartsFinding food, water or shelter, and tracking.p35
TauntSmartsInsulting or belittling another. Almost always done as a Test.p36
ThieveryAgilitySleight of hand, pickpocketing, lockpicking and similar. Limited by Electronics on electronic devices.p36
Weird ScienceSmartsArcane skill for Arcane Background (Weird Science).p36

Note that Thievery is not a core skill — it's Agility-linked and bought from scratch. Some online builders handle this correctly; don't assume it's free.

6

Derived statistics

Pace6 — how far you move per round. Each inch is 2 yards.
Parry2 + half your Fighting die. No Fighting means Parry 2.
Toughness2 + half your Vigor + armour.

02Skills worth remembering exist

Build from your concept first. This is just a list of things that come up in modern investigation games and are easy to forget when you're building someone specific — not a shopping list, and not a set of roles that need filling.

Two derived numbers worth knowing while you spend attribute points: Toughness is 2 + half your Vigor + armour, and Soak — the Benny-powered Vigor roll that cancels Wounds — uses Vigor too. A low Vigor character is noticeably more fragile than the sheet makes obvious.

Worth doing at session zero

Once everyone has a rough concept, compare sheets. Not to optimise a party — just to spot anything nobody can do at all, and to make sure you haven't accidentally all built the same person. If a gap turns up later, skills below their linked attribute go up two per Advance, so it's cheap to fix in play.p54

The book's own advice is that investigators want broad and varied skills, because each character gets results a different way — the detective leans on Intimidation, the socialite on Persuasion, the academic on Research, the technician on Hacking.p32

All 32 skills with their linked attributes and what each covers are on Sheet 04: Tables.

03Edges

Edges are the main way characters differ from one another. Most cost 2 Hindrance points at creation, and Humans get one free.

Every Edge has requirements — a Rank, and usually an attribute or skill minimum. Check them carefully; character builders don't always enforce them, and it's the most common way a sheet ends up illegal.

All Edges134
Background24
EdgeEffectRankRequires
Alertness+2 to Notice.Novicep37
AmbidextrousIgnore the off-hand penalty.NoviceAgility d8+p37
Arcane BackgroundGrants an arcane skill, starting powers and Power Points.Novicep37
Arcane Resistance+2 Toughness and Trait rolls against magic; powers cost 2 more against you.NoviceSpirit d8+p37
Improved Arcane ResistanceAs above, but +4 and 4.NoviceArcane Resistancep37
Aristocrat+2 Common Knowledge on etiquette, and to networking with the wealthy or powerful.Novicep38
Attractive+1 Performance and Persuasion against those attracted to your type.NoviceVigor d6+p38
Very AttractiveAs Attractive, but +2.NoviceAttractivep38
BerserkAfter a Wound or Shaken result from physical damage, may go berserk — see the entry for the full package of bonuses and penalties.Novicep38
Brave+2 to Fear checks and −2 on the Fear Table.NoviceSpirit d6+p38
Brawny+1 Size and Toughness; Strength counts one die higher for Encumbrance and Minimum Strength.NoviceStrength d6+, Vigor d6+p38
BruteAthletics and Strength-linked rolls use Strength; throwing ranges increase.NoviceStrength d6+, Vigor d6+p38
CharismaticOne free reroll on Persuasion.NoviceSpirit d8+p39
Elan+2 when spending a Benny to reroll a Trait.NoviceSpirit d8+p39
Fame+1 Persuasion where recognised, and earns more for performances.Novicep39
Famous+2 Persuasion where recognised, and considerably better fees.SeasonedFamep39
Fast Healer+2 Vigor for natural healing, and checks every three days instead of five.NoviceVigor d8+p39
Fleet-Footed+2 Pace and a running die one step higher.NoviceAgility d6+p39
LinguistKnows a number of languages equal to half Smarts, each at d6.NoviceSmarts d6+p40
LuckOne extra Benny per session.Novicep40
Great LuckTwo extra Bennies per session.NoviceLuckp40
QuickDiscard and redraw Action Cards of five or lower.NoviceAgility d8+p40
RichThree times starting funds and a healthy annual income.Novicep40
Filthy RichFive times starting funds and a very large annual income.NoviceRichp40
Combat45
EdgeEffectRankRequires
Block+1 Parry, and Gang Up bonuses against you are reduced by 1.SeasonedFighting d8+p40
Improved Block+2 Parry, and Gang Up bonuses reduced by 2.VeteranBlockp40
Brawler+1 Toughness, and unarmed strikes do Strength +d4.NoviceStrength d8+, Vigor d8+p41
BruiserUnarmed damage die a step higher, and +1 Toughness again.SeasonedBrawlerp41
CalculatingIgnore up to 2 points of penalties on one action when your Action Card is a 5 or lower.NoviceSmarts d8+p41
Combat Reflexes+2 to recover from Shaken or Stunned.Seasonedp41
CounterattackOne free attack per round against a foe who misses you in melee.SeasonedFighting d8+p41
Improved CounterattackAs above, but against up to three missed attacks per round.VeteranCounterattackp41
Dead ShotDouble damage on your first successful ranged attack of a turn when your Action Card is a Joker.NoviceWild Card; Athletics or Shooting d8+p41
Dodge−2 to ranged attacks against you.SeasonedAgility d8+p41
Improved Dodge+2 to Evasion rolls as well.SeasonedDodgep41
Double Tap+1 to hit and damage when firing twice into one action.SeasonedShooting d6+p41
ExtractionOne adjacent foe doesn't get a free attack when you withdraw from melee.NoviceAgility d8+p41
Improved ExtractionUp to three foes don't get free attacks when you withdraw.SeasonedExtractionp42
FeintForce the foe to oppose your Fighting with Smarts rather than Agility.NoviceFighting d8+p42
First StrikeOne free attack per round against a foe who moves adjacent to you.NoviceAgility d8+p42
Improved First StrikeAs above, against up to three foes.HeroicFirst Strikep42
Free RunnerIgnore difficult ground when running; +2 Athletics for climbing and on chase-related Agility rolls in urban terrain.NoviceAgility d8+, Athletics d6+p42
FrenzyRoll a second Fighting die on one melee attack per turn.SeasonedFighting d8+p42
Improved FrenzyAdds a third Fighting die to your Frenzy attack.VeteranFrenzyp42
Giant Killer+1d6 damage against creatures three Sizes larger or more.Veteranp42
Hard to KillIgnore Wound penalties on Vigor rolls to avoid Bleeding Out.NoviceSpirit d8+p42
Harder to KillOn death, roll a die — evens means you survive after all.VeteranHard to Killp42
Improvisational FighterIgnores the penalty for using improvised weapons.SeasonedSmarts d6+p42
Iron Jaw+2 to Soak rolls and to Vigor rolls against Knockout Blows.NoviceVigor d8+p42
Killer InstinctA free reroll on any opposed Test you initiate.Seasonedp43
Level HeadedDraw an extra Action Card and use the better.SeasonedSmarts d8+p43
Improved Level HeadedDraw two extra Action Cards and use the best.SeasonedLevel Headedp43
MarksmanIgnore up to 2 points of range penalty, or add +1 to hit, if you don't move.SeasonedAthletics d8+ or Shooting d8+p43
Martial Artist+1 unarmed Fighting; fists count as armed and add a d4 damage die.NoviceFighting d6+p43
Martial Warrior+2 unarmed Fighting and a damage die one step higher.SeasonedMartial Artistp43
Mighty BlowDouble damage on a Fighting attack when your Action Card is a Joker.NoviceFighting d8+, Wild Cardp43
Nerves of SteelIgnore one level of Wound penalty.NoviceVigor d8+p43
Improved Nerves of SteelIgnore two levels of Wound penalty.NoviceNerves of Steelp43
No Mercy+2 damage when spending a Benny to reroll damage.Seasonedp43
Rapid FireIncrease Rate of Fire by 1 for one attack per turn.SeasonedShooting d6+p43
Improved Rapid FireIncrease Rate of Fire by 1 twice in a turn, via a Multi-Action.VeteranRapid Firep43
Rock and Roll!Ignore the Recoil penalty if you don't move.SeasonedShooting d8+p44
Steady HandsIgnore Unstable Platform, and the running penalty drops to −1.NoviceAgility d8+p44
SweepOne Fighting attack at −2 against every adjacent target, friend or foe.NoviceStrength d8+, Fighting d8+p44
Improved SweepAs Sweep, but you can avoid hitting allies.VeteranSweepp44
Trademark Weapon+1 to the skill with one specific weapon, and +1 Parry while it's readied.Noviced8+ in the chosen weapon's skillp44
Improved Trademark WeaponAs above, but +2.SeasonedTrademark Weaponp44
Two-FistedA Fighting attack from your other hand on a later action doesn't incur the Multi-Action penalty.NoviceAgility d8+p44
Two-Gun KidAs Two-Fisted, but for ranged weapons.NoviceAgility d8+p44
Leadership8
EdgeEffectRankRequires
CommandAllies within range add +1 to rolls to recover from Shaken.NoviceSmarts d6+p45
Command PresenceCommand Range increases to 10″ (20 yards).SeasonedCommandp45
FervorAllies within range add +1 to Fighting damage.VeteranSpirit d8+, Commandp45
Hold the Line!Allies within range gain +1 Toughness.SeasonedSmarts d8+, Commandp45
InspireRoll Battle to Support one type of Trait roll for all allies in Command Range.SeasonedCommandp45
Natural LeaderShare your Bennies with allies in command range.SeasonedSpirit d8+, Commandp45
TacticianDraw an extra Action Card each round and assign it to an ally.SeasonedSmarts d8+, Command, Battle d6+p45
Master TacticianDraw two extra Action Cards to assign.VeteranTacticianp45
Power14
EdgeEffectRankRequires
ArtificerGrant your powers to a device others can use.SeasonedArcane Backgroundp45
ChannelingOn a raise, the power costs 1 less Power Point.SeasonedArcane Backgroundp46
ConcentrationDouble the Duration of non-Instant powers.SeasonedArcane Backgroundp46
Extra EffortSpend extra Power Points to add to your Focus roll.SeasonedArcane Background, Focus d6+, Giftedp46
GadgeteerImprovise a device with a power you don't know.SeasonedArcane Background, Weird Science d6+p46
Holy/Unholy WarriorAdd +1 to a final Soak roll per Power Point spent, to a maximum of +4.SeasonedArcane Background, Faith d6+p46
Mentalist+2 on opposed arcane skill rolls.SeasonedArcane Background, Psionics d6+p46
New PowersLearn two more powers. May be taken more than once.NoviceArcane Backgroundp47
Power Points+5 to your Power Point total. May be taken more than once.NoviceArcane Backgroundp47
Power SurgeRecover 10 Power Points when your Action Card is a Joker.NoviceArcane Background, Wild Card; arcane skill d8+p47
Rapid RechargeRecover 10 Power Points per hour instead of 5.SeasonedSpirit d6+, Arcane Backgroundp47
Improved Rapid RechargeRecover 20 Power Points per hour.VeteranRapid Rechargep47
Soul DrainRecover 5 Power Points by taking a level of Fatigue.SeasonedArcane Background, arcane skill d10+p47
WizardOn a raise, the power costs 1 less Power Point.SeasonedArcane Background, Spellcasting d6+p47
Professional12
EdgeEffectRankRequires
AceIgnore 2 points of penalty on Boating, Driving and Piloting, and may spend Bennies to Soak damage to your vehicle using that skill.NoviceAgility d8+p47
AcrobatOne free reroll on Athletics for balance, tumbling and grappling — not climbing, swimming, throwing or interrupting.NoviceAgility d8+, Athletics d8+p48
Combat Acrobat−1 to attacks against you when you're aware of the attack and able to move.SeasonedAcrobatp48
Assassin+2 damage against Vulnerable foes or with The Drop.NoviceAgility d8+, Fighting d6+, Stealth d8+p48
Investigator+2 Research, and +2 Notice when searching documents or scenes.NoviceSmarts d8+, Research d8+p48
Jack-of-all-TradesSmarts roll as an action to gain d4 in an unowned skill, or d6 with a raise.NoviceSmarts d10+p48
McGyverImprovise a temporary device from junk to hand.NoviceSmarts d6+, Notice d8+, Repair d6+p49
Mr. Fix It+2 Repair, and a raise halves the time.NoviceRepair d8+p49
Scholar+2 to one chosen knowledge skill — Academics, Battle, Occult, Science or similar.NoviceResearch d8+p49
SoldierStrength counts one die higher for Encumbrance and Minimum Strength.NoviceStrength d6+, Vigor d6+p49
Thief+1 Athletics to climb, +1 Stealth in urban settings, and +1 Thievery.NoviceAgility d8+, Stealth d6+, Thievery d6+p49
Woodsman+2 Survival, and +2 Stealth in the wilds.NoviceSpirit d6+, Survival d8+p50
Social14
EdgeEffectRankRequires
BolsterOn a successful Test, remove Distracted or Vulnerable from an ally instead.NoviceSpirit d8+p50
Common BondFreely give your Bennies to other Wild Cards.NoviceSpirit d8+, Wild Cardp50
ConnectionsCall on contacts for aid or a favour once per session. May be taken more than once.Novicep50
HumiliateA free reroll on Taunt.NoviceTaunt d8+p50
Menacing+2 Intimidation.Noviceany one of Bloodthirsty, Mean, Ruthless or Uglyp50
ProvokeOn a raise with a Taunt Test, the foe is drawn to focus on you and takes a penalty attacking others.NoviceTaunt d6+p50
Rabble-RouserA social Test with Intimidation or Taunt against all enemies in a Medium Blast Template.SeasonedSpirit d8+p50
ReliableA free reroll on Support rolls.NoviceSpirit d8+p51
RetortA raise on resisting a Test makes the initiator Distracted instead.NoviceTaunt d6+p51
Streetwise+2 Common Knowledge on criminal matters, and to criminal networking.NoviceSmarts d6+p51
Strong Willed+2 to resist Smarts- or Spirit-based Tests.NoviceSpirit d8+p51
Iron WillAdds your Strong Willed bonus to resisting powers. Doesn't stack with Brave.SeasonedBrave, Strong Willedp51
Work the RoomRoll a second skill die when Supporting, as a limited action.NoviceSpirit d8+p51
Work the CrowdAdds a third skill die when Supporting, and Supports one more ally.SeasonedWork the Roomp51
Weird8
EdgeEffectRankRequires
Beast BondSpend your Bennies on animals you control.Novicep51
Beast MasterYou have an animal companion, and animals won't attack you unless provoked.NoviceSpirit d8+p51
Champion+2 damage and Toughness against supernaturally evil (or good) creatures.NoviceSpirit d8+, Fighting d6+p52
ChiOne Chi Point per fight: reroll a failed attack, force an enemy to reroll one, or add +d6 damage.VeteranMartial Warriorp52
Danger SenseNotice at +2 to sense ambushes and surprises.Novicep52
Healer+2 to Healing rolls.NoviceSpirit d8+p52
Liquid CourageWhile drunk, +1 Vigor die and ignore one Wound level, but −1 Agility and Smarts.NoviceVigor d8+p52
ScavengerOnce per encounter, produce a needed piece of equipment or ammunition.NoviceLuckp52
Legendary9
EdgeEffectRankRequires
FollowersGain five loyal Extras who follow you.LegendaryWild Cardp53
ProfessionalRaise one Trait a step beyond its normal maximum.Legendarymaximum die type in the affected Traitp53
ExpertAs Professional, raising the Trait and its maximum one further step.LegendaryProfessional in the affected Traitp53
MasterYour Wild Die for the affected Trait becomes a d10.LegendaryWild Card; Expert in the affected Traitp53
SidekickGain a Wild Card companion who advances with you.LegendaryWild Cardp53
Tough as NailsTake four Wounds before Incapacitation. Maximum penalty is still −3.LegendaryVigor d8+p53
Tougher than NailsTake five Wounds before Incapacitation. Maximum penalty is still −3.LegendaryTough as Nails, Vigor d12+p53
Weapon Master+1 Parry, and your Fighting bonus damage die becomes a d8 instead of a d6.LegendaryFighting d12+p53
Master of Arms+1 Parry again, and the Fighting bonus damage die becomes a d10.LegendaryWeapon Masterp53

Effects are one-line summaries, not the book's text — read the full entry at the page shown. To filter by Rank or by what you qualify for, use Sheet 04.

Changed from older Savage Worlds

Streetwise is an Edge in this edition, not a skill. If you're working from an older character or an out-of-date guide, check anything that looks familiar.

04Powers

Only characters with an Arcane Background Edge have powers. The Edge sets your arcane skill, how many powers you start with, and your Power Point pool.p148

Arcane Backgrounds5
BackgroundArcane skillStarting powersPower Points
GiftedFocus1 powers15 PP
MagicSpellcasting3 powers10 PP
MiraclesFaith3 powers10 PP
PsionicsPsionics3 powers10 PP
Weird ScienceWeird Science2 powers15 PP
All Powers54
Novice32
PowerEffectPPRangeDuration
Arcane ProtectionEnemy casters subtract 2 (4 with a raise) when targeting you, and damage is reduced by the same.1Smarts5p154
Beast FriendControl animals within range for the duration.SpecialSmarts10 minutesp155
BlindVictims suffer −2, or −4 with a raise, until they recover.2SmartsInstantp156
BoltA 2d6 ranged attack.1Smarts ×2Instantp156
Boost/Lower TraitRaise an ally's Trait a die type, or lower an enemy's — opposed for the latter.3Smarts5 (boost); Instant (lower)p156
BurrowMove through earth and erupt elsewhere, often taking foes by surprise.2Smarts5p157
Burst2d6 damage in a Cone Template.2Cone TemplateInstantp157
ConfusionEveryone in a Medium Blast Template becomes Distracted or Vulnerable — both with a raise.1SmartsUntil the end of the victim’s nextp157
DarksightIgnore up to 4 points of illumination penalty, or 6 with a raise.1SmartsOne hourp157
Deflection−2 to incoming melee or ranged attacks — both types with a raise.2Smarts5p158
Detect/Conceal ArcanaSee supernatural persons, objects and effects — or hide them from detection.2Smarts5 (detect); one hour (conceal)p158
DispelEnd an ongoing power or magical effect.1SmartsInstantp158
Elemental ManipulationMinor control over an element — dousing flames, stirring wind, shifting earth.1Smarts5p160
EmpathyOpposed vs Spirit; +1 to your social skills against that target, +2 with a raise.1Smarts5p160
EntangleTarget is Entangled, or Bound with a raise; can be broken free of.2SmartsInstantp161
Environmental ProtectionProtects against heat, cold, pressure, vacuum and similar hazards.2SmartsOne hourp161
FearForces a Fear check; failure means Shaken or worse, and Extras may panic.2SmartsInstantp162
HavocTargets in a Medium Blast Template or Cone are Distracted and may be hurled 2d6″.2SmartsInstantp162
HealingRemoves a Wound, or two with a raise. Only Wounds less than an hour old.3TouchInstantp162
IllusionCreates a convincing image; observers may disbelieve with a Smarts roll.3Smarts5p163
Light/DarknessCreates illumination, or a zone of darkness.2Smarts10 minutesp164
Mind LinkTelepathic link out to one mile, or five with a raise.1Smarts30 minutesp164
Mind ReadingOpposed vs Smarts; get one truthful answer. The target knows unless you get a raise.2SmartsInstantp164
ProtectionArmor +2, or +2 Toughness instead with a raise.1Smarts5p165
ReliefRemoves Shaken, Stunned, Distracted, Vulnerable or a level of Fatigue.1SmartsInstantp166
Shape ChangeTransform into an animal, gaining its physical Traits.SpecialSelf5p167
SmiteAdds +2 damage to a weapon, or +4 with a raise.2Smarts5p168
Sound/SilenceCreate sound where there is none, or silence an area — heavy Notice penalties to hear within it.1Smarts ×5 (sound); Smarts (silence)Instant (sound); 5 (silence)p168
Speak LanguageSpeak, read and write another language; slang and dialect with a raise.1Smarts10 minutesp168
StunTargets in the area must make a Vigor roll or be Stunned.2SmartsInstantp168
Summon AllyConjures a servant that acts on your turn.2+Smarts5p169
Wall WalkerMove on walls and ceilings at half Pace, or full Pace with a raise.2Smarts5p170
Seasoned14
PowerEffectPPRangeDuration
BarrierCreates a 5″ long, 1″ tall barrier of Hardness 10, or 12 with a raise.2Smarts5p155
Blast2d6 damage in a Medium Blast Template.3Smarts ×2Instantp156
Damage FieldAn aura causing 2d4 damage to anyone adjacent.4Smarts5p157
DisguiseAlter appearance; viewers with reason to doubt roll Notice at a penalty.2Smarts10 minutesp158
DivinationAsk a question of a higher power and get a cryptic but useful answer.5SelfA brief conversation of about fivep159
FarsightSee detail at great distance; halves Range penalties with a raise.2Smarts5p161
Growth/ShrinkChange the target's Size, altering Toughness and Strength.2 per point of Size changeSmarts5p162
InvisibilityThe target can't be seen — −4 to affect them, or −6 with a raise.5Smarts5p164
Object ReadingReveals vague information about an object's history; more detail with a raise.2TouchSpecialp165
Sloth/SpeedHalve a foe's Pace, or double an ally's and reduce running penalties.2SmartsInstant (sloth); 5 (speed)p167
SlumberOpposed by Spirit; failure puts the victim into a deep sleep.2SmartsOne hourp167
TelekinesisMove objects at range with Strength d10, or d12 with a raise.5Smarts ×25p169
TeleportInstantly move up to 12″; further and carrying others for more Power Points.2SmartsInstantp170
Warrior’s GiftGrants the target the temporary use of a Combat Edge.4Smarts5p170
Veteran7
PowerEffectPPRangeDuration
BanishSend a summoned or extraplanar creature back where it came from.3SmartsInstantp154
Drain Power PointsOpposed arcane roll to drain d6 Power Points from another caster.2SmartsInstantp160
FlyThe target flies at Pace 12, or double that with a raise.3Smarts5p162
IntangibilityThe target passes through solid matter and can't be harmed by physical attacks.5Smarts5p163
Mind WipeRemove or alter a specific memory.3SmartsInstantp165
PuppetOpposed vs Spirit; the victim obeys your commands.3Smarts5p165
ZombieAnimates a corpse to serve you for the duration.3 (See sidebar for largeSmartsOne hourp171
Heroic1
PowerEffectPPRangeDuration
ResurrectionReturns the recently dead to life, at significant cost.30TouchInstantp166

Each power has a Rank — you can only take ones at or below yours. Effects are one-line summaries; the full entries from p154 carry the modifiers and detail. Searchable version on Sheet 04.

05Gear

$500 starting funds — but read that page properly, because it changes things.p65

Characters are assumed to already have clothes, personal items, and in modern settings, a place to live, tools, maybe a vehicle, and basic necessities. The $500 is for adventuring gear in addition to all that. So the tools of your stated profession are arguably free, and the kit you'd only own because you're doing something dangerous comes out of the $500.

Worth raising at session zero rather than assuming: a laptop is listed at $1,200, more than double the entire budget.

Easy to miss

Encumbrance is Strength-based. Strength d4 caps you at 20 lbs before you're Encumbered, which is −2 to Pace, running, Agility and all Agility-linked skills, and Vigor rolls against Fatigue. A laptop is 5 lbs. A tool kit is another 5. Build someone slight and you'll genuinely be choosing what goes in the bag.p67

Weapons, armour, shields and vehicles — with damage, range, AP, Min Str, weight and cost — are on Sheet 04: Tables. The book's gear chapter starts at p65.

06Raise at session zero

07One-page checklist

  1. Concept
  2. Ancestry — Human gives one free Novice Edge
  3. Hindrances — 4 points, spent on Edges, attribute steps, skill points or cash
  4. Attributes — 5 points, all start at d4
  5. Skills — 15 points; five core skills free at d4; double cost above the linked attribute
  6. Derived — Pace 6, Parry 2 + half Fighting, Toughness 2 + half Vigor + armour
  7. Gear — $500, and watch Encumbrance
Retain for referenceDo not discuss outside briefing