Ami
Race: Human
Gender: Female
Age: 32
Eyes: Green
Skin: Light
Bennies: 3
Atributes
Agility d4
Description Agility is your hero's nimbleness, quickness, and dexterity.
Smarts d8
Description Smarts is a measure of how well your character knows his world and culture, how well he thinks on his feet, and his mental agility.
Spirit d10
Description Spirit reflects inner wisdom and willpower. Spirit is very important as it helps your character recover from being rattled when injured.
Strength d4
Description Strength is raw physical power and general fitness. Strength is also used to generate your warrior's damage in hand-to-hand combat.
Vigor d8
Description Vigor represents endurance, resistance to disease, poison, or toxins, and how much pain and physical damage a hero can shake off.
Pace 6
Parry 4
Toughness 6
Charisma 0
Wounds
Skills
Crystal Key Use (Fringeworthy) d4 Description This is the skill that only Fringeworthy take. It is the ability to command and use the powers of the crystal keys created by the Tehrmelern. For more information on using Crystal Keys, see Arcane Background (Fringeworthy).
Fighting d4 Description Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. The TN to hit an opponent is his Parry (2 plus half his Fighting). See Chapter Three for the combat rules and numerous maneuvers your warrior might attempt.
Intimidation d4 Description Intimidation is the art of frightening an opponent with sheer force of will, veiled or overt threats, or sometimes just really big guns. This is an opposed roll between the hero’s Intimidation and his opponent’s Spirit. See Tests of Will on page 75 for game effects.
Investigation d6 Description A character skilled in Investigation knows how to make good use of libraries, newspaper morgues, the internet, or other written sources of information. To get information from people rather than books and computers, use the Streetwise skill.
Knowledge: ????????????? d4 Description Knowledge is a catch-all skill that must have a focus of some sort, such as Knowledge (Occult) or Knowledge (Science). The player can choose the focus of his character’s knowledge, which might reflect his background and education. The skill can be taken multiple times with different focuses to reflect different areas of expertise. An archaeologist, for example, should have Knowledge (History) and Knowledge (Archaeology). General focuses such as Knowledge (Science) are acceptable, but the GM should give a bonus to a character who has a focus more relevant to a particular task, such as using Knowledge (Biology) to identify a plant or animal. Some Common Knowledge focuses are: Area Knowledge, Battle (used in Mass Battles, see page 92), Computers, Electronics, History, Journalism, various languages, Law, Medicine (though actually caring for someone is the Healing skill), or Science. Common Knowledge: Characters don’t need a Knowledge skill to know something about a particular field. Basic information should be covered by Common Knowledge (see page 23) assuming it makes sense within a character’s background. A mercenary with a penchant for reading or a young history student, for example, doesn’t necessarily need Knowledge (History). If tasked with a historical question, however, the two might roll normally while those without such a background roll at a penalty. Languages: Knowledge can also be used to reflect knowing a language other than one’s own. The higher the level, the better the character can speak and mimic regional dialects, as shown below. In settings where inhabitants typically speak many languages, see the Languages Setting Rule on page 94. Knowledge (Language) Table Skill Ability d4 The character can read, write, and speak common words and phrases d6 The speaker can carry on a prolonged but occasionally halting conversation d8 The character can speak fluently d10 The hero can mimic other dialects within the language d12 The speaker can masterfully recite important literary or oral works
Knowledge: Religion d6 Description Knowledge is a catch-all skill that must have a focus of some sort, such as Knowledge (Occult) or Knowledge (Science). The player can choose the focus of his character’s knowledge, which might reflect his background and education. The skill can be taken multiple times with different focuses to reflect different areas of expertise. An archaeologist, for example, should have Knowledge (History) and Knowledge (Archaeology). General focuses such as Knowledge (Science) are acceptable, but the GM should give a bonus to a character who has a focus more relevant to a particular task, such as using Knowledge (Biology) to identify a plant or animal. Some Common Knowledge focuses are: Area Knowledge, Battle (used in Mass Battles, see page 92), Computers, Electronics, History, Journalism, various languages, Law, Medicine (though actually caring for someone is the Healing skill), or Science. Common Knowledge: Characters don’t need a Knowledge skill to know something about a particular field. Basic information should be covered by Common Knowledge (see page 23) assuming it makes sense within a character’s background. A mercenary with a penchant for reading or a young history student, for example, doesn’t necessarily need Knowledge (History). If tasked with a historical question, however, the two might roll normally while those without such a background roll at a penalty. Languages: Knowledge can also be used to reflect knowing a language other than one’s own. The higher the level, the better the character can speak and mimic regional dialects, as shown below. In settings where inhabitants typically speak many languages, see the Languages Setting Rule on page 94. Knowledge (Language) Table Skill Ability d4 The character can read, write, and speak common words and phrases d6 The speaker can carry on a prolonged but occasionally halting conversation d8 The character can speak fluently d10 The hero can mimic other dialects within the language d12 The speaker can masterfully recite important literary or oral works
Knowledge: Supernatural d4 Description Knowledge is a catch-all skill that must have a focus of some sort, such as Knowledge (Occult) or Knowledge (Science). The player can choose the focus of his character’s knowledge, which might reflect his background and education. The skill can be taken multiple times with different focuses to reflect different areas of expertise. An archaeologist, for example, should have Knowledge (History) and Knowledge (Archaeology). General focuses such as Knowledge (Science) are acceptable, but the GM should give a bonus to a character who has a focus more relevant to a particular task, such as using Knowledge (Biology) to identify a plant or animal. Some Common Knowledge focuses are: Area Knowledge, Battle (used in Mass Battles, see page 92), Computers, Electronics, History, Journalism, various languages, Law, Medicine (though actually caring for someone is the Healing skill), or Science. Common Knowledge: Characters don’t need a Knowledge skill to know something about a particular field. Basic information should be covered by Common Knowledge (see page 23) assuming it makes sense within a character’s background. A mercenary with a penchant for reading or a young history student, for example, doesn’t necessarily need Knowledge (History). If tasked with a historical question, however, the two might roll normally while those without such a background roll at a penalty. Languages: Knowledge can also be used to reflect knowing a language other than one’s own. The higher the level, the better the character can speak and mimic regional dialects, as shown below. In settings where inhabitants typically speak many languages, see the Languages Setting Rule on page 94. Knowledge (Language) Table Skill Ability d4 The character can read, write, and speak common words and phrases d6 The speaker can carry on a prolonged but occasionally halting conversation d8 The character can speak fluently d10 The hero can mimic other dialects within the language d12 The speaker can masterfully recite important literary or oral works
Notice d8 Description Notice is a hero’s general alertness and ability to search for items or clues. This covers hearing rolls, detecting ambushes, spotting hidden weapons and even scrutinizing other characters to see if they’re lying, frightened, and so on. The more raises a character gets on a Notice roll, the more information the Game Master should reveal.
Persuasion d8 Description Persuasion is the ability to convince others to do what you want them to do. Nonplayer characters start at one of five different attitudes: Hostile, Uncooperative, Neutral, Friendly, or Helpful. A successful Persuasion roll improves the Extra’s attitude one step, or two with a raise. Failure, on the other hand, decreases the character’s attitude by a step, or two if a 1 is rolled on the Persuasion die (regardless of the Wild Die). Most Extras won’t change their reaction more than one or two levels during a single exchange, but that’s entirely up to the Game Master and the situation. Charisma: Persuasion is always modified by a character’s Charisma. Player Characters: Persuasion should never be used on other player characters. Their attitudes should be decided entirely by their players. Reaction Table: If the Game Master doesn’t already have an initial attitude in mind for the Extra, he can roll on the chart below. Reaction Table 2d6 Initial Reaction 2 Hostile: The target is openly hostile and does his best to stand in the hero’s way. He won’t help without an overwhelming reward or payment of some kind. 3-4 Uncooperative: The target isn’t willing to help unless there’s a significant advantage to himself. 5-9 Neutral: The target has no particular attitude and will help for little reward if the task at hand is very easy. If the task is difficult, he’ll require substantial payment of some kind. 10-11 Friendly: The target will go out of his way for the hero. He’ll likely do easy tasks for free (or very little), and is willing to do more dangerous tasks for fair pay or other favors. 12 Helpful: The target is anxious to help the hero, and will probably do so for little or no pay depending on the nature of the task.
Psionics (Arcane) d6 Description You need to take this skill to utilize the "Psionics" Arcane Background. Your character's proficiency with this skill impacts his ability to use Psionics.
Stealth d4 Description Stealth is the ability to both hide and move quietly, as well as palm objects and pick pockets. In many Savage Worlds games, knowing exactly when your hero has been spotted and when he hasn’t can be critical. For a character to sneak up on foes and infiltrate enemy lines, start by figuring out if the “guards” the heroes are sneaking up on are “active” or “inactive.” Inactive guards aren’t paying particularly close attention to their surroundings. The group need only score a standard success on their individual Stealth rolls to avoid being seen. Failing a Stealth roll in the presence of inactive guards makes them active. Active guards make opposed Notice rolls against the sneaking characters’ Stealth skills. Failing a roll against active guards means the character is spotted. Apply the following modifiers to all Stealth rolls: Stealth Modifiers Situation Modifier Crawling +2 Running –2 Dim light +1 Darkness +2 Pitch darkness +4 Light cover +1 Medium cover +2 Heavy cover +4 The Last Step: Sneaking to within 6” of a foe (usually to get close enough for a melee attack) requires an opposed Stealth roll versus the target’s Notice, whether the guard is active or inactive. Movement Rate: Out of combat, each Stealth roll covers moving up to five times the character’s Pace. In combat, the Stealth roll covers only a single round of movement. Stealth for Groups: Out of combat, make only one Stealth roll for each like group of characters (see Group Rolls on page 63). Use the lowest movement rate to determine how much ground is covered. The observers also make a group roll to Notice their foes. Once a combat breaks down into rounds, Stealth and Notice rolls are made on an individual basis.
Streetwise d8 Description Streetwise characters are able to gather information from the street, saloons, or other contacts through bribes, threats, or carousing. Finding written information in libraries and the like is covered by the Investigation skill. Streetwise is always modified by a character’s Charisma modifier.
Taunt d4 Description Taunt is a Test of Wills attack against a person’s pride through ridicule, cruel jokes, or one-upmanship. This is an opposed roll against the target’s Smarts. See Tests of Will on page 75 for the effects of a successful Taunt.
Edges
Arcane Background: Fringeworthy Arcane Skill: Crystal Key Use Starting Powers: Special Your character was born Fringeworthy. He has the rare ability to use the Tehrmelern portals that lead to the Fringepaths. All player characters get this arcane background for free. It can also be granted to an existing player character or NPC through other means. This grants you a connection to the crystal keys that the Tehrmelern created to control the portals. Through this connection, you can now call on different crystal key powers and perform various actions. Fringeworthy can take the arcane skill, Crystal Key Use. You can only use a single Tehrmelern crystal and command one crystal power at a time. Crystals are rated from 1-11. Types 8 to 11 have a defensive power. Types 9-11 have an offensive power. All crystals act as key at varying security levels for the portals and other Tehrmelern technology. (See Crystal Keys for more information.) Note: This is the Edge your character must have to possess the Arcane Background(Fringeworthy), use Cystal Key Powers and access the Fringe Paths. Due to limitations of Hero Lab, the Arcane tab will not appear when taking this Edge, it will only be present if another Arcane Background has been selected and only ofer those Powers. The Powers with Arcane Background(Frngeworthy) will appear as skills on the Skills tab once this Edge is taken. The first skill that must be taken is Crystal Key Use and is automatically added to the characters skills when this Edge is selcted. No other Fringeworthy Powers(Skills) will be available until then. Mechanically this means that at advancement you will select new Skill instead of the New Power Edge. Arcane Background: Psionics Note: This is the Edge your character must purchase to possess the "Psionics" arcane background and use psionic powers.
Hindrances
Heroic Your hero never says no to a person in need. She doesn't have to be happy about it, but she always comes to the rescue of those she feels can't help themselves. She's the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story. Poverty It's said a fool and his money are soon parted. Your hero is that fool. He starts with half the usual money for your setting and just can't seem to hang onto funds acquired after play. In general, the player should halve his total funds every game week or so. Vow: Service The character has a vow of some sort. Whether it's Major or Minor depends on the Vow itself. Some may have Vows to particular orders or causes, to the Hippocratic Oath, to rid the world of evil, and so on. The danger in fulfi lling the Vow and how often it might come into play determines the level of the Hindrance. Whatever the Vow, it's only a Hindrance if it actually comes into play from time to time and causes the character some discomfort.
Ami
Attacks
Unarmed Strike d4 Str 1
Powers
Beast Friend Smarts x 100 yards 10 minutes
This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals. The target must be within the sorcerer’s range — it is not conjured. The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2x4), or 11 points. A roc (Size +8) costs 19 Power Points to control. Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures.
Fear Smarts x 2 Instant
This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
Find Crystal Key 1 mile / 10 w/ raise 30 minutes -1 / 15 minutes The crystal key glows brighter the closer it is to the target.
Finding Crystal Keys is fairly difficult; the only guaranteed way is to look for the glow of a crystal when a Fringeworthy person gets close. Using this power makes finding a crystal key a simple task. When this power is invoked, the wielder can detect a Crystal Key within 1 mile. On a raise, this distance increases to 10 miles. The wielder doesn't get the exact location of the Crystal Key, just a "getting warmer/getting colder" feeling. The crystal key's brightness increases and decreases in a similar manner with proximity to the Crystal Key. When there are multiple keys, the wielder can focus on the closest and ignore the rest. Crystal Types: All
Find Fringeworthy 100 ft / 1000 on a Raise. 30 minutes -1/15 minutes The crystal key glows brighter the closer it is to the target.
Normally, Crystal Keys can detect Fringeworthy within a radius of 10 feet without invoking this power. When this power is invoked, the wielder can detect Fringeworthy within 100 feet of the crystal. On a raise, this distance increases to approximately 1,000 feet. The wielder doesn't get the exact location of the other Fringeworthy, just a "getting warmer/getting colder" feeling. The crystal key's brightness increases and decreases in a similar manner with proximity to the other Fringeworthy. When there are multiple Fringeworthy present, the wielder can focus on one Fringeworthy individual and ignore the rest. This takes a successful Smarts roll to ignore the other Fringeworthy. The wielder can change "targets" by making another Smarts roll and reacquire the other Fringeworthy she had previously ignored. Crystal Types: All
Mind Reading Smarts 1
Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
Defenses
Gear