Communications Sergeant
Race: Human
Gender: Male
Age: 25
Hair: ____
Eyes: ____
Skin: ____
Bennies: 3
Atributes
Agility d8
Description Agility is your hero's nimbleness, quickness, and dexterity.
Smarts d6
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 d6
Description Spirit reflects inner wisdom and willpower. Spirit is very important as it helps your character recover from being rattled when injured.
Strength d6
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 d4
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 6
Toughness 4
Charisma -1
Wounds
Skills
Climbing d4Description Characters may sometimes have to climb tall objects under duress, perhaps to scale a cliff to attack archers stationed above, or to evade a terrifying creature on the ground below!No roll is usually needed to ascend ladders, ropes, or trees with lots of limbs unless the GM feels there’s a good reason (being chased, wounded, etc.). In more stressful situations, a character makes a Climbing roll and checks the results below. Remember that these measurements are listed in table-top inches, with each inch representing two yards in the real world.• Fail: The character makes no progress. If the Climbing roll is a total of 1 or less, he falls to the next level below—whatever that may be. See Falling damage on page 88. If the hero was secured by a rope or other restraint, he falls half the length of the restraint and suffers a Fatigue level instead.• Success: The hero ascends a number of vertical inches on the table-top equal to half his Strength. A hero with a d6 Strength, for example, can climb 3” in a round if he makes his Climbing roll.• Raise: As Success, above, but the character moves an additional 2”.Climbing Modifiers Modifier Situation +2 Antique or medieval climbing equipment +4 Modern climbing equipment –2 Scarce or thin handholds –2 Wet or slippery surfaceFalling Damage: See page 88.Prepared Climbs: Break lengthy ascents into three roughly even sections. Failing a Climbing roll after a break point typically means the hero falls that distance if freeclimbing. Ropes: Those secured with a rope typically only suffer a level of Fatigue from Bumps and Bruises (see page 86). Of course the Game Master might decide the rope has a chance of breaking under a sudden strain. This is rare in reality, but for dramatic effect, roll a d6. On a 1, the rope breaks and the character falls the entire length of the last section climbed.
Fighting d8Description 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 d4Description 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.
Knowledge: ________ d4Description 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: Comm Gear d6Description 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
Lockpicking d4Description Lockpicking is the ability to bypass mechanical and electronic locks. Lockpicking is also used to disarm the catches and triggers on traps, unless a more relevant skill seems appropriate for a particular trap.
Notice d6Description 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 d4-1Description 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.
Repair d4Description Repair is the ability to fix gadgets, vehicles, weapons, and other machines. Characters suffer a –2 penalty to their rolls if they don’t have access to basic tools. A raise on a Repair roll halves the time required by the specific task.
Riding d4Description Riding allows a hero to mount, control, and ride any beast common to his setting. Players should note that mounted characters use the lowest of their Fighting or Riding skills when fighting from horseback. Additional rules for fighting while mounted can be found on page 73.
Shooting d6-2Description Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher. The basic Target Number to hit is 4 as usual, though there are a number of important modifiers such as range that frequently come into play. See Chapter Three for more details.
Stealth d6Description 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 ModifiersSituation Modifier Crawling +2 Running –2 Dim light +1 Darkness +2 Pitch darkness +4 Light cover +1 Medium cover +2 Heavy cover +4The 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.
Survival d4+1Description Survival allows a character to find food, water, or shelter in hostile environments. A character may only make one roll per day. A successful roll finds sustenance for one person, a raise on the roll finds food and water for five adults. Horses and other large beasts count as two adults. Children, camels or others with small appetites count as half. Those who benefit from the roll do not have to make Fatigue rolls for the day for food, water, or shelter.
Edges
Extraction When a character normally withdraws from a melee, his attacker gets a free attack before he does so—a very dangerous proposition for most. Your hero is adept at retreating from an engagement.Make an Agility roll. If successful, one opponent doesn’t get a free attack anytime you disengage (see Savage Worlds Deluxe, page 76).First Strike Once per turn the hero gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action, and does not cost the hero his action if he is on Hold or has not yet acted this round.Linguist The character has an ear for languages and a rare talent for recognizing similarities between them. A character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at –2 to make herself understood in any language or dialect she has heard spoken for at least a week.
Hindrances
One Eye Your hero has had an eye gouged out by some nefarious villain in his past. If he doesn't wear a patch or buy a glass replacement (typically $500), he suffers -1 to his Charisma for the grotesque wound.He suffers -2 to any Trait rolls that require depth perception, such as Shooting or Throwing, jumping from one mast to another, and so on.Quirk: ________ Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. A swashbuckler may always try to first slash his initials on his foes before attacking, a dwarf may brag constantly about his culture, or a snobby debutante might not eat, drink, or socialize with the lower class.Vengeful Your character always attempts to right a wrong he feels was done to him. If this is a Minor Hindrance, he usually seeks vengeance legally. If this is a Major Hindrance, he'll kill to see it done.

Communications Sergeants are in charge of the sophisticated communications equipment the team carries. They are also the soldiers who relay any information gathered by the Intelligence Sergeants back to Special Operations Command (SOCOM). The Communications Sergeant may also be responsible for carrying out any Psychological Operations (PSYOP) related to broadcasting.

Communications Sergeant
Attacks
Unarmed Strike d8Str1
Steyr AUG d6-22d81
Survival Knife d8Str+d41
Powers
Defenses
Kevlar Vest +2/+41
Negates 4 AP
Gear
Backpack 1