Engineer Sergeant
Race: Human
Gender: Male
Age: 25
Hair: ____
Eyes: ____
Skin: ____
Bennies: 3
Atributes
Agility d6
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 d8
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 d6
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 5
Toughness 5
Charisma 0
Wounds
Skills
Climbing d4-2Description 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 d6-2Description 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.
Knowledge: Civil Engineer d4-2Description 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: Demolition d6-2Description 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
Piloting d4-2Description Piloting allows a character to fly airplanes, helicopters, jet packs, and any other flying devices common to his setting and background.
Repair d4-2Description 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.
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 d6-2Description 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.
Streetwise d4-2Description 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.
Survival d6-1Description 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.
Swimming d4-2Description Swimming determines if a character floats or sinks in water, as well as how fast he can move within it. A character’s Pace is half his Swimming skill in inches per turn in normal water (round up). Choppy water counts as rough terrain and halves this rate. Characters may not “run” while swimming for extra movement.Holding Your Breath: Characters can hold their breath for a number of rounds equal to 2 plus their Vigor die, or half that if they weren’t prepared for being submerged and didn’t have time to get a good breath.Drowning: The rules for drowning are found on page 87.
Throwing d4-2Description Throwing governs all sorts of thrown weapons, from hand grenades to knives, axes, and spears. Throwing works just like the Shooting skill, and uses all the same modifiers, including those for Range. The Rate of Fire of a thrown attack is 1 per hand, so a human character could throw two items at once (one with each hand), suffering the usual multi-action and off-hand penalties (see page 75).
Edges
Alertness Not much gets by your hero. He's very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.Brave Those with this Edge have learned to master their fear. Or perhaps are so jaded or emotionally distant they’ve just lost their normal “fight or flight” responses. Either way, your hero adds +2 to Fear tests. If the character is in a setting that uses Guts as a Setting Rule, it adds to that as well.Quick Your character was born with lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.Level Headed characters draw their additional card and take the best before using their Quick Edge.
Hindrances
Cautious Some folks gather too much intelligence. This character personifies over-cautiousness. He never makes rash decisions and likes to plot things out in detail long before any action is taken.Habit: ________ Your warrior has an annoying and constant habit of some sort. Maybe she picks her nose, says "y'know" in every sentence, or chews gum like it's going out of style.A Minor Habit irritates those around her but isn’t dangerous. Your hero suffers a -1 Charisma.A Major Habit is a physical or mental addiction of some sort that is debilitating or possibly even deadly. This includes drug use, chronic drinking, or perhaps even an addiction to virtual reality in a high-tech setting.A character who doesn’t get his fix must make a Fatigue check every 24 hours thereafter (see Fatigue). The first failed roll makes the character Fatigued, then Exhausted. The final result is a coma for hard drug use, or a bad case of the shakes for things like alcohol or VR. Medical care may ease the symptoms. Otherwise the victim must live with the penalties for 1d6 days. Afterwards, the hero must buy off the Hindrance by sacrificing an opportunity to level up, or he eventually falls back into his dependency.Phobia: ________ Phobias are overwhelming and irrational fears that stay with a hero for the rest of his life. Whenever a character is in the presence of his phobia, he subtracts 2 from all his Trait tests as a Minor Hindrance, and 4 if the fear is a Major Phobia.Phobias shouldn’t be too obvious - everyone should be afraid of vampires, for example, so it's not a phobia - it's common sense. Instead, the phobia usually centers on some random element the mind focused on during whatever encounter caused such a fright. Remember, phobias are irrational fears.

Engineer Sergeants plan the logistics of the mission. They serve as navigators and design needed structures in the field such as impromptu bridges. They are also trained in demolitions and sabotage.

Engineer Sergeant
Attacks
Unarmed Strike d6-2Str1
Anti-Personnel Mine d6-22d6+21
Claymore Mine d6-23d61
Mk67 Pineapple (US) d6-23d61
Mk67 Pineapple (US) d6-23d61
Peacemaker d6-22d6+11
Satchel Charge d6-24d61
Satchel Charge d6-24d61
Steyr AUG d6-22d81
Survival Knife d6-2Str+d41
Powers
Defenses
Kevlar Vest +2/+41
Negates 4 AP
Gear
Backpack 1