TEXT: Tale Spinner One Sheet
  Smoke on the Water
  
  Spellcraft
  Dragondust: When using a power, spend motes of 
  dragondust equal to its cost, regardless of whether the 
  power is successfully activated. 
  Durations: Powers with a Duration of more than 
  Instant are maintained, each one inflicting a -1 pen-
  alty on all rolls to use magic. The spellcrafter must be 
  conscious to maintain powers, and these powers can 
  be disrupted, as described in Savage Worlds Deluxe.
  Casting Trappings: Spellcraft requires the use of at 
  least one free hand to gesture, as well as the ability to speak. 
  Spellburn: If the spellcrafter fails a roll to use mag-
  ic, they are Shaken, which can result in a wound.
  Wild Magic: The energies of spellcraft are pri-
  mal, and can run wild. If a 1 or less is rolled on the 
  Spellcraft or Rituals die, regardless of the Wild 
  Die, the spell has gone out of control. Roll d20, add-
  ing the rank of the power on the Wild Magic Table. 
  Spirit Basics
  A spirit is defined by two things: its Force and its 
  Abilities. A spirit’s Force is a measure of its potency, 
  rated with a die Type, to a maximum of d12. For Traits 
  closely related to the spirit’s nature, roll their Force. 
  For those loosely related, roll one die type less. For un-
  related traits, make an unskilled roll (for skills) or roll 
  two die types less (for attributes). Force is not a Trait. 
  A spirit’s Abilities provide them with a myriad of 
  capabilities, from innate powers, to mighty attacks. 
  The ones used in this adventure are shown below.
  God (major): The spirit is a full Wild Card.
  Heavy Attack: The listed attack is a Heavy Weapon.
  Flying: The spirit can fly, with Pace equal to Force.
  Innate Power: The spirit can use the listed power, 
  using Force as the Arcane Skill, without dragondust.
  Massive (major): The spirt gains Size +8, the Huge 
  Monstrous Ability, and increases its Strength by four 
  die types.
  Melee Attack: The spirit can make melee attacks 
  with the listed damge.
  Speed: The listed Pace is doubled.
  By default, a spirit is an Extra with Size 0, a Pace 
  of 6 and Charisma of +0. Spirits are innately magical 
  beings, and any of their attacks and abilities count as 
  magical. Spirits never count as Unarmed Defenders.
  Windship Combat
  Windship combat uses the Chase Rules. Instead of 
  going Out of Control, when a windship takes damage 
  exceeding its Toughness, it is Shaken. This can cause a 
  wound if it is Shaken again. To recover, a character on 
  board must succeed at a Boating or Repair roll, taking 
  their whole action. If the helmsman becomes Shaken, 
  then they must make a successful Boating roll or their 
  windship becomes Shaken as well. Use the Critical Hit 
  Table above instead of the one in Savage Worlds Deluxe.
  1d20 Effect
  2-5
  Power Surge: The spellcrafter is filled with arcane energies. Their next use of magic costs no dragon-
  dust, and automatically activates with a raise. This must be used by the next twilight, else they fade 
  away.
  6-9
  Shaping: The terrain in a Large Burst Template centered on the spellcrafter is instantly transformed. 
  Those within the transformed area are thrown about by the transformation, and must roll Agility or 
  Strength (GM’s choice), or become Shaken. They fall prone with a 1 on the Trait die. 
  10-13 Wild Spirit: A hostile wild spirit manifests. It is Force d8 with 2 Special Abilities.
  14-17 Primal Torrent: The land turns wild in a Large Burst Template centered on the spellcrafter, lasting 
  until their next action. Any within or who later enter it must roll Strength or Vigor (GM’s choice), or 
  suffer -2 to all Trait rolls while within the tempest. They are Shaken with a 1 on the Trait die. 
  18-21 Nature’s Wrath: Wild forces deal 2d6 damage in a Large Burst Template centered on the spellcrafter. 
  22+
  Swarm of Spirits: The energies of the spell have manifested 3d6 hostile wild spirits. These spirits are 
  identical Force d8 spirits with two Special Abilities. 
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. 
  Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with per-
  mission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  Windship Critical Hit Table
  2d6
  Effect
  2
  Scratch & Dent: No wounds inflicted
  3-4
  Mast: A mast is destroyed. Each destroyed mast reduces the windship's Acceleration and Top Speed by 
  the appropriate fraction of the total number of masts.
  5
  Controls: The steering board of the windship has been damaged, inflicting a -2 penalty to all Boating 
  rolls. A second Controls hit increases this to -4, and makes it impossible to steer the ship until repaired.
  6-8
  Hull: The windship suffers a hit to its hull, with no additional effects.
  9-10 Crew: Choose 1d4 random crew members. The attack deals the same number of wounds to each of 
  them as it did to the windship. These wounds can be soaked as normal.
  11
  Weapon: A random weapon is disabled and may not be used. 
  12
  Wrecked: The windship's hull has been completely ruptured and it begins to sink immediately.
  
  Smoke on the Water
  The heroes arrive at Reed Port in the middle 
  of a pirate raid, but soon find themselves 
  facing a nether god unleashed!
  The Nightsmoke Codex
  Laylaka HealingWaves is an human spirit caller, 
  living in Port of Mists at the eastern edge of the Sweet-
  water Seas. The city has recently been the target of 
  numerous enemies, from pirates, to wyrmspawn, to 
  the forces of the Five Arbors Leaferation. Desperate to 
  aid her people, she has begun to explore nearby ruins, 
  searching for new sources of power. 
  She unearthed an ancient nethermantic tome, 
  the Nightsmoke Codex, and has begun to tap into its 
  evil. It is the prison for Ash-That-Burns, a nether god, 
  allowing the user to siphon off her dark power while 
  the thing within struggles for release. Laylaka paid no 
  heed to these dangers, and quickly begins to use the 
  codex’s power. She is addicted to it, her souls already 
  poisoned, and will soon be completely corrupted. And 
  then the nether god will be free.
  Word of her newfound power has spread quickly 
  thanks to the many windships and traders that pass 
  through Port of Mists, as well as rumors of great wealth 
  brought to the city by those thankful for her healing 
  spellcraft. This has attracted the attention of the ruth-
  less Burning Blade pirates, who have decided to attack 
  the city and plunder its wealth. 
  Plundering Pirates
  The heroes are traveling up the Serpent River on 
  a rillrunner, the Drifting Oak, headed toward Port of 
  Mists. They might be drawn to the city by tales of Lay-
  laka’s spellcraft, looking for trade, or simply traveling 
  towards some other destination. Regardless of why 
  they are there, it is a frigid winter night when they 
  round the last bend and reach the settlement.
  When they do, they find the district of Damp 
  Docks consumed by flames, bombarded  by pitch 
  bolts, while swarms of pirates reave through the set-
  tlement. A Common Knowledge roll identifies them as 
  the Burning Blades, scalawags known for incinerating 
  their foes. Before the heroes can react, a pair of burn-
  ing ballista bolts streak overhead, and they see a pirate 
  rillrunner heading right for them!
  Drifting Oak
  Acc/TS: 3/10, Masts: 1, Toughness: 14, Crew: 1+9 Pi-
  rates, Weapons: 4 ballistas (4d6, 24/48/96, HW), 10 
  lance bolts, 10 pitch bolts. Notes: Heavy Armor.
  Pirate Rillrunner
  Acc/TS: 3/10, Masts: 1, Toughness: 14, Crew: 1+9 Pi-
  rates, Weapons: 4 ballistas (4d6, 24/48/96, HW), 10 
  lance bolts, 10 pitch bolts. Notes: Heavy Armor.
  Pirate
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength 
  d8, Vigor d6
  Skills: Boating d6, Fighting d6, Intimidation d6, No-
  tice d6, Shooting d6, Stealth d6, Throwing d6
  Charisma: 0; Pace: 6; Parry: 5+1; Toughness: 6 (1)
  Hindrances: Bloodthirsty, Greedy (major).
  Edges: Combat Reflexes.
  Gear: Longblade (Str+d8), stiletto (Str+d4, AP 4, Parry 
  -1), light hairpipe vest (+1), buckler (Parry +1).
  
  Lost Secrets
  Once the heroes have dealt with the attacking pi-
  rate windship, they can come ashore. Damp Docks 
  is still smoldering as snow falls, with burned and de-
  molished warehouses, taverns, and clan lodges every-
  where they look. The Mistwind Lift which portages 
  windships across Roaring Mist Falls, is wrecked. The 
  heroes can explore what’s left, or head into other parts 
  of the city. They quickly learn about the Codex, and the 
  power and wealth it has brought to the city. 
  Eventually, the heroes are confronted by the speak-
  ers for the clans of the city, led by Laylaka. She thanks 
  them for any aid they have already rendered to Port 
  of Mists, and asks to meet them in private. She does 
  not give details, but says that it is an important mat-
  ter, and is willing to pay well if pushed. A Notice (-2) 
  roll picks up on odd twitches in her behvior, including 
  strips of hide wrapping and covering her hands. 
  She takes them to the remains of a lodge and re-
  veals that, in addition to the riches they plundered, the 
  pirates also stole the Codex. Laylaka begs the heroes to 
  recover it, with the speakers willing to pledge them 300 
  talons each, more if they recover the plundered goods. 
  The heroes are free to spend some time amongst 
  the survivors, looking for supplies or gathering in-
  formation, but both are in short supply. Most of the 
  residents report only that the pirates attacked with a 
  volley of explosive pitch bolts, then attacked en masse 
  from the harbor. An Investigation or Streetwise roll 
  at the landing provides more useful information. All 
  signs point to the pirates raiding from further down 
  the Serpent River, especially near the mouth of a large 
  tributary. The Drifting Oak is the only seaworthy wind-
  ship left, and Laylaka convinces its captain to take the 
  heroes and herself downriver in pursuit of the stolen 
  codex. She insists on coming along, to ensure the co-
  dex is safely recovered.
  Nightsmoke Unleashed
  The pirates’ raid was a success, at least at first. 
  Their holds were bursting with swag when they with-
  drew from the port, but then one of the pirates began 
  to read from the stolen codex. This released Ash-That-
  Burns from within! The nether god quickly consumed 
  the flesh and souls of the pirates, and destroyed most 
  of their windships. Only a single rillrunner survived. 
  The heroes arrive as the vile being is still revelling 
  in the ecstasy of freedom in Creation, giving them a 
  chance to decide what to do. The corruption in Layla-
  ka’s souls is drawn to the nether god, and she will do 
  anything to get the heroes to attack it and take back 
  the codex. She is subtle and clever, but desperate, and 
  a Notice roll sees the same tension she displayed in 
  Port of Mists magnified a thousandfold.
  A battle quickly ensues on the icy river, with small 
  icebergs serving as obstacles and snow covering the 
  both ships’ decks. Ash-That-Burns is still joined to the 
  evil book, but can control the pirate rillrunner, rolling 
  its Force for Boating. 
  If the heroes attack Ash-That-Burns, Laylaka aids 
  them with her powers, which have a nethermantic 
  cast to their effects. When the nether god is defeated, 
  its form is sucked back into the codex, which can be 
  found right out on the deck of  the pirate rillrunner. 
  If they do not attack, or if they confront her after 
  the battle about the nether god, or if the codex is lost 
  to the depths, she instantly strikes at them, conjuring 
  one smoke demon per hero. Its up to the heroes to de-
  cide how to deal with this. Should they slay Laylaka 
  as a nethermancer? Or do they decide to try bring her 
  back? Destroying the Nightsmoke Codex could even 
  launch a campaign!
  Ash-That-Burns 
  Force: d10; Parry: 7; Toughness: 13
  Abilities: God (major), Heavy Attack (all powers and 
  Melee Attack), Innate Powers (blast, bolt, obscure), Mas-
  sive (major), Melee Attack (Str+d8)
  Laylaka HealingWaves 
  Attributes: Agility d6, Smarts d10, Spirit d10, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Nethermancy d10, Notice d6, Taunt d8
  Charisma: 0/-4; Pace: 6; Parry: 5; Toughness: 5; RD: d6
  Hindrances: Corrupted (claws: Str+d6), Death Wish 
  (recover Nightsmoke Codex)
  Gear: Ritual knife (Str+d4).
  Special Abilities:
  • 
  Demon Conjuring: Laylaka conjures demons as a 
  Veteran spirit caller, using Nethermancy. She can 
  also conjure a smoke demon of Force d4 as an ac-
  tion, if she takes no other actions that round.
  • 
  Nethermancer: bolt, confusion, fear, blast.
  Smoke Demons
  Force: d4; Parry: 4; Toughness: 4
  Abilities: Flying, Innate Power (obscure), Melee Attack 
  (Str+d8), Speed (Flying)
  
  SOUL NAME
  ARCHETYPE
  BIRTH NAME
  PLAYER NAME
  CAMPAIGN
  RANK
  XP
  Skills
  ATTRIBUTE
  DIE
  ATTRIBUTE
  DIE
  Attributes
  Languages
  Hindrances
  Injuries
  Edges
  Possessions
  Weapons
  Type
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  Notes
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  Vara
  StoneOnTheWind
  Firestone Dwarf
  Silver Mouse
  Totem Knight
  20
  SEASONED
  d8
  d6
  d8
  d6
  d6
  Boating
  Agility
  d4
  Fighting
  Agility
  d8
  Healing
  Smarts
  d6
  Intimidation
  Spirit
  d4
  Investigation
  Smarts
  d6
  Notice
  Smarts
  d6
  Shooting
  Agility
  d6
  Stealth
  Agility
  d6
  Survival
  Smarts
  d4
  Throwing
  Agility
  d6
  Tracking
  Smarts
  d4
  -
  -
  -
  Curious 
  Slow as Stone: Pace 4, d4 Running Die 
  Wanted (major): Spiresworn Conclave
  Low Light Vision 
  Guardian Spirit: Breeze-Of-Whispers 
       Conjure as an action with Spirit roll. 
       Force: d6; Parry: 4; Toughness: 4 
       Abilities: Flying (Pace 6), Innate Power    
       (elemental manipulation) 
  Totem Knight: spear, Scorpion, smite 
  Totem Knight: buckler, Bear, healing 
       Spirit as Arcane Skill, conjure totem spirits  
       with 5 minute ritual
  Light hairpipe vest 
  Buckler 
  3 bolas 
  Spear 
  Dragondust, 20 motes 
  50 talons
  +0
  4
  6+2
  6 (1)
  Spear
  Str+d6
  3/6/12
  Parry +1. Reach 1. Two hands.
  Bola
  Special
  3/6/12
  Success: Target cannot move on next action.
  Raise: Target cannot move on next action and Shaken.
  
  Character Description
  Height
  Weight
  Eyes
  Hair
  Age
  Renown Tracker
  Renown Die d4
  Minor Boon
  Enemy
  Minor Boon
  Renown Die d6
  Minor Boon
  Hero of Tales
  Major Boon
  Living Legend
  Renown Die d8
  Notes
  Advance Tracker
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  Powers
  Type
  Trapping
  Cost
  Range
  Duration Notes
  Dragondust
  Arcane
  Skill
  Max
  Force
  p
  smite
  scorpion sting
  2
  Touch
  M
  +2/+4 dmaage with affected weapon
  healing
  Mother Bear's hug
  3
  Touch
  I
  heal one/two wounds
  -
  -
  20
  Spirit d8
  Shooting d6, Stealth d6
  Investigation d6, Notice d6
  Totem Knight (buckler, bear, healing)
  
  SOUL NAME
  ARCHETYPE
  BIRTH NAME
  PLAYER NAME
  CAMPAIGN
  RANK
  XP
  Skills
  ATTRIBUTE
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  ATTRIBUTE
  DIE
  Attributes
  Languages
  Hindrances
  Injuries
  Edges
  Possessions
  Weapons
  Type
  Damage
  Range
  Notes
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  Aelyss
  SkyArrow
  Stonewood Elf
  Howling Pine
  Skinchanger
  20
  SEASONED
  d6
  d6
  d8
  d8
  d6
  Boating
  Agility
  d4
  Fighting
  Agility
  d6
  Healing
  Smarts
  d4
  Investigation
  Smarts
  d4
  Notice
  Smarts
  d6
  Shooting
  Agility
  d8
  Stealth
  Agility
  d6
  Streetwise
  Smarts
  d4
  Survival
  Smarts
  d6
  Taunt
  Smarts
  d4
  -
  -
  -
  -
  Big Mouth 
  Bones of Air: Toughness -1 
  Quirk: loves being high up 
  Arrogant
  Giant Killer 
  Keen Ears: +2 on hearing based Notice rolls 
  Skinchanger: hawk 
  Rapid Shot: can make rapid attacks with bow 
  Soul of the Beast: can shapeshift as free action
  Double bow 
  Mace 
  25 arrows 
  Quiver 
  Glowdust, 5 pouches 
  Glowlamp 
  45 talons
  +0
  6
  5
  4
  Double bow
  2d8
  12/24/48
  Cannot be used mounted
  Mace
  Str+d6
  -
  AP 2 vs rigid armor
  
  Character Description
  Height
  Weight
  Eyes
  Hair
  Age
  Renown Tracker
  Renown Die d4
  Minor Boon
  Enemy
  Minor Boon
  Renown Die d6
  Minor Boon
  Hero of Tales
  Major Boon
  Living Legend
  Renown Die d8
  Notes
  Advance Tracker
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  Powers
  Type
  Trapping
  Cost
  Range
  Duration Notes
  Dragondust
  Arcane
  Skill
  Max
  Force
  p
  Hawk Form 
  Agility d10, Strength d6, Vigor d6 
  Flying d10, Notice d10, Stealth d6 
  Pace 2; Toughness: 3 
  Special Abilities 
       Beak and Claws: Str+d6 
       Dive: If a hawk dives at least 12" at their target, they deal +2 damage 
       Flight: Flying Pace 20 
       Size -2: Hawks have wingspans of 4 feet 
       Small 
       Extraction
  -
  -
  20
  Notice d6, Stealth d6
  Extraction (hawk form)
  Rapid Shot
  Soul of the Beast
  
  SOUL NAME
  ARCHETYPE
  BIRTH NAME
  PLAYER NAME
  CAMPAIGN
  RANK
  XP
  Skills
  ATTRIBUTE
  DIE
  ATTRIBUTE
  DIE
  Attributes
  Languages
  Hindrances
  Injuries
  Edges
  Possessions
  Weapons
  Type
  Damage
  Range
  Notes
  Wounds
  Fatigue
  T
  o
  u
  g
  h
  n
  e
  s
  s
  -3
  -2
  -1
  -2
  -1
  PEOPLE
  CLAN NAME
  P
  a
  r
  r
  y
  P
  a
  c
  e
  C
  h
  a
  r
  i
  s
  m
  a
  V
  i
  g
  o
  r
  S
  t
  r
  e
  n
  g
  t
  h
  S
  p
  i
  r
  i
  t
  A
  g
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  l
  i
  t
  y
  Incap
  Ammo
  R
  e
  n
  o
  w
  n
   
  D
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  M
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  r
   
  F
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  M
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  F
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  m
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  A
  g
  A
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  S
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  S
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  V
  i
  V
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  V
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  g
  r
  o
  P
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  P
  c
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  c
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  s
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  s
  s
  S
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  s
  t
  y
  S
  S
  t
  S
  r
  e
  r
  n
  e
  g
  n
  t
  g
  h
  t
  S
  C
  h
  C
  a
  h
  r
  i
  r
  s
  i
  m
  s
  a
  m
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  P
  a
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  r
  y
  r
  R
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  n
  w
  o
  n
  w
  D
  i
  D
  e
  s
  s
  s
  M
  a
  M
  j
  a
  o
  j
  r
  o
  F
  a
  F
  v
  a
  o
  v
  r
  M
  i
  M
  n
  o
  n
  r
  o
  F
  a
  F
  v
  a
  o
  v
  r
  Incap
  -2
  -1
  -3
  -2
  -1
  Wyanatt
  ChasingTales
  Sweetwater Human Ice Walleye
  Soul Singer
  20
  SEASONED
  d8
  d6
  d8
  d6
  d4
  Boating
  Agility
  d6
  Climbing
  Strength d4
  Fighting
  Agility
  d6
  Investigation
  Smarts
  d6
  Knowledge (Lore)
  Smarts
  d6
  Notice
  Smarts
  d6
  Persuasion
  Spirit
  d6
  Spellcraft
  Spirit
  d8
  Streetwise
  Smarts
  d6
  Taunt
  Smarts
  d4
  -
  -
  -
  -
  Cautious 
  Enemy (major): three eyed assassin 
  Frozen Flaw (Vigor): two advances to raise Vigor 
  Loyal
  Alertness 
  Heroic Relic: Codex of Memories 
  Soul Singer: can sing a power, affecting Large  
       Burst Template centered on self. Sung power  
       does not count as maintained. Only one sung  
       power at a time. 
  Steersman: +2 Boating, can soak wounds for  
       windship with Boating (-2)
  Buckler 
  Needle blade 
  Dragondust, 20 motes 
  Musical instrument 
  Codex of Memories: lesser Named  
       Item (Knowledge (Lore) and  
       storytelling Persuasion) 
  50 talons
  +0
  6
  4+2
  4
  Needle Blade
  Str+d4
  -
  Parry +1
  
  Character Description
  Height
  Weight
  Eyes
  Hair
  Age
  Renown Tracker
  Renown Die d4
  Minor Boon
  Enemy
  Minor Boon
  Renown Die d6
  Minor Boon
  Hero of Tales
  Major Boon
  Living Legend
  Renown Die d8
  Notes
  Advance Tracker
  5
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  90
  100
  110
  120
  130
  140
  150
  160
  170
  180
  190
  200
  Powers
  Type
  Trapping
  Cost
  Range
  Duration Notes
  Dragondust
  Arcane
  Skill
  Max
  Force
  p
  boost/lower trait
  aura of heroes
  2
  Smarts
  M
  raise or lower a trait by one/two die types, up to +5 motes for extra targets
  fear
  visions of terror
  2
  Smarts x 2
  I
  All in Large Burst Template make Fear check (-2 with raise)
  slumber
  song of sleep
  2
  Smarts x 2
  M
  All in Medium Burst Template roll Spirit (-2 with raise) or fall asleep
  d8
  -
  20
  Agility d8
  Boating d6, Notice d6
  Steersman
  New Power (slumber)
  
  SOUL NAME
  ARCHETYPE
  BIRTH NAME
  PLAYER NAME
  CAMPAIGN
  RANK
  XP
  Skills
  ATTRIBUTE
  DIE
  ATTRIBUTE
  DIE
  Attributes
  Languages
  Hindrances
  Injuries
  Edges
  Possessions
  Weapons
  Type
  Damage
  Range
  Notes
  Wounds
  Fatigue
  T
  o
  u
  g
  h
  n
  e
  s
  s
  -3
  -2
  -1
  -2
  -1
  PEOPLE
  CLAN NAME
  P
  a
  r
  r
  y
  P
  a
  c
  e
  C
  h
  a
  r
  i
  s
  m
  a
  V
  i
  g
  o
  r
  S
  t
  r
  e
  n
  g
  t
  h
  S
  p
  i
  r
  i
  t
  A
  g
  i
  l
  i
  t
  y
  Incap
  Ammo
  R
  e
  n
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  w
  n
   
  D
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  e
  M
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  r
   
  F
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  M
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  F
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  S
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  A
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  y
  t
  S
  p
  S
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  p
  r
  i
  t
  V
  i
  V
  g
  V
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  g
  r
  o
  P
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  P
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  T
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  T
  u
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  g
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  h
  e
  n
  s
  e
  s
  s
  S
  m
  S
  a
  m
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  t
  r
  s
  t
  y
  S
  S
  t
  S
  r
  e
  r
  n
  e
  g
  n
  t
  g
  h
  t
  S
  C
  h
  C
  a
  h
  r
  i
  r
  s
  i
  m
  s
  a
  m
  C
  P
  a
  P
  r
  r
  r
  y
  r
  R
  e
  R
  n
  e
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  n
  w
  o
  n
  w
  D
  i
  D
  e
  s
  s
  s
  M
  a
  M
  j
  a
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  j
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  o
  F
  a
  F
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  a
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  i
  M
  n
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  n
  r
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  F
  a
  F
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  v
  r
  Incap
  -2
  -1
  -3
  -2
  -1
  Odayah
  RunningStream
  Blasted Human
  Copper Trout
  Waywalker
  20
  SEASONED
  d10
  d4
  d8
  d6
  d4
  Boating
  Agility
  d6
  Climbing
  Strength d6
  Fighting
  Agility
  d6
  Intimidation
  Spirit
  d4
  Knowledge (The Lands)
  Smarts
  d8
  Lockpicking
  Agility
  d4
  Notice
  Smarts
  d4
  Shooting
  Agility
  d4
  Stealth
  Agility
  d6
  Streetwise
  Smarts
  d4
  Throwing
  Agility
  d10
  -
  -
  -
  Code of Honor: charges must reach destination 
  Frozen Flaw (Smarts): two advances to raise  
       Smarts 
  Greedy (minor) 
  Quirk: whistles
  Beast Master: NoTips, fox 
  Quick 
  Waywalker: spend a benny to gain a geographic  
       advantage 
  Long Throw: double all throwing ranges
  Tomahawks, 3 
  Bandolier: free action to draw 
  Grappling hook 
  Lockpicks 
  Pole 
  Rope 
  10 talons
  +0
  6
  5
  4
  Tomahawk
  Str+d6
  3/6/12
  
  Character Description
  Height
  Weight
  Eyes
  Hair
  Age
  Renown Tracker
  Renown Die d4
  Minor Boon
  Enemy
  Minor Boon
  Renown Die d6
  Minor Boon
  Hero of Tales
  Major Boon
  Living Legend
  Renown Die d8
  Notes
  Advance Tracker
  5
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  90
  100
  110
  120
  130
  140
  150
  160
  170
  180
  190
  200
  Powers
  Type
  Trapping
  Cost
  Range
  Duration Notes
  Dragondust
  Arcane
  Skill
  Max
  Force
  p
  NoTips, Fox 
  Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6 
  Fighting d6, Notice d10, Stealth d8 
  Pace: 8; Parry: 5; Toughness: 4 
  Special Abilities 
       Bite: Str+d4 
       Fleet-Footed: d10 Running Die 
       Go For The Throat: hits target's least armored location on a raise 
       Size -1
  -
  -
  20
  Agility d10
  Stealth d6, Throwing d10
  Boating d6, Climbing d6
  Long Throw
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Warbeasts & Wyrms/Savage Worlds - Warbeasts & Wyrms - Tale Spinner One Sheet - Smoke on the Water.pdf