TEXT: Attacks 
  Die	
  Damage	 AP	
  Range	
  RoF	 Notes
  Knightstick	(Stun	Rod)	
  d6	
  2d6	
  0	
  0	
  –	 nonlethal
  Knightstick	(Taser)	
  d6	
  2d6	
  0	
  3/6/–	
  1	 Shots	2,	nonlethal
  Knightstick	(Pepper	Spray)	
  –	
  Special	
  0	
  Cone	
  1	 Shots	1,	Vigor	roll	or	Shaken
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  Combat	Notes
  Hindrances 
  Description
   Overconfident	(Major)	
  Suffering	from	a	terminal	disease,	she	is	not	afraid	of	death.
   Foul	Mouth	(Minor)	
  −1	Charisma;	Laces	her	speech	with	profanity.
   Habit	(Minor)		
  Charisma	−1;	Smoking.
  Edges 
  Description
   	
  Ambidexterity	
  Ignore	−2	penalty	for	using	off-hand.
   	
  Quick	
  Discard	draw	of	5	or	less	for	new	card.
   	
  Quick	Draw	
  May	draw	weapon	as	a	free	action.
  ○○○○○ 5 
   
  ○○○○○ 10 
   
  ○○○○○ 15
  ○○○○○ 20 S
  ○○○○○ 25
  ○○○○○ 30
  ○○○○○ 35
  ○○○○○ 40 V
  ○○○○○ 45
  ○○○○○ 50
  ○○○○○ 55
  ○○○○○ 60 H
  ○○○○○ 65
  ○○○○○ 70
  ○○○○○ 75
  ○○○○○ 80 L
  Toughness
  Parry
  Pace
  Charisma
  Fatigue
  Wounds -1
  -2
  -3
  -1
  -2
  INC
   
  4	 6	 8	 10	 12	
  Mod	
  4	 6	 8	 10	 12	
  Mod
  Agility 
  ○○●○○  
  Boating		
  ○○○○○  
  Driving  
  ○○○○○  
  Fighting		
  ○●○○○  
  Lockpicking		 ○○○○○  
  Piloting		
  ○○○○○  
  Riding		
  ○●○○○  
  Shooting		
  ○●○○○  
  Stealth		
  ○○○○○  
  Swimming		
  ○○○○○  
  Throwing		
  ●○○○○  
  Smarts  
  ●○○○○  
  Gambling		
  ●○○○○  
  Healing		
  ○○○○○  
  Investigation		 ○○○○○  
  Notice		
  ○●○○○  
  Repair		
  ●○○○○  
  Streetwise		
  ○○○○○ 	
  −2
  Survival		
  ○○○○○  
  Taunt		
  ○○○○○  
  Tracking		
  ○○○○○  
  Spirit  
  ○●○○○  
  Guts		
  ○○○○○  
  Intimidation		 ○●○○○  
  Persuasion		
  ○○○○○ 	
  −2
  Strength  
  ○●○○○  
  Climbing		
  ○○○○○  
  Vigor  
  ○●○○○  
  Gear
   TPA	Field	Uniform	(2	Armor)
   KnightStick
  Name
  Race	
  Human
  Gender	
  Female
  Height	
  Weight	
  Build	
  Skin	Tone	
  Hand	
  Age 
  Birthday	
  Eye	Color	
  Hair	Color	
  Hair	Style	
  Posture	
  Upkeep	
  For the Cowboy, leaving the farm 
  was an easy choice: too much land, too 
  few people, but mostly not enough doc-
  tors. Struck with an ailment no local 
  quack could diagnose and a new found 
  desire to experience life, she traded 
  away wrangling flesh and blood bulls 
  for mechanical ones.
  Stoic in the face of an unknown ill-
  ness, she seeks answers through medi-
  cal specialists. She needs to know what 
  and why—maybe even whom. Daisy, 
  seeing this willingness to upturn her life 
  for a greater good, selected the Cowboy 
  as an ideal candidate for the TPA.
  Significant Details
  Description
  History
  Attitudes
  Motivations
  Relationships
  −2
  6″
  5
  7	(2)
  The Cowboy
  
  Attacks 
  Die	
  Damage	 AP	
  Range	
  RoF	 Notes
  Knightstick	(Stun	Rod)	
  d4−2	
  d4+d6	
  0	
  0	
  –	 nonlethal
  Knightstick	(Taser)	
  d6	
  2d6	
  0	
  3/6/–	
  1	 Shots	2,	nonlethal
  Knightstick	(Pepper	Spray)	
  –	
  Special	
  0	
  Cone	
  1	 Shots	1,	Vigor	roll	or	Shaken
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  Combat	Notes
  Hindrances 
  Description
   Curious	(Major)	
  Character	wants	to	know	about	everything.
   Habit	(Minor)		
  Charisma	−1	(Gambling).
   Quirk	(Minor)	
  Talks	down	to	those	he	deems	less	intelligent.
  Edges 
  Description
   	
  Jack-of-all-Trades	
  Ignore	−2	for	rolls	on	untrained	Smarts-based	skills.
   	
  McGyver	
  May	improvise	gadgets.	See	Savage	Worlds	rulebook.
   	
  Attribute	
  Smarts	Increase	to	d12.
  ○○○○○ 5 
   
  ○○○○○ 10 
   
  ○○○○○ 15 
  ○○○○○ 20 S 
  ○○○○○ 25 
  ○○○○○ 30 
  ○○○○○ 35 
  ○○○○○ 40 V 
  ○○○○○ 45 
  ○○○○○ 50 
  ○○○○○ 55 
  ○○○○○ 60 H 
  ○○○○○ 65 
  ○○○○○ 70 
  ○○○○○ 75 
  ○○○○○ 80 L 
  Toughness
  Parry
  Pace
  Charisma
  Fatigue
  Wounds -1
  -2
  -3
  -1
  -2
  INC
   
  4	 6	 8	 10	 12	
  Mod	
  4	 6	 8	 10	 12	
  Mod
  Agility 
  ○●○○○  
  Boating		
  ○○○○○  
  Driving  
  ○○○○○  
  Fighting		
  ○○○○○  
  Lockpicking		 ○○○○○  
  Piloting		
  ○○○○○  
  Riding		
  ○○○○○  
  Shooting		
  ○●○○○  
  Stealth		
  ○○○○○  
  Swimming		
  ○○○○○  
  Throwing		
  ○○○○○  
  Smarts  
  ○○○○●  
  Gambling		
  ●○○○○  
  Healing		
  ○○○○○  
  Investigation		 ○○●○○  
  Notice		
  ○○●○○  
  Repair		
  ○○○●○  
  Streetwise		
  ○○○○○ 	
  −1
  Survival		
  ○○○○○  
  Taunt		
  ○○○○○  
  Tracking		
  ○○○○○  
  K.	(Robotics)	 ○●○○○
  Spirit  
  ●○○○○  
  Guts		
  ○○○○○  
  Intimidation		 ○○○○○  
  Persuasion		
  ○○○○○ 	
  −1
  Strength  
  ●○○○○  
  Climbing		
  ○○○○○  
  Vigor  
  ○●○○○  
  Gear
   TPA	Field	Uniform	(2	Armor)
   KnightStick
  From birth the Gadgeteer has been a 
  fiddler, the moment he was able to dis-
  assemble items he began to recombine 
  them in new, yet (much to his parents 
  dismay) typically non-functional ways.
  Over the years his aptitude and curi-
  osity have only increased.
  Anything he can get his hands on gets 
  changed. Give him two bits of string, 
  some gum, and a paperclip and he’ll 
  make you a nuclear bomb and then go 
  on to tell you how you’re too slow to 
  understand the finer details of cognitive 
  architecture and how it’ll strongly influ-
  ence the future.
  Significant Details
  Description
  History
  Attitudes
  Motivations
  Relationships
  −1
  6″
  2
  7	(2)
  Name
  Race	
  Human
  Gender	
  Male
  Height	
  Weight	
  Build	
  Skin	Tone	
  Hand	
  Age 
  Birthday	
  Eye	Color	
  Hair	Color	
  Hair	Style	
  Posture	
  Upkeep	
  The Gadgeteer
  
  Attacks 
  Die	
  Damage	 AP	
  Range	
  RoF	 Notes
  Knightstick	(Stun	Rod)	
  d8	
  2d6	
  0	
  0	
  –	 nonlethal
  Knightstick	(Taser)	
  d10	
  2d6	
  0	
  3/6/–	
  1	 Shots	2,	nonlethal
  Knightstick	(Pepper	Spray)	
  –	
  Special	
  0	
  Cone	
  1	 Shots	1,	Vigor	roll	or	Shaken
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  Combat	Notes
  Hindrances 
  Description
   Code	of	Honor	(Major)	
  The	Patriot	keeps	his	word	and	acts	like	a	gentleman.
   Loyal	(Minor)		
  The	Patriot	tries	to	never	betray	or	disappoint	his	friends.
   Stubborn	(Minor)	
  He	always	wants	his	way.
  Edges 
  Description
   	
  Attribute	
  Agility	Increase	to	d10.
   	
  Attribute	
  Spirit	Increase	to	d8
   	
  Hard	to	Kill	
  Ignore	wound	penalties	for	rolls	on	Knockout	or	Injury	tables.
  ○○○○○ 5 
   
  ○○○○○ 10 
   
  ○○○○○ 15 
  ○○○○○ 20 S 
  ○○○○○ 25 
  ○○○○○ 30 
  ○○○○○ 35 
  ○○○○○ 40 V 
  ○○○○○ 45 
  ○○○○○ 50 
  ○○○○○ 55 
  ○○○○○ 60 H 
  ○○○○○ 65 
  ○○○○○ 70 
  ○○○○○ 75 
  ○○○○○ 80 L 
  Toughness
  Parry
  Pace
  Charisma
  Fatigue
  Wounds -1
  -2
  -3
  -1
  -2
  INC
   
  4	 6	 8	 10	 12	
  Mod	
  4	 6	 8	 10	 12	
  Mod
  Agility 
  ○○○●○  
  Boating		
  ○○○○○  
  Driving  
  ○●○○○  
  Fighting		
  ○○●○○  
  Lockpicking		 ○○○○○  
  Piloting		
  ○○○○○  
  Riding		
  ○○○○○  
  Shooting		
  ○○○●○  
  Stealth		
  ○○○○○  
  Swimming		
  ○○○○○  
  Throwing		
  ○○○○○  
  Smarts  
  ●○○○○  
  Gambling		
  ○○○○○  
  Healing		
  ●○○○○  
  Investigation		 ●○○○○  
  Notice		
  ○●○○○  
  Repair		
  ○○○○○  
  Streetwise		
  ○○○○○  
  Survival		
  ○○○○○  
  Taunt		
  ●○○○○  
  Tracking		
  ○○○○○  
  Spirit  
  ○○●○○  
  Guts		
  ○○○○○  
  Intimidation		 ○○○○○  
  Persuasion		
  ○○○○○  
  Strength  
  ○●○○○  
  Climbing		
  ○○○○○  
  Vigor  
  ○●○○○  
  Gear
   TPA	Field	Uniform	(2	Armor)
   KnightStick
  Name
  Race	
  Human
  Gender	
  Male
  Height	
  Weight	
  Build	
  Skin	Tone	
  Hand	
  Age 
  Birthday	
  Eye	Color	
  Hair	Color	
  Hair	Style	
  Posture	
  Upkeep	
  The Patriot is a TPA man through and 
  through.
  After being honorably discharged 
  from a decade of military service, he 
  grew restless. He tried anything: private 
  security, bodyguard, high-risk inter-
  national courier. Wherever there was 
  need, he was there, but he grew con-
  sumed with a sense that he was intend-
  ed for something more.
  The TPA didn’t find him. He found 
  them. He trained until he could handle 
  any challenge, and then put himself 
  anywhere danger might arise, know-
  ing that Daisy would have to choose 
  him eventually. Now he serves with the 
  heart of a man who has found his des-
  tiny.
  Significant Details
  Description
  History
  Attitudes
  Motivations
  Relationships
  +0
  6″
  6
  8	(2)
  The Patriot
  
  Attacks 
  Die	
  Damage	 AP	
  Range	
  RoF	 Notes
  Knightstick	(Stun	Rod)	
  d4	
  d4+d6	
  0	
  0	
  –	 nonlethal
  Knightstick	(Taser)	
  d4-2	
  2d6	
  0	
  3/6/–	
  1	 Shots	2,	nonlethal
  Knightstick	(Pepper	Spray)	
  –	
  Special	
  0	
  Cone	
  1	 Shots	1,	Vigor	roll	or	Shaken
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  Combat	Notes
  Hindrances 
  Description
   Cautious	(Minor)	
  Character	is	overly	careful.
   Elderly	(Major)	
  Pace	−1;	−1	die	type	to	Strength	and	Vigor,	see	rules.
   Hard	of	Hearing	(Minor)	
  −2	to	Notice	sounds.
  Edges 
  Description
   	
  Charismatic	
  Add	+2	to	character’s	Charisma.
   	
  Command	
  +1	to	troops	recovering	from	being	Shaken.
   	
  Interrogator	
  Add	+2	to	Persuasion	or	Intimidation	when	interrogating.
  ○○○○○ 5 
   
  ○○○○○ 10 
   
  ○○○○○ 15 
  ○○○○○ 20 S 
  ○○○○○ 25 
  ○○○○○ 30 
  ○○○○○ 35 
  ○○○○○ 40 V 
  ○○○○○ 45 
  ○○○○○ 50 
  ○○○○○ 55 
  ○○○○○ 60 H 
  ○○○○○ 65 
  ○○○○○ 70 
  ○○○○○ 75 
  ○○○○○ 80 L 
  Toughness
  Parry
  Pace
  Charisma
  Fatigue
  Wounds -1
  -2
  -3
  -1
  -2
  INC
   
  4	 6	 8	 10	 12	
  Mod	
  4	 6	 8	 10	 12	
  Mod
  Agility 
  ●○○○○  
  Boating		
  ○○○○○  
  Driving  
  ○○○○○  
  Fighting		
  ●○○○○  
  Lockpicking		 ○○○○○  
  Piloting		
  ○○○○○  
  Riding		
  ○○○○○  
  Shooting		
  ○○●○○  
  Stealth		
  ○○○○○  
  Swimming		
  ○○○○○  
  Throwing		
  ○○○○○  
  Smarts  
  ○○○●○  
  Gambling		
  ○○○○○  
  Healing		
  ○○○○○  
  Investigation		 ○○○●○  
  Notice		
  ○○●○○  
  Repair		
  ○○○○○  
  Streetwise		
  ○●○○○ 	
  +2
  Survival		
  ○○○○○  
  Taunt		
  ○○●○○  
  Tracking		
  ○○○○○  
  Spirit  
  ○○●○○  
  Guts		
  ○○○○○  
  Intimidation		 ○●○○○  
  Persuasion		
  ○○●○○ 	
  +2
  Strength  
  ●○○○○  
  Climbing		
  ○○○○○  
  Vigor  
  ●○○○○  
  Gear
   TPA	Field	Uniform	(2	Armor)
   KnightStick
  Name
  Race	
  Human
  Gender	
  Female
  Height	
  Weight	
  Build	
  Skin	Tone	
  Hand	
  Age 
  Birthday	
  Eye	Color	
  Hair	Color	
  Hair	Style	
  Posture	
  Upkeep	
  Just because you’re retired doesn’t 
  mean the TPA won’t call upon you. The 
  Wireman is an ex-intelligence operative 
  who remembers a time when “getting 
  the wire” was the difference between 
  knowing and bluffing. Despite a sordid 
  and interesting past, she is a true profes-
  sional, and is unlikely to disclose much 
  of her history as a trained interrogator.
  For the Wireman, words and knowl-
  edge are power; she has seen her fair 
  share of situations, none of which she 
  couldn’t talk her way into or out of. 
  When the TPA needs someone where 
  they shouldn’t be, the Wireman is a per-
  fect asset.
  Significant Details
  Description
  History
  Attitudes
  Motivations
  Relationships
  +2
  5″
  4
  7	(2)
  The Wireman
  
  Attacks 
  Die	
  Damage	 AP	
  Range	
  RoF	 Notes
  Knightstick	(Stun	Rod)	
  d10	
  d8+d6	
  0	
  0	
  –	 nonlethal
  Knightstick	(Taser)	
  d4	
  2d6	
  0	
  3/6/–	
  1	 Shots	2,	nonlethal
  Knightstick	(Pepper	Spray)	
  –	
  Special	
  0	
  Cone	
  1	 Shots	1,	Vigor	roll	or	Shaken
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  Combat	Notes
  Hindrances 
  Description
   All	Thumbs	(Minor)	
  −2	Repair;	Roll	of	1	causes	malfunction.
   Clueless	(Major)	
  −2	to	most	Common	Knowledge	rolls.
   Cocky	(Minor)	
  Must	brag	at	the	beginning	of	a	combat	or	lose	a	benny.
  Edges 
  Description
   	
  Attribute	
  Agility	Increase	to	d8.
   	
  Two-Fisted	
  No	multi-action	penalty	with	a	weapon	in	each	hand.
   	
  Ambidextrous	
  Ignore	the	−2	penalty	for	using	off-hand.
  ○○○○○ 5 
   
  ○○○○○ 10 
   
  ○○○○○ 15 
  ○○○○○ 20 S 
  ○○○○○ 25 
  ○○○○○ 30 
  ○○○○○ 35 
  ○○○○○ 40 V 
  ○○○○○ 45 
  ○○○○○ 50 
  ○○○○○ 55 
  ○○○○○ 60 H 
  ○○○○○ 65 
  ○○○○○ 70 
  ○○○○○ 75 
  ○○○○○ 80 L 
  Toughness
  Parry
  Pace
  Charisma
  Fatigue
  Wounds -1
  -2
  -3
  -1
  -2
  INC
   
  4	 6	 8	 10	 12	
  Mod	
  4	 6	 8	 10	 12	
  Mod
  Agility 
  ○○●○○  
  Boating		
  ○○○○○  
  Driving  
  ○●○○○  
  Fighting		
  ○○○●○  
  Lockpicking		 ○○○○○  
  Piloting		
  ○○○○○  
  Riding		
  ○○○○○  
  Shooting		
  ●○○○○  
  Stealth		
  ○○○○○  
  Swimming		
  ○○○○○  
  Throwing		
  ○○○○○  
  Smarts  
  ●○○○○  
  Gambling		
  ●○○○○  
  Healing		
  ○○○○○  
  Investigation		 ○○○○○  
  Notice		
  ●○○○○  
  Repair		
  ○○○○○  
  Streetwise		
  ○○○○○  
  Survival		
  ○○○○○  
  Taunt		
  ●○○○○  
  Tracking		
  ○○○○○  
  K.__________		○○○○○  
  Spirit  
  ○●○○○  
  Guts		
  ○○○○○  
  Intimidation		 ○○●○○  
  Persuasion		
  ○○○○○  
  Strength  
  ○○●○○  
  Climbing		
  ○○○○○  
  Vigor  
  ○●○○○  
  Gear
   TPA	Field	Uniform	(2	Armor)
   KnightStick
   
   
   
   
   
   
   
   
  Name
  Race	
  Human
  Gender	
  Male
  Height	
  Weight	
  Build	
  Skin	Tone	
  Hand	
  Age 
  Birthday	
  Eye	Color	
  Hair	Color	
  Hair	Style	
  Posture	
  An amateur-circuit champion tout-
  ing a no-loss record, the Boxer is 
  hounded by people looking for favors or 
  offering a shot at “The Big Time.” These 
  well-wishers see the Boxer as a tool to 
  be used for their own benefit, a tool eas-
  ily discarded after his usefulness is con-
  cluded. One could argue that Daisy sees 
  him the same way, but it seems that he 
  is willing to forgive as long as he gets to 
  hit people for a good cause.
  While perhaps lacking brains, the 
  Boxer does pack brawn. Years of fight-
  ing have left the Boxer clueless about 
  most things—except punching people in 
  the face.
  Significant Details
  Description	
   
    
   
  History	
   
    
   
  Attitudes	
   
    
   
  Motivations	
   
    
   
  Relationships	
   
  +0
  6″
  7
  7	(2)
  The Boxer
  
  Attacks 
  Die	
  Damage	 AP	
  Range	
  RoF	 Notes
  Knightstick	(Stun	Rod)	
  d4	
  d4+d6	
  0	
  0	
  –	 nonlethal
  Knightstick	(Taser)	
  d4−2	
  2d6	
  0	
  3/6/–	
  1	 Shots	2,	nonlethal
  Knightstick	(Pepper	Spray)	
  –	
  Special	
  0	
  Cone	
  1	 Shots	1,	Vigor	roll	or	Shaken
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  Combat	Notes
  Hindrances 
  Description
   Big	Mouth	(Minor)	
  Unable	to	keep	secrets,	blabs	at	the	worst	time.
   Overconfident	(Major)	
  This	character	thinks	he	is	as	capable,	if	not	more,	as	any	adult.
   Teenager	(Minor)	
  4	Points	for	Attributes,	12	skill	points,	+1	benny	per	session.
  Edges 
  Description
   	
  Jack	of	all	Trades	
  Ignore	−2	for	rolls	on	untrained	Smarts-based	skills.
   	
  Luck	
  Character	receives	an	additional	benny	per	session.
   	
  Great	Luck	
  The	Character	receives	yet	another	benny	per	session.
  ○○○○○ 5 
   
  ○○○○○ 10 
   
  ○○○○○ 15 
  ○○○○○ 20 S 
  ○○○○○ 25 
  ○○○○○ 30 
  ○○○○○ 35 
  ○○○○○ 40 V 
  ○○○○○ 45 
  ○○○○○ 50 
  ○○○○○ 55 
  ○○○○○ 60 H 
  ○○○○○ 65 
  ○○○○○ 70 
  ○○○○○ 75 
  ○○○○○ 80 L 
  Toughness
  Parry
  Pace
  Charisma
  Fatigue
  Wounds -1
  -2
  -3
  -1
  -2
  INC
   
  4	 6	 8	 10	 12	
  Mod	
  4	 6	 8	 10	 12	
  Mod
  Agility 
  ●○○○○  
  Boating		
  ○○○○○  
  Driving  
  ○○○○○  
  Fighting		
  ●○○○○  
  Lockpicking		 ●○○○○  
  Piloting		
  ○○○○○  
  Riding		
  ○○○○○  
  Shooting		
  ○○○○○  
  Stealth		
  ○○○○○  
  Swimming		
  ○○○○○  
  Throwing		
  ○○○○○  
  Smarts  
  ○○○●○  
  Gambling		
  ○○○○○  
  Healing		
  ○○○○○  
  Investigation		 ○○●○○  
  Notice		
  ○●○○○  
  Repair		
  ○○○○○  
  Streetwise		
  ○○●○○  
  Survival		
  ○○○○○  
  Taunt		
  ○●○○○  
  Tracking		
  ○○○○○  
  K.__________		○○○○○  
  Spirit  
  ○●○○○  
  Guts		
  ○○○○○  
  Intimidation		 ○○○○○  
  Persuasion		
  ○○○○○  
  Strength  
  ●○○○○  
  Climbing		
  ○○○○○  
  Vigor  
  ●○○○○  
  Gear
   TPA	Field	Uniform	(2	Armor)
   KnightStick
   
   
   
   
   
   
   
   
  Name
  Race	
  Human
  Gender	
  Male
  Height	
  Weight	
  Build	
  Skin	Tone	
  Hand	
  Age 
  Birthday	
  Eye	Color	
  Hair	Color	
  Hair	Style	
  Posture	
  Growing up in the city’s low-rent 
  housing was rough at the best of times.
  By age six, the Dropout found 
  sanctuary in libraries. He consumed 
  knowledge voraciously, focusing on 
  practical survival skills. He learned to 
  navigate, outsmart, deal, and beat his 
  way through life.
  Even when his parents were home 
  they weren’t there for him. Repeatedly 
  coming home to find a locked door en-
  couraged him to learn ways into and out 
  of places where he wasn’t wanted.
  Daisy sees the Dropout as a versatile 
  tool in the TPA arsenal. While young 
  and occasionally troubled, he is end-
  lessly curious and ready for action.
  Significant Details
  Description	
    
    
  History	
   
    
   
  Attitudes	
   
    
   
  Motivations	
    
   
   
  Relationships	
  +0
  6″
  4
  6	(2)
  The Dropout
  
  Attacks 
  Die	
  Damage	 AP	
  Range	
  RoF	 Notes
  Knightstick	(Stun	Rod)	
  d8	
  2d6	
  0	
  0	
  –	 nonlethal
  Knightstick	(Taser)	
  d6	
  2d6	
  0	
  3/6/–	
  1	 Shots	2,	nonlethal
  Knightstick	(Pepper	Spray)	
  –	
  Special	
  0	
  Cone	
  1	 Shots	1,	Vigor	roll	or	Shaken
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  Combat	Notes
  Hindrances 
  Description
   Believer	(Major)	
  She	will	follow	the	laundry	list	without	question	or	hesitation.
   Death	Wish	(Minor)	
  Plans	to	end	her	own	life	once	her	service	to	the	TPA	is	done.
   Vengeful	(Minor)	
  She	cannot	let	even	the	smallest	injustice	pass.
  Edges 
  Description
   	
  Attribute	
  Agility	Increase	to	d8.
   	
  Attractive	
  Add	+2	to	Charisma.
   	
  Skill	
  Fighting	Increase	to	d8.	Lockpicking	Increase	to	d4.
  ○○○○○ 5 
   
  ○○○○○ 10 
   
  ○○○○○ 15 
  ○○○○○ 20 S 
  ○○○○○ 25 
  ○○○○○ 30 
  ○○○○○ 35 
  ○○○○○ 40 V 
  ○○○○○ 45 
  ○○○○○ 50 
  ○○○○○ 55 
  ○○○○○ 60 H 
  ○○○○○ 65 
  ○○○○○ 70 
  ○○○○○ 75 
  ○○○○○ 80 L 
  Toughness
  Parry
  Pace
  Charisma
  Fatigue
  Wounds -1
  -2
  -3
  -1
  -2
  INC
   
  4	 6	 8	 10	 12	
  Mod	
  4	 6	 8	 10	 12	
  Mod
  Agility 
  ○○●○○  
  Boating		
  ○○○○○  
  Driving  
  ○○○○○  
  Fighting		
  ○○●○○  
  Lockpicking		 ●○○○○  
  Piloting		
  ○○○○○  
  Riding		
  ○○○○○  
  Shooting		
  ○●○○○  
  Stealth		
  ○○●○○  
  Swimming		
  ○○○○○  
  Throwing		
  ○○○○○  
  Smarts  
  ○●○○○  
  Gambling		
  ○○○○○  
  Healing		
  ○○●○○  
  Investigation		 ○○○○○  
  Notice		
  ○●○○○  
  Repair		
  ○○○○○  
  Streetwise		
  ○○○○○  
  Survival		
  ○○○○○  
  Taunt		
  ○○○○○  
  Tracking		
  ○○○○○  
  K.	(Medicine)	 ○●○○○  
  Spirit  
  ○●○○○  
  Guts		
  ○○○○○  
  Intimidation		 ○○○○○  
  Persuasion		
  ○○○○○  
  Strength  
  ○●○○○  
  Climbing		
  ○○○○○  
  Vigor  
  ○●○○○  
  Gear
   TPA	Field	Uniform	(2	Armor)
   KnightStick	
   pneumatic	injector
   
   
   
   
   
   
   
  Name
  Race	
  Human
  Gender	
  Female
  Height	
  Weight	
  Build	
  Skin	Tone	
  Hand	
  Age 
  Birthday	
  Eye	Color	
  Hair	Color	
  Hair	Style	
  Posture	
  The Scalpel saw her parents mur-
  dered before her eyes. Although she saw 
  the killer brought to justice, the experi-
  ence left her hollow and angry.
  She had decided to end her own life 
  when the TPA brought her into its em-
  brace, and she feels indebted to them for 
  giving her life meaning again. She sees 
  her work as the only reason to go on liv-
  ing, and will end her life if the TPA dis-
  misses her.
  Daisy picked the Scalpel to be the sur-
  gical tool that her name implies. When 
  the TPA is in need of stealth or a silent 
  take-down, the Scalpel cuts through 
  challenges like no other.
  Significant Details
  Description	
   
    
  History	
   
    
  Attitudes	
   
    
  Motivations	
   
    
  Relationships	
   
  +0
  6″
  6
  7	(2)
  The Scalpel
  
  Attacks 
  Die	
  Damage	 AP	
  Range	
  RoF	 Notes
  Knightstick	(Stun	Rod)	
  d8	
  d4+d6	
  0	
  0	
  –	 nonlethal
  Knightstick	(Taser)	
  d6	
  2d6	
  0	
  3/6/–	
  1	 Shots	2,	nonlethal
  Knightstick	(Pepper	Spray)	
  –	
  Special	
  0	
  Cone	
  1	 Shots	1,	Vigor	roll	or	Shaken
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  ○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊○○○○◊
  Combat	Notes
  Hindrances 
  Description
   Hard	of	Hearing	(Minor)	
  −2	notice	to	hear	things.
   Overconfident	(Major)	
  Believes	she	can	do	anything.
   Wanted	(Minor)	
  Many	unpaid	speeding	tickets.
  Edges 
  Description
   	
  Ace	
  +2	to	Boating,	Driving,	Piloting;	may	soak	for	vehicle	at	−2.
   	
  Attribute	
  Agility	Increase	to	d10.
   	
  Hard	to	Kill:		
  Ignore	wound	penalties	for	Knockout	or	Injury	tables.
  ○○○○○ 5 
   
  ○○○○○ 10 
   
  ○○○○○ 15 
  ○○○○○ 20 S 
  ○○○○○ 25 
  ○○○○○ 30 
  ○○○○○ 35 
  ○○○○○ 40 V 
  ○○○○○ 45 
  ○○○○○ 50 
  ○○○○○ 55 
  ○○○○○ 60 H 
  ○○○○○ 65 
  ○○○○○ 70 
  ○○○○○ 75 
  ○○○○○ 80 L 
  Toughness
  Parry
  Pace
  Charisma
  Fatigue
  Wounds -1
  -2
  -3
  -1
  -2
  INC
   
  4	 6	 8	 10	 12	
  Mod	
  4	 6	 8	 10	 12	
  Mod
  Agility 
  ○○○●○  
  Boating		
  ○○○○○ 	
  +2
  Driving  
  ○○●○○ 	
  +2
  Fighting		
  ○○●○○  
  Lockpicking		 ○○○○○  
  Piloting		
  ●○○○○ 	
  +2
  Riding		
  ○○○○○  
  Shooting		
  ○●○○○  
  Stealth		
  ○●○○○  
  Swimming		
  ○○○○○  
  Throwing		
  ○●○○○  
  Smarts  
  ●○○○○  
  Gambling		
  ○○○○○  
  Healing		
  ○○○○○  
  Investigation		 ○○○○○  
  Notice		
  ●○○○○ 	 -2	hear
  Repair		
  ●○○○○  
  Streetwise		
  ○○○○○  
  Survival		
  ○○○○○  
  Taunt		
  ○○○○○  
  Tracking		
  ○○○○○  
  K.__________		○○○○○  
  Spirit  
  ○○●○○  
  Guts		
  ○○○○○  
  Intimidation		 ○○○○○  
  Persuasion		
  ○○○○○  
  Strength  
  ●○○○○  
  Climbing		
  ○○○○○  
  Vigor  
  ○●○○○  
  Gear
   TPA	Field	Uniform	(2	Armor)
   KnightStick
   
   
   
   
   
   
   
   
  Name
  Race	
  Human
  Gender	
  Female
  Height	
  Weight	
  Build	
  Skin	Tone	
  Hand	
  Age 
  Birthday	
  Eye	Color	
  Hair	Color	
  Hair	Style	
  Posture	
  Following instructions piped through 
  the car radio, the Stuntman drove her 
  car over the wall of the studio lot where 
  she was filming and dropped directly on 
  top of a serial killer’s Prius. She found 
  herself suddenly looking for full-time 
  employment, and the TPA happily 
  obliged.
  She can drive anything with wheels, 
  and almost anything without. If you 
  need to get somewhere in a hell of a 
  hurry and don’t care about your paint 
  work, the Stuntman will make it hap-
  pen. She has also made the Cannonball 
  run, twice, and competes in any legal or 
  illegal racing she can find.
  Significant Details
  Description	
    
   
  History	
    
   
  Attitudes	
   
    
  Motivations	
   
    
  Relationships	
   
  +0
  6″
  6
  7	(2)
  The Stuntman
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Temporal Probability Agency/Savage Worlds - Temporal Probability Agency - Pregens.pdf