TEXT: Wild Cards!
  ConstruCtion set
  A Savage Worlds Supplement
  Thrown together From bits-n-pieces
  By Martin Teply
  marty@sandbenders.net
  
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  Wild Cards! Construction Set for Savage Worlds  
  Hi! I’m Whiplash Cindy, and I’m here to welcome you to The Wild Cards! Construction Set. 
  What follows is a supplement to the Savage Worlds RPG meant to provide a fast, furious and 
  fun way for players and GMs to generate background details for their Wild Cards. Whew! 
  This guide will attempt to cover a multitude of genres while overall it intends to inspire more 
  than instruct. Players and GMs should feel free to take and use what they can from these 
  pages and are invited to come up with their own additions to fit their particular campaign.
  Using the Wild Card Construction Set is, for the most part, the same as generating a 
  character using the Test Drive Rules for Savage Worlds. Those rules can be found at the 
  Pinnacle Entertainment Group web site (http://www.peginc.com). What’s been added is a few 
  charts and tables at various steps along the way to help provide some meat to the bones of 
  your character. So let’s get started and I’ll see you at the finish...
  Clothing & Style
  D10 MODERN 
  FANTASY 
  CYBERPUNK 
  SCI-FI 
  ANIME
  1 
  Biker Leather 
  High Nobility 
  Biker Leather 
  Jumpsuit 
  Punk Leather
  2 
  Skate Rat 
  Princely 
  Blue Jeans 
  Uniform 
  Blue Jeans
  3 
  Blue Jeans 
  Noble 
  Corporate Suit 
  Old Terran 
  Black Suit
  4 Corporate Suit 
  Wealthy 
  Raver/Punk 
  Corporate 
  Tacky Suit
  5 Business Casual 
  Knightly 
  Street Fashion 
  High Fashion 
  Casual Clothes
  6 Casual Clothes 
  Merchant 
  High Fashion 
  Silver Suit 
  Skin Tight
  7 
  High Fashion 
  Commoner 
  Cammos 
  Military Wear 
  Flashy Hero
  8 
  Goth/Dark 
  Robes 
  Casual Clothes Smuggler Style 
  High Fashion
  9 
  Raver/Punk 
  Peasantry 
  Goth/Dark 
  Replica/Factory 
  Punk Kid
  10 
  Bum Rags 
  Dirty Rags 
  Bum Rags 
  Gov. Issued 
  Goth/Dark
  Hairstyle
  D10 MODERN 
  FANTASY 
  CYBERPUNK 
  SCI-FI 
  ANIME
  1  
  Short & Curly 
  Long & Ratty 
  Mohawk 
  Bald 
  Long w/ Bangs
  2  
  Fashion Style 
  Short & Curly 
  Long & Ratty 
  Ponytail 
  Wild &Unkempt
  3  
  Crew Cut 
  Long & Straight Short & Spiked Long & Straight 
  Thick & Wild
  4  
  Neat & Short 
  Long & Wild 
  Wild & Unkempt 
  Fashion Style 
  Swept Back
  5  
  Swept Back 
  Ponytail 
  Bald 
  Crew Cut 
  Short & Spiked
  6  Long & Straight 
  Dreadlocks 
  Striped 
  Designer-Do 
  Crew Cut
  7  
  Ponytail 
  Long w/ Bangs 
  Tinted 
  Neat & Short 
  Ponytail
  8  
  Dreadlocks 
  Bald 
  Neat & Short 
  Flat ‘monk’ Cut 
  Striped
  9  
  Bald 
  Thick & Matted 
  Short & Curly 
  Short & Trim 
  Dreadlocks
  10  Thick & Matted Wild & Unkempt Long & Straight Long & Ratty 
  Bald
  Hair Color (unless bald)
  D10 MODERN 
  FANTASY 
  CYBERPUNK 
  SCI-FI 
  ANIME
  1 
  Black 
  Blond 
  Silver 
  Black 
  Blond
  2 
  Black  
  Blond  
  Blond  
  Black  
  Red
  3  
  Brown  
  Lt. Brown  
  Black  
  Blond  
  Brown
  4  
  Lt. Brown  
  Brown  
  Black  
  Lt. Brown  
  Black
  5  
  Blond  
  Brown  
  Lt. Brown  
  Brown  
  Silver
  6  
  Lt. Blond  
  Black  
  Brown  
  Red-Brown  
  Pink
  7  
  Red-Brown  
  Black  
  Red-Brown  
  Red  
  Orange
  8  
  Red  
  Red-Brown  
  Red  
  Orange  
  Green
  9  
  Gray  
  Red  
  Two Colors  
  Silver  
  Blue
  10  
  Silver  
  Gray  
  Roll on Sci-fi  
  Roll on Anime  
  Purple
  Accessories (freebies for added color only)
  D10 MODERN 
  FANTASY 
  CYBERPUNK 
  SCI-FI 
  ANIME
  1  
  Goatee 
  Ritual Scars 
  Tattoos 
  Tattoos 
  Mirrorshades
  2  Body Piercing 
  Face Paint 
  Mirrorshades Useless Gadget Black Shades
  3  Surplus Boots 
  Armbands 
  Ritual Scars 
  Flight Jacket 
  Spiked Gloves
  4  
  Trench Coat 
  Leather Gloves Spiked Gloves 
  Trench Coat 
  Headband
  5  
  Dark Shades 
  Spurs 
  Nose Rings 
  Black Gloves 
  Dramatic Cap
  6  Leather Gloves Lots o’ Leather 
  Earrings 
  Hvy. Boots 
  Shoulder Guards
  7  
  Big Hats 
  Lots o’ Jewelry Long Fingernails Dark Shades 
  Trench Coat
  8  
  iPod 
  Earrings 
  Spike Boots 
  Skin Coloring 
  M.Arts Clothes
  9  Lots o’ Jewelry Dramatic Cap 
  Custom Lenses Custom Lenses Flight Goggles
  10  
  Tattoos 
  Tattoos 
  Fingerless Gloves Ritual Scars  
  Tattoos
  1) Race
  Start by choosing your race as per 
  the SW: Test Drive Rules.
  1a) Style
  They say that clothes make the 
  character, but at the same time, you 
  shouldn’t judge a book by its cover. 
  Style is the outward appearance of 
  the character, the first impression 
  the character makes. What do these 
  details reveal or conceal about your 
  character?
  The set of tables to the right cover 
  a multitude of genres and the styles, 
  hairstyles, 
  and 
  accessories 
  that 
  define them. Whether you pick and 
  choose, roll, or even create your own, 
  these tables are just a starting point. 
  Just keep in mind the appropriateness 
  to the GM’s campaign.  
  2) Traits
  Chosen and calculated as per the SW: 
  Test Drive Rules.
  3) Edges & Hindrances
  For the most part these are the same 
  as the SW: Test Drive Rules.
  3A) Relative Age
  There 
  are 
  two 
  major 
  Hindrances 
  provided in the Test Drive Rules 
  pertaining to the relative age of the 
  character: Elderly and Young. Each 
  has its own set of modifications to the 
  character and determines the relative 
  age of the character. The term “relative 
  age”, comprised of young, adult, and 
  elderly, is used in this guide to cover 
  the range of ages of the various long 
  and short lived races. Relative age 
  also determines the number of Life 
  Events for the character in Step 5. 
  4) Gear
  Same as the SW: Test Drive Rules.
  
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  Wild Cards! Construction Set for Savage Worlds  
  5) Background Details...
  5a) Early Background
  10 Background Questions
  Everyone has a childhood, unless they 
  are vat grown, built from parts, or 
  suffer from some other set of unusual 
  circumstances.
  What follows are 10 questions that 
  provide a good start at understanding 
  the background of your character.
  1. How old is the character?
  2. Where were they born?
  3. Where did they live as a child?
  4. What did their parents do for a 
  living?
  5. What religion/philosophy did their 
  parents practice/follow?
  6. What was the character’s 
  relationship with their parents?
  7. Did anything historical occur during 
  their childhood?
  8. How did they spend their time as a 
  child?
  9. Was it a happy childhood?
  10. How did the character decide 
  what they wanted to be as an adult?
  Siblings
  Brothers and sisters can provide for 
  some interesting background color, 
  and also give the GM something to 
  add to the campaign. If the GM and 
  player want to give the character 
  siblings, the following chart can be 
  used to determine the number and the 
  relationship.
  You may have up to 7 brothers/sisters. 
  Roll 1D10. 1-7 is equal to the number of 
  siblings you have. On 8-10, you are an 
  only child. 
  For each brother or sister:
  1) Roll D10. 
   Even the sibling is male. 
   Odd the sibling is female.
  2) Roll D10 age, relative to yourself
   1-5 
  Older
   6-9 Younger
   10 
  Twin
  3) For each sibling, chose or roll D10 
  their feelings about you:
   1-2 
  Sibling dislikes you
   3-4 Sibling likes you
   5-6 Sibling neutral
   7-8 
  They hero worship you
   9-10 They hate you 
  Family ranking
  roll D10
  1-2 
  Poor: Just scrapping by
  3-5 Middle Class: Like most families
  6-7 
  Well-to-Do: far better than most
  8-9 Wealthy: you had everything
  10 
  Rich: Lived in luxury
  Go to Family Status
  Family status
  roll D10
  1 to 5 
  Family status is in danger,
   
  you risk losing it all. 
   
  Go to Family Tragedy
  6 to 10 
  Family status is okay. 
   
  Go to Parents
  Parents
  roll D10
  1 to 5 
  Both Parents are living.
   
  Go to Childhood Events
  6 to 10 
  Something has happened to 
  one or both. 
   
  Go to Family Events
  Childhood events
  roll D10
   
  Odd, go to Childhood Trauma
   
  Even, go to Childhood Fortune
  Family tragedies
  roll D10 
  1 
  Family was betrayed
  2 
  Family lost everything
  3 Family was exiled or deported
  4 
  Family was imprisoned
  5 Family mysteriously vanished
  6 Entire family was murdered
  7 
  Family involved in conspiracy
  8 Family was scattered
  9 Old feud with another family!
  10 You inherit the family debt!
  Go to family Events
  Family events
  roll D10
  1 
  Parents died in war 
  2 
  Parents died in an accident 
  3 Parents were murdered 
  4 
  Parents want nothing to do with you 
  5 You never knew your parents
  6 Your parents are in hiding
  7 
  You lived with your relatives 
  8 You grew up on the streets 
  9 You were adopted as a child 
  10 Your parents sold you for money
  Go to Childhood Events
  Childhood fortune
  roll D10
  1 
  You had a caring family
  2 
  You were best in your class
  3 You were a popular kid
  4 
  You won some award
  5 You had lots of friends
  6 You learned a vital secret
  7 
  You discovered something
  8 You did something heroic
  9 You saved a friend’s life
  10 You were a celebrity for a day
  Childhood trauma
  roll D10
  1 
  You were in a terrible accident
  2 
  You were abused by parents
  3 Your parents lost their jobs
  4 
  You had a terrible disease
  5 You were horribly humiliated
  6 Your home was destroyed
  7 
  You were tormented by gangs
  8 Close friend was killed
  9 You were held hostage
  10 You were hunted by a stalker
  The flowchart below is provided as an option to help answer the ten 
  background questions. Follow the instructions in each box to know 
  where to go next.
  
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  Wild Cards! Construction Set for Savage Worlds  
  5b) Personality/Philosophy
  10 Personality Questions
  The following questions are meant to help in defining 
  the character’s over personality.
  1. What are some adjectives that describe the 
  character’s personality?
  2. Does the character’s personality remind you of an 
  animal or object?
  3. What are the character’s long term goals?
  4. To what ends will the character go to achieve those 
  goals?
  5. What does the character fear the most?
  6. What does the character cherish the most?
  7. How competitive is the character?
  8. What are the best/worst qualities of the 
  character?
  9. How does the character react to strangers?
  10. How do they usually react to the character?
  Personality/Philosophy Tables
  The series of following tables provide a system to help 
  answer the 10 Personality Questions. Consider them 
  an optional part of these guidelines. Most of the time 
  players and GMs have a pretty good idea what drives 
  their character, and rather than nailing down every 
  aspect, sometimes it is more fun discovering the details 
  as the character develops. These tables are provided 
  mainly for the GM to quickly roll up motivations for NPC 
  Wild Cards, but can help stuck players as well.
  Personality type
  Roll Personality Type (D10) to determine the character’s inherent 
  personality. This also gives the PER number, which is added to the 
  Philosophy Roll, to weigh it appropriately.
   
  D10 
  Personality Type 
  PER
   
  1 
  Extraverted, silly and fluffheaded 
  1
   
  2 
  Extraverted, friendly and outgoing 
  1
   
  3 
  Casually and carefree 
  2
   
  4 
  Moody, rash, and headstrong 
  2
   
  5 
  Introverted, stable and serious 
  3
   
  6 
  Introverted, arrogant, proud, and aloof 
  3
   
  7 
  Introverted, intellectual, and detached 
  4
   
  8 
  Scheming, sneaky, and deceptive 
  4
   
  9 
  Cold, Arrogant, and Ruthless 
  5
   
  10 
  Antisocial, Violent, Sadistic, and Cruel 
  5
  Philosophy of life
  Going along with Personality Type is the character’s Philosophy of 
  Life. It should be weighted toward the Personality Type by rolling 
  D10 and adding the Personality Number (PER) given above (1D10 + 
  PER), resulting in a set of numbers between 2 and 15. This also gives 
  the PHILO number, which is added to the following Trait Tables to 
  weigh them appropriately.
   D10+PER 
  Philosophy of Life 
  PHILO
   
  2 
  Love is the Greatest Virtue 
  1
   
  3-4 
  Just Have a Good Time! 
  1
   
  5 
  Friendship is Everything 
  2
   
  6 
  Honesty is Purity 
  2
   
  7-8 
  Honor is Everything 
  3
   
  9 
  Money Money Money! 
  3
   
  10-11 
  Power Governs All Things 
  4
   
  12 
  Revenge is Sweet... 
  4
   13-14 
  Survival of the Fittest 
  5
   
  15 
  Entropy and Chaos Shall Prevail 
  5
  The following tables are weighted by your Philosophy or Personality 
  by rolling D10 and adding your PHILO or PER  number. Choosing PER 
  means your Personality is the driving force of your mentality, and 
  choosing PHILO means you live according to your philosophy.
  Who do you value most?
  The person most valued in your life has a big effect on your 
  personality, and the reverse is true as well. Are you friendly and 
  outgoing to other people, or are you hostile and spiteful to all? 
  2 
  You value everyone!
  3 
  Everyone you know is a valuable person
  4 
  Your parents
  5 
  Sibling (your choice)
  6 
  Close personal friend
  7 
  A lover (girlfriend, boyfriend, etc)
  8 
  A certain celebrity figure
  9 
  Favorite teacher (school, trainer, sensei)
  10 
  A hero (warrior, legend, or personal hero)
  11 
  You value no one, or just don’t care
  12 
  Only yourself is important
  13 
  You don’t even value yourself...
  14 
  You dislike everyone, even yourself
  15 
  You hate everyone and everything
  Most valued possession
  What is your most valued possession? A picture? A book? A weapon?
  2 
  Beautiful memories
  3 
  A flower!
  4 
  A family heirloom
  5 
  A memento
  6 
  A picture
  7 
  A childhood toy
  8 
  Your favorite book
  9 
  A valuable collectable
  10 
  A certain device or gadget
  11 
  A vehicle
  12 
  Money and wealth
  13 
  A weapon
  14 
  The skull of an enemy
  15 
  The master plan to take over the universe!
  What do you value most?
  What do you value most in life? Do you value freedom, honesty, or 
  money and power?
  2 
  The whole world
  3 
  All life
  4 
  The truth
  5 
  Wisdom above all
  6 
  A sense of justice
  7 
  Your honor
  8 
  Your freedom
  9 
  Your looks and reputation
  10 
  Wealth and money
  11 
  That others respect you
  12 
  Your strength
  13 
  Attaining power
  14 
  Greater conquest
  15 
  Killing
  Your world view
  How do you feel toward other people? Are you friendly? Hostile?
  2 
  I love everyone!
  3 
  People are wonderful!
  4 
  Every person is a valuable individual.
  5 
  I like most everyone.
  6 
  I’m neutral to most people.
  7 
  No one can hurt me!
  8 
  Yeah, Whatever...
  9 
  No one ever understands me...
  10 
  You’re born, you live, you die.
  11 
  People must earn my respect! No free rides here.
  12 
  Everyone is evil and untrustworthy.
  13 
  People are tools. Use them, and then discard them.
  14 
  People are sheep, born to be led!
  15 
  People are scum and should all be killed.
  
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  Wild Cards! Construction Set for Savage Worlds  
  5c) Life Events
  The Life Events system provides the details that 
  shaped your character’s life. The system helps explain 
  how the character obtained their skills, edges, and 
  hindrances, while potentially providing a supporting 
  cast of characters or contacts that have helped shape 
  the character’s life along the way. This system is not 
  meant to create unbalanced starting characters, nor 
  is it meant to damage characters beyond playability. 
  As with all guidelines the GM has the final word on 
  what’s allowed in their campaign.
  Step 1. Determine the Number of Life Events
  The relative age of your character determines the 
  total number of life events experienced prior to the 
  start of the campaign. The table below provides the 
  corresponding # of events to relative age.
   
  Relative Age 
  # of Life Events
   
  Young 
  1D10
   
  Adult 
  2D10
   
  Elderly 
  5+2D10
  Creating Advanced Wild Cards: When creating 
  Wild Cards with a higher starting Rank add an 
  additional D10 Life Events for every Rank above 
  Novice. This provides for a richer background for the 
  more experienced heroes and villains. For example: A 
  starting Adult Seasoned Wild Card would have 2D10, 
  +D10 for their rank a total of 3D10 Life Events.
  Step 2. Roll on the Life Events Main Table
  Once the number of life events is determined, roll a D10 
  for each life event on the following table.
  Life Events Main Table
  Roll D10 for each Life Event
  1. Jackpot!
  2. Tapped Out
  3. Born Under a Lucky Star
  4. Star-Crossed
  5. Take Yourself a Friend
  6. Make an Enemy
  7. Lifetime Adventure
  8. Tragic Misfortune
  9. Witness...
  10. Romantic Affairs
  The Life Events are meant to take place chronologically. 
  The first roll took place first, the last roll is the latest 
  event leading up to the start of the campaign. The time 
  frame for the events are up to the player and the GM. 
  Usually the time frame is one event per year, but there’s 
  no reason a jail sentence couldn’t last 20 years or in 
  the same year you met your true love, they ended up 
  turning out to be your worst enemy. The details have 
  been purposefully removed from this guide for your 
  enjoyment.  
  Step 3. Roll for each Life Event
  For each Life Event go to the section corresponding to 
  the event on the main table and roll a D10. The result 
  is the pivotal event or person that impacted your 
  character’s past in some way. When you are finished 
  rolling, it is up to the player and GM to connect the 
  events in some way that lead the character up to the 
  beginning of the campaign.
  1. Jackpot! D10
   
  1. Inheritance
   
  2. Heirloom
   
  3. Find
   
  4. Gamble, Big Win
   
  5. Relic (One of a Kind)
   
  6. Lucky Trade (or Swindle)
   
  7. Love Token
   
  8. Blessed/Enchanted/Masterwork Item
   
  9. Favor Owed to You
   
  10. Settlement Received (or Trophy Won)
  This table is not necessarily meant to provide unbalancing wealth 
  or powerful artifacts for the Wild Cards. It is meant to provide 
  the details for the current objects in the character’s possession. 
  Although with the GMs discretion it can be a way to boost a 
  character’s starting wealth/possessions.
  2. Tapped Out D10
   
  1. Robbed
   
  2. Gamble, Lose Big
   
  3. Destroyed
   
  4. Lost
   
  5. Debt 
   
  6. Swindled (Bad Trade)
   
  7. Junk
   
  8. Cursed/Sabotaged Item
   
  9. Favor You Owe
   
  10. Blackmail (Scandal)
  The wheel of fortune doesn’t always spin a winner. The GM and 
  players can decide how badly the above table impacts the 
  character’s current wealth/possessions.
  3. Born Under a Lucky Star D10
   
  1. Lucky (or Great Luck)
   
  2. Rich (or Filthy Rich)
   
  3. Alert
   
  4. Ambidextrous
   
  5. Attractive (or Very Attractive)
   
  6. Quick
   
  7. Noble
   
  8. Fast Healer
   
  9. Brawny
   
  10. Berserk 
  Reroll if the Wild Card does not meet the requirements for the 
  Edge or if the Edge cannot be scaled any further.
  4. Star-Crossed D10
   
  1. Crippling Injury (Loss of an Arm or Leg; One Arm/Leg)
   
  2. Disfiguring Injury (One Eye or -2 Charisma)
   
  3. Childhood Illness (Anemic)
   
  4. Mental Trauma (Phobia Major)
   
  5. Born with Bad Eyes (Minor)
   
  6. Addiction (Major Habit)
   
  7. Debilitating Injury (Lame/Blind/Hard of Hearing Major)
   
  8. Born All Thumbs
   
  9. Born Clueless
   
  10. Quirk
  5. Take Yourself a Friend D10
   
  1. Old Enemy or Rival
   
  2. Underworld Contact
   
  3. Official Contact
   
  4. Animal Companion (or Robot)
   
  5. Group or Society
   
  6. Mentor/Sensei
   
  7. Rich Uncle (Relative)
   
  8. Q, A Gadgeteer
   
  9. Body Guard
   
  10. Medical Doctor/Healer
  These are allies that have shaped the Wild Cards and can be a 
  source of information or aid.
  
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  Wild Cards! Construction Set for Savage Worlds  
  6. Make an Enemy D10
  (D10: even = male, odd = female, or choose)
  1 
  an old friend becomes an enemy
  2 a childhood enemy returns
  3 an ex-lover becomes an enemy
  4 someone on the other side
  5 someone you just ticked off
  6 a person in your team or group
  7 
  a relative is a rival or enemy
  8 an underworld crime lord
  9 a powerful individual
  10 a government leader or noble
  The Cause D10
  This enmity started when one of you:
  1 
  caused the other to lose face or status
  2 caused the loss of a lover, friend, or relative
  3 caused a major humiliation
  4 accused the other of cowardice or some personal flaw
  5 caused a physical disability
  6 deserted or betrayed the other
  7 
  turned down other’s offer of job or romantic involvement
  8 you just didn’t like each other
  9 was a romantic rival
  10 foiled a plan of the other
  Who’s Mad at Whom? D10
  1-4 
  they hate you
  5-7 
  you hate them
  8-10 feeling’s mutual
  What Are You Gonna Do About It? D10
  If the two of you met mano a mano, the injured party would most likely:
  1-2 
  go into a murderous rage
  3-4 
  avoid them
  5-6 
  backstab them indirectly
  7-8 
  ignore them
  9-10 attack them verbally
  What Can They Throw Against You? D10
  What kind of forces can your enemy put on the table to stop you?
  1-3 
  just themselves
  4-5 
  themselves and a few friends
  6-7 
  an entire gang
  8 
  a small army
  9 
  a large army
  10 
  an entire race or world
  7. Lifetime Adventure D10
   
  1. Battle during War
   
  2. Quest
   
  3. Heist (Crime of the Century)
   
  4. Survivor
   
  5. Exploration
   
  6. Rescue
   
  7. Defeated Personal Rival
   
  8. Safari
   
  9. Amazing Discovery
   
  10. Secret Mission
  8. Tragic Misfortune D10
   
  1. Betrayed (Ally turned Enemy)
   
  2. Lose Everything
   
  3. Imprisoned
   
  4. Laboratory Accident
   
  5. Abducted
   
  6. Traumatic Horror
   
  7. Horribly Wounded
   
  8. Identity Stolen/Evil Twin
   
  9. Price on Your Head/Marked
   
  10. Responsible for the Death of Your Team/Family/Village
  9. Witness... D10
   
  1. Plague
   
  2. Natural Disaster
   
  3. Man-made Disaster
   
  4. Astronomical Event
   
  5. Famine
   
  6. Supernatural Event
   
  7. War
   
  8. Revolution
   
  9. Sudden Major Climatic Change
   
  10. Major Economic Crash
  Tables 7 & 8 are events on a more personal level. Whereas, Table 
  9 is meant to represent Major Events that would be considered 
  common knowledge in the GM’s campaign. The sense is scale. In 
  Table 7, Survivor could mean the Wild Card survived at sea when 
  their boat capsized; Table 9 Man-made Disaster would be more 
  on the scale of surviving or witnessing the sinking of the Titanic.
  10. Romantic Affairs
  How It Worked Out D10
  1-4 
  happy love affair
  5 
  go to Tragic Love Affair
  6-7 
  go to Love Affair with Problems
  8-10 fast affairs and one night stands
  Tragic Love Affair D10
  1 
  lover died in accident
  2 lover mysteriously vanished
  3 it didn’t work out
  4 a personal goal or vendetta came between you
  5 lover kidnapped
  6 lover went insane
  7 
  lover committed suicide
  8 lover killed in fight
  9 rival cut you out of the action
  10 lover imprisoned or exiled
  Go to Mutual Feelings
  Love Affair with Problems D10
  1 
  your lover’s friends/family hate you
  2 your lover’s friends/family would use any means to get rid of you
  3 your friends/family hate your lover
  4 one of you has a romantic rival
  5 you are separated in some way
  6 you fight constantly
  7 
  you’re professional rivals
  8 one of you is insanely jealous
  9 one of you is “messing around”
  10 you have conflicting backgrounds and families
  Mutual Feelings D10
  1 
  they still love you
  2 you still love them
  3 you still love each other
  4 you hate them
  5 they hate you
  6 you hate each other
  7 
  you’re friends
  8 no feelings either way; it’s over
  9 you like them, they hate you
  10 they like you, you hate them
  
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  Wild Cards! Construction Set for Savage Worlds  
  was an accomplished pilot. It was her foster father that 
  taught Luna how to drive, fly and repair just about every 
  vehicle ever made. Even though he was a bit reckless, he 
  taught Luna to prize experience over everything else (5 on 
  What Do You Value Most?) , and to live each day as if it were 
  your last (10 on Your World View).
  Luna’s past is one of betrayal and friendship. Just as Luna 
  got started in her life as a pilot, she was betrayed by her 
  copilot and as a result lost her pilot’s license (1 on Tragic 
  Misfortune). Unable to support herself as a pilot, Luna fell into 
  depression and dependence, becoming addicted to Lotus (6 
  on Starcrossed). It was during this depression she met up 
  with a onetime rival pilot who had been jealous of Luna’s skills. 
  Putting aside the old rivalry in order to help Luna, Jasper (1 
  on Take Yourself a Friend) introduced Luna to Maxmillion (8 on 
  Take Yourself a Friend), a brilliant and somewhat mad designer 
  of experimental vehicles. Maxmillion required test pilots and 
  in exchange for her piloting skills, Maxmillion sets her up with 
  various jobs that allow her to fly “under the radar” of official 
  business.
  Now for some fun...
  The following is an example Wild Card! Created for a Savage 
  Worlds campaign world I currently reside in. It’s a kitchen 
  sink setting. The best way to describe it is the bastard love 
  child of Heavy Metal and early White Dwarf magazines. 
  So without further tado’s let me introduce:
  Tres Luna - The Screamin’ Marquessa
  Race: Human (for sake of simplicity)
  XP: zilch
  Rank: Novice
  Age: Mid 20’s
  Ht: 5’7”
  Wt: 130ish
  Hair: Thick & Wild, two-toned Blond & Purple
  Eyes: Mirrorshades
  Attributes:
  Agility: D8
  Smarts: D4
  Spirit: D6
  Strength: D6
  Vigor: D8
  Pace: 6”
  Parry: 6
  Toughness: 6
  Charisma: +2 (Attractive Edge)
  Skills:
  Fighting: D8
  Driving: D6
  Guts: D6
  Persuasion: D6
  Pilot: D8
  Repair: D4
  Shooting: D6
  Edges:
  Attractive (Freebie)
  Lotus Addict Major (See Background. Used points to raise 
  Strength)
  Gear:
  Mirrorshades, Chronocompass, Flight Jacket, Skin Tight 
  Mech Suit, Fingerless gloves (spiked), Heavy Surplus Boots, 
  Nose Stud. Carries a Buster Sword (Too Big) and a Plasma 
  Pistol she named “Old Faithful” (Way Too Big)
  Background:
  (I decided to use the tables to see what they would come up 
  with, the results are in parens throughout the narrative.)
  Tres Luna or 3Moons, as she is sometimes called, was born an 
  only child (0 on Siblings) to poor parents (1 on Family Ranking) 
  on a distant mining colony. Early in her childhood the mining 
  company betrayed the colony (1 on Family Tragedies) and her 
  parents were forced to send little Luna to live with friends 
  (5 on Childhood Fortune). Growing up, Luna never knew her 
  parents (5 on Family Events), but was surrounded by many 
  friends. The loss of her parents was a hard lesson for Luna 
  to deal with. She was forced to learn that in the universe it 
  is Power that Governs All (10 on Philosophy) and as a result 
  is not above using any and all means of deception in order 
  to get what she wants (8 on Personality). Even though Luna 
  comes off very personable, she dislikes most people and 
  at times dislikes herself when forced to use her charms to 
  deceive (14 on Who Do You Value the Most?). Her favorite 
  object is a gadget (10 on Most Valued Possession) known as 
  a chronocompass, an archaic wrist device used to navigate 
  time and space. It was given to her by her foster father who 
  So that’s it, pretty much. This is 
  version 1.0 of this guide, so it’s 
  considered a work in progress at 
  this point. Comments and criticisms 
  are always welcome, especially if 
  you think something is missing.
  The following sources helped influence and inspire this guide:
  Savage Worlds Test Drive Rules v5.1, by Shane Hensley, Paul 
  “Wiggy” Wade-Williams, Simon Lucas, Joseph Unger,
  Dave Blewer, Clint Black, Robin Elliot, Piotr Korys
  (www.peginc.com)
  Atomik LifePath, by Mark Chase
  the Window RPG, by Scott Lininger
  (www.mimgames.com/window)
  
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  Player: 
  Date: 
  Campaign:
  Life Events
  _________________ 
  _________________ 
  _________________ 
  _________________ 
  _________________ 
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
   Age: 
  Sex:
   
  HT: 
  Hair:
   
  WT: 
  Eyes:
  Name: 
  XP:
  Race: 
  Rank:
  Attributes
   (ATT)
  Hindrances (mjr/Min)
  _________________ 
  _________________ 
  _________________
  _________________
  Edges (Rank/+/-)
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  Weapon 
  Range 
  RoF 
  Dmg 
   
  Wt
  _____________________________
  _____________________________
  _____________________________
  _____________________________
  _____________________________
  Total Wt:
  (5 x dSTR) Wt Limit:
  Enc Penalty:
  Power 
  Drain Rng Dmg/FX Duration
  _____________________________
  _____________________________
  _____________________________  
  _____________________________  
  _____________________________
   d4 d6 d8 d10 d12 +/-
  	 l	m	m	m	m	 	
  Agility
  	 l	m	m	m	m	 	
  Smarts
  	 l	m	m	m	m	 	
  Spirit
  	 l	m	m	m	m	 	
  Strength
  	 l	m	m	m	m	 	
  Vigor
   Base 
   
  +/-
   
   
  Pace 
   
   
  Parry 
   
   
  Toughness 
   
   
  Charisma 
  (2 + Half Fighting)
  (2 + Half Vigor)
   d4 d6 d8 d10 d12
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   d4 d6 d8 d10 d12
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   q	q	q	q	q _____________
   q	q	q	q	q _____________
  Armor 
  Area 
   Protection 
  Wt
  _____________________________
  _____________________________
  _____________________________
  Items/Location 
   
   
   
  WT
  _____________________________
  _____________________________
  _____________________________
  _____________________________
  _____________________________
  A
  A
  A
  A
  A
  A
  Wounds
  -1
  -2
  -3
  INC!
  -2
  -1
  Fatigue
  Currency:
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Savage Worlds - Wild Cards Construction Set.pdf