TEXT: Tale Spinner One Sheet
  Beast of Burden
  
  Warbeast Basics
  A warbeast acts on its rider’s initiative card, with 
  the rider controlling it. If its rider is a Wild Card, a 
  warbeast has three wounds, and its wound penal-
  ties are applied to its rider’s Riding or Piloting rolls.
  Dismounting a warbeast uses 2” of movement. 
  Mounting a warbeast is an action. If the warbeast 
  is not under the control of a friendly rider or is 
  Out of Control, a successful Strength roll must be 
  made to mount it. If a passenger other than the rid-
  er is Shaken by damage, they must succeed at a 
  Strength roll or immediately fall off the warbeast.
  Shaken Warbeasts: If a warbeast is Shaken, its 
  rider can, as an action, make a Riding roll. If they are 
  successful, their warbeast is no longer Shaken. This is 
  in addition to the warbeast’s own Spirit roll to recover.
  Out of Control Warbeasts: Whenever a warbeast 
  or its rider are at least Shaken by any source, includ-
  ing Tests of Will and Tricks, the rider must make an 
  immediate Riding roll or the warbeast will go Out of 
  Control, rolling on the table above. Each passenger 
  other than the rider incurs a cumulative -1 penalty to 
  this. Any actions taken by an Out of Control warbeast 
  happen regardless of whether or not it is Shaken.
  Spellcraft
  Dragondust: When using a power, a spellcrafter 
  must spend motes of dragondust equal to its cost. The 
  dragondust is spent even if the power fails to activate. 
  Durations: Powers with a Duration of more than 
  Instant may be maintained as long as the spellcrafter 
  desires, but each power being maintained inflicts a -1 
  penalty 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 in order to work magics. Gestures are made 
  with the dragondust, spreading it through the air or 
  sprinkling it at the target, and incantations are spoken 
  in Draconic, though the language need not be known
  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 primal 
  things, and can run wild without care work. 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 a d20, 
  adding the rank of the power, and refer to the Wild Mag-
  ic Table. These effects take the form of untamed nature. 
  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. 
  2d6 Effect
  2
  Total Frenzy: All passengers, including the rider, roll Strength (-2). Any who fail are thrown from the 
  warbeast and Shaken. The warbeast acts independently until the rider makes a successful Riding (-2) 
  roll.
  3-4 Frenzy: All passengers, including the rider, must roll Strength. Any who fail are thrown from the war-
  beast and Shaken.
  5-9 Distracted: The warbeast loses its next action. When using the Chase Rules, the warbeast loses Advan-
  tage against all targets in the chase.
  10-11 Wild Strike: The warbeast moves towards and attacks the nearest target, friend or foe. 
  12
  Adrenaline Strike: The warbeast immediately recovers from being Shaken, and gains a +2 to all Trait 
  and damage rolls on its next action. When using the Chase Rules, the warbeast is dealt an additional 
  Action Card next round. 
  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.
  
  Beast of Burden
  An ork caravan is targeted for death by an 
  evil skinchanger and his dire buffalo herd, 
  and the heroes must ride against them!
  Buffalo Rage
  Grakh ChargingHorns is an ork waywalker and 
  skinchanger, guiding travelers across the Blasted 
  Prairie. He reveres spirits of bestial savagery, and is 
  obsessed with the raw power of dire beasts. He has 
  conducted dark rituals to control these evil creatures, 
  bending a herd of dire buffalo to his will. But they are 
  mere tools; Grakh’s goal is to find a way to skinchange 
  into a dire beast. The discovery of a nether nexus near 
  one of his caravan routes has given him that chance.
  The nexus was controlled by a pack of pukwudgies. 
  Grakh drove most out, and the rest now serve him. If 
  he can sacrifice a powerful warbeast at the nexus, his 
  transformation will be complete. By hiring onto a car-
  avan from Camp of Hearths, he has his sacrifice. A car-
  avan the heroes happen to be traveling with.
  High Plains Pukwudgies
  The caravan is crossing the Blasted Prairie, east 
  towards Spire Port carrying Sweetwater copper and 
  Firestone turquoise. The trade goods are carried by 
  four lumberers, with Extras (d6 Riding) on each of 
  them. The heroes are paired up on maulboars. The he-
  roes might be hired protection, friends of the traders, 
  or even a backer of the trade expedition. 
  It is spring on the Prairie. Wildflowers are in bloom, 
  Iin hues of yellow, blue, and purple. A chill wind blows, 
  bringing with it cold from the Frozen North. After sev-
  eral days of travel, call for Notice rolls. Those who suc-
  ceed notice an eerie silence, with only the sound of the 
  wind in the grass. A moment later, a javelin comes fly-
  ing through the air, striking the central lumberer and 
  sending the great beast Out Of Control.
  The attackers are the pukwudgies (2 per hero), 
  driven from the nexus by Grakh and his dire buffalo. 
  The javelin was their last, and they are starving, des-
  perate, and fight to the last. Anyone inspecting the 
  bodies easily identifies their sorry state. The caravan 
  continues its journey following the pukwudgie attack. 
  This is a great opportunity for some Interludes, espe-
  cially if your heroes are new to each other.
  Needle Chase
  One morning, the caravan’s waterskins are found 
  punctured and empty, sabotaged by Grakh in the 
  night. Without water, the caravan will perish on the 
  Prairie. Thankfully, Grakh knows a nearby spring, and 
  leads the caravan there, straight into his trap. 
  They enter a great ruin, composed of minarets of 
  bone colored stone. Named the Boneneedles,  there 
  are dozens of columns, forcing the caravan to travel 
  single file through their maze. It is a haunting place, 
  with strange chimes echoing at random. A Common 
  Knowledge roll recalls that pukwudgies have often 
  been seen here. A few minutes after entering the ruins, 
  Grakh halts the caravan, moves ahead of it, and stops. 
  The ground begins to shake, and suddenly a massive 
  herd of dire buffalo, some ridden by pukwudgies (1 
  per hero), comes stampeding out of nowhere.  The 
  herd pounds the yound spring grass into nothing, and 
  throws up dust and sod in great clouds.Grakh “dis-
  appears” amongst them immediately, and they begin 
  
  to pursue the caravan. Play this out using the Chase 
  rules. These pukwudgies are Grakh’s minions, and 
  they are here to drive the caravan towards the heart of 
  the Boneneedles, where the nether nexus lies. While 
  they use their quill javelins to harry the caravan, their 
  goal is not to kill them, only to drive them to the neth-
  er nexus. It takes five chase rounds for the heroes to 
  reach it, and it is a great place to take cover from the 
  stampede. Once the heroes are inside, the herd moves 
  on. At least one of the lumberers needs to survive, and 
  the pukwudgie outriders know this.
  Dire Transformation
  The nether nexus is a mound of dark and evil vines, 
  winding around encircling Boneneedles, choking the 
  life from the surrounding flowers and grass. When the 
  first lumberer enters the circle, Grakh’s pukwudgie 
  minions loose javelins, taking it down. The ork rushes 
  to it, and slits the great beast’s throat. Blood pours out, 
  Grakh drinks some of it, and begins to chant. Sickly vi-
  olet energies flow from the nether nexus and surround 
  him, causing the blood to dance in the air and envelop 
  his form. A moment later, he transforms into a hulking 
  dire buffalo, even larger than the ones he commands. 
  Use the stats below, but give him Fighting d10 and Size 
  +6, and make him a Wild Card. 
  His minions exult in his transformation, with puk-
  wudgies on dire buffalo, and individual dire beasts ar-
  riving (1 of each per hero). They immediately attack the 
  heroes. This is a rough fight for the heroes, especially if 
  they have lost all of the lumberers. Grakh might be in a 
  savage state, but he is not a fool; he withdraws if more 
  than half of his minions are defeated. 
  Even if the heroes manage to defeat Grakh, there 
  are many questions left unanswered. Is Grakh alone, 
  or part of a larger group? Do other skinchangers have 
  dire beast forms? It is up to your heroes to find out!
  Pukwudgie
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength 
  d6, Vigor d6
  Skills: Climbing d8, Fighting d6, Notice d6, Stealth d8, 
  Taunt d8, Throwing d8
  Pace: 6; Parry: 5; Toughness: 5 (1)
  Special Abilities
  • 
  Armor +1: Leathery skin.
  • 
  Digging Claws: Str+d4.
  • 
  Quill Javelins: Str+d6, Range 12/24/48. A warbeast 
  hit by a javelin immediately goes Out of Control.  
  • 
  Size -1: Pukwudgies stand about 3 feet tall.
  • 
  Wild Throw: Pukwudgies can make wild attacks 
  when throwing their quill javelins, gaining +2 
  Throwing and damage, but suffering -2 Parry until 
  their next action.
  Dire Buffalo
  Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength 
  d12+3, Vigor d8
  Skills: Fighting d4, Notice d6, Stealth d4
  Pace: 12; Parry: 4; Toughness: 7
  Special Abilities
  • 
  Grakh: Fighting d10, Size +6, and a Wild Card.
  • 
  Horns: Str+d8.
  • 
  Kick: Str+d4.
  • 
  Large: Attackers add +2 to their attack rolls when 
  attacking a dire buffalo due to its immense size.
  • 
  No Mercy: Dire buffalo can spend bennies on dam-
  age rolls.
  • 
  Size +4: Dire buffalo weigh 3 tons.
  Maulboar
  Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength 
  d12+4, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d8, Stealth d6
  Pace: 6; Parry: 5; Toughness: 9
  Special Abilities
  • 
  Gore: If a maulboar can charge more than 6” before 
  attacking, it adds +4 to its damage total.
  • 
  Large: Attackers add +2 to their attack rolls when 
  attacking a maulboar due to its immense size.
  • 
  Size +4: Maulboars are 6 foot tall and 3 ton beasts.
  • 
  Tusks: Str+d6, AP 3.
  Lumberer
  Attributes: Agility d4, Smarts d4 (A), Spirit d8, Strength 
  d12+5, Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6
  Pace: 6; Parry: 5; Toughness: 14
  Special Abilities
  • 
  Claws: Str+d4.
  • 
  Frenzy: Lumberers can rear up on their hind legs 
  to make a second claw attack at -2.
  • 
  Huge: Attackers add +4 to their attack rolls when 
  attacking a lumberer, due to its massive size.
  • 
  Size +8: Lumberers weigh more than 12 tons.
  • 
  Uproot: Lumberers can use their immense bulk to 
  tear down structures, adding their Size to the dam-
  age roll against it. This is a Heavy Weapon, but can 
  only be used against completely stationary targets.
  
  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
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  -3
  -2
  -1
  -2
  -1
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  CLAN NAME
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  -2
  -1
  -3
  -2
  -1
  Haldyn
  HowlingRider
  Arbor Elf
  Black Squirrel
  Outrider
  20
  SEASONED
  d8
  d6
  d8
  d6
  d6
  Climbing
  Strength d4
  Fighting
  Agility
  d6
  Healing
  Smarts
  d6
  Intimidation
  Spirit
  d4
  Notice
  Smarts
  d4
  Piloting
  Agility
  d4
  Riding
  Agility
  d8
  Survival
  Smarts
  d4
  Throwing
  Agility
  d6
  Tracking
  Smarts
  d4
  -
  -
  -
  -
  Bones of Air: Toughness -1 
  Code of Honor: always protect warbeasts 
  Corrupted: cursed by nethermancer; eyes, Low 
       Light Vision; GM can spend a benny to 
       compel your hero's actions
  Beast Rider: TwoStripes, fanghoof 
  Keen Ears: +2 on hearing based Notice rolls 
  Saddle Born: +2 Riding, can soak wounds for  
       mount with Riding (-2) 
  Beast Bond: can spend bennies on mount's rolls 
  Experience Beast: Fighting d8 
  Battle Rider: take no actions to reduce mount's 
       attack penalties due to Size difference by 2.
  Light hairpipe vest 
  Fang bracer 
  Thrower 
  6 javelins 
  Healer's kit 
  50 talons
  +0/-4
  6
  5
  5 (1)
  Fang bracer
  Str+d4
  -
  AP 1. Can still use hand.
  Thrower
  Str+d6
  4/8/16
  
  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
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  190
  200
  Powers
  Type
  Trapping
  Cost
  Range
  Duration Notes
  Dragondust
  Arcane
  Skill
  Max
  Force
  p
  Two Stripes, fanghoof 
  Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d6 
  Fighting d8, Intimidation d6, Notice d8, Stealth d6 
  Pace: 8; Parry: 6; Toughness: 9 
  Special Abilities 
       Bite: Str+d6 
       Fleet Footed 
       Large 
       Size +4: Fanghooves stand 6 feet tall, and weigh 3 tons.
  -
  -
  20
  Beast Bond
  Spirit d8
  Experience Beast (Fighting d8)
  Battle Rider
  
  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
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  CLAN NAME
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  -2
  -1
  -3
  -2
  -1
  Odayah
  RunningStream
  Blasted Human
  Copper Trout
  Waywalker
  20
  SEASONED
  d10
  d4
  d8
  d6
  d4
  Climbing
  Strength d6
  Fighting
  Agility
  d6
  Intimidation
  Spirit
  d4
  Knowledge (The Lands)
  Smarts
  d8
  Lockpicking
  Agility
  d4
  Notice
  Smarts
  d4
  Riding
  Agility
  d6
  Stealth
  Agility
  d8
  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
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  25
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  70
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  100
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  120
  130
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  150
  160
  170
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  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 d8, Throwing d10
  Riding d6, Climbing d6
  Long Throw
  
  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
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  S
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  S
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  Incap
  Ammo
  R
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  s
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  S
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  r
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  n
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  n
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  C
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  C
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  r
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  w
  o
  n
  w
  D
  i
  D
  e
  s
  s
  s
  M
  a
  M
  j
  a
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  j
  r
  o
  F
  a
  F
  v
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  M
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  n
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  n
  r
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  F
  a
  F
  v
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  v
  r
  Incap
  -2
  -1
  -3
  -2
  -1
  Ragh
  WalksFar
  Frozen Ork
  Red Elk
  High Born
  20
  SEASONED
  d6
  d8
  d8
  d8
  d4
  Fighting
  Agility
  d6
  Intimidation
  Spirit
  d8
  Knowledge (Battle)
  Smarts
  d6
  Knowledge (Politics)
  Smarts
  d6
  Notice
  Smarts
  d4
  Persuasion
  Spirit
  d8
  Riding
  Agility
  d6
  Stealth
  Agility
  d4
  Streetwise
  Smarts
  d4
  -
  -
  -
  -
  -
  Burning Rage: Parry -1 
  Death Wish: slay the thrall who took his eye 
  One Eye 
  Stubborn
  Bundle Keeper: Bundle of Words 
  Good Nose: +2 on scent based Notice rolls 
  High Born: +2 Charisma, Wealthy (50 talon  
       purchases are free, can spend minor favor for 
       200 talons, major favor for 1000 talons),  
       obligations to his clan 
  Charismatic 
  Trickster: +2 on Trick rolls
  Heavy hairpipe vest 
  Bundle of Words 
       - hare skull (+2 Persuasion OO) 
  Glaive 
  Stiletto 
  Ceremonial garb: +1 Charisma 
  Codex 
  Ritual Garb: +1 on rituals 
  Scribe's kit 
  475 talons
  +4
  6
  4-1
  6 (2)
  Glaive
  Str+d8
  -
  Parry -1. Reach 2. Two hands.
  Stiletto
  Str+d4
  -
  AP 3. Parry -1. +2 Stealth to conceal.
  
  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
  -
  -
  20
  Spirit d8
  Intimidation d8, Persuasion d8
  Charismatic
  Trickster
  
  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
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  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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  M
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  F
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  e
  n
  s
  e
  s
  s
  S
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  S
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  r
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  t
  y
  S
  S
  t
  S
  r
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  e
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  n
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  S
  C
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  C
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  s
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  m
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  P
  a
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  r
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  y
  r
  R
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  R
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  e
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  n
  w
  o
  n
  w
  D
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  D
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  s
  s
  s
  M
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  M
  j
  a
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  j
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  o
  F
  a
  F
  v
  a
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  v
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  M
  i
  M
  n
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  n
  r
  o
  F
  a
  F
  v
  a
  o
  v
  r
  Incap
  -2
  -1
  -3
  -2
  -1
  Vaka
  RunningTree
  Thunder Ork
  Hidden Coyote
  Spirit Caller
  20
  SEASONED
  d6
  d8
  d8
  d6
  d6
  Fighting
  Agility
  d4
  Healing
  Smarts
  d8
  Intimidation
  Spirit
  d6
  Knowledge (Spirits)
  Smarts
  d8
  Notice
  Smarts
  d6
  Riding
  Agility
  d4
  Spellcraft
  Spirit
  d8
  Streetwise
  Smarts
  d4
  Survival
  Smarts
  d4
  Throwing
  Agility
  d4
  Tracking
  Smarts
  d4
  -
  -
  -
  Burning Rage: Parry -1 
  Cursed (Water): -2 to conjure water spirits,  
       water spirits get +2 on rolls against her, +2  
       damage 
  Vow (major): find way to heal nether nexuses
  Brave 
  Good Nose: +2 on scent based Notice rolls 
  Spirit Caller: conjure spirits with 5 minute ritual 
  Nexus Weaver: one hour ritual at power nexus  
       to link with it, regardless of distance, for one  
       twilight per success and raise.
  Brightstone vest: increase attacker's  
       range penalty by 1 
  Knife 
  Dragondust, 30 motes 
  Conjurer's kit 
  25 talons
  +0
  6
  3
  6 (1)
  Knife
  Str+d4
  3/6/12
  +2 Stealth to conceal.
  
  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
  blind
  burning eyes
  2-6
  12/24/48
  I
  Targets roll Agility -2/-4 or are Shaken and -2 Parry until next
       action. 1 on Agility die blinds (-6 all Traits) until not Shaken.
       2 - 1 target, 4 - Medium Burst, 6 - Large Burst
  healing
  healing warmth
  3
  Touch
  I
  heal one/two wounds
  d8
  d6
  20
  Intimidation d6, Notice d6
  Smarts d8
  Knowledge (Spirits) d8, Healing d8
  Nexus Weaver
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Warbeasts & Wyrms/Savage Worlds - Warbeasts & Wyrms - Tale Spinner One Sheet - Beast of Burden.pdf