TEXT: Pregenerated characters: 
  Wizards & Warriors
  The following characters are for use with any Savage 
  Worlds™ fantasy setting. Use them as-is, change their names 
  and backgrounds, or tweak their traits and gear however you 
  desire.
  Cut along the dotted line and hand out to each of your players. 
  If they’d like, they can copy their character onto a Savage Worlds 
  character sheet found at www.peginc.com.
  Legalese and Permission to Print, Bind, and Photocopy
  These Savage Worlds characters are free and may be printed for personal use. They may not be distributed by any 
  electronic or physical means without express written consent of Pinnacle Entertainment Group. Savage Worlds, Smilin’ 
  Jack, Deadlands, and all of our other Savage Settings, and the Pinnacle logo are Copyright Great White Games, LLC; DBA 
  Pinnacle Entertainment Group. All rights reserved.
  Merula Lanus
  Merula’s father was a dedicated physician, Minax Lanus. Nearly two decades ago, a terrible 
  plague struck his village. Minax worked many sleepless nights attempting to save them—his 
  young daughter by his side. The two of them survived, but Minax’s wife eventually succumbed 
  with dozens of the others.
  The incident drove Minax mad. He became obsessed with experimenting on the dead 
  to improve his craft and find a way to stave off death. He quickly left mundane medicine 
  behind and turned to magic, then necromancy. Merula spent the decade by his side, 
  learning magic surrounded by the dead and gaining a “unique” perspective on life, to 
  say the least.
  But her father’s madness went far beyond experimenting on the dead. Merula 
  eventually learned he was experimenting on the living as well. She ran away 
  from home and saw that her father’s minions had been preying on the weak 
  for some time.
  Merula tried to stop him, but in the climactic battle realized her father had 
  already transcended life—he had become a demi-liche. The young sorceress 
  was no match for such a creature, so she fled, swearing to return one day to 
  end Minax’s evil once and for all. Merula believes that confrontation will mean 
  her own death as well.
  Rank: Seasoned (25 XPs)
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
  Skills: Fighting d4, Investigation d8, Knowledge (Arcana) d8, Notice d6, Persuasion d4, 
  Spellcasting d8, Streetwise d8, Taunt d4 
  Languages: Human, Dwarven, Elven, Orcish
  Charisma: +1 ; Pace: 6 ; Parry: 5 ; Toughness: 5
  Hindrances: Curious, Death Wish (End father’s reign of evil), Habit (Morbid and aloof)
  Edges: Arcane Background (Magic), Attractive, Investigator, New Power, Power Points (x2), Wizard
  Powers: [20 PPs]; Barrier (bone barrier: creates a wall of bones), bolt (screaming skulls), deflection 
  (ghost guardian: a spirit knocks aside attacks), fear (frightful phantasms: horrid ghosts appear to those in the area)
  Gear: Staff (Str+d4, Parry +1), dagger (Str+d4, Range 3/6/12, RoF 1), tome of binding (allows one power to be 
  maintained without the Spellcasting penalty for AB: Magic, though Power Points must be paid as usual)
  
  Marcus Two-Hands
  Marcus grew up a street-rat. His natural skills caught the eye of a master 
  thief called “Lady Fog.” Marcus trained under Lady Fog for years, becoming 
  her favorite pupil. But she forbade him from the biggest jobs and Marcus grew 
  resentful. Eventually, he attempted to steal the Cat’s Eye, a massive gem 
  owned by one of the city’s wealthiest nobles.
  The young thief was caught, and after terrible torture, revealed Lady Fog and 
  her entire operation. Lady Fog escaped but many of Marcus’ companions were 
  tossed into the dungeons. Marcus himself was told to leave town and never 
  come back. He hit the road and has since been trying desperately to become a 
  better person—if he can just overcome his natural greed.
  Rank: Seasoned (25 XPs)
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d8, Lockpicking d6, Notice d6, Stealth d8, 
  Streetwise d6, Throwing d8
  Languages: Human, Elven, Orcish
  Charisma: -2 ; Pace: 6 ; Parry: 7; Toughness: 6 (1)
  Hindrances: Greedy (Minor), Overconfident, Outsider, Wanted (Minor – Lady 
  Fog has bounty hunters looking for your head)
  Edges: Adaptable (Scamper), Ambidextrous, Heritage (Acrobat), Low Light 
  Vision, Quick Draw, Thief, Two Fisted
  Gear: Leather armor of the blind eye (+1 Armor; -1 to incoming attack rolls), 
  saber (Str+d6), short sword (Str+d6), 6 throwing knives (Str+d4, Range 
  3/6/12, RoF 1), lockpicks
  Gar Ironhelm
  Gar’s mother was a human soldier, and the only thing she ever said about his 
  father was that he was the only man to ever out drink her. She cared for her son 
  as best possible but that mostly meant training him to be a warrior because as 
  she put it, “People will pick fights with you because of who you are. I can only 
  make sure you’re the one left standing when they do.”
  Gar is a bit ashamed of the blood rage that comes over him in battle, but has 
  learned he must accept it if he is to control it. Control has proved elusive so far, 
  however, so in the meantime he tries to avoid fights if at all possible.
  It’s a hard life for Gar, and for some reason, the breaks never seem to go 
  his way.
  Rank: Seasoned (25 XPs)
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
  Skills: Fighting d10, Gambling d6, Intimidation d6, Notice d6, Taunt d6, 
  Throwing d4
  Languages: Human, Dwarven, Orcish
  Charisma: -2; Pace: 6; Parry: 7; Toughness: 9 (2)
  Hindrances: Bad Luck, Outsider, Pacifist (Minor), Quirk (believes in good luck 
  charms)
  Edges: Barbaric Blood, Berserk, Frenzy, Infravision, Strong, Strong Willed, 
  Trademark Weapon
  Gear: Chain mail (+2), battle axe (Str+d8), 3 throwing axes (Str+d6, Range 
  3/6/12, RoF 1), lucky stone (one free Soak roll per session)
  
  Ramel Ramelson
  Ramel remembers the defining moment of his life clearly, and will tell anyone about it 
  without pause. He was a young warrior of his clan caught up in a battle with orc raiders. 
  Snow fell in blinding sheets within the mountain pass and somehow he ended up behind 
  enemy lines facing the leader of the orcs.
  Their leader toyed with Ramel, knocking his weapon away into the snow. Ramel 
  reached out blindly and his hands came upon a huge icicle formed from the side of 
  the rocks. He broke it off and did the thing that changed his life; he praised Ylias 
  Frosthammer and asked for the strength to defeat his foe. A chill ran through his body, 
  reenergizing him, and as the orc leader appeared out of the snow, Ramel crushed his 
  skull with one blow of his frigid weapon.
  It wasn’t until he returned to his clan brothers that he learned his hair and skin had 
  turned ice blue, marking him as one of the frost-touched chosen of Ylias.
  Rank: Seasoned (25 XPs)
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
  Skills: Faith d8, Fighting d6, Healing d6, Intimidation d8, Notice d6, Persuasion d6, 
  Streetwise d4
  Languages: Human, Dwarven, Orcish
  Charisma: 0; Pace: 5 ; Parry: 5; Toughness: 8 (2)
  Hindrances: Arrogant, Big Mouth, Loyal, Slow
  Edges: Arcane Background (Miracles), Healer, Low Light Vision, Power Points 
  (x2), Sunder, Tough
  Powers: [20 PPs]; Boost/lower trait (Ylias’ breath: frosty breath from caster outlines affected target), healing (frost’s touch: 
  ice covers wound and instantly melts to reveal healed area)
  Gear: Warhammer “Winter’s Embrace” (Str+d6+2, counts as cold damage for those vulnerable to it, AP 1 vs. rigid armor), 
  chain armor (+2)
  Fox
  Fox was a scout for the elven armies for many years. While young by elven standards, he has been 
  around long enough to remember several wars between the elves and humans, dwarves, and other 
  races. He’s slain far more of them than he admits to, and several years ago decided to leave his people 
  and spend some time around the “lesser” folk.
  Fox genuinely regrets the wars of his past and now revels in fighting alongside them against true 
  evil. He hopes to one day return to his people and tell the tales of these valiant souls so that future 
  conflicts might be avoided.
  Rank: Seasoned (25 XPs)
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d8, Shooting d10, Stealth d8, Survival d8, Tracking d8
  Languages: Human, Dwarven, Elven, Orcish
  Charisma: 0; Pace: 8; Parry: 5; Toughness: 6 (1)
  Hindrances: All Thumbs, Cautious, Heroic, Poverty 
  Edges: Agile, Double Shot, Fleet Footed, Low Light Vision, Marksman, Woodsman
  Gear: Leather armor (+1), bow (2d6, Range 12/24/48, ROF 1), 30 arrows, short sword 
  (Str+d6), circlet of awareness (+2 to Notice) 
  
  Pregenerated characters: 
  Wizards & Warriors
  The following characters are for use with any Savage 
  Worlds™ fantasy setting. Use them as-is, change their names 
  and backgrounds, or tweak their traits and gear however you 
  desire.
  Cut along the dotted line and hand out to each of your players. 
  If they’d like, they can copy their character onto a Savage Worlds 
  character sheet found at www.peginc.com.
  Legalese and Permission to Print, Bind, and Photocopy
  These Savage Worlds characters are free and may be printed for personal use. They may not be distributed by any 
  electronic or physical means without express written consent of Pinnacle Entertainment Group. Savage Worlds, Smilin’ 
  Jack, Deadlands, and all of our other Savage Settings, and the Pinnacle logo are Copyright Great White Games, LLC; DBA 
  Pinnacle Entertainment Group. All rights reserved.
  Merula Lanus
  Merula’s father was a dedicated physician, Minax Lanus. Nearly two decades ago, a terrible 
  plague struck his village. Minax worked many sleepless nights attempting to save them—his 
  young daughter by his side. The two of them survived, but Minax’s wife eventually succumbed 
  with dozens of the others.
  The incident drove Minax mad. He became obsessed with experimenting on the dead 
  to improve his craft and find a way to stave off death. He quickly left mundane medicine 
  behind and turned to magic, then necromancy. Merula spent the decade by his side, 
  learning magic surrounded by the dead and gaining a “unique” perspective on life, to 
  say the least.
  But her father’s madness went far beyond experimenting on the dead. Merula 
  eventually learned he was experimenting on the living as well. She ran away 
  from home and saw that her father’s minions had been preying on the weak 
  for some time.
  Merula tried to stop him, but in the climactic battle realized her father had 
  already transcended life—he had become a demi-liche. The young sorceress 
  was no match for such a creature, so she fled, swearing to return one day to 
  end Minax’s evil once and for all. Merula believes that confrontation will mean 
  her own death as well.
  Rank: Seasoned (25 XPs)
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
  Skills: Fighting d4, Investigation d8, Knowledge (Arcana) d8, Notice d6, Persuasion d4, 
  Spellcasting d8, Streetwise d8, Taunt d4 
  Languages: Human, Dwarven, Elven, Orcish
  Charisma: +1 ; Pace: 6 ; Parry: 5 ; Toughness: 5
  Hindrances: Curious, Death Wish (End father’s reign of evil), Habit (Morbid and aloof)
  Edges: Arcane Background (Magic), Attractive, Investigator, New Power, Power Points (x2), Wizard
  Powers: [20 PPs]; Barrier (bone barrier: creates a wall of bones), bolt (screaming skulls), deflection 
  (ghost guardian: a spirit knocks aside attacks), fear (frightful phantasms: horrid ghosts appear to those in the area)
  Gear: Staff (Str+d4, Parry +1), dagger (Str+d4, Range 3/6/12, RoF 1), tome of binding (allows one power to be 
  maintained without the Spellcasting penalty for AB: Magic, though Power Points must be paid as usual)
  
  Marcus Two-Hands
  Marcus grew up a street-rat. His natural skills caught the eye of a master 
  thief called “Lady Fog.” Marcus trained under Lady Fog for years, becoming 
  her favorite pupil. But she forbade him from the biggest jobs and Marcus grew 
  resentful. Eventually, he attempted to steal the Cat’s Eye, a massive gem 
  owned by one of the city’s wealthiest nobles.
  The young thief was caught, and after terrible torture, revealed Lady Fog and 
  her entire operation. Lady Fog escaped but many of Marcus’ companions were 
  tossed into the dungeons. Marcus himself was told to leave town and never 
  come back. He hit the road and has since been trying desperately to become a 
  better person—if he can just overcome his natural greed.
  Rank: Seasoned (25 XPs)
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d8, Lockpicking d6, Notice d6, Stealth d8, 
  Streetwise d6, Throwing d8
  Languages: Human, Elven, Orcish
  Charisma: -2 ; Pace: 6 ; Parry: 7; Toughness: 6 (1)
  Hindrances: Greedy (Minor), Overconfident, Outsider, Wanted (Minor – Lady 
  Fog has bounty hunters looking for your head)
  Edges: Adaptable (Scamper), Ambidextrous, Heritage (Acrobat), Low Light 
  Vision, Quick Draw, Thief, Two Fisted
  Gear: Leather armor of the blind eye (+1 Armor; -1 to incoming attack rolls), 
  saber (Str+d6), short sword (Str+d6), 6 throwing knives (Str+d4, Range 
  3/6/12, RoF 1), lockpicks
  Gar Ironhelm
  Gar’s mother was a human soldier, and the only thing she ever said about his 
  father was that he was the only man to ever out drink her. She cared for her son 
  as best possible but that mostly meant training him to be a warrior because as 
  she put it, “People will pick fights with you because of who you are. I can only 
  make sure you’re the one left standing when they do.”
  Gar is a bit ashamed of the blood rage that comes over him in battle, but has 
  learned he must accept it if he is to control it. Control has proved elusive so far, 
  however, so in the meantime he tries to avoid fights if at all possible.
  It’s a hard life for Gar, and for some reason, the breaks never seem to go 
  his way.
  Rank: Seasoned (25 XPs)
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
  Skills: Fighting d10, Gambling d6, Intimidation d6, Notice d6, Taunt d6, 
  Throwing d4
  Languages: Human, Dwarven, Orcish
  Charisma: -2; Pace: 6; Parry: 7; Toughness: 9 (2)
  Hindrances: Bad Luck, Outsider, Pacifist (Minor), Quirk (believes in good luck 
  charms)
  Edges: Barbaric Blood, Berserk, Frenzy, Infravision, Strong, Strong Willed, 
  Trademark Weapon
  Gear: Chain mail (+2), battle axe (Str+d8), 3 throwing axes (Str+d6, Range 
  3/6/12, RoF 1), lucky stone (one free Soak roll per session)
  
  Ramel Ramelson
  Ramel remembers the defining moment of his life clearly, and will tell anyone about it 
  without pause. He was a young warrior of his clan caught up in a battle with orc raiders. 
  Snow fell in blinding sheets within the mountain pass and somehow he ended up behind 
  enemy lines facing the leader of the orcs.
  Their leader toyed with Ramel, knocking his weapon away into the snow. Ramel 
  reached out blindly and his hands came upon a huge icicle formed from the side of 
  the rocks. He broke it off and did the thing that changed his life; he praised Ylias 
  Frosthammer and asked for the strength to defeat his foe. A chill ran through his body, 
  reenergizing him, and as the orc leader appeared out of the snow, Ramel crushed his 
  skull with one blow of his frigid weapon.
  It wasn’t until he returned to his clan brothers that he learned his hair and skin had 
  turned ice blue, marking him as one of the frost-touched chosen of Ylias.
  Rank: Seasoned (25 XPs)
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
  Skills: Faith d8, Fighting d6, Healing d6, Intimidation d8, Notice d6, Persuasion d6, 
  Streetwise d4
  Languages: Human, Dwarven, Orcish
  Charisma: 0; Pace: 5 ; Parry: 5; Toughness: 8 (2)
  Hindrances: Arrogant, Big Mouth, Loyal, Slow
  Edges: Arcane Background (Miracles), Healer, Low Light Vision, Power Points 
  (x2), Sunder, Tough
  Powers: [20 PPs]; Boost/lower trait (Ylias’ breath: frosty breath from caster outlines affected target), healing (frost’s touch: 
  ice covers wound and instantly melts to reveal healed area)
  Gear: Warhammer “Winter’s Embrace” (Str+d6+2, counts as cold damage for those vulnerable to it, AP 1 vs. rigid armor), 
  chain armor (+2)
  Fox
  Fox was a scout for the elven armies for many years. While young by elven standards, he has been 
  around long enough to remember several wars between the elves and humans, dwarves, and other 
  races. He’s slain far more of them than he admits to, and several years ago decided to leave his people 
  and spend some time around the “lesser” folk.
  Fox genuinely regrets the wars of his past and now revels in fighting alongside them against true 
  evil. He hopes to one day return to his people and tell the tales of these valiant souls so that future 
  conflicts might be avoided.
  Rank: Seasoned (25 XPs)
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d8, Shooting d10, Stealth d8, Survival d8, Tracking d8
  Languages: Human, Dwarven, Elven, Orcish
  Charisma: 0; Pace: 8; Parry: 5; Toughness: 6 (1)
  Hindrances: All Thumbs, Cautious, Heroic, Poverty 
  Edges: Agile, Double Shot, Fleet Footed, Low Light Vision, Marksman, Woodsman
  Gear: Leather armor (+1), bow (2d6, Range 12/24/48, ROF 1), 30 arrows, short sword 
  (Str+d6), circlet of awareness (+2 to Notice) 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Savage Worlds - Characters Pack 1.pdf