TEXT: Tale Spinner One Sheet
  Fly By Night
  
  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 penalties 
  are applied to its rider’s 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 rider is Shaken 
  by damage, they must succeed at a Strength roll or im-
  mediately fall off the warbeast. Flyer saddles include 
  safety lines for the rider and all passengers, but get-
  ting back on board requires a successful Climbing roll.
  Lance Bolts: These ballista bolts are launched from 
  a flyer using the lower of the rider’s Piloting or Shoot-
  ing skills. A Shaken flyer cannot shoot lance bolts.
  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.
  Flyer Combat
  Flyer combat uses the Chase Rules. Maneuvering 
  rolls use the Piloting skill, and Shaken flyers still roll 
  for and receive Action Cards. 
  A flyer can also dive at a target. This is an action 
  for the rider requiring a Piloting roll. Apply the range 
  penalty from their Action Card, increased by -2 for 
  ground targets, to this roll. If successful, the flyer and 
  all onboard gain a +4 bonus to all Fighting damage 
  rolls against that target this round. None of these in-
  dividuals may affect any other targets this round, re-
  gardless of the dive’s success. This also costs the flyer 
  some maneuverability, inflicting a -2 on the pilots’s 
  maneuvering roll next round.
  Complications in the chase have slightly different 
  results as listed below.
  Disaster: Make a Piloting roll at -4 or the flyer suf-
  fers 2 wounds, and is out of the chase.
  Major Obstacle: Make a Piloting roll at -2 or the fly-
  er suffers 1 wound. 
  Minor Obstacle: Make a Piloting roll or the flyer is 
  Shaken.
  Warbeast Out of Control Table
  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.
  
  Fly By Night
  A thunderbird unleashes a destructive work 
  of the Ancients on a elf watchfort, and to 
  stop it the heroes must take to the skies!
  Watchfort in the Wild
  Serpent Hill Watchfort is an isolated fortification 
  built by the Five Groves elves on their western border. 
  It guards the main caravan roads connecting the wide 
  open Blasted Prairie and the densely forested Arbor 
  Wood, making it an important position. The rising 
  hostilities between the nations of the Leaferation have 
  led to the fortress being severely undermanned. The 
  remaining warriors have also had their numbers worn 
  down by the recent arrival of a powerful thunderbird.
  Known as Stormclaw, the creature has gathered 
  wyrmspawn minions and destroyed the watchfort’s 
  patrols, and now making lightning raids at the watch-
  fort. Stormclaw has slain any who cross the territo-
  ry, and word of its terror has not spread. But the evil 
  thunderbird does not know that the watchfort’s leader, 
  First Bow Aellys ThreeHawks, has fled the watchfort.
  Aellys is a grizzled veteran of many campaigns. 
  Not wanting to throw her warriors’ lives away, she has 
  made a desperate attempt to escape Stormclaw’s reach 
  and find someone, anyone, who can provide aid to her 
  beleaguered warriors. She is halfway successful, as a 
  patrol of goblins on flying stingwings pursued her for 
  a day and a night. That’s where the heroes come in.
  Crossing Flights
  The heroes are crossing the Arbor Wood by flyer, 
  paired up on skyhunters, each carrying 5 lance bolts 
  (24/48/96, 4d6, HW). They might be delivering an im-
  portant message or carrying cargo. It is an Autumn 
  morning, with a warm sun, cold winds, and an rainbow 
  of colors in the leaves of the great trees. Just after they 
  take to the sky, a swarm of stingwings comes wheel-
  ing at them. Each has a goblin rider, with one flyer per 
  hero. A Notice roll spies a wounded skyhunter fleeing 
  them. Aellys and her skyhunter have a wound each. A 
  heartbeat later, they all meet in a grand dogfight. 
  The goblins are not prepared for the heroes, and 
  flee after losing half their number. Aellys is thankful 
  for the aid, especially if they treat her or her flyer’s 
  wounds. She explains the situation at Serpent Hill, 
  and promises rewards if the heroes will aid her. 
  The goblin attack is a blessing in disguise, as 
  their retreat is easy to follow. It takes three successful 
  Tracking rolls to follow them to Stormclaw’s lair. They 
  can stop at Serpent Hill after the first two, to resupply. 
  There are no other flyers at the watchfort, and the lair 
  can only be reached on the wing. 
  Goblin
  Attributes: Agility d6, Smarts d6, Spirit d4, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Notice d6, Piloting d6, Riding d6, 
  Stealth d8, Shooting d6, Throwing d6, Taunt d6
  Pace: 6; Parry: 5; Toughness: 5 (1)
  Gear: War mace (Str+d6, AP 2 vs rigid armors), Short 
  Bow (8/16/32, 2d6, 20 arrows), Light hairpipe vest (+1)
  
  Special Abilities:
  • 
  Infravision: Goblins halve all darkness penalties 
  vs. warm targets.
  • 
  Size -1: Goblins stand only 3 feet tall.
  • 
  Swarm Fighter: Goblins apply any Gang Up Bonus 
  to their damage rolls as well as their Fighting rolls.
  Stingwing
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d12+2, Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice d12, Stealth d6
  Pace: 6; Parry: 6; Toughness: 8 (1)
  Special Abilities:
  • 
  Armor +1: Scaled hide.
  • 
  Bite: Str+d6. 
  • 
  Flying: Pace 18.
  • 
  Size +2: Stingwings have wingspans of over 10 feet.
  • 
  Stinger Tail: Str+d8, Reach 2.
  • 
  Wyrmspawn Mount: Stingwings never go Out of 
  Control when ridden by wyrmspawn, netherborn, 
  or Corrupted. If ridden by anyone else, they in-
  stantly go Out of Control.
  Aellys ThreeHawks 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength 
  d10, Vigor d10
  Skills: Fighting d8, Intimidation d8, Notice d6, Pilot-
  ing d8, Stealth d6, Survival d6, Throwing d8
  Charisma: 0; Pace: 4; Parry: 6; Toughness: 8 (1)
  Hindrances: Heroic.
  Edges: :Combat Reflexes, Steady Hands.
  Gear: Bladed thrower (Str+d4, 3/6/12, throws javelins), 
  10 javelins, light hairpipe vest (+1).
  Special Abilities:
  • 
  Low Light Vision: No penalties for Dim and Dark.
  • 
  Saddleborn: +2 Piloting and Riding, can soak 
  wounds for mount with appropriate skill at -2.
  Skyhunter
  Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength 
  d12, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d12, Stealth d4
  Pace: 2; Parry: 5; Toughness: 8; Cost: 4000₮
  Special Abilities
  • 
  Flying: Pace 18.
  • 
  Size +3: Skyhunters have 15 foot wingspans.
  • 
  Talons: Str+d8.
  • 
  Wing Slayer: Skyhunters slay with powerful dives 
  at their target. The rider reduces the range penalty 
  on their Piloting roll by 2 when diving at a foe.
  Broken Lightning
  Stormclaw’s lair is a hidden lake, home to exten-
  sive ruins and surrounded by cliffs, deep in the Arbor 
  Wood. The cliffs are sheer and vertical, so anyone with-
  out a flyer has no chance of entering without being 
  discovered by the thunderbird or its goblin servants. 
  The lake is a deep green, with points of red and orange 
  from the falling leaves.
  Breaking the lake’s surface is a massive artifact of 
  the Ancient Ones. It is as large as a dragon, and covered 
  in intricate antennae. As the heroes arrive, Stormc-
  law’s lightning strikes the artifact, and it rises into the 
  air. Energies spiral out from it in every direction, and 
  it flies straight towards Serpent Hill Watchfort!
  It will reach the fortress in 5 rounds. A Notice roll 
  spies a crystal on the artifact’s back, a focus for its en-
  ergies. Removing it is the only way to stop it. Landing 
  on the artifact is a full round action requiring a Pilot-
  ing (-2) roll, opposed by Stormclaw’s Flying if it has Ad-
  vantage on them. This is a free action for Stormclaw, 
  and she and her goblins (1 per hero on stingwings) do 
  all they can to keep the heroes off the artifact. 
  Removing the crystal is a Dramatic Task using Re-
  pair (-2) or Strength (-4). A Complication results in all 
  participants immediately taking 3d6 damage and the 
  artifact exploding at the end of the following round, 
  dealing 8d6 damage to everyone in the battle. 
  If Aellys survives, she names the heroes Elf Friends, 
  and takes them to Heartwood Grove for the ceremony. 
  But who unearthed the artifact? What power does the 
  crystal hold? Those are mysteries that your heroes still 
  need to answer!
  Stormclaw 
  Attributes: Agility d12, Smarts d8, Spirit d6, Strength 
  d12+2, Vigor d6
  Skills: Fighting d6, Flying d10, Notice d12+2, Shooting 
  d10, Stealth d6, Taunt d8, 
  Pace: 2; Parry: 5; Toughness: 13
  Special Abilities:
  • 
  Beak: Str+d6.
  • 
  Flying: Pace 24.
  • 
  Large: Attackers add +2 to their attack rolls when 
  attacking a thunderbird due to its immense size.
  • 
  Size +6: Thunderbirds all other flyers. 
  • 
  Thunderclap: Thunderbirds can blast a target with 
  thunder in melee. This affects the target, as well as 
  any passengers, dealing 2d6 damage.
  • 
  Lightning Strike: 4d6, Range 24/48/96, RoF 3, HW.
  
  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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  Incap
  -2
  -1
  -3
  -2
  -1
  Broonum
  StandsAlone
  Grandfather Dwarf
  Clanless
  Sellspear
  20
  SEASONED
  d6
  d6
  d6
  d8
  d8
  Climbing
  Strength d4
  Fighting
  Agility
  d8
  Intimidation
  Spirit
  d6
  Notice
  Smarts
  d4
  Piloting
  Agility
  d6
  Repair
  Smarts
  d6
  Shooting
  Agility
  d6
  Stealth
  Agility
  d4
  Taunt
  Smarts
  d6
  -
  -
  -
  -
  -
  Clanless: cannot use clan favors 
  Heroic 
  Slow as Stone: Pace 4, d4 Running die
  Brawny 
  Low Light Vision 
  Shield Fighter: increase Parry bonus from  
       shields by +1 
  Nerves of Steel 
  Counterattack
  Light hairpipe vest 
  Shatter shield 
  Light crossbow 
  Mace 
  25 bolts 
  Quiver 
  Crafter's kit 
  5 talons
  +0
  4
  6+2
  8 (1)
  Mace
  Str+d6
  -
  AP 2 vs rigid armor
  Light crossbow
  2d6
  8/16/32
  AP 1. Reload 1. Can be used in melee. One hand.
  Shatter shield
  Parry +1. +2 Armor vs ranged attacks. +2 Fighting and 
  damage rolls to disarm.
  
  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
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  40
  45
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  65
  70
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  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
  Vigor d8
  Nerves of Steel
  Intimidation d6, Taunt d6
  Counterattack
  
  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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  h
  n
  e
  s
  s
  -3
  -2
  -1
  -2
  -1
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  CLAN NAME
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  Incap
  -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
  d8
  Riding
  Agility
  d4
  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: OneFang, screechwing 
  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 Pilot: receive additional Action Card 
       when Piloting if you receive at least one.
  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
  OneFang, screechwing 
  Agility d8, Smarts d4 (A), Spirit d6, Strength d10, Vigor d6 
  Fighting d8, Intimidation d6, Notice d12, Stealth d6 
  Pace: 6; Parry: 6; Toughness: 7 
  Special Abilities 
       Bite: Str+d6 
       Flight: Flying Pace 20. 
       Size +2: Screechwings have a 12 foot wingspan 
       Wing Dancer: rider gets +1 on all Piloting rolls
  -
  -
  20
  Beast Bond
  Spirit d8
  Experience Beast (Fighting d8)
  Battle Pilot
  
  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
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  r
  Incap
  -2
  -1
  -3
  -2
  -1
  Aelyss
  SkyArrow
  Stonewood Elf
  Howling Pine
  Skinchanger
  20
  SEASONED
  d6
  d6
  d8
  d8
  d6
  Fighting
  Agility
  d6
  Healing
  Smarts
  d4
  Investigation
  Smarts
  d4
  Notice
  Smarts
  d6
  Piloting
  Agility
  d4
  Shooting
  Agility
  d8
  Stealth
  Agility
  d6
  Streetwise
  Smarts
  d4
  Survival
  Smarts
  d6
  Taunt
  Smarts
  d4
  -
  -
  -
  -
  Big Mouth 
  Bones of Air: Toughness -1 
  Quirk: loves being high up 
  Arrogant
  Giant Killer 
  Keen Ears: +2 on hearing based Notice rolls 
  Skinchanger: hawk 
  Rapid Shot: can make rapid attacks with bow 
  Soul of the Beast: can shapeshift as free action
  Double bow 
  Mace 
  25 arrows 
  Quiver 
  Glowdust, 5 pouches 
  Glowlamp 
  45 talons
  +0
  6
  5
  4
  Double bow
  2d8
  12/24/48
  Cannot be used mounted
  Mace
  Str+d6
  -
  AP 2 vs rigid armor
  
  Character Description
  Height
  Weight
  Eyes
  Hair
  Age
  Renown Tracker
  Renown Die d4
  Minor Boon
  Enemy
  Minor Boon
  Renown Die d6
  Minor Boon
  Hero of Tales
  Major Boon
  Living Legend
  Renown Die d8
  Notes
  Advance Tracker
  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
  Hawk Form 
  Agility d10, Strength d6, Vigor d6 
  Flying d10, Notice d10, Stealth d6 
  Pace 2; Toughness: 3 
  Special Abilities 
       Beak and Claws: Str+d6 
       Dive: If a hawk dives at least 12" at their target, they deal +2 damage 
       Flight: Flying Pace 20 
       Size -2: Hawks have wingspans of 4 feet 
       Small 
       Extraction
  -
  -
  20
  Notice d6, Stealth d6
  Extraction (hawk form)
  Rapid Shot
  Soul of the Beast
  
  SOUL NAME
  ARCHETYPE
  BIRTH NAME
  PLAYER NAME
  CAMPAIGN
  RANK
  XP
  Skills
  ATTRIBUTE
  DIE
  ATTRIBUTE
  DIE
  Attributes
  Languages
  Hindrances
  Injuries
  Edges
  Possessions
  Weapons
  Type
  Damage
  Range
  Notes
  Wounds
  Fatigue
  T
  o
  u
  g
  h
  n
  e
  s
  s
  -3
  -2
  -1
  -2
  -1
  PEOPLE
  CLAN NAME
  P
  a
  r
  r
  y
  P
  a
  c
  e
  C
  h
  a
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  i
  s
  m
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  V
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  o
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  S
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  S
  p
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  i
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  A
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  l
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  t
  y
  Incap
  Ammo
  R
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  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
  Piloting
  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
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Warbeasts & Wyrms/Savage Worlds - Warbeasts & Wyrms - Tale Spinner One Sheet - Fly By Night.pdf