Savage Worlds
Apr. 21st, 2009 02:23 pmSavage Worlds has a fairly quick character creation process. No die rolls and not much in the way of point juggling. First off you choose race and concept. I decided that the theoretical campaign would be an Urban Fantasy one. So my concept is a street musician turned hero. I'll swipe from both my favorite Charles deLint books and a Mage: the Ascension character and create Jack Rowan. In M:tA, Jack was a home-brew minor tradition, the first of the reborn True Bards. That would be something to aim for long-term maybe with this character. For now he's a street busker who keeps interacting with the hidden world of magic in his home city...
Next up attributes. SW has five - Agility, Smarts, Spirit, Strength and Vigor. Each starts with a d4 and I've got 5 points to spread around, each point raising an Attribute a die type. So I'll bump Agility to d8, Smarts to d6 and Spirit to d8. Strength and Vigor stay at d4. I've also got secondary Attributes - Pace, Parry, Charisma and Toughness. Pace starts at 6", Parry at 2 + 1/2 Fighting (a Skill), Charisma at 0 and Toughness at 2 + 1/2 Vigor. So Toughness is 4 for now. We'll get back to Parry. Both Parry and Vigor are modified by armor and/or shields...
For Skills the character gets 15 points, each being able to buy a die level. 1 point per level, unless you want the Skill to exceed the Attribute it defaults to, then its 2. I take Fighting: d6, Investigation: d6, Persuasion: d8, Gambling: d4, Knowledge (Area History): d6, Stealth: d6, Streetwise: d6 and Swimming: d4...
Next are Edges and Hindrances. Characters can take up to 1 major Hindrance and 2 minor. Major are worth 2 points and minor 1. Edges cost 2 points each, though the points can also be used to bump attributes, starting money or skills. Human characters start with 1 free Edge. So for Jack I'm taking Luck, which gives him an extra Benny at start of play. Bennies are tokens that you can spend to reroll a test or soak damage. Normally you start with 3. Next he'll take the Hindrances Heroic (major, always tries to save the day), Loyal (minor, loyal to friends and allies) and Poverty (minor, 1/2 starting funds and never seems to hold onto future funds well). For that last I'm going with Jack having a tendency to donate any extra money he gets to charity. That gives an extra 4 points. Which I'm spending on more Edges. Quick (which improves how fast he reacts in combat) and Great Luck (another +1 Benny)...
For Gear he'd normally have $500, but its halved to $250. Jack will have the clothes on his back, a backpack with 2 or 3 changes of clothing and various odds and ends. And a guitar case that holds his beat-up Fender. You can play a Fender accoustic right? If not, he'll have a nice (if used) guitar for playing. I wish the game had a Performance skill though...
Next up attributes. SW has five - Agility, Smarts, Spirit, Strength and Vigor. Each starts with a d4 and I've got 5 points to spread around, each point raising an Attribute a die type. So I'll bump Agility to d8, Smarts to d6 and Spirit to d8. Strength and Vigor stay at d4. I've also got secondary Attributes - Pace, Parry, Charisma and Toughness. Pace starts at 6", Parry at 2 + 1/2 Fighting (a Skill), Charisma at 0 and Toughness at 2 + 1/2 Vigor. So Toughness is 4 for now. We'll get back to Parry. Both Parry and Vigor are modified by armor and/or shields...
For Skills the character gets 15 points, each being able to buy a die level. 1 point per level, unless you want the Skill to exceed the Attribute it defaults to, then its 2. I take Fighting: d6, Investigation: d6, Persuasion: d8, Gambling: d4, Knowledge (Area History): d6, Stealth: d6, Streetwise: d6 and Swimming: d4...
Next are Edges and Hindrances. Characters can take up to 1 major Hindrance and 2 minor. Major are worth 2 points and minor 1. Edges cost 2 points each, though the points can also be used to bump attributes, starting money or skills. Human characters start with 1 free Edge. So for Jack I'm taking Luck, which gives him an extra Benny at start of play. Bennies are tokens that you can spend to reroll a test or soak damage. Normally you start with 3. Next he'll take the Hindrances Heroic (major, always tries to save the day), Loyal (minor, loyal to friends and allies) and Poverty (minor, 1/2 starting funds and never seems to hold onto future funds well). For that last I'm going with Jack having a tendency to donate any extra money he gets to charity. That gives an extra 4 points. Which I'm spending on more Edges. Quick (which improves how fast he reacts in combat) and Great Luck (another +1 Benny)...
For Gear he'd normally have $500, but its halved to $250. Jack will have the clothes on his back, a backpack with 2 or 3 changes of clothing and various odds and ends. And a guitar case that holds his beat-up Fender. You can play a Fender accoustic right? If not, he'll have a nice (if used) guitar for playing. I wish the game had a Performance skill though...