The process for creating character can be complicated in any system can be complicated. To streamline this process, consider the following document for character creation

Character Concept

Start with the stuff that sparks imagination.

Core Stats

There three sets of core statistics, or Traits in Savage Worlds, namely Attributes, Skills, and Derived Statistics.

All Attributes start at a d4. All skills, excepting Core Skills (Athletics, Common Knowledge, Notice, Persuasion, Stealth), start at a d4-2. Derived Statistics are Pace, Parry, Toughness, Size, and Bennies.

Attribute Points

You have 5 attribute points to allocate. Each point can be used to increase an attribute a die type. Attributes are:

Unless otherwise stated or granted by an edge, connection bonus, or other effect, you cannot increase any attribute beyond a d12.

Skill Points

You have 12 skill points to allocate. Points can be spent to increase skills a die type (d4-2→d4→d6→d8→d10→d12).

Derived Statistics

Derived Statistics are those that are defined by existing attributes or skills. Those requiring additional calculation are as follows:

Bennies, Pace, & Size

Unless otherwise stated by an edge, connection bonus, or other effect, all humans have 6 Pace, are Size 0, and begin sessions with 3 bennies.

Hindrances & Edges

Edges and Hindrances are what make each Wild Card unique. Taking Hindrances allows a variety of mechanical character growth. The rules are

In addition, humans gain an additional Novice edge as their racial bonus.

Connections

You have 5 Connection Points. These points can increase your standing with any single faction outlined on the Connections page. Each faction can have a maximum of 3 points invested.

Please note, larger Factions may have multiple subfactions as their connections. For example, the APCA contains several subfactions. Points are invested in these subfactions and not the APCA as a whole.

Gear & Powers

You have $500 with which to purchase any gear listed in the Savage Worlds book. This includes all modern devices from firearms to GPS.

While Spirit City is served primarily by a trade economy, money in this case is a stand-in to abstract this process during character creation.

Personality Hooks

These are simple items which can help fuel quick roleplay if recalled.

One-line GM hook