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.
- Name
- One-line pitch ("Hardboiled detective turned House Jab")
- Visual Vibe
- Mechanical Goal, e.g. What I want to be good at doing
- Narrative Goal, e.g. How I want this character to feel and act in the story
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:
- Agility is a measure of a character's nimbleness, dexterity, and general coordination.
- Smarts measures raw intelligence, mental acuity, and how fast a character thinks on their feet. It resists certain types of mental and social attacks.
- Spirit is self-confidence, backbone, and willpower. It's used to resist social and supernatural attacks as well as fear.
- Strength is physical power and fitness. It's also used as the basis of a warrior's damage in melee combat, and to determine how much they can wear or carry.
- Vigor represents an individual's endurance, resistance to disease, poison, or toxins, and how much physical damage they can take before they can't go on.
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).
- 1 skill point may be used to increase a skill up to the die type of its associated attribute.
- 2 skill points may be used to increase a skill above the die type of its associated attribute.
- All skills begin at a d4-2 die type, excepting Core Skills (Athletics, Common Knowledge, Notice, Persuasion, Stealth), which begin at a d4 die type.
Derived Statistics
Derived Statistics are those that are defined by existing attributes or skills. Those requiring additional calculation are as follows:
- Toughness (2 + half your Vigor die + Armor) is your hero's damage threshold. Only damage rolls equaling or exceeding this value harm your character.
- Parry (2 + half your Fighting die) is the target number (TN) that must be met for a melee attack to strike them.
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
- Adding Hindrances to your character collects special points which may be used in character creation.
- Minor Hindrances grant 1 point, whereas Major Hindrances grant 2.
- You may have as many Hindrances as you want, but only a maximum of 4 Points.
- If you are playing a contractor you may purchase up to 2 additional points of Hindrances, increasing your maximum to 6 Points. This or these Hindrances must be related to your contract. The 2 additional points may be allocated as normal.
- Points gained from Hindrances can be allocated as follows:
- 1 Point grants 2 additional skill points.
- 2 Points grants an additional attribute point.
- 2 Points grants an edge.
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.
- Goal
- Fear
- Habit
- Job / Obligation
One-line GM hook
- The GM can mess with me by...