See Race page for more details.
Characters are defined by attributes and skills, collectively called “Traits,” and both work in exactly the same way. Attributes and skills are ranked by die types, from a d4 to a d12, with d6 being the average for adult humans.
Every character starts with a d4 in each attribute, and has 5 points with which to raise them. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you want with one exception: no attribute may be raised above a d12. Notice how skills are tied to attributes below.
Agility is your hero’s nimbleness, quickness, and dexterity. Agility is tied to your hero’s ability to fight.
Smarts is a measure of how well your character knows his world and culture, how well he thinks on his feet, and mental agility.
Spirit reflects inner wisdom and willpower. Spirit is very important as it helps your character recover from being Shaken.
Strength is raw physical power and general fitness. Strength is also used to generate your warrior’s damage in hand-to-hand combat.
Vigor represents endurance, resistance to disease, poison, or toxins, and how much pain and physical damage a hero can shake off.
Skills are learned abilities such as shooting, fighting, specific knowledge, professional aptitudes, and so on. These are very general descriptions which cover all related aspects. Shooting, for example, covers bows, crossbows, and other ranged weapons.
You have 15 skill points to distribute among your skills. Each die type costs 1 point (which gains a d4 in that skill) as long as the skill is equal to or less than the attribute it’s linked to (listed beside the skill in parentheses). If you exceed the attribute, the cost becomes 2 points per die type.
As with attributes, no skill may be increased above d12.
Example: Fighting is linked to Agility. A character with a d8 Agility can buy Fighting for one point per die type to d8. Buying a d10 costs 2 points, and a d12 costs another 2 points.
Your character sheet contains a few other statistics you need to fill in, described below.
Charisma is a measure of your character’s appearance, manner, and general likability. It’s 0 unless you have Edges or Hindrances that modify it. Charisma is added to Persuasion and Streetwise rolls, and is used by the GM to figure out how nonplayer characters react to your hero.
Pace is how fast your character moves in a standard combat round. Humans walk 6” in a round and can move an additional 1d6” if they run. Write “6” on your character sheet beside the word Pace.
Parry is equal to 2 plus half your character’s Fighting (2 if a character does not have Fighting), plus any bonuses for shields or certain weapons. This is the Target Number (TN) to hit your hero in hand-to-hand combat. For stats such as d12+1, add half the fixed modifier, rounded down. For instance, a Fighting skill of d12+1 grants a Parry of 8 (2+half of d12), whereas a d12+2 gives a Parry of 9 (2+half of d12+2).
Toughness is your hero’s damage threshold. Anything over this causes him to be rattled or worse. Toughness is 2 plus half your hero’s Vigor, plus Armor. Use the armor worn on his torso, as this number will only change if an enemy specifically attacks (with a penalty) a lesser armored area. Vigor over a d12 is calculated just like Parry.
Willpower represents your character’s ability to resist temptation and corruption. In game terms, Willpower starts at 2 plus half a character’s Spirit. If his Spirit increases permanently, his Willpower increases by +1 as well. If it decreases permanently, it’s reduced by 1. Willpower is NEVER affected by temporary changes to Spirit, such as the effects of a boost / lower trait spell.
3. Edges & Hindrances
Great heroes are far more than a collection of skills and attributes. It’s their unique gifts, special powers, and tragic flaws that truly make them interesting characters.
Characters can take Edges by balancing them out with Hindrances. You’ll find a complete list of Edges and Hindrances on pp 28-42 of the Savage Worlds Core Book. New, as well as restricted and modified Edges and Hindrances are described in the wiki.
You can take one Major Hindrance and two Minor Hindrances. A Major Hindrance gains you 2 points, and a Minor Hindrance is worth 1 point.
For 2 points you can:
• Raise an attribute one die type, or
• Choose an Edge
For 1 point you can:
• Gain another skill point, or
• Gain additional money equal to your starting funds (if you start with $500, you gain an additional $500)
Characters during The Reckoning are larger than life and therefore start out at a Seasoned rank within the Savage Worlds core rules. Therefore, each starting character begins play with 20 XP, or another 4 advances that can be taken. These can be used on attribute increases, skills, edges, or to buy off hindrances per the core rules.
Next you need to purchase equipment. The common currency is the Arothian Dragon. A Dragon is equal to $1, so you can pick items from the Savage Worlds Core Rules (chapter 2) without any need to do mathematical conversions. Your hero begins with 500 dragons.
After the equipment has been purchased, all the unused money goes into the characters’ savings. During the creation phase, the players can ignore the Rare feature, as long as they justify strange items with their background.
6. Background Details
Finish your character by filling in any history or background you care to.