Misadventures in Mystara
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Follow these simple steps to create a Novice character. Novice is the default starting Rank in Savage Worlds, kind of like a d20 Level 1 to 3 characters. Higher Ranks (in order) are: Seasoned, Veteran, Heroic, and Legendary.
1) Choose a Race:
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. Higher is better!
Your hero starts with a d4 in each of his 5 Attributes, and has 5 points with which to raise them. Raising an attribute by 1 die type costs 1 point.
- Agility is your hero’s nimbleness, quickness, and dexterity.
- 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 rattled when injured.
- 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 trades such as Shooting, Fighting, scientific Knowledge, Professional abilities, and so on. These are very general descriptions which cover all related aspects. Shooting, for example, covers all types of bows and other ranged weapons. You have 15 points to distribute among your skills.
Each die type costs 1 point 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.
Here’s where you can find the list of Skills.
- 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 NPCs 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. This is 6” on the tabletop—every inch there represents 2 yards in the “real world.”
- 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 TN to hit your hero in hand-to-hand combat.
- Toughness is your hero’s damage threshold. Anything over this causes him to be rattled or worse. Like Parry, Toughness is 2 plus half your hero’s Vigor, plus Armor.
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.
You can take one Major Hindrance and two Minor Hindrances. A Major Hindrance is worth 2 points, and a Minor Hindrance is worth 1 point.For 2 points you can:
- Raise an attribute one die type (you may raise your attributes before purchasing skills).
- Choose an Edge. For 1 point you can:
- Gain another skill point.
- Gain additional money equal to your starting funds (if you start with 500 royals, you gain an additional 500 royals)
4) Choose Powers
If you picked either Arcane Background (Magic) or Arcane Background (Miracles) as Edges, you may now choose your Powers, or the specific spells or prayers you can cast.
6) Background Details
Finish your character by filling in any history or background you care to. Ask yourself why your hero is where she is and what her goals are. Or you can just start playing and fill in these details as they become important.
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