Character Creation

Step 1. Race

Humans are the standard race in Savage Worlds, and start play with one free Edge (see Step 3). Here are a list of racial gentotypes: Humans

Step 2. Traits

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!

Attributes

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.

• 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 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

Skills are learned abilities such as Shooting, Fighting, scientific knowledge, professional aptitudes, and so on. These are very general descriptions which cover all related aspects.
Shooting, for example, covers all kinds of bows and other ranged weapons.

You have 15 skill points to distribute among your skills. Each die type costs 1 point (starting
at d4) 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.

For a list of skills, refer to: Skills.

Derived Statistics

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. This is 6” on the table-top—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 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). Vigor over a d12 is calculated just like Parry.

Step 3. Edges and 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 here: Edges & Hindrances

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, 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 SM, you gain an
additional 500 SM).

Gear

Next you need to purchase equipment. The standard starting amount is 500 Syranthian Moons (“SM”).

Character Creation

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