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<div class="header">
<div class="title"> <p>Characters</p> </div> </div> <div class="text"> <p>Great heroes are more than a collection of statistics and numbers, but in a game system this is certainly where they begin. To make your hero follow the steps below</p> <h2>CONCEPT</h2> <p>Published Savage Settings often come with both character ideas and pregenerated “Archetypes.” You can play these as-is or use them to spark your own ideas.</p> <p>You might play an iconic gunslinger in <a title="Deadlands: The Weird West" href="https://www.peginc.com/store/deadlands-the-weird-west-core-rules/" target="_blank" rel="noopener"><em>Deadlands: The Weird West</em></a>, for example, or you might try something a little different and play the innocent schoolmarm destined to save the town. Look through the player’s section of your setting or talk to the GM if it’s a world of her own creation to see what kind of character catches your interest.</p> <h2>Race</h2> <p>Settings may feature everything from humans to strange aliens, graceful elves, or other exotic races. You can choose to play any race available in your particular setting.</p> <p>A number of sample races are detailed @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{here}, as well as rules for players and Game Masters to @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01makingraces000]{create your own}.</p> <h2>HINDRANCES</h2> <p>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Hindrances} are flaws, drawbacks, or dark secrets drawn from a character’s backstory.</p> <p>You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor is worth 1. A hero could thus take two Major Hindrances, four Minor, or any combination that adds up to 4 points. (You can take more Hindrances if you want but the maximum benefit is 4 points!)</p> <p>Taking Hindrances not only helps you define and roleplay your hero, but also gives you additional points you can use to start with additional attribute or skill points, @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges}, or even money for @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{gear}.</p> <p><strong>For 2 points you can:</strong></p> <ul> <li>Raise an attribute one die type, or</li> <li>Choose an @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edge}</li> </ul> <p><strong>For 1 point you can:</strong></p> <ul> <li>Gain another skill point, or</li> <li>Gain additional starting funds equal to twice your setting's starting amount (see Gear below)</li> </ul> <h2>TRAITS</h2> <p>Characters are defined by attributes and skills, collectively called “@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{traits},” and both work in exactly the same way. Attributes and skills are ranked by die types, typically from d4 to d12, with d6 being the average for adult humans. Higher is better!</p> <h3>ATTRIBUTES</h3> <p>Every character starts with a d4 in each of five attributes: Agility, Smarts, Spirit, Strength, and Vigor (discussed in more detail @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{here}).</p> <p>You then have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you like, except that no attribute may ever be raised above a d12 unless a racial ability says otherwise (such as @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01makingraces000]{Attribute Increase}). If it does, each increase beyond a d12 adds a +1 modifier. Increasing a d12 Strength two steps, for example, is a Strength score of d12+2.</p> <img src="modules/swade-core-rules/assets/art/pg10_red.webp" alt="An image of Red and quote 'No matter what setting she's playing, Emily's character is always 'Red'. Red takes on different aspects when she wanders different worlds,but is always strong, smart, and loyal to her friends. She's also curious...a trait that constantly seems to get her in trouble..." /> <h3>SKILLS</h3> <p>Skills are learned abilities such as firing weapons, hand-to-hand combat, scientific knowledge, professional aptitudes, and so on.</p> <p>Skills in <em>Savage Worlds</em> are very broad to keep the action simple and straightforward. The Shooting skill, for example, covers all types of guns, bows, rocket launchers, and other ranged weapons.</p> <p><strong>Core Skills:</strong> Five skills are marked with a red star in the @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{list}:<strong>@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge}, @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}</strong>, and <strong>@Compendium[swade-core-rules.swade-skills.Stealth]{Stealth}</strong>. These are “innate” abilities most adult adventurers have. Unless a @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{racial ability}, Edge, or Hindrance says otherwise, your character starts with a d4 in each of these five core skills.</p> <p><strong>Buying Skills:</strong> After core skills are assigned, you have 12 additional points to raise core skills or buy and raise new skills as you see fit.</p> <p>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 in @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Traits}). If you exceed the linked attribute, the cost becomes 2 points per die type.</p> <p><strong>Skill Maximums:</strong> Skills may not be increased above d12 during character creation unless the character’s race starts with the skill at d6. If the skill starts with a d6, increase her maximum to d12+1. <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01celestialsan00]{Celestials}</strong> start with a d6 in Faith, for example, which means their Faith skill may be increased to d12+1.</p> <h3>DERIVED STATISTICS</h3> <p>Your character sheet contains a few other statistics you need to fill in, described below.</p> <p><strong>Pace</strong> is how fast your character moves in tactical situations like combat. Standard Pace is 6, which means six tabletop inches per game round. Each inch is two yards in the real world. @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Movement} is explained in more detail here.</p> <p><strong>Parry</strong> is equal to 2 plus half your character’s @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die type (a total of 2 if a character doesn’t have Fighting), plus any bonuses for shields or certain weapons. This is the @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Target Number} (TN) to hit your hero in hand-to-hand combat.</p> <p>For Fighting skills higher than d12, such as d12+1, add half the fixed modifier, rounded down. For instance, Fighting d12+1 grants a Parry of 8, while Fighting d12+2 results in a Parry of 9.</p> <p><strong>Size</strong>: A hero’s default @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Size} is 0 unless altered by @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{racial abilities}, @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges}, or @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Hindrances}. It cannot be less than −1 or more than +3.</p> <p><strong>Toughness</strong> is your hero’s damage threshold. @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02damage00000000]{Damage} rolls that equal or exceed this number cause harm.</p> <p>Toughness is 2 plus half your hero’s Vigor, plus @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02armornotes0000]{Armor} (use the armor worn on his torso). Vigor over a d12 is calculated just like Parry, above.</p> <h2>EDGES</h2> <p>Traits @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Attributes and skills} are a character’s basic statistics, but what really makes individuals different are their @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges}. Even two legionaries in <a title="Weird Wars Rome" href="https://www.peginc.com/store/weird-wars-rome/" target="_blank" rel="noopener"><em>Weird Wars Rome</em></a> with identical Traits play vastly different depending on the Edges they take. One might focus on Leadership Edges that lets him rally his fellow soldiers while another concentrates on taking out large numbers of foes at once with @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} or @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.</p> <p>Characters get @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges} by taking @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Hindrances} from @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{racial abilities} (such as <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01humans00000000]{Humans' Adpatability})</strong>, or <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01advancement000]{Advances}</strong> once play begins.</p> <p>A comprehensive list of Edges is available. Your setting book likely has additional abilities specific to that world or genre as well.</p> <h2>GEAR</h2> <p>Some settings provide your hero with all the @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{gear} she needs. Most simply grant a starting amount of funds you can use to purchase whatever you like from a relevant list of weapons, armor, and adventuring gear.</p> <p>Unless your setting book or GM says otherwise, the standard starting amount is $500. A list of common gear and weapons can be found in the @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{Chapter Two}.</p> <p>Depending on the setting, this might be everything the character owns or it may represent their “adventuring” gear, with their more mundane belongings stored at a home or apartment. The latter is up to the Game Master. In modern settings, most everyone should have a home, clothes, appliances, and so on. The equipment you list on your character sheet should be your character’s “adventuring gear” rather than an exhaustive list of everything she owns.</p> <p>Players don’t have to worry about how much they can carry in most games, but if it becomes important, see @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{Encumbrance}.</p> <img src="modules/swade-core-rules/assets/art/pg11_roman.webp" alt="An image of a Roman Centurion with quote 'Roman Centurion...These guys mean business!'" /> <h2>BACKGROUND EDGES</h2> <p>Finish your new hero by filling in any additional history or background you care to. Ask yourself why she’s where she is and what her goals are. Where does she live? Does she have any close friends or family who might be relevant to the game?</p> <p>Or just start playing and fill in these details as they become important and you walk around in her shoes a bit.</p> <p>You might also want to talk to the other players. Maybe your characters know each other right from the start. Or you might collectively decide to optimize your group a bit and ensure you’ve got a good assortment of skills and abilities. If so, make sure you’re playing what you want to play. There’s no point in being the party’s healer if that’s not a role you’re interested in.</p> </div>
<div class="header">
<div class="title"> <p>Characters</p> </div> </div> <div class="text"> <p>Great heroes are more than a collection of statistics and numbers, but in a game system this is certainly where they begin. To make your hero follow the steps below</p> <h2>CONCEPT</h2> <p>Published Savage Settings often come with both character ideas and pregenerated “Archetypes.” You can play these as-is or use them to spark your own ideas.</p> <p>You might play an iconic gunslinger in <a title="Deadlands: The Weird West" href="https://www.peginc.com/store/deadlands-the-weird-west-core-rules/" target="_blank" rel="noopener"><em>Deadlands: The Weird West</em></a>, for example, or you might try something a little different and play the innocent schoolmarm destined to save the town. Look through the player’s section of your setting or talk to the GM if it’s a world of her own creation to see what kind of character catches your interest.</p> <h2>Race</h2> <p>Settings may feature everything from humans to strange aliens, graceful elves, or other exotic races. You can choose to play any race available in your particular setting.</p> <p>A number of sample races are detailed @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{here}, as well as rules for players and Game Masters to @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01makingraces000]{create your own}.</p> <h2>HINDRANCES</h2> <p>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Hindrances} are flaws, drawbacks, or dark secrets drawn from a character’s backstory.</p> <p>You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor is worth 1. A hero could thus take two Major Hindrances, four Minor, or any combination that adds up to 4 points. (You can take more Hindrances if you want but the maximum benefit is 4 points!)</p> <p>Taking Hindrances not only helps you define and roleplay your hero, but also gives you additional points you can use to start with additional attribute or skill points, @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges}, or even money for @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{gear}.</p> <p><strong>For 2 points you can:</strong></p> <ul> <li>Raise an attribute one die type, or</li> <li>Choose an @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edge}</li> </ul> <p><strong>For 1 point you can:</strong></p> <ul> <li>Gain another skill point, or</li> <li>Gain additional starting funds equal to twice your setting's starting amount (see Gear below)</li> </ul> <h2>TRAITS</h2> <p>Characters are defined by attributes and skills, collectively called “@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{traits},” and both work in exactly the same way. Attributes and skills are ranked by die types, typically from d4 to d12, with d6 being the average for adult humans. Higher is better!</p> <h3>ATTRIBUTES</h3> <p>Every character starts with a d4 in each of five attributes: Agility, Smarts, Spirit, Strength, and Vigor (discussed in more detail @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{here}).</p> <p>You then have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you like, except that no attribute may ever be raised above a d12 unless a racial ability says otherwise (such as @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01makingraces000]{Attribute Increase}). If it does, each increase beyond a d12 adds a +1 modifier. Increasing a d12 Strength two steps, for example, is a Strength score of d12+2.</p> <img src="modules/swade-core-rules/assets/art/pg10_red.webp" alt="An image of Red and quote 'No matter what setting she's playing, Emily's character is always 'Red'. Red takes on different aspects when she wanders different worlds,but is always strong, smart, and loyal to her friends. She's also curious...a trait that constantly seems to get her in trouble..." /> <h3>SKILLS</h3> <p>Skills are learned abilities such as firing weapons, hand-to-hand combat, scientific knowledge, professional aptitudes, and so on.</p> <p>Skills in <em>Savage Worlds</em> are very broad to keep the action simple and straightforward. The Shooting skill, for example, covers all types of guns, bows, rocket launchers, and other ranged weapons.</p> <p><strong>Core Skills:</strong> Five skills are marked with a red star in the @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{list}:<strong>@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge}, @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}</strong>, and <strong>@Compendium[swade-core-rules.swade-skills.Stealth]{Stealth}</strong>. These are “innate” abilities most adult adventurers have. Unless a @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{racial ability}, Edge, or Hindrance says otherwise, your character starts with a d4 in each of these five core skills.</p> <p><strong>Buying Skills:</strong> After core skills are assigned, you have 12 additional points to raise core skills or buy and raise new skills as you see fit.</p> <p>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 in @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Traits}). If you exceed the linked attribute, the cost becomes 2 points per die type.</p> <p><strong>Skill Maximums:</strong> Skills may not be increased above d12 during character creation unless the character’s race starts with the skill at d6. If the skill starts with a d6, increase her maximum to d12+1. <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01celestialsan00]{Celestials}</strong> start with a d6 in Faith, for example, which means their Faith skill may be increased to d12+1.</p> <h3>DERIVED STATISTICS</h3> <p>Your character sheet contains a few other statistics you need to fill in, described below.</p> <p><strong>Pace</strong> is how fast your character moves in tactical situations like combat. Standard Pace is 6, which means six tabletop inches per game round. Each inch is two yards in the real world. @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Movement} is explained in more detail here.</p> <p><strong>Parry</strong> is equal to 2 plus half your character’s @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die type (a total of 2 if a character doesn’t have Fighting), plus any bonuses for shields or certain weapons. This is the @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Target Number} (TN) to hit your hero in hand-to-hand combat.</p> <p>For Fighting skills higher than d12, such as d12+1, add half the fixed modifier, rounded down. For instance, Fighting d12+1 grants a Parry of 8, while Fighting d12+2 results in a Parry of 9.</p> <p><strong>Size</strong>: A hero’s default @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Size} is 0 unless altered by @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{racial abilities}, @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges}, or @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Hindrances}. It cannot be less than −1 or more than +3.</p> <p><strong>Toughness</strong> is your hero’s damage threshold. @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02damage00000000]{Damage} rolls that equal or exceed this number cause harm.</p> <p>Toughness is 2 plus half your hero’s Vigor, plus @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02armornotes0000]{Armor} (use the armor worn on his torso). Vigor over a d12 is calculated just like Parry, above.</p> <h2>EDGES</h2> <p>Traits @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Attributes and skills} are a character’s basic statistics, but what really makes individuals different are their @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges}. Even two legionaries in <a title="Weird Wars Rome" href="https://www.peginc.com/store/weird-wars-rome/" target="_blank" rel="noopener"><em>Weird Wars Rome</em></a> with identical Traits play vastly different depending on the Edges they take. One might focus on Leadership Edges that lets him rally his fellow soldiers while another concentrates on taking out large numbers of foes at once with @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} or @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.</p> <p>Characters get @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges} by taking @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Hindrances} from @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{racial abilities} (such as <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01humans00000000]{Humans' Adpatability})</strong>, or <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01advancement000]{Advances}</strong> once play begins.</p> <p>A comprehensive list of Edges is available. Your setting book likely has additional abilities specific to that world or genre as well.</p> <h2>GEAR</h2> <p>Some settings provide your hero with all the @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{gear} she needs. Most simply grant a starting amount of funds you can use to purchase whatever you like from a relevant list of weapons, armor, and adventuring gear.</p> <p>Unless your setting book or GM says otherwise, the standard starting amount is $500. A list of common gear and weapons can be found in the @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{Chapter Two}.</p> <p>Depending on the setting, this might be everything the character owns or it may represent their “adventuring” gear, with their more mundane belongings stored at a home or apartment. The latter is up to the Game Master. In modern settings, most everyone should have a home, clothes, appliances, and so on. The equipment you list on your character sheet should be your character’s “adventuring gear” rather than an exhaustive list of everything she owns.</p> <p>Players don’t have to worry about how much they can carry in most games, but if it becomes important, see @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{Encumbrance}.</p> <img src="modules/swade-core-rules/assets/art/pg11_roman.webp" alt="An image of a Roman Centurion with quote 'Roman Centurion...These guys mean business!'" /> <h2>BACKGROUND EDGES</h2> <p>Finish your new hero by filling in any additional history or background you care to. Ask yourself why she’s where she is and what her goals are. Where does she live? Does she have any close friends or family who might be relevant to the game?</p> <p>Or just start playing and fill in these details as they become important and you walk around in her shoes a bit.</p> <p>You might also want to talk to the other players. Maybe your characters know each other right from the start. Or you might collectively decide to optimize your group a bit and ensure you’ve got a good assortment of skills and abilities. If so, make sure you’re playing what you want to play. There’s no point in being the party’s healer if that’s not a role you’re interested in.</p> </div> |
<div class="title">
<p>Characters</p>
</div>
</div>
<div class="text">
<p>Great heroes are more than a collection of statistics and numbers, but in a game system this is certainly where they begin. To make your hero follow the steps below</p>
<h2>CONCEPT</h2>
<p>Published Savage Settings often come with both character ideas and pregenerated “Archetypes.” You can play these as-is or use them to spark your own ideas.</p>
<p>You might play an iconic gunslinger in <a title="Deadlands: The Weird West" href="https://www.peginc.com/store/deadlands-the-weird-west-core-rules/" target="_blank" rel="noopener"><em>Deadlands: The Weird West</em></a>, for example, or you might try something a little different and play the innocent schoolmarm destined to save the town. Look through the player’s section of your setting or talk to the GM if it’s a world of her own creation to see what kind of character catches your interest.</p>
<h2>Ancestry</h2>
<p>Settings may feature everything from humans to strange aliens, graceful elves, or other exotic ancestries. You can choose to play any ancestry available in your particular setting.</p>
<p>A number of sample ancestries are detailed @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{here}, as well as rules for players and Game Masters to @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01makingraces000]{create your own}.</p>
<h2>HINDRANCES</h2>
<p>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Hindrances} are flaws, drawbacks, or dark secrets drawn from a character’s backstory.</p>
<p>You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor is worth 1. A hero could thus take two Major Hindrances, four Minor, or any combination that adds up to 4 points. (You can take more Hindrances if you want but the maximum benefit is 4 points!)</p>
<p>Taking Hindrances not only helps you define and roleplay your hero, but also gives you additional points you can use to start with additional attribute or skill points, @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges}, or even money for @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{gear}.</p>
<p><strong>For 2 points you can:</strong></p>
<ul>
<li>Raise an attribute one die type, or</li>
<li>Choose an @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edge}</li>
</ul>
<p><strong>For 1 point you can:</strong></p>
<ul>
<li>Gain another skill point, or</li>
<li>Gain additional starting funds equal to twice your setting's starting amount (see Gear below)</li>
</ul>
<h2>TRAITS</h2>
<p>Characters are defined by attributes and skills, collectively called “@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{traits},” and both work in exactly the same way. Attributes and skills are ranked by die types, typically from d4 to d12, with d6 being the average for adult humans. Higher is better!</p>
<h3>ATTRIBUTES</h3>
<p>Every character starts with a d4 in each of five attributes: Agility, Smarts, Spirit, Strength, and Vigor (discussed in more detail @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{here}).</p>
<p>You then have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you like, except that no attribute may ever be raised above a d12 unless a ancestral ability says otherwise (such as @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01makingraces000]{Attribute Increase}). If it does, each increase beyond a d12 adds a +1 modifier. Increasing a d12 Strength two steps, for example, is a Strength score of d12+2.</p>
<img src="https://assets.forge-vtt.com/617d6e6373347d97799e4f8e/modules/swade-core-rules/assets/art/pg10_red.webp" alt="An image of Red and quote 'No matter what setting she's playing, Emily's character is always 'Red'. Red takes on different aspects when she wanders different worlds,but is always strong, smart, and loyal to her friends. She's also curious...a trait that constantly seems to get her in trouble...">
<h3>SKILLS</h3>
<p>Skills are learned abilities such as firing weapons, hand-to-hand combat, scientific knowledge, professional aptitudes, and so on.</p>
<p>Skills in <em>Savage Worlds</em> are very broad to keep the action simple and straightforward. The Shooting skill, for example, covers all types of guns, bows, rocket launchers, and other ranged weapons.</p>
<p><strong>Core Skills:</strong> Five skills are marked with a red star in the @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{list}:<strong>@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge}, @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}</strong>, and <strong>@Compendium[swade-core-rules.swade-skills.Stealth]{Stealth}</strong>. These are “innate” abilities most adult adventurers have. Unless a @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{ancestral ability}, Edge, or Hindrance says otherwise, your character starts with a d4 in each of these five core skills.</p>
<p><strong>Buying Skills:</strong> After core skills are assigned, you have 12 additional points to raise core skills or buy and raise new skills as you see fit.</p>
<p>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 in @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Traits}). If you exceed the linked attribute, the cost becomes 2 points per die type.</p>
<p><strong>Skill Maximums:</strong> Skills may not be increased above d12 during character creation unless the character’s ancestry starts with the skill at d6. If the skill starts with a d6, increase her maximum to d12+1. <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01celestialsan00]{Celestials}</strong> start with a d6 in Faith, for example, which means their Faith skill may be increased to d12+1.</p>
<h3>DERIVED STATISTICS</h3>
<p>Your character sheet contains a few other statistics you need to fill in, described below.</p>
<p><strong>Pace</strong> is how fast your character moves in tactical situations like combat. Standard Pace is 6, which means six tabletop inches per game round. Each inch is two yards in the real world. @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Movement} is explained in more detail here.</p>
<p><strong>Parry</strong> is equal to 2 plus half your character’s @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die type (a total of 2 if a character doesn’t have Fighting), plus any bonuses for shields or certain weapons. This is the @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Target Number} (TN) to hit your hero in hand-to-hand combat.</p>
<p>For Fighting skills higher than d12, such as d12+1, add half the fixed modifier, rounded down. For instance, Fighting d12+1 grants a Parry of 8, while Fighting d12+2 results in a Parry of 9.</p>
<p><strong>Size</strong>: A hero’s default @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Size} is 0 unless altered by @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{ancestral abilities}, @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges}, or @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Hindrances}. It cannot be less than −1 or more than +3.</p>
<p><strong>Toughness</strong> is your hero’s damage threshold. @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02damage00000000]{Damage} rolls that equal or exceed this number cause harm.</p>
<p>Toughness is 2 plus half your hero’s Vigor, plus @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02armornotes0000]{Armor} (use the armor worn on his torso). Vigor over a d12 is calculated just like Parry, above.</p>
<h2>EDGES</h2>
<p>Traits @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Attributes and skills} are a character’s basic statistics, but what really makes individuals different are their @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges}. Even two legionaries in <a title="Weird Wars Rome" href="https://www.peginc.com/store/weird-wars-rome/" target="_blank" rel="noopener"><em>Weird Wars Rome</em></a> with identical Traits play vastly different depending on the Edges they take. One might focus on Leadership Edges that lets him rally his fellow soldiers while another concentrates on taking out large numbers of foes at once with @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} or @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.</p>
<p>Characters get @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges} by taking @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Hindrances} from @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{ancestral abilities} (such as <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01humans00000000]{Humans' Adpatability})</strong>, or <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01advancement000]{Advances}</strong> once play begins.</p>
<p>A comprehensive list of Edges is available. Your setting book likely has additional abilities specific to that world or genre as well.</p>
<h2>GEAR</h2>
<p>Some settings provide your hero with all the @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{gear} she needs. Most simply grant a starting amount of funds you can use to purchase whatever you like from a relevant list of weapons, armor, and adventuring gear.</p>
<p>Unless your setting book or GM says otherwise, the standard starting amount is $500. A list of common gear and weapons can be found in the @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{Chapter Two}.</p>
<p>Depending on the setting, this might be everything the character owns or it may represent their “adventuring” gear, with their more mundane belongings stored at a home or apartment. The latter is up to the Game Master. In modern settings, most everyone should have a home, clothes, appliances, and so on. The equipment you list on your character sheet should be your character’s “adventuring gear” rather than an exhaustive list of everything she owns.</p>
<p>Players don’t have to worry about how much they can carry in most games, but if it becomes important, see @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{Encumbrance}.</p>
<img src="https://assets.forge-vtt.com/617d6e6373347d97799e4f8e/modules/swade-core-rules/assets/art/pg11_roman.webp" alt="An image of a Roman Centurion with quote 'Roman Centurion...These guys mean business!'">
<h2>BACKGROUND EDGES</h2>
<p>Finish your new hero by filling in any additional history or background you care to. Ask yourself why she’s where she is and what her goals are. Where does she live? Does she have any close friends or family who might be relevant to the game?</p>
<p>Or just start playing and fill in these details as they become important and you walk around in her shoes a bit.</p>
<p>You might also want to talk to the other players. Maybe your characters know each other right from the start. Or you might collectively decide to optimize your group a bit and ensure you’ve got a good assortment of skills and abilities. If so, make sure you’re playing what you want to play. There’s no point in being the party’s healer if that’s not a role you’re interested in.</p>
<div class="title">
<p>Characters</p>
</div>
</div>
<div class="text">
<p>Great heroes are more than a collection of statistics and numbers, but in a game system this is certainly where they begin. To make your hero follow the steps below</p>
<h2>CONCEPT</h2>
<p>Published Savage Settings often come with both character ideas and pregenerated “Archetypes.” You can play these as-is or use them to spark your own ideas.</p>
<p>You might play an iconic gunslinger in <a title="Deadlands: The Weird West" href="https://www.peginc.com/store/deadlands-the-weird-west-core-rules/" target="_blank" rel="noopener"><em>Deadlands: The Weird West</em></a>, for example, or you might try something a little different and play the innocent schoolmarm destined to save the town. Look through the player’s section of your setting or talk to the GM if it’s a world of her own creation to see what kind of character catches your interest.</p>
<h2>
RaceAncestry</h2><p>Settings may feature everything from humans to strange aliens, graceful elves, or other exotic
rancestries. You can choose to play anyraceancestry available in your particular setting.</p><p>A number of sample
racancestries are detailed @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{here}, as well as rules for players and Game Masters to @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01makingraces000]{create your own}.</p><h2>HINDRANCES</h2>
<p>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Hindrances} are flaws, drawbacks, or dark secrets drawn from a character’s backstory.</p>
<p>You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor is worth 1. A hero could thus take two Major Hindrances, four Minor, or any combination that adds up to 4 points. (You can take more Hindrances if you want but the maximum benefit is 4 points!)</p>
<p>Taking Hindrances not only helps you define and roleplay your hero, but also gives you additional points you can use to start with additional attribute or skill points, @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges}, or even money for @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{gear}.</p>
<p><strong>For 2 points you can:</strong></p>
<ul>
<li>Raise an attribute one die type, or</li>
<li>Choose an @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edge}</li>
</ul>
<p><strong>For 1 point you can:</strong></p>
<ul>
<li>Gain another skill point, or</li>
<li>Gain additional starting funds equal to twice your setting's starting amount (see Gear below)</li>
</ul>
<h2>TRAITS</h2>
<p>Characters are defined by attributes and skills, collectively called “@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{traits},” and both work in exactly the same way. Attributes and skills are ranked by die types, typically from d4 to d12, with d6 being the average for adult humans. Higher is better!</p>
<h3>ATTRIBUTES</h3>
<p>Every character starts with a d4 in each of five attributes: Agility, Smarts, Spirit, Strength, and Vigor (discussed in more detail @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{here}).</p>
<p>You then have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you like, except that no attribute may ever be raised above a d12 unless a
raciancestral ability says otherwise (such as @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01makingraces000]{Attribute Increase}). If it does, each increase beyond a d12 adds a +1 modifier. Increasing a d12 Strength two steps, for example, is a Strength score of d12+2.</p><img src="https://assets.forge-vtt.com/617d6e6373347d97799e4f8e/modules/swade-core-rules/assets/art/pg10_red.webp" alt="An image of Red and quote 'No matter what setting she's playing, Emily's character is always 'Red'. Red takes on different aspects when she wanders different worlds,but is always strong, smart, and loyal to her friends. She's also curious...a trait that constantly seems to get her in trouble..."
/><h3>SKILLS</h3>
<p>Skills are learned abilities such as firing weapons, hand-to-hand combat, scientific knowledge, professional aptitudes, and so on.</p>
<p>Skills in <em>Savage Worlds</em> are very broad to keep the action simple and straightforward. The Shooting skill, for example, covers all types of guns, bows, rocket launchers, and other ranged weapons.</p>
<p><strong>Core Skills:</strong> Five skills are marked with a red star in the @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{list}:<strong>@Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge}, @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}</strong>, and <strong>@Compendium[swade-core-rules.swade-skills.Stealth]{Stealth}</strong>. These are “innate” abilities most adult adventurers have. Unless a @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{
raciancestral ability}, Edge, or Hindrance says otherwise, your character starts with a d4 in each of these five core skills.</p><p><strong>Buying Skills:</strong> After core skills are assigned, you have 12 additional points to raise core skills or buy and raise new skills as you see fit.</p>
<p>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 in @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Traits}). If you exceed the linked attribute, the cost becomes 2 points per die type.</p>
<p><strong>Skill Maximums:</strong> Skills may not be increased above d12 during character creation unless the character’s
raceancestry starts with the skill at d6. If the skill starts with a d6, increase her maximum to d12+1. <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01celestialsan00]{Celestials}</strong> start with a d6 in Faith, for example, which means their Faith skill may be increased to d12+1.</p><h3>DERIVED STATISTICS</h3>
<p>Your character sheet contains a few other statistics you need to fill in, described below.</p>
<p><strong>Pace</strong> is how fast your character moves in tactical situations like combat. Standard Pace is 6, which means six tabletop inches per game round. Each inch is two yards in the real world. @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Movement} is explained in more detail here.</p>
<p><strong>Parry</strong> is equal to 2 plus half your character’s @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} die type (a total of 2 if a character doesn’t have Fighting), plus any bonuses for shields or certain weapons. This is the @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Target Number} (TN) to hit your hero in hand-to-hand combat.</p>
<p>For Fighting skills higher than d12, such as d12+1, add half the fixed modifier, rounded down. For instance, Fighting d12+1 grants a Parry of 8, while Fighting d12+2 results in a Parry of 9.</p>
<p><strong>Size</strong>: A hero’s default @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Size} is 0 unless altered by @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{
raciancestral abilities}, @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges}, or @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Hindrances}. It cannot be less than −1 or more than +3.</p><p><strong>Toughness</strong> is your hero’s damage threshold. @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02damage00000000]{Damage} rolls that equal or exceed this number cause harm.</p>
<p>Toughness is 2 plus half your hero’s Vigor, plus @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02armornotes0000]{Armor} (use the armor worn on his torso). Vigor over a d12 is calculated just like Parry, above.</p>
<h2>EDGES</h2>
<p>Traits @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Attributes and skills} are a character’s basic statistics, but what really makes individuals different are their @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges}. Even two legionaries in <a title="Weird Wars Rome" href="https://www.peginc.com/store/weird-wars-rome/" target="_blank" rel="noopener"><em>Weird Wars Rome</em></a> with identical Traits play vastly different depending on the Edges they take. One might focus on Leadership Edges that lets him rally his fellow soldiers while another concentrates on taking out large numbers of foes at once with @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} or @Compendium[swade-core-rules.swade-edges.Frenzy]{Frenzy}.</p>
<p>Characters get @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Edges} by taking @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Hindrances} from @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01races000000000]{
raciancestral abilities} (such as <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01humans00000000]{Humans' Adpatability})</strong>, or <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01advancement000]{Advances}</strong> once play begins.</p><p>A comprehensive list of Edges is available. Your setting book likely has additional abilities specific to that world or genre as well.</p>
<h2>GEAR</h2>
<p>Some settings provide your hero with all the @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{gear} she needs. Most simply grant a starting amount of funds you can use to purchase whatever you like from a relevant list of weapons, armor, and adventuring gear.</p>
<p>Unless your setting book or GM says otherwise, the standard starting amount is $500. A list of common gear and weapons can be found in the @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{Chapter Two}.</p>
<p>Depending on the setting, this might be everything the character owns or it may represent their “adventuring” gear, with their more mundane belongings stored at a home or apartment. The latter is up to the Game Master. In modern settings, most everyone should have a home, clothes, appliances, and so on. The equipment you list on your character sheet should be your character’s “adventuring gear” rather than an exhaustive list of everything she owns.</p>
<p>Players don’t have to worry about how much they can carry in most games, but if it becomes important, see @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02gearnotes00000]{Encumbrance}.</p>
<img src="https://assets.forge-vtt.com/617d6e6373347d97799e4f8e/modules/swade-core-rules/assets/art/pg11_roman.webp" alt="An image of a Roman Centurion with quote 'Roman Centurion...These guys mean business!'"
/><h2>BACKGROUND EDGES</h2>
<p>Finish your new hero by filling in any additional history or background you care to. Ask yourself why she’s where she is and what her goals are. Where does she live? Does she have any close friends or family who might be relevant to the game?</p>
<p>Or just start playing and fill in these details as they become important and you walk around in her shoes a bit.</p>
<p>You might also want to talk to the other players. Maybe your characters know each other right from the start. Or you might collectively decide to optimize your group a bit and ensure you’ve got a good assortment of skills and abilities. If so, make sure you’re playing what you want to play. There’s no point in being the party’s healer if that’s not a role you’re interested in.</p>
</div>