Table of Contents

Character 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, typically from d4 to d12, with d6 being the average for adult humans. Higher is better!

Attributes

Every character starts with a d4 in each of five attributes: Agility, Smarts, Spirit, Strength, and Vigor (discussed in more detail on page 29).

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 Attribute Increase, page 18). 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 .

Skills

Skills are learned abilities such as firing weapons, hand-to-hand combat, scientific knowledge, professional aptitudes, and so on. Skills in Savage Worlds 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.

Core Skills

Core Skills: Five skills are marked with a red star in the list that begins on page 29: Athletics, Common Knowledge, Notice, Persuasion, and Stealth. These are “innate” abilities most adult adventurers have. Unless a racial ability (page 18), Edge, or Hindrance says otherwise, your character starts with a d4 in each of these five core skills.

Buying Skills

Buying Skills: After core skills are assigned, you have 12 additional points to raise core skills or buy and raise new skills as you see fit. 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 the list starting on page 58). If you exceed the linked attribute, the cost becomes 2 points per die type.

Skill Maximums

Skill Maximums: 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. Celestials (page 21) start with a d6 in Faith, for example, which means their Faith skill may be increased to d12 + 1.

Derived Statistics

Your character sheet contains a few other statistics you need to fill in, described below.

Pace

Pace 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. Movement is explained in detail on page 92.

Parry

Parry is equal to 2 plus half your character’s 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 Target Number (TN) to hit your hero in hand-to- hand combat.

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.

Size

Size: A hero’s default Size is 0 unless altered by racial abilities, Edges, or Hindrances. It cannot be less than −1 or more than +3.

Toughness

Toughness is your hero’s damage threshold. Damage rolls that equal or exceed this number cause harm (explained later in Chapter Three).

Toughness is 2 plus half your hero’s Vigor, plus Armor (use the armor worn on his torso—see page 69). Vigor over a d12 is calculated just like Parry, above.