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swade:traits [2023/02/20 20:57] – created jerrodswade:traits [2023/02/20 22:56] (current) jerrod
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-Traits +===== Traits ===== 
-Characters are defined by attributes and skills, +Characters are defined by their “Traits,” 
-collectively called “Traits,” and both work in +attributes and skills ranked by die types. A 
-exactly the same way. Attributes and skills +d6 is average, while higher die types reflect 
-are ranked by die types, typically from d4 +much greater ability.
-to d12, with d6 being the average for adult +
-humansHigher is better!+
  
-Attributes +Attributes are primarily passive or innate 
-Every character starts with a d4 in each +abilities used for resisting effects like fear 
-of five attributes: Agility, Smarts, Spirit, +or supernatural attacks. Skills are used to 
-Strength, and Vigor (discussed in more detail +actively do things or affect others.
-on page 29).+
  
-You then have 5 points to increase your +Exceptions occurbut these are the 
-attributes. Raising a d4 to a d6for example, +foundational differences between the 
-costs 1 point. You’re free to spend these points +two concepts.
-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 .+
  
- +{{page>Attributes}} 
-Skills +{{page>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: 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: 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: 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 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 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.+
  
swade/traits.1676926665.txt.gz · Last modified: by jerrod

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