Character Creation

Generally all fantasy based rules from the Savage Worlds Deluxe or Explorer books are available. However, there are some that I am exuding. I will create a list of exclusions as I go.

Race

Dwarves
Dwarves were crafted from the element of earth. They are a stark reflection of this element: unwavering, stoic, firmly planted in their beliefs resilient and extremely proud. They built grand kingdoms to demonstrate their devotion toward their kings and even queens. Their entire society revolves around the single element that gave them life.

Being forged from the earth has it s benefits in their resolute demeanor. They are extremely brave and known to stand strong against the worst of terrors. To have a dwarven ally in a fight means to have someone who will always offer their aid and protection. However, they are the most stubborn of all the races.

Dwarves adhere ti a very strict caste system. Dwarves can only rise in caste after proving their worth or under extenuating circumstances; rising to royalty is nearly impossible. Dropping to a lower caste is a cause for shame and is a punishment for serious crimes. the different castes, from highest to lowest both physically and sociallly, are as follows: royalty, gentry, warrior, tradesmith, merchant, scholar and worker.

When one makes friends with a dwarf, they have found an ally for life. Dwarves are extremely loyal, almost to a fault, but also extremely cautious over whom they befriend. Because of this, dwarves are rarely found in the company of other races. They are hesitant toward others and believe only true bonds should be formed through friendship.

Due to their desire for dwarven-made goods, humans have the best relations with the dwarven kingdoms. While the dwarven warlords may not run out to support human causes, they are more than willing to listen to their pleas for help and assess the situation. Should the need arise, the kingdom will assemble a grand army led by elite warriors and generals to assist its allies. Should they find the humans’ needs do not benefit them, the dwarves will give their warriors and warlords the decision to provide aid or not, without the help of the dwarven army. This produces a working relationship with each side showing respect toward the other.

Dwarves and elves are completely neutral toward each other. Elves have little or no need for dwarven goods and have little to nothing to offer in return. The two races rarely come to conflict but they also rarely become allies.

Racial Template
When choosing dwarf as a pc race, apply the following racial template:

  • Age: The average dwarf lives for 280-320 years. They typical dwarf becomes a warrior at 60 years old. A young dwarf is around 30-45 years old. An elderly dwarf is around 240-280.
  • Hardy: Dwarves gain a +1 bonus to Toughness.
  • Knowledge: All dwarf characters have a Common Knowledge (d4) in the following areas: crafting, rock, metals and can identify all types of weapons and armor.
  • Loyal: Dwarves are extremely loyal to their clan and their allies. Gain the Loyal (Minor) Hindrance.
  • Low Light Vision: Dwarves live in kingdoms built into mountains and are accustomed to dark environments. They ignore attack penalties for Dim and Dark lighting.
  • Resilient: Dwarves gain a +2 bonus to resist all negative environmental effects.
  • Slow: Dwarves have short legs with a pace of 5".

Human
Humans were forged from the element of water. Just like water itself, they were meant to be a neutralizing party between the races. They were meant to be fair and open to all those around them with a keen sense of equality. While the gods had many good intentions in mind, none of them panned out the way they had planned.

Instead of a neutral race that balances the rest, humans ended up being focused more on the grandeur of themselves and their cities, trying repeatedly to outdo each other. Additionally, humans strive for improvement at all times, seeking a better way even if the current one works perfectly.

Humans strive to be everyone’s ally. As such, their relations with other races are in constant fluctuation, often relying upon the views of the other race instead of their own. Humans typically treat everyone as equal in the
hopes that they will benefit the humans’ through trade.

Humans living in villages are less boisterous than their city kinfolk and while they typically treat all everyone as equal, opinions form quickly and easily. Since villages are so small, it doesn’t take much for a group of humans with animosity toward dwarves to turn everyone in the village into dwarf haters for example.

Racial Template:
When Choosing human as a pc race, apply the following racial template:

  • Adaptive: Humans gain 1 extra Edge.
  • Age: The average human lives for 70-80 years. The typical human becomes a warrior at 16-20. A young human is around 8-12 years old. An elderly human is 50-70.
  • Knowledge: All human characters have a Common knowledge (d4) in the following areas: trading, negotiating, performing and farming.

Elves
Elves were forged from the element of air. They are considered to be the race most in-tune with nature. Elves live in tree top villages hidden in the depths of the forests. They are fiercely independent and have very little use or trust in others. They are the guardians of nature.

Racial Template:

  • Age: The average elf lives for 350-400 years. The typical elf becomes a warrior at 80 years old. A young elf is around 40-60 years old. An elderly elf is around 300-350 years old.
  • Elvish Temperament: Elves are naturally easily agitated and look down on the other races as those that would destroy nature therefor they have difficulty interacting with those of the other races. Due to this they receive a -2 to Charisma.
  • Knowledge: All elves have Common knowledge (d4) in the following areas: nature, hunting, terrain and navigating by the stars.
  • Spiritual Upbringing: Elves have always been raised to better understand the natural world around. They start with a d6 in Spirit instead of a d4.

Half-Elves
Half-Elves are the product of elves and human or and half-elf descendant. They are very uncommon in the land because they are not embraced by either elves or humans. However, in the slave camps of the orcs they are much more common and accepted. They are accepted because they are products of the slaves camps themselves.

Racial Template:

  • Age: the average half-elf lives for 210-240 years. The typical half-elf becomes a warrior at 45 years old. A young half-elf s around 25-35 years old. An elderly half-elf is around 15-180 years old.
  • Some halve-elves retain the grace of their elven parents. Others gain the adaptability of their human ancestry. A half-elf may either start with a free edge of his choice or a d6 in Agility.
  • Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him/her to see in the dark. He/She ignores attack penalties for Dim and Dark lighting.
  • Outsider: Half-elves are rarely fully accepted wherever they go due to their mixed heritage. Gain the Outsider (Minor) Hindrance.

Halfers
Halfers were forged from plants and plant material. They are a very small folk and fearful by nature. They have traditionally hidden in small shires yet are inevitably found and enslaved.

Halfers are also very elusive in that they are rarely on their own. They might be seen in cities or towns as servants and very rarely found as members of adventuring parties, but it is not unheard of. If they can overcome their fear they can make quite sneaky friends.

Racial Template:

  • Age: The average halfer lives for 140-160 years. The typical halfer never becomes a warrior. A young halfer is around 15-25 years old. An elderly halfer is around 100-120 years old.
  • Due to the fact that they are always on the run they gain Alertness.
  • Knowledge: All halfers have Common Knowledge (d4) in the following areas: nature, hunting, and terrain.
  • Enslaved: As a result of generations of servitude halfers gain Easily Frightened (minor) hindrance.

Half-Goblin
Half-Goblins are shunned by all. They are the offspring of foul goblins and whomever the happen to have enslaved. They are born into slavery and hated by the slaves as well as the goblin or orc slave-masters. They are frequently killed as children because they so little value.

Racial Template:

  • Due to their goblin heritage they begin with a d6 Agility.
  • Low Light Vision: The character’s eyes amplify light like a cat’s, allowing him/her to see in the dark. He/She ignores attack penalties for Dim and Dark lighting.
  • Due to living in caves and underground they gain a d6 in Knowledge Dungeionearing.
  • Outsider: Half-elves are rarely fully accepted wherever they go due to their mixed heritage. Gain the Outsider (Minor) Hindrance.

Half-Orc
Half-Orcs are shunned by non-orcs and are just tolerated by the orcs. They are usually born into slavery as a result of their parentage. However, sometimes they are born to orcs that embrace them as children and they grow up accepted by the clan that they are members of. Where as most of the time they are either killed or left to their own devises within the slave camps.

Racial Template

  • Infravision: Half-orcs can see in the infrared spectrum, halving attack penalties (round down) for bad lighting.
  • Outsider: Half-orcs are rarely fully accepted wherever they go due to their mixed heritage. Gain the Outsider (Minor) Hindrance.
  • Strong: Half-orcs have some of the strength of their ancestry. They start with a d6 Strength attribute instead of a d4.

Hindrances

Most hindrances in the SW books are available, but should be run bast the GM.
Easily Frightened (Minor)
Some characters are easily scared and cower in the face of anything fearful. Such Characters suffer a (-1) penalty to Spirit rolls when appropriate by GM.

Weak Willed (Minor)
Some characters cannot hold themselves together mentally when fear strikes. All rolls against the Fright Table receive +1 penalty, the same as if the creature had a additional -1 to their Fear rating.

Edges

Most Edges in the SW books are available, but should be run past the GM.

Rune Mage
Requirements: Seasoned, Arcane Background (Runic), Smarts d10+, Knowledge (Runes) d8+, Scribing d6+
Rune Mages can harness the power that emanates from the chaos realm. The runes they scribe are the only known source of arcane magic in the world.
Receive a +1 bonus to all Scribing rolls when casting a spell on the Arcane Background (Runic) Power List. In addition, a raise doubles the Duration of the power. during combat, the power ends at the end of the encounter.
Starting Power Points: 10
Starting Powers: 3
Spell List: armor, barrier, beast friend, blast, bolt, boost/lower trait, deflection, detect/conceal arcana, elemental manipulation, environmental protection, fear, invisibility, light, obscure, puppet, quickness, shape change, smite, speak language, speed, stun, teleport, zombie.

Background: Rune magic was thought to be long dead in the land of Celious however, there are a few reclusive souls that have kept the knowledge of the runes alive. Rune magic requires time and accuracy, for the runes are the focus for the raw power of the universe and are dangerous if carved incorrectly. It is known, however, that rune mages can prepare runes in advance. Runes have been found engraved on amulets and staves.

Mechanics: Rune magic requires the carver to have at least one free hand and something to carve the rune into. Carving a run is all part of the spellcasting process and takes no extra time. The rune mage declares the spell, spends the Power Points, and makes the arcane skill roll as normal.

Taking longer to carve the rune grants increased benefits, however. For each additional action spent carving, the mage gains a +1 bonus to the Rune Magic Roll, to a maximum of +4. The rune mage is subject to disruption while carving. If his roll fails, he makes a mistake and the rune is ruined. A character cannot skip a round when carving an extended rune, either — one action a turn must be spent carving until the moment of casting, or the magic is lost.

Once the run is finished, the caster makes his Rune Magic roll on the following round—any delay and the spell automatically fails.

Rune mages may prepare runes in advance ready for immediate use, however. Doing so takes the same time as for normal use, but the caster must continually channel power to the rune or it fades. A standard rune (as drawn as part of the spellcasting process) requires one Power Point. If the caster wishes to carve a more accurate rune he must empower it with one Power Point per +1 bonus to the Rune Casting roll.

These points are in addition to the points required to actually cast the spell. There is not time limit on how long a rune may be kept empowered, but Power Points used in this manner are not regained until the mages casts a spell through the rune or allows it to fade (free action). Power Points then return at the normal rate. Each prepared rune is good for one use only.

Character Creation

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