CamfordCampaign > Camford Character Creation

As a player, you will begin with 5 attribute points, 15 skill points, and a Background Package of your choice. You may choose no more than one Major Hindrance (worth one Edge) and two Minor Hindrances (each worth half an Edge) in addition to any Hindrances required by your Background Package.

You begin with 5.00 pounds, British Metric, which differs from Imperial pounds in that 1 pound = 10 shillings = 100 pence. Each pence is equal to $1 in Savage Worlds gear terms, i.e. leather armor or clothing providing the equivalence of leather armor (+1 armor, covers torso, arms and legs) costs 50 pence or 0.5 pounds. You may take Rich (a background edge) which increases your starting money to 15.00 pounds, and Filthy Rich (requires Rich), which increases your starting money to 25.00 pounds.

Note that your character will have his or her daily needs covered -- however your tuition was arranged, room and board are covered as are school supplies. Your character will also have basic clothes:
If you opt to purchase consumables such as candles, torches, oil, food, arrows or bullets, these will represent your 'per adventure' consumables. In other words, you can replenish them to the amount you originally bought when you have successfully completed an adventure and are back at home, safe and sound.

This campaign does not use a separate Guts skill; instead, characters will roll Spirit when asked to make Guts check versus blatantly supernatural or horrifying phenomenons.

All player characters begin with these skills and edges:

You begin with one free Edge and no required Hindrances. You may or may not believe in the supernatural at the outset, that's entirely up to you.

If your character is particularly skeptical about the supernatural and is not herself a supernatural creature of some sort, you may opt to take the Rationalist Edge:

The only Arcane Background open to normal humans is Weird Science. See the rulebook. You will need the Weird Science skill (Smarts) to control most inventions that aren't handled via Fighting, Shooting, Driving, or Piloting.

Whether your character is for or against the presence of supernatural creatures in London, you have a strange affinity with 'aether', a mystical substance that permeates the magical realms within which nearly all supernatural creatures dwell. This affinity could come about through having some amount of supernatural ancestry, being raised in one of the supernatural Realms, or coming into possession of a powerful artifact. Whichever is the case, you can access one of the magical Arcane Backgrounds in the rulebook, or consult with the GM about making an Arcane Background that fits your character.

Some examples:

Your character hails from one of the many supernatural Realms that connect to the waking Earth. These Realms are suffused with 'aether', a mystical substance which empowers not only its inhabitants but also its creatures and plants, even the very rocks and rivers. Each Realm has its own culture and politics, but all connect to Earth through 'lacunae', places halfway between reality and dreaming.

Note: you should consult a GM over the specific Hindrances and Edges that would be granted to you by your background package. Background package Hindrances do not count against the maximum of one major Hindrance and two minor Hindrances that you may take.

Some examples of Realms and their supernatural creatures that might make good PCs:

Please consult with a GM if you're interested in other types of supernaturals!
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