Revision [518]
This is an old revision of CamfordCharacterCreation made by ConradWong on 2016-04-27 00:37:47.
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: an outfit for school, an outfit for wearing about town, and a Sunday best outfit. The above-mentioned money is for any additional tools or supplies you may wish to acquire.
Normal Human
You begin with one free Edge and no required Hindrances. You do not receive any free Knowledge of the supernatural, but are free to believe in the possibility of the supernatural, or not.
Vampire
Vampires are not available as player characters due to their inability to attend classes during the daytime. They may appear as NPCs.
Werewolf
- Creature of Night Hindrance. (Minor) Your Vigor, combat rolls, and spellcasting rolls are at -2 penalty in broad daylight (8 AM to 4 PM).
- Moon Madness Hindrance. (Minor) During nights when the moon is full or nearly full, your character will find it hard to control her murderous impulses. Each round in combat, roll spirit with a target of 4. If you fail, you must physically attack the nearest target, rolling randomly if several targets are available. Out of combat, if anyone is wounded, your character must roll spirit to resist attacking them.
- To determine if the moon is full on any given night, roll 2d6. If you roll 10-11, then the moon is almost full and you must roll spirit versus a target of 4. If you roll 12, the moon is completely full and you must roll spirit -2 versus a target of 4.
- Werewolf Regeneration. (Edge) Your character can only be Shaken, not Wounded by non-silver weapons. Silver weapons will injure you normally, and silver items will burn you on contact. This applies in both human and werewolf forms.
- Werewolf Shapeshift. (Edge) When you transform to werewolf form, you gain claws (Str +d6), low light vision (reduces darkness penalty to vision by 2, i.e. you can see normally in moonlight and at -2 in a pitch-black room), and your strength increases by one die type (from d4 to d6, or d6 to d8, etc.) You suffer the Outsider Hindrance. (-2 to charisma vs all non-werewolf persons)
Kitsune
- Creature of Night Hindrance. (Minor) Your Vigor, combat rolls, and spellcasting rolls are at -2 penalty in broad daylight (8 AM to 4 PM).
- Hoshi no Tama Hindrance. (Minor) Your character must always carry a talisman, usually a round white ball or pearl, known as a 'star ball.' Without it, your character will begin to sicken, taking one Wound per day. You will always be able to tell the general direction of your talisman if it is 20" or more away.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers, two of which must be Shapeshift and Illusions. (see CamfordHouseRules for details on the Illusions power) You regenerate 1 power point per hour.
- Kitsune Magical Affinity. (Edge) Your Shapeshift costs 1 power point per hour, rather than 1 per minute. Small Illusions cost 2 power points to cast and last for 3 rounds (18 seconds) normally; however rather than 1 power point per additional round, you can sustain it for 1 power point per hour. Medium Illusions cost 4 power points to cast and 2 power points/hour; large Illusions cost 6 power points to cast and 3 power points/hour.