Revision [527]
This is an old revision of CamfordCharacterCreation made by ConradWong on 2016-04-28 01:12:29.
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.
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.
Note: while the background packages are presented here so that players will have complete knowledge of their character creation options, in-game, characters will not normally be aware of the strengths and weaknesses of the species other than their own.
Normal Human
You begin with one free Edge and no required Hindrances. You may or may not believe in the supernatural at the outset.
Ghost Hunter
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 permeats the magical realms within which nearly all supernatural creatures dwell-- but you have chosen a more modern approach to handling it. You wield talismans, usually one per power which you can invoke. These talismans typically belonged to or were part of supernatural creatures, and were imbued with great power. If you should lose a talisman, you will no longer be able to invoke that power.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers. You regain 1 power point per hour. This power uses the Spellcasting (Smarts) skill. If you roll 1 on your Spellcasting die, whether your wild die comes up 1 or not, you are Shaken.
Mad Scientist
Your character worships at the altar of Science. Whether electricity, steam, magnetism, or the mysterious fifth element of 'aether', all of these are natural forces which when properly channeled, will achieve marvelous things. All humanity will bow before your mastery! Your character must have at least d8 Smarts with this background package.
- Doubting Thomas Hindrance. (Major) You take -2 to Guts checks when viewing undeniably supernatural occurrences.
- Arcane Background: Weird Science. (Edge) See rulebook. You will need the Weird Science (Smarts) skill to use most of your gadgets, but weapons will use the appropriate Fighting or Shooting skills.
- Rationalist. (Edge) you may use Smarts instead of Spirit when making a Guts check against an undeniably supernatural occurrence, or when recovering from being Shaken by such an occurrence.
- Arcane Resistance. (Edge) You have an effective 2 points of Armor versus all magical attacks, and +2 for opposed Trait rolls which are magical in nature. Even friendly use of magic is subject to this penalty, i.e. an Aos Sidhe trying to cast a Glamour on a Mad Scientist would need to roll at -2.
Witch/Warlock
The witches and warlocks of the Camford setting have little to do with Satanism or Wicca. They are inheritors of the sort of magic found in fairy tales, such as Baba Yaga of Slavic folklore, or Mother Hulda of the Brother Grimms stories, the witch who rewarded a hard-working girl with an apron of gold and covered the lazy one with tar. If you choose this background, your character was likely born in the Unterwald in central Europe, trained by one of these witches, then sent forth to find his or her fortune in the outside world.
- Familiar Bond. (Minor) Your character has acquired and formed a bond with some creature, usually a small animal but sometimes a supernatural creature (requires GM approval). You require this familiar nearby in order to perform magic, and should the familiar be absent for long, each day in which the familiar is absent requires you to make a Spirit roll or take one Wound. You will always be able to tell the general direction of your familiar if it is 20" (40 yards) or more away. If your familiar is killed, you must make a Spirit roll at -4 to avoid immediately taking a Wound, and this Wound cannot be healed until you have found and bonded a new familiar.
- Familiar Advantage. (Edge) Your character can communicate mentally with your familiar, and can see through its eyes. You can command your familiar, though if it is an action to which your familiar would normally be opposed, you must make an opposed Spirit roll to force it to do so.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers. You regain 1 power point per hour. This power uses the Spellcasting (Smarts) skill. If you roll 1 on your Spellcasting die, whether your wild die comes up 1 or not, you are Shaken.
Werewolf
Contrary to popular belief, werewolves are not created by simply biting random people; werewolves run in packs and spawn children to replenish their numbers. They are most commonly found in the Unterwald in central Europe, but some have been sighted in the English countryside.
- 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-supernaturals)
Aos Sidhe
Aos Sidhe are fey, born in the fading lands of Tir na N'og within Ireland. They normally shun the outside world, as rife with ironwork as it has become, but a few brave Sidhe have ventured out of its limits to seek out tales of wonders and artifacts of power with which to impress their peers in Queen Mab's Court.
- Creature of Night Hindrance. (Minor) Your Vigor, combat rolls, and spellcasting rolls are at -2 penalty in broad daylight (8 AM to 4 PM).
- Iron Vulnerability. (Major) You take +4 damage from any iron weapon. Even touching simple iron items will raise a welt.
- Arcane Background: Magic. (Edge) You begin with 10 power points at 3 powers, one of which must be Glamour. (see CamfordHouseRules for information on the Glamour power) You regain 1 power point per hour. This power is tied to the Spellcasting (Smarts) skill. If you roll 1 on your Spellcasting die, whether your wild die comes up 1 or not, you are Shaken.
- Sidhe Magical Affinity. (Edge) Your Glamour costs 1 power point to initiate and 1 power point per hour, rather than 2 power points to cast and 1 power point per round as a normal spellcaster might need.
- Sidhe Agility. (Racial Package) You gain a base of d6 Agility and a pace of 10".
Kitsune
Kitsune hail from the mythical land of Yamato, sometimes called Japan by the ignorant gaijin (foreigners). They are sly shapeshifters and tricksters. A kitsune begins as a fox and cannot shift to human form until around 50-100 years of age. Kitsunes are granted additional tails only for long or exceptional service to Inari, the deity of rice, fertility, and foxes, and are said to favor foods like tofu, especially fried pockets (aburaage) and adzuki beans.
- 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; for each day it is absent, you must roll versus Spirit or take one Wound. You will always be able to tell the general direction of your talisman if it is 20" (40 yards) or more away. In addition, no matter what forms you adopt, you will always have at least a fox tail as a distinctive characteristic which must be hidden in order to pass as normal.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers, two of which must be Shapeshift (human form) and Illusions. (see CamfordHouseRules for details on the Illusions power) You regenerate 1 power point per hour. This power is tied to the Spellcasting (Smarts) skill. If you roll 1 on your Spellcasting die, whether your wild die comes up 1 or not, you are Shaken.
- Kitsune Magical Affinity. (Edge) Your Shapeshift costs 1 power point per hour, rather than 1 per minute, and you never need to make a Spellcasting roll to shift forms. However, if you are Shaken or knocked unconscious, all shapeshifts and illusions will be ended.
- In addition, your maintenance costs for Illusions are reduced: small Illusions cost 1 power point per hour, medium Illusions cost 2 power points per hour, and large Illusions cost 3 power points per hour.
Vampire (NPC)
Vampires are not available as player characters due to their inability to attend classes during the daytime. They are small in numbers, mostly found in the Unterwald in central Europe, but some have been sighted in major cities throughout Europe and England and even in America.
- Cursed Creature of the Night Hindrance. (Major) If any part of your skin is exposed to direct sunlight, your character will begin to burn, taking 2d10 damage per round; armor will not protect you. "Mook" level vampires will immediately evaporate. Even if sheltered from the sun, your Vigor, combat and spellcasting rolls are at -2 from 6 AM to 6 PM.
- Bloodthirst Hindrance. (Minor) You must drink blood in order to live; for each day without blood, you must make a Spirit roll or take one Wound. It may be a small amount of blood, but either way, the drained victim will be at -2 to Vigor rolls for a day. You will be at -2 Charisma with respect to any non-supernaturals.
- Weakness: Holy Symbols and Invocations. (Minor) Your character must make an opposed Spirit roll in order to take a direct action against any target which is either displaying a holy symbol or invoking a prayer of protection appropriate to their faith. If you fail, your action is wasted.
- Vampire Regeneration. (Edge) Your character can only be Shaken, not Wounded by any kind of weapon except for Called shots to the heart. (-4 to the base combat roll) If you are hit through the heart, you must roll against Vigor or be disintegrated instantly; otherwise you take normal damage +4.
- Vampiric Strength. (Racial Package) You gain a base of d6 Strength and a base pace of 10".