Character Creation

Sep 4, 2020 3:39 pm
The following information explains the process of creating your character for Saga of the Goblin Horde (SotGH). Below the provided links I am supplying information regarding alterations and options to the 8-step creation process for the purposes of upgrading the game to the standards set forth in Savage Worlds Adventure Edition (SWADE).

SWADE - Character Creation Overview

SotGH - Player's Guide, Character Creation

SWADE - Hindrances, Edges, and Skills

SWADE - Powers (Arcane Backgrounds)

*Special Note #1 - Charisma is not used in SWADE and 90% of the time is replaced by the core skill Persuasion. You will see instances of Charisma throughout the next 8-steps, so keep this in mind.

*Special Note #2 - Replace all instances of Darkvision with Low Light Vision. Low Light Vision allows the being to ignore penalties for Dim or Dark illumination, but not Pitch Darkness.

Step 1 - Concept
No changes to this step. Follow as written in the SotGH - Player's Guide.

Step 2 - Races
Each of the five playable races is laid out fairly well and should convert easily to SWADE as written with the above special notes in mind.

Step 3 - Hindrances
The Hindrances Arrogant and Bloodthirsty are not available. All other Hindrances in SWADE and SotGH are permitted.

Step 4 - Edges
The Edges Ace, Linguist, and Filthy Rich are not available. All other Edges in SWADE and SotGF are permitted with the following adjustments:
Giant Schnozzle: Replace the +2 bonus to Tracker for a +2 bonus to Survival.
Nocturnal Heritage: You may choose Low Light Vision or Infravision instead of Darkvision.
Amphiblin: Swimming has been replaced by Athletics.
Canitaur: Jumping and Climbing have been replaced by Athletics.
Arcane Backgrounds: Arcane Background (Super Powers) will be treated as Arcane Background (Gifted) instead.

Step 5 - Traits
There are a few changes here, so follow the following procedure:
Your character begins with a d6 in one attribute, as determined by race, and a d4 in the others. You then have 5 points to divide among your attributes, each point increasing an attribute by +1 die type. If you've chosen any Edges with attribute requirements, raise those attributes first, with any remaining points being distributed as you see fit.

You have five Core Skills with which you automatically have a d4. They are Athletics, Common Knowledge, Notice, Persuasion, and Stealth. You now have 12 points to raise your core skills or buy new skills as you see fit. Each die type costs 1 point (starting at a d4) as long as the skill is equal to or less than the attribute it's linked to. If you exceed the linked attribute, the cost becomes 2 points per die type. Skills may not be increased above d12 during character creation unless the character's race starts with the skill at a d6. If that is the case, then they may increase their maximum to a d12+1, etc.

Regarding Skills:
The following skills are not used in SotGH: Boating, Driving, Piloting; if one of those three skills are needed then roll Agility instead.

Regarding Languages:
You start with a d8 in your own language. Each language has its own skill. Ogrekin and beastfolk speak the same language as goblinoids, albeit with their own dialects, and even town humans speak a variant of the same tongue. However, the forest, mountain and hill humans each speak their own language.

Step 6 - Equipment
The following link should take care of equipping your character: SotGH - Player's Guide, Equipment

Step 7 - Derived Stats
Follow the following guidelines for Derived Stats:
Pace is how fast your character moves in tactical situations like combat. The standard pace is 6 which is about 36 feet.
Parry is equal to 2 plus half your character's Fighting die type (a total of 2 if your 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. Fighting skills higher than d12, such as d12+1, add half the fixed modifier, rounded down. For instance, Fighting d12+1 grants a Parry of 8, while Fighting d12+2 results in a Parry of 9.
Size is 0 unless altered by your race, Edges, or Hindrances.
Toughness is your hero's damage threshold. It is 2 plus half your hero's Vigor, plus Armor. Vigor over a d12 is calculated just like Parry, above.

Step 8 - Final Touches
Nothing of note here and you may follow this step as written in the SotGH - Player's Guide.
Sep 5, 2020 3:22 am
Cut and paste the following character sheet and modify it as needed.
[ +- ] Character Sheet

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