Sep 14, 2023 11:00 pm

You may select more than one motivation, if applicable. It’s common for people to be motivated by several goals at one time. For instance, many visitors to Malifaux are spurred by a desire for both fame and fortune. Alternately, you can develop your own motivation if none of the ones described below are suitable.
[ +- ] Motivations
Fame:
Fortune:
Thrill-Seeking:
Revenge:
Proving One's Self:
Freedom:
Psychopathy:
Fortune:
Thrill-Seeking:
Revenge:
Proving One's Self:
Freedom:
Psychopathy:
Step 2: Race
This one is easy. Humans are the only playable Race in the Car Wars setting.
Step 3: Attributes
Characters start with a free d4 in each of the five attributes: Agility, Smarts, Spirit, Strength, and Vigor.
You have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you like. No attribute may ever be raised above a d12.
Step 4: Hindrances
Hindrances are listed in SWADE, starting on page 22. Select up to four points of Hindrances. Major Hindrances are worth 2 points, and Minor are worth 1 point. Hindrance points may be spent on the following:
For 2 points worth of Hindrances you can:
• Raise an attribute one die type, or• Choose an Edge
For 1 point worth of Hindrances you can:
• Gain another skill point, or• Gain another two skill specializations
New Hindrances: A number of new Hindrances are described below.
Banned Hindrances: Minimum age for autoduel competitors is the legal driving age (16 years old for the United States), which means the Young Hindrance is not available.
Step 5: Skills
Skills are described in SWADE, starting on page 29. Characters start with a free d4 in each of the following Core Skills: Athletics, Common Knowledge, Notice, Persuasion, and Stealth.
You have 15 points to put into these or any other skills (the core book starts you with 12, normally, but I'm beginning you all with a little extra). Each die type costs 1 point (starting at 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.
Skill Maximums: Skills may not be increased above d12 during character creation.
Languages: Characters get a free d8 in their native language (probably English), plus a free d4 in an additional language of choice. Any further languages must be purchased with skill points.
New Skills: Several new skills, not found in SWADE, have been introduced for this game.
Art (Spirit): This represents proficiency in a form of creative expression such as painting, sculpting, illustration, etc.
Trade (Smarts): This covers training related to a particular blue collar trade or occupation. The character must select a specific type of trade when taking this skill. Each type of trade counts as its own distinct skill.
Demolitions (Agility): This skill covers all aspects of demolitions and the use of high explosives. It can be used to set and defuse charges, and to estimate the amount of explosives necessary to demolish buildings and structures. With this skill, you can do the following:
[ +- ] Demolitions Tasks
Set Charge: This covers the setting of a single charge to be detonated by fuse or handheld detonator. If a series of charges is to be set off at the same time from a single fuse or detonator, the Demolitions die roll for each charge after the first is modified by –1. Setting a charge takes a single action.
Booby Traps: The die roll modifier is the same when setting booby traps. Spotting such a trap requires an opposed Notice roll vs. Demolitions roll. Each additional minute used to set up the booby trap allows it to be more sophisticated, and adds +1 to the Demolitions roll when it’s opposed by Notice (to a maximum of +3).[/color]
BOOM! A critical failure when setting a charge indicates the explosive detonated. The character and anyone in the burst radius suffers full damage.
Defuse Charge: A character may automatically defuse his own charge as an action, unless it’s so complicated the Game Master determines a roll is necessary. A 1 on the Demolitions roll means the charge detonates immediately. Defusing a charge set by someone else requires a Demolitions roll at a –2 penalty. If the roll succeeds, the charge is disarmed. If the roll is failed, the explosive detonates as designed.
Estimate Charge: The mark of a pro is using the right amount of explosives to get the job done. A successful roll allows a character to know how much explosive to use for a particular job.
Banned Skills: Faith, Focus, Psionics, Spellcasting, and Weird Science are not available in the Car Wars setting.
Step 6: Skill Specializations
In the Savage Worlds system, skills are intended to be very broad. In order to introduce a little more detail and granularity into the skills, this game is employing the Skill Specializations rule from SWADE. Essentially, this means that most skills require that the character specialize in a specific area. For instance, the Shooting skill no longer broadly covers all types of ranged weapons. Now, if you take the Shooting skill, you must also select a specialization such as Pistol, Rifle, Shotgun, Bow, etc. The specialization is noted in parentheses next to the parent skill.
All specializations function at the rank of the base skill. Thus if you have a d8 in Shooting, then all of your Shooting specializations are at d8. You can still use a specialization that you don't have, but doing so incurs a penalty ranging from -2 to -4. The exact penalty will vary based upon how much the two specializations differ. For example, a person with Shooting (Pistol) will suffer a -2 when using a rifle. If that same character is firing artillery, however, the penalty is most likely going to increase to a -4.
Starting Specializations: The character starts with one free specialization in each of her skills (if applicable), including Core Skills. She also gets an additional five specializations that she can put in any of her skills. Further specializations can be purchased with Hindrance points or as the character advances.
Some example specializations are listed below. This list is not intended to be exhaustive.
[ +- ] Skill Specializations
Note that not every skill has specializations; some skills are already narrow enough that they don't require the extra detail.
Academics: Literature, History, Philosophy, Business & Finance, Architecture, Politics, Law, Theology
Art: Painting, Sculpting, Illustration, Whittling, Music Composition, Poetry
Athletics: Throwing, Swimming, Bicycling, Wrestling, Sports (choose one), Climbing, Skiing, Surfing, Ice Skating, Skate Boarding
Battle: None.
Boating: Powered, Sail
Common Knowledge: ---
Demolitions: None.
Driving: Automobile, Motorcycle, Heavy Truck, Tracked, Train, Hover Craft
Electronics:
Fighting: Brawling, Pugilism, Martial Arts (choose one), Axe, Blunt, Sword, Knife, Pole Arm, Whip
Gambling: Cards, Pool, Dice
Healing: Doctoring, Dentistry, Veterinary Medicine
Intimidation: None.
Language: Select a Dialect for each language.
Notice: Detect Lies, Cold Reading
Occult: Folklore, Mythology, Demonology
Performance: Singing, Dancing, Acting, Musical Instrument (choose one), Public Speaking, Storytelling
Persuasion: Fast Talking, Seduction, Haggling
Piloting: Airplane, Helicopter, Lighter-Than-Air, Fighter Jet
Research: None.
Riding: Horse, Camel, Elephant
Science: Biology, Chemistry, Mathematics, Astronomy, Geology, Botany, Archaeology, Civil Engineering
Shooting: Bow, Crossbow, Sling, Pistol, Rifle, Shotgun, Machine Gun, Rocket Launcher, Vehicular Weapon, Artillery, Flamethrower
Survival: Arctic, Desert, Woodlands, Swamp
Stealth: Camouflage, Counter-Tracking, Tailing
Taunt: None.
Thievery: Lockpicking, Pick Pocketing, Sleight of Hand, Safe Cracking, Disable Traps
Trade: Each Trade skill gets its own specialization. For instance, Trade: Automotive Mechanics (Muscle Cars) or Trade: Automotive Mechanics (Big Rigs)
Academics: Literature, History, Philosophy, Business & Finance, Architecture, Politics, Law, Theology
Art: Painting, Sculpting, Illustration, Whittling, Music Composition, Poetry
Athletics: Throwing, Swimming, Bicycling, Wrestling, Sports (choose one), Climbing, Skiing, Surfing, Ice Skating, Skate Boarding
Battle: None.
Boating: Powered, Sail
Common Knowledge: ---
Demolitions: None.
Driving: Automobile, Motorcycle, Heavy Truck, Tracked, Train, Hover Craft
Electronics:
Fighting: Brawling, Pugilism, Martial Arts (choose one), Axe, Blunt, Sword, Knife, Pole Arm, Whip
Gambling: Cards, Pool, Dice
Healing: Doctoring, Dentistry, Veterinary Medicine
Intimidation: None.
Language: Select a Dialect for each language.
Notice: Detect Lies, Cold Reading
Occult: Folklore, Mythology, Demonology
Performance: Singing, Dancing, Acting, Musical Instrument (choose one), Public Speaking, Storytelling
Persuasion: Fast Talking, Seduction, Haggling
Piloting: Airplane, Helicopter, Lighter-Than-Air, Fighter Jet
Research: None.
Riding: Horse, Camel, Elephant
Science: Biology, Chemistry, Mathematics, Astronomy, Geology, Botany, Archaeology, Civil Engineering
Shooting: Bow, Crossbow, Sling, Pistol, Rifle, Shotgun, Machine Gun, Rocket Launcher, Vehicular Weapon, Artillery, Flamethrower
Survival: Arctic, Desert, Woodlands, Swamp
Stealth: Camouflage, Counter-Tracking, Tailing
Taunt: None.
Thievery: Lockpicking, Pick Pocketing, Sleight of Hand, Safe Cracking, Disable Traps
Trade: Each Trade skill gets its own specialization. For instance, Trade: Automotive Mechanics (Muscle Cars) or Trade: Automotive Mechanics (Big Rigs)
Step 7: Edges
Edges are described in SWADE, starting on page 37. Characters start with one free Edge. Any additional Edges may be purchased with Hindrance points. An Edge costs 2 Hindrance points.
Born a Hero: Car Wars makes use of the Born a Hero setting rule. This means that, at character creation, Rank requirements for Edges are ignored. Characters must still meet all other requirements an Edge might have. After character creation, Rank requirements are observed, as normal.
New Edges: A number of new Edges are described below.
Banned Edges: All Arcane Backgrounds and Power Edges, as well as Champion, Chi, and Danger Sense.
Step 8: Derived Stats
Pace: Standard Pace is 6" (12 yards/meters), but this may be modified by Edges and/or Hindrances. In Savage Worlds, 1" equals 2 yards/meters.
Parry: 2 plus half of Fighting. For example, a character with Fighting d8 would have a Parry of 6.
Size: Default Size is 0, unless modified by Edges or Hindrances. Cannot be less than -1 or more than 1.
Toughness: 2 plus half of Vigor, plus Armor and Size bonus (if any). Armor is noted next to Toughness in parentheses.
Step 9: Starting Gear
Unless you have Edges or Hindrances that modify your starting wealth (such as Rich, Filthy Rich, or Poverty), your character begins with $500 to spend on equipment. A list of common gear and weapons can be found in SWADE, starting on page 65. You retain any money that you don’t spend.
Step 10: Starting Vehicle
You begin with a vehicle custom-built for autodueling. See the Vehicle Creation & Customization thread about constructing your very own murder machine.