Character Generation Thread

Jul 7, 2026 1:18 am
Use this thread to develop your characters. Standard Savage Worlds rules. All characters are human with 12 skill points.
Jul 7, 2026 10:24 am
no idea what i'm doing:

Django, former slave, now Bounty Hunter

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Pace: 6 | Parry: 5 | Toughness: 5 (or 6 with a duster coat)
Skills: Shooting d8, Athletics d6, Riding d6, Stealth d6, Notice d6, Gambling d4, Persuasion d4
Hindrances: Code of Honor (Minor), Loyal (Minor), Stubborn (Minor)
Edges: Marksman, Two-Fisted

OR

Attributes: Agility d12, Smarts d4, Spirit d4, Strength d6, Vigor d4
Skills: Athletics d6, Common Knowledge d4, Fighting d10, Language (Native) d8, Notice d4, Persuasion d4, Riding d6, Shooting d12, Stealth d4
Pace: 6; Parry: 7; Toughness: 4
Edges: Two-Fisted
Last edited July 8, 2026 8:39 pm
Jul 7, 2026 5:59 pm
The character looks good for a start. You have two more skill points to spend (all characters get Athletics, Common Knowledge, Notice, Persuasion, and Stealth at d4 for free). With your Hindrances, you can do any of the following: get three extra Skill points; get another Edge and one Skill point; increase an Attribute by one die and get one Skill point; or start with double spending cash and either two Skill points, one Edge, or one Attribute advance. Other than that, good job for a first effort!

If you want to wait before picking a new Edge, I'll be posting new Edges, Hindrances, and Skills for the campaign shortly.
Jul 7, 2026 6:50 pm
I'm not super familiar with this system. Should I purchase the Savage Worlds Adventure Edition book to use as a reference?
Jul 7, 2026 7:59 pm
NEW EDGES
Ace Up the Sleeve
Requirements: Novice, Gambling d8+
Once per session, spend a Benny to win a crucial hand, spot a cheat, or escape a bad spot at the card table.

Comanche Riding
Requirements: Veteran, Combat Riding
This character knows every trick riding tactic in the book—or passed down from oral tradition. Heroes who understand the ways of Comanche Riding may choose one of two bonuses—once per round—when mounted and targeted in a ranged attack. Either the rider and the mount give –2 to Shooting and Athletics (throwing) rolls made by their opponents, or the rider gains Medium cover by keeping the mount in line-of-sight for any ranged attacks during the round.

Combat Riding
Requirements: Seasoned, Riding d8+
This cowpoke knows how to maneuver a mount when in combat. When engaged in mounted melee combat, both the hero and the mount get either +1 to Parry or +1 to one Fighting attack, once per round.

Double Tap
Requirementd: Seasoned, Shooting d6+, Double Action Revolver
This standard Combat Edge works as usual, except in Savage Sidewinder it requires the use of a double action revolver. The shooter can use this Edge when firing the revolver with one hand. Cowpokes who want an advantage with a single action revolver must use the complementary Slip Hammer Edge (see below).

Gadgeteer (Wild Wild West Variant)
Requirements: Novice, Repair d8+, Smarts d8+
Once per session, jury-rig a one-use gadget that replicates any Power (with trappings). On a raise, use it twice before it breaks.

Grasshopper’s Wisdom
Requirements: Seasoned, Smarts d8+, Spirit d8+
Gain +2 to Persuasion or Intimidation when speaking as a voice of peace. Once per session, grant all allies within 5" a +1 bonus to Spirit rolls after delivering a lesson or parable.

Gunplay
Requirements: Seasoned, Shooting d8+
This hero practices fancy tricks with a hand gun or rifle. When making a non-Shooting Test with a readied gun—trying to Intimidate an opponent before combat, for example—the character gets one free reroll on the Test. Additionally, in social situations where flashy gunplay can improve a character’s reaction level or aid in Networking (Judge’s call), the character gets +1 to the Trait roll. A pard can take this Edge twice—once for tricks with hand guns and once for fancy maneuvers with rifles.

Hammer Down
Requirements: Seasoned, Slip Hammer
With a single-action revolver, the character can discharge the full cylinder in one attack. This reduces accuracy but gives more chances to hit. All shots affect the same target; the character can’t use this Edge to fire at multiple targets with one Shooting action. Each shot gets its own Shooting die roll, at –4. Wild Cards get the Wild Die as usual, paired with the Shooting die for each roll.

Healer on the Frontier
Requirements: Novice, Healing d8+, Spirit d6+
+2 to Healing rolls. Once per session, reroll a failed Healing check in dire need. On a raise, recover one Fatigue for the patient.

Home Ground
Requirements: Novice, Spirit d6+
The hero has a personal connection to a particular place and people. The character gets +1 to attack, Test, and damage rolls while on this home turf and in situations where the character is defending someone or something dear to the heart. As usual, the Judge and player determine the appropriate circumstances for these bonuses.

I’m Your Huckleberry
Requirements: Seasoned, Spirit d8+, Shooting or Fighting d8+
Once per session, declare a duel and gain +2 to your first attack or Test in a one-on-one standoff. If you incapacitate your foe, gain a Benny.

Lawman
Requirements: Novice
You carry a badge. ±2 on Intimidation or Persuasion in your official role.

Masked Legend
Requirements: Novice, Stealth d8+, Smarts d8+
When acting incognito or for justice, gain +2 to Stealth and Intimidation. Once per session, vanish from a scene (Stealth roll at +2) or inspire townsfolk to aid you.

Mechanic
Requirements: Novice, Agility d6+
This character has natural aptitude with tools and has also gained mechanical competence, whether on the job, as an apprentice, or from family members. A hero with this Edge treats Repair as linked to Agility instead of Smarts for purposes of Advancement. The Mechanic also gets +1 to Repair rolls when working in a dedicated workplace, such as a smithy, a tool shed, or a workbench in a barn.

Merchant
Requirements: Novice, Smarts d6+, Persuasion d6+
Merchants come in every stripe and color. They make a living buying and selling goods that people really need—or don’t need at all. A Merchant has extensive experience in the realm of commerce. The hero gets +2 to Persuasion when Networking to buy, sell, or barter legal goods—whether in a town marketplace or a frontier trading post. (Streetwise is still required for Networking related to illicit goods.) The Merchant also excels at haggling; they reduce purchase prices by 10% and increase income from selling goods by 10%.

One-Shot Wonder
Requirements: Seasoned, Shooting d6+, Single-Shot Firearm
The hero has a knack for targeting opponents and doing damage with single-shot firearms. When using a personal firearm designed to fire only one shot before reloading, the character gets +1 to hit and +1 damage on a successful hit.

Outlaw
Requirements: Novice, Stealth d6+
This character embraces the time-honored practice of making a living from illicit activities. Typically, Outlaws have a colorful history, steeped in escapades on the wrong side of the law. Without them, officers of the law would be bored silly, with nothing more to do than rescue cats from trees, lock up the town drunk, or settle penny-ante poker disputes. Since avoiding entanglements with the law is vital for Outlaws, a hero with this Edge gets +2 to Stealth rolls.

Mayhaps it goes without saying, but this Edge has a different purpose than the Wanted Hindrance. After all, a pard can live the outlaw life for a spell before becoming Wanted for any specific crime(s). It also stands to reason that a hero who begins with Outlaw might also be Wanted because a life of crime has already caught up with the character when the game begins.

Ranch Hand
Requirements: Novice, d6+ in chosen skill
Many a frontier explorer paid dues as a young hand in the employ of a rancher, farmer, or big bug. Whether serving as a cowpuncher, a groom, a drover, or a chuck-wagon cook, this character knows some tricks of the trade. The hero picks one skill when taking this Edge—having a die type of at least d6 when the Edge is taken—and gets +1 to all rolls made with the chosen skill (stacks with other Edge effects for the chosen skill).

Rapid Fire
Requirements: Seasoned, Shooting d6+
This Edge (and the Improved version) works exactly as described in Savage Worlds. It functions with any "repeating" firearm—that is, any revolver, pocket pistol, rifle, or carbine capable of firing at least 5 bullets before reloading. Penalties for Recoil apply as usual.

Regulators! Mount Up!
Requirements: Seasoned, Spirit d8+, Command
Once per session, rally allies with a battle cry. All allies within sight gain +1 to all Trait rolls and +2 to Spirit rolls to recover from Shaken or Fear for one round.

Second Chance
Requirement: Novice
Once per session, spend a Benny to resist a Test or Fear effect when defending family, children, or your new community. Regain a Benny for acts of mercy or redemption.

Sidewinder
Requirements: Seasoned, Dodge
This wily character knows how to get the most from cover in ranged combat. Unless the character is taken by a Surprise attack, the cowpoke can stack the bonus from Dodge with the effects of Light Cover—assuming actual cover is available. In other words, Sidewinders who have actual cover and are aware of enemies can force attackers to subtract at least 4 from all ranged attacks against them. This Edge doesn’t stack with Medium Cover or better.

Slip Hammer
Requirements: Seasoned, Shooting d6+, Single Action Revolver
When using both hands to fire a single action revolver, the hero can fire two bullets in a single shot to gain a +1 to hit and +1 to damage. Slip Hammer, also known as Slip Shooting, cannot be combined with Rapid Fire.

Sodbuster
Requirements: Novice
Sodbusters include a wide range of humble folks who earn a living in the fields or perform manual labor of some kind. They aren’t professionals, although they learn valuable lessons during this "school of hard knocks" phase of their lives. A hero with this Edge treats Common Knowledge as linked to Spirit instead of Smarts for purposes of Advancement. They also get +1 to Common Knowledge rolls.

Spirited Charge
Requirements: Seasoned, Fighting d6+, Riding d8+
When making a charging melee attack while mounted (see Mounted Combat in Savage Worlds), this character gets a free reroll on the first attack made during the charge.

Sundering Shot
Requirements: Veteran, Shooting d8+
Sometimes a pard wants to shoot something rather than somebody. With this Edge, the character gets +2 when Shooting at an inanimate object (see Breaking Things in Savage Worlds).

Thumb Buster
Requirements: Wild Card, Veteran, Slip Hammer
The character can use the Slip Hammer Edge with one hand. That is, the character can fire two bullets in a single shot (a single attack action) using the gun-hand thumb to slip the hammer of the single-action revolver, gaining the usual +1 to hit and damage. This doesn't apply to Hammer Down.

Trail-Hardened
Requirements: Novice
After overcoming major hardship with your posse, gain +1 to Vigor rolls and a free reroll on Survival checks while with your group.

Tribal
Requirements: Novice
The character hails from one of the many Native peoples on the frontier. Usually, heroes with this background remain steadfast in their tribal heritage, continuing the ways of their people and honoring the teachings of their ancestors.

A hero with this Edge gets +2 to Persuasion when Networking with Native characters. They also add +2 to Common Knowledge rolls about other Native populations—from rites and traditions to allies and enemies of any given tribe.

True Grit
Requirements: Veteran, Iron Jaw
The toughest of the tough, cowpokes with this Edge get one free reroll on Soak rolls and Vigor rolls to avoid Knockout blows. The +2 from Iron Jaw applies to the free reroll. If Incapacitated by damage or injury, the character also gets a free reroll on the immediate Vigor roll.

Wandering Monk
Requirements: Novice, Agility d8+, Spirit d8+, Fighting d8+, Pacifist (Minor or Major)
Gain the Martial Artist Edge and +2 to resist Tests based on Taunt or Intimidation. Once per session, spend a Benny to automatically succeed on a Spirit roll to resist fear or violence if acting by your code.

NEW HINDRANCES
Can't Ride (Minor): This character feels out of place in the saddle or on a beast's bare back. It's not a phobia of horses or mules or other beasts, as the hero feels quite comfortable in a beast-drawn conveyance. The character makes all Riding checks at –2 even if they have learned the skill, while the mount's Pace is reduced by 2, and running die is reduced by one die type.

Code of the Trail (Minor/Major): You follow a personal code—never shoot first, always help the needy, etc. Breaking it costs you a Benny.

Family Obligation (Minor/Major): You have kin or dependents who frequently need your help or protection.

Greenhorn (Minor or Major): A Greenhorn is a wet-behind-the-ears adventurer from back East or overseas—often someone who led
a pampered lifestyle before embarking on life on the frontier. A character with this Hindrance has big dreams but little worldly experience. Characters with the Minor version suffer –1 to Survival and Common Knowledge rolls related to life on the frontier (Judge’s call). A character with the Major version—sometimes called a tenderfoot—suffers –2 to those rolls. When a Greenhorn reaches Seasoned Rank, the character may exchange this Hindrance for a different Hindrance of the same Minor or Major level—with the Judge’s permission.

Vendetta (Major): You’re driven by revenge. Must pursue your vendetta whenever possible.

DON'T NEGLECT YOUR LANGUAGES!
Algonkin, Arapaho, Blackfoot, Cree, Cheyenne, Shawnee (Algonquian grouping): Spoken in the northern territories, the Rocky Mountains, the Great Lakes region, and the Eastern colonies/states.

Danish: Less common on the frontier until roughly 1880, but certainly present in states such as California and Utah, in the northern territories, and the upper Midwest.

English: Spoken almost everywhere on the frontier in the 19th century; regional dialects were quite common.

French: Widespread usage early in the 19th century; quite common in Louisiana and in the northern territories and states throughout the century.

German: The language of Science in the 19th century, spoken in various areas—especially California, Texas, and the Midwest states and territories. Germans were the largest group of immigrants from 1840 to 1880.

Latin: A language studied by academics in writing, but rarely spoken in conversation.

Norwegian: Commonly used in some northern states and territories on the frontier, especially in Wisconsin, Minnesota, and the Dakotas—as well as the Pacific Northwest.

Spanish: Spoken throughout the 19th century, especially in the South and southwestern states and territories; regional dialects influenced by Spanish and Mexican history, as well as Native populations who learned this tongue because it was the primary language of trade in the southwest for most of the 19th century.
Jul 7, 2026 8:45 pm
KingHarkinian says:
I'm not super familiar with this system. Should I purchase the Savage Worlds Adventure Edition book to use as a reference?
It would certainly help you with the nuances, but I can walk you through character gen if you'd rather not.
Jul 8, 2026 7:23 pm
Here is my proposed built for Peter S. Cross, journalist +
Race Human (Adaptable -> one Free Novice Edge)
Attributes, (5pts)
- Agility d8, Smarts d6, Spirits d6, Strength d4, Vogpr d6
Shooting (Agility) d8 -3 pts, Fighting (Agility) d6 -2 pts, Riding (Agility) d6 -2 pts, Stealth (Agility) d8 -free + 2 pts, Persuasion (Spirits) d6 -free + 1pt, Notice (Smarts) d6 -free + 1pt, Survival (Smarts) d4 1pt

Hindirances 4 points all standard:
- Outsider, minor: Nobody fully claim him as a Half-Lacota, half-American
- Curious, minor: He is a journalist, always follow a lead
- Obligation, major: From his parents and their moving back and forth

2 pts → Tribal (Edge) — +2 Persuasion when Networking with Native characters, +2 Common Knowledge about Native peoples. Direct mechanical payoff for his whole upbringing.
2 pts → +2 skill points → Common Knowledge d4→d6, Survival d4→d6.

Free Edge
Ranch Hand, chosen skill: Persuasion — +1, representing his years as a printer's assistant learning the trade and talking his way through both worlds.

I have a question about the language, he is raised between American with English and Lakita with his father a Sioux language (include complete understanding of Dakota and Nakota). How do you want to deal with it ?

If you have any advice, please do not hesitate, you know his background.
Jul 9, 2026 2:41 am
YullyBear says:
I have a question about the language, he was raised between American English and Lakita with his father, a Sioux language (including a complete understanding of Dakota and Nakota). How do you want to deal with it?
Given his unique background, I'm inclined to just say that he has two native tongues (d8 in each, English and Lakota) and let it go at that. The Sioux language group includes Crow, Dakota, Lakota, Ho-Chunk, Iowa, Osage, and Mandan. Languages in the same group default to one another at -2.
Jul 10, 2026 11:20 am
Hey all!

I'm working on my character now whilst I'm in-between tasks at work. I'm up to gear now, and I wanted to check if the prices are going to be as written or if there's any adjustments.
Jul 10, 2026 6:17 pm
Ok, I've finished the sheet (except gear) with the final updated biography — feel free to alter anything you want.

For Charisma, I kept the −2 conditional: it only applies when Peter is dealt with by a biased person, rather than as a constant penalty.
Jul 10, 2026 8:24 pm
I'm at Con this weekend and don't have access to my files, but hold on for a day or two and I'll get a price list up.
Jul 11, 2026 1:41 am
For reference, here are your exchange rates.

https://i.imgur.com/Z5UbIeZ.png
Jul 11, 2026 1:44 am
Personal Goods (as a reminder, the year is 1884):

https://i.imgur.com/wjmZnAS.png
Jul 11, 2026 1:45 am
Provisions:

https://i.imgur.com/lyinAgf.png
Jul 11, 2026 1:47 am
Gear and Toolkits:

https://i.imgur.com/Vy5SCoK.png
Jul 11, 2026 1:49 am
Lodging, Services, and Entertainment:

https://i.imgur.com/R6t6nka.png
Jul 11, 2026 1:50 am
Other Sundries:

https://i.imgur.com/7FWOcN8.png
Jul 11, 2026 11:13 am
Finished with $500 total.
Jul 12, 2026 3:48 am
cool, i'll be able to do some spending this time tomorrow.
Jul 13, 2026 4:46 am
Does anyone need assistance with character generation?
Jul 13, 2026 8:06 pm
Hey so I think I might have to drop out of this game altogether, unfortunately. Some changes in my schedule have made it so that I don't think I really have the time I'd like to devote to this. Apologies, folks!
Jul 14, 2026 1:09 am
Understood. Thank you for letting us know.
Jul 14, 2026 7:29 pm
You this be OK?
https://i.imgur.com/fFDEzhZ.jpeg
Jul 15, 2026 12:48 am
Not really. That's for Deadlands, for one, and the other thing is that she is a Seasoned character, where all of you are starting at Novice. You could play a variant of her. You would need to select a new Hindrance instead of Grim Servant o' Death (because that one isn't in this campaign), and you would lose Marksman, Steady Hands, and Duelist, as she acquired those through advances. You would also need to reduce Taunt to d6.
Jul 16, 2026 11:30 am
Big problems with account and computer, be back asap.
Jul 20, 2026 8:43 am
Finally got around to finishing up! Had to redo a bit as my skills for some reason didn't save, but my other info did.
Jul 21, 2026 6:14 pm
PbPgameOn says:
no idea what i'm doing:

Django, former slave, now Bounty Hunter

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Pace: 6 | Parry: 5 | Toughness: 5 (or 6 with a duster coat)
Skills: Shooting d8, Athletics d6, Riding d6, Stealth d6, Notice d6, Gambling d4, Persuasion d4
Hindrances: Code of Honor (Minor), Loyal (Minor), Stubborn (Minor)
Edges: Marksman, Two-Fisted
This one looks good, except that by my count, you're lacking 5 skill points that need to be spent.
PbPgameOn says:
Attributes: Agility d12, Smarts d4, Spirit d4, Strength d6, Vigor d4
Skills: Athletics d6, Common Knowledge d4, Fighting d10, Language (Native) d8, Notice d4, Persuasion d4, Riding d6, Shooting d12, Stealth d4
Pace: 6; Parry: 7; Toughness: 4
Edges: Two-Fisted
This one is correct, but really one-sided. That's fine if that's what you want, but he is going to be poor at anything other than shooting or fighting.
Jul 22, 2026 4:23 am
WhtKnt says:
This one is correct, but really one-sided. That's fine if that's what you want, but he is going to be poor at anything other than shooting or fighting.
Think i'll go with that one. Thanks
Jul 22, 2026 2:21 pm
Okay, the three players who have signed up have completed character sheets, so I'll kick things off shortly.
Jul 25, 2026 9:55 pm
Sorry, I had problems with my pc, but now it is over.
Aug 2, 2026 2:45 am
Here is my proposed character:

Silas Vane
Race: Human (Adaptable → one Free Novice Edge)
Attributes (5 pts)
Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills (12 pts)
Shooting (Agility) d8 – 3 pts, Riding (Agility) d8 – 3 pts, Fighting (Agility) d6 – 2 pts, Stealth (Agility) d6 – free + 1 pt, Notice (Smarts) d6 – free + 1 pt, Persuasion (Spirit) d6 – free + 1 pt, Survival (Smarts) d4 – 1 pt
Free core skills: Athletics (Agility) d4, Common Knowledge (Smarts) d4
Hindrances (4 points)
Wanted (Major): Listed as a Union deserter after a black-ops dispatch mission went bad in '64. The warrant is 20 years old and still active.
Outsider (Minor): Raised under canvas, never owned land, never voted, never belonged. –2 to Persuasion with "respectable" townsfolk who smell the sawdust on him.
Quirk (Minor): Before any risky decision, he performs a small circus trick—flips a coin across his knuckles, balances a knife on a fingertip, or spins his pistol. Folks think he's showing off. He's buying time to think.
2 pts → Quick (Edge) — Discard and redraw any initiative card of 5 or lower.
2 pts → Luck (Edge) — Gains +1 Benny per session.
Free Edge
Steady Hands — Ignore the Unstable Platform penalty when shooting from horseback or moving vehicles. Represents his years as a circus trick rider and Union dispatch rider.
Languages (Smarts d6 → 3 additional at d4)
English (native), French d4, German d4, Cheyenne d4

Background
Silas was born in a wagon outside Cincinnati in 1845. Didn't see a house with a proper foundation until he was twelve. The circus was his school, his church, and his family. By fifteen, he could stand on a galloping horse's back and split a playing card edge-on at twenty paces. By seventeen, he could ride through woods at full gallop that would break a cavalryman's neck.

When the War came, a Union colonel saw him perform in Ohio and made him an offer he couldn't refuse: carry dispatches through Confederate lines, or see his troupe arrested for "vagrancy." Silas rode for the Army for two years. Carried messages through Tennessee, Georgia, and the Carolinas that no regular courier could've survived. Never got caught. Never got thanked.

In '64, his handler was killed by bushwhackers and the dispatches vanished. The Army needed a scapegoat. Silas Vane was officially listed as a deserter. The warrant went out. He's been running ever since.

He drifted through Buffalo Bill's show, the Great Western Circus, and a dozen mud-show outfits too small to have names. Never stayed more than a season. A man with an active military warrant learns to keep moving, keep his head down, and never get too friendly with the locals.
Now it's July of 1884. The Northern Pacific is laying track through Custer County, and word is they're hiring guards who can ride and shoot. Silas rode into Redemption because a man can't run forever, and because twenty years is a long time to be guilty of something he didn't do.

Derived Stats: Pace 6, Parry 5, Toughness 5, Charisma 0

Gear: Colt Single Action Army (.45), cut-down Spencer Carbine, bowie knife, performer's duster (grey with faded red lining), lucky 1859 Indian Head penny, ~$40, horse "Spook" (coal-black Morgan gelding).
Aug 3, 2026 8:18 pm
welcome aboard silas

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