Character Creation

Character creation for CNW is the same as for Savage Worlds, but is summarized here for convenience:

Step 1 – Choose Race

Humans are vastly more common in Euros, and each of the various sub-cultures has slightly different advantages and disadvantages. There are small numbers of elves, dwarves, halfling and half-breeds, but they face significant prejudice and persecution in most lands.

Step 2 – Determine Attributes and Skills
Attributes

Every character starts with a d4 in each attribute, and has 5 points with which to raise them. No attribute may be raised above d12.

Agility is your hero’s nimbleness, quickness, and dexterity.
Smarts measures of how well a character knows his world and culture, thinks on his feet, and his mental agility.
Spirit reflects inner wisdom and willpower. Spirit is important to recover from being Shaken.
Strength is raw physical power and general fitness.
Vigor represents endurance, resistance to disease/poison, and how much pain and physical damage he can take.

Skills

You have 15 skill points to distribute among your skills, and this is handled just like in SWDx. Additionally, each hero gains half their Smarts die in extra skill points to spend on languages (unless modified by Edges and Hindrances).

Agility Smarts Spirit Strength
Boating
Driving
Fighting
Lockpicking
Riding
Shooting
Stealth
Swimming
Throwing
Gambling
Healing
Investigation
Notice
Repair
Streetwise
Survival
Taunt
Tracking
Intimidation
Persuasion
Climbing

Piloting is not used in this campaign.

Spellcasters will also need to purchase dice in their relevant Arcane Background skill:
     Magic: Spellcasting (Smarts)
     Divine: Faith (Spirit)
     Alchemy: Alchemy (Agility)

Derived Statistics

Your character sheet contains a few other statistics you need to fill in, described below.

Charisma is a measure of your character’s appearance, manner, and general likability. It’s 0 unless you have Edges or Hindrances that modify it. Charisma is added to Persuasion and Streetwise rolls, and is used by the GM to figure out how NPCs react to your hero.

Pace is how fast your character moves in a standard combat round. Humans walk 6” in a round and can move an additional 1d6” if they run.

Parry is equal to 2 plus half your character’s Fighting skill (therefore Parry = 2 if a character does not 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.
For stats such as d12+1, add half the fixed modifier, rounded down. For instance, a Fighting skill of d12+1 grants a Parry of 8 (2+half of d12), whereas a d12+2 gives a Parry of 9 (2+half of d12+2).

Toughness is your hero’s damage threshold. Anything over this causes him to be rattled or worse. Toughness is 2 plus half your hero’s Vigor die, plus Armor (use the armor worn on his torso). Vigor over a d12 is calculated just like Parry.

Step 3 – Edges & Hindrances

You can take one Major Hindrance and two Minor Hindrances. A Major Hindrance is worth 2 points, and a Minor Hindrance is worth 1 point.

For 2 points you can:
   • Raise an attribute one die type, or
   • Choose an Edge
For 1 point you can:
   • Gain another skill point, or
   • Gain an additional 500 sp starting funds
Step 4 – Gear

You start with 500 sp with which to purchase gear. This may be modified by Edges or Hindrances

Step 5 – Background Details

Each player should start with a general idea of why their character wants (or needs) to sign on for an expedition to the New World. This does not have to be fully fleshed out, and can be revealed over time as we play. The same is true of other background information: pre-determine the details, or introduce them during the campaign to make the story more interesting.

Character Creation

Conquest of the New World DSMfive DSMfive