See an example of character creation.
For the most part, new characters are being built normally per the Savage Worlds:EX rules with only a couple of simple additions. Because of the inclusion of a few new skills, characters begin play with additional starting skill points. The reputation system, turning points, and contacts creation rules should come into play after normal character generation.
The character creation process can be broken down into the following phases:
1. Try and decide upon a general concept – keep it simple, the specifics will come later. Note you character’s race and background, and the advantages and disadvantages illustrated on the Gene and Cultural templates.
2. Assign five dice among the five primary attributes; all attributes begin at d4, plus any modifiers from the aforementioned templates, and cannot go below that die type.
3. Assign eighteen (18) skill dice among your starting skills. Be sure to check the list of changes to the regular skills, especially the new skills added to the Future Perfect setting. Also, note that Language skills are handled differently in Future Perfect, and require only one die to be assigned for a character to know a particular language (if a roll is required, it is a Smarts roll).
4. Select the character’s starting Hindrances. A character may begin play with up to four points of hindrances. Minor Hindrances are worth one point, and Major Hindrances are worth two points. These points may be spent normally per the instructions given in the SW:EX Rulebook.
5. Select the character’s starting Edges per the instructions given in the SW:EX Rulebook, but may select from the open lists for the Future Perfect setting.
6. Determine the values of the Character’s initial Derived Statistics normally.
7. Assign initial Reputation. Characters begin play with +0 across the board, but may choose to take a negative reputation in order to gain points of positive reputation. Taking negative Reputation points grants points to be allocated per the following guidelines:
- Factions (3 Points)
- Large Group (2 Points)
- Medium Group (1 Point)
- Small Group (0.5 Points)
No more than three points may be generated in this fashion. These points may not be saved, and must be spent at this phase. The Game Master should approve any selections made during this phase.
8. Roll or otherwise determine general Character Background; this includes information on where the character was brought up, his parent’s economic status, and even provides options for what types of clothes the character may be most partial to wearing, and the character’s general attitude and outlook on life. These are just a few choices and guidelines to help illustrate what is appropriate in the game setting. Feel free to choose from the lists or just make up your own. Indeed, more often than not, a player should already know where the character is from, and can simply move forward from that point.
9. Roll for the Character’s Turning Points. These are key events in the character’s life that helped to shape them into the person they are when the game begins. Apply any changes to the character provided for by the Turning Point results.
10. Determine the character’s starting pool of contact points, as modified by initial templates, Edges, Hindrances, and Turning Points. Spend those points per the directions provided in the Future Perfect Contact Generation rules.
11. Characters begin play with 500 credits, plus or minus any modifiers granted by Edges, Hindrances, or Turning Points. Note your starting money and spent some or all of it on appropriate gear. Once again, the Game Master should be the final arbiter of what is available and acceptable.
See an example of character creation.