Character Creation

Characters start at the standard level 1, and use the rules found in Savage Worlds Deluxe. Spells from the Savage Worlds Fantasy Companion may also be used, but it’s not much content, so you can just ask me for the info.

Race and Charisma

This setting features humans as the only playable race, so you will start off with one free Edge.

Normally, Charisma starts at 0 for every character unless an Edge is taken. In this game, we will be treating Charisma as a stat derived from Spirit.

d4:: -1
d6:: 0
d8:: 0
d10:: +1
d12:: +2


Because we will be using abstracted mapping, a character’s default Pace is simply 2.

A character can move from one “Zone” to another in combat, unless actively engaged in melee. A zone is approximately 30 feet in diameter, and is usually designated by some kind of landmark on the battlefield. Not all characters within a Zone are in melee, and there can be multiple melee pairings in a single Zone.

Movement between zones can be increased by rolling Running as a Trait Roll using the Agility die. Optionally, a character trained in Athletics can roll it instead of Agility.

The following Edges, Hindrances and Powers are modified for this system:
- Fleet of Foot (Edge): +2 to running rolls and d10 Wild Die.
- Lame (Hindrance): -2 to running rolls and d4 Wild Die.
- One Leg (Hindrance): -2 to running rolls and d4 Wild Die. Cannot run without a prosthetic.
- Obese (Hindrance): -1 to running rolls and d4 Wild Die.
- Speed (Power): Doubles basic movement to 2, and on a raise running becomes a free action.

More details on this can be found in the Combat House Rules section.

Crafts and Knowledge

In addition to the normal Skill Points allotment, characters receive a number of additional skill points equal to their Smarts die (d4=1, d6=2,etc) which can be spent on any Knowledge or Craft skills. The ability tied to a Craft skill depends on the craft chosen.

Sample Crafts – Smithing(Strength), Woodsman(Agility), Writing(Smarts), Painting(Spirit)

All players start out knowing Northern – a Common tongue exclusive to the Horn.

Additional languages include:
Sylvan – The ritual language spoken by members of the Coterie.
Maltirian – Spoken by members of the Maltirian Empire.
Ashtongue – Understood by Free Mages, it is the language used to decipher arcane scripts from the Age of Chaos.
Runic – Ancient language used by the mountain-dwellers of Valcanisp – still used by Rune Shamans.

A d4 in a language indicates a pidgin grasp of the tongue, a d6 is fluent in the language, while a d8 and above indicates being able to speak with courtly manners. A d10/d12 notes an ability to understand ancient dialects and variations of the tongue (in the real world, a d12 in English would allow you to translate Beowulf).

Skill List
Athletics (Climbing, swimming, optional Running) – Strength
Boating – Agility
Craft(X) – Agility/Strength/Smarts/Spirit
Deception/Taunt – Smarts (+ Charisma Bonus)
Fighting – Agility
Gambling/Mercantile – Smarts
Healing – Smarts
Intimidation – Spirit
Knowledge(X) – Smarts
Lockpicking – Agility
Nature (Tracking/Survival) – Smarts
Notice – Smarts
Persuasion – Spirit (+ Charisma Bonus)
Riding – Agility
Shooting – Agility
Stealth – Agility
Streetwise – Smarts (+ Charisma Bonus)
Throwing – Agility

Note that Deception has been split away from Persuasion, and merged with Taunt. It just seemed to fit better to have all the “manipulation” skills under one skill. Lying requires more intelligence to create a clever ruse and keep the facts straight, while persuasion with genuine intentions comes “from the heart”. While Persuasion does not have a combat effect, failing a persuasion roll has almost no chance of backfiring on the player, because a Persuasion roll demonstrates genuine good-will. Even on a critical failure, the speaker will likely only be temporarily embarrassed. Failing an Intimidation or Deception in conversation, on the other hand, is likely to trigger some kind of retaliation. While this does nerf Persuasion a bit, I believe the adjustment to Charisma allows high Spirit players to get more of out of the skill than someone who sacrifices Spirit for Smarts.


All characters may ignore Skill prerequisites for Edges. Other prerequisites still apply. For example, you may take the Assassin edge as long as you have an Agility of d8, but you need not have Climbing d6, Fighting d6, and Stealth d8. Chances are, not having the skill prerequisite for an edge means you’re probably not going to get the most out of it anyway, so why worry about it?

Character Creation

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