Zatoichi meets Yojimbo (Savage Worlds Martial Artists Aren't All the Same)


Zatoichi
Wild Card
Attributes: Agility d12+2, Smarts d8, Spirit d10, Strength d8, Vigor d10
Skills: Fighting d12+2, Gambling d12, Healing d8, Intimidation d6, Notice d12, Persuasion d6, Shooting d12, Stealth d8, Streetwise d8, Taunt d6, Throwing d12 
Charisma: +2; Pace: 6; Parry: 13; Toughness: 7
Hindrances: Blind, Heroic, Loyal, Poverty
Edges: Alertness, Charismatic, Combat Reflexes, Danger Sense, Improved Block, Improved Counterattack, Improved Dodge, Improved Extraction, Improved First Strike, Improved Frenzy, Improved Level Headed, Improved Trademark Weapon, Martial Artist, Master [Fighting], Master of Arms, Quick, Quick Draw
Gear: shikomi-zue (cane sword; Str+d8).
  • Note that while wielding his shikomi-zue, Ichi’s Improved Trademark Weapon and Master [Fighting] Edges reduce his penalty for Blind to -2.
Yojimbo
Wild Card
Attributes: Agility d10, Smarts d10, Spirit d10, Strength d8, Vigor d12+2
Skills: Fighting d12, Gambling d6, Intimidation d8, Notice d8, Persuasion d8, Stealth d8, Streetwise d8, Taunt d8, Throwing d10
Charisma: +2; Pace: 6; Parry: 8; Toughness: 12
Hindrances: Curious, Heroic, Poverty, Stubborn
Edges: Alertness, Brawny, Charismatic, Combat Reflexes, Fast Healer, Harder to Kill, Improved First Strike, Improved Frenzy, Improved Nerves of Steel, Improved Tough as Nails, Martial Artist, Master [Vigor], Quick, Quick Draw, Strong Willed
Gear: katana (Str+d6+2), wakizashi (Str+d6).

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