The King is Dead

Thursday, August 18, 2016

Legendary Archetypes: Wandering Swordsman

As Paul “Wiggy” Wade-Wilson wrote long ago, “Life Begins atLegendary.”


In Legendary Archetypes, the Wine and Savages blog presents ready-to-use Legendary Rank (80 XP) heroes built using only the Savage Worlds core rules. These archetypes are offered as aids for duet and solo gamers or for gaming groups ready to jump right into the big leagues.

The characters are built with an eye toward versatility (necessary in duet gaming) and so have their Traits and Edges spread out for broader competence rather than min/maxed in certain areas. Game Masters using these archetypes may wish to allow the players another 20 to 40 experience points (2 to 4 Advances) to further customize the characters beyond choosing Hindrances.

Hindrances: Heroic, Enemy [Minor], Pacifist [Minor]

Wandering Ronin

Whether a true ronin like the eponymous heroine of the anime Tsukikage Ran or the nameless hero of the classic film Yojimbo, an underworld sell-sword like the central characters of the Lady Snowblood and Zatoichi franchises, or a wandering do-gooder like Rurouni Kenshin's Himura Kenshin, the wandering ronin archetype dominates chanbara (“sword-clashing” AKA samurai) anime, film, and manga. 

The character is built with an emphasis on speed. Samurai duels are often resolved in one quick strike, and the wandering ronin aims to be the one left standing. Recommended advances include taking the improved versions of the archetype's Edges, Martial Artist, Charisma-building Edges, and increasing Notice. Underworld characters can increase their ties to the Yakuza by improving Gambling; pacifist heroes can attempt to end fights before they begin by increasing Persuasion.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d4, Fighting d12, Gambling d6, Healing d4, Intimidation d6, Notice d8, Persuasion d6, Stealth d6, Streetwise d6, Swimming d4, Taunt d6, Throwing d8
Charisma: +0; Pace: 6; Parry: 8; Toughness: 6
Hindrances: One Major, Two Minor
Edges: Danger Sense, First Strike/Improved First Strike, Frenzy, Level Headed, Quick, Quick Draw

Hindrances: Vengeful [Major], Outsider, Wanted [Minor]

2 comments:

  1. Cool idea! However you still have one advance left to spend - perhaps you could add the Improved version of First Strike, Frenzy or Level Headed?

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    1. I can't count. Updated with Improved First Strike!

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