Legendary Archetypes: Secret Agent

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, Vow  [Minor; to British Intelligence], Quirk (quips)
Secret Agent

Whether the hero works for the government like James Bond or Emma Peel, is on the run from the government like Jason Bourne or Number 6, is an independent operative like Abbie Chase or Sterling Archer, or is even a criminal with a similar skillset to a true secret agent like Arsène Lupin III or Simon Templar, the secret agent archetype emphasizes investigative skills amidst a broad – even holistic -- competency.

The 80 XP secret agent has only begun to achieve the prowess regularly shown in spy cinema and fiction. Additional advances can emphasize the character's skill in hand-to-hand combat à la Jason Bourne (Fighting d10, Block, Brawler, Improvisational Fighter), Daniel Craig-as-Bond durability (+1 Intimidation and Swimming, Nerves of Steel/Improved Nerves of Steel, Strong Willed), or the panache and style Emma Peel or Roger Moore's James Bond (+1 Smarts, +1 to whichever of Boating or Piloting the hero doesn't have, Elan, Jack-of-All-Trades).

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Boating or Piloting d4, Climbing d6, Driving d6, Fighting d8, Gambling d6, Intimidation d4, Investigation d8, Lockpicking d6, Notice d6, Persuasion d6, Shooting d8, Stealth d8, Streetwise d8, Swimming d4, Taunt d6
Charisma: +2; Pace: 6; Parry: 6; Toughness: 6
Hindrances: One Major, Two Minor
Edges: Ace, Attractive or Charismatic, Martial Artist, Investigator, Thief

Hindrances: Vow [Major; to British Intelligence], Vengeful [Minor], Quirk (quips)


  1. I'm afraid you're two advances short this time ;)

    Perhaps you could spend one of them on Charismatic (to justify the +2 Charisma bonus)?

    1. Oops! I had "Attractive or Charismatic" written down as the 80 XP advance and forgot to type it in (obviously, otherwise I wouldn't have the +2 Charisma). Whate else did I miss? Ah! I left off a die in Persuasion.
      Dang it, I had it right on my worksheet and added it up wrong anyway. well, it's fixed now.


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