Legendary Archetypes: Strategist

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

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, Death Wish [Minor], Habit [Minor; heavy drinker]

Whether a criminal mastermind like Nathan Ford or James Moriarty, a field commander like Clayton M. Abernathy or Kathryn Janeway, or the leader of a nation like Kublai Khan or Elizabeth Tudor, the Strategist is the master of the battlefield (even when – as with the criminal mastermind -- that battlefield is conceptual rather than practical).

Citing the above examples, a criminal mastermind will have more emphasis on interpersonal skills and research (+3 Investigation and Streetwise, Charisma), the field commander will be more physically capable (+1 Agility and Strength, +1 Fighting, Shooting, Notice, and whatever vehicular skill the hero knows), and the ruler will be more of a politician (+1 Spirit, +1 Intimidation and Persuasion, Charismatic, Strong Willed).

Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: One of Boating/Driving/Riding/Piloting d6, Fighting d6, Gambling d6, Knowledge (Battle) d10, Knowledge (any other) d8, Intimidation d6, Notice d6, Persuasion d6, Shooting or Throwing d6, Stealth d6, Taunt d6
Charisma: +0; Pace: d6, Parry: 5; Toughness: 6
Hindrances: One Major, two Minor
Edges: Command, Command Presence, Fervor, Followers, Hold the Line!, Inspire, Leader of Men, Scholar, Tactician

Hindrances: Bloodthirsty, Obese, Delusional [Minor; thinks his subjects and servants should regard him as a father]

Bonus Grizzled Commander!

Hindrances: Elderly, Delusional [Minor; somehow thinks he can bring back the Republic], Delusional [Minor; too trusting]
The +5 Skill points from Elderly raise the Grizzled Commander's Knowledge (Battle) to d12 and Notice to d8, as well as giving him 1 unspent Advance, but the Hindrances reduces his Strength to d4 and Vigor to d6 (Toughness 5).


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