The King is Dead

Monday, August 22, 2016

Legendary Achetypes: Wilderness Warrior



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.



Wilderness Warrior



Hindrances: Heroic or Delusional [Major] (depending on the film), Loyal, Stubborn


Whether one of the last Mohicans in colonial New York or the king returning to Gondor, whether riding the steppes of Mongolia or the plains of Texas, whether on long range recon patrol in Vietnam or evading the Sheriff of Nottingham, the wilderness warrior combines survival skills with mobility and combat prowess into a deadly camouflaged package. 

The wilderness warrior can be modified into a twin blade-wielding swordsman (+1 die in Fighting or +1 die in Fighting and Shooting or Stealth if an elf, Ambidextrous, Florentine, and Two-Weapon Fighting), a hard-riding nomad or ranger (+2 dice in Riding, +1 die in Healing and Intimidation, Beast Master, Quick Draw), or a remarkable archer or rifleman (+1 die in Agility, +1 die in Fighting and Shooting, Marksman, and Followers or Sidekick) with the application of four Advances.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Boating d4, Climbing d6, Driving or Riding d4, Fighting d8, Healing d6, Intimidation d6, Notice d8, Shooting d8,  Stealth d8, Survival d8, Swimming d6, Streetwise d8, Throwing d8, Tracking d8
Charisma: +0; Pace: 6; Parry: 6; Toughness: 7
Hindrances: One Major, Two Minor
Edges: Alertness, Danger Sense, Steady Hands, Woodsman


Hindrances: Enemy [Major; Lloth, Artemis Entreri, etc.], Outsider, Vow [Minor; to Mielikki]

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