Thursday, September 1, 2016

Legendary Archetypes: Scoundrel


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.



Scoundrel



Hindrances: Overconfident, Loyal, Wanted [Minor]




The scoundrel differs from the secret agent in that – while both archetypes represent broadly-skilled characters capable of handling combat, investigation, and social encounters – the scoundrel relies on dumb luck and evading danger more than the secret agent’s competence. Whether a fast-talking pirate o r smuggler like Han Solo or Jack Sparrow, an active or reformed treasure hunter like Indiana Jones or Rey [Last Name TBD], or an old-school fantasy world rogue like Cugel or Mirt, the scoundrel slips through life one step ahead of danger.

The scoundrel is a flexible basis for numerous character types. The scoundrel might be expanded into a swashbuckling rogue (+2 Boating and Swimming, Block, Improved Extraction), an expert-for-hire (+1 Smarts, Jack-of-all-Trades, 2 Advances to spend however), or even a novice space savior (Arcane Background: Psionics, +1 Piloting, +2 Psionics, boost/lower trait, puppet, telekinesis).

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: A vehicular skill (Boating, Driving, Piloting, or Riding) at d6, Climbing d6, Fighting (or Shooting) d8, Gambling d4, Intimidation d6, Lockpicking d6, Notice d6, Persuasion d6, Repair d4, Shooting (or Fighting) d6, Stealth d8, Swimming d4, Taunt d6, Throwing d6

Charisma: +2; Pace: 6; Parry: 5 or 6; Toughness: 6

Hindrances: One Major, Two Minor
Edges: Attractive or Charismatic, Elan, Extraction, Luck, Strong Willed, Thief 


Hindrances: Heroic, Delusion [someone's coming back if she just waits], Loyal



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