Savage Deathlands Part 5: Archetypes

Here is the first bonus blog for Savage Deathlands. I give you some archetypes to use, based on the characters from the series. Any future posts about this will likely include rules changes or new ideas based on the great feedback I’ve gotten from the Facebook and G+ communities!  I hope you have enjoyed these posts!

 

All characters start out as Seasoned, with 20 XP. This grants 4 advances for the characters. These archetypes are built with all 5 attribute points, 10 of the 15 skill points and 2 advances. They also assume that 2 minor and 1 major hindrance is taken. This means the player still needs to spend the last 5 skill points, 2 advances and all the hindrances to complete the character.

 

The Leader (Seasoned, 20 XP)

This character is a good fighter, decent negotiator and true leader. He is naturally one to look after who he considers his friends and companions.

Agility D6, Smarts D6, Spirit D6, Strength D8, Vigor D8

Climb D4, Notice D6, Fighting D8, Persuasion D6, Shooting D6, Stealth D6

Charisma 0, Pace 6, Parry 6, Toughness 6

Advantages: Common Bond

Hindrances: 2 Minor & 1 Major

Advances: Novice Attribute increase used, Skill increase advance used. Choose two more.

 

J.B. Dix – The Armorer

If it’s machinery or weapons, he knows about it. If it’s not either of those, he still probably knows a little about it.

Agility D6, Smarts D8, Spirit D6, Strength D6, Vigor D6

Notice D4, Fighting D6, Shooting D8, Stealth D4, Repair D8, knowledge mechanical D6

Charisma 0, Pace 6, Parry 5, Toughness 5

Advantages: Jack of All Trades, Mr. Fix-It

Hindrances: 2 Minor & 1 Major

Advances: Novice Attribute increase used, Skill increase advance used. Choose two more.

 

Mildred Wyeth – The Medical Expert

Trained for medical care to a level far beyond what most in the Deathlands would ever see, she is skilled at healing. The next best skill she has is her marksmanship.

Agility D8, Smarts D8, Spirit D6, Strength D4, Vigor D6

Notice D4, Fighting D6, Healing D10, Shooting D8, Stealth D6

Charisma 0, Pace 6, Parry 5, Toughness 5

Advantages: Marksman, Healer

Hindrances: 2 Minor & 1 Major

Advances: Novice Attribute increase used, Skill increase advance used. Choose two more.

 

Doc Tanner – Man out of time

Philosopher, theologian and all around gentleman, he is charismatic and knowledgeable in history.

Agility D6, Smarts D10, Spirit D6, Strength D4, Vigor D6

Notice D6, Fighting D6, Persuasion D6, Shooting D6, Knowledge History D8, Investigation D4

Charisma 0, Pace 6, Parry 5, Toughness 5

Advantages: Lucky, Elan

Hindrances: 2 Minor & 1 Major

Advances: Novice Attribute increase used, Skill increase advance used. Choose two more.

 

Jak Lauren – Feral Scout

He grew up surviving off the land and learned early on how to take care of himself. He is an accomplished hunter and has no problem hunting people.

Agility D8, Smarts D6, Spirit D6, Strength D6, Vigor D6

Climb D4, Notice D6, Fighting D8, Shooting D6, Stealth D6, Throwing D6

Charisma 0, Pace 6, Parry 6, Toughness 5

Advantages: Woodsman, Quick

Hindrances: 2 Minor & 1 Major

Advances: Novice Attribute increase used, Skill increase advance used. Choose two more.

 

Krysty Wroth – Mutant Warrior

Raised to be one with nature and Gaia, she can draw upon the power of the Earth Mother to do amazing feats of strength. She is a mutant whose hair is semi prehensile and moves to reflect her mood.

Note: The power and mutant trait listed below is specifically for Krysty. You can use this as an example for creating your own low level mutant characters.

Agility D6, Smarts D6, Spirit D8, Strength D6, Vigor D8

Notice D6, Fighting D6, Shooting D6, Stealth D4, Healing D6, Call Earth Mother D8

Charisma 0, Pace 6, Parry 5, Toughness 6

Advantages: Danger Sense, Arcane Background Super Powers (special: Boost trait, self only, limited to Strength. No power points, instead make a Call Earth Mother check to activate power. Duration is 1 +half her spirit. After duration ends, takes 1 level of fatigue. Can empower her gift for another +1 die increase or +2 more rounds. If this is done, she takes two levels of fatigue. Cannot use if she has two fatigue levels already.

Mutant Trait: Prehensile hair, tied to her Danger Sense, it will tighten up around her head when danger is near. This will mark her as a “mutie”.

Hindrances: 2 Minor & 1 Major

Advances: Novice Attribute increase used, Skill increase advance used. Choose two more

 

Ricardo Morales – Young Sniper

A young sharpshooter who is also adept in repairing equipment, he is capable with a long arm and a wrench.

Agility D8, Smarts D8, Spirit D4, Strength D6, Vigor D6

Notice D8, Fighting D6, Shooting D8, Stealth D4, Repair D8

Charisma 0, Pace 6, Parry 5, Toughness 5

Advantages: McGyver, Marksmen

Hindrances: 2 Minor & 1 Major

Advances: Novice Attribute increase used, Skill increase advance used. Choose two more

 

Well, there you go! Ricardo Morales is a newer character that has been around less than 20 books I believe. All the others have been the core group of companions since book 5 or 6.

 

Tell me what you thought of this series!

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