Wednesday, December 8, 2010

Savage Worlds Characters Are All The Same: Seasoned

Last week, we took the initial starting characters and advanced them up to the cusp of Seasoned.

We did see some of the initial gaps begin to close, and HULK SMASH kinda stumbled as I leveled him up, with there just not being a lot of support for that build at the Novice Rank. We also discovered that Tommy should have planned his builds ahead a bit better. Blah.

Seasoned opens up new options, including allowing everyone an additional Attribute Advance, as well as allowing MR. WIZARD the opportunity to get more Power Points.

DON'T HIT ME

1st: Block. This one seems kind of obvious. His effective Parry is now a 10.
2nd: Level Headed. Yeah, he's faster, he gets a free shot when you move in, and now he gets the better of two cards to act on.
3rd: Dodge. His biggest vulnerability right now is being shot. This, at least, bumps up that target number.
4th: Vigor d6. No sense in remaining completely fragile. He's gotta toughen up at some point.

DON'T HIT ME

Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6

Fighting d8
Guts d6
Intimidation d6
Investigation d6
Notice d6
Taunt d6
Throwing d6

Charisma: 0
Pace: 6"
Parry: 6
Toughness: 4

Hindrances
Small (-1 Toughness)
Loyal
Bad Luck (1 less bennie per session)

Edges
Acrobat (+2 to nimbleness based Agility rolls, +1 to Parry)
Block (+1 to Parry)
Danger Sense (Free Notice roll at -2 to avoid attack)
Dodge (-1 to avoid being hit with ranged attacks)
First Strike (free attack when opponent gets into range)
Level Headed (Acts on the better of two cards)
Quick (redraw an initiatve card less than 5)
Strong Willed (+2 to Taunt/Intimidate)

Rapier (+1 Parry, for a 9), Damage d6+d4, Buckler Shield (+1 Parry, for a 10), Throwing Knife Damage d6+d4

HULK SMASH

1st: Sweep. For when you have to wipe out everything around you.
2nd: Combat Reflexes. His low Spirit makes him vulnerable when Shaken. This gives him a +2 to become unShaken.
3rd: Adaptable (Barbaric Blood). HULK SMASH can now spend a benny to trigger Berserk, meaning he doesn't NEED to take a hit first. From the Fantasy Companion.
4th: Strength d12.


HULK SMASH
Agility d6
Smarts d4
Spirit d4
Strength d12
Vigor d10

Climbing d4
Fighting d6
Guts d8
Intimidate d8
Survival d4
Tracking d4

Charisma: -4
Pace: 8"
Parry: 6
Toughness: 8

Hindrances
Ugly
Overconfident
Mean

Edges
Adaptable: Barbaric Blood (spend a benny to trigger Berserk)
Berserk (Smarts roll upon being wounded, or go Berkserk, +2 Fighting/Strength rolls, -2 Parry, +2 Toughness, rolls of 1 hit random adjacent target)
Brawny (+1 Toughness)
Combat Reflexes (+2 to become unShaken)
Fleet-Footed (Pace +2, d10 Running die)
Sweep (attack all adjacent foes at -2)

Great Axe (Armor Piercing 1, Parry -1 for 4), Damage d12+d10, Chain Hauberk (Armor +2, for Toughness 9)


SNIPER

1st: Survival d4. Note: It is MUCH better to buy multiple skills at d4 early on and rely on your Wild Die than to buy new skills later on. Ugh.
2nd: Marksman. Free Aim action as long as he doesn't move? Yes, please.
3rd: Deadly Shot. Double damage on Jokers indeed.
4th: Smarts d8. His brains are becoming as important to him as his reflexes.

SNIPER
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6

Climbing d4
Fighting d4
Notice d6
Riding d4
Shooting d10
Stealth d8
Survival d4
Throwing d6
Tracking d8

Charisma: 0
Pace: 6
Parry: 4
Toughness: 5

Hindrances
Cautious
Wanted
Yellow

Edges
Alertness
Dark Fighting (Halves penalties for Shooting in the dark)
Deadly Shot (Double damage on ranged attacks when a Joker is drawn)
Marksman (Free Aim action as long as he doesn't move)
Steady Hands (removes unstable platform penalties)
Trademark Weapon (longbow, +1 to Shooting rolls)

Longbow 2d6 damage, Leather armor (+1 for Toughness 6)

MR. WIZARD

1st: Spellcasting d8 and Lockpicking d6.
2nd: Spirit d8.
3rd: Investigation d4.
4th: Power Points. Though he's still using subtle tricks, there's no reason not to shore up the points.


MR. WIZARD
Agility d8
Smarts d8
Spirit d8
Strength d4
Vigor d6

Charisma: +2
Pace: 4
Parry: 4
Toughness: 5
Power Points: 20

Gambling d6
Guts d6
Investigation d4
Knowledge (Arcana) d8
Lockpicking d6
Notice d4
Persuasion d6
Shooting: d4
Spellcasting d8
Streetwise d4

Hindrances
Bad Eyes
Lame
Poverty

Edges
Arcane Background: (Magic)
Attractive
Connections
Power Points (+5 Power Points)
Wizard (use 1 less Power Point per raise on Spellcasting roll)

Powers
Boost/Lower Trait
Deflection
Detect/Conceal Arcana

Crossbow, nice clothes (fraying around the edges), cane

FEARLESS LEADER

1st: Agility d6. No sense in keeping that weak point around.
2nd: Hold the Line! This gives his troops +1 Toughness.
3rd: Natural Leader. FEARLESS LEADER now gives bennies to his troops!
4th: Inspire. This boosts the rolls to become unShaken by an additional +1.


FEARLESS LEADER
Agility d6
Smarts d8
Spirit d8
Strength d6
Vigor d6

Charisma: +4
Pace: 6
Parry: 4
Toughness: 5

Fighting d4
Guts d8
Intimidation d8
Knowledge (Battle) d6
Persuasion d8
Streetwise d8
Survival d4

Hindrances
Code of Honor
Doubting Thomas
Stubborn

Edges
Charismatic
Command (+1 to his troops for Shaken rolls)
Common Bond (share bennies with other Wild Cards)
Hold the Line! (+1 Toughness for Troops)
Inspire (additional +1 for troops to become unShaken)
Lucky
Natural Leader (share bennies with troops)
Noble

Shortsword d6+d6, Plate (+3 Armor for 8 Toughness), Hirelings

THOUGHTS

Though some of the "gaps" have closed, these guys are absolutely not going to interact with combat the same way. At some point, they're going to cross the same ground with Edges as well, of course. With HULK SMASH, I found too many options this time, rather than too few. MR. WIZARD's advances were very "not sexy"...and I nearly bypassed an Attribute Advancement on SNIPER, because his build honestly doesn't require huge Attributes...

Everyone is on the verge of Veteran...so that's up next!