Saturday, January 8, 2011

Savage Worlds Characters Are All The Same: Here There Be Legends

Back in November, in response to repeated internet postings about how "Savage Worlds characters are all the same", I set out on a task: I made a party and advanced them through the ranks: Novice, Seasoned, Veteran and Heroic. Now, we're going to do the Legendary advances!

Some things to note: Legendary is theoretically infinite. You can still increase Attributes once every other advance, you can only take Power Points once, and you only get advances every 10 points instead of five. I'm doing four advances here, which is actually an additional 40 XP instead of the 20 I'd been doing.

DON'T HIT ME

1st: Fighting d12 (which also increases his Parry again).
2nd: Improved First Strike. He now gets a shot at everything that comes near him.
3rd: Weapon Master (Parry goes up one).
4th: Master of Arms (Parry +2).


DON'T HIT ME

Agility d10
Smarts d10
Spirit d6
Strength d6
Vigor d6

Fighting d12
Guts d6
Intimidation d6
Investigation d6
Notice d6
Taunt d8
Throwing d6

Charisma: 0
Pace: 6"
Parry: 7
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)
  Improved Block (+2 to Parry)
Danger Sense (Free Notice roll at -2 to avoid attack)
Dodge (-1 to avoid being hit with ranged attacks)
  Improved Dodge (-2 to avoid being hit with ranged attacks)
Fencer (+1 to Parry while unecumbered, +1 to offset Called Shots)
First Strike (free attack when opponent gets into range)
  Improved First Strike (free attack on every opponent that comes into range)
Giant Killer (+1d6 when attacking a foe three sizes larger than him.)
Level Headed (Acts on the better of two cards)
  Improved Level Headed (Acts on the better of three cards)
Quick (redraw an initiatve card less than 5)
Strong Willed (+2 to Taunt/Intimidate)
Weapon Master (+1 Parry)
  Master of Arms (+2 Parry)

Rapier (+1 Parry, for a 15), Damage d6+d4, Buckler Shield (+1 Parry, for a 16), Throwing Knife Damage d6+d4

HULK SMASH

1st: Improved Frenzy. Now he makes an extra attack with no penalty.
2nd: Tough As Nails (Toughness +1)
3rd: Improved Tough As Nails (Toughness +2)
4th: Professional (Strength). Strength is d12+1.


HULK SMASH
Agility d6
Smarts d4
Spirit d6
Strength d12+1
Vigor d12

Climbing d4
Fighting d10
Guts d8
Intimidate d8
Survival d4
Tracking d4

Charisma: -4
Pace: 8"
Parry: 7
Toughness: 11

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)
Charge (ignore Running penalty when making a Fighting attack)
Combat Reflexes (+2 to become unShaken)
Fleet-Footed (Pace +2, d10 Running die)
Frenzy (1 extra attack at -2)
  Improved Frenzy (1 extra attack at no penalty)
Might Blow (double damage on a Joker)
Nerves of Steel (ignores 1 level of wound penalties)
Professional (Strength)
Sweep (attack all adjacent foes at -2)
  Improved Sweep (removes the Sweep penalty)
Tough As Nails (+1 Toughness)
  Improved Tough As Nails (+2 Toughness)

Great Axe (Armor Piercing 1, Parry -1 for 6), Damage d12+1+d10, Chain Hauberk (Armor +2, for Toughness 13)

SNIPER

1st: Improved Double Shot. Now he has no penalty when firing two arrows at once.
2nd: Professional (Shooting). Shooting becomes d12+1.
3rd: Expert (Shooting). d12+2.
4th: Master (Shooting). d10 Wild Die when Shooting.


SNIPER
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6

Climbing d4
Fighting d8
Notice d6
Riding d4
Shooting d12+2
Stealth d8
Survival d8
Throwing d6
Tracking d8

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

Hindrances
Cautious
Wanted
Yellow

Edges
Alertness
Archer (Called Shot, Range and Cover Penalties are reduced by 1)
Combat Archer (Bow can be used at melee range and as a club, doing Str+d4)
Dark Fighting (Halves penalties for Shooting in the dark)
Dead Shot (Double damage on ranged attacks when a Joker is drawn)
Double Shot (Fire two arrows at 1 target with -2 penalty)
  Improved Double Shot (Fire two arrows at 1 target with no penalty)
Marksman (Free Aim action as long as he doesn't move)
Professional (Shooting) (+1 to Shooting)
  Expert (Shooting) (+2 to Shooting)
  Master (Shooting) (d10 Wild Die for Shooting)
Steady Hands (removes unstable platform penalties)
Trademark Weapon (longbow, +1 to Shooting rolls)
  Improved Trademark Weapon (longbow, +2 to Shooting rolls)
Woodsman (+2 to Stealth, Survival and Tracking rolls in Wilderness)

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

MR. WIZARD

1st: Smarts d12.
2nd: Power Points.
3rd: Spirit d10.
4th: Spellcasting d10 and Knowledge (Arcana) d10.


MR. WIZARD
Agility d8
Smarts d12
Spirit d10
Strength d4
Vigor d6

Charisma: +2
Pace: 4
Parry: 4
Toughness: 5
Power Points: 35

Gambling d6
Guts d6
Investigation d8
Knowledge (Arcana) d10
Lockpicking d6
Notice d4
Persuasion d6
Shooting: d4
Spellcasting d10
Streetwise d8

Hindrances
Bad Eyes
Lame
Poverty

Edges
Arcane Background: (Magic)
Attractive
Connections
Investigator (+2 to Investigation and Streetwise)
Power Points (+5 Power Points) (x5)
Wizard (use 1 less Power Point per raise on Spellcasting roll)

Powers
Boost/Lower Trait
Deflection
Detect/Conceal Arcana
Dispel
Obscure

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

FEARLESS LEADER

1st: Leader of Men. From Solomon Kane, this allows FEARLESS LEADER to apply his Leadership Edges to Wildcards.
2nd: Followers. Now he has a loyal cadre that believe in his cause and not just his money.
3rd: Fighting d10 and Guts d10.
4th: Intimidation d12.


FEARLESS LEADER
Agility d6
Smarts d10
Spirit d10
Strength d6
Vigor d6

Charisma: +4
Pace: 6
Parry: 7
Toughness: 5

Fighting d10
Guts d10
Intimidation d12
Knowledge (Battle) d10
Persuasion d10
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)
Fervor (+1 to melee damage for troops)
Followers (Attract 5 Henchmen)
Hard to Kill (ignore Wound penalties when rolling on KO or Injury tables)
Hold the Line! (+1 Toughness for Troops)
Inspire (additional +1 for troops to become unShaken)
Leader of Men (Leadership Edges apply to Wild Cards)
Lucky
Majesty (Extras at Charisma x2 are at -1 to become unShaken)
Natural Leader (share bennies with troops)
Noble

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

THOUGHTS

I don't think they are that much alike at all. In fact, I also can't help but notice that, deep into Legendary, they still have plenty of room for improvement and advancement. The "weakest" is MR. WIZARD, and that was my fault because I didn't keep my eye on the concept. DON'T HIT ME is still vulnerable to ranged attacks and not a lot else (as his Agility should allow him to avoid most area attacks as well). HULK SMASH is still scary, with the sheer amount of damage that he can inflict AND absorb. SNIPER is the embodiment of the arrow, able to zap one target with two arrows while rolling d12+2 and a d10 Wild Die. Called Shots? No problem. FEARLESS LEADER utilizes his force of will to win battles and fires up his teammates with his Leadership Edges...such as HULK SMASH now gaining an extra +2 to become unShaken.

What's the verdict? Are Savage Worlds characters all the same?

And coming soon to this feature: Savage Supers...where I'm less trying to prove that they are all the same, and more to see just how Savage Worlds Supers scale, from Novice through Legendary.