Some of you may have noticed over the weekend that I added a new page to the blog: My ICONS character roster. This is because ICONS character creation is fun, and I recently picked up ICONS Assembled Edition, and have started making characters using it and Great Power.
All heroes are created using the optional rules for Determination based off of power level, and all villains are created starting with the Villain Role chart (originally from Villainomicon, now in Assembled Edition). Images (so far) are all created with Hero Machine.
For those of you that follow my comic book work, some of these folks may well wind up appearing in a comic book someday, who knows?
Anyway, enjoy!
Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts
Tuesday, July 8, 2014
Monday, September 23, 2013
A Look at Accursed Golems
Golems are the created beings of the Accursed world, and if you're a Ravenloft fan you're probably used to the idea of the intelligent Golem. Golems are created by The Crone and can be comprised of anything: Flesh, straw, stone, glass, etc. Here are two Golems, one made of wood and one made of stone.
I didn't use the same conceit with Golems that I did with Dhampirs, where they started from similar origins and took opposite roads. These are merely two separate Golems from the opposite ends of the Golem spectrum, organic materials and inorganic materials.
ROWAN "REDWOOD" MATTHIAS
"The Redwood", as Rowan was known as during the Bane War, was a gifted field tactician who stood firm in the face of danger, ordering his men forward and devising plans of victory. When The Crone got ahold of him, she transformed him into his namesake: A tree-like golem. Now the Redwood rallies his soldiers around him once more, convinced that his tactical genius will be enough to triumph against The Crone's forces. His tree-like visage, complete with goggles to compensate for his impaired vision, strikes a fearsome, steadfast image, surrounded by soldiers willing to lay their lives down fighting for what's right and just.
Name: Rowan “Redwood” Matthias
Witchbreed: Golems
Rank: Veteran
Agility: d6
Smarts: d10
Spirit: d8
Strength: d6
Vigor: d8
Charisma: 0
Pace: 6
Parry: 5
Toughness: 9
Acceptance/Defiance: Acceptance Level 1
Skills
Fighting d6
Guts d8
Intimidation d8
Knowledge (Battle )
d12
Notice d6
Persuasion d6
Repair d6
Shooting d6
Hindrances
Arrogant
Bad Eyes
Loyal
Edges
Brawny
Command
Command Presence
Officer of the Alliance
Racial Package
Constructed: The
Golem has the Construct ability.
Deliberate: Agility
can go no higher than d6.
Hulking: +2
Toughness.
Weakness: +4 Damage
from Fire
Hardy
Notice Tests -2
Witchmark
Witchbreed Sense
Drawn to Those in
Need
Witchspeak
Warning
Gear
Flintlock Pistol, Short Sword
GRANITE JACK
Jack Butler was always a big, stubborn man...but The Crone took his inner essence and manifested it in startling fashion, transforming him into a giant man of stone. Granite Jack is slow and not very bright, but he's a terrifying sight when he does move into action, preferring to eschew weapons and pummel his opponents with his bare, rocky hands. Being a Golem, he's already quick to recover from being stunned, and he's accepted the stone facet of himself, making him harder still to wound. Pray that you are on his side, because Granite Jack is a veritable juggernaut who will only become more terrifying as his strength and ability grows.
Name: Granite Jack
Witchbreed: Golems
Rank: Novice
Agility: d4
Smarts: d4
Spirit: d6
Strength: d10
Vigor: d8
Charisma: -2
Pace: 6”
Parry: 7
Toughness: 8
Acceptance/Defiance: 0
Skills
Climbing d4
Fighting d10
Guts d6
Intimidation d6
Notice d4
Survival d4
Taunt d4
Hindrances
Slow
Stubborn
Ugly
Edges
Hard to Kill
Luck
Martial Artist
True To Its Origin
Racial Package
Constructed: The
Golem has the Construct ability.
Deliberate: Agility
can go no higher than d6.
Hulking: +2
Toughness.
Weakness: +4 Damage
from Blunt Force Damage
Witchmark
Witchbreed Sense
Drawn to Those in
Need
Unarmed Attacks (Str+d4)
Thoughts: Granite Jack is a scary, scary bruiser. Why? Because I dumped Agility and Smarts, which makes him vulnerable to Tricks, but True To Its Origin (which may be getting excised) gives him Hardy (which prevents wounds from two Shaken results), and Construct essentially gives him Combat Reflexes (and his Spirit's d6 and can easily rise). Yeah, Fighting d10 was expensive, but he needs it as his Agility locks him out of a lot of the cool combat Edges.
Redwood was fun, inspired a bit by seeing the book carrying, glasses wearing Golem in the Accursed art...but with a twist, making him a military genius instead.
Mongrels are up next, and I'll try to make it a point to delve into Arcane Backgrounds with that one.
Sunday, September 15, 2013
A Look At Accursed Dhampirs
Dhampirs are the half-vampires of the Accursed setting, created by the Blood Witch. Dhampirs are described in the Accursed Player's Guide is being agile, sure-footed and charming. I decided to play around with character generation a little bit and take a closer look at Dhampirs.
Any of the Accursed can choose to accept or defy their nature, embracing the power of their Witchmark or struggle against it. The more you embrace the Witchmark as a Dhampir, the more vampiric you become. The more you struggle against it, the more human you become (which is how it works with all of them). So I created two Accursed Dhampirs: Both have done horrible, horrible things since gaining their Witchmark...one embracing his nature and the other fighting it.
KHALOS THE BUTCHER
Khalos gained a reputation for his rage and his brutality in The Bane War. To this day his name is cursed and though he fights the minions of The Blood Witch, he has few friends. This isolation has driven him down a dark path, and while he will never serve The Blood Witch again, fighting monsters has indeed transformed him into one. He flies into a berserker rage in combat, summons wolves to fight by his side, can consume blood to make himself stronger and cuts a horrible swath with his scythe, Bloodletter. However, his vampiric nature forces him to move under the cover of darkness, holy ground makes him incredibly uncomfortable and he must feast on blood in order to survive. His time in the Bane Wars have given him astonishing resolve and his is a great boogeyman to stalk the Blood Witch's banes...but has he crossed the point of no return?
Name: Khalos the Butcher
Witchbreed: Dhampir
Rank: Veteran (2 advances)
Agility: d10
Smarts: d6
Spirit: d8
Strength: d8
Vigor: d8
Charisma: +1
Pace: 7
Parry: 8
Toughness: 8(2)
Acceptance/Defiance: Final Stage Acceptance
Skills
Climbing d4
Fighting d10
Gambling d4
Guts d8
Intimidation d8
Notice d6
Riding d4
Streetwise d6
Tracking d8
Hindrances
Mean
Vulnerability to Holy Ground (Minor)
Wanted (Major)
Edges
Berserk
Blood Fury
Call to the Wild (Wolves)
Grand Coven Veteran
Sweep
Trademark Weapon (Bloodletter)
Racial Package
Dark Charm (Charisma
+2)
Graceful (D6
Agility)
Keen Senses (D6
Notice)
Low Light Vision
Nimble (+1 Parry)
Wood Weakness (+4
from wood)
Enemy (Blood Witch)
Blood Hunger
Witchmark
Witchbreed Sense
Drawn to Those In
Need
Witchspeak
Warning
Stage 1 Acceptance
(-1 to all rolls in sunlight, +1 to Pace)
Stage 2 Acceptance
(Parry increases to +2, -1 to attack rolls against Dhampir, double damage from
wood, need blood to survive)
Stage 3 Acceptance (-2
to all rolls in sunlight, need invitation to enter homes, Agility increases by
one die type, Charisma +1, abilities that affect blood gain +2 against Dhampir)
Gear
Scythe (Str+d6) (Parry -1, +1 to attack rolls, Reach 1, 2
hands), Reinforced Great Coat (+2 armor)
Liam the Penitent
Whereas Khalos revels in who he is, Liam is haunted by the things he's done under the influence of the Witchmark. The horrors he has seen - and committed - have forged him into an unflappable agent against evil, one who is taking his soul back one piece at a time. Damage in combat rarely slows him down, and few things can frighten him at this point in his life. Liam knows that he is owed a horrible death for what he's done, so he seeks it without fear, only hoping to drag as many minions into damnation with him as he can.
Name: Liam the Penitent
Witchbreed: Dhampir
Rank: Heroic
Agility: d8
Smarts: d6
Spirit: d10
Strength: d8
Vigor: d8
Charisma: +2
Pace: 6”
Parry: 7
Toughness: 6
Acceptance/Defiance: Stage 2 Defiance
Skills
Fighting d8
Guts d10
Investigation d6
Knowledge (Enochian Faith) d6
Notice d6
Streetwise d6
Subterfuge d8
Taunt d8
Tracking d6
Hindrances
Death Wish
Heroic
Quirk (Sucker for a Pretty Face)
Edges
Brave
Combat Reflexes
Counterattack
Graceful Leap
Iron Will
Nerves of Steel
Penitent
Relentless
Racial Package
Dark Charm (Charisma
+2)
Graceful (D6
Agility)
Keen Senses (D6
Notice)
Low Light Vision
Wood Weakness (+4
damage from wood)
Nimble (+1 Parry)
Enemy (Blood Witch)
Blood Hunger
Witchmark
Witchbreed Sense
Drawn to Those In
Need
Witchspeak
Warning
Bane Sense
Stage 1 Defiance (Wood damage
drops to +2, Dhampir loses Low Light Vision)
Stage 2 Defiance (Notice skill is
reduced 1 step, Dhampir has no Wood Weakness, gains +1 benny each session).
Gear
Longsword (str+d8)
Thoughts: I really like the available character options. A few oddball Edges and Hindrances are missing (Bloodthirsty, No Mercy, and so on)...stuff that aren't included as part of the setting but that I'll probably add back in myself...but I made it a point to try to create these as close to Rules as Written as possible.
Anyway, that's a look at Dhampirs down. In a day or two, I'll try to sit down and stat up a pair of Golems. If this looks appealing to you, back the Kickstarter. If not, then brace yourself for a few more posts about something that probably doesn't appeal much to you! But I'll try to work some non-Accursed posts in just the same.
Note: I am not affiliated with Melior Via or their Kickstarter in any way, I just really, really like what I've read in the Player's Guide, enough that I've backed the Kickstarter myself.
Wednesday, May 11, 2011
Savage Worlds Characters: Deadlands Knife Throwers
While checking my site stats (which bloggers can tend to do obsessively), I saw that someone had stumbled on the site looking for "deadlands character knife thrower" or something to that effect. So the thought occurred to me to cook up a pair of very different knife throwers. One is a "living in the wild grizzly man"...the other is a show-off, quick as lightning type, from the beginning, scaled up through four ranks of Legendary.
Every Edge and Hindrance is taken from Savage Worlds Explorer's Edition and Deadlands Reloaded.
Enjoy.
GRIZZLY MOUNTAIN MAN
Agility d6
Smarts d6
Spirit d8
Strength d6
Vigor d6
Climbing d4
Fighting d6
Guts d6
Intimidation d4
Notice d6
Survival d6
Swimming d4
Throwing d6
Tracking d6
Charisma: -2
Pace: 6"
Parry: 5
Toughness: 5
Hindrances
Clueless
Illiterate
Mean
Edges
Scout
True Grit
Knives (d6+d4), Bowie Knife (d6+d4+1)
1st: Smarts d8
2nd: Survival d8, Tracking d8
3rd: Woodsman
Seasoned
1st: Throwing d8, Notice d8
2nd: Wilderness Man
3rd: Strength d8
4th: Beast Master
Veteran
1st: Vigor d8
2nd: Hard to Kill
3rd: Harder to Kill
4th: Intimidation d6, Guts d8
Heroic
1st: Nerves of Steel
2nd: Spirit d10
3rd: Guts d10, Intimidation d8
4th: Improved Nerves of Steel
Legendary
1st: Tough as Nails
2nd: Strength d10
3rd: Tracking d10
4th: Vigor d10
FLASHY KNIFE FIGHTER
Agility d8
Smarts d8
Spirit d6
Strength d4
Vigor d4
Fighting d6
Gambling d6
Guts d4
Persuasion d4
Riding d6
Streetwise d6
Taunt d6
Throwing d8
Charisma: +2
Pace: 6"
Parry: 5
Toughness: 4
Hindrances
Ailin' (Minor)
Tenderfoot
Thin Skinned
Edges
Card Sharp
Quick
Quick Draw
Throwing Knives, Nice Clothes
1st: Steady Hands
2nd: Spirit d8
3rd: Charismatic
Seasoned
1st: Marksman
2nd: Dodge
3rd: Agility d10
4th: Persuasion d6, Gambling d8
Veteran
1st: Tale Teller
2nd: Reputation
3rd: Throwing d10, Guts d6
4th: Vigor d6
Heroic
1st: Agility d12
2nd: Throwing d12, Persuasion d8
3rd: Improved Dodge
4th: Level Headed
Legendary
1st: Fast As Lightning
2nd: Smarts d10
3rd: Professional (Throwing)
4th: Expert (Throwing)
Edited for a bit of explanation: The first character is meant to be a rougher, backwoods type who is good with animals, can track, etc. You can also tone down some of those aspects and make him a legitimate threat in melee as well as knife throwing.
The second character is gonna get mocked a bit in the Weird West, especially since he doesn't carry a gun...until he's as scary with a knife as many guys are with a gun. For an alternate build, you could allow him to take some of the Duelist type Edges with knives instead of guns (think James Coburn's character from The Magnificent Seven, which was a partial inspiration for this character).
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.
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.
Sunday, December 26, 2010
Savage Worlds Characters Are All The Same: Big Damn Heroes
Yeah, so after reading Suzerain, I totally want to make these guys "wake up" as Heroic Rank Suzerain characters. I'm NOT...though I am stealing a Suzerain Edge (stripping off the Pulse function of it) and giving it to a PC this rank, because it's cool.
The Cast is now at Heroic Rank...the last rank under the regular character rules. Then they hit Legendary and advancement is handled a bit different. Once I do a few advances in Legendary, I'm putting these guys to rest and I'm starting a new series with superheroes...not so much to see if they turn out alike, but to see just how well they scale into the upper ranks.
DON'T HIT ME
1st: Giant Killer - He's Small already...may as well take bonus damage against the big guys.
2nd: Smarts d10 - Mostly for the benefit that he gains from Smarts Tricks.
3rd: Improved Level Headed - He now acts on the better of three cards, which must be a 5 or Greater.
4th: Fencer - From Shaintar. This gives him +1 to Parry while unencumbered and +1 to offset Called Shots, all while using the rapier.
DON'T HIT ME
Agility d10
Smarts d10
Spirit d6
Strength d6
Vigor d6
Fighting d10
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)
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)
Rapier (+1 Parry, for a 12), Damage d6+d4, Buckler Shield (+1 Parry, for a 13), Throwing Knife Damage d6+d4
HULK SMASH
1st: Improved Sweep (Removes Sweep penalty)
2nd: Spirit d6. This is gonna help with that whole "becoming unShaken" thing.
3rd: Nerves of Steel. Ignores a level of Wound penalties.
4th: Frenzy. One extra attack at -2.
HULK SMASH
Agility d6
Smarts d4
Spirit d6
Strength d12
Vigor d12
Climbing d4
Fighting d10
Guts d8
Intimidate d8
Survival d4
Tracking d4
Charisma: -4
Pace: 8"
Parry: 7
Toughness: 9
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)
Might Blow (double damage on a Joker)
Nerves of Steel (ignores 1 level of wound penalties)
Sweep (attack all adjacent foes at -2)
Improved Sweep (removes the Sweep penalty)
Great Axe (Armor Piercing 1, Parry -1 for 6), Damage d12+d10, Chain Hauberk (Armor +2, for Toughness 11)
SNIPER
1st: Woodsman. +2 to Stealth, Tracking and Survival in the Wilderness.
2nd: Combat Archer. From Shaintar. SNIPER can now fire his bow in melee combat as well as use the bow itself as a club, doing Str+1d4 damage.
3rd: Improved Trademark Weapon. +2 to Fighting and Shooting with his bow.
4th: Shooting d12.
SNIPER
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6
Climbing d4
Fighting d8
Notice d6
Riding d4
Shooting d12
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)
Marksman (Free Aim action as long as he doesn't move)
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: Streetwise and Investigation d8.
2nd: Investigator. +2 to Investigation and Streetwise.
3rd: Power Points.
4th: Smarts d10.
MR. WIZARD
Agility d8
Smarts d10
Spirit d8
Strength d4
Vigor d6
Charisma: +2
Pace: 4
Parry: 4
Toughness: 5
Power Points: 30
Gambling d6
Guts d6
Investigation d8
Knowledge (Arcana) d8
Lockpicking d6
Notice d4
Persuasion d6
Shooting: d4
Spellcasting d8
Streetwise d8
Hindrances
Bad Eyes
Lame
Poverty
Edges
Arcane Background: (Magic)
Attractive
Connections
Investigator (+2 to Investigation and Streetwise)
Power Points (+5 Power Points) (x4)
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: Majesty. From Noir Knights, minus the Pulse version. This makes it harder for Extras to become unShaken in his presence.
2nd: Smarts d10.
3rd: Knowledge (Battle) d10 and Fighting d8.
4th: Hard to Kill. Ignore Wound penalties for rolls on KO and Injury Tables.
FEARLESS LEADER
Agility d6
Smarts d10
Spirit d10
Strength d6
Vigor d6
Charisma: +4
Pace: 6
Parry: 6
Toughness: 5
Fighting d8
Guts d8
Intimidation d10
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)
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)
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
DON'T HIT ME still has the Glass Ninja syndrome going on...but being Small, that Giant Killer really comes in handy.
HULK SMASH continues on the path of being an engine of destruction. He's finally beefed up Spirit, which gives him an extra boost (with Combat Reflexes) to become unShaken).
SNIPER is really changing, learning to handle himself in a straight up fight in addition to sniping. He's been building to Combat Archer and Woodsman, and now he's hit them. He's the tracker of the squad and a scary good shot.
MR. WIZARD has very little magic development, but we're doing "subtle magic" anyway...he is pretty big on the investigative front.
FEARLESS LEADER is becoming one heckuva charismatic presence. He now leaves Extras unnerved in his presence, and he's becoming an above average fighter, though he doesn't have many personal tricks up his sleeve. He does, however, know how to run a mass combat.
Up next: Legendary!
The Cast is now at Heroic Rank...the last rank under the regular character rules. Then they hit Legendary and advancement is handled a bit different. Once I do a few advances in Legendary, I'm putting these guys to rest and I'm starting a new series with superheroes...not so much to see if they turn out alike, but to see just how well they scale into the upper ranks.
DON'T HIT ME
1st: Giant Killer - He's Small already...may as well take bonus damage against the big guys.
2nd: Smarts d10 - Mostly for the benefit that he gains from Smarts Tricks.
3rd: Improved Level Headed - He now acts on the better of three cards, which must be a 5 or Greater.
4th: Fencer - From Shaintar. This gives him +1 to Parry while unencumbered and +1 to offset Called Shots, all while using the rapier.
DON'T HIT ME
Agility d10
Smarts d10
Spirit d6
Strength d6
Vigor d6
Fighting d10
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)
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)
Rapier (+1 Parry, for a 12), Damage d6+d4, Buckler Shield (+1 Parry, for a 13), Throwing Knife Damage d6+d4
HULK SMASH
1st: Improved Sweep (Removes Sweep penalty)
2nd: Spirit d6. This is gonna help with that whole "becoming unShaken" thing.
3rd: Nerves of Steel. Ignores a level of Wound penalties.
4th: Frenzy. One extra attack at -2.
HULK SMASH
Agility d6
Smarts d4
Spirit d6
Strength d12
Vigor d12
Climbing d4
Fighting d10
Guts d8
Intimidate d8
Survival d4
Tracking d4
Charisma: -4
Pace: 8"
Parry: 7
Toughness: 9
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)
Might Blow (double damage on a Joker)
Nerves of Steel (ignores 1 level of wound penalties)
Sweep (attack all adjacent foes at -2)
Improved Sweep (removes the Sweep penalty)
Great Axe (Armor Piercing 1, Parry -1 for 6), Damage d12+d10, Chain Hauberk (Armor +2, for Toughness 11)
SNIPER
1st: Woodsman. +2 to Stealth, Tracking and Survival in the Wilderness.
2nd: Combat Archer. From Shaintar. SNIPER can now fire his bow in melee combat as well as use the bow itself as a club, doing Str+1d4 damage.
3rd: Improved Trademark Weapon. +2 to Fighting and Shooting with his bow.
4th: Shooting d12.
SNIPER
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6
Climbing d4
Fighting d8
Notice d6
Riding d4
Shooting d12
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)
Marksman (Free Aim action as long as he doesn't move)
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: Streetwise and Investigation d8.
2nd: Investigator. +2 to Investigation and Streetwise.
3rd: Power Points.
4th: Smarts d10.
MR. WIZARD
Agility d8
Smarts d10
Spirit d8
Strength d4
Vigor d6
Charisma: +2
Pace: 4
Parry: 4
Toughness: 5
Power Points: 30
Gambling d6
Guts d6
Investigation d8
Knowledge (Arcana) d8
Lockpicking d6
Notice d4
Persuasion d6
Shooting: d4
Spellcasting d8
Streetwise d8
Hindrances
Bad Eyes
Lame
Poverty
Edges
Arcane Background: (Magic)
Attractive
Connections
Investigator (+2 to Investigation and Streetwise)
Power Points (+5 Power Points) (x4)
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: Majesty. From Noir Knights, minus the Pulse version. This makes it harder for Extras to become unShaken in his presence.
2nd: Smarts d10.
3rd: Knowledge (Battle) d10 and Fighting d8.
4th: Hard to Kill. Ignore Wound penalties for rolls on KO and Injury Tables.
FEARLESS LEADER
Agility d6
Smarts d10
Spirit d10
Strength d6
Vigor d6
Charisma: +4
Pace: 6
Parry: 6
Toughness: 5
Fighting d8
Guts d8
Intimidation d10
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)
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)
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
DON'T HIT ME still has the Glass Ninja syndrome going on...but being Small, that Giant Killer really comes in handy.
HULK SMASH continues on the path of being an engine of destruction. He's finally beefed up Spirit, which gives him an extra boost (with Combat Reflexes) to become unShaken).
SNIPER is really changing, learning to handle himself in a straight up fight in addition to sniping. He's been building to Combat Archer and Woodsman, and now he's hit them. He's the tracker of the squad and a scary good shot.
MR. WIZARD has very little magic development, but we're doing "subtle magic" anyway...he is pretty big on the investigative front.
FEARLESS LEADER is becoming one heckuva charismatic presence. He now leaves Extras unnerved in his presence, and he's becoming an above average fighter, though he doesn't have many personal tricks up his sleeve. He does, however, know how to run a mass combat.
Up next: Legendary!
Sunday, December 19, 2010
Savage Worlds Characters Are All The Same: Veterans
This is coming a bit later than I had hoped...but here we are: Let's make The Cast Veterans.
DON'T HIT ME
1st: Improved Dodge. Stick and move, brotha.
2nd: Improved Block. Yes...I just made his Parry an 11.
3rd: Agility d10. This gives him an extra edge on Agility Tricks.
4th: Fighting d10 and Taunt d8. Oops...now I have to completely recalculate his Parry.
DON'T HIT ME
Agility d10
Smarts d8
Spirit d6
Strength d6
Vigor d6
Fighting d10
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)
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 11), Damage d6+d4, Buckler Shield (+1 Parry, for a 12), Throwing Knife Damage d6+d4
HULK SMASH
1st: Fighting d10. Again, he needs it for certain combat maneuvers. Maneuvers like...
2nd: Charge. From Shaintar...now he can run and make a Fighting attack without penalty.
3rd: Vigor d12. It fits the concept.
4th: Mighty Blow. If he gets a Joker, he gets double damage. Yes, on d12+d10. And if gets a Joker and he's within running distance (Pace 8 + d10 + 2 for the Joker) of a more suitable target, ouch. Given the ground that he can cover in a round, I think it is WELL worth the investment.
HULK SMASH
Agility d6
Smarts d4
Spirit d4
Strength d12
Vigor d12
Climbing d4
Fighting d10
Guts d8
Intimidate d8
Survival d4
Tracking d4
Charisma: -4
Pace: 8"
Parry: 7
Toughness: 9
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)
Might Blow (double damage on a Joker)
Sweep (attack all adjacent foes at -2)
Great Axe (Armor Piercing 1, Parry -1 for 6), Damage d12+d10, Chain Hauberk (Armor +2, for Toughness 11)
SNIPER
1st: Double Shot. From Shaintar (a freaking goldmine of material), SNIPER can notch and fire two arrows at once, with a -2 penalty.
2nd: Archer. Also from Shaintar, this reduces all Called Shot, Range and Cover penalties by 1.
3rd: Fighting d6 and Survival d6.
4th: Fighting d8 and Survival d8. Yep, I skipped an attribute increase. Honestly, he doesn't NEED it.
SNIPER
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6
Climbing d4
Fighting d8
Notice d6
Riding d4
Shooting d10
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)
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)
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: New Power (Dispel). By this point, we assume they've ran across a couple of other spellcasters.
2nd: Power Points
3rd: Streetwise and Investigation d6.
4th: New Power (Obscure). This one can get crazy if he plans things out with Sniper.
MR. WIZARD
Agility d8
Smarts d8
Spirit d8
Strength d4
Vigor d6
Charisma: +2
Pace: 4
Parry: 4
Toughness: 5
Power Points: 25
Gambling d6
Guts d6
Investigation d6
Knowledge (Arcana) d8
Lockpicking d6
Notice d4
Persuasion d6
Shooting: d4
Spellcasting d8
Streetwise d6
Hindrances
Bad Eyes
Lame
Poverty
Edges
Arcane Background: (Magic)
Attractive
Connections
Power Points (+5 Power Points) (x3)
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: Spirit d10.
2nd: Knowledge (Battle) d8 and Persuasion d10.
3rd: Fervor. This gives any troops he has a +1 to their melee damage.
4th: Fighting d6 and Intimidation d10. He's starting to come into his own as a competent fighter, but he's even more adept at ending fighting before they begin.
FEARLESS LEADER
Agility d6
Smarts d8
Spirit d10
Strength d6
Vigor d6
Charisma: +4
Pace: 6
Parry: 5
Toughness: 5
Fighting d6
Guts d8
Intimidation d10
Knowledge (Battle) d8
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)
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
DON'T HIT ME still has a few more options left to completely optimize him in his role. His Parry is disgusting right now, and it's only going to get worse.
HULK SMASH is REALLY coming into his own, I think, as an engine of destruction. He does still have vulnerabilities, yes, especially to Tricks and becoming unShaken, but Charge lets him move around the battlefield almost at will (especially since there is no "straight line" requirement on the Edge), and even though he's hit Fighting d10 alongside DON'T HIT ME, they really are worlds apart on their round for round interactions.
SNIPER has developed some really cool options, and is getting lined up for a couple of Professional Edges as he reaches Heroic.
MR. WIZARD expands his magical repertoire, and has worked out a nice combo with SNIPER, using Obscure on enemies to give them penalties and counting on SNIPER's crack shots to take them out.
FEARLESS LEADER is going to have to spend Heroic Rank developing himself now, as he's got all of the default Leadership Edges now. The group is getting into good position for winding up in mass combat scenarios as well, which are more likely the higher in Rank they develop.
Any thoughts? Does Savage Worlds have sufficient advancement options to appease you thus far?
DON'T HIT ME
1st: Improved Dodge. Stick and move, brotha.
2nd: Improved Block. Yes...I just made his Parry an 11.
3rd: Agility d10. This gives him an extra edge on Agility Tricks.
4th: Fighting d10 and Taunt d8. Oops...now I have to completely recalculate his Parry.
DON'T HIT ME
Agility d10
Smarts d8
Spirit d6
Strength d6
Vigor d6
Fighting d10
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)
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 11), Damage d6+d4, Buckler Shield (+1 Parry, for a 12), Throwing Knife Damage d6+d4
HULK SMASH
1st: Fighting d10. Again, he needs it for certain combat maneuvers. Maneuvers like...
2nd: Charge. From Shaintar...now he can run and make a Fighting attack without penalty.
3rd: Vigor d12. It fits the concept.
4th: Mighty Blow. If he gets a Joker, he gets double damage. Yes, on d12+d10. And if gets a Joker and he's within running distance (Pace 8 + d10 + 2 for the Joker) of a more suitable target, ouch. Given the ground that he can cover in a round, I think it is WELL worth the investment.
HULK SMASH
Agility d6
Smarts d4
Spirit d4
Strength d12
Vigor d12
Climbing d4
Fighting d10
Guts d8
Intimidate d8
Survival d4
Tracking d4
Charisma: -4
Pace: 8"
Parry: 7
Toughness: 9
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)
Might Blow (double damage on a Joker)
Sweep (attack all adjacent foes at -2)
Great Axe (Armor Piercing 1, Parry -1 for 6), Damage d12+d10, Chain Hauberk (Armor +2, for Toughness 11)
SNIPER
1st: Double Shot. From Shaintar (a freaking goldmine of material), SNIPER can notch and fire two arrows at once, with a -2 penalty.
2nd: Archer. Also from Shaintar, this reduces all Called Shot, Range and Cover penalties by 1.
3rd: Fighting d6 and Survival d6.
4th: Fighting d8 and Survival d8. Yep, I skipped an attribute increase. Honestly, he doesn't NEED it.
SNIPER
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6
Climbing d4
Fighting d8
Notice d6
Riding d4
Shooting d10
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)
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)
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: New Power (Dispel). By this point, we assume they've ran across a couple of other spellcasters.
2nd: Power Points
3rd: Streetwise and Investigation d6.
4th: New Power (Obscure). This one can get crazy if he plans things out with Sniper.
MR. WIZARD
Agility d8
Smarts d8
Spirit d8
Strength d4
Vigor d6
Charisma: +2
Pace: 4
Parry: 4
Toughness: 5
Power Points: 25
Gambling d6
Guts d6
Investigation d6
Knowledge (Arcana) d8
Lockpicking d6
Notice d4
Persuasion d6
Shooting: d4
Spellcasting d8
Streetwise d6
Hindrances
Bad Eyes
Lame
Poverty
Edges
Arcane Background: (Magic)
Attractive
Connections
Power Points (+5 Power Points) (x3)
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: Spirit d10.
2nd: Knowledge (Battle) d8 and Persuasion d10.
3rd: Fervor. This gives any troops he has a +1 to their melee damage.
4th: Fighting d6 and Intimidation d10. He's starting to come into his own as a competent fighter, but he's even more adept at ending fighting before they begin.
FEARLESS LEADER
Agility d6
Smarts d8
Spirit d10
Strength d6
Vigor d6
Charisma: +4
Pace: 6
Parry: 5
Toughness: 5
Fighting d6
Guts d8
Intimidation d10
Knowledge (Battle) d8
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)
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
DON'T HIT ME still has a few more options left to completely optimize him in his role. His Parry is disgusting right now, and it's only going to get worse.
HULK SMASH is REALLY coming into his own, I think, as an engine of destruction. He does still have vulnerabilities, yes, especially to Tricks and becoming unShaken, but Charge lets him move around the battlefield almost at will (especially since there is no "straight line" requirement on the Edge), and even though he's hit Fighting d10 alongside DON'T HIT ME, they really are worlds apart on their round for round interactions.
SNIPER has developed some really cool options, and is getting lined up for a couple of Professional Edges as he reaches Heroic.
MR. WIZARD expands his magical repertoire, and has worked out a nice combo with SNIPER, using Obscure on enemies to give them penalties and counting on SNIPER's crack shots to take them out.
FEARLESS LEADER is going to have to spend Heroic Rank developing himself now, as he's got all of the default Leadership Edges now. The group is getting into good position for winding up in mass combat scenarios as well, which are more likely the higher in Rank they develop.
Any thoughts? Does Savage Worlds have sufficient advancement options to appease you thus far?
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!
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!
Tuesday, November 30, 2010
Savage Worlds Characters Are All The Same: The Novice Advances
Last week, we met our team of intrepid characters, all of them at their initial character sheets. Personally, I didn't think the five of them looked that much alike at all. I mean, they have some similarities, sure, but their overall function is each very different.
This week, we're taking the five guys to the cusp of Seasoned, meaning three more Advances apiece.
DON'T HIT ME
1st: Strength d6 - And now one of his major weaknesses is compensated for. This raises his damage to d6+d4 with his rapier, which doesn't suck. But there's another reason he beefed up...
2nd: Acrobat - +2 to nimbleness based Agility rolls AND +1 to Parry, giving him an effective Parry of 9. He now only fears marksmen, large groups and lucky strikes.
3nd: First Strike - And now he gets a free attack when someone move in on him, helping him try to kill them before they can kill him.
DON'T HIT ME
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d4
Fighting d8
Guts d6
Intimidation d6
Investigation d6
Notice d6
Taunt d6
Throwing d6
Charisma: 0
Pace: 6"
Parry: 6
Toughness: 3
Hindrances
Small (-1 Toughness)
Loyal
Bad Luck (1 less bennie per session)
Edges
Acrobat (+2 to nimbleness based Agility rolls, +1 to Parry)
Danger Sense (Free Notice roll at -2 to avoid attack)
First Strike (free attack when opponent gets into range)
Quick (redraw an initiatve card less than 5)
Strong Willed (+2 to Taunt/Intimidate)
Rapier (+1 Parry, for a 8), Damage d6+d4, Buckler Shield (+1 Parry, for an 9), Throwing Knife Damage d6+d4
HULK SMASH
1st: Fleet-Footed - This bumps his Pace up two and gives him a d10 running die...meaning that he can close in and inflict damage much faster.
2nd: Vigor d10 - Bringing his Vigor even with his Strength, this also gives him a base Toughness of 8, with his armor making it a 10.
3rd: Fighting d8 - Yes, it's beginning to infringe on DON'T HIT ME's schtick, but there are some combat tactics that HULK SMASH could use that do not exist at d6 Fighting. This raises his Parry to 6.
HULK SMASH
Agility d6
Smarts d4
Spirit d4
Strength d10
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
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)
Fleet-Footed (Pace +2, d10 Running die)
Great Axe (Armor Piercing 1, Parry -1 for 4), Damage d10+d10, Chain Hauberk (Armor +2, for Toughness 9)
SNIPER
1st: Dark Fighting - I'm swiping this from Shaintar, and tweaking it a bit. It halves penalties for Fighting or Shooting in darkness, but has a Fighting d8 requirement. That doesn't make sense to me, given the Shooting part, so I'm replacing that with a Shooting d8 requirement.
2nd: Spirit d6 - He's learning to toughen up a little bit as he adventures, getting a little less skittish. This is also building towards something.
3rd: Tracking d8 - Tracking and Sniping is becoming his primary purpose in the party, you see.
SNIPER
Agility d8
Smarts d6
Spirit d6
Strength d6
Vigor d6
Climbing d4
Fighting d4
Notice d6
Riding d4
Shooting d10
Stealth d8
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)
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: Power Points - You can only take it once per rank, so be sure to take it. Especially since that once per rank is meant to apply to Legendary as well.
2nd: Wizard - This reduces the Power Points used by 1 for every raise on the Spellcasting roll.
3rd: Agility d8 - This is helping to set up his dual role as the "thief-mage" of the group, in D&D parlance.
MR. WIZARD
Agility d8
Smarts d8
Spirit d6
Strength d4
Vigor d6
Charisma: +2
Pace: 4
Parry: 4
Toughness: 5
Power Points: 15
Gambling d6
Guts d6
Knowledge (Arcana) d8
Lockpicking d4
Notice d4
Persuasion d6
Shooting: d4
Spellcasting d6
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: Common Bond - And now he can share his bennies freely.
2nd: Command - And now his hirelings get +1 to become unShaken.
3rd: Smarts d8 - There's more leadership stuff he's going to need that'll require this.
FEARLESS LEADER
Agility d4
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)
Lucky
Noble
Shortsword d6+d6, Plate (+3 Armor for 8 Toughness), Hirelings
THOUGHTS
I don't think they look that much alike, even with HULK SMASH having to beef up his fighting. They all still function very differently. I did have to reach a bit, especially with HULK SMASH, as there wasn't a lot of support for his sheer brutality at Novice rank. Most of the Fantasy Companion Edges start at Seasoned, and Background Edges like Fast Healer are, well, Background Edges.
There are a couple of Edges I'm working towards with other characters that are going to be expensive due to poor planning on my part...but that happens sometimes. One thing is that Savage Worlds isn't NEARLY as crippling in that regard as d20 is, making it much easier shift character focus as you go than D&D 3rd edition.
One thing is obvious (and I knew this), in the beginning it is much better to take a d4 in several skills than to just beef up a couple, because it's much cheaper to beef up existing skills in play. Were this an actual game, I'd be more than willing to let the players make a "free swap" somewhere after a session or two, because sometimes a character just doesn't work out like you'd hope.
Look for the four Seasoned Advances sometime next week.
This week, we're taking the five guys to the cusp of Seasoned, meaning three more Advances apiece.
DON'T HIT ME
1st: Strength d6 - And now one of his major weaknesses is compensated for. This raises his damage to d6+d4 with his rapier, which doesn't suck. But there's another reason he beefed up...
2nd: Acrobat - +2 to nimbleness based Agility rolls AND +1 to Parry, giving him an effective Parry of 9. He now only fears marksmen, large groups and lucky strikes.
3nd: First Strike - And now he gets a free attack when someone move in on him, helping him try to kill them before they can kill him.
DON'T HIT ME
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d4
Fighting d8
Guts d6
Intimidation d6
Investigation d6
Notice d6
Taunt d6
Throwing d6
Charisma: 0
Pace: 6"
Parry: 6
Toughness: 3
Hindrances
Small (-1 Toughness)
Loyal
Bad Luck (1 less bennie per session)
Edges
Acrobat (+2 to nimbleness based Agility rolls, +1 to Parry)
Danger Sense (Free Notice roll at -2 to avoid attack)
First Strike (free attack when opponent gets into range)
Quick (redraw an initiatve card less than 5)
Strong Willed (+2 to Taunt/Intimidate)
Rapier (+1 Parry, for a 8), Damage d6+d4, Buckler Shield (+1 Parry, for an 9), Throwing Knife Damage d6+d4
HULK SMASH
1st: Fleet-Footed - This bumps his Pace up two and gives him a d10 running die...meaning that he can close in and inflict damage much faster.
2nd: Vigor d10 - Bringing his Vigor even with his Strength, this also gives him a base Toughness of 8, with his armor making it a 10.
3rd: Fighting d8 - Yes, it's beginning to infringe on DON'T HIT ME's schtick, but there are some combat tactics that HULK SMASH could use that do not exist at d6 Fighting. This raises his Parry to 6.
HULK SMASH
Agility d6
Smarts d4
Spirit d4
Strength d10
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
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)
Fleet-Footed (Pace +2, d10 Running die)
Great Axe (Armor Piercing 1, Parry -1 for 4), Damage d10+d10, Chain Hauberk (Armor +2, for Toughness 9)
SNIPER
1st: Dark Fighting - I'm swiping this from Shaintar, and tweaking it a bit. It halves penalties for Fighting or Shooting in darkness, but has a Fighting d8 requirement. That doesn't make sense to me, given the Shooting part, so I'm replacing that with a Shooting d8 requirement.
2nd: Spirit d6 - He's learning to toughen up a little bit as he adventures, getting a little less skittish. This is also building towards something.
3rd: Tracking d8 - Tracking and Sniping is becoming his primary purpose in the party, you see.
SNIPER
Agility d8
Smarts d6
Spirit d6
Strength d6
Vigor d6
Climbing d4
Fighting d4
Notice d6
Riding d4
Shooting d10
Stealth d8
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)
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: Power Points - You can only take it once per rank, so be sure to take it. Especially since that once per rank is meant to apply to Legendary as well.
2nd: Wizard - This reduces the Power Points used by 1 for every raise on the Spellcasting roll.
3rd: Agility d8 - This is helping to set up his dual role as the "thief-mage" of the group, in D&D parlance.
MR. WIZARD
Agility d8
Smarts d8
Spirit d6
Strength d4
Vigor d6
Charisma: +2
Pace: 4
Parry: 4
Toughness: 5
Power Points: 15
Gambling d6
Guts d6
Knowledge (Arcana) d8
Lockpicking d4
Notice d4
Persuasion d6
Shooting: d4
Spellcasting d6
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: Common Bond - And now he can share his bennies freely.
2nd: Command - And now his hirelings get +1 to become unShaken.
3rd: Smarts d8 - There's more leadership stuff he's going to need that'll require this.
FEARLESS LEADER
Agility d4
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)
Lucky
Noble
Shortsword d6+d6, Plate (+3 Armor for 8 Toughness), Hirelings
THOUGHTS
I don't think they look that much alike, even with HULK SMASH having to beef up his fighting. They all still function very differently. I did have to reach a bit, especially with HULK SMASH, as there wasn't a lot of support for his sheer brutality at Novice rank. Most of the Fantasy Companion Edges start at Seasoned, and Background Edges like Fast Healer are, well, Background Edges.
There are a couple of Edges I'm working towards with other characters that are going to be expensive due to poor planning on my part...but that happens sometimes. One thing is that Savage Worlds isn't NEARLY as crippling in that regard as d20 is, making it much easier shift character focus as you go than D&D 3rd edition.
One thing is obvious (and I knew this), in the beginning it is much better to take a d4 in several skills than to just beef up a couple, because it's much cheaper to beef up existing skills in play. Were this an actual game, I'd be more than willing to let the players make a "free swap" somewhere after a session or two, because sometimes a character just doesn't work out like you'd hope.
Look for the four Seasoned Advances sometime next week.
Thursday, November 25, 2010
Savage Worlds Characters Are All The Same: Meet the Cast
DON'T HIT ME
Agility d8
Smarts d8
Spirit d6
Strength d4
Vigor d4
Fighting d8
Guts d6
Intimidation d6
Investigation d6
Notice d6
Taunt d6
Throwing d6
Charisma: 0
Pace: 6"
Parry: 6
Toughness: 3
Hindrances
Small (-1 Toughness)
Loyal
Bad Luck (1 less bennie per session)
Edges
Danger Sense (Free Notice roll at -2 to avoid attack)
Quick (redraw an initiatve card less than 5)
Strong Willed (+2 to Taunt/Intimidate)
Rapier (+1 Parry, for a 7), Damage d6+d4, Buckler Shield (+1 Parry, for an 8), Throwing Knife Damage d6+d4
DON'T HIT ME is an agile fighter who relies on not getting hit. With his rapier and shield, his Parry is an 8, and he needs every bit of that because he's running on fewer bennies than the rest of his team. Notice that he is Quick, which gives him the chance to react faster than most, and his bonuses are high enough that in some situations he'll be willing to take the penalties and Trick or Taunt before attacking, Shaking the opponent if he scores a high enough result (meaning that his damage only has to beat his opponent's Toughness and not get a raise). He can also use his Tricks to set higher parry allies up for HULK SMASH to land a crushing blow. In other cases, he will split up his Taunt and Attack over two rounds, banking on getting his +2 from Taunt while his opponent is still Shaken.
In a pinch, he keeps a throwing knife on hand to whack a guy with from a short distance, but that is definitely not his focus.
HULK SMASH
Agility d6
Smarts d4
Spirit d4
Strength d10
Vigor d8
Climbing d4
Fighting d6
Guts d8
Intimidate d8
Survival d4
Tracking d4
Charisma: -4
Pace: 6"
Parry: 5
Toughness: 7
Hindrances
Ugly
Overconfident
Mean
Edges
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)
Great Axe (Armor Piercing 1, Parry -1 for 4), Damage d10+d10, Chain Hauberk (Armor +2, for Toughness 9)
HULK SMASH is mean and unlikeable, and the other guys keep him around because his unBerserk Toughness is a 9 and he deals out d10+d10 damage. Working in tandem with DON'T HIT ME and even MR. WIZARD and FEARLESS LEADER, HULK SMASH can crush guys who have their defenses softened before he even gets there. His biggest weaknesses are his vulnerability to Tricks and his Fighting...his Parry is actually a plus for him, because he WANTS that first hit to slip past his defenses: as his Toughness rises alongside his Strength and Fighting rolls. He will most likely need to spend bennies to become unShaken, due to his low Spirit, so hopefully he's prepared to earn some with his Hindrances. He has no ranged ability, nor does he want any.
SNIPER
Agility d8
Smarts d6
Spirit d4
Strength d6
Vigor d6
Climbing d4
Fighting d4
Notice d6
Riding d4
Shooting d10
Stealth d8
Throwing d6
Tracking d6
Charisma: 0
Pace: 6
Parry: 4
Toughness: 5
Hindrances
Cautious
Wanted
Yellow
Edges
Alertness
Steady Hands
Trademark Weapon (longbow)
Longbow 2d6 damage, Leather armor (+1 for Toughness 6)
SNIPER has a (Minor) criminal past, and he's the opposite of HULK SMASH personality-wise, refusing to rush headlong into battle. Instead, he will get anywhere he can out of immediate danger and fire away with his longbow, which has been handed down in his family for years. He can even peg a target from horseback or while riding on a wagon. He can make a token effort at defending himself in melee, but not much more than that. Moreso than the rest of of the crew, he just doesn't want to be seen if he can avoid it.
MR. WIZARD
Agility d6
Smarts d8
Spirit d6
Strength d4
Vigor d6
Charisma: +2
Pace: 4
Parry: 4
Toughness: 5
Gambling d6
Guts d6
Knowledge (Arcana) d8
Lockpicking d4
Notice d4
Persuasion d6
Shooting: d4
Spellcasting d6
Streetwise d4
Hindrances
Bad Eyes
Lame
Poverty
Edges
Arcane Background: (Magic)
Attractive
Connections
Powers
Boost/Lower Trait
Deflection
Detect/Conceal Arcana
Crossbow, nice clothes (fraying around the edges), cane
I went off of the Archetype reservation a bit of MR. WIZARD, intending to make a doddering old man with magic powers, when I felt compelled to instead making a rogue-ish, middle-aged man with a gambling habit and the inability to hold onto his coin. He's nominally the adviser to FEARLESS LEADER, a dapper gentleman who is incredibly put together from a distance, but you see that he's frayed a bit around the edges as you get closer. Bordering a bit on pathetic, his eyes are failing but he refuses to admit it. He is still a Magic User, but all of his magic is incredibly subtle (as it needs to be, considering FEARLESS LEADER doesn't truck in this supernatural nonsense). He keeps a crossbow on hand to zap at people in a pinch, but he commonly works in a support role come Combat time, helping out with Tricks as well as bolstering his allies Traits as needed. His specially designed cane was a gift from FEARLESS LEADER, helping to steady the crossbow to avoid penalties. I was going to also make him an Alcoholic (Minor Habit), but that would have clashed with the Attractive. He's also the guy on the team that Knows People in low places. So, yeah, he's no Gandalf/Elminster/Merlin...sorry.
FEARLESS LEADER
Agility d4
Smarts d6
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
Lucky
Noble
Shortsword d6+d6, Plate (+3 Armor for 8 Toughness), Hirelings
FEARLESS LEADER is armored up and ready to go. He's a so-so fighter at best, but he has a small handful of hirelings to do his fighting for him. He's Lucky, giving him an extra bennie to toss around, but right now, that's just planning for the future. He's also, essentially, the Face Man of the team...his Charisma bonus working alongside his Persuasion skills to end fights before they can begin, when possible. However, he does insist that it's his way or the highway. Note, also, the Knowledge (Battle): It's not in play much right NOW...but yeah. He spreads his money around to keep the rest of the team where they need to be to keep him alive.
So, there's the cast. The setting assumption is a low-magic fantasy setting (Mr. Wizard almost got an archaic gun instead of a crossbow), all of the character are human, etc. I will MOSTLY be sticking to the Explorer's Edition, perhaps with a little Fantasy Companion, as I level these guys up, but I do reserve the right to pluck Edges from other books if I choose.
The next article will bring them through to Seasoned, adding three Advances apiece.
Tuesday, November 16, 2010
Savage Worlds Characters Are All The Same: The Introduction
So on a recent website thread, I got into a bit of a row with a guy who argued that Savage Worlds characters are all basically the same, mechanically. Similarly, I have also heard that Savage Worlds characters BECOME the same mechanically over time.
I am going to launch into a series of articles, taking a party up from Novice to Legendary. I'm using Explorer's Edition as the base, with a fantasy take most likely...which means I do reserve the right to apply a setting or supplement (as most Savage Worlds games will use a setting, which has its own rules).
I'm going to tinker with the characters a bit, but I'm anticipating an Agile Fighter, a Tank, a Sniper, a Spellcaster and a Faceman, complete with explanations on how they interact with the rules. I'm anticipating weekly updates, I think, complete with what each Advances taken are...and who knows? Maybe I will be proved wrong.
IDEALLY, they will be up by the weekend, but if not, then this time next week.
I am going to launch into a series of articles, taking a party up from Novice to Legendary. I'm using Explorer's Edition as the base, with a fantasy take most likely...which means I do reserve the right to apply a setting or supplement (as most Savage Worlds games will use a setting, which has its own rules).
I'm going to tinker with the characters a bit, but I'm anticipating an Agile Fighter, a Tank, a Sniper, a Spellcaster and a Faceman, complete with explanations on how they interact with the rules. I'm anticipating weekly updates, I think, complete with what each Advances taken are...and who knows? Maybe I will be proved wrong.
IDEALLY, they will be up by the weekend, but if not, then this time next week.
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