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Sa

m
pl
e

ARCHETYPES
f il
e
THE ARCHER

RANK: SEASONED
Bullseye. Every time.

POWER LEVEL: III


e
ATTRIBUTES

fil
Agility d10 Pace 6
Smarts d6 Parry 7
Spirit d8 Toughness 8 (2)
e Strength d6
Vigor d8
pl
SKILLS
Athletics d10
m

Com. Knowledge d6
Driving d6
Fighting d10
Sa

Focus d6
Intimidation d6
Notice d8
Persuasion d6
Shooting d12+1
Stealth d8
Taunt d6
HINDRANCES
Heroic (Major): You protect the innocent and oppressed.
Ruthless (Minor): Laws are meant to be bent on occasion.
Vengeful (Minor): Payback's a...well, you know.
EDGES
Dead Shot: Double ranged damage on a Joker.

e
Extraction: One foe does not get a free attack when withdrawing
from melee.
Marksman: Ignore two points of Shooting penalties.

fil
Quick: Discard and redraw Action Cards of 5 or less.
Super Powers (45): Skills and talent.
e GEAR
Body armor (+2), chieftain street bike.

SUPER POWERS
pl
 Awareness (5): Ignore 5 points of a foe's attack penalties.
 Deadeye (2): +d10 to damage from regular arrows. Deadly.
m

Limitation (Arrows only). (This bonus doesn't apply to the


ranged attack listed below.)
 Dodge –3 (3): Foes subtract 3 from ranged attacks.
 Entangle Arrow (1): Contingent on Shooting (bow and
Sa

arrows). Device (Arrow). Strong.


 Ranged Attack (12): Shooting. Range 12/24/48, Damage 3d6,
RoF 3, AP 4. Device (Special bow and arrows).
 Stun Arrow (7): Area Effect (LBT). Contingent on Shooting
(bow and arrow). Device (Arrow). Strong.
 Super Attribute (6): Agility +2, Spirit +1.
 Super Skill (9): Athletics +3, Shooting +3, Stealth +3.

Advances: Dead Shot; Athletics d10, Fighting d10; Shooting


d12+1; Extraction.
THE TANK

RANK: SEASONED
I'm that immovable object you eggheads are always talking
about. Haven't met an irresistible force yet, but looking
forward to seeing who comes out on top.

POWER LEVEL: III


e
ATTRIBUTES

fil
Agility d6/d8 Pace 6
Smarts d6 Parry 8
Spirit d6/d8 Toughness 7/
e Strength d8/d12+2 22 (12)
Vigor d8/d12+2
pl
SKILLS
Athletics d8
m

Com. Knowledge d4
Driving d6
Fighting d12
Sa

Focus d6
Intimidation d8
Notice d6
Persuasion d4
Stealth d4
Survival d6
HINDRANCES
All Thumbs (Minor): –2 when using most devices.
Heroic (Major): You protect the innocent and oppressed.
Transformation (Minor): It takes an action and a Focus roll to
access your powers.
EDGES

e
Brawny: Size & Toughness +1, see Savage Worlds.
Super Powers (45): Transformation.

fil
Sweep (Imp): Fighting attack applies to all in Reach.
GEAR
None. e SUPER POWERS
 Armor +12 (10): Heavy Armor. Rock hard skin.
pl
 Leaping (4): 16" (32 yards) vertical, 32" (64 yards) horizontal.
 Melee Attack (11): Str+3d6, Smash, Thrown Weapons.
 Super Attribute (20): Agility +1, Strength +4, Spirit +1, Vigor
m

+4.
Sa

Advances: Fighting d12, Sweep, Imp. Sweep, Intimidation d8.


THE GUNNER

RANK: SEASONED
My rogue's gallery? Sure, you can see 'em. In the
graveyard. I'm not the "lock 'em up so they can
escape" type.

POWER LEVEL: III


e
ATTRIBUTES

fil
Agility d10 Pace 6
Smarts d8 Parry 11
Spirit d8 Toughness 10 (4)
e Strength d8
Vigor d8
pl
SKILLS
Athletics d8
m

Com. Knowledge d6
Electronics d8
Driving d8
Sa

Fighting d8
Intimidation d10
Notice d6
Persuasion d4
Shooting d12
Stealth d6
Thievery d8
HINDRANCES
Cautious (Minor): Your backup plans have backup plans.
Ruthless (Minor): You won't allow crime to pay!
Suspicious (Major): You've been betrayed by someone close. Allies
subtract 2 when Supporting you.
EDGES
Deadshot: Double ranged damage with Joker Action Card.

e
Double Tap: +1 bullet for +1 Shooting and damage.
Extraction: No free attack for one foe when withdrawing from melee.

fil
Hard to Kill: Ignore Wound penalties when Bleeding Out.
Marksman: Ignore up to 2 points of most Shooting penalties, or add
+1 if no penalties.
Level Headed: Draw an additional Action Card.
Quick: Redraw Action Cards of 5 or lower.
e
Rock and Roll: Ignore Recoil penalties when firing full-auto.
Super Powers (45): Training and strong will.
GEAR
pl
Heavy Combat Armor (+4*), pulse assault rifle (Range 15/30/60,
Damage 3d6, AP 4, RoF 3), 2x grenades (Range 5/10/20, Damage
3d6, MBT, Heavy Weapon).
m

SUPER POWERS
 Awareness (5): Ignores 5 points of a foe's attack penalties.
Sa

 Deadeye (3): +d10 damage with bows and firearms. Deadly.


 Dodge –5 (5): –5 to be hit by ranged attacks.
 Parry +5 (5): Combat training.
 Super Attribute (8): Agility +1, Spirit +1, Strength +1, Vigor +1.
 Super Edge (10): Dead Shot, Double Tap, Extraction, Hard to Kill,
Marksman.
 Super Skill (7): Fighting +2, Intimidation +2, Shooting +3.
 Toughness +2 (2): Willpower and guts.

Advances: Athletics d8 and Driving d8, Electronics d8 and


Thievery d8, Rock and Roll, Level Headed.
THE ICEMAN

RANK: SEASONED
Freeze! There's "snow" use struggling, just wait there and
chill. Ha! I crack me up.

POWER LEVEL: III


e
ATTRIBUTES

fil
Agility d8 Pace 6
Smarts d6 Parry 7
Spirit d8 Toughness 10
e Strength d12
Vigor d10
pl
SKILLS
Athletics d8
m

Com. Knowledge d4
Fighting d10
Focus d12
Sa

Healing d6
Intimidation d6
Notice d6
Persuasion d6
Stealth d8
Survival d8
Taunt d6
HINDRANCES
Dependency (Major): You need 32 degrees Fahrenheit or lower
for one hour out of every 24 or take a level of Fatigue.
Environmental Weakness (Minor): +4 damage / –4 resistance to
the Fire Power Type.
Quirk (Minor): You're always making jokes and puns.
EDGES

e
Iron Jaw: +2 to Soak rolls.
Super Powers (45): Magical or divine blessing.

fil
GEAR
Parka.

SUPER POWERS
e
 Environmental Resistance (7): Cold. Area Effect (LBT).
pl
Immunity.
 Matter Control (12): Cold. Area Effect (LBT). Power.
 Ranged Attack (8): Focus. Range 12/24/48, Damage 3d6, AP
m

4. (Ice spears.)
 Super Attribute (10): Agility +1, Spirit +1, Strength +2, Vigor
+1.
 Super Skill (5): Athletics +1, Fighting +1, Focus +2, Survival +1.
Sa

 Toughness +3 (3): Muscles and conditioning.

Advances: Healing d6 and Taunt d4, Taunt d6 and Stealth d8,


Strength d12+1, Vigor d12.
THE FIRE BIRD

RANK: SEASONED
Come on now, give it up. I can fly and shoot fire out of
my hands. You really think you're going to come out on
top of this?

POWER LEVEL: III


e
ATTRIBUTES

fil
Agility d10 Pace 6
Smarts d8 Parry 6
Spirit d8 Toughness 9 (2)
e Strength d6
Vigor d6
pl
SKILLS
Athletics d10
m

Com. Knowledge d6
Electronics d6
Fighting d8
Sa

Focus d12
Intimidation d8
Notice d6
Persuasion d6
Stealth d6
HINDRANCES
Environmental Weakness (Minor): +4 damage / –4 resistance to
the Water Power Type.
Loyal (Minor): You stand by your friends.
Impulsive (Major): Plans are for the weak.
EDGES

e
Attractive: +1 Performance and Persuasion.
Super Powers (45): Exposed to strange energies.

fil
The Best There Is: Ranged attack.
GEAR
Body suit (+2).
SUPER POWERS
e
 Dodge –5 (5): –5 to be hit by ranged attacks.
pl
 Environmental Resistance (3): Fire. Immunity.
 Flight (8): Pace 90 (60 MPH), –1 to hit while flying.
 Ranged Attack (20): Focus. Range 12/24/48, Damage 5d6, AP
m

10. May use Cone. Heavy Weapon. Selective. (Fiery blasts.)


 Super Attribute (2): Agility +1.
 Super Skill (5): Athletics +2, Focus +2, Intimidation +1.
 Toughness +2 (2): Fiery aura.
Sa

Advances: Agility d10, Focus d10, Focus d12, Smarts d8.


THE SORCERESS

RANK: SEASONED
Hand to foot and eye to eye,
As you are, now so am I!

POWER LEVEL: III


e
ATTRIBUTES

fil
Agility d6 Pace 6
Smarts d12 Parry 5
Spirit d8 Toughness 7(2)
e Strength d4
Vigor d6
pl
SKILLS
Academics d6
m

Athletics d6
Com. Knowledge d6
Fighting d6
Sa

Focus d10
Intimidation d10
Notice d8
Occult d8
Persuasion d6
Stealth d6
HINDRANCES
Curious (Major): You thirst for knowledge.
Ruthless (Minor): Sacrifices must be made...
Stubborn (Minor): It's your way or...well, it's your way.
EDGES
Luck: You start each game with an additional Benny.

e
Super Powers (45): Sorcery.
GEAR

fil
Body suit (+2).

SUPER POWERS
 Armor +10 (4): Requires Activation. (Armor spell.)
e
 Boost/Lower Trait (4): Focus roll to raise or lower a target's
Trait die one step (two with a raise) until the end of their next
pl
turn. Any Trait.
 Copycat (12): May copy up to 10 points of another's powers
(with a Focus vs Spirit roll if opposed). Partial Power.
 Environmental Resistance (5): Magic. Area Effect (LBT).
m

 Healing (3): Focus roll to heal one Wound (two with a raise);
one attempt only.
 Illusion (11): Area Effect (LBT). Distraction. Obscurement.
Sa

System Shock.
 Ranged Attack (6): Focus. Range 12/24/48, Damage 3d6.
(Magic missiles.)

Advances: Spirit d10, Focus d8 and Intimidation d8, Focus d10


and Intimidation d10, Notice d8 and Occult d8.
THE DETECTIVE

RANK: SEASONED
Something doesn't add up. Yet. But I'll get there.

POWER LEVEL: III


e
ATTRIBUTES

fil
Agility d8 Pace 6
Smarts d10 Parry 9
Spirit d8 Toughness 11 (4*)
e Strength d10
Vigor d10
pl
SKILLS
Academics d6
Athletics d6
m

Com. Knowledge d8
Driving d8
Electronics d6
Sa

Fighting d8
Hacking d8
Intimidation d10
Notice d10
Persuasion d6
Research d8
Shooting d8
Stealth d8
HINDRANCES
Curious (Major): The truth is out there.
Stubborn (Minor): You always know best. Isn't it obvious?
Ugly (Minor): –1 to Persuasion rolls.
EDGES
Alertness: +2 to Notice rolls.

e
Danger Sense: Notice roll to avoid ambushes.
Menacing: +2 to Intimidation rolls.

fil
Super Powers (45): Skills and talent.
GEAR
Heavy body armor (+4*), pulse pistol (Range 10/20/40, Damage
2d6, AP 2, Shots 24).
e SUPER POWERS
pl
 Awareness (3): Ignores 3 points of a foe's attack penalties.
 Deadeye (3): +d10 damage with bows and firearms. Deadly.
 Genius (3): Free reroll on all Smarts and Smarts-based rolls, and
m

ignores –2 penalty for unskilled rolls. Fast Learner.


 Heightened Senses (1): Infravision, Low Light Vision. Device
(Night vision goggles).
 Melee Attack (4): Str+2d6. A mean right hook.
Sa

 Mind Shield (3): –4 to mind control / mind reading attempts. Strong.


 Parry +3 (3): Practice and training.
 Super Attribute (10): Strength +2, Smarts+1, Spirit +1, Vigor +1.
 Super Skill (15): Academics +1, Com. Knowledge +2, Driving
+2, Electronics +2, Fighting +2, Hacking +3, Intimidation +1,
Notice +2.

Advances: Danger Sense, Hacking d8 and Notice d10, Menacing,


Agility d8.
THE BRAWLER

RANK: SEASONED
You like that, muchacho? That was Blue Demon's brillo
dorada followed by Puma King's la balanza! ¿Listo para
más? Muy bien! Aaaaiiiieee!

POWER LEVEL: III


e
ATTRIBUTES

fil
Agility d10 Pace 6
Smarts d6 Parry 11
Spirit d6 Toughness 11
e Strength d12+4
Vigor d12+2
pl
SKILLS
Athletics d8
m

Com. Knowledge d6
Driving d6
Fighting d12
Sa

Intimidation d6
Notice d6
Performance d6
Persuasion d4
Stealth d6
Taunt d8
HINDRANCES
Arrogant (Major): You are the best! Let no one doubt it!
Heroic (Major): You protect the innocent and oppressed.
EDGES
Brawler / Bruiser: Toughness +2, bonus to unarmed combat
(see melee attack below).

e
Brute: Athletics linked to Strength, increased throwing range.
Feint: Foes resist Fighting Test with Smarts if you choose.
First Strike: Free Fighting attack against a foe who moves

fil
adjacent to you (once per round).
Humiliate: Free reroll on Taunt rolls.
Mighty Blow: Double damage when Action Card is a Joker.
Super Powers (45): Skill and talent.
e GEAR
pl
Body suit (+2), luchadore mask, fireproof cape.
SUPER POWERS
 Melee Attack (11): Damage Str+3d6, Smash, Thrown Weapons.
m

(Total unarmed damage including Brawler / Bruiser is Str+4d6.)


 Parry +3 (3): Skill and talent.
 Super Attribute (20): Strength +6, Vigor +4.
Sa

 Super Edge (8): Brawler, Bruiser, Feint, Mighty Blow.


 Super Skill (3): Fighting +3,Taunt +1.

Advances: Agility d8, First Strike, Humiliate, Agility d10.


THE DEFENDER

RANK: SEASONED
Darkness cannot drive out darkness.
Only light can do that. Let me show you.

POWER LEVEL: III


e
ATTRIBUTES

fil
Agility d6 Pace 6
Smarts d10 Parry 9
Spirit d8 Toughness 14 (8)
e Strength d6
Vigor d8
pl
SKILLS
Athletics d6
m

Com. Knowledge d6
Driving d6
Electronics d8
Sa

Fighting d6
Focus d10
Hacking d10
Intimidation d6
Notice d6
Persuasion d6
Science d8
Stealth d4
HINDRANCES
Environmental Weakness (Minor—Darkness): You take +4
from Darkness-based powers, and resist them at –4.
Cautious (Minor): You can't help others if you become a casualty
yourself.
Heroic (Major): You protect the innocent and oppressed.
EDGES

e
Command: +1 to allies Shaken or Stunned recovery rolls.
Elan: +2 when spending a Benny to reroll a Trait.

fil
Natural Leader: Leadership Edges apply to Wild Cards.
Super Powers (45): Skills and talent.
e GEAR
Armor of light

SUPER POWERS
pl
 Armor +8 (7): Light-based energy armor. Heavy Armor.
Requires Activation.
m

 Dodge –4 (6): –4 to be hit by ranged attacks. Contingent on


armor activation. Defender (MBT). (Energy armor.)
 Energy Control (12): Light. Area Effect (LBT). Power.
 Healing (5): Focus roll to heal one Wound (two with a raise);
Sa

one attempt only. Fatigue. Refresh. Requires Touch.


 Parry +4 (6): +4 Parry. Contingent on armor activation.
Protector. (Energy armor.)
 Super Attribute (2): Smarts +1.
 Super Skill (7): Driving +1, Electronics +1, Focus +2, Hacking
+2. Science +1.

Advances: Electronics d8 and Hacking d10, Command, Natural


Leader, Vigor d8.
THE VALKYRIE

RANK: SEASONED
I'm not saying Valhalla's real, and I'm not saying it's not.
But...you'll know for yourself soon enough.
I mean..."Thou whilst know for thine..." We don't actually talk
like that, y' know? We're Norse. We don't even speak English.
This is all magic. I dunno. Ask Odin. When you see 'im.

POWER LEVEL: III


e
ATTRIBUTES

fil
Agility d8 Pace 6
Smarts d6 Parry 8
Spirit d8 Toughness 17 (4)
e Strength d12+2
Vigor d12
pl
SKILLS
Athletics d6
m

Battle d6
Com. Knowledge d6
Fighting d12+1
Sa

Intimidation d10
Notice d6
Persuasion d6
Riding d8
Stealth d4
Taunt d6
HINDRANCES
Impulsive (Major): Plans and schemes are for weaklings.
Quirk (Minor): You believe you're an actual Valkyrie from
Valhalla and talk about it all the time. Maybe you are.
Stubborn (Minor): You never admit to being wrong.
EDGES

e
Command: +1 to allies Shaken or Stunned recovery rolls.
Counterattack: Free melee attack against one foe per turn who
failed a Fighting roll against you.

fil
Elan: +2 when spending a Benny to reroll a Trait.
Quick: You may discard and redraw Action Cards of 5 or lower.
Super Powers (45): Skills and talent.
GEAR
e
Plate mail breastplate (+4), Valkyrie sword (Str+d8+4d6, Heavy
pl
Weapon).

SUPER POWERS
 Animal Companion (13): Pegasus (flying war horse).
m

Intelligent. Summonable. Super Powers (flight 24 (16 MPH)


(Maneuverable) , hardy, melee attack (Str+2d6), Toughness +3).
 Melee Attack (7): Str+2d6. Heavy Weapon. Special Weapon
Sa

(Valkyrie Sword, +2d6, Device).


 Super Attribute (14): Strength +4, Vigor +3.
 Super Skill (6): Fighting +4, Intimidation +2.
 Toughness +5 (5): You're a valkyrie!

Advances: Spirit d8, Elan, Command, Counterattack.


THE SPEEDSTER

RANK: SEASONED
In about a second you're going to figure out I already beat
you. No rush. I'll wait.

POWER LEVEL: III


e
ATTRIBUTES

fil
Agility d10 Pace 96
Smarts d8 Parry 11
Spirit d6 Toughness 7 (2)
e Strength d6
Vigor d6
pl
SKILLS
Athletics d10
m

Com. Knowledge d6
Fighting d10
Intimidation d6
Sa

Notice d8
Persuasion d6
Research d6
Science d8
Stealth d8
Taunt d6
HINDRANCES
Dependent (Minor): There's someone out there you care greatly
about, and occasionally gets in trouble!
Loyal (Minor): You leave no friend behind.
Secret Identity (Major): Scientist by day, speedster by night!
EDGES

e
First Strike: Free Fighting attack against a foe who moves
adjacent to you (once per round).

fil
Counterattack: You get a free melee attack against one foe per
turn who failed a Fighting roll against you.
Quick: Discard and redraw Action Cards of 5 or lower.
Super Powers (45): Skills and talent.
GEAR
e
Body suit (+2).
pl
SUPER POWERS
 Dodge –2 (2): –2 to hit with ranged attacks.
m

 Melee Attack (6): Str+3d6. (Speed punch!)


 Parry +4 (4): Parry +4.
 Push (4): Foes in Cone Template are Distracted and must roll
Strength or be Knocked Back d6". Forceful. Strong.
Sa

 Ranged Attack (8): Athletics. Range 12/24/48, Damage 3d6.


Cone Template only. Spread. Selective. (Thrown objects at super
speed.)
 Speed (16): Pace 360 (240 MPH), –4 to hit when moving.
Pummel. Surface Tension.
 Super Attribute (2): Agility +1.
 Super Skill (3): Athletics +1Fighting +2.

Advances: Notice d8 & Science d8, Athletics d10 & Stealth d8,
First Strike, Counterattack.

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