ARES Fated by Chance

In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
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High Command
The Savage Inquisition
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Joined: Sun Jun 12, 2016 6:10 am

ARES Fated by Chance

Post by High Command »

Origin [dice]0[/dice] - Physical Training: Sometimes it is simply a matter of training. Perhaps you were trained by a vigilante or a society of assassins, or maybe you just wanted to win a Murderthon.
Physical Mastery: You gain a +1 die type increase to your Agility, Strength, and Vigor.
You trained to be a druid by working with other druids. Physical tasks and contests were part of the norm.
  • Poor Hygene: Your character finds himself not focusing on normal hygene. While he'll go swimming and wash off that way often, he usually doesn't use soap, and never cologne. During particular busy (or dry) periods, the Game Master may call for a Spirit roll. Failure means the Physical Training Hero gains −2 Charisma as those around him shun his presence because of a combination of BO and bad breath. He also suffers a −1 to all Trait rolls made in proximity to his companions, until he takes a bath.
    Religious Vow (Major): You have sworn to protect Nature and those who live in harmony with it. While not phobic or unable to use technological weapons (including techno-wizardry) you prefer things made by hand with care and attention to every detail. You may ride in a vehicle, but you'd rather ride atop it instead, where the wind and rain can touch your soul.
    Heroic: Your oath extends to being a big damn hero.
P&G 1: [dice]1[/dice] - Power and Greatness 4: Superior Arcane Power
  • The Chosen One: You have the benefit of being directly selected by your god(s) for your life's purpose. Your character has Arcane Background (Miracles), 15 P.P.E., Faith d8, the Rapid Recharge Edge, the Holy Warrior Edge, and Knowledge (Arcane) d6. Use the Mystic Power List.
P&G 2: [dice]2[/dice] - Power and Greatness 1: Animal Shape-Change:
  • The character can change into any animal of Size 5 or smaller. The character retains her other abilities while in animal form, unless the form prevents her from using them for some reason. Clothes and other personal possessions are assumed into the creature’s shape, but cannot be used (so worn armor provides no benefit). Carried objects such as weapons are dropped.
    The hero retains her own Smarts, Spirit, and linked skills while in the animal’s form. She gains the animal’s Agility, Strength, Vigor, senses, and special abilities. She also gains the animal’s skills, or retains hers if they’re higher. The character can’t use any device their form can’t manipulate (GM’s call). The character can magically speak while in this form.
Race: [dice]3[/dice] - Dwarf
  • Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties for Dim and Dark lighting.
    • Slow: Dwarves have a Pace of 5”.
    • Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.
Result: the Bearskin Druid
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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