Human Coyote Shaman

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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Stoic
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Human Coyote Shaman

Post by Stoic »

M.A.R.S.

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H.J.

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GM Bennies 9/9
Wild Card Bennies ?
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Re: Human Coyote Shaman

Post by Stoic »

„ Begin with Occult d6, Faith d6,
Arcane Background (Miracles), 10
24
PPE, and select any three powers
from the Ley Line Walker's list or the
Mystic’s Miracles lists.
„ Begin with Healing d6 and
Survival d6.
„ Begin with your choice of the Beast
Master, Danger Sense, or Healer Edge.
„ Begin with the Artificer and Minor
Item Creation Edges.
„ Begin with standard Starting Gear
substituting Light Enchanted Armor,
plus a Spirit Bow and Spirit Spear
GM Bennies 9/9
Wild Card Bennies ?
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Venatus Vinco
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Re: Human Coyote Shaman

Post by Venatus Vinco »

Mahkah Mato
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: MARS Shaman
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d4, Vigor d6
Pace: 6 (d6 run); Parry: 4; Toughness: 5; Strain: 0

Skills:
  • Athletics d6 (1)
  • Common Knowledge d6 (1)
  • Notice d8 (2)
  • Persuasion d8 (2)
  • Stealth d4
  • Occult d8 (2)
  • Faith d10 (2)
  • Healing d6
  • Survival d6
  • Fighting d4 (1)
  • Shooting d4 (1)
  • Riding d4 (1)
  • Taunt d8 (2)
Hindrances:
  • Major: Curious
  • Major: Overconfident
Edges:
  • Arcane Background Miracles (IF): 10 PPE, 3 powers from Ley Line Walker or Mystic list.
  • Danger Sense (IF): Notice roll at +2 to sense ambushes or similar events.
  • Artificer (IF): Allows user to create Arcane Devices.
  • Minor Item Creation (IF): Crete minor magic items
  • Charismatic (FG): Free reroll when using Persuasion.
  • I Know a Guy (FG): Can call on connections with any faction once per session
  • Rich (FG) One piece of adventuring gear (Magic Optics System)
  • Connections (Native Americans): Can call on connections once per session
  • Connections (Psyscape): Can call on connections once per session
  • Woodsman (HJ): +2 to Survival and Stealth in the wilds.
  • Humiliate (N1): Free reroll when making Taunt rolls.
  • Work the Room (Human): Once per turn, roll a second die when Supporting via Performance or Persuasion and apply result to additional ally.
  • Rabble Rouser (Hind): Once per turn, affect all foes in a Medium Blast Template with an Intimidation or Taunt Test.
  • Master of Magic (S1): Mega power modifiers
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Re: Human Coyote Shaman

Post by Venatus Vinco »

Powers
AB Miracles 10 PPE

disguise

invisibility

shape change
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Re: Human Coyote Shaman

Post by Venatus Vinco »

Background
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Re: Human Coyote Shaman

Post by Venatus Vinco »

Gear
Light Enchanted Armor
  • +4 Armor, +1 Toughness
Spirit Bow
  • Range: 30/60/120, Damage: 3d6 , ROF: 1, Min Str: d6, Weight: 3)
  • Notes: Mega Damage. Fires spirit arrows—unlimited Shots but the archer needs d8 minimum Spirit. Gains +1d6 damage and AP 6 against supernatural evil.
Spirit Spear
  • Damage: Str+2d6. Min Str: d6, Weight: 5
  • Notes: Cost 1 PP. Wielder needs d8 minimum Spirit. Gains +1d6 damage and AP 6 against supernatural evil.
Nocturnal Cloak (Shadow Cloak)
A fur shawl made from the hide of mundane and supernatural nocturnal hunters When activated (three Power Points per hour), the cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow (1lb, 300,000 credits).

Spirit Sight Fetish (Magic Optics System)
A headdress made with eagle, owl, and other bird feathers. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The fetish requires 1 Power Point per hour of use (1 lb, 30,000 credits).

Minor Fetishes (created using 15,000 from Rich edge and Minor item creation rules)
  • Turtle Shell Necklace: +1 Armor
  • Raven’s Feather wristband: +1 Taunt
  • Medicine stick: +1 Healing
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Re: Human Coyote Shaman

Post by Venatus Vinco »

Advances

Iconic Framework: MARS Shaman
  • Begin with Occult d6, Faith d6, Arcane Background (Miracles), 10 PPE, and select any three powers from the Ley Line Walker's list or the Mystic’s Miracles lists.
  • Begin with Healing d6 and Survival d6.
  • Begin with your choice of the Beast Master, Danger Sense, or Healer Edge.
  • Begin with the Artificer and Minor Item Creation Edges.
  • Begin with standard Starting Gear substituting Light Enchanted Armor, plus a Spirit Bow and Spirit Spear.
Fortune and Glory
  • 9 - Wealthy and Connected: You hero begins with the Rich Edge and the Connections Edge with two factions.
  • 10 - Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges
Hero’s Journey
  • Ranged Weapons 2 - Windblaster Rifle
  • Enchanted Items 4 - Shadow Cloak
  • Training 6 - Professional Edge ignoring requirements (Woodsman)
Advances
  • Initial Advances: (From Hindrances): +1 Spirit, Work the Room
  • Adaptable: Rabble Rouser
  • Novice 1 Advance: Humiliate
  • Novice 2 Advance: +1 Strength
  • Novice 3 Advance: +1 Taunt, +1 Faith
  • Seasoned 1 Advance: Master of Magic
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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