In support of my on-going Savage Forgotten Realms fan addendum, I've decided to dedicated a post once a week to make ready-to-go character templates. Just in case you Savage Worlds fans know a Forgotten Realms fanatic who might enjoy getting into Savage Worlds but they want a character immediately. Let's take a look at today's batch.
|This could be you!|
Nascent Purple Dragon Knight
Human; 0 XP
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d8, Notice d6, Persuasion d6+2, Riding d6, Shooting d6, Swimming d6
Traits: Pace: 6; Parry: 6; Toughness: 9 (3 - Breastplate; Torso & Steel Helmet; Head); 8 (2 - Chain sleeves; Arms & Chain leggings; Legs)
Edges & Hindrances: Noble, Brawny / Code of Honor, Loyal, Obligation (Mi; Family Estate)
Armory: Longsword (Str+d8); Dagger (Str+d4)
Other Equipment: Horse, Backpack, Canteen, Rations, Candle, Lantern, Oil x2, Shaving Kit, Soap
-You are a young man or woman who is eager to join the Purple Dragon Knights, the mightiest and noblest defenders of Cormyr. With time, you know you could bring glory and honor to your family's name by serving faithfully and with courage against Cormyr's enemies you could ascend into the annals of renown.
-While your family is generally alive, sometimes troubles plague your estate, which is situated near the border of the Vast Swamp. During the campaign, the GM is encouraged to draw a card or make note when a complication might arise to plague the estate (troll attack, family member has died, crop was stolen, etc.) The player might have to spend money or perhaps might have to use it as a plothook for an adventure with allies to deal with the threat.
-Suggested advances include: Strength (to lift that Greatsword); Leadership edges such as Command, Command Presence, Inspire, & Tactician are a good way to emphasize your Knight getting deeper into commanding Cormyr's armies. If your Knight wishes to go into the direction of Paladin hood, perhaps they'd wish to focus on getting Arcane Background (Miracles) and Holy Knight.
Lightfoot Halfling; 0 XP
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6+2, Fighting d6, Lockpicking d6+2, Notice d6, Persuasion d6, Stealth d8+2, Streetwise d6, Throwing d6
Traits: Pace: 6; Parry: 5; Toughness: 5 (+1 - Leather Armor)
Edges & Hindrances: Lucky, Thief / Curious, Greedy (Mi), Quirk (Leaves Calling Card)
Armory: Shortsword (Str+d6), Knife (Str+d4), Throwing Knives x2 (3/6/12; Str+d4)
Other Equipment: Rope, Grappling Hook, Bullseye Lantern, Lockpicks, Potion of Boost Agility (Fantasy Companion)
-From Waterdeep to Baldur's Gate to, well, definitely Calimshan, there are Thieves' Guilds that need members. You're one of them. You steal items from the rich to fence, you make protection runs on behalf of the guild, you provide security for people who wish to work with the Guild.
-On one hand, you technically can be approached at anytime to do work for the guild. However, for those pains you get access to perks like having access to fences, information (with a Streetwise check), and a place to sleep (maybe to store stuff). The GM is encouraged to use the guild connection while you're in your host city as adventure hooks, but! A Guild Thief can always break (they'll just have a price on their head).
-Recommended advances include: Ambidextrous & Two-fisted - you develop your reflexes to fight flawless with two weapons at once; Great Luck is always a good way at starting with several bennies for the night; If you have a sword you really, really like you might want to consider taking Trademark Weapon.
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