-Nate
Archetypes
Presented here are
sets of stat blocks for various roles in the tribe, such as
hunter/scout and medicine man. For each, that archetype is presented
at different levels of experience all the way from Novice to
Legendary.
Hunter/Scout
(Novice)
This youngster, having grown up in the wilderness, is skilled in the
ways of woodcraft, but has yet to hone those abilities in the pursuit
of truly dangerous prey, or in battle against the enemy.
Attributes:
Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills:
Fighting d4, Notice d4, Riding d4, Shooting d4, Stealth d4, Survival
d6, Tracking d4
Charisma:
--,
Pace:
6”, Parry:
4, Toughness:
5
Edges:
Alertness
Hindrances:
Outsider
Gear:
Bow (Range 12/24/48, Damage 2d6, RoF 1), knife (Damage d6+d4).
Hunter/Scout
(Seasoned)
After spending countless hours prowling through the wilderness and
going to war, this warrior's skills are sharply honed.
Attributes:
Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills:
Fighting d6, Notice d6, Riding d6, Shooting d6, Stealth d6, Survival
d6, Tracking d6
Charisma:
--,
Pace:
6”, Parry:
4, Toughness:
5
Edges:
Alertness, No Mercy
Hindrances:
Outsider
Gear:
Bow (Range 12/24/48, Damage 2d6, RoF 1), knife (Damage d6+d4).
Hunter/Scout
(Veteran)
This veteran has developed a reputation not only in his own tribe,
but even among other tribes and back east, where the Whites have even
heard of him.
Attributes:
Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills:
Fighting d8, Notice d6, Riding d8, Shooting d8, Stealth d8, Survival
d6, Tracking d6
Charisma:
--,
Pace:
6”, Parry:
5, Toughness:
5
Edges:
Alertness, First Strike, No Mercy, Quick
Hindrances:
Outsider
Gear:
Bow (Range 12/24/48, Damage 2d6, RoF 1), knife (Damage d6+d4).
Warrior
Chieftain (Heroic)
As warriors grow older, some of them take on leadership roles among
their fellows, riding at the head of hunting and war parties.
Attributes:
Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills:
Fighting d8, Notice d6, Persuasion d4, Riding d8, Shooting d8,
Stealth d8, Survival d6, Tracking d6
Charisma:
--,
Pace:
6”, Parry:
5, Toughness:
5
Edges:
Alertness, Command, Command Presence, First Strike, Inspire, No
Mercy, Quick
Hindrances:
Outsider
Gear:
Bow (Range 12/24/48, Damage 2d6, RoF 1), knife (Damage d6+d4).
Warrior
Chieftain (Legendary)
Only those warriors who survive through countless trials can live to
become legendary chieftains, ones whose names will be recorded in
stories told for years to come.
Attributes:
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills:
Fighting d8, Notice d6, Persuasion d6, Riding d8, Shooting d8,
Stealth d8, Survival d6, Tracking d6
Charisma:
--,
Pace:
6”, Parry:
5, Toughness:
5
Edges:
Alertness, Command, Command Presence, First Strike, Followers,
Inspire, Leader of Men, No Mercy, Quick
Hindrances:
Outsider
Gear:
Bow (Range 12/24/48, Damage 2d6, RoF 1), knife (Damage d6+d4).
Medicine
Man (Novice)
Some
Indians have a special, mystical connection with the world around
them. Through certain techniques they can even influence that world
and those in it.
Attributes:
Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills:
Fighting d4, Healing d4, Knowledge (local) d4, Notice d4, Persuasion
d4, Survival d4, Tribal Medicine d6
Charisma:
--,
Pace:
6”, Parry:
6, Toughness:
5
Edges:
Arcane Background (Shamanism)
Hindrances:
Outsider
Powers:
Boost/lower Trait, deflection; Power
Points:
10
Gear:
Trappings, staff (Damage d6+d4, Parry +1, Reach 1, requires 2 hands).
Medicine
Man (Seasoned)
The
stronger one's connection to the spirit world, the more influence a
medicine man has over other people and things.
Attributes:
Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills:
Fighting d4, Healing d4, Knowledge (local) d4, Notice d4, Persuasion
d6, Survival d4, Tribal Medicine d8
Charisma:
--,
Pace:
6”, Parry:
6, Toughness:
5
Edges:
Arcane Background (Shamanism), New Power, Power Points, Rapid
Recharge
Hindrances:
Outsider
Powers:
Armor, beast friend, boost/lower Trait, deflection; Power
Points:
15
Gear:
Trappings, staff (Damage d6+d4, Parry +1, Reach 1, requires 2 hands).
Medicine
Man (Veteran)
More
powerful medicine men can even begin to explore the world beyond this
one.
Attributes:
Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills:
Fighting d4, Healing d4, Knowledge (local) d4, Notice d4, Persuasion
d6, Survival d4, Tribal Medicine d10
Charisma:
--,
Pace:
6”, Parry:
6, Toughness:
5
Edges:
Arcane Background (Shamanism), Improved Rapid Recharge, New Power x2,
Power Points x2, Rapid Recharge
Hindrances:
Outsider
Powers:
Armor, beast friend, boost/lower Trait, deflection, dispel, spirit
walk; Power Points:
15
Gear:
Trappings, staff (Damage d6+d4, Parry +1, Reach 1, requires 2 hands).
Mystic
Chieftain (Heroic)
Not
all Indian chieftains build their reputations by succeeding at the
hunt or in battle; some of them make their names as medicine men and
are given positions of power because of their wisdom and magical
power.
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills:
Fighting d4, Healing d4, Knowledge (local) d6, Notice d6, Persuasion
d6, Survival d4, Tribal Medicine d10
Charisma:
--,
Pace:
6”, Parry:
6, Toughness:
5
Edges:
Arcane Background (Shamanism), Command, Improved Rapid Recharge,
Inspire, New Power x2, Power Points x2, Rapid Recharge
Hindrances:
Outsider
Powers:
Armor, beast friend, boost/lower Trait, deflection, dispel, spirit
walk; Power Points:
15
Gear:
Trappings, staff (Damage d6+d4, Parry +1, Reach 1, requires 2 hands).
Mystic
Chieftain (Legendary)
Just
like with their warrior counterparts, these mystical leaders are
personalities that go down in history, and are believed to interact
with the spirits as much as they do with mortal men and women.
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills:
Fighting d4, Healing d4, Knowledge (local) d6, Notice d6, Persuasion
d6, Survival d4, Tribal Medicine d10
Charisma:
--,
Pace:
6”, Parry:
6, Toughness:
5
Edges:
Arcane Background (Shamanism), Command, Command Presence, Fervor,
Followers, Improved Rapid Recharge, Inspire, Leader of Men, New Power
x2, Power Points x2, Rapid Recharge
Hindrances:
Outsider
Powers:
Armor, beast friend, boost/lower Trait, deflection, dispel, spirit
walk; Power Points:
15
Gear:
Trappings, staff (Damage d6+d4, Parry +1, Reach 1, requires 2 hands).
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