Monday, September 17, 2018

Native People of the American Frontier

Presented here are stats for native characters, for use with The Sixth Gun RPG.


-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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