Legendary Archetypes: Magus


As Paul “Wiggy” Wade-Wilson wrote long ago, “Life Begins at Legendary.”
 


In Legendary Archetypes, the Wine and Savages blog presents ready-to-use Legendary Rank (80 XP) heroes built using only the Savage Worlds core rules. These archetypes are offered as aids for duet and solo gamers or for gaming groups ready to jump right into the big leagues.
 


The characters are built with an eye toward versatility (necessary in duet gaming) and so have their Traits and Edges spread out for broader competence rather than min/maxed in certain areas. Game Masters using these archetypes may wish to allow the players another 20 to 40 experience points (2 to 4 Advances) to further customize the characters beyond choosing Hindrances.


Magus

Hindrances: Enemy [Major; somebody from her past is always causing trouble],
Habit [Minor; off-putting tendency toward sarcasm], Stubborn

Whether an irritable blowhard like Raistlin Majere or Tim the Enchanter, a powerful leader mlike Alustriel or Regina Mills, or a magical savant like Harry Potter or Sabrina Spellman, the magus is defined by its magical power. Unlike most previous Legendary Archetypes, the magus is focused on being the best possible at its specialization; as the Power Points Edge can only be taken once per Rank, this means that an inordinate amount of advances have gone toward increasing Power Points. Settings that do not use Power Points obviously free the Magus to diversify its abilities.
 
(The same is true of settings – like the default assumption of the Savage Worlds Fantasy Companion – that allow spellcasters to learn new powers from scrolls and grimoires rather than only purchasing the New Power Edge.)
 
A magus might be a more rough-and-tumble detective or witch hunter (+1 Agility and Strength, Fighting d6, Streetwise d6), the magical monarch of a fairy kingdom or storybook land (or a former evil ruler seeking redemption) (Intimidation d8, Taunt d8, Noble), or an annoying know-it-all who pops in to offer cryptic advice and then disappear (Persuasion d8, Stealth d8, Taunt d8, Jack-of-All-Trades).
 
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d4, Intimidation or Taunt d4, Investigation d6, Knowledge (Arcana) d10, Notice d8, Persuasion d4, Spellcasting d12, Stealth d6
Charisma: +0; Pace: 6, Parry: 4; Toughness: 6
Hindrances: One Major, two Minor
Edges: Arcane Background (Magic), New Power (x 3), Power Points (x 4), Rapid Recharge/Improved Rapid Recharge, Soul Drain, Wizard
Special Abilities
  • Power Points: 30
  • Powers: any six
 
Hindrances: Delusional [Major; oh so delusional...], Mean, Stubborn

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