Savage Worlds - Beasts & Barbarians - Archetypes of The Dominions and Jalizar
Savage Worlds - Beasts & Barbarians - Archetypes of The Dominions and Jalizar
&
Beasts
Barbarians
Archetypes of
the Dominions and
Jalizar
By Umberto Pignatelli
Archetypes of
the Dominions and
Jalizar
By Umberto Pignatelli
A Sword and Sorcery Savage Worlds mini-sourcebook for Beasts and Barbarians
This supplement gives you thirty ready-to-play archetypes. They are premade characters,
fifteen typical of the Dominions and fifteen from Jalizar, City of Thieves. You can use them to
create on-the-fly NPCs or as very quick pre-generated heroes for convention or pickup games.
So what are you waiting for? Draw your bronze sword, trust your loincloth and your
mighty muscles to protect you, and walk the path of adventure again!
Beasts
Barbarians &
A Sword and Sorcery Savage Worlds setting
By Umberto Pignatelli
Credits
Author: Umberto Pignatelli
Editing: Andy Slack
Cover: Tomek Tworek
Interior Art: Tomek Tworek, Bartłomiej Fedyczak
Layout: Michał Smaga
Playtesters: Daniele Bonetto, Luca Coero Borga,
Maner Samuel, Paolo Boiero, Pierpaolo Ferrari
Special Thanks to: Marta Castellano (my wife) queen of all the Amazons,
Massimo Campolucci (my uncle), for being the first, real Dhaar, Simone Ronco
and Polliotti Yoshi (my friends) for fighting alone against the Valk demons
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.
peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment
Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or
suitability for purpose of this product.
©2013 Gramel Justyna Koryś, Beasts and Barbarians, Dread Star Dominions and all related marks and logos are
trademarks of Gramel Justyna Koryś. All Rights Reserved.
Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark of Studio 2 Publishing, Inc.
All rights reserved.
Printed in USA
Archetypes
The archetypes presented below are all made with the standard Beasts & Barbarians
rules: heroes are Seasoned (20 XP) and start with 600 Moons’ worth of gear. By default,
characters aren’t literate (and receive an extra skill point on a Smarts-linked skill). He-
roes can belong to any of the main races but a suggestion is given: feel free to ignore it
and consider the character of the desired race.
To allow some extra customization, each hero is allotted a number of skills points to
spend.
(**) – Jalizaran mantles are personalized; check the Cloak Generator at the end of this
booklet.
5
Hindrances: Code of Honor (Amazons),
Dominions two minor.
Gear: Bronze long sword (Str+d8), bikini,
Archetypes bronze daggers x2 (Str+d4, Range: 3/6/12,
ROF: 1), 150 Moons’ worth of Savings or
additional Gear.
Amazon
Background: A proud warrior-woman, Barbarian
trained to fight for herself and her country, Background: A savage of the northern
and not to depend on any man. lands, who came down to the civilized
Suggested Race: Imperial (Ascaia Is- realms looking for loot, wine and women.
land). Not necessarily in that order.
Attributes: Agility d8, Smarts d6, Spirit Suggested Race: Northlander.
d6, Strength d8, Vigor d6 Attributes: Agility d8, Smarts d6, Spirit
Skills: Boating d4, Fighting d8, Notice d6, Strength d8, Vigor d8
d6, Shooting d4, Throwing d4 +8 addi- Skills: Climbing d4, Fighting d8, Intimi-
tional skill points. dation d6, Notice d4, Survival d8 +6 ad-
Charisma: +2; Pace: 6; Parry: 6 (7 vs ditional skill points.
males); Toughness: 5 Charisma: 0; Pace: 6; Parry: 6; Tough-
Edges: Attractive, Amazon, Bikini Hero- ness: 6
ine, One Hand and Half. Edges: Brute, Combat Reflexes, Loin-
cloth Hero, Savage.
Hindrances: One major, two
minor.
Gear: Bronze battle
axe (Str+d8), bronze
dagger (Str+d4,
Range: 3/6/12,
ROF: 1), 175
Moons’ worth of
Savings or addi-
tional Gear.
4/8/16, ROF: 1), tribal shield (+1 Parry,
Buffalo Rider +2 Toughness vs ranged Weapons, see GE
Background: A bold warrior, who has page 99), buffalo-hide light armor(+1),
managed to tame and ride a War Buffalo War Buffalo (Henchman, see GE page
of the Ivory Savannah, the most terrible 155), 75 Moons’ worth of Savings or ad-
fighting machine this era knows. ditional Gear.
Suggested Race: Ivory Savannah Tribes-
man. Cairn Warrior
Attributes: Agility d8, Smarts d6, Spirit Background: A Cairnlander warrior and
d6, Strength d8, Vigor d8 marauder, a dweller in tombs, he always
Skills: Fighting d8, Intimidation d6, No- has the Ancestors on his side. This indi-
tice d4, Riding d10, Survival d4, Throwing vidual is one of those spooky fellows with
d6 +4 additional skill points. Ancestors’ blood in the veins.
Charisma: 0; Pace: 6; Parry: 7/6; Tough-
Suggested Race: Cairnlander.
ness: 8(2)
Edges: Beast Bond, Born in the Saddle, Attributes: Agility d8, Smarts d6, Spirit
Buffalo Rider. d6, Strength d8, Vigor d8
Hindrances: Loyal (toward the Buffalo), Skills: Fighting d8, Intimidation d6,
One major, one minor. Lockpicking d4, Repair d6, Stealth d4,
Gear: Bronze-tipped Buffalo lance Throwing d6, +6 additional skill points.
(Str+d8, AP 2 when charging, Reach: 2, Charisma: 0; Pace: 6; Parry: 6/7; Tough-
2 hands when used while dismounted), ness: 9(2) (11 vs ranged attacks)
bronze dagger (Str+d4, Range: 3/6/12, Edges: Armor Use, Brawny, Danger
ROF: 1), javelins x2 (Str+d6, Range: Sense, Ghoulblood.
Hindrances: One major, two minor. Edges: Brawny, Former Gladiator, Loin-
Gear: Bronze spiked war club (Str+d8), cloth Hero, Nerves of Steel.
bone medium reinforced corselet (+2, see Hindrances: One major, two minor.
GE page 98), medium wooden shield (+1 Gear: Bronze long sword (Str+d8),
Parry, +2 Toughness vs ranged weapons)*, bronze-riveted medium shield (+1 Parry,
Ancestor’s amulet. +2 Toughness vs ranged attacks), gladia-
tor pot helm (+3, only head), 25 Moons’
worth of Savings or additional Gear.
Damsel
Background: A pretty, non-combatant
woman of the Dominions. She can be a Hunter
princess, a tavern wench or whoever you Background: A dweller on the danger-
want. She is gorgeous… and she knows it! ous savannah, expert in finding tracks and
hunting.
Suggested Race: Any.
Suggested Race: Ivory Savannah Tribes-
Attributes: Agility d8, Smarts d8, Spirit man
d8, Strength d4, Vigor d6
Skills: Fighting d4, Healing d4, Notice Attributes: Agility d8, Smarts d8, Spirit
d6, Persuasion d10, Throwing d4, +6 ad- d6, Strength d8, Vigor d6
ditional skill points. Skills: Fighting d6, Healing d6, Notice
Charisma: +6; Pace: 6; Parry: 4; Tough- d6, Survival d8, Throwing d8, Tracking d8
ness: 5 +1 additional skill points.
Edges: Alertness, Luck, Temptress (8 Charisma: 0; Pace: 6;
Power Points), Very Attractive. Parry: 7/6; Tough-
Hindrances: Damsel in Distress (major), ness: 5 (7 vs ranged
two minor. weapons)
Gear: Chackram bracer (Str+d4, Range:
4/8/16, see GE page 95), jeweled bikini,
400 Moons’ worth of Savings or addition-
al Gear.
Gladiator
Background: A survivor of the arena,
cheered by the crowds and loved by wom-
en, with many more scars than he would
like to have.
Suggested Race: Ivory Savannah Tribes,
Northlander.
Attributes: Agility d8, Smarts d6, Spirit
d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d6,
Taunt d6, Throwing d6 +7 additional skill
points.
Charisma: 0; Pace: 6; Parry: 6/7; Tough-
ness: 6(8 vs ranged weapons)
8
Edges: Extraction, Savage, Strong Arm, Edges: Arcane Background (Lotusmas-
Woodsman. tery), Extra Power Points, New Power x2,
Hindrances: One major, two minor. Lotus Reserve.
Gear: Spear (Str+d6, reach 1, 2 hands: Hindrances: One major, two minor.
+1 Parry), stone dagger (Str+d4, Range: Powers [15 PP]: Barrier (Red Lotus of
3/6/12), tribal shield (+1 Parry, +2 Tough- the Phoenix Fire), boost/lower trait (Opal-
ness vs ranged weapons, see GE page 92), escent Lotus of the Secret Blessing), fear
javelins with atl-atl x3 (Str+d8). (Yellow Lotus of Nightmarish Visions),
healing (White Lotus of Pain Soothing),
smite (Green Lotus of Flesh Melting).
Lotusmaster Gear: Bronze dagger (Str+d4), leather
Background: An alchemist and practitio- light armor concealed under robes (+1),
ner of the secrets of the Lotus. Lotusmaster’s bag, healing kit, five doses
of Refined Lotus, 225 Moons’ worth of
Suggested Race: Imperial (Gis). Literate.
Savings or additional Gear.
Attributes: Agility d6, Smarts d8, Spirit
d8, Strength d6, Vigor d6
Skills: Fighting d6, Healing d4, Knowl- Monk
edge (Arcana) d8, Lotusmastery d8, No- Background: A student of the Enlighten-
tice d6, Throwing d6, +2 additional skill ment. He came to the western Dominions
points. to progress his advancement toward the
Charisma: 0; Pace: 6; Parry: 5; Tough- next level of the existence.
ness: 5
Suggested Race: Lhobanite. Literate.
Attributes: Agility d8, Smarts d6, Spirit
d8, Strength d6, Vigor d6
Skills: Enlightenment d8, Fighting d8,
Knowledge (Religion) d6, Healing d6,
Notice d6, Persuasion d4, Stealth d4, +1
additional skill points.
Charisma: 0; Pace: 6; Parry: 6; Tough-
ness: 5
Edges: Arcane Background (Enlighten-
ment), Counterattack, Martial Artist,
Monk (Militant), New Power.
Powers [15 PP]: Boost/lower trait (memo-
ries of a thousand incarnations), deflection
(evasions of the wise master).
Hindrances: One major, two minor.
Gear: Iron prayer beads (count as Iron
Fists: +1 damage to unarmed damage, see
GE pages 95-96), monk vests, 375 Moons’
worth of Savings or additional Gear.
9
Nomad Poisoner
Background: A rider and a raider, living Background: A killer, and one of the most
in the saddle. subtle ones. He can stab his victims with
a poisoned dagger, if he needs to, but he
Suggested Race: Valk.
prefers a subtle approach, such as a deadly
Attributes: Agility d8, Smarts d6, Spirit concoction in a cup of wine, which kills
d6, Strength d8, Vigor d8 the victim days after he has disappeared.
Skills: Fighting d8, Riding d8, Shooting Suggested Race: Tricarnian.
d8, Survival d6 +5 additional skill points.
Charisma: 0; Pace: 6; Parry: 6; Tough- Attributes: Agility d8, Smarts d8, Spirit
ness: 7(1) d6, Strength d6, Vigor d6
Edges: Born in the Saddle, Marksman, Skills: Fighting d8, Notice d6, Shooting
Steady Hands, Trained Thrower (Valk d6, Stealth d8, Streetwise d8 +3 additional
Composite Bow). skill points.
Hindrances: One major, two minor. Charisma: 0; Pace: 6; Parry: 6; Tough-
Gear: Bronze short sword (Str+d6), Valk ness: 6(1)
composite bow (Damage: 2d6+1, Range: Edges: Alertness, Connections (crimi-
15/30/60, ROF: 1, AP 1), dagger (Str+d4, nals), Danger Sense, Lowlife, Poisoner (6
Range: 3/6/12, ROF: 1), boiled leather Power Points).
light armor (+1), small shield (+1 Parry), Hindrances: One major, two minor.
steppe pony*, 150 Moons’ worth of Sav- Gear: Bronze short sword (Str+d6),
ings or additional Gear. bronze dagger (Str+d4, range: 3/6/12),
blowgun (Damage: special, range: 5/10/20, Attributes: Agility d6, Smarts d10, Spirit
see GE page 94), leather light corselet (+1, d8, Strength d4, Vigor d6
torso only), poisoner’s ring (see GE page Skills: Fighting d4, Investigation d8,
99), Lotusmaster’s bag. Knowledge (History) d8, Knowledge
(Legends and Lore) d8, Notice d8, Per-
suasion d4 +1 additional skill points.
Priest Prince Charisma: 0; Pace: 6; Parry: 4; Tough-
Background: A Priest Prince of Tricar- ness: 5
nia, dispossessed of his title, who wanders
Edges: Alertness, Helper, Linguist,
in exile with the remnants of his family’s
Scholar, Sage.
power.
Hindrances: One major, two minor.
Suggested Race: Tricarnian. Literate. Gear: Staff (Str+d4, +1 Parry, Reach 1,
Attributes: Agility d8, Smarts d10, Spirit 2 hands), dagger (Str+d4, Range: 3/6/12,
d6, Strength d4, Vigor d6 ROF: 1), robes, writing implements,
one Novice Rank Lotus concoction, 365
Skills: Fighting d8, Intimidation d4,
Moons’ worth of Savings or additional
Knowledge (Arcana) d8, Knowledge (Re-
Gear.
ligion) d8, Persuasion d4, Sorcery d8 +1
additional skill points.
Charisma: +2; Pace: 6; Parry: 6; Tough-
ness: 6(1)
Scoundrel
Edges: Arcane Background (Sorcery), Background: Call him adventurer, call
Fallen Noble (relic),Power Points, Priest, him rogue or give him his proper name:
Scholar (Religion and Arcana). thief. Wherever there is a place to be plun-
dered, or guards to be fooled, he’s your
Hindrances: One major, two minor.
man!
Powers [15 PP]: boost trait (evil spirit in-
habiting the magic sword grants supernat- Suggested Race: Zandor.
ural strength), fear (magical sword howls),
smite (magical sword runes crackles with Attributes: Agility d8, Smarts d6, Spirit
unholy energy). d6, Strength d6, Vigor d6
Gear: Magical Keronian Great Sword Skills: Climbing d6, Fighting d8, Lock-
(Str+d10, 2 hands, ignore minimum picking d8, Notice d6, Shooting d6,
Strength restictions for the rightful owner Stealth d8, Streetwise d8, +2 additional
actually does d10+d4 damage, weight neg- skill points.
ligible for rightful owner), Tricarnian light Charisma: 0; Pace: 6; Parry: 7; Tough-
armor (+1), 550 Moons’ worth of Savings ness: 6(1)
or additional Gear.
Edges: Acrobat, Lowlife, Thief, Treasure
Hunter.
Sage Hindrances: One major, two minor.
Background: A learned man from the Gear: Bronze short sword (Str+d6),
Great Library of Syranthia or another bronze dagger (Str+d4, Range: 3/6/12),
similar place of learning. hunting sling (Str+d4, Range: 4/8/16),
leather light armor (+1), lockpicks, silk
Suggested Race: Imperial (Syranthia). rope, 115 Moons’ worth of Savings or ad-
Literate. ditional Gear.
11
Edges: Arcane Background (Sorcery),
Sorcerer Brave, Impressive Aura, New Power, Pow-
Background: A mysterious dabbler in er Points, Soul Drain.
forbidden dark arts and a man steeped in Powers [15 PP]: Bolt (Caldeian dagger at-
forgotten lore. tacks the enemy and returns to his hand),
Suggested Race: Tricarnian (Caldeia). detect/conceal arcana (speaking with the
Literate. spirits), deflection (I am not there!), sum-
mon ally (Twisted Servant, Spirit of the
Attributes: Agility d6, Smarts d8, Spirit Betrayer).
d6, Strength d6, Vigor d6 Hindrances: One major, two minor.
Skills: Fighting d6, Knowledge (Arcana) Gear: Caldeian dagger (Str+d4, +1 Parry,
d8, Persuasion d6, Stealth d6, Sorcery d8, AP 1 for sorcerers or evil priests, see GE
+3 additional skill points. page 94), 150 Moons’ worth of Savings or
Charisma: 0; Pace: 6; Parry: 6; Tough- additional Gear.
ness: 5
Skills: Fighting d6, Notice d8, Persuasion
Jalizar d8, Stealth d6, Streetwise d8, Taunt d6,
Throwing d6 +1 additional skill points.
Archetypes Charisma: 0; Pace: 6; Parry: 6/5; Tough-
ness: 5
Edges: Beggar’s Gift, Connections ( Jal-
Assassin izor), Common Bond, Luck, Level Head-
ed.
Background: A feared member of the Hindrances: Any two Mutilations (see
Assassins’ Guild of Jalizar. This deadly JCT page 68), Poor.
individual works under the strict orders Gear: Crooked staff (Str+d4, +1 Parry,
of the Guild Elders, but he won’t refuse a 2 hands), rusty bronze dagger (Str+d4,
personal contract, if the pay is good. Range: 3/6/12), tattered rags, cup for of-
Suggested Race: Zandorian. ferings, Beggar’s Trick x4 (see JCT page
91), cloak**, 150 Moons’ worth of Savings
Attributes: Agility d10, Smarts d8, Spirit or additional Gear.
d6, Strength d4, Vigor d6
Skills: Climbing d4, Fighting d10,
Notice d8, Persuasion d4, Stealth d10,
Streetwise d4, Throwing d4 +1 addi-
tional skill point.
Charisma: 0; Pace: 6; Parry: 6; To-
ughness: 5
Edges: Assassin, Nimble Strike (char-
acter’s personal dagger), Night Eyes,
Trademark weapon (character’s per-
sonal dagger), Quick.
Hindrances: One major, two minor.
Gear: Iron dagger (Agi+d4), light
leather armor (+1), assassin’s scabbard
(see JCT page 91), thief ’s black long
cape (see JCT page 90), 50 Moons’
worth of Savings or additional Gear.
Beggar
Background: A poor, ragged, muti-
lated man or woman, a beggar can go
unnoticed anywhere there are other
people. He uses wits and smarts to
survive where others use sword and
dagger.
Suggested Race: Any.
Attributes: Agility d8, Smarts d8,
Spirit d6, Strength d6, Vigor d6
Cat Burglar Copper Helm
Background: Some people fear heights Background: As a member of the City
and the risk of falling from them. The Cat Watch, your duties are to patrol the
Burglar lives for the heights and the sen- streets, investigate crimes and enforce the
sation of freedom that the Road Above, law. A few honest Copper Helms exist in
as Jalizar’s roofs are called. And for the the guard, but many of them are corrupt.
rich mansions he can reach and plunder, Suggested Race: Zandorian.
of course.
Attributes: Agility d8, Smarts d6, Spirit
Suggested Race: Zandorian. d6, Strength d8, Vigor d8
Attributes: Agility d8, Smarts d6, Spirit Skills: Fighting d8, Intimidation d6,
d6, Strength d8, Vigor d6 Notice d6, Persuasion d6, Streetwise d6,
Tracking d6, +3 additional skill points.
Skills: Climbing d8, Fighting d6, Lock-
Charisma: 0; Pace: 6; Parry: 7/6; Tough-
picking d8, Notice d6, Stealth d8, Throw-
ness: 8(2)
ing d6, +1 additional skill points.
Edges: Alertness, Combat Reflexes,
Charisma: 0; Pace: 8; Parry: 6; Tough- Nerves of Steel, Sweep.
ness: 5 Hindrances: One major, two minor.
Edges: Acrobat, Cat Burglar, Luck, Gear: Bronze tipped mace (Str+d6, AP 1
Quick, Thief. vs rigid armors), bronze dagger (Str+d4,
Hindrances: One major, two minor. Range: 3/6/12), Copper Helm medium
Gear: Iron Tiger Claws (Str+d4, +2 bronze armor (+2), bronze crested helm
Climbing rolls), bronze Manticore’s Sting (+3, head only), medium wooden shield
x3 (Str+d4, Range: 4/8/16, see JCT page (+1 Parry, +2 Toughness vs ranged at-
87), lockpicks, silk rope and hook, pulley, tacks), 50 Moons’ worth of Savings or ad-
cloak**. ditional Gear.
Edges: Arcane Background (Lotusmas-
Falconer tery), Level Headed, New Power x2, Pow-
Background: A Falconer is a man who has er Points.
dedicated his life to training and nurtur- Hindrances: One major, two minor.
ing birds of prey, a tradition well-known
Powers [15 PP]: Blind (Gray Smoke of
in the Dominions. Thanks the skills of his
Pale Shadows), boost/lower trait (impuri-
master, the bird companion of a Falconer
ties – Cheap Khav drugs), burst (Orange
is a force to be reckoned with.
Smoke of Dragon Rage), healing (Green
Suggested Race: Zandorian. Lotus of Regrowing), puppet (Black Lotus
of Enslavement).
Attributes: Agility d8, Smarts d6, Spirit
d8, Strength d6, Vigor d6 Gear: Bronze long sword (Str+d8), small
Skills: Fighting d8, Intimidation d6, shield (+1 Parry), leather light armor (+1),
Shooting d6, Survival d6, Taunt d6, Track- Lotusmaster’s bag, long cape**.
ing d6, + 3 additional skill points.
Charisma: 0; Pace: 6; Parry: 6; Tough-
ness: 6(1) Jan Tong
Edges: Beast Bond, Beast Master, Fal- Background: A member of a powerful
coner, Harass, Luck. Jademen criminal syndicate, a Jan Tong is
Hindrances: One major, two minor. more than a simple thug, he is skilled in
Gear: Bronze short sword (Str+d6), hunt- the fighting techniques of the Far East.
ing sling (Str+d4, range: 4/8/16), light
leather armor (+1), Fighting Bird com- Suggested Race: Lhobanite.
panion* (Henchman, see GE page 100),
Attributes: Agility d8, Smarts d6, Spirit
fighting bird talons (+1 damage to Fight-
d6, Strength d8, Vigor d8
ing Bird), fighting bird barding (+1
Armor to Fighting Bird, see GE page
100), cloak**.
Student of Incenses
Background: This Lotusmaster is
particularly well-versed in a Lotus art
typical of Jalizar: the mastery of in-
censes, fumes and vapors, which make
him a dangerous opponent.
Suggested Race: Lhobanite. Literate.
Attributes: Agility d8, Smarts d8,
Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Knowledge (Ar-
cana) d6, Lotusmastery d8, Shooting
d6, Stealth d6, Streetwise d4 +2 addi-
tional skill points.
Charisma: 0; Pace: 6; Parry: 7/6; To-
ughness: 6(1)
Skills: Fighting d8, Intimidation d6, No- Suggested Race: Imperial. Literate.
tice d6, Stealth d6, Streetwise d6 + 5 ad-
Attributes: Agility d8, Smarts d8, Spirit
ditional skill points.
d6, Strength d6, Vigor d6
Charisma: 0; Pace: 6; Parry: 6; Tough-
Skills: Fighting d8, Knowledge (Legends
ness: 6(1)
and Lore) d8, Intimidation d6, Notice d6,
Edges: Block, Combat Reflexes, Jan Tong
Taunt d6, +3 additional skill points.
Tattoo (Fighting – Monk Weapons only),
Charisma: 0; Pace: 6; Parry: 8/6; Tough-
Loincloth Hero.
ness: 5
Hindrances: One major, two minor.
Edges: Cloak Hero, First Strike, Iron
Gear: Bronze tipped Jan Tong (Str+d6,
Will, Level Headed, Poet.
Monk Weapon, +1 to Tricks, Reach 1, 2
Hindrances: One major, two minor.
hands: +1 Parry), silk pants, 450 Moons’
Gear: Iron Manticore sword (Str+d4, +1
worth of Savings or additional Gear.
Parry, d8 damage on raise, see JCT page
86), cloak (+1 Parry), quill, paper and
Juggler some of his old poems.
Background: A tumbler, expert in throw-
ing things, this woman can keep up to
seven colored balls in the air at once, but
in the dark alleys it is her skill at throwing
knives which keeps her alive.
Suggested Race: Any.
Attributes: Agility d8, Smarts d6, Spirit
d6, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Persua-
sion d6, Repair d6, Streetwise d4, Throw-
ing d10 + 5 additional skill points.
Charisma: 0; Pace: 6; Parry: 7; Tough-
ness: 5
Edges: Acrobat, Improved Extraction,
Fast Draw, Rain of Steel.
Hindrances: One major, two minor.
Gear: Bronze dagger (Str+d4, Range:
3/6/12), Manticore’s Stings x9 (Str+d4,
Range: 4/8/16, see JCT page 87), throw-
ing dagger (Str+d4, Range: 3/6/12, +1
Throwing rolls, -2 Fighting rolls), short
cape**, silk rope.
Poet Swordsman
Background: Jalizar is also called the City
of Poets, because men of letters have al-
ways loved her. Not all poets are wusses,
some of them have swords which cut as
deep as their verses.
16
Hindrances: One major, two minor.
Redshoulder Powers [15 PP]: Deflection (inconspicu-
Background: A professional duelist and ous dodge), smite (vessel – rope of the
litigator for hire. The name derives from eternal snake).
the customary red cloaks people like him
Gear: Knotted Rope disguised as rough
wear (red garments hide blood stains).
belt (Str+d4, Monk Weapon, reach 5, ig-
Suggested Race: Zandorian. nores Shield Parry and Cover bonus, see
JCT page 86), silken studded vest (+1),
Attributes: Agility d8, Smarts d6, Spirit
silken light cap (+1, head only), short
d6, Strength d8, Vigor d6
cape**, 50 Moons’ worth of Savings or ad-
Skills: Fighting d10, Intimidation d6,
ditional Gear.
Notice d4, Stealth d4, Taunt d6, Throwing
d4, +4 additional skill points.
Charisma: 0; Pace: 6; Parry: 8(7); To- Sewer Sorcerer
ughness: 6(1)
Edges: Ambidextrous, Beat Back, Coun- Background: You have made a pact with
terattack, Cloak Hero, Two Fisted. the dark entities lurking in the innards of
Hindrances: One major, two minor. the City of Thieves, and they have gifted
Gear: Bronze long sword (Str+d8), red you with tremendous powers: but remem-
weighted cloak (Str+d4, Reach 1, +1 Par- ber, they have a price!
ry due to Cloak Hero, see JCT page 72), Suggested Race: Imperial. Literate.
bronze dagger (Str+d4, Range: 3/6/12),
light leather armor (+1), 150 Moons’ Note: The character has already accepted
worth of Savings or additional Gear. the Sewers Pact (see JCT page 78).
Attributes: Agility d6, Smarts d8, Spirit
Shadow Monk d6, Strength d6, Vigor d8
Background: This Enlightened One is Skills: Fighting d6, Knowledge (Arcana)
playing a dangerous game: he is keeping d6, Notice d6, Sorcery d8, Survival d6 +4
his identity secret to track down the evils additional skill points.
lurking in the City of Thieves unnoticed, Charisma: 0; Pace: 6; Parry: 5; Tough-
and defeat them! ness: 6(1)
Edges: Arcane Background (Sorcery),
Suggested Race: Lhobanite. Literate.
Connections (Sewer Fiend), New Power,
Attributes: Agility d8, Smarts d6, Spirit Power Points, Sewer Sorcerer.
d8, Strength d6, Vigor d6 Hindrances: One major, two minor.
Skills: Enlightenment d8, Fighting d8, Powers [15 PP]: Bolt (minion – famil-
Notice d6, Persuasion d6, Stealth d6 +3 iar bat darts outside the sorcerer’s cloak
additional skill points. to bite opponents), darksight (paint eye-
Charisma: 0; Pace: 6; Parry: 6; Tough- lids with Sewer’s water), obscure (glyph
ness: 6(1) of Sewer’s Fog summoning), summon ally
Edges: Arcane Background (En- (small swarm of rats, Will-o-the-Wisp)
lightenment), Master of Dis-
Gear: Rusty bronze hatchet (Str+d6),
guise, Monk (militant),
bone sacrificial dagger (Str+d4, range:
New Power, Shadow
3/6/12), light leather armor concealed un-
Monk.
der a smelly vest (+1), cloak**, 275 Moons’
worth in Savings or additional Gear.
17
Gear: Spiked Club (Str+d4+1), Iron Fists
Smuggler (Str+d4), leather light armor (+1), 475
Background: You are a strong believer in Moons’ worth in Savings or additional
free commerce: you know at least three Gear.
ways to bring goods in and out of Jalizar,
fooling the more zealous Seagulls or brib-
ing the more reasonable ones. You aren’t Whitemouse
above a little piracy if there is the chance. Background: You are a free, independent
Suggested Race: Zandorian. thief in Jalizar, working outside the rules
and the control of the Thieves’ Guild. You
Attributes: Agility d8, Smarts d8, Spirit are your own boss, but the Guild is always
d8, Strength d6, Vigor d6 after you.
Skills: Boating d8, Fighting d8, Notice
d8, Persuasion d6, Shooting d4, Streetwise Suggested Race: Any.
d8 +1 additional skill points. Attributes: Agility d8, Smarts d8, Spirit
Charisma: 0; Pace: 6; Parry: 6; Tough- d6, Strength d6, Vigor d6
ness: 6(1) Skills: Climbing d6, Fighting d8, Lock-
Edges: Alertness, Connections ( Jalizar – picking d6, Notice d6, Persuasion d6,
Everyone’s Friend), Danger Sense, Quar- Stealth d8, Streetwise d4, Throwing d4, +2
termaster. additional skill points.
Hindrances: One major, two minor. Charisma: 0; Pace: 6; Parry: 8/7; Tough-
Gear: Curved bronze short sword ness: 6(1)
(Str+d6), light leather armor (+1), bow Edges: Acrobat, Cloak Hero, Nimble
(Damage: 2d6, Range: 12/24/48, ROF: 1), Strike (Bone pommeled dagger), Thief,
Chibbar* ( Jalizaran Smuggler Ship, see Watch your back!
JCT page 87) cape**, 50 Moons’ worth in Hindrances: One major, two minor (one
Savings or additional Gear. must be Enemy – Thieves’ Guild).
Gear: Bone pommeled iron dagger
(Str+d4, Range: 3/6/12), Manticore’s
Thug Stings x3 (Str+d4, Range: 4/8/16, see JCT
Background: A life in the streets of the page 87), black light armor (+1), lockpicks,
City of Thieves makes similar persons: a hooded cloak** (+1 Parry due to Cloak
bandit, a robber and an highwayman of Hero, see JCT page 72), silk rope with
the worst type. grappling hook, pulley, 25 Moons’ worth
Suggested Race: Zandorian. in Savings or additional Gear.
19
Notable Items
Sword and Sorcery heroes tend to be very Stacking: It can happen that a character is
iconic in their gear: usually they have dealt a card which he has already obtained
a few, very particular items, like a trusty the benefit of in a previous adventure. In
sword and a loincloth, differently from that case, the stacking entry tells if you
high fantasy where characters usually have have advantages from drawing it a sec-
backpacks full of all types of wondrous ond or subsequent time. If stacking isn’t
items. possible, the card is considered a Three to
Six (nothing). This is the price of taking a
To simulate this trope, players during the chance on Notable Items.
character creation can decide to risk some
of their initial Savings to see if they have Deuce – Scar/Tattoo. The character has a
some Notable Items. Usually this gives a scar or a tattoo, deriving from a particular
minor (but useful) modification or per- event of his past life. The scar grants him
sonalization to an item, or even a minor +1 to Intimidation or Charisma (player’s
personal advantage. Ideally players should choice) permanently, due to the aura of
invent something in their background to mystery around it. The hero can decide
justify their Notable Item. to reveal to the other players how he ob-
tained the scar at any time (count this as
They must invest at least 100 Moons, draw a very brief Interlude), gaining the use of
a card from the Action Deck and check an Edge of his choice for the remainder
the table below. Note that not all entries of the scene.
give you something. In certain cases you Stacking: not possible. Ignore any other
receive nothing (wasting your money). deuce the character is dealt.
These are the risks of the game. Players
can decide to invest additional money, Three to Six – Nothing. The hero obtains
for each 100 additional Moons invested nothing for the money invested, apart a
(taken from Savings) they are allowed to headache for extra carousing.
draw an additional card, and can choose
the best one. Seven – Cultural Item. Even heroes can
be homesick, sometimes, and having a
Optionally the GM can allow a Notable trinket from their native land is a comfort.
Items draw after character creation, when- It can be a piece of jewelry, or even a weap-
ever the player obtains a Carousing result on or tool from home (such as a Northeim
on the After the Adventure Table (GE, helm or a Syranthian poetry book). When
page 106), in this case the cost is doubled: receiving this card the character can select
200 Moons to draw a card, plus another one of his non-magical items to be a Cul-
200 to draw an additional one. tural Item, or he can acquire a new one for
20
free (maximum value 50 Moons/Rank). forted by it. Wielding the item grants +1
Apart from its mundane uses, having the to Fear Checks.
item grants the user a single, one-shot use Stacking: It is possible to apply the result
of an extra Bennie. After using it, the item twice, resulting in a very trusty item, but
loses this special property. no more than that. A very trusty weapon
Stacking: A new Cultural Item is found. can reroll a 1 rolled on a damage die for
free (only one die for each damage roll). A
Eight – In the Boot. The hero has an ex- very trusty non-weapon item can reroll a 1
tra non magical item for free (maximum rolled on a linked Skill roll (only the skill
value: 100 Moons/Rank) which is cleverly die, not the Wild Die).
concealed somewhere on his body (usually
in a boot). Usually these types of items are Jack – Self-Made Item. The character
no bigger than a dagger. Until he declares
selects one non-magical item he owns.
he is extracting the item, it is totally unde-
He made it himself, so the character has
tectable, even if the hero is captured and
learned how to do that. If he loses it, he
searched. Once it has been revealed, the
can make another one for free with a
character can continue to hide the item,
Common Knowledge roll and 2d6 hours
but now it can be detected with an op-
of time (1d6 days for metal items). If the
posed roll between the hero’s Stealth and
item is made of easily workable mate-
the searcher’s Notice.
rial (like wood, bone, skin or similar) no
Stacking: The item is undetectable again.
particular tools are required, apart from a
knife. If it is made of metal it requires the
Nine – Mount or Carriage. The character use of a forge or at least an Armorer Kit.
obtains a mount, a barge or carriage (with Note that the item works well only for the
horses) for free. But as the saying goes hero: for any other character is considered
“Do not look a gift horse in the mouth”. an Improvised Weapon (-1 to attack rolls)
If the card dealt is a Club, the mount or
or a not-so-good tool (-1 to Skill rolls).
carriage has a problem (a Hindrance for a
mount, a structural problem for a carriage, Stacking: It is possible to apply the result
giving -2 to further skill rolls), which is only twice, in this case the hero can make
revealed the first time the hero rolls a 1 a perfect item. If the hero scores a raise on
on the Riding or Boating roll while in the the roll to create it, the item is perfectly
saddle or at the helm of the barge. On the fitted to his hand, granting +1 to connect-
other hand, if the card dealt is a Heart, ed Skill rolls.
the mount or vehicle is outstanding: the
mount has one Attribute raised by one die Queen – Map. The character has a map,
step (or +2 Pace), and the vehicle grants leading to a big treasure. Because the GM
+1 to connected skill rolls. may not be ready to face this card without
Stacking: Acquires a new beast or carriage. preparation, he can always say the map is
incomplete (the second part of it can be an
Ten – Trusty Item. The character can interesting reward for a scenario) to gain
select one of his non-magical items and time to develop a custom scenario. Note
make it “trusty”. This means that the hero that the concept of “map” is quite loose
and the item survived some great peril to- and a map can be cleverly concealed in
gether, and now the character feels com- many places…
21
King – “I know it a little.”. The
character learns the basics of an-
other language. He speaks it with
an awful accent (-2 to any social
rolls using that language). Alter-
natively, a non-literate character
can learn the basics of reading
and writing. With a Smarts roll
he can understand written words
in the tongues he knows.
Stacking: The hero acquires a full
competency in a language or be-
comes fully literate.
If you want more realism, use d8 for poor characters, d12 for average ones, and roll a
d10+10 for rich and noble ones.
23