Documente Academic
Documente Profesional
Documente Cultură
Archetypes (Set 1)
Written By
Sean Patrick Fannon
Art Director
Aaron Acevedo, Alida Saxon
Editing
Carinn Seabolt
Cover/Interior Illustrations
James Denton, Martin de Diego Sádaba, Aaron Riley
WWW.PEGINC.COM
Savage Worlds is © 2016 and TM Pinnacle Entertainment Group. All Rights Reserved. Rifts® and
Megaverse® are Registered Trademarks of Palladium Books, Inc. All character names and likenesses
are copyright and trademarks owned by Palladium Books, Inc. and used under license.
CYBER-KNIGHT
LADY SARENNA ALDERBRANT
The Glitter Boy stood there, its gun pointed Special Abilities:
right at Noble and his pack. The rest of Big and Shiny: Glitter Boys are
the Coalition troops had abandoned them, immediately recognizable and often
demanding the Dog Boys hold off the enemy a priority target for heavy weaponry.
and cover their escape. Even Ulik, the Psi- They suffer −8 to Stealth rolls due to
Stalker who’d been their pack leader for their glittering armored coating. At 10
almost two years, ran away and left the Dog feet tall and Size 3, Glitter Boys are big
Boys to just die. Noble stood there, waiting targets and man-sized opponents gain
for the deafening roar of the gun that would +2 to hit them.
shred them all to bloody chunks. Instead, the Digging In: Activating/deactivating the
Cyber-Knight who’d also fought with those stabilization system is an action. Firing
people stepped around the shimmering the Boom Gun without these measures
battle suit and addressed the pack. He knocks the Glitter Boy 2d6" back and
explained that the Glitter Boy pilot (Garner prone, leaving the pilot Shaken. Once
was his name) couldn’t bring himself to fire,
and wanted to give the mutant animals a
chance at another life. That was almost a year
ago, and after extensive training, Noble is
ready to repay the mercy and kindness of the
Tomorrow Legion in a Glitter Boy of his own.
For a time, Brandyn called the Federation of Mega Powers: greater armor, onslaught,
Magic his home, and he saw the unification greater boost/lower Trait, greater burst, exalted
of magic wielders and D-Bees against the quickness, greater teleport
Coalition as a noble, important goal. The Gear: Ley Line Walker Medium Armor
fall of Tolkeen strengthened his resolve, and (+5 Armor, +4 Vigor checks vs toxins
he soon made his way to Dunscon’s City of and disease), NG-33 Laser Pistol (Range
Brass to get more directly involved in the 15/30/60, Damage 2d4+1, RoF 1, AP
greater effort. There, however, he saw such 2), NG-S2 Survival Pack, 1000 credits.
depravity and darkness, all in the name of Special Abilities:
power and control, which shook to the core Disconnected: Constantly dealing with
his confidence in the effort. He observed as the alien and arcane, Ley Line Walkers
a group of Cyber-Knights—recently arrived tend to be awkward with normal people
from the Tolkeen war — were belittled, and situations. They suffer −2 Charisma.
taunted, and ultimately drawn into a fight Expanded Awareness: Walkers can use
against demons and Murder Wraiths. detect arcana at will, with no PPE cost
Though one of the knights was a woman and as a free action.
he’d had a less-than-friendly encounter with Hero’s Journey: Brandyn’s Hero’s
years ago (Lady Kyla Foster), he could not Journey rolls granted him (among other
stand by and allow the murder of her things already figured in) +2 with all
and her companions in the streets. direct damage spells (such as bolt and
Helping them effect their escape, burst) and Techno-Wizard weapons. He
he was offered another option, also reduces the cost of any spell cast
and now the Tomorrow by 1 PPE if he gets a raise
Legion has his service. or better on the
casting roll
Attributes: Agility d6, Smarts d10, (minimum
Spirit d8, Strength d4, Vigor d6 cost 0).
Skills: Fighting d6, Investigation Ley Line
d6, Knowledge (Arcana) d6, Walker Abilities: Walkers
Knowledge (History) d6, Notice have the following — Ley
d8, Shooting d6, Spellcasting Line Magic Mastery, Ley
d10, Stealth d4 Line Rejuvenation, Ley Line
Cha: −4; Pace: 6; Parry: Sense, Ley Line Walking,
5; Toughness: 10 and Ley Line Transmission
(5) (see The Tomorrow Legion
Hindrances: Curious, Player’s Guide, Ley
Enemy (Major — Line Walkers).
Coalition and
Federation), Stubborn,
Ugly
Edges: Arcane Background
(Magic), Luck, Master of
Magic, Power Points, Rapid
Recharge
Powers: armor, bolt, boost/
lower Trait, burst, quickness, teleport.
PPE: 20
MIND MELTER
ORSON JAKANDE
Written By
Sean Patrick Fannon
Art Director
Aaron Acevedo, Alida Saxon
Editing
Jodi Black, Carinn Seabolt
Cover/Interior Illustrations
Matheus Calza, Martin de Diego Sádaba, Aaron Riley, Gunship Revolution’s
Brian Valeza, Justine Cruz, Timothy Terrenal and Oliver Morit
WWW.PEGINC.COM
Savage Worlds is © 2016 and TM Pinnacle Entertainment Group. All Rights Reserved. Rifts® and
Megaverse® are Registered Trademarks of Palladium Books, Inc. All character names and likenesses
are copyright and trademarks owned by Palladium Books, Inc. and used under license.
CITY RAT
HALIMA CORTEZ
The renegade Altara just wanted to prove Everything Burns: The flames of a Burster
what she could do. She didn’t feel particularly set most things on fire. See Burster in the
heroic when she made her way to the Tolkeen see The Tomorrow Legion Player’s Guide.
war zone; she was just wanted to flex her powers Fiery Aura: Ariel can surround herself
upon running into a rather large contingent of CS with a fiery aura at will, no roll required.
troops and decided to start practicing on them. The aura grants her +6 Armor (which
Barely surviving the encounter, she wiped out stacks with the armor power, but not worn
most of the platoon in the process. She limped armor) and a damage field of 3d8. Both
away and hid, nursing wounds and a grudge. remain active for as long as the she wishes,
Hearing rumors about Castle Refuge and the or until she is Incapacitated or otherwise
Tomorrow Legion, Ariel decided they presented unconscious. If she spends 3 ISP when
an excellent opportunity to get payback. activating the field, the armor is M.D.C.
capacity. She can extend this aura to a
Attributes: Agility d8, Smarts d6, Spirit d8, Medium Burst Template.
Strength d8, Vigor d8 Fire Mastery: Ariel can pick a spot within
Sk i l l s : Fig ht i n g d10, 12" and place a Large Burst Template, where
Intimidation d8, Knowledge she can create, control, or extinguish
(Arcana) d4, Notice d6, flames as a free action, no roll required.
Psionics d8, Shooting d4, As an action, she can
Stealth d6, Survival d4 roll her Psionics
Cha: +2; Pace: 6; Parry: 7; Toughness: skill to impose −2
12 (6) to Trait rolls over
Hindrances: Bad Reputation, Enemies the area (−4 with
(M i nor — Coa l it ion), a raise) due to heat,
Loyal, Overconfident, smoke, and other conditions.
Quirk (Pyromaniac), Firewalker: Completely immune to
Ve ngef u l ( M i nor), all fire, plasma, and heat effects. They
Wa n t e d (Minor — suffer only half damage from lightning,
Atlantis) electricity, and lasers.
Edges: Alertness, Arcane Flame Bolt: Ariel can use her
Background (Psionics), Attractive, Psionics skill to hurl a bolt of
Danger Sense, Elan, Frenzy, Improved fire—Range 12/24/48, Damage 4d6,
Fiery Aura, Major Psionic Mega Damage.
Powers: armor, darksight, fly. ISP: 30. Hero’s Journey: A number of
Gear: NG-33 Laser Pistol (Range bonuses, already figured in, come
15/30/60, Damage 2d4+1, AP 2), NG- from Ariel’s Hero’s Journey rolls.
S2 Survival Pack, 2 extra clips, 1800 Instilled Ignorance: Altara suffer
credits. −2 to all Smarts rolls.
Special Abilities: Storm-fouled Senses: Altara
Blind: Altara cannot see colors, suffer −2 to Notice, Fighting,
read, or notice visual details. Shooting, and Throwing rolls in
This is offset by natural radar inclement weather.
that extends 200" (1200’).
COMBAT CYBORG
HARV
Harv was fine with taking Coalition money for Hero’s Journey: A number of bonuses,
whatever jobs they might need mercs for. He already figured in, come from Harv’s
didn’t mind blowing away some demons or Hero’s Journey rolls.
other monsters to earn the credits. Blowing away Inhuman Appearance: Cyborgs suffer −2 to
helpless refugees—men, women, and children— their Charisma.
just because they had pointed ears or might have Loss of Dexterity: Cyborgs suffer −2 to
used magic, was a different matter. Harv wanted Agility rolls and any Agility-linked skills
nothing to do with it. His boss, Mac Basila, saw not directly related to combat.
things differently, and blood was spilled (though Malfunctions: Harv is subject to the
Mac’s still out there and ready for a rematch). Technical Difficulties Setting Rule.
Harv eventually found Castle Refuge and a new More Machine: +2 to recover from Shaken;
job he could live with. ignore one wound level; self-contained
breathing; immune to diseases and poisons.
Attributes: Agility d10, Smarts d6, Spirit d6, Size +1: Big and heavy.
Strength d12+2, Vigor d12 Unarmed Damage: Str+d6, Mega Damage,
Skills: Fighting d10, Intimidation d6, Notice d6, always considered armed.
Repair d6, Shooting d10, Streetwise d4 Upgradable: Six Strain remaining.
Cha: −2; Pace: 8; Parry: 7; Toughness: 22 (8)
Hindrances: Enemy (Minor —Mac Basila),
Heroic, Stubborn
Edges: Fleet-Footed, Quick, Rock and Roll!,
Steady Hands, Upgradeable
Gear: Mini Rail Gun (Range 75/150/300, Damage
2d8+4, RoF 4, AP 6, Mega Damage), NG-56 Ion
Pistol (Range 10/20/40, RoF 1, Damage 1– 3d6),
Chain Greatsword (Str+2d10, AP 2, Mega
Damage), 2 extra clips/belts each firearm,
communicator, 2000 credits.
Cybernetics: Armor Plating (+4 Armor), Audio
Package (+2 hearing-based Notice), Bionic
Strength Augmentation, Core Electronics
Package (+4 Repair and Common Knowledge),
Cyber-Wired Reflexes, Optics Package (+2
sight-based Notice, thermal and night
vision), Reinforced Frame II (+4 Toughness),
Synthetic Organ Replacement.
Special Abilities:
All Those Moving Parts: Harv cannot
be healed or treated with medicine—
he must be repaired. Fixing a
Harv requires the Repair skill—
which is used like the Healing
skill, only with no Golden Hour.
Heavy: `Borgs suffer −2 to operate
any Power Armor, Robot Armor,
or vehicles (including weapons
and systems) if the machinery is not
customized for them.
CRAZY
VALKA MAD-EYES
The bunny rabbits exploded, the bluebirds Enhanced Speed: Crazies double their
scattered to the skies, and the sweet baby deer’s normal Pace.
mother got completely blown away. The Magic Heightened Senses: Valka gains +2 on
Kingdom burned to the ground, and Valka all Notice and Tracking checks. She also
can’t stop crying at night as she remembers all ignores two points of Range Penalties.
the screaming and the sad and the blood. The Hero’s Journey: Valka’s Hero’s Journey rolls
Dark Skull Facers—there were so many of them, granted her (among other things already
and they were so evil. She and her friends just figured in) the ability to spend a Benny
couldn’t save the poor bunnies! Valka Mad- whenever she gets a raise on a Trick check
Eyes knows her friends drug her away from the to gain the Drop against that opponent. If
Burning Magic Kingdom and delivered her to she’s ever out of grenades, she begins a new
the Good Dwarf Kingdom, though she barely session with 1d4 Frag Grenades. Finally,
remembers the journey. She hopes serving she gains a +2 when using Intimidation or
alongside the Knights of Tomorrow will help her Persuasion, as well as when she uses the
keep the bad dreams away and, maybe, rescue fear power.
some more bunnies.
In the aftermath of the war against Tolkeen, the Legion, wondering if he will ever see the
the Lyn-Srial Kai-Seiil was among the many blue-eyed, surprisingly reasonable soldier again.
practitioners of magic who did all he could to
rescue survivors. He refused to fight alongside Attributes: Agility d6, Smarts d6, Spirit d10,
those who would violate every tenet of decent Strength d8, Vigor d6
thought and rationality, corrupting the earth Skills: Fighting d6, Healing d6, Knowledge
with the foul taint of summoned demons. Yet he (Arcana) d6, Mysticism d10, Notice d6, Persuasion
also refused to see so many innocents fall at the d4, Psionics d8, Shooting d4, Stealth d6
hands of the vengeful Coalition. Escorting a few Cha: 0; Pace: 4; Parry: 6; Toughness: 12 (7)
dozen refugees southward and away from the Hindrances: Enemy (Coalition, Major), Enemy
ruins of battle, Kai ran into Lieutenant Jennifer (Federation of Magic, Major), Heroic, Loyal,
Killian and her CS patrol. Instead of opening Quirk (Speaks to the spirits out loud), Vow
fire on unarmed civilians, Jennifer insisted Kai of Path (Mix of Shinto and Buddhism, Major),
turn over any magic wielders he knew were Wanted (Major—Coalition)
responsible for the demons. To save his charges, Edges: Alertness, Arcane Background (Miracles),
he turned over a necromancer and a Shifter he Arcane Background (Psionics), Danger Sense,
knew hid among the refugees. True to her word, Holy Warrior, Luck, Master of Magic
Killian let the rest go. Kai-Seiil went on to join Powers (Miracles): bolt, boost/lower Trait, healing,
smite. PPE: 20
Powers (Psionics): clairvoyance, mind reading, Magic Staff: Kai-Seiil’s magic staff grants
telepathy. ISP: 10 the following bonuses:
Gear: Combat Mage Armor (+7 Armor, Full +1 to all Mysticism rolls;
Environmental, +1 die type Strength—figured A pool of 10 PPE, which regenerates at
in), NG-33 Laser Pistol (Range 15/30/60, Damage the same rate Kai’s PPE does;
2d4+1, RoF 1, AP 2), Magic Staff (Str+d6, Reach The ability to do Mega Damage for a
1, +1 Parry, two hands), NG-S2 Survival Pack, 2 single round for 2 PPE.
clips for firearm, 6000 credits. Two spells, banish and dispel, and Kai
Special Abilities: can use the Mega Power versions
Cosmic Confluence: Kai can exchange ISP of each.
for PPE, and vice-versa, at a 2-for-1 rate. He Mystic Awareness: Mystics can use detect
must immediately use points exchanged arcana at will, at no PPE or ISP cost. They
this way. can also sense supernatural beings with a
Distinctive D-Bee: Lyn-Srial are highly Notice check within line of sight.
distinctive and suffer a −4 Charisma dealing Non-Standard Physiology: Armor is twice
with anyone loyal to the Coalition. as expensive to purchase and repair for Lyn-
Flight: The wings of a Lyn-Srial grant him Srial, and they suffer −2 to operate any gear
flight at his normal Pace +6 (12"). in Power Armor, Robot Armor, or vehicles
Four Arms: Lyn-Srial have four arms, not customized to their bodies.
granting them one additional non- Poor Ground Speed: Lyn-Srial suffer
movement action each round at no multiple a −2 Pace when on the ground, and a d4
action penalty. running die.
Hero’s Journey: A number of bonuses, Regeneration: Kai gains a natural healing
already figured in, come from Kai’s Hero’s roll once every 24 hours. If he suffers a
Journey rolls. All of his damage-dealing permanent injury, he makes a Vigor roll
spells automatically do Mega Damage, and after recovering from Incapacitation; if he
if they normally would, he gains +5 AP. succeeds, the injury heals after 1d6 days.
Higher Standard: If Kai fails to live up to Spiritual Channel: Mystics have a
his Heroic or Vow Hindrances, he can lose connection to the divine or spiritual,
access to his Arcane Background (Miracles) allowing them to use the divination power
until he atones. at will, costing no PPE or ISP. However,
Inherent Nature: The Golden Ones are each time the power is used, a Vigor check
supernaturally good beings. is rolled to resist Fatigue, and a cumulative
Low Light Vision: Kai suffers no penalties −1 penalty is applied for each added use
for Dim or Dark lighting. over a day. The penalties are removed after
a full night’s rest, which also gets rid of any
Fatigue accumulated this way.
TECHNO-WIZARD
ULYSSES CHANCE
Ulysses Chance made a great living working for Communications Band, NG-S2 Survival Pack,
the Black Market. He kept the machines running, 8000 credits.
made useful stuff for others to use in field Special Abilities:
operations, and had plenty of time to experiment, Arcane Machinist: Create any device from
tinker, and invent. One day, he went out with the following list as an action, up to 5 times
a team to examine a machine his Black Market a session: armor, barrier, blast, blind, bolt,
colleagues discovered hidden away in a small boost/lower Trait, burrow, burst, clairvoyance,
town. The inhabitants had fought desperately confusion, damage field, darksight, deflection,
to protect the device; Ulysses saw nothing but detect/conceal arcana, dispel, drain Power Points,
bodies and blood everywhere. When he realized entangle, environmental protection, farsight, fly,
his employer had wiped out an entire population havoc, healing, intangibility, invisibility, light/
just to grab a piece of alien tech, Ulysses snapped. obscure, pummel, quickness, slumber, smite,
A smoking crater where the machine once stood speak language, speed, stun, succor, telekinesis,
covered his escape. Not long after, he signed up teleport, wall walker, and warrior’s gift.
with the Tomorrow Legion. Requires an action and a Techno-Wizard roll
(−2 per rank of power higher than Seasoned).
Attributes: Agility d6, Smarts Communications Band: This device
d10, Spirit d6, Strength d6, grants Ulysses the speak language power, as
Vigor d6 well as +2 Charisma and an
Skills: Driving d4, Fighting d4, additional +1 (for a total
Investigation d6, Knowledge of +3) to Persuasion and
(Arca na) d6, K nowledge Streetwise rolls.
(Engineering) d6, Knowledge H e r o ’s Jour ney:
(Science) d6, Notice d8, Ulysses’ Hero’s Journey
Piloting d4, Repair d8, rol ls g ra nted h i m
Shooting d6, Streetwise (among other things
d6, Survival d4, Techno- already figured in)
Wizardry d10 the ability to reduce
Cha: +2; Pace: 6; Parry: 4; PPE expended by
Toughness: 9 (4) 1 whenever he gets
Hindrances: Enemy (Minor— a raise or higher on a
Black Market), Heroic, Quirk power use roll. He also gains
(Argues with machines), +2 to Streetwise, Survival, and
Overconfident Common Knowledge rolls related
Edges: Arcane Background to North America.
(Weird Science), Mr. Fix It Machine Maestro: +2 all
Powers (Weird Science): non-combat skills relating to
armor, burst, speed. PPE: 15 machines (bypassing security,
Gear: TW Advent ure picking locks, operat ing
Survival Armor (+4 vehicles, using sensors, etc.). +4
Armor, +2 Vigor versus if the item or device is Techno-
environmental effects), Wizard in nature. For combat-
TK Revolver, enhanced related checks, bonuses
(Range 1 2 / 2 4 /4 8 , become +1 and +2 respectively.
Damage 2d6+2, RoF Shadow Cloak: This item
1, AP 4, +1 Shooting, grants +2 to all Stealth
5 PPE), Tool Kit, checks, as well as the fear
Shadow Cloa k, and invisibility powers.