Adventurer Noble Savage – RPG Template

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The Noble Savage, raised far from civilization, is an outsider whose immense strength, closeness to nature, and physical prowess allows them to accomplish work as important members in the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game.

Example Character

CHARACTER NOTES

Archetype: Adventurer
Specialization: Noble Savage
BASIC STATISTICS
Strength: xxxx
Willpower: xxx
Resistance: xxxx
Essence: xxx
Hero Points: 7
Wounds: 00000 00|00
Piercing Wounds: 00000 00|00
SPECIALIST SKILLS
Wilderness Scrounger: xxxx
Construct Weapons: xxx
Spear combat: xxx
GENERAL SKILLS
Brawl/Hand to hand: xx
Tracking/Guide: xx
Snares: xx
Herbalism: xx
Break bonds: xx
Throw: xx
FLAW
Lack of social grace: -2x
SPECIAL ABILITIES
Athletics (Swim, Run, Jump, Climb): xx
Communicate with animals: xx
Tame Wild Beast: xx
Ride animals: xx
Stealth: xx
Too savage to bleed: xx
BASIC EQUIPMENT
Spear
Animal Hides
Medicine Bag (herbs)

SKILL NOTES

WILDERNESS SCROUNGER
The ability to find impossibly scarce resources in a wilderness area. Need a spark-plug? It can be found in the wreckage of a long-forgotten jeep or truck at the bottom of a ravine. Gold? Diamonds? Whatever is needed can be found, either on the remains of those who came before, or in the crashed wreckage of missing boats, planes, and land vehicles that came to an unfortunate end in the local area.
CONSTRUCT WEAPONS
The ability to create weapons from raw materials – flint knives, bow and arrow, spear. Any weapon so created that is used adds one to the appropriate combat skill of the user because of its craftsmanship and durability.
SPEAR COMBAT
The ability to fight using a spear in close quarters or throw it with accuracy.
BRAWL/HAND TO HAND
The ability to employ standard blows in combat, in this case inflicting an extra wound of damage due to increased strength.
HERBALISM
The ability to find and create remedies for poisons or heal light wounds (2 points maximum) from local plant life. In an urban environment, this can only be used where a large park or garden is available to provide the raw materials necessary.
STEALTH
The ability to move about without being detected, seen, or heard.
SNARES
The ability to create and conceal traps and snares (that will hoist an unwary victim off their feet and dangle them in the air) from vines, ropes or cables. The materials for the construction must plausibly be available to the character (either carried in a backpack, or hanging from trees, or lying around in the form of electrical cables, etc. within the immediate environment).
HIDE TRAIL OR SCENT
The ability to cover one’s tracks or hide one’s scent when being pursued by human or animal hunters.
TRACKING/GUIDE
The ability to always know where one is (above or below ground/water) and to pick up a trail and follow it (without getting lost).
BREAK BONDS
The ability to use their prodigious strength to break any bonds (snap ropes and cables, break chains and manacles) that are used to restrain the character.
THROW
The ability to throw an object with deadly accuracy.
ATHLETICS (Run, Swim, Climb, Jump)
The ability to engage in all manner of athletic feats at a high level. Jumping up to 15 feet. Climbing at twice normal speed. Remaining underwater for 6 to 8 minutes without suffering harm. Gaining an extra increment per turn during chases
SPEAK WITH ANIMALS
The ability to interrogate animals for information and give them simple commands –only available to Shaman and Noble Savage Characters.
TAME WILD BEAST
The ability to render a (non-sentient) wild beast docile. The animal cannot be given instructions but will stop and be docile while the effect is sustained. It does not work on wounded or mentally damaged animals. Neither does it work on swarms, insects, worms or other creatures of negligible intelligence (eg. below the level of a house cat or bird). At four dots in strength, this ability can permanently render a wild beast docile.
RIDE ANIMAL
The ability to ride, and control while riding, any animal of sufficient size to carry a human being (eg. Elephant, Pterodactyl, Velociraptor, Tiger, and Shark, as well as more traditional mounts such as horses). The animal must first have been tamed (see above if the animal is a normally wild beast).
TOO SAVAGE TO BLEED
When activated (BEFORE combat begins) the player gains the ability to survive an extra two wounds of damage before being killed or rendered unconscious.
LACK OF SOCIAL GRACE
A minus 2 penalty is experienced by anyone trying to engage in persuasion when this character is present in an urban environment due to their uncouth behavior. In primitive villages and wilderness environments, the penalty becomes a plus 2 bonus.

This character template and associated art is copyright © 2019 Philip Craig Robotham – All rights reserved.

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Adventurer Noble Savage – RPG Template

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