Thursday, June 1, 2017

Savage Worlds: Gauntlet

Our apologies to Merlin for being cutoff in this pic.

Feeling a little bit nostalgic recently and spent sometime looking up information about the 'Gauntlet' video game that I remember being on my Nintendo. Of course, when looking up an eye-rollingly odd concept such as: "Wouldn't it be cool to dungeon delve the Gauntlet dungeon?" I think of Savage Worlds. Which easily hosts a lot of crazy ideas. So! Below are the suggested stats for the next GM Who wants an old fashion dungeon delve while playing the Gauntlet theme.

Thor
(0 XP; Human Barbarian)

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d6
Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d4, Shooting d4, Survival d4, Swimming d6, Throwing d6
Traits: Pace: 6; Parry: 6; Toughness: 8 (2 - Chain Armor)
Edges: Brawny, Martial Artist
Hindrances: Clueless, Illiterate, Loyal

Battleaxe: Dmg: Str + d8; S: 2-handed.

Throwing Axe x2: Dmg: Str + d6; R: 3/6/12

Unarmed: Str + d4

-Thor is a Barbarian of the North and has come to the Gauntlet to prove himself to his elders. His savage upbringing has shown that he is out of touch with others and not the most literate, but he is strong and loyal.

-Thor likes to bring blunt force to the fight by using his two-handed axe. The treasure he covets are magical or ancient weapons.

Thyra
(0 XP; Human Valkyrie)

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Intimidation d6, Notice d6, Shooting d4, Swimming d6, Throwing d6
Traits: Pace: 6; Parry: 7 (M. Shield); Toughness: 9 (2 - Chain)
Edges: Brawny
Hindrances: Code of Honor, Loyal, Stubborn

Shortsword: Dmg: Str + d6

Spear: Dmg: Str + d6; S: Reach 1

Spear (Thrown): Dmg: Str + d4; R: 3/6/12

-Thyra is a representative of the Valkyire clan that is housed within the Crownguard Mountains. These women are renowned for their smithwork, martial prowess, and loyalty to whoever they hire on to serve. They are known to have dealings with both the Barbarians of the North and the civilization in the southern lands. Thyra has come to the Gauntlet to find Valkyrie artifacts.

-Thyra has the highest parry and toughness due to her combination of brawny, shield, and armor. Her interest within the dungeon is to find magical armor and to protect her sworn charge Merlin, the Magician.

Merlin
(0 XP; Human Wizard)

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d4
Skills: Climbing d4, Fighting d4, Healing d6, Know (Arcana) d8, Know (History) d6, Notice d8, Spellcasting d8, Stealth d4, Survival d4, Swimming d4, Taunt d6
Traits: Pace: 5; Parry: 4; Toughness: 4
Edges: Arcane Background (Magic), Power Points, Wizard
Hindrances: Elderly, Quirk, Outsider
Power Points: 15 / Powers: Armor, Bolt, Detect/Conceal Arcana

-Merlin is a member of the Arcane College in the southern lands. He is knowledgeable in matters of the Arcane and in ancient history of the Known World. He was the first to decipher to location of what is now known as 'the Gauntlet'.

-As both a Mage and an Elderly party, Merlin has eschewed both melee or ranged skill for magical power. His lightning bolts can strike up to 3 targets or can make a single, heavy attack against an unlucky target. He does have Mage Armor, but it is not recommended to allow a creature to get close.

-His interest in the Gauntlet is acquiring magical objects (rings, necklaces, and gems) and magical tomes (spellbooks and the like). As part of the deal, he has agreed to help find and identify magical items they bring to him to the best of his ability. Is eager to help Thyra, since she's his contracted bodyguard.

Questor
(0 XP; Elven Scout)

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Lockpicking d6, Notice d6, Shooting d8, Stealth d6, Survival d6, Swimming d4, Tracking d4
Traits: Pace: 6; Parry: 5; Toughness: 5 (1 - Leather Armor)
Edges: Quick, Low Light Vision
Hindrances: All Thumbs, Quirk, Loyal, Small

Dagger: Dmg: Str+d4

Shortsword: Dmg: Str+d6

Elven Bow: Dmg: 2d6; AP: 1; R: 15/30/60


-Questor is an Elf native to the Eldaglass Woods in the southern regions of the Known World. The Elves are something of an reclusive race, an autumn folk who are protective of what little they have. With the finding and opening of the Gauntlet, Questor has appeared to press Elven rights to certain magical items. To that end, he has offered to help the first party to go into the Gauntlet (the 3 Humans above).

-As an Elf. He isn't the strongest, but he is quick, and emphasizes a bow and range combat over all of the melee and magic. He also has a good Stealth and Notice ability to move ahead and search out trouble. He also has the ability to pick locks and handle traps.


2 comments:

  1. So I'm trying to figure out how to run this for next month and I'm wondering how you'd run the spawn points for monsters?

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    Replies
    1. Hey Karlen!

      If I recall, the spawn points were bones that produced ghosts. I'm not sure I'd run them as constantly spawning ghosts. Instead, I'd perhaps have the spawnning ghost a single event. Say a ghost warrior spawns that the party has to fight. He's kind of tough but when he's slain his spirit flees back into the bones. Merlin gets a dramatic task (Magic -2) to excise the bones and permanently defeat the spirit.

      Whenever the spirit is slain before the bones are excised, roll a die or keep secondary deck. If using a die, roll it either out front or in secret. That die represents how many rounds it'll take for the spirit to regenerate and fight again. If it's a card draw, draw 1 card every round. If a Club comes up, the spirit spawns and has to be fought.

      Hope that helps give some ideas!

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