TEXT: Characters
  
  1
  Archetypes
  These archetypes are Heroic rank characters, all 
  tricked out and ready to play. If you’re not sure what 
  you want to do, just grab one of these and start the 
  session already! Or use these as a starting point for 
  brainstorming your own character. You’ll find all 
  the Edges in the Savage Worlds rule book, in Savage 
  Suzerain, or in Noir Knights.
  Who are these guys? Well, feel free to come up 
  with your own background for them, but here’s one 
  possibility:
  Mrs. Amethyst
  The pretty young bride of Chaz “The Colt” Amethyst 
  had no idea what kind of life she was letting herself 
  in for when she married the notorious bank robber… 
  but she liked it. She liked it lots. She got a kick out of 
  the freewheelin’ lifestyle, no mistaking. Then the Feds 
  gunned Chaz down and captured her in Idaho, and 
  she was looking at a long stretch in a small cell. She 
  gambled her way out of jail, went on a wild spree… 
  and was captured again, by an agent like a bear of a 
  man. “Look,” he said to her, “why rot in prison when 
  you can work for us?” He flashed an SPA badge and 
  told her who he really worked for. With Chaz and his 
  money gone, a government pay check to rock and roll 
  seemed like a mighty fine idea.
  Mr. Flannigan
  To call the Flannigans farmers is like saying 
  Rockerfeller worked in a gas station. Young Flannigan 
  Junior hates the agricultural life and has grown up in 
  sophisticated, urban environments. But the old man 
  insisted ‘Junior’ went to Florida State University – a 
  family tradition – and there the youngster learned how 
  his family had done so well from wheat and corn. Better, 
  he turned out to be a talented Ruizologist in his own 
  right, which allowed him to wow his city friends with 
  dazzling ‘lightning parties’. Then Old Man Flannigan 
  died, and it was time for Junior to grow up. The Great 
  Depression hit the family farms and ranches hard and 
  even his weather-manipulation powers couldn’t stop 
  the dust devils taking their toll. But the government 
  has a division devoted to hunting those critters down, 
  and so Flannigan put the business in the safe hands of 
  his businessman brother and joined up with the SPA, 
  for the good of America and to save his father’s legacy.
  Mr. Shao
  They’d built the railroad through their blood and 
  sweat, and Shao wasn’t going to let any saboteurs 
  tear apart the results of his father and grandfather’s 
  hard work. Thousands of miles of railroad, the pride 
  of America, and the pride of the Shao family. He 
  wandered hobo camps, becoming more and more 
  one of them, ever-searching for the people who 
  would dismantle such a wondrous testimony to man’s 
  perseverance. And one day… one day the railwalkers 
  came to him and invited him in. Because, really, he was 
  one of them. Not because he lived in a cardboard city, 
  but because he believed in what they believed in. And 
  they showed him the mystical truth about their world; 
  they knew he had that ‘special something’ to be able to 
  handle it. Then they packed him onto the Sixty-Three 
  to D.C. and told him to go talk with a guy they trusted 
  in the government, to help from over there. He’d be 
  their voice in the SPA.
  Mr. Dolby
  Know how they ask you as a kid what you want to 
  be when you grow up? And you might say, “A pilot” 
  or some such, or maybe you just don’t know and don’t 
  care when there’s fun to be had rather than answering 
  fool questions. Well, Dolby always wanted to be a crime 
  buster; a cop initially, one who keeps his community 
  safe, not one of those starched collars who won’t step 
  in your neighborhood cause it’s where black folk live. 
  They told him to keep on dreaming. Well, later he read 
  about the way the government was setting up federal 
  task forces to fight crime, and he gave everything to 
  get accepted. And they took him. Bottom of the ladder, 
  having to work his way twice as hard as everyone 
  around him. But he did it, the perfect employee until 
  they gave him his own badge - and now he’s the perfect 
  career agent. They’ve assigned Dolby to some strange 
  unit in the SPA of all places, but that’s fine by him.
  Miss Herne
  The Filial Order of Saint James runs a small and 
  outwardly unremarkable string of churches in the 
  South. They’re community-focused and proud of their 
  evangelical nature. In these times more than ever 
  people need the strength of their faith. Sure, it’s half 
  way between Voodoo and mainstream Christianity 
  they preach, but it’s got a long heritage and Miss Herne 
  is proud to be a new priestess for them. Then the 
  Order got a call, from the government of all people, 
  and they were asking if someone could be spared to 
  join a special group of investigators. Right at once 
  her superiors suggested Herne, being young and 
  full of all that energy which goes down so well with 
  people in big cities. So these days she sees a lot more 
  of the supernatural underbelly of society than she was 
  intending. It’s all Bondye’s will, presumably.
  
  2
  Mrs. Amethyst, The Adventurer
  Attributes:  Agility d8, Smarts d8, Spirit d6, 
  Strength d6, Vigor d8
  Charisma: +1; Pace: 6; Parry: 5; Toughness: 7; 
  Pulse: 25
  Skills: Driving d6, Fighting d6, Gambling d8, 
  Notice d8, Persuasion d6, Shooting d10, Streetwise 
  d6
  Hindrances: Loyal, Overconfident, Poverty
  Edges: Ambidextrous, Fate’s Favorite, Hail Of 
  Bullets, Improved Dodge, Jack-Of-All-Trades, Luck, 
  Quick Draw, Sharp Shooter, Two-Fisted
  Gear: Normal clothing, formal clothing, pair of 
  Colt .38 Supers (Ranges: 12/24/48, Damage: 2d6, AP 
  1, semi-auto), $270
  Telesma: Golden ankh inset with a ruby
  Telesma Abilities: Allure, Protective, Telesma 
  Radio
  Mr. Flannigan, The Rain-maker’s 
  Son
  Attributes:  Agility d6, Smarts d12, Spirit d6, 
  Strength d6, Vigor d8
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6
  Skills: Boating d6, Ruizology d12, Fighting 
  d6, Healing d6, Knowledge (Meteorology) d6, 
  Knowledge (Agriculture) d4, Notice d6, Repair 
  d12, Shooting d6, Spellcasting d8, 
  Hindrances: Curious, 
  Loyal, 
  Rebellious 
  Telesma (Minor: the spirit in each cuff link fights 
  with the other)
  Edges: Gifted, Rich, Ruizologist, New Power 
  (x3), Patron God: Weather (Purify)
  Gifted Spells: Deflection, Light, Dispel
  Ruizology Spells: Bolt From The Blue, 
  Refraction Breach, Squall, Weather Working
  Gear: Fine business suit, Gladstone bag full of 
  spare parts ($100 worth), monogrammed butane 
  lighter, watch, camera, 12 exposures of film; $514
  Telesma: Gold cuff links inset with peridot
  Telesma Abilities:  Ability Synergy: Smarts, 
  Assistant, Pulse Battery
  
  3
  Mr. Shao, The Rail-maker’s Son
  Attributes:  Agility d10, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Charisma: 0; Pace: 6; Parry: 8; Toughness: 5
  Skills: Climbing d6, Fighting d8, Guts d6, 
  Lockpicking d6, Notice d6, Persuasion d8, Scribe d8, 
  Invoke Code d8, Stealth d6, Survival d8,
  Hindrances: Code Of Honor, Outsider (Chinese 
  Heritage), Quirk (always eats with chopsticks)
  Edges: Enabled, Danger Sense, Quick Draw, 
  Railwalker, Level Headed, Block, New Power, 
  Unreliable Narrator
  Enabled 
  Sigils: 
  Deflection, 
  Elemental 
  Manipulation 
  Railwalker Sigils: Good Luck, Hidden Stash, 
  Little Slice O’ Heaven
  Gear: Ragged overcoat with silk martial arts suit 
  underneath, decorative chopsticks (2 sets), lockpicks, 
  slender knife (Damage: Str+d4) $190
  Telesma: A jade ring on a leather strap
  Telesma Abilities: Ability Synergy: Agility, Spirit 
  Interaction, Assistant
  Mr. Dolby, The G-Man
  Attributes:  Agility d8, Smarts d8, Spirit d8, 
  Strength d6, Vigor d8
  Charisma: +2; Pace: 6, Parry: 6; Toughness: 7
  Skills: Driving d4, Fighting d8, Guts d4, 
  Intimidation d8, Investigation d4, Notice d6, 
  Persuasion d8, Piloting d4, Shooting d8, Streetwise 
  d4, Taunt d6, 
  Hindrances: Habit (Major: Tobacco), Loyal, 
  Quirk (Grumpy In The Morning)
  Edges: Connections (Bureau Rats), Hard To Kill, 
  Charismatic, Strong Willed, Nothing To See Here, 
  Marksman, Soul Of Lincoln, Fearsome Presence
  Gear: Standard issue federal agent’s suit, 
  handcuffs, Pony Sure Shot pistol (Ranges: 12/24/48, 
  Damage: 2d6+1, AP 1, revolver), field radio, Nash 
  1932 convertible; $20
  Telesma: Silver ring with a square tiger-eye inlay
  Telesma Abilities: Balm, Psychically Aggressive, 
  Protective
  
  4
  Miss Herne, The Itinerant Preacher
  Attributes:  Agility d6, Smarts d10, Spirit d10, 
  Strength d6, Vigor d6
  Charisma: 0; Pace: 6; Parry: 5 (1); Toughness: 5
  Skills: Faith (Bondye) d10, Fighting d6, Guts d6, 
  Healing d10, Knowledge (Religion) d8, Streetwise 
  d6, Taximancy d10, Tracking d6
  Hindrances: Fanatic, Phobia (Major: Heights), 
  All Thumbs
  Edges: Empowered, Taximancy, Command, 
  Natural Leader, Inspire, Hold the Line, New Power, 
  Patron God: Death (Wound Transfer)
  Empowered 
  Prayers: 
  Divine 
  Intervention, 
  Healing
  Taximancer Powers: Drudge, Filial Drudgery, 
  Loa’s Blessing
  Gear:  A drudge dog, normal clothes, robes of the 
  Filial Order, staff (Damage: Str+d4, Parry +1, Reach 
  1, requires 2 hands), taxidermy kit, first aid kit; $600
  Telesma: A pendant of cabochon rose quartz 
  inlaid on a silver cross
  Telesma Abilities: Forced Manifestation, Karma 
  Bank, Ward
  
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  Mrs. Amethyst, The Adventurer
  Female
  Human
  24
  d8
  d6
  5
  d8
  d8
  7
  d6
  6
  +1
  d6
  d6
  d8
  d6
  d10
  d6
  d8
  Ambidextrous
  25
  60
  Loyal, Overconfident, Poverty
  Colt .38 Super (2)
  Normal Clothing
  Formal Clothing
  $270
  Luck
  Agility d8
  Quick Draw
  Two-Fisted
  Smarts d8
  Gambling d8, Notice d8
  Dodge
  Sharp Shooter
  Veteran Improved Dodge
  Smarts d10
  Jack-Of-All-Trades
  Shooting d10
  Hail Of Bullets
  Fate's Favorite
  Allure
  Protective
  Telesma Radio
  12/24/48
  2d6
  
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  Mr. Flannigan, the Rain-Maker's Son
  Male
  Human
  27
  d6
  d6
  5
  d12
  d8
  6
  d6
  6
  0
  d6
  d6
  d6
  d6
  d6
  d12
  d6
  d12
  d6
  d8
  Meteorology
  Agriculture
  Spellcasting
  Smarts d8
  Ruizology
  25
  60
  Curious, Loyal, Rebellious Telesma (Minor: the spirit in 
  each cuff link fights the other)
  Fine Business Suit
  Gladstone bag full of spare parts
  Monogrammed butane lighter
  Watch
  Camera
  12 exposures of film
  $514
   Deflection
   Light
  Dispel
  Bolt From The Blue
  Refraction Breach
  Squall
  Weather Working
  Gifted
  Rich
  Smarts d10
  Repair d8, Spellcasting d8
  Ruizologist
  Smats d12
  New Power
  Boating d6, Ruizology d6
  New Power
  Ruizology d8, Notice d6
  Repair d10, Ruizology d10
  Repair d12, Ruizology d12
  New Power
  Patron God: Weather (Purify)
  Assistant
  Synergy: Smarts
  Pulse Battery
  3+
  2
  1
  3
  4
  4
  2
  Special
  Touch
  Touch
  Smarts
  Smarts
  Smarts
  Special
  3 (1/round)
  3 (1/round)
  3 (1/round)
  10 minutes
  Instant
  Instant
  3 (1/round)
  Summons a spirit
  Creates a deep storm around the user
  Controls the weather
  Misdirects enemy attacks
  Creates a light source
  Negates enemy powers
  Calls a bolt of lightning
  
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  Mr. Shao, The Rail-Maker's Son
  Male
  Human
  32
  d10
  d6
  8
  d8
  d6
  5
  d8
  6
  0
  d6
  d8
  d6
  d8
  d8
  d8
  d8
  d8
  d8
  d8
  Scribe
  Agility d8
  Invoke Code
  25
  60
  Code of Honor, Outsider (Chinese Heritage)
  Quirk (Always eats with chopsticks)
  Slender Knife
  Ragged overcoat 
  Silk martial arts suit
  Decorative chopsticks (2 pairs)
  Lockpicks
  $190
  Deflection
  Elemental Manipulation
  Good Luck
  Hidden Stash
  Little Slice O' Heaven
  Enabled
  Danger Sense
  Smarts d8
  Quickdraw
  Survival d8, Lockpicking d6
  Railwalker
  Spirit d8
  Fighting d8, Invoke Code d6
  Invoke Code d8. Persuasion d8
  Persuasion d6, Scribe d8
  Level Headed
  Block
  New Power
  Unreliable Narrator
  Ability Synergy: Agility
  Spirit Interaction
  Assistant
  Str+d4
  2
  2
  1
  4
  1-5
  Touch
  2 x Smarts
  Touch
  Touch
  Self
  3 (1/round)
  Instant
  1 minute
  Until revoked
  3 (1/round)
  Surrounds the user with an illusion
  Misdirects enemy attacks
  Manipulates earth and stone
  Target gains 2 Karma
  Stores Pulse for later use
  
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  Mr. Dolby, The G-Man
  Male
  Human
  30
  d8
  d6
  6
  d8
  d8
  7
  d8
  6
  +2
  d4
  d8
  d4
  d8
  d4
  d8
  d4
  d8
  d4
  d6
  d6
  Spirit d8
  25
  60
  Habit (Major: Tobacco), Loyal, Quirk (Grumpy in the
  morning)
  Pony Sure-shot
  Standard issue federal agent's suit
  Handcuffs
  Field radio
  Nash 1932 convertible
  $20
  Connections (Bureau Rats)
  Hard To Kill
  Agility d8
  Charismatic
  Fighting d8, Persuasion d6
  Smarts d8
  Strong Willed
  Intimidation d8, Shooting d6
  Vigor d8
  Persuasion d8, Shooting d8
  Marksman
  Soul of Lincoln
  Nothing To See here
  Fearsome Presence
  Balm
  Psychically Aggressive
  Protective
  12/24/48
  2d6+1
  AP 1, revolver
  
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  Miss Herne, The Itinerant Preacher
  Female
  Human
  26
  d6
  d6
  5(1)
  d10
  d6
  5
  d10
  6
  0
  d6
  d6
  d8
  d6
  d10
  d10
  Religion
  Taximancy
  Spirit d8
  Faith (Bondye)
  25
  60
  Fanatic, Phobia (Major: Heights), All Thumbs
  Staff
  Normal clothes
  Robes of the Filial Order
  Drudge Dog
  Taxidermy kit
  First aid kit
  $600
  Divine Intervention
  Healing
  Drudge
  Filial Drudgery
  Loa's Blessing
  Empowered
  Command
  Smarts d8
  Taximancy
  Natural Leader
  Spirit d10
  Inspire
  Hold The Line
  Smarts d10
  Faith (Bondye) d10, Taximancy d6
  Healing d10, Taximancy d8
  Knowledge d8, Taximancy d10
  New Power
  Patron: Death (Wound Transfer)
  Ward
  Karma Bank
  Forced Manifestation
  Str+1d4
  Parry +1, Reach 1, Two-Handed
  4
  Special
  3
  Special
  1/Target
  Self
  Touch
  Spirit
  Spirit
  Spirit
  Special
  Instant
  1-24 Hours
  3 (2/round)
  6 (1/round)
  Allies use her Spirit instead of their own
  Adds new Edges
  Restores health
  Builds a drudge servant
  Allies no longer suffer wound penalties
  
  10
  Credits
  Words: Curtis and Sarah Lyon
  Edits: Miles M. Kantir
  Illustration: Chaz Kemp
  Layout: Cat McDonald
  We Bring Worlds To Life
  This document is copyright Savage Mojo Ltd 2010. All rights reserved. It is for personal use only, and may be printed for 
  personal use. It may not be modified, distributed or sold without written permission.
  version 1.savage100402
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Suzerain/Savage Worlds - Suzerain - Noir Knights - Characters.pdf