TEXT: By Eli Kurtz
  Archetypes
  
  Author
  Eli Kurtz
  Cover and Page Design
  Lord Zsezse Works
  Logo
  Elizabeth Galindorf
  Internal Artwork
  Eric Quigley
  Layout
  Eli Kurtz
  All unique characters, names, and locations, the Mythic Gazetteer logo, and the Blackwood logo are © 2017
  Mythic Gazetteer, LLC; DBA The Mythic Gazetteer. All Rights Reserved.
  The Mythic Gazetteer grants permission to print and distribute this document, in whole or in part, for personal
  use.
  For more information about this work, visit The Mythic Gazetteer at www.MythicGazetteer.com
  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.
  Archetypes
  
  Celebrant Maryan
  Even before he joined the Holy Church of Unity, Maryan knew the Unified god, Oruneal, was
  perfect beyond reproach. Maryan lived as a bravo in the melee lists (and briefly as a circus
  performer). No matter what, he always made time for his prayers each morning and night and
  only invoked Oruneal or His Supplicants out of respect.
  Since taking the red cloth of the Celebrant, Maryan works to bring all people into the
  folds of the faith, but also to bring people together regardless of religion. He does not prefer
  violence, despite his reckless youth. Celebrant Maryan knows there are those who corrupt his
  faith, but he will not be deterred from the virtuous path.
  Badge of Errantry: A Unified sunburst pendant, made of colored glass.
  Culture (Widelander): The Unified have brought together most of the Widelands’ many
  religious beliefs under a single god. Celebrant Maryan starts with a d6 in Knowledge (Religion)
  and penalties to spoken languages (a feature which doesn't appear in this introductory material).
  Game Statistics
  Attributes: Agility
  d8,
  Smarts
  d6,
  Spirit
  d8,
  Strength d6, Vigor d6
  Skills: Faith d8, Fighting d6, Knowledge (Music) d8,
  Knowledge (Religion) d6, Persuasion d6, Taunt d4,
  Throwing d6
  Charisma: 0(+2); Pace: 6; Parry: 6(1); Toughness: 7(2)
  Hindrances:
  Arrogant
  (Major;
  Old
  Bravo),
  Pacifist
  (Minor; Found Religion), Emotional (Minor; Challenger)
  Edges:
  Acrobat (Circus Kid)
  Arcane Background (Unified): Must channel power through
  badge or -2 to Faith checks
  Aspiring Student (J’Osudeau): a Widelander fighting school
  "Rocking Rhythm," adjacent allies gain +1 to Gang Up bonuses.
  Celebrant: +2 Charisma around Unified characters, and can use
  Persuasion vs. Spirit in Tests of Will
  Powers:
  Boost/Lower
  Trait
  (Hymn
  of
  Grace),
  Light/Obscure
  (Oruneal’s Light, Osudo’s Slumber), 15 power points
  Gear: Lancing Sword (Str+d6, 2/4/8, Parry +1), Skirt of Scales
  (Torso Armor +2), Lantern, Unified Bell, Waterskin, 15 silver pieces
  Agility
  d8
  Smarts
  d6
  Spirit
  d8
  Strength
  d6
  Vigor
  d6
  
  Dame Elsbeth Kirscholm
  (Lady Iron)
  As a Sentinel, Dame Elsbeth Kirscholm carries the Mandate of Justice, to uphold the Elder
  King's law and to help those in need. Known among errants as Lady Iron, Dame Elsbeth has
  done deeds of valor all across the Elder Kingdom for nearly 30 years. Lady Iron took the
  Sentinel's oath after 16 summers and didn't look back.
  Despite her age, Lady Iron is a physical powerhouse. Her Sentinel training may be
  strict, but it imbues her with authority and deadly skills. Outlaw, pagan, or ally, it makes no
  difference: Lady Iron will castigate anyone who disregards the Elder King’s laws.
  Badge of Errantry: The Sentinel’s heraldry, a gold lion on black and white field, upon a white
  tabard.
  Culture (Riverfolk): Dame Elsbeth grew up in the city of
  Span, known for its fighting arenas and many trade guilds.
  She begins with a d6 in Persuasion, the Brawny Edge, and
  the Zealot Hindrance.
  Game Statistics
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills:
  Fighting
  d10,
  Intimidation
  d6,
  Investigation
  d4,
  Knowledge (Battle) d6, Knowledge (Law) d6, Notice d6, Shooting
  d6
  Charisma: 0(+2); Pace: 6; Parry: 8(2); Toughness: 10(4)
  Hindrances: Heroic (Major), Vow (Major; Mandate of Justice),
  Zealot (Way of the Elder King)
  Edges:
  Brawny (No spring chicken, but...)
  Sentinel: +2 Charisma with any law abiding citizen.
  Worthy Student (Tortoise School): a sturdy fighting school
  "Patient Progress," extend +2 Parry bonus from the Defend
  action to 1 adjacent ally
  "Stalwart Sentry," gains +1 to Soak rolls, ignore 1 point of
  Wound penalties
  Gear: Falchion (Str+d6+2), Dagger (St+d4, 3/6/12), Buckler (Parry
  +1), Kettle Helm (Parry +1), Plate Corselet (Armor +4), Manacles,
  Whetstone, Ancestor Beads, 60 silver pieces
  Agility
  d8
  Smarts
  d6
  Spirit
  d6
  Strength
  d8
  Vigor
  d6
  
  Many Quills
  Rare’s the pagan that’ll turn his back on his wildland kin, but such a man is Many Quills. P’rhaps
  he can’t get clear of his own elven ties, but at least he can use ‘em against the sort that want to
  make elves lord over everyone.
  In his pagan days, Many Quills learned all the skills of life in the ‘Wood. Point o’ fact, he
  grew so close to the forest that he can’t stand to be away from it for long! He’s come to love the
  Elder Kingdom’s way o’ life, though none too many kingfolk are at ease ‘round his mangy self.
  Badge of Errantry: Two elven totems, each carved of strange, dark wood.
  Culture (Elfmarked): An elf lurks in Many Quills’ family tree. It’s given him the sharp feathers
  of a quillcrow in place of hair. He suffers a -2 penalty to Charisma, but he gains +4 to Vigor
  checks to endure harsh environments, and gains 5 extra power points for Arcane Background
  (Elven Pact).
  Game Statistics
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength
  d6, Vigor d4
  Skills: Fighting d6, Knowledge (Elves) d6, Notice d6, Stealth d8,
  Survival d6, Throwing d10
  Charisma: -4; Pace: 6; Parry: 6(1); Toughness: 5(1)
  Hindrances: Bumpkin (-2 Charisma), Forest Bond (Major; must
  spend 1 of every 24 hours perched in a tree; failure causes fatigue),
  Illiterate
  Edges:
  Ambidextrous, Two-Handed (Clever Hands)
  Arcane Background (Elven Pact): Suffer -2 to Spirit checks to
  cast unless using a totem. Charge powers at night, suffer fatigue
  if you fail a Spirit check.
  Leaf Step: Gain Wall Walker for 1 round when using the Run
  action. If in combat, can also make an Agility Trick as a free
  action.
  Powers: Beast Friend (Elf: Shadow Anchor), Bolt (Quillpate),
  Deflection (Elf: Just-Out-Of-Sight), 15 power points
  Gear: Antler Knife x2 (St+d6, 3/6/12, +1 Parry if dual-
  wielded), Spear x2 (St+d6, 3/6/12, Min. St. d6, Parry +1),
  Hide Armor (+1), Flask, Flint and Steel, Rope (10 ft.), 5
  silver pieces
  Agility
  d8
  Smarts
  d4
  Spirit
  d8
  Strength
  d6
  Vigor
  d4
  
  Owl Guntram
  Owl’s been a hunter his whole life, owing to his ancestor’s careful watch. Nothing pleases the
  ancestors like the little gestures, so Owl has quite a slew of things--no salt after lunch, crossing
  his heart whenever elves are mentioned--to ensure his ancestor’s favor.
  Once, on a dare, Owl shot an apple off a boy's head at a hundred paces. He can also lay
  cunning traps and makes a fine tracker. He can even staunch a wound in a pinch. All this takes
  time and care, so nothing ruffles Owl’s feathers like a surprise attack.
  Badge of Errantry: A cord necklace with six owl talons clasped together.
  Culture (Woodfolk): Like any good man or woman of the Wood, Owl keeps his ears open and
  his ancestors close. He gains a +2 bonus to Notice rolls involving hearing, and begins play with
  1 additional Benny.
  Game Statistics
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6,
  Vigor d4
  Skills: Climbing d4+2, Fighting d6, Healing d6, Notice
  d6(+2 Hearing), Shooting d10, Stealth d6+2, Survival d8+2,
  Tracking d8+2
  Pace: 6; Parry: 4; Toughness: 5(1)
  Hindrances: Big Mouth, Caution (Trapping Takes Time),
  Quirk (Superstitious)
  Edges:
  Blackwood Bowman: Half any range penalty using Aim. May
  make two Shooting attacks at a -2 penalty, or three Shooting
  attacks at a -4 penalty, although this is still considered a single action
  (roll a single Wild Die with his Shooting dice). These attacks cannot be
  combined with Aim.
  Trapper: On a successful Survival check (and with enough time), mimic
  blast, blind, entangle, havoc, or stun within a Small Burst Template. On a
  raise, victims suffer a -2 penalty to spot or avoid the trap.
  Woodsman (An Old Natural)
  Gear: Bow (2d6, 12/24/48, Min. St. d6), Quiver, Hatchet (St+d6 3/6/12),
  Dagger (St+d4, 2/4/8), Leather Armor (+1), Climbing Gear (Climbing +2
  when worn), Waterskin, Flint and Steel, Torch x4, Rope (20 ft.), Ancestor
  Beads, 9 silver pieces
  Agility
  d8
  Smarts
  d6
  Spirit
  d6
  Strength
  d6
  Vigor
  d4
  
  Sister Garnidt
  Classicist of Tales
  Some errants prefer to strike out into the Blackwood with sword and armor but not Sister
  Garnidt. Armed only with a lap fiddle and a voice that rings like a bell on the wind, she trusts in
  her ancestors and the Five Classics of Lore and Reason to keep her safe.
  Aside from a good library, there’s no place Sister Garnidt likes more than a tavern
  willing to hear a few tunes. She’ll strike up a conversation with anyone if there’s a story to be
  gained. In fact, it’s gotten her into trouble more than once.
  Badge of Errantry: A strand of wooden ancestor beads, with three beads carved of leafstone.
  Culture (Elderfolk): For all her exuberance, life in the mountains has made Sister Garnidt
  methodical and reverent, and her ancestors have taken note. She has a Pace of 5, but she gains +5
  power points for Arcane Background (Classics) and the Connections (Ancestors) Edge.
  Game Statistics
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6
  Skills:
  Fighting
  d4,
  Gambling
  d6,
  Knowledge
  (Classics)
  d8+2,
  Knowledge (Lore) d8+2, Persuasion d6, Streetwise d6, Taunt d8
  Pace: 5; Parry: 4; Toughness: 5
  Hindrances: Curious (Major; Anything For a Good Story)
  Edges:
  Arcane Background (Classics): Roll a natural 1 on a
  Knowledge (Classics) trait die (regardless of Wild Die) and
  you are Shaken.
  Connections (Ancestors): Sister Garnidt's ancestors will
  grant her an audience when her need is great.
  Scholar:
  Gain
  +2
  on
  Knowledge
  (Classics)
  and
  Knowledge (Lore) checks.
  Powers: Bolt (Music: Cutting Chord), Confusion (Music: The
  Branches That Blow), Dispel (Ancestor: Wise Old Bertha’s Bead),
  Summon Ally (Ancestor: Bead of Blue Fate), 20 power points
  Gear: Lap Fiddle, Dagger (St+d4, 2/4/8), Classicist
  Manuscript, Quill and Ink, Lantern, Ancestor Beads, 20
  silver pieces
  Agility
  d6
  Smarts
  d8
  Spirit
  d8
  Strength
  d4
  Vigor
  d6
  
  Verena
  (Red Bear)
  Verena’s mother and father died when she was young, and with no other family she went to the
  streets. She came to share an attic in a derelict building with a family of red bears for many
  years. Those mischievous mongrels taught Verena how to steal, fight, and move through the
  city. In fact, there's almost always one nearby, ready to cause trouble.
  Verena isn’t a bad person, but she’s got no qualms using her skills for personal gain.
  Under the guise of the masked figure Red Bear, she has lifted herself out of poverty and back
  into her old family home in Three Rivers. A town guard in Three Rivers nearly discovered her
  secret alias, so Verena intends to throw off the law by spreading news of Red Bear’s thieving
  abroad.
  Badge of Errantry: A mask of red silk, embroidered with a red bear’s muzzle.
  Culture (Riverfolk): Everyone takes to the city in their own ways. Red Bear learned to beg
  coins from strangers, to run across the rooftops, and to never turn down profit. Her Persuasion
  Skill begins at d6, and she gains the Acrobat Edge and Greedy Hindrance.
  Game Statistics
  Attributes: Agility d8, Smarts d8, Spirit d4, Strength d6, Vigor d4
  Skills: Climbing d8+2, Fighting d6, Lockpicking d8+2, Persuasion d6, Repair d4,
  Stealth d8+2, Streetwise d6, Taunt d6
  Pace: 7(d8); Parry: 6(1); Toughness: 5(1)
  Hindrances: Overconfident (Major), Greedy, Quirk (Unruly Pet)
  Edges:
  Acrobat (Red Bear's Run)
  Aspiring Student (Red Bear School): an agile fighting school
  "Way of the Twisted Branch," gain +1 bonus to Agility tricks, +1
  Pace, d8 running die.
  Leaf Step: Gain Wall Walker for 1 round when using the Run
  action. If in combat, can also make an Agility Trick as a free
  action
  Luck ("Someone's Watching Over Me!")
  Thief (Fleece-and-Burgle)
  Gear: Dagger (St+d6, 2/4/8), Hammer (St+d8), Dart x10 (St+d4,
  2/4/8, RoF 3), Quilted Silk (Armor +1, Parry +1), Clockpick Set,
  Grappling Hook, Silk Rope (30 ft.), 42 silver pieces
  Agility
  d8
  Smarts
  d8
  Spirit
  d4
  Strength
  d6
  Vigor
  d4
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Blackwood/Savage Worlds - Blackwood - Archetypes.pdf