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Credits

WRITTEN & DESIGNED BY Erica Balsley


EDITING BY Brian Reeves
ART DIRECTION BY Alida Saxon
INTERIOR GRAPHIC DESIGN BY Karl Keesler
LAYOUT BY Jessica Rogers
COVER ART BY Von Cabert
INTERIOR ART BY Alida Saxon, Aaron Acevedo, Brian Reeves, Jon Taylor

A V AGE
S

WO S
AD
VEN
R L D N
T IO
T U R E EDI

SAVAGE WORLDS CREATED BY SHANE LACY HENSLEY

Savage Worlds, all unique characters,


creatures, and locations, artwork,
logos, and the Pinnacle logo are
©2022 Great White Games, LLC; DBA
Pinnacle Entertainment Group.

WWW.PEGINC.COM
One Foggy
Krampus Eve
Krampus, a former companion of Santa Claus,
has tricked his former master and sealed him
inside an icy cave as part of his insidious plot Setting Rules
to become the new Father of Christmas. But The tone of this adventure is intended to
his mistake was seizing a group of children to resemble an animated Christmas TV special
transform into warriors! It’s up to the young from days gone by. While the kids are in
heroes to rescue Santa Claus and put an end harm’s way, they aren’t in mortal danger. To
to Krampus and his scheme. reflect this, use the following House Rules.
Improvised Weapons: Kids are lucky
Background and adaptable. They may use improvised
Krampus is a fiendish creature that once weapons without any negative modifier. The
worked with Santa Claus as a deterrent for Improvisational Fighter Edge (see Savage
naughty kids. However, Krampus went Worlds) is not available in this scenario.
behind Santa’s back and started actually Nonlethal Damage: Treat all damage as
punishing children who misbehaved. Santa non-lethal. An Incapacitated hero simply falls
finally caught him trying to alter the Big unconscious and is out of the fight until she is
List of naughty and nice children in order to healed or can recover.
give himself more targets. That was the last Winter Wonderland: Characters do
straw. Using the Wand of the Winter Winds, not need to roll Vigor in the chilly arctic
Santa sealed Krampus in an icy cave in the environment as long as they are wearing
Mountains at the End of the World. A century winter clothing (such as the hats, boots, and
later, the North Pole began to grow warmer, coats found in the Workshop). Incapacitation
freeing Krampus from his frozen tomb. He from cold doesn’t cause death, and the hero
swore vengeance on his former master. may roll again every hour after he naturally
Late one night, he crept into the Workshop recovers a level of Fatigue.
and stole the Wand of Winter Winds and
captured two of Santa’s elves. He left a note
for Santa, telling him of the theft and daring
Krampus took over the Workshop. The North
him to come to the cave for a final showdown.
Pole was finally his to rule.
Unfortunately for the benevolent Santa Claus,
it was a trap. When Santa entered the cave to That Christmas Eve, Krampus flew across
free the elves, Krampus sealed the entrance the world and abducted several children —
with a wall of ice. With Santa out of the way, the heroes. Lulling them into a deep slumber,
he stuffed them into his burlap bag and took
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them back to the now bleak and unhappy of a picture window. Outside the window
North Pole to turn them into an army of is a vast snowfield with mountains in the
evil henchmen. distance. On the desk is a huge scroll, an old
SAVAGE WORLDS

The heroes wake up imprisoned in Santa’s fashioned inkwell, a quill pen, and several
Office, wearing only pajamas. They have to candles. Across from the desk are double
escape and find the imprisoned elves. The doors with golden handles. The entire room
elves know where Santa is trapped, but is festooned with garlands, tinsel, wreaths,
freeing him requires the Wand of the Winter and other assorted Christmas decorations.
Winds, which Krampus keeps with him at all Give the players a moment to introduce
times. The kids must steal the wand from him, their characters. Let the players decide if they
then travel to the cave in the Mountains at the are all schoolmates or strangers. Then read or
End of the World. But Krampus is not about paraphrase the following:
to let a gang of brats steal his victory out from
Some of your memories are starting to come
under his long, crooked nose!
back. You were awakened soon after going to
sleep by someone in your bedroom. At first you
Part 1: Naughty thought it was your mom or dad checking in on
you until you saw the figure’s glowing eyes, red
or Nice face, and long horns! Before you could scream,
the horned figure hissed “Sleep!” That’s the last
thing you remember before waking up here.
Read or paraphrase the following:
It’s Christmas Eve. Although you were Santa’s Office
initially far too excited to even think about sleep,
Poking around, the kids discover the scrolls in
your parents finally got you off to bed and you
the latticework contain the life story of every
fell asleep dreaming about the wonders of the
child on the planet who currently believes in
coming day.
Santa Claus, sorted by last name. These magic
Suddenly you wake up, stiff and sore, and
scrolls are about three feet long each, but still
immediately realize you are no longer in your
contain a child’s entire biography.
bed! You and several other children are wrapped
up inside a rough burlap sack. You don’t know The big scroll on the desk is the Big List,
where you are or how you got here, but you Santa’s “naughty and nice” list with which he
do know you’re cold, scared, and that this keeps track of a child’s behavior. It is written
is no dream… in a very fancy script, and every instance
of “nice” has been harshly crossed out and
First things first: the kids must escape the replaced with “naughty” written in crude,
burlap sack. As they have plenty of time, the jagged block letters. Like the biographical
risk here is doing so without pummeling one scrolls, the Big List magically contains all the
another. This is a Multi-Person Dramatic Task information it needs to contain despite being
requiring only two Tokens per hero. They only about 10 feet long.
can earn Tokens with Thievery (loosening
The doors are locked, and one of Krampus’
the knot from within), Notice (spotting a
loyal tin soldiers stands guard on the other
small hole to expand), Strength (ripping the
side. Forcing open the doors doesn’t require
burlap), or any other suitable skill. If they
a roll, but awakens the tin soldier. Otherwise,
fail the Dramatic Task they still wriggle free,
a Notice roll turns up a set of spare keys in
but everyone takes Fatigue from Bumps
the top drawer of the desk. Anyone who
& Bruises.
specifically says they are searching the desk
Once the kids escape the burlap sack, they drawers automatically finds the key.
can get a good look at their surroundings.
„ TIN SOLDIER (1): See page 9.
This large room resembles a rustic log cabin.
Support beams are painted to look like candy
canes, and one wall contains a latticework of
scroll tubes labeled A through Z. A large desk
and comfy-looking red velvet chair sit in front
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Exploring the Workshop Part 2: Santa
The workshop is a “T” shaped building, with
Santa’s office on the right side of the “T” and Claus Lane
an entry foyer across from it. A coat rack near

One Foggy Krampus Eve


the entry foyer holds elf-sized coats, hats, and
Outside the Workshop, the kids enter the
boots, just the right size for the heroes.
arctic environment of the North Pole. The
The bottom part of the “T” is an immense night sky is lit by the eerie glow of the aurora
workshop with rows of long work tables and borealis blazing blue and green overhead. It’s
benches — sized for someone very small — very cold, and a heavy snow is falling.
littered with various woodworking tools and
Despite the lack of light (this time of year
partially-constructed toys. The room is dimly
the sun never rises), it is only Dim (–2) out
lit by old-fashioned kerosene lamps, yet it is
here because of the aurora borealis and lamps
dark and cold. A chill wind and snow blow in
on the buildings. The kids easily see four
through a broken window.
buildings arranged in a rough square about
Various tools and toys in the warehouse can 60” (20 yards) across. Aside from the huge
work as Improvised Weapons — hammers, T-shaped workshop behind them, to their
chisels, screwdrivers, wooden posts. left is a fancy, Victorian-style house with a
Handfuls of nails or jacks can be scattered on big wrap-around porch. It is decorated for
the floor, creating Difficult Terrain in a Small Christmas, only the decorations are shredded
Burst Template. and in disarray and the house is dark. Directly
Lurking in here is Gutbug the goblin, across from the kids is a long, low building
one of the Clan Filthfoot goblins recruited almost completely buried by ice and snow.
by Krampus to replace the workforce of To the right is a small, steep-roofed house
stubborn arctic elves. Gutbug heard the with a lone candle burning in a window on
kids moving around the building, and is the second floor. Dead center between all of
now trying to escape and warn Krampus. If the buildings is an ice-draped sign shaped
he succeeds, Krampus sends goblins (one like a candy cane that says “NORTH POLE.”
per hero) after the kids with instructions to The temperature outside is well below
capture them and lock them in the coal bin in freezing. Unless the kids are bundled up
the cellar of Santa’s House (this the fate of any in the elves’ coats, hats, and boots from the
kid captured by goblins or tin soldiers during workshop, they are subject to the effects of
the course of the adventure). cold weather (see Savage Worlds). All outside
If Gutbug is interrogated, he does his best to locations are considered Difficult Ground
lie. He’s cowardly, however, so if threatened due to deep snowdrifts.
he spills his guts immediately: The old house is Santa’s house. The low,
• Krampus has captured Santa Claus and snowbound building is the reindeer stable,
locked him away for good. He stole Santa’s and the building with the candle is the elf
“Wand of the Winter Winds” and now barracks. These locations are described in
Krampus runs the North Pole! greater detail below.
• Krampus has claimed Santa’s house for If Gutbug escaped, a Notice (+2) roll spots
himself, trapping Ms. Claus with him. his tracks leading through the snow straight
• The elves refused to work for Krampus to Santa’s house. By now he has warned
and barricaded themselves inside their Krampus, so any goblins in the compound
barracks. are on alert.
• The flying reindeer have been sealed inside
Should the kids head directly to Santa’s
their stables so they’ll starve — then be a
house to confront the Krampus, they are
tasy meal for the goblins!
likely to be in for a fight. The Krampus has
Gutbug has an iron key to the coalbin on a
goblins with him and may have been warned
chain around his neck.
about them by Gutbug. Even if the kids take
„ GUTBUG: Use the goblin profile on page them by surprise, it won’t be an easy fight.
9, but give him Persuasion d6. Their best bet is to acquire some allies…
5
All twenty of the elves barricaded
The Elf Barracks themselves in their barracks and believe
This building looks like an A-frame ski lodge Santa Claus will rescue them, so they haven’t
SAVAGE WORLDS

built to child scale. It is two stories tall, with tried to interfere with Krampus, his goblins,
a sharply angled roof. All of the windows are or the tin soldiers. In the meantime, being
shuttered, except for one dormer window workaholics, they’ve been building toys using
on the second floor which bears a single lit what few tools are available in the barracks. If
candle. Before the door stands a pair of tin the kids do anything to identify themselves
soldiers festooned with icicles. as human children, the elves begin removing
the barricade from the door (this takes them
This is where the elves live, as hinted by
1d4 + 1 rounds).
the structure’s scale. The elf barracks are
guarded by the two tin soldiers outside When the coast is clear, the elves share what
and another inside, which “activate” when little they know:
any kid approaches within 6” (12 yards) of • Krampus once helped Santa, but was sealed
the building. away when he started tormenting kids.
The door is barricaded from within. If the Somehow he escaped and has taken over.
tin soldiers have been Incapacitated, pushing • Somehow, Krampus stole Santa’s Wand of
open the doors just takes some time and the Winter Winds, a magical wand which
elbow grease. If attempted in a hurry, it can create icy wind and snow.
requires an Athletics (–4) roll, dealing Fatigue • Mrs. Claus is trapped in Santa’s house,
from Bumps and Bruises on a Critical Failure. though they don’t know where.
Alternatively, the log-cabin construction • Santa is rescuing a pair of lost elves. When
allows the kids to climb to the unlocked he gets back he’ll take care of Krampus and
dormer window with no roll, but another tin everything will go back to normal.
soldier visibly stands duty on the other side. The elves are Cooperative toward the kids, but
consider themselves nearly useless in a direct
fight. Improving their Reaction to Helpful can
convince the elves to march against Krampus.
Otherwise, the only things the elves can offer
are cold weather clothing and tools to use as
Improvised Weapons.
„ TIN SOLDIER (2): See page 9.

The Reindeer Stables


This long, shed-like structure is almost
completely buried by snow drifts, preventing
access to the large doors on both ends.
Something heavy is pounding on the walls
inside. A lone tin soldier mindlessly patrols
the stables, marching a circle around it in a
path of its own making.
Until it is dealt with, the soldier prevents
the kids from simply digging away the snow,
a task which takes the better part of an hour.
The kids are the right size to slip through a
rooftop chimney, though. With the snow
drifts providing easy access ot the roof, this
requires only a Stealth roll to avoid alerting
the tin soldier.
Inside are the most of famous flying
reindeer: Dasher, Dancer, Prancer, Vixen,
Comet, Cupid, Donder, and Blitzen. Only
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Rudolph is missing (he was sealed away
with Santa —see Snowed In below). Though The Wand of the
spooked, the reindeer are Friendly. The
loud noises were caused by Dasher, who Winter Winds
has been kicking the stable doors in a vain The Wand of the Winter Winds is a

One Foggy Krampus Eve


attempt to escape. The stable also contains a supernatural item that resembles a
garage for Santa’s immense red sleigh, and a crystal-clear foot-long icicle. It is cold to
variety of tools such as rakes, buckets, shovels, the touch, but not painfully so. The wand
pitchforks, and the like. only has one rightful owner—Santa—and
Unlike the passive elves, the reindeer are it provides anyone who holds it a mental
ticked off and more than willing to cross sense of his location.
antlers with the vile usurper and his goblin The wand contains 20 Power Points
cronies — as soon as they can be freed from when fully charged. Users activate the
the stable. Once this happens, most of the wand by using Occult (in which the kids
reindeer take to the sky and begin an aerial are likely Unskilled). It has the following
search for their master. Prancer and Dasher powers: barrier (ice wall), bolt (icicles), blind
instead want to go after Krampus, and do (iceblink), burst (blizzard), entangle (block of
whatever they can to communicate this ice), elemental manipulation (enchantment),
to the kids. and havoc (icy gust).
The wand recharges all its Power Points
Santa’s House if buried in snow for one hour.
This is a large Victorian-style house with
a wrap-around porch. It was once gaily
decorated for Christmas, but now the
wreaths are shredded and the garland has the goblins reside, since it’s the only place
been mostly torn down and is hanging in that even remotely reminds them of their
tatters. The house is completely dark and subterranean home. There are several messy
looks foreboding. cots scattered about, along with half-eaten
The interior is decorated with antiques, meals and other clutter left by the unhygienic
overstuffed chairs, and fancy furnishings. goblins. In one corner is the coal bin, where
There’s a large library, dining room, and the goblins imprison anyone they capture for
parlor on the main floor, with several their master. The coal bin is locked from the
bedrooms upstairs. Nearly every room has a outside, requiring a Thievery roll to open. A
fireplace—though none are currently lit. kid who is locked in the coal bin can try to
escape with an Athletics roll, though this will
The parlor is the largest room in the Claus
most certainly attract attention. Gutbug has
home. It has a huge bay window overlooking
the key to the coal bin, unless the kids took
the workshop and elf barracks, a massive
it from him.
fireplace, comfortable chairs, a sofa, and a
loveseat. An old hand-operated phonograph
sits on a table near the fireplace, along with
a collection of Christmas music on thick wax
records. To the other side of the fireplace
is a toppled Christmas tree, most of the
ornaments scattered and broken all over the
ground. Krampus is using the parlor as his
throne room, and has moved Santa’s favorite
chair against one wall to serve as his literal
seat of power. The “throne” is flanked at all
times by two tin soldiers.
Downstairs is the cellar, a dark, cold,
and musty room stacked with boxes, old
clothes, and other bric-a-brac. This is where

7
Run this chase as a nonlethal Quick
Part 3: Battle for Encounter. Since the reindeer are faster than
Krampus, they make their rolls at +1.
the North Pole
SAVAGE WORLDS

Success means they arrive at their


destination ahead of Krampus, granting them
just enough time to deal with the cave-in
Unless Krampus has been warned by Gutbug,
before he arrives. Failure means they must
he isn’t expecting any trouble. He is sitting on
face Krampus in one final showdown outside
Santa’s “throne” in the parlor, gloating over
the cave where Santa is trapped!
his success, with several goblins fawning at
his feet. Mrs. Claus is locked in an upstairs Snowed In
bedroom guarded by another goblin.
Following the directions given by the Wand
If Krampus was warned, he moves Mrs. of the Winter Winds, the reindeer soar over
Claus downstairs, threatening to freeze her the frozen lands of the North Pole for almost
with the Wand of Winter Winds as a last a half hour before descending near the top of
ditch ploy. a snow-capped mountain. At the foot of a cliff
Krampus delights in inflicting pain, and is a massive mound of ice and snow.
cackles with glee at the kids’ attempts to Behind this icy debris is the cave in which
oppose him. He has no mercy, no conscience, Santa, Rudolph, and two elves are held
and no compunction against fighting prisoner. A single use of the Wand of the
children. Of course, being a stereotypical Winter Wind’s burst or havoc powers is
megalomaniac, Krampus can’t help but enough to move the blockage. Otherwise
gloat about his success in trapping Santa and the kids will need to do it themselves. This
abducting the kids. He tells them outright laborious task can’t be done in a hurry. If
that his plan is to corrupt them into cruel Krampus is still in pursuit, he arrives before
child warriors— the “Krampus-kinder.” they can finish.
In order to free Santa, the kids have to get
the Wand of the Winter Winds away from Conclusion
Krampus. They can easily see it: it’s about a
foot long and looks like a crystal-clear icicle Once Santa is free, it’s all over for Krampus.
thrust through his belt. He won’t use it on the He can’t take Santa in a fair fight on a good
kids unless things become desperate. day, especially if Santa has the Wand of the
Winter Winds. Upon defeating Krampus,
During the battle, any freed reindeer and
Santa seals him up again in the ice cave,
recruited elves engage with the goblins,
vowing to return and deal with him more
allowing the heroes to focus on Krampus and
thoroughly after the kids have been returned
his tin soldiers.
safely home.
„ GOBLINS (3 per hero): See page 9.
Santa lets the children keep the toys they
„ TIN SOLDIERS (2): See page 9. found in the workshop. He also presents
D KRAMPUS: See page 10. them each with a snow globe they can use to
contact him should they ever need his help.
The Mountains at the It is still Christmas Eve, however, and Santa
has a job to do! As their last reward, he lets the
End of the World kids ride along with him on his delivery run
As soon as a kid gets her hands on the Wand and drops them off at home. If the kids check
of the Winter Winds, one of the reindeer flips their alarm clocks, they notice that hardly any
her onto his back and takes to the air. The time at all has passed. In fact, if it weren’t for
wand tells the kid holding it where Santa is their new snow globe, they’d have a hard time
located. If able, the other reindeer follow suit, believing it wasn’t all some crazy dream…
taking one hero each. Krampus can also fly,
so if he’s still in the fight he takes to the sky
in pursuit, bellowing in rage.

8
Attributes: Agility d8, Smarts d6, Spirit d6,
Allies and Strength d4, Vigor d6
Skills: At h l e t i c s d6, Common
Adversaries Knowledge d4, Fighting d6, Notice d6,
Persuasion d4, Shooting d6, Stealth d8,

One Foggy Krampus Eve


Taunt d6, Thievery d6
Tin Soldier Pace: 5; Parry: 5; Toughness: 5 (1)
Hindrances: Greedy (Major), Mean
Tin soldiers are animated objects, giant toys
Gear: Knife (Str+d4), bow (Range 12/24/48,
that have been corrupted by the Krampus
Damage 2d6), leather armor (+1).
and now serve him. They resemble clichéd
Special Abilities:
tin soldiers painted with red jackets, white
„ Infravision: Halve penalties for
pants, black boots, and tall black hats. Their
Illumination when attacking warm targets.
smiling faces have been painted with “angry
„ Size −1: Goblins stand 3–4 ft. tall.
eyebrows,” making them look as if they are
scowling with malevolent glee. Arctic Elf
Attributes: Agility d4, Smarts d4(A), Spirit d6, Arctic elves, also called “tinker elves,” are a
Strength d6, Vigor d6 race of diminutive folk who dwell in secluded
Skills: Athletics d6, Fighting d6, Notice d4, valleys and underground complexes far to
Shooting d6, Stealth d4 the north. Their origin and history unknown,
Pace: 6; Parry: 5; Toughness: 6 (1) arctic elves are the rarest and most reclusive
Gear: Pop gun (Range 3, Damage 1d4+2, RoF of all elf races. An arctic elf is about three feet
1, Shots 1, Reload 2) tall. They wear green tunics and red breeches.
Special Abilities: Males frequently sport white beards that
„ Armor (+1): Tin body reach almost to their knees.
„ Construct: +2 to recover from being Shaken; Arctic elves are industrious and hard
ignores 1 point of Wound penalties; doesn’t working, always busy, and never let a spare
breathe or suffer from disease or poison. moment go by in which they aren’t working
„ Fearless: Immune to Fear and Intimidation. on some plan or craft. Arctic elves aren’t great
„ Pop Gun: Tin soldiers are armed with toy fighters, as they are so isolated that potential
rifles that shoot a cork on a string. Krampus enemies rarely reach them.
has driven ten-penny nails through the
Attributes: Agility d8, Smarts d6, Spirit d6,
otherwise harmless corks to turn them
Strength d4, Vigor d6
into weapons. After each shot, the cork
Skills: At h l e t i c s d6, Common
must be plugged back into the barrel of the
Knowledge d4, Notice d6, Persuasion d4,
pop gun, which takes two actions. Use the
Repair d12, Stealth d6, Taunt d6
Disarm rules (see Savage Worlds) to grab a
Pace: 5; Parry: 5; Toughness: 4
discharged cork before it can be reloaded.
Hindrances: Loyal, Pacifist (Minor)
„ Stiff Limbs: Tin soldiers have stiff legs
Gear: Woodworking tool (Str+d4)
and arms jointed only at the shoulder and
Special Abilities:
elbow. They can’t run, and standing up
„ Low Light Vision: Ignores penalties for
from prone costs all of their movement.
Dim and Dark Illumination.
Goblin „ Size −1: Arctic elves stand 3–4 ft. tall.

When Santa’s arctic elves refused to work for Flying Reindeer


the Krampus, they earned his ire. He brought
Flying reindeer resemble normal reindeer in
in the Filthfoot goblin clan to act as his extras.
all respects, but have the supernatural ability
Being goblins, they all have nasty names like
to fly without wings. They have thick, tawny
Bogslop, Muddytongue, Nosefinger, and so
coats to stay warm in their arctic habitat.
on. They are clad in rough woolen tunics and
trousers, heavy boots with iron tips, and fur Flying reindeer are exceptionally smart,
cloaks to keep out the cold. Each is armed capable of understanding speech and
with a cruel long knife. directions. They cannot speak, however,
regardless of their comprehension.

9
Attributes: Agility d8, Smarts d8(A), Spirit d8, Powers: Mind reading, slumber, stun, and
Strength d6, Vigor d8 telekinesis. Power Points: 20.
Skills: Athletics d8, Fighting d6, Notice d6, Gear: Birch branch (Str+d4), Wand of the
Winter Winds (see page 7), magic sack
SAVAGE WORLDS

Stealth d4, Survival d6


Pace: 8; Parry: 5; Toughness: 6 (can hold 20 Size –1 creatures with no
Edges: Dodge additional weight).
Special Abilities: Special Abilities:
„ Antlers/Hooves: Str+d6. „ Demon: +2 to recover from being Shaken;
„ Flight: Pace 10. Immune to poison and disease; Half
„ Glowing Nose (Rudolph only): Rudolph is damage from non-magical attacks except
rare among flying reindeer in that his nose cold iron.
provides eliminates all Illumination and „ Fear –2: Those who see Krampus must
visibility penalties for Santa and the other make a Fear check at –2.
reindeer, regardless of conditions. „ Flight: Pace 8.
„ Weakness (Birchwood): The Krampus can
D Krampus be slain if someone Incapacitates him with
Krampus is a fiend of punishment. He his own birch branch.
resembles a classic devil with jet black „ Weakness (Wand of the
skin and a bright red face. He has sharp Winter Winds): In addition to
features, with high cheek any other effects, Krampus must roll
bones, a long, pointed Vigor whenever successfully
nose, and a narrow targeted by any of the Wand
chin. His face is twisted of Winter Winds’ powers.
into a perpetual leer Failure causes him to
intended permanently freeze solid.
to strike
fear into
the hearts
of those
who see him.
Krampus has
long, sharp
horns, cloven
hooves, and
a pointed tail.
He wears a
tattered black
tunic and carries a
large burlap sack and
a walking stick.
Attributes: Agility d10,
Smarts d6, Spirit d6,
Strength d8, Vigor d8
Skills: Athletics d8,
Common Knowledge d8,
Fighting d8,
Intimidation d8, Notice d8,
Occult d8, Persuasion d8,
Spellcasting d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 6
Edges: Arcane Background
(Magic), Quick

10
Pregenerated

Pregenerated Characters
Characters
Each of the following archetypes represents a Size –1 pre-teen hero. Their arrival at the
magical North Pole has also granted each one the Arcane Background (Gifted), Focus d6,
and a Novice power associated with their archetype.

The Bully
With a vicious series of insults and put-downs, the Bully strikes fear in the hearts of others.
Note the Bully is Size 0 due the to Brawny Edge.
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d6, Focus d6, Intimidation d6,
Language (Native) d8, Notice d4, Persuasion d4-1, Stealth d4, Taunt d6
Pace: 6; Parry: 5; Toughness: 6
Hindrances: Mean, Thin Skinned (minor), Young (major)
Edges: Arcane Background (Gifted), Brawny, Brute
Powers: Fear. Power Points: 15.

The Caretaker
The Caretaker has a soft spot for all living creatures, and is known for nursing injured
animals back to health. The Caretaker begins with a cat, small dog, or snow owl as an animal
companion. If desired, The Caretaker may replace it with a reindeer later in the adventure.
Attributes: Agility d4, Smarts d6, Spirit d10, Strength d4, Vigor d4
Skills: Academics d4, Athletics d4, Common Knowledge d4, Fighting d4, Focus d6,
Healing d8+2, Language (Native) d8, Notice d6, Persuasion d6, Stealth d6
Pace: 6; Parry: 4; Toughness: 4
Hindrances: Mild Mannered, Pacifist (minor), Young (major)
Edges: Arcane Background (Gifted), Beast Master, Healer
Powers: Healing. Power Points: 15.

Cat
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d4−3, Vigor d6
Skills: Athletics d8, Notice d6, Stealth d8
Pace: 6; Parry: 2; Toughness: 2
Edges: Acrobat
Special Abilities:
„ Bite/Claws: Str.
„ Low Light Vision: Cats ignore penalties for Dim and Dark Illumination.
„ Size −3 (Very Small): Cats are typically less than a foot high.

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Dog
Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d4, Vigor d6
SAVAGE WORLDS

Skills: Athletics d6, Fighting d6, Notice d10, Stealth d8


Pace: 8; Parry: 5; Toughness: 3
Edges: Alertness
Special Abilities:
„ Bite: Str+d4.
„ Size −2 (Small): The heads of these canines come to an average human’s knees, and they
weigh about 30 pounds.
„ Speed: d10 running die.

Owl
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4−2, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
Pace: 3; Parry: 5; Toughness: 3
Edges: —
Special Abilities:
„ Bite/Claws: Str+d4.
„ Flight: Pace 24.
„ Low Light Vision: Birds of Prey ignore penalties for Dim and Dark Illumination.
„ Size −2 (Small): Owls stand about 3’ tall with wingspans of 5’ or more.
„ Swoop: Foes are at –2 on Free Attacks against a bird of prey withdrawing from melee
when its movement incorporates an attack or test.

The Troublemaker
The Troublemaker is definitely on the “Naughty” list, but knows how to win when backed
into a corner.
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Focus d6, Notice d4,
Persuasion d4, Stealth d6, Taunt d6, Thievery d6+1
Pace: 6; Parry: 6; Toughness: 5
Hindrances: Greedy (minor), Stubborn, Young (major)
Edges: Arcane Background (Gifted), Provoke, Thief
Powers: Smite. Power Points: 15.

The Jock
The Jock is as athletic as they come, and can run faster and jump higher than anyone else.
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d10, Common Knowledge d4, Fighting d6, Focus d6, Intimidation d4,
Language (Native) d8, Notice d6, Persuasion d4, Stealth d6
Pace: 8; Running Die: d8; Parry: 5; Toughness: 5
Hindrances: Phobia (minor, Failure), Quirk (Boastful), Young (major)
Edges: Arcane Background (Gifted), Acrobat, Fleet-Footed
Powers: Boost Trait (self only). Power Points: 15.

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The Loner
The Loner prefers to not be the center of attention, but is braver than most.

Pregenerated Characters
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Focus d6, Notice d6,
Persuasion d4, Stealth d8, Taunt d6, Thievery d6
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Suspicious, Outsider (minor, Other Kids), Young (major)
Edges: Arcane Background (Gifted), Brave, Danger Sense
Powers: Relief. Power Points: 15.

The Nerd
The Nerd can unleash a torrent of complicated mathematics, ten-dollar words, and other
confusing jargon.
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d4
Skills: Academics d6, Athletics d4, Common Knowledge d6, Focus d6, Notice d8,
Persuasion d4, Repair d8+2, Science d6, Stealth d4
Pace: 6; Parry: 2; Toughness: 4
Hindrances: Bad Eyes (minor), Doubting Thomas, Young (major)
Edges: Arcane Background (Gifted), McGyver, Mr. Fix It
Powers: Confusion. Power Points: 15.

The Popular Kid


The Popular Kid is adored by all, and is often the glue that holds the group together.
Attributes: Agility d4, Smarts d6, Spirit d10, Strength d4, Vigor d4
Skills: Athletics d4, Common Knowledge d6, Fighting d4, Focus d6, Notice d6,
Persuasion d10, Stealth d4, Taunt d8
Pace: 6; Parry: 4; Toughness: 4
Hindrances: Loyal, Stubborn, Young (major)
Edges: Arcane Background (Gifted), Charismatic, Common Bond
Powers: Empathy. Power Points: 15.

The Teacher’s pet


The Teacher’s Pet can get away with anything. Even when attacked, the odds are that the
Teacher’s Pet comes out unscathed.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d4
Skills: Athletics d4, Common Knowledge d6, Fighting d4, Focus d6, Notice d8,
Persuasion d8, Stealth d6, Taunt d6
Pace: 6; Parry: 4; Toughness: 4
Hindrances: Big Mouth, Vengeful (minor), Young (major)
Edges: Arcane Background (Gifted), Elan, Luck
Powers: Deflection. Power Points: 15.

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