Here is a table for Veterans o' the Wasted West to draw from if they are
Templar. This is regular Templar keep in mind. I'm working on one for
Anti-Templar, but I'm going to do the basics first.
2: Wounded: The Templar took a wound that never quite healed right, even with magical help. Every morning the hero must make a fair (5) vigor roll or the wound starts acting up again, giving a –2 penalty from the pain. On a bust the wound reopens again, inflicting one wound to the proper location. 3: Battle Scarred: A fight ripped you up pretty good. Your brainer is now ugly as sin from the scars. 4: Enemy: You’ve become a house hold name to some of the nastiness of the wastes, such as the Combine, Cult o’ Doom, Anti-Templar, or other wasteland scum. You have Enemy –4. 5: Hated: A community you deemed as unworthy wasn’t completely wiped out by that pack of baddies you left them with. The survivors are out for your head and have spread the word of your deeds… or lack there of. You’ve picked up Hated –3. 6: Haunted: The knight is haunted by a spirit. On a red card the spirit is a beneficial one that seeks to protect the knight, perhaps a fallen friend, mentor, or family member. On a black card the ghost is evil and wishes harm upon the knight, perhaps the ghost of a fallen enemy or someone who died in a settlement the knight deemed unworthy. Its up to the marshal how much these spirits help or hinder the hero. It should be things like stumbling into a small stash of ammo or stumbling into a large rad-rat nest. 7: Cold Hearted Bastard: Your knight has spent too much time picky the worthy from the worthless. They’ve become cold and nasty. The knight suffers –4 to any persuasion rolls but gets +2 to overawe 8: Renown: your heroic deeds are known around the west. You’ve gained renown 3 9: Faith: Your knight has been with the order from very early on and his faith in the saints is unshakable. The knight gains one level of Faith for free. 10: Squire: The Grandmaster has entrusted you with a squire. A red card means the squire is dutiful and eager to please, on a Black card, the squire is a pain in the knightly behind. Have fun with this marshal. J: Hand-Me-Down Sword: the Templar like to recycle swords. Your sword belonged to a previous Templar who fell in battle, your sword has double the usual bonuses of a Templar sword Q: Greater Reward: The knights past deeds have earned her one Greater Reward. K: Abomination: The knight counted coup on an abomination during his travels. Start with the coup of an abomination of some sort (no unique horrors) A: Martyr: You’ve gained the attention of one of the Martyrs and received their blessing. Pick one whose deed fits your past. Marshals and Players should work together on this. Red Joker: Hero: The forces of good are rooting for you. Should the hero die, roll his spirit against his total number of wounds. Should he win he is still incapacitated, but will miraculously survive. If not, he dies normally. Oh, and this can only be used once Black Joker: Saint Lynch: Your hero has been visited by the Martyr, Ronan Lynch. Marshal… you know what to do. |