Wandering Warriors
Contents
Premise
A band of roving, clanless warriors arrives in a small mountain town. The nearby ziggurat promises treasure, but the townspeople say that bandits control it, in fact, the same bandits that regularly raid the town. The snow-locked pass is an ambush waiting to happen, but the ziggurat calls. And what of the townsfolk? Are the wanderers really so heartless as to turn a blind eye to their plight?
Setting
The town is in the mountains, with the ziggurat in a valley just through the pass to the north. Snow covers everything. It is said that in the summertime, the valley is fertile, but now, in the depths of winter, the townspeople have nothing but their stores of grain to live on. The bandits raid the town for this grain, dooming the people to starvation in the bleak cold.
The ruling of the land is in strife. Warlords strive with each other for power in the lowlands, and up here in the mountains, the law is that which your sword can mete out. Whoever can claim the treasures that surely lie in the ziggurat would have great power indeed.
Inspiration
Conan meets Kurosawa. Folk of all colors, a goulash of Japanese, Mongol, and European cultures. The life of the mongol steppe mixed with the itinerant ronin. Arnold Schwarzenegger. Toshiro Mifune.
System
Savage Worlds Remix. Basic Savage Worlds rules, but with the following addition: A character's Wild Die (which they may always roll in addition to other test dice, picking the best result) is not simply a fixed d6, but can change depending on three circumstances depending on the character. These circumstances are called Special Traits. For instance, Kakarum the Blooddrinker has Murderous as one of his special traits, defined so:
Murderous: Whenever Kakarum the Blooddrinker is seeking to take the life from his opponent, his Wild Die is a d10.
This basically means that Kakarum is a fiend in lethal combat. The flip-side to this Special Trait is that when the combat ends, Kakarum must have slain his opponent, or else he will lose the use of that Special Trait for the rest of the session (or longer, if the GM judges that a grevious abuse of the rules has taken place).
For the one shot, Special Traits will be defined already per-character.
One Shot
Characters to be defined later.