Savage Worlds/Tenochtitlan/GM


 * Tezcanaualli - Aztec Mystic of the Smoking Mirror ([Tezcatlipoca])
 * Jaguar Warriors


 * Hunt down graverobbers
 * Seven Samurai Intro
 * Jungle Travel to the Village
 * Raid the Pirates - The Stranded Pirate Ship
 * Village to save from Pirates
 * Defend from the Pirates
 * Feast for the Victors
 * The Storm
 * Trek to the Pyramid - Jaguar Warrior
 * Zombie Attack at the Pyramid

Pirates
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6 Skills: Boating d6, Climbing d6, Fighting d6, Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6 Pace: 6; Parry: 5 Hindrances: Garrulous, Greedy, Mean Fame: –5 Edges: Dirty Fighter Booty: Loot per every 5 pirates Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)

BASIC CREWMAN (PIRATE / PRIVATEER)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6 Charisma: -2, Pace: 6, Parry: 5, Toughness: 5 Skills: Boating d8, Climbing d6, Fighting d6, Gambling d4, Notice d4, Repair d6, Shooting d6, Swimming d6 Hindrances: Greedy (Minor), Mean (Minor), +1 Major Edges: Sailor’s Blood, Extraction or Quick, +1 additional Edge

BASIC CREWMAN (ROYAL NAVY)*
Strength d6, Vigor d8 Toughness: 6 d6, Notice d6, Repair d6, Shooting d8, Swimming d6 (Minor), +1 Major
 * Attributes: Agility d8, Smarts d4, Spirit d4,
 * Charisma: 0, Pace: 6, Parry: 2,
 * Skills: Boating d6, Climbing d6, Gambling
 * Hindrances: Enemy (Minor), Big Mouth
 * Edges: Alertness, Rapid Reload, +1 additional Edge

MARINER
Strength d8, Vigor d8 Toughness: 6 d6, Shooting d6, Swimming d6, Taunt d6, +2 additional Skill Points (Major), +1 Minor
 * Attributes: Agility d6, Smarts d4, Spirit d4,
 * Charisma: -1, Pace: 6, Parry: 5,
 * Skills: Boating d6, Climbing d8, Fighting
 * Hindrances: Habit (Minor), Overconfident
 * Edges: Sailor’s Blood, Connections, +1 additional Edge

NAVIGATOR
d6, Strength d4, Vigor d6 Toughness: 5 Hindrances: Phobia (Major), +2 Minor Edges: Navigator, Privateering Loyalty, +1 additional Edge
 * Attributes: Agility d4, Smarts d10, Spirit
 * Charisma: 0, Pace: 6, Parry: 4,
 * Skills: Boating d4, Investigation d8, Knowledge (Navigation) d10, Notice d8, Swimming d4, Tracking d8.

SHIP OFFICER
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Charisma: 0, Pace: 6, Parry: 5, Toughness: 5 Skills: Boating d8, Fighting d6, Intimidation d6, Persuasion d6, Shooting d6, Streetwise d4, Swimming d6 Hindrances: Poverty (Minor), Code of Honor (Major), +1 Minor Edges: Sailor’s Blood, Pirate Allure, +1 additional Edge

GUNNER
Strength d4, Vigor d4 Toughness: 3 Repair d6, Survival d6, Swimming d8 Edge
 * Attributes: Agility d8, Smarts d6, Spirit d6,
 * Charisma: 0, Pace: 6, Parry: 5,
 * Skills: Boating d6, Fighting d6, Notice d8,
 * Hindrances: Small (Major), +2 Minor
 * Edges: Rapid Reload, Quick, +1 additional

PORT MERCHANT
d8, Strength d4, Vigor d4 Toughness: 5 Knowledge (Mercantile) d8, Persuasion d8, Streetwise d8
 * Attributes: Agility d4, Smarts d10, Spirit
 * Charisma: 0, Pace: 5, Parry: 2,
 * Skills: Gambling d8, Investigation d8,
 * Hindrances: Obese (Minor), Stubborn (Minor), +1 Major
 * Edges: Rich, Jack-of-all-Trades, +1 additional Edge

COLONY OFFICIAL
Strength d4, Vigor d6 Toughness: 5 Persuasion d6, Taunt d8 Edge
 * Attributes: Agility d6, Smarts d8, Spirit d6,
 * Charisma: 2, Pace: 6, Parry: 5,
 * Skills: Fighting d6, Gambling d8, Intimidation d6, Knowledge (Regulations) d8,
 * Hindrances: Greedy (Major), +2 Minor
 * Edges: Attractive, Noble, +1 additional

PIRATE HUNTER
Strength d6 Vigor d8 Toughness: 6 d8, Shooting d8, Swimming d6, Tracking d6
 * Attributes: Agility d8, Smarts d4, Spirit d4,
 * Charisma: 0, Pace: 6, Parry: 6,
 * Skills: Boating d8, Climbing d6, Fighting
 * Hindrances: Bloodthirsty
 * Edges: Sailor’s Blood, Rapid Reload

REPAIR SPECIALIST
Strength d6, Vigor d6 Toughness: 5 d4, Notice d8, Repair d8, Shooting d6, Swimming d6
 * Attributes: Agility d6, Smarts d8, Spirit d4,
 * Charisma: 0, Pace: 6, Parry: 2,
 * Skills: Boating d6, Climbing d6, Gambling
 * Hindrances: Bad Luck (Major), +2 Minor
 * Edges: McGyver, Sailor’s Blood, +1 additional Edge

Bandits
Bandits are outlaws, earning a living by raiding small settlements or waylaying travelers. Not all bandits are necessarily evil. Some may have been wrongly outlawed or forced to flee their homes by an invading force. Others may be Robin Hood-type figures, fighting against an unjust system. The bandits presented here are the standard ruffian sort, out to get what they can by whatever means necessary. Bandit Strength d6, Vigor d6 Shooting d6, Stealth d6, Throwing d6 (1)
 * Attributes: Agility d6, Smarts d6, Spirit d6,
 * Skills: Climbing d6, Fighting d6, Notice d6,
 * Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
 * Hindrances: Greedy, Mean
 * Edges: —
 * Treasure: Meager per 5 bandits
 * Gear: Leather armor (+1), various weapons

Bandit Chief
Strength d8, Vigor d8 d10, Stealth d8, Throwing d8 (2)
 * Attributes: Agility d8, Smarts d6, Spirit d8,
 * Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting
 * Charisma: –2; Pace: 6; Parry: 8; Toughness: 8
 * Hindrances: Greedy, Mean
 * Edges: Block, Combat Reflexes, Command
 * Treasure: Worthwhile
 * Gear: Chain mail (+2), various weapons

Citizen
“Citizens” covers everything from farmers to crafters. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d4, Knowledge (Trade) d6, Notice d6, Shooting d4, Stealth d6 Pace: 6; Parry: 4; Toughness: 5 Hindrances: — Edges: — Treasure: Meager for every 5 citizens, Worthwhile for crafters, merchants, and the like Gear: Knife (Str+d4), improvised weapons (Str+d4)

Mercenary
Mercenaries are hired soldiers. Some belong to respectable units, with a history of integrity and loyalty to their paymaster. Others happily switch sides if a better offer is made. Groups of mercenaries are often armed with the same weapons. Thus, one finds mercenary pikemen, cavalrymen, skirmishers, archers, and so on.

Common Mercenary
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8 Skills: Climbing d6, Fighting d6, Notice d6, Shooting d6, Stealth d6, Throwing d6 Pace: 6; Parry: 5; Toughness: 7 (1) Hindrances: Various Edges: — Treasure: Meager per 5 soldiers Gear: Leather armor (+1), various weapons

Veteran Mercenary
Hardened by battle, these tough combatants charge more for their services. As with common mercenaries, their reputation and weapons vary considerably. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8 Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Shooting d10, Stealth d6, Throwing d8 Pace: 6; Parry: 7; Toughness: 8 (2) Hindrances: Various Edges: Combat Reflexes Treasure: Meager per 3 soldiers Gear: Chain mail (+2), open helm (+3), various weapons

Mercenary Captain
Captains are experienced soldiers commanding a mercenary unit. They typically carry the same weapons as their men but are mounted. Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d8 Skills: Climbing d6, Fighting d12, Knowledge (Battle) d10, Intimidation d10, Notice d8, Riding d8, Shooting d10, Stealth d6, Throwing d10 Pace: 6; Parry: 9; Toughness: 9 (3) Hindrances: Various Edges: Block, Combat Reflexes, Command, Fervor, Hold the Line Treasure: Worthwhile Gear: Plate corselet (+3), chain limbs (+2), open helm (+3), various weapons, war horse

Courtier
Courtiers are more than just servants— they are advisors and often hold positions of importance within the court. Unless the characters know a noble personally, most dealings are conducted through a trusted courtier, typically a seneschal. Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d4, Notice d8, Persuasion d8, Riding d6, Streetwise d8 Charisma: +2; Pace: 6; Parry: 5; Toughness: 5 Hindrances: Various Edges: Charismatic Treasure: Meager Gear: Rapier (Str+d4, +1 Parry)

Court Jester
Despite often being dwarves or hunchbacks (or both), jesters are more than just comical entertainment for the nobility. They have their lord’s ear, are privy to his most secret affairs, can get away with insulting powerful guests, and conceal great wisdom in their seemingly nonsensical riddles and japes. Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d6 Skills: Climbing d6, Fighting d4, Notice d8, Persuasion d6, Streetwise d8, Taunt d12 Charisma: 0; Pace: 6; Parry: 4; Toughness: 5 Hindrances: Various, but often some sort of physical affliction Edges: Acrobat, Ambidextrous, Strong Willed Treasure: Meager Gear: Stick (Str+d4) Special Abilities: • Knowledgeable: Jesters are expected to be well versed in many topics. They get +2 to all Common Knowledge rolls.

Noble
Some nobles are decadent dandies content with living a life of luxury. Others are rich landowners, skilled in business matters. Other noble types include military commanders, advisors to a higher authority, poverty stricken ones, extremely wealthy ones, and those who dabble in forbidden arts. This version presents a typical middle-ofthe-road noble. A few specific Hindrances and Edges can quickly turn this into any sort of noble you need. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6 Skills: Fighting d6, Intimidation d8, Notice d6, Persuasion d6, Riding d8 Charisma: +2; Pace: 6; Parry: 6; Toughness: 5 Hindrances: Various Edges: Command, Connection, Noble Treasure: Worthwhile, Rich in castle Gear: Rapier (Str+d4, +1 Parry) in court; war gear varies with type of noble

Grave Guardian
Grave guardians are placed in tombs to watch over the valuables entombed with the deceased. They resemble blackened corpses, with long talons and yellow eyes. Their orders are simple—destroy any creature entering the tomb, and hunt down and retrieve any stolen items. Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12, Vigor d12 Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Stealth d8, Tracking d8 Pace: 6; Parry: 7; Toughness: 10 Treasure: None, but they usually guard a Treasure Trove Special Abilities: • Arcane Resistance: +2 Armor against damage-causing arcane powers and +2 on trait rolls to resist opposed powers. • Claws: Str+d6. • Fear –2: Anyone seeing a grave guardian must make a Fear roll at –2. • Powers: Grave guardians are not true spellcasters, but can use the following powers: armor, burrow, detect/conceal arcana, environmental protection, fear, and obscure. They have 15PP. • Regeneration: Grave guardians make a Vigor roll every round to heal all damage, except that caused by jade weapons. • Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Immune to disease and poison. • Weakness (Jade): Grave guardians cannot Regenerate wounds inflicted by jade weapons, but may heal them through natural Healing.

Tzitzimitl
Undead Midwifes Grave guardians are placed in tombs to watch over the valuables entombed with the deceased. They resemble blackened corpses, with long talons and yellow eyes. Their orders are simple—destroy any creature entering the tomb, and hunt down and retrieve any stolen items. Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12, Vigor d12, Charisma d6 Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Stealth d8, Tracking d8 Pace: 6; Parry: 7; Toughness: 10 Treasure: None, but they usually guard a Treasure Trove Special Abilities: They have 15PP.
 * Arcane Resistance: +2 Armor against damage-causing arcane powers and +2 on trait rolls to resist opposed powers.
 * Claws: Str+d6.
 * Fear –2: Anyone seeing a grave guardian must make a Fear roll at –2.
 * Powers: Grave guardians are not true spellcasters, but can use the following powers: armor, burrow, detect/conceal arcana, environmental protection, fear, and obscure.
 * Regeneration: Grave guardians make a Vigor roll every round to heal all damage, except that caused by women.
 * Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Immune to disease and poison.
 * Weakness (Women): Grave guardians cannot Regenerate wounds inflicted by women, but may heal them through natural Healing.

Quinametzin
Degenerated cavefolk, empire previous era. Think Howard.

Liche
Perhaps the most diabolical creature in any fantasy land is the liche—a necromancer so consumed with the black arts that he eventually becomes undead himself. Attributes: Agility d6, Smarts d12+2, Spirit d10, Strength d10, Vigor d10 Skills: Fighting d8, Intimidation d12, Knowledge (Occult) d12+2, Notice d10, Spellcasting d12 Pace: 6; Parry: 6; Toughness: 15 (6) Treasure: Treasure Trove Gear: Magical armor (+6), other magical items Special Abilities • Death Touch: Liches drain the lives of those around them with a touch. Instead of a normal attack, a liche may make a touch attack. Every raise on its Fighting roll automatically inflicts one wound to its target. • Spells: Liches have 50 Power Points and know most every spell available. • Undead: +2 Toughness; +2 to recover from being Shaken; Called shots do no extra damage. • Zombie: Liches are necromancers first and foremost. The undead they raise through the zombie spell are permanent, so they are usually surrounded by 4d10 skeletons or zombies as they choose. Some liches have entire armies of the undead at their disposal.