Savage Worlds: Early Colonial Frontiersmen
These are essentially the ‘Races’ of the setting, serving the same purpose and adding flavor and diversity in the process.
Typical European citizen of the New World. Has a varied number of ways of proving himself.
Adaptability: One free Edge
Foreigner: Suffer -4 penalty to Charisma when dealing with Natives
Old World Technology: Upgrade Fighting and Shooting one die type when it is with a Musket or Blunderbuss
Man on a mission from God. More importantly, a mission from his Church.
Bolstering Faith: Start with a d6 in Spirit
One of them savages living in the woods. Supposedly able to track down a hare in the rain at night.
Feels Like Home: +4 bonus to resist all negative environmental effects
Lived off the Land: Start with a d6 in Survival
Savage: -4 to Charisma when dealing with Settlers
A crazy foreigner looking to make his fortune in the New World. Or maybe just looking to escape Old World trappings.
Hardy Constitution: Start with a d6 in Vigor
Live by the Sword: +1 Parry
Die by the Sword: Start with the Curious hindrance