Sida 3 av 20

Re: Savage Marches

Postat: mån 17 jun 2013, 22:15
av Arcturus
Right... here it goes. I was thinking of playing a semi young man who if he had been born in a different time and place would have made a great scientist and chemist. Unfortunately he was born in i rather primitive land and the only occupation that he showed any aptitude for was in sorcery/magic (i dont know what the difference is in this setting between those two?). Even so, he found the rather messy structure and mumbo jumbo surrounding this practice very annoying and soon got rather put of his studies. He seldom practiced his craft before the silence arrived and usually spent more time trying to create new contraptions to simplify the life in the village but few of the other villagers saw any point in these (usually) flawed inventions. His only claim to fame and main source of income comes from having accidentaly made the most potent ratpoison in the village (it started out as a really strong bowl of stew with a few "sligthly" dangerous ingredients) and for this reason alone many sort of like him even if he is strange. He also tinkers with other potions and is convinced that he is on the right track for making water purification potions that will clean any water you pour it into.

I was thinking that he is outgoing despite the fact that he is "a bit" of nerd. He has the wellfare of the village at heart and has a sharp analytical mind that he would love to apply to the new challenge that the silence poses. His potimism is probably greater that his actual skill, especially since he is not much of an outdoorsman.

Song: Farewell by Summoning
http://www.youtube.com/watch?v=Jrx90jreBtw
The song in his head is far more sinister and powerhungry that his current host
Arcane background: Magic or sorcery
Powers: I haven't got the faintest, but if any of you have any suggestions i'm listening. :)

Is this something that is a viable character in this setting? Any mods needed?

Re: Savage Marches

Postat: mån 17 jun 2013, 23:50
av nDervish
First off, I'd like to say...
Arcturus skrev:The song in his head is far more sinister and powerhungry that his current host
...that I really like that.
Arcturus skrev:the only occupation that he showed any aptitude for was in sorcery/magic (i dont know what the difference is in this setting between those two?).
In flavor terms, Magic is academic and Sorcery is intuitive or shamanic.

Mechanically, they have access to the same powers (spells), but Magic starts you with 10 power points and your choice of three powers, while Sorcery starts you with 15 power points, but only two powers, one of which is automatically dispel (you can choose the other freely). Also, the Sorcery dispel is special in that there's normally a penalty for dispelling powers of a different type (e.g., a psionicist dispelling a weird science effect), but sorcerors ignore this penalty - their innate grasp of magic allows them to un-weave any supernatural effect.

Something else to consider, given your host's backstory, is Arcane Background (Alchemy), which is basically like Magic (10 power points, 3 starting powers), but you "cast" your spells in advance by making potions, which will then work automatically when someone drinks or throws them. You could either put Alchemy on your Song or have your host take it, to reflect his personal talents, independent of the Song's powers. (Savage Worlds doesn't have any special rules regarding taking two Arcane Backgrounds, so I don't think that would break the game...)

(Sorcery and Alchemy are both from the Fantasy Companion.)
Arcturus skrev:Is this something that is a viable character in this setting? Any mods needed?
The concept looks quite viable to me, although you probably will want to get some kind of combat skills in addtion to what you mentioned - I'd recommend Shooting, both because you're the only one with depth perception so far and because a crossbow or black powder gun seems like it would suit your concept better than a battleaxe. Probably some Throwing, too, if he's an alchemist.

The mechanical and chemical tinkering suggests Repair skill to me, and possibly also a little Lockpicking (although Alaric already has that) and Healing.

God45 or bladerunner_35, could one of you help Arcturus with creating his character once he's decided on an Arcane Background, so that I can stay focused on other prep?

Re: Savage Marches

Postat: tis 18 jun 2013, 01:07
av God45
I can help out with Arcturus character creation but not until later in the week. I went home to visit my parents and did not bring my books. But wednesday ot thursday I will be ready to help out :)

Re: Savage Marches

Postat: tis 18 jun 2013, 10:41
av bladerunner_35
God45 skrev:I can help out with Arcturus character creation but not until later in the week. I went home to visit my parents and did not bring my books. But wednesday ot thursday I will be ready to help out :)
I might be able to find some time via Skype but if you can help him out that be great God45.

Re: Savage Marches

Postat: tis 18 jun 2013, 10:45
av bladerunner_35
nDervish skrev:The mechanical and chemical tinkering suggests Repair skill to me
I immidiately thought of that "Weirdscience" arcane background from the core book (deluxe version). Not sure if I got the name right but basically it's a mad steampunk scientist who build stuff that works the same as powers.

Not sure if that fits the fantasy theme but since there were possibilites with different eras and what not I thought I should mention it.

Re: Savage Marches

Postat: tis 18 jun 2013, 11:56
av nDervish
bladerunner_35 skrev:I immidiately thought of that "Weirdscience" arcane background from the core book (deluxe version). Not sure if I got the name right but basically it's a mad steampunk scientist who build stuff that works the same as powers.

Not sure if that fits the fantasy theme but since there were possibilites with different eras and what not I thought I should mention it.
Yep, Arcane Background (Weird Science) would fit, too. I just didn't mention it because it sounded like most of the character's successes have been with potions (Alchemy) rather than devices (Weird Science).

Re: Savage Marches

Postat: tis 18 jun 2013, 14:36
av God45
Ok, I am at home now and have my books :)

Re: Savage Marches

Postat: tis 18 jun 2013, 20:37
av God45
So I wrote up a character outline that you can have a look at. What do you think about the basics? Is it way off or do we just need to do some adjustments?

Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4,
Vigor d6

Skills: shooting d6, Knowledge (Arcana) d6, Spellcasting d12, Knowledge (Science) d10

Charisma: –; Pace: 6; Parry: 4; Toughness: 5

Hindrances: Curious (Major), Outsider (minor), Vengeful (minor)

Edges: Arcane Background (Magic), Power Points, Jack-of-all-trades

Equipment: Crossbow 15/30/60 2d6 1 500 10 — d6 AP 2, 1 action to reload.

150 dollars

Powerpoints: 15

Powers:


Armor
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: A mystical glow, hardened skin, ethereal armor,
a mass of insects or worms.

Armor creates a field of magical protection around a
character or an actual shell of some sort, effectively giving the
target Armor. Success grants the recipient 2 points of Armor.
A raise grants 4 points of Armor.
Whether the armor is visible or not depends largely on the
trapping.


Bolt
Rank: Novice
Power Points: 1 per missile
Range: 12/24/48
Duration: Instant
Trappings: Fire, ice, light, darkness, colored bolts, insects.
Bolt is a standard attack power of wizards, and can also be
used for ray guns, bursts of energy, streaks of holy light, and
other ranged attacks. The damage of the bolt is 2d6.

►►Additional Bolts: The character may cast up to 3 bolts
by spending a like amount of Power Points. The bolts may
be spread among targets as the character chooses. This is
rolled just like fully-automatic weapons fire but without the fullauto
penalty—the character rolls a spellcasting die for each
bolt and compares each to the Target Number separately. If
the caster is a Wild Card, he also rolls a Wild Die, which may
replace any of the casting dice.

►►Additional Damage: The caster may instead cast a single
3d6 bolt for 2 Power Points. He may not cast multiple bolts
when using this ability.



Healing
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Laying on hands, touching the victim with a holy
symbol, prayer.

Healing repairs recent bodily damage. It must be used within
the “Golden Hour,” though, for it has no effect on wounds
more than one hour old.
For Wild Cards, each use of the healing spell removes a
wound with a success, two with a raise. The roll suffers a
penalty equal to the victim’s wounds (in addition to any the
caster might be suffering himself).
For Extras, the GM must first determine if the ally is
dead (see Aftermath on page 78). If so, no healing may be
attempted. If not, a successful arcane skill roll returns the ally
to the game Shaken.
Healing can also cure poison and disease if used within 10
minutes of the event

Re: Savage Marches

Postat: tis 18 jun 2013, 20:40
av God45
By the way, have anybody else seen how broken elderly and obese are as hindrances when you are building a wizard? Holy shit are they broken.

Re: Savage Marches

Postat: tis 18 jun 2013, 22:41
av nDervish
God45 skrev:By the way, have anybody else seen how broken elderly and obese are as hindrances when you are building a wizard? Holy shit are they broken.
I suppose you're talking about Elderly giving +5 skill points for Smarts skills, but why do you consider Obese to be particularly broken with respect to wizards?

And, well, Elderly could be pretty harsh in a game where overland travel is a major factor and encumbrance is tracked... -1 Pace slows you down by 1/6 right from the start and -1 die type to Strength with no ability to ever increase it means you're not going to be able to carry much without being slowed down even further.

Re: Savage Marches

Postat: tis 18 jun 2013, 23:17
av Arcturus
God45 skrev:So I wrote up a character outline that you can have a look at. What do you think about the basics? Is it way off or do we just need to do some adjustments?

Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4,
Vigor d6

Skills: shooting d6, Knowledge (Arcana) d6, Spellcasting d12, Knowledge (Science) d10

Charisma: –; Pace: 6; Parry: 4; Toughness: 5

Hindrances: Curious (Major), Outsider (minor), Vengeful (minor)

Edges: Arcane Background (Magic), Power Points, Jack-of-all-trades

Equipment: Crossbow 15/30/60 2d6 1 500 10 — d6 AP 2, 1 action to reload.

150 dollars

Powerpoints: 15

Powers:


Armor
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: A mystical glow, hardened skin, ethereal armor,
a mass of insects or worms.

Armor creates a field of magical protection around a
character or an actual shell of some sort, effectively giving the
target Armor. Success grants the recipient 2 points of Armor.
A raise grants 4 points of Armor.
Whether the armor is visible or not depends largely on the
trapping.


Bolt
Rank: Novice
Power Points: 1 per missile
Range: 12/24/48
Duration: Instant
Trappings: Fire, ice, light, darkness, colored bolts, insects.
Bolt is a standard attack power of wizards, and can also be
used for ray guns, bursts of energy, streaks of holy light, and
other ranged attacks. The damage of the bolt is 2d6.

►►Additional Bolts: The character may cast up to 3 bolts
by spending a like amount of Power Points. The bolts may
be spread among targets as the character chooses. This is
rolled just like fully-automatic weapons fire but without the fullauto
penalty—the character rolls a spellcasting die for each
bolt and compares each to the Target Number separately. If
the caster is a Wild Card, he also rolls a Wild Die, which may
replace any of the casting dice.

►►Additional Damage: The caster may instead cast a single
3d6 bolt for 2 Power Points. He may not cast multiple bolts
when using this ability.



Healing
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Laying on hands, touching the victim with a holy
symbol, prayer.

Healing repairs recent bodily damage. It must be used within
the “Golden Hour,” though, for it has no effect on wounds
more than one hour old.
For Wild Cards, each use of the healing spell removes a
wound with a success, two with a raise. The roll suffers a
penalty equal to the victim’s wounds (in addition to any the
caster might be suffering himself).
For Extras, the GM must first determine if the ally is
dead (see Aftermath on page 78). If so, no healing may be
attempted. If not, a successful arcane skill roll returns the ally
to the game Shaken.
Healing can also cure poison and disease if used within 10
minutes of the event
I'd say that this build looks pretty good in general. If one were to change the Arcane background to alchemy, would that change the powers in any way or do the alchemists use the same powers as wizards only in potion form? I could imagine this character trundling around the countryside with a double bandolier of potions and a crossbow and thinking that it was all good fun until he found out that he had to sleep on the ground and possibly eat something disgusting if the regular food ever ran out. ^_^
What does the jack of all trades edge do?
Oh, and do the knowledge skills have any practical uses or do you need some kind of crafts for that? I was thinking that he doesn't have the ability to go beyond the current techlevel in the area (hence no weird science arcane background) but that he might be the one to ask if you need to, say shore up a mine roof so it doesnät fall down on your head or similar things....

Re: Savage Marches

Postat: ons 19 jun 2013, 00:14
av God45
I'd say that this build looks pretty good in general. If one were to change the Arcane background to alchemy, would that change the powers in any way or do the alchemists use the same powers as wizards only in potion form? I could imagine this character trundling around the countryside with a double bandolier of potions and a crossbow and thinking that it was all good fun until he found out that he had to sleep on the ground and possibly eat something disgusting if the regular food ever ran out. ^_^
For you changing over to alchemy would not change a single thing on your character sheet except the part where it says "magic" and the extra money you have left under equipment will go to buying a portable lab :)

The only difference in gameplay is that you prepare your spells in the form of potions at the beginning of the adventuring day. This makes you less versatile but your potions are more reliable and you can give the potions to other characters. (but if you use our henchmen as suicide bombers there will be trouble ;) )
What does the jack of all trades edge do?
The jack of all trades merit gives you 1d4 in ALL the smarts skill that you don`t have. It is the greatest thing since sliced bread! :)
Oh, and do the knowledge skills have any practical uses or do you need some kind of crafts for that? I was thinking that he doesn't have the ability to go beyond the current techlevel in the area (hence no weird science arcane background) but that he might be the one to ask if you need to, say shore up a mine roof so it doesnät fall down on your head or similar things....
Knowledge (science) should be enough to do things inside the current techlevel since there are no real crafting skills. There is an McGyver edge that makes you able to do things on the fly without the right tools but taking it have pre-requisits and would make you significantly weaker.

Re: Savage Marches

Postat: ons 19 jun 2013, 00:20
av God45
nDervish skrev:
God45 skrev:By the way, have anybody else seen how broken elderly and obese are as hindrances when you are building a wizard? Holy shit are they broken.
I suppose you're talking about Elderly giving +5 skill points for Smarts skills, but why do you consider Obese to be particularly broken with respect to wizards?

And, well, Elderly could be pretty harsh in a game where overland travel is a major factor and encumbrance is tracked... -1 Pace slows you down by 1/6 right from the start and -1 die type to Strength with no ability to ever increase it means you're not going to be able to carry much without being slowed down even further.
Well when it comes to elderly I figured that if you min/max the atributes that are lowered to d4s already are d4s so you lose nothing. Then you max out spell casting and smarts, take the wizard merit or the more power points merit and use some of your extra points to create a zombie/summon a creature to carry all your stuff :)

Obese is supposed to be a hindrance but it makes you tougher, you wont be wearing any armour regardless and as soon as you get horses or a cart the overland travel part should stop being a problem.

Not that I am palying a wizard so I wont be using any of this. I am just going to axe stuff in the face! :D

Re: Savage Marches

Postat: ons 19 jun 2013, 07:47
av bladerunner_35
I've read that Knowledge skills should only be taken by a character if they are going to be used pretty much every session. If not Common knowledge should suffice. At least one of those skills could be exchanged for repair or some other more useful skill.

Re: Savage Marches

Postat: ons 19 jun 2013, 07:59
av nDervish
Arcturus skrev:I could imagine this character trundling around the countryside with a double bandolier of potions and a crossbow and thinking that it was all good fun until he found out that he had to sleep on the ground and possibly eat something disgusting if the regular food ever ran out. ^_^
That's about what I was envisioning, yeah. :D
God45 skrev:For you changing over to alchemy would not change a single thing on your character sheet except the part where it says "magic" and the extra money you have left under equipment will go to buying a portable lab :)
The powers list for Alchemy is more restricted than Magic. Armor and Healing are both on it, but Bolt is not. Blast (the generic AoE attack power), on the other hand, is available for Alchemy, and you'd probably want to add a little Throwing skill to go with it.

On the flip side, Healing isn't available for Magic.

For reference, the lists of available powers (per Fantasy Companion) are:

Magic, Sorcery, Ritualism: All powers available except greater healing, healing, and succor.

Alchemy: armor, blast, boost/lower trait, burrow, detect/conceal arcana, environmental protection, fly, greater healing, healing, invisibility, light, obscure, quickness, shape change, smite, speak language, speed, stun, teleport.
God45 skrev:The only difference in gameplay is that you prepare your spells in the form of potions at the beginning of the adventuring day.
...which takes one hour per potion, so you probably don't want to do it on a daily basis. (As you advance, higher-level potions will take longer to prepare, but everything that's available to you at the start is just one hour.)
God45 skrev:
Oh, and do the knowledge skills have any practical uses or do you need some kind of crafts for that? I was thinking that he doesn't have the ability to go beyond the current techlevel in the area (hence no weird science arcane background) but that he might be the one to ask if you need to, say shore up a mine roof so it doesnät fall down on your head or similar things....
Knowledge (science) should be enough to do things inside the current techlevel since there are no real crafting skills.
Given the "mine roof" example, Repair would probably be a better fit. Savage Worlds as a system doesn't really tend to encourage the use of Knowledge skills in general (it has a very broad definition of "Common Knowledge", which is treated as a plain Smarts roll without needing to buy anything) and the standard advice is "unless you need it as a prerequisite for an Edge or you'll be rolling it at least once per two sessions on average, don't take Knowledge." I don't think that Knowledge (Science) is likely to meet that standard.

As for Knowledge (Arcana), if you stick with Magic, that's a prerequisite for the Soul Drain (recharge your Power Points, but risk taking a wound in the attempt) and Wizard (on a good Spellcasting roll, you get some of your Power Points back) Edges. Neither of those are applicable for Alchemy, though, so Knowledge (Arcana) should probably be dropped if you go that route.

Re: Savage Marches

Postat: ons 19 jun 2013, 09:11
av Ironjens
I hope it's not too late to show interest for this. I would be able to play on monday you see :)

This is my idea for a character:

Mouri the Painted
Mouri is a woman in her forties. Her dark skin and her facial tattoos betray her exotic origin while her fine clothes and obese body betray her predilection for luxury. Nobody knows what she did before but ten years ago she came from Brassport and settled in Eastmere. Here she used her considerable wealth to set up a house of ill repute, the Sea Dog.

Which, ironically, had a rather good reputation. The going rates were high but the hosts were well-fed and alluring and nobody woke up stripped of their purse in a back alley after a night at the Sea Dog.

This all changed after the Silence. Left with a handful hosts that have not gone insane business still continues. In crisis the value of certain needs inflate but Mouri realizes that this is an untenable situation. If she is to have comfortable dotage she has to help set things right.

Mouri is a retired pirate that betrayed her crew and took the loot realizing that it would be enough to let her settle comfortably. Comfortably being the operative word. Mouri is extremely lazy, and like all truly lazy people she will go extremes to protect her right to lounge. Among other things a fine example is her labor policy at the Sea Dog; prostitutes that are well fed and well paid are less likely to cause trouble and will likely recruit friends forming a positive circle. The net gain for Mouri is a lesser need to devote time to policing her workers.

She is not surprised to find that she is one of the devas, after all she is a born survivor. It is her fear that her chosen lifestyle never will return that drives her to help the community but she will claim coin for everything she does, if at all possible.

Being an old pirate she knows how to wield a sabre and a knife and has a keen economic mind. She has always worn extreme amounts of make up in public to cover her tattoos and this has given her her name. Mouri still fears that one of her old crew mates might turn up and recognize her for the traitor that she is and is not prepared to take any chances.

The song is Powertrip by Monster Magnet: http://www.youtube.com/watch?v=jE7Zv6d-HUA

I don't have Savage Worlds but I hope you can help me out.

Re: Savage Marches

Postat: ons 19 jun 2013, 10:09
av bladerunner_35
Wicked character concept and song!

Glad to have you aboard matey! ;)

Hopegully God45 can help you out otherwise I'll try to find some time.

Re: Savage Marches

Postat: ons 19 jun 2013, 10:24
av God45
Ironjens: give me 15 minutes and I will have made a draft of a character for you :)

But first I will fix Arcturus character :)

Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4,
Vigor d6

Skills: shooting d6, Spellcasting d12, Repair d8, Throwing d6

Charisma: –; Pace: 6; Parry: 4; Toughness: 5

Hindrances: Curious (Major), Outsider (minor), Vengeful (minor)

Edges: Arcane Background (Alchemy), Power Points, Jack-of-all-trades

Equipment: Crossbow 15/30/60 2d6 1 500 10 — d6 AP 2, 1 action to reload.

Portable lab

Powerpoints: 15

Powers:


Armor
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: A mystical glow, hardened skin, ethereal armor,
a mass of insects or worms.

Armor creates a field of magical protection around a
character or an actual shell of some sort, effectively giving the
target Armor. Success grants the recipient 2 points of Armor.
A raise grants 4 points of Armor.
Whether the armor is visible or not depends largely on the
trapping.


Healing
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Laying on hands, touching the victim with a holy
symbol, prayer.

Healing repairs recent bodily damage. It must be used within
the “Golden Hour,” though, for it has no effect on wounds
more than one hour old.
For Wild Cards, each use of the healing spell removes a
wound with a success, two with a raise. The roll suffers a
penalty equal to the victim’s wounds (in addition to any the
caster might be suffering himself).
For Extras, the GM must first determine if the ally is
dead (see Aftermath on page 78). If so, no healing may be
attempted. If not, a successful arcane skill roll returns the ally
to the game Shaken.
Healing can also cure poison and disease if used within 10
minutes of the event


Blast
Rank: Seasoned
Power Points: 2–6
Range: 24/48/96
Duration: Instant
Trappings: Balls of fire, ice, light, darkness, colored bolts,
swarm of insects.

Blast is an area effect power that can put down many
opponents at once. The caster first picks where he wants to
center the blast, then makes the appropriate skill roll. Normal
ranged attack modifiers apply.
The area of effect is a Medium Burst Template. If the roll is
failed, the blast deviates as a launched projectile.
Targets within the blast suffer 2d6 damage. Blast counts as
a Heavy Weapon.
►►Additional Effects: For double the Power Points, the blast
does 3d6 damage, or the size is increased to a Large Burst
Template. For triple the points, it does both.

Re: Savage Marches

Postat: ons 19 jun 2013, 10:44
av nDervish
Ironjens skrev:I hope it's not too late to show interest for this. I would be able to play on monday you see :)
Nope, it's never too late!
Ironjens skrev:Mouri the Painted
I like it!
Ironjens skrev:I don't have Savage Worlds but I hope you can help me out.
What's your preferred Arcane Background for the Song?

A quick possible writeup for Mouri (God45/bladerunner_35, feel free to suggest alternatives):

Agility d8
Smarts d6
Spirit d6
Strength d6
Vigor d6

Boating d4
Fighting d8
Throwing d6
Notice d4
Streetwise d6
Climbing d4
Persuasion d6
Intimidation d6
Taunt d4

Hindrances:

Code of Honor (Major)
Honor is very important to your character. He keeps his word,
won’t abuse or kill prisoners, and generally tries to operate
within his world’s particular notion of proper gentlemanly or
ladylike behavior.

Enemy (Minor)
Someone out there hates the character and wants him dead.
The value of the Hindrance depends on how powerful the
enemy is and how often he might show up. A Minor Enemy
might be a lone gunslinger out for vengeance. A Major Enemy
might be a supernatural gunslinger who wants your hero dead.

Obese (Minor)
Particularly large people often have great difficulty in
dangerous physical situations. Those who carry their weight
well have the Brawny Edge. Those who don’t handle it very
well are Obese. A character cannot be both Brawny and
Obese.
An Obese hero adds 1 to his Toughness, but his Pace is
decreased by 1 and his running die is a d4. Obese characters
may also have difficulty finding armor or clothing that fits,
squeezing into tight spaces, or even riding in confined spaces
such as coach airplane seats or compact cars.


Edges:

Florentine
Requirements: Novice, Agility d8+, Fighting d8+
A character trained to fight “Florentine” is a master at
wielding two weapons at once. He adds +1 to his Fighting
rolls versus an opponent with a single weapon and no shield.
In addition, opponents subtract 1 from any “gang up” bonuses
they would normally get against the fighter as his two flashing
blades parry their blows.

Command
Requirements: Novice, Smarts d6+
Command is the ability to give clear instructions to
surrounding allies and enforce your hero’s will upon them.
This makes your character’s compatriots more willing to fight
on despite their wounds, and so adds +1 to their Spirit rolls
to recover from being Shaken.

Charisma 0
Pace 5
Parry 6
Sanity 5/5
Toughness 6 (7)
Reputation 0

Sabre - Str+d6 damage
4 throwing daggers - Str+d4 damage (melee or thrown), range 3/6/12
Leather Armor - +1 armor for torso, arms, legs
150 sp

As an option, you could swap out one of the other skills to get Shooting and buy a flintlock pistol (5/10/20 range, 2d6+1 damage, 2 rounds to reload) with your remaining 150sp. You could also replace the daggers and armor with a second pistol if you went that route, although that would leave you without a second melee weapon for the Florentine edge, so you might want to replace it with:

Two-Fisted
Requirements: Novice, Agility d8+
A Two-Fisted hero isn’t ambidextrous—he’s simply learned to
fight with two weapons (or both fists) at once. When attacking
with a weapon in each hand, he rolls each attack separately
but ignores the multi-action penalty (see page 66).

Re: Savage Marches

Postat: ons 19 jun 2013, 10:50
av God45
Ironjens skrev:I hope it's not too late to show interest for this. I would be able to play on monday you see :)

This is my idea for a character:

Mouri the Painted
Mouri is a woman in her forties. Her dark skin and her facial tattoos betray her exotic origin while her fine clothes and obese body betray her predilection for luxury. Nobody knows what she did before but ten years ago she came from Brassport and settled in Eastmere. Here she used her considerable wealth to set up a house of ill repute, the Sea Dog.

Which, ironically, had a rather good reputation. The going rates were high but the hosts were well-fed and alluring and nobody woke up stripped of their purse in a back alley after a night at the Sea Dog.

This all changed after the Silence. Left with a handful hosts that have not gone insane business still continues. In crisis the value of certain needs inflate but Mouri realizes that this is an untenable situation. If she is to have comfortable dotage she has to help set things right.

Mouri is a retired pirate that betrayed her crew and took the loot realizing that it would be enough to let her settle comfortably. Comfortably being the operative word. Mouri is extremely lazy, and like all truly lazy people she will go extremes to protect her right to lounge. Among other things a fine example is her labor policy at the Sea Dog; prostitutes that are well fed and well paid are less likely to cause trouble and will likely recruit friends forming a positive circle. The net gain for Mouri is a lesser need to devote time to policing her workers.

She is not surprised to find that she is one of the devas, after all she is a born survivor. It is her fear that her chosen lifestyle never will return that drives her to help the community but she will claim coin for everything she does, if at all possible.

Being an old pirate she knows how to wield a sabre and a knife and has a keen economic mind. She has always worn extreme amounts of make up in public to cover her tattoos and this has given her her name. Mouri still fears that one of her old crew mates might turn up and recognize her for the traitor that she is and is not prepared to take any chances.

The song is Powertrip by Monster Magnet: http://www.youtube.com/watch?v=jE7Zv6d-HUA

I don't have Savage Worlds but I hope you can help me out.

Mouri the Painted

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8,
Vigor d6

Skills: Boating d6, Fighting d10, Intimidation d6, Notice d6, Taunt d6, Survival d6

Charisma: 2, Pace: 5; Parry: 7; Toughness: 6

Hindrances: Greedy (major), Enemy (minor), Obese (minor)

Edges: Rich, Attractive

Equipment: Long Sword Str+d8 8 300 Includes scimitars

Dagger Str+d4 1 25

Chain Hauberk (long coat) +2 25 300 Covers torso, arms, legs

1375 dollars


What do you think?

Oh, and what kind of powers do you want from the song?