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- Character Generation Saga Episode 3
Posted by : Unknown
May 25, 2014
Meet Parker |
Parker is a friend of Clare's. They live in a not so far future. The world has fallen to more base instincts, and all out war has broken out. With war came advances, in technology, so some of his gear has a familiar yet foreign look, when seeing his picture. In this new age of atomic fallout, people are able to manipulate machines into doing things that some might consider magic. While Clare practices her nano-tech, to achieve this means, Parker has taken to worship. Parker has become the embodiment of his new god Umnus. If you listen to Parker's sermons, Umnus is the god "strength through perseverance." He is not a kind god, who gifts his clergy, with healing powers, to simply pray away their problems. Parker is not a heal bot by any stretch. Parker shows his god through his acts, encouraging his fellow adventurers to overcome their challenges and providing help where he can, with out resorting to a magical "fix it" option. Parker empowers his companions for the challenges, they face in this new world. Because of his beliefs, Parker is a bit strange, but we will get to that in a bit. Now that we understand the basics of what it means, to make a character, lets look at Parker and his trappings.
Parker, Holy Man of Umnus
Parker is a Miracle worker so the Arcane Background (Miracles) make sense to me. As such, I talk to my GM to come up with his religious tenets.
Umnus, God of Strength through Perseverance
Portfolio: Self-perfection, Knowledge, Community
Minor Sins:
- Willing giving up at a mundane task
- Taking short cuts
- Cheating in any form
- Not learning a lesson from a failed task
- Exposure of skin, this can lead to faith in the holy man rather than Umnus.
Major Sins:
- Weakness in adversity, cowardice
- Receiving unnatural healing
- Failing to provide assistance to those in need
Mortal Sins:
- Giving up when death is the cost of failure
- Practicing healing magic
- Allowing those weaker to become dependent on you
This gives my GM a lot to play with and some of it is a bit subjective, while others are set in stone. I want Parker to have more to him than just his faith, so look in to the hindrances. Because of his faith I think Arrogant(Major) sounds perfect. I want him to think his personality is justified in the eyes of his god, and that by being the best he is showing the glory of Umnus. Another one that standouts to me is Anemic(Minor) He has to have a reason for turning to faith, in such a harsh god. Perhaps his sickness is that. Another good option is Aillin'(minor) from Deadlands reloaded, a personal favorite of mine. I would probably talk to the GM and see if he is okay with it, because I love the idea of the character with limited time left, and having him with a strong faith, in a god like Umnus is kind of an amusing thought. As a player I know he will die, but as a character he believes that if he works hard enough he can persevere. What an interesting dynamic. This leads me to think Delusions(minor) would be good. It's a bit different than the read for the hindrance, but my GM agrees that his faith in his actions, to his god, can make him survive is a bit delusional. My GM has decided that in this game we will start as Seasoned Rank. After building up his sheet, like normal, I then look into powers and think Blast sounds good, because I want at least one offensive spell. I already know I will be taking Raise/Lower Trait and other more support focused spells.
Challenge of Umnus(Blast)
Rank: Seasoned
Power Points: 2–6
Range: 24/48/96
Duration: Instant
Trappings: Focus (a Mace must be thrown, the intersection it hits will be the center of the Burst Template. This does not destroy the mace), Prayer/command ("I command you to rise to the Challenge of Umnus"), Fly Weapons (the spell create weapons of light that fly into the burst template)
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.
Side Note: I am late
Sorry guys for posting late this week, the radiator in my car went out so pretty much all of Saturday was spent fixing that. Will be back to normal posting schedule for next weekend and Tuesdays as always. Though I may have to push back the publish time on Tuesdays to be 9 pm Central Time instead of 8 pm, as I have recently received a promotion and new schedule at work.