The Dresden Files > DFRPG

Pure Mortals

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iago:
Anyone planning on playing one?

I gotta say, the Pure Mortal stat blocks that made it into Baltimore and Our World -- mostly penned by Clark Valentine -- are among my favorite statblocks. I'm hoping folks are seeing the potential there, and enjoy the kind of detail you can give a "regular Joe" in an irregular world.

luminos:
I'm playing a pure mortal in the Seoul game on these boards.  I'm combining a sceptic of the supernatural with a guy who likes getting into fights to make a guy that gets in way over his head without ever realizing it.

Belmonte:
I may play one eventually, I have some cool concepts.  They're very well done, yeah.  But first is the Knight of the Cross and the Enchanter Wizard.  A focused Enchanter Wizard looks darn scary.

Ihadris:
I'm planning on playing one when my players get used to the rules enough that one of them feels they can GM. I had originally planned on playing a Wizard but found my idea for a Pure Mortal much more interesting: A free-running Assassin for the Venatori Umbrorum.

A trouble aspect of "but how did it kill the cat?" and a few custom atheltics stunts later and I'm not sure I can go without this guy for long enough to not put him in the first game I run even if it is as an npc.

Mal_Luck:
After struggling for 4 days on my Magnetomancer, I sit down to do a True Mortal and mostly succeeded in about 3 hours. Still some Aspect work/history to be done. Maybe it's just because I understand the system better now (2 days ago I still didn't even understand Stunts)


--- Quote from: Mal_Luck on April 11, 2010, 10:55:50 AM ---Kurt Crichton (True Mortal)
High Aspect: American Military Brat
Trouble: Stranger in a Strange Land
Other Aspects: Cool Bike, Semper Fu


Skills:
•   Great (+4): Fists
•   Good (+3): Endurance, Athletics
•   Fair (+2): Lore, Conviction, Drive, Resources, Guns
•   Average (+1): Scholarship, Rapport, Alertness, Presence, Empathy

Mortal Stunts
•   Expeditious Retreat (Athletics): When sprinting, gain a +2 to Athletics.
•   Too Fast to Hit (Athletics): When making a full defense, take no penalty for moving one zone and gain an additional +1 to the roll (for a total of +3) when making such a move.
•   Martial Artist [MCMAP] (Fists): Make assessments and declarations related to fighting styles and fighting culture using Fists skill.
•   Extensive Training [Kicking Ass Like Ben Linus] (Fists): Kurt may use his Fists skill instead of Weapons to wield a variety of close combat weaponry: Knives and Telescopic Batons
•   Counterattack (Fists): On a successful defense with Fists (fists, knives, telescopic batons), Kurt may sacrifice his next action to turn that defense into an immediate and automatically successful attack.
•   My Car-Fu is Stronger than Yours (Driving): When you are the one being followed in a car-chase, you have a real talent for sudden turns and daring maneuvers to shake off your pursuers. Gain a +2 to Driving in such a case, but only on for motorcycles.
•   Preternatural Instincts (Lore): Kurt can perceive the presence of a supernatural “ick” factor. Gain +2 to Lore whenever using it as an Alertness substitute to pick up the presence of the Supernatural.

Adjusted Refresh: 2

Stress:
Physical: OOOO
Social: OOO
Mental: OOO


I'm still working out other aspects. I suppose he would be college age, maybe even in school. His dad is a full-bird colonel in the marines so he might be able to have access to extra money on occasion. Kurt likes motorcycles and probably owns a fairly decent one. Growing up a military brat he learned some marine skill, especially MCMAP. He also has a decent awareness of the supernatural world, but he may be in denial.
--- End quote ---
It's been commented that he's a bit stunt heavy (Too Fast To Hit, My Car-Fu is Stronger than Yours, and Counterattack could probably sit on a shelf until I earn some minor upgrades).

I'm disappointed because I probably won't be able to use him for now, I'm hoping to be able to get into a pbp Dresden game soon...

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