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Some of my character Ideas

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luminos:
THE ROGUE
Rogues are one of the quintessential character types for RPGs. They are sneaky, clever, charming, and generally fond of using whatever underhanded methods they can think of to defeat their opponents.  In social circumstances, rogues are talented liars and charmers, adept at the art of manipulation.  In combat, rogues prefer to strike from the shadows, setup traps, and expose weaknesses in their enemies.  Some rogues are such consummate liars that their skill at deception can even protect them from mental assault!
Musts: Available templates are pure mortal, Changeling, Minor Talent (cloak of shadows), Red Court Infected, and a few other templates, after you modify them enough.  Make sure you have a High Concept Aspect or a Trouble Aspect to reflect your roguish nature.
Options:  Access to powers is subject to the template you have chosen.  Powers appropriate for the rogue concept include:  Cloak of Shadows, Inhuman Speed, Spider Walk, and Supernatural Sense.
Important Skills:  Deceit, Stealth, Alertness, Burglary, and other skills that involve being sneaky

Example one:  The stealthy rogue
Skills:
Superb (+5): Stealth, Athletics
Great (+4):  Burglary, Weapons
Good (+3): Deceit, Contacts
Fair (+2): Alertness, Rapport, Discipline
Average (+1): Resources, Presence, Empathy, Conviction, Endurance

Powers:
Cloak of Shadows [-1]

Stunts:
Human Spider (Athletics)
Acrobat (Athletics)
Pick-Pocket (Deceit)
Stage Magician (Deceit)
Swift and Silent (Stealth)
Good Arm (Weapons)
Fade Out (Stealth)

Adjusted Refresh: 2

Example two:  The charming rogue
Skills:
Superb (+5): Deceit
Great (+4): Presence, Empathy, Athletics
Good (+3): Resources, Guns, Stealth
Fair (+2): Contacts, Alertness, Driving
Average (+1): Conviction, Scholarship, Investigation, Lore, Burglary

Powers:
Emotional Vampire [-1]
Incite Emotion (touch only: Lust) [-1]

Stunts:
Too Fast to Hit (Athletics)
Honest Lies (Deceit)
Stage Magician (Deceit)
Slippery Mind (Deceit)
Read the Surface (Empathy)
Lush Lifestyle (Resources)

Adjusted Refresh: 2

Example 3: The trickster rogue
Skills:
Superb (+5): Deceit
Great (+4): Craftsmanship, Alertness, Stealth
Good (+3): Athletics, Fists, Discipline
Fair (+2): Guns, Resources, Performance
Average (+1): Presence, Conviction, Contacts, Empathy, Endurance

Powers:
Addictive Saliva [-1]
Blood Drinker [-1]
Feeding Dependency [+1] affecting
Inhuman Speed [-2]

Stunts:
Demolitions Training (Craftsmanship)
Document Forging (Deceit)
Make-Up Artist (Deceit)
High Quality Workspace (Resources)
Impersonator (Performance)

Adjusted Refresh: 2


Stunt Explanations:
Fade Out:  Requires two other stealth stunts.  Cloak of Shadows can count as a stealth stunt for this purpose. The character is so good at hiding, he can do so in the middle of combat!  The difficulty for doing so faces the usual modifiers, plus the highest Alertness score of any of the enemies in the character's line of sight or in the same zone as the character. 
Slippery Mind: Requires two other Deceit stunts Your ability to tell convincing lies has penetrated to your very soul, and as such, you may use deceit when defending against mental attacks from a supernatural source.

Even More Stunts:
Never Surprised (Alertness): Requires Paranoid? Probably.  When you succeed on an Alertness role against an ambush, you can make a full defense.
Crazy Ready (Alertness): Requires Never Surprised.  When you succeed on an Alertness role against an ambush, you can opt to pay a fate point in order to take any type of action you want, going in the usual initiative order.
Poison Specialist (Scholarship):  You know how to create poisons.
Perfect Ambush (Stealth): If you successfully ambush someone (so that they fail their final alertness check), you do +2 damage on your attack.
Hidden Menace (Intimidation):  You can "ambush" someone in a social situation by hiding and attacking with Intimidation.  They get the same alertness check as they would for a normal ambush attempt, and if they fail, they defend against the intimidation at mediocre (+0).  If they succeed at the alertness check, they can use an appropriate social skill to defend (but they don't get a +2 bonus for full defense)

Up Next:  I stat out the Batman, just for fun, then I'll get back to doing D&D classes

Deadmanwalking:
All the other critters specified have a generic version, but not Wizards. I decided that there really should be a generic Wizard, for when you need one. There should really be two, actually, Wizard and Apprentice. I didn't know what thread to put them in, really, so here they are.

Name: Generic Wizard

Aspects:
High Concept: Wizard of the White Council
Other:
More Scholar than Soldier
Expert in My Field

Skills:

Superb: Lore
Great: Discipline, Scholarship
Good: Contacts, Conviction, Resources,
Fair: Deceit, Empathy, Investigation, Rapport,
Average: Alertness, Athletics, Endurance, Presence, Weapons

Powers:

Refinements [-2]
Evocation [–3]
Thaumaturgy [–3]
The Sight [–1]
Soulgaze [+0]
Wizard’s Constitution [+0]

Total: -9 Refresh

Specialties:

Evocation: Elements (Air, Earth, Spirit); Power (Spirit +1)
Thaumaturgy: Control (His Field+1); Complexity (His Field+2)

Rotes:

A 5 Shift Spirit Maneuver, which requires his Staff.
A 4 Shift Spirit Maneuver.
A Weapon: 5 Spirit Attack, which requires his Staff.
A Weapon: 4 Spirit Attack.
A 4 Shift Spirit Block.

Focus Items:
Wizard’s Staff [+1 Offensive Control and Power with Spirit]
Wizard’s Ring [+2 Complexity with His Field]

Enchanted Items:
Protection Ring [Three Strength 4 Blocks or Armor Value 2, can be worn by others] (2 Enchanted Item Slots)
2 Potion Slots

Stress:

Mental: OOOO
Physical: OOO
Social: OOO
Armor: By spell or item effect.

A generic Wizard, perhaps a century old and not specializing in Evocation or violence of any sort. His Field is one particular area of Thaumaturgy, and he can toss out Complexity 9 effects in it casually in three exchanges with minimal risk, making him a known and respected expert within it. He is a full Wizard and a decent Evocater, but nothing compared to a Full Warden, even an inexperienced one. He is a decent politician (to deal with White Council business), and a skilled scholar in fields mundane as well as magical. He is a Submerged level character because, well, he’s a century old, he deserves to be. The Evocation elements and Rotes of this version are arbitrary and/or generic and may be replaced with whatever ones you like.

Name: Generic Apprentice

Aspects:
High Concept: Apprentice Wizard
Other:
New At This
Damned Outdated Traditions!

Skills:
 
Good: Conviction, Discipline, Lore,
Fair: Alertness, Athletics, Deceit, Rapport, Scholarship,
Average: Empathy, Endurance, Guns, Presence, Investigation, Resources,

Powers:

Evocation [–3]
Thaumaturgy [–3]
The Sight [–1]
Soulgaze [+0]
Wizard’s Constitution [+0]

Total: -7 Refresh

Specialties:

Evocation: Elements (Air, Fire, Water); Control (Air +1)
Thaumaturgy: Complexity (Any One Field+1)

Rotes:

A Weapon: 4 Air Attack, which requires his Staff.
A 4 Shift Air Block, which requires his Ring.
A 3 Shift Air Block.

Focus Items:
Wizard’s Staff [+1 Offensive Power with Air]
Shield Ring [+1 Defensive Control with Air]
Pendant [+1 Control with Thaumaturgy Field]

Enchanted Items:

2 Potion Slots.

Stress:

Mental: OOOO
Physical: OOO
Social: OOO
Armor: By spell or item effect.

A generic Apprentice. Still new and untried. Effectively a Waist Deep Character except for the Refresh. Again, not an evocation specialist, though a fairly decent evocater considering. Like the Generic Wizard elements and rotes are arbitrary.

luminos:
THE PALADIN
Did you read the description for Champion of God?  Because that is basically the same as a D&D Paladin.  This won't be a very detailed write-up, because I just need to add a few extra options to the existing Champion of God entry to make a D&D flavor Paladin.

Paladin #1

Skills:
Superb: Conviction
Great: Presence, Weapons, Alertness
Good: Driving, Endurance, Athletics
Fair: Lore, Investigation, Discipline
Average: Empathy, Scholarship, Lore

Powers:
Guide My Hand [-1]
Righteousness [-2]
Holy Touch [-1]
Item of Power (Paladin's "Mount") [-1]
Turn Undead [-1]

Stunts:
Lay on Hands (Conviction)
Aura of Courage (Presence)
Begone You Devil (Presence)

Paladin #2

Skills:
Superb: Weapons, Conviction
Great: Driving, Might
Good: Endurance, Discipline
Fair: Athletics, Alertness, Rapport
Average: Presence, Contacts, Investigation, Scholarship, Lore

Powers:
Bless This House [-1]
Guide My Hand [-1]
Righteousness [-2]
Item of Power (Paladin's "Mount", flying variation) [-1]
Turn Undead [-1]

Stunts:
Pilot (Driving)
Person of Conviction (Conviction)
Detect Morality (Conviction)

Stunt Explanations:
Detect Morality: You can a single Empathy check on someone else using your Conviction.  Any aspects revealed using this stunt should somehow indicate the moral character and beliefs of the person the check is made on.
Lay On Hands:  Once per scene, you may roll Conviction to remove an amount of stress equal to the result.  So if you roll a 5, you can uncheck the second and third stress box.  You can use this ability on yourself or someone else in the same zone as you.  Might require a fate point to use if it is not balanced.
Aura of Courage: Your allies may use your presence score to complement their defense against intimidation, and certain kinds of supernatural mental attacks.

Power Explanation:
Turn Undead:  True Faith power.  Once per scene, you can use your presence to make a social attack against all undead in a single zone.  This power can be taken multiple times to increase the number of times it can be used in a scene.

Paladin's "Steed": True Faith power.  You have a mystically powerful "steed".
Musts:  You have to be a Paladin
Effects: 
It's a Car (or a motorcycle, or a truck, or a plane etc.)
Unbreakable:  It cannot be permanently destroyed.  In any kind of driving conflict, it has twice the stress boxes as usual and if "destroyed" it can be fully restored by a mechanic after at the same speed as you'd use to recover from a moderate consequence.  The "Steed" is unhexable.
Holy Purpose:  It has a threshold: 2
Supernatural Senses:  You can always get a feel for where your "Steed" is, and when driving it, you get an enhanced understanding of the road conditions giving you a +1 to maneuvers you make with it.
Discount of +2.

Mal_Luck:
I'm interested to see your Rogue, since there are (random double digit number)+ different kinds of Rogues. Bard seems like he too would be interesting to see.

And although not a base class, I was always fond of the Beguiler from PHBII.

Wyrdrune:
really liked the batman writeup...

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