The Dresden Files > DFRPG
Some of my character Ideas
KOFFEYKID:
Ive made some adjustments. The Lorica of Peace, I havent figured out exactly how its going to be ruled, being able to enchant something that already has armor SHOULD be possible without having to ignore the base armor, maybe I can use it as sort of an armor discount (ala Item of Powers Refresh Discount). Furthermore, for the purposes of crafting enchanted items, he can work at Lore +8 (+1 from Soulfire as I mentioned above, the Item of Power gives a +1 to Lore for crafting, and his specialization in Crafting Strength).
The extra refinement was a leftover from some earlier version, and Ive corrected that (thats why the enchanted item slots were at 12).
As for the focus items, I was thinking about it, I was actually thinking of making a broken sword (Hilt and a few inches of jagged metal) as a focus for his Sword of Heavens Rote (and that spell only, giving it +2 Control & Power)
Mal_Luck:
Sword of the Heavens and the foci idea remind me of Kuwabara from Yu Yu Hakusho, not that that's a bad thing. Interesting character.
luminos:
A write up for a concept I came up with a couple of weeks ago
Character: Melanie Stokes
Power Level: Feet in the Water
Template: Minor talent
High Concept: Bipolar Tech-bane
Trouble: Normal isn't an option, but its what I want
Other Aspects: The Comforts of Stoicism, I'm Lucky to have my Friends, Bouncing off the Walls (manic), A New Day is a New Story, Born in the Wrong Decade
Skills:
Great (+4): Conviction
Good (+3): Performance, Stealth
Fair (+2): Athletics, Fists, Presence
Average (+1): Deceit, Empathy, Burglary, Alertness
Powers:
Involuntary change [+0 or +1 depending on what is taken] to model the character's bipolarism, affecting the following powers:
Mana Static [-1]
at this point, I'd enter into negotiations with my GM to try to get some more supernatural powers to reflect the change that happens when my character was having a manic episode. Perhaps an equivalent to beast change to get a skill shuffle, but for this example, I use
Inhuman Speed [-2]
I'm toying with the idea of connecting the involuntary change to mental stress, so that it is either triggered by such stress or that it inflicts that stress. If any of these ideas are use, I'd probably pick a stunt that reflects all the counseling the character has received which gives two more minor mental consequences that can only by used to reduce the stress of the involuntary change.
Special thanks to iago for helping me figure out to model the character's bipolarism with powers.
luminos:
I decided it would be a fun project to see how I would make D&D type characters for the Dresdenverse. I'm going to start posting the "templates" I'd use to make each of the base classes for 3rd edition D&D.
I'm going to start with what will probably be the easiest class to convert: The Fighter. It would probably make a lot of sense for a Dresdenverse fighter to be good at the guns skill, but I want to get something with the D&D flavor of fighter (yes, I know some D&D fighters can be designed to be good at ranged rather than melee, but shut up) so I'm going to stick with a concept that focuses on melee.
FIGHTER
The name really says it all. A fighter is a character designed to excel in a physical conflict. A fighter gets his advantage in combat from training and skill, rather than supernatural powers. Outside of combat, the fighter tends to be a fish out of water, and will typically be on the defense in social and mental conflicts.
Musts: A fighter should have only 1 or 2 points spent on supernatural powers at most.
Options: Most fighters are pure mortals, but if your high concept allows it, you can choose powers from the following list: Inhuman Strength, Inhuman Toughness, Pack Instincts, Item of Power. An item of power used by a fighter might be a special weapon or piece of armor that enhances the function of the original item. I'd suggest going stunt heavy, building your own stunts where needed, and making long stunt chains to really pump up your martial effectiveness.
Important Skills: Weapons, Endurance, Athletics, and any other skills that will help you win a physical conflict.
Sample Fighter Build (Submerged Level)
Skills:
Superb (+5): Weapons
Great (+4): Endurance, Athletics, Alertness
Good (+3): Intimidation, Might, Discipline
Fair (+2): Survival, Craftsmanship, Guns
Average (+1): Resources, Presence, Empathy
Stunts:
On My toes (Alertness)
Too Fast to Hit (Athletics)
Calm Blue Ocean (Discipline)
No Pain No Gain (Endurance)
Tough Stuff (Endurance)
Off Hand Weapon Training (Weapons)
Wall of Death (Weapons)
Power Attack (Weapons)
Cleave (Weapons)
Weapon Focus (Weapons: Longswords)
Adjusted Refresh: 2
Another Sample Fighter, this one of the high intelligence/tricky variety
Skills:
Superb (+5): Weapons
Great (+4): Deceit, Alertness, Athletics
Good (+3): Endurance, Discipline, Presence
Fair (+2): Might, Investigation, Empathy
Average (+1): Contacts, Craftsmanship, Resources
Stunts:
On My Toes (Alertness)
Too Fast to Hit (Athletics)
Feint (Deceit)
Dishonest Blade (Deceit)
No Pain, No Gain (Endurance)
Squad Tactics (Presence)
Tactician (Weapons)
Shield Expertise (Weapons)
Improved Disarm (Weapons)
Adjusted Refresh
Stunts used in sample characters:
Weapon Focus: Character picks one specific weapon type. Due to the characters extensive training with this type of weaponry, he gains +1 to attacks made with weapons of the chosen type. Because he has restricted his training to this type of weaponry, he suffers a -1 penalty to attacks made if that weapon type is not used.
Power Attack: The character puts all of their strength into a single strike to really lay the damage down. If a character decides to use power attack, then a successful hit will have an additional +2 increase in damage. However, attempting this will leave a character unbalance, and he will take a -2 penalty to defending against attacks until his next turn, even if the power failed.
Cleave: Requires Power Attack. The character knocks out one guy so badly that the momentum from your attack continues through to the next person in line. Whenever an attack from this character produces a taken out effect or a concession, he may immediately make a successful hit on another enemy that is in the same zone (and within a reasonable distance of the attack). This additional attack is considered to be weapon:0 and does damage equal to half the number of shifts that were unnecessary to produce the concession or taken out result.
Shield Expertise: Requires the character to be wielding a shield. Your character has practiced with a shield extensively, allowing it to be an effective combat aid. At the start of every exchange that the character does not make a full defense, he can designate one enemy in the same zone as himself. The character receives either +2 defense or Armor:1 (stacked) from the attacks or maneuvers of that enemy for the rest of the exchange.
Tactician: The character is adept at reading a combat situation, and knows when to pull his attacks in order to achieve a better defense. The character can decide to reduce his attack by 2 shifts, in order to gain 2 shifts on a single defense roll before his next turn. When using the 2 shifts for a defense roll, he must decide to use it before actually rolling the dice.
Squad Tactics: Requires tactician. The character has extensive training in teams, and always knows the best way to take advantage of a weakness exposed on an enemy by his ally. Gain +1 When tagging a temporary aspect on an enemy that was placed by a maneuver of one of your allies
Improved Disarm: Requires tactician. You are acutely aware of when an enemy leaves himself open to being disarmed. +2 to disarm maneuvers.
Feint: Requires tactician. You really know how to fake people out with your weapons. +2 to deceit when creating a distraction in combat that involves your wielded weapon.
Dishonest Blade: Requires Feint. Good Lord are you tricky with a blade! The attacks you launch always seem to hit exactly where someone would least expect it. With this stunt, all attacks you make with the weapons skill are complemented by deceit, and deceit is given the bonus from feint to determine if it is high enough to complement weapons.
Stunt possibilities:
Craftsmanship: Come up with stunts that allow you to make improvements to your weapons and armor
Intimidation: Find stunts that let you use Intimidation in a combat setting
Presence: All kinds of squad type stunts you could make for this
And of course, any stunts for Athletics, Endurance, Might and Alertness that are applicable to physical conflict.
Up next: The Cleric!
Rel Fexive:
From the Spell-Blocker thread: I thought of a Thaumaturgy-only 'sorcerer' character while reading too much Steven Brust, who calls his magic Witchcraft and calls himself a witch. He has a high concept of "Neighbourhood Witch" (as a play on neighbourhood watch, as he tasks himself to defend an area of the city against supernatural threats) and one of his aspects is "Faux Wiccan", because he really isn't one. I'm not sure what his Trouble should be....
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version