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Looking for character feedback

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kjpowers:
Hey everyone,

I'm fairly new to the RPG world, and right now I'm in the process of building some characters. I'm having tons of fun with this, and would love some feedback. My first character is my PC, a vanilla mortal. I've had fun making him someone who could be helpful in a wide variety of situations, and hopefully he's someone a veteran player wouldn't mind having on their team. I'm still working on the specific aspects, but here's the rundown otherwise.

Name: Joseph Martello
 
Aspects:
High Concept: Monster Hunting Legislative Aide
Trouble: The Family Name
Other:
I Hail from River City
Come on, Doc, War is Semper Fun!
You Wouldn’t Believe My Night Job…

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

Stunts
 
On my Toes (Alertness)[-1]: +2 when determining combat initiative
Legislative Aide (Contacts): +2 when dealing with government contacts
Martial Artist (Fists) [-1]: Allows declarations regarding martial arts
Kajukenbo (Fists) [-1]: Attack +1 when facing multiple opponents
Target-Rich Environment (Guns) [-1]: Attack +1 when outnumbered in a firefight
Finely Tuned Third Eye (Lore) [-1]: +2 to Lore for Alertness when detecting supernatural
Occultist: (Lore) [-1]: +2 to Lore with declarations regarding magical countermeasures
Corpsman (Scholarship) [-1]: +2 when using scholarship to administer medical aid
 
Total: -6 Refresh
   
Stress:

Mental: OOO
Physical: OOOO
Social: OOO
Armor: Usually, None

Notes: Great initiative, depending on the situation, with Good-Great attacks and Great defense. Normally carries a concealed sidearm (weapon:2) that he uses with Good-Great skill. While Joe is very capable in the field, some of his specific non-combat are truly impressive. Joe’s ability to detect the supernatural is Fantastic, as is his knowledge of magical defenses and countermeasures. A combat veteran Navy Corpsman, Joe can administer medical aid with Fantastic skill. Joe also has Good contacts within government, and has more than a few people who owe him favors.

luminos:
Not bad, but I'd probably drop the corpsman stunt.  I doubt it will be very useful to start treatment of minor consequences in combat.

Deadmanwalking:
Your character's mechanically sound...but depending on your personal preferences and the other PCs you could easily be overshadowed. You've basically wound up as a "Jack of All Trades, Master of None". You're unlikely to be the best in anything in your group unless it lacks a specialist in that area. If you're cool with that, you're good to go.

Also, your lack of social skills above Average is odd in a legislative aid. I'd drop Conviction to Average and raise Rapport to fair were I you. It'll help your social conflict stuff quite a bit, too.

To ameliorate the Jack of All Traes issue, I'd drop Weapons entirely (at Average, you're almost never going to be in a situation where Fists isn't better), and up a Great skill to Superb. Any skill you like. You'll then likely be the very best with that skill.

Your refresh is also a little low, and with your Scholarship, Corpsman is likely unnecessary, I'd drop it and kill two birds with one stone.

KOFFEYKID:
Id specialize in guns, drop fists, and all the related stunts. Take a few gun stunts instead.

Then Id drop Might and Weapons.

Up your Presence, since you will need that allot more for social situations.

Then do the stuff deadmanwalking said. That would make you a pretty tuff character.

Biff Dyskolos:
I have a personal dislike of the Martial Artist stunt. It is the only prerequisite stunt in the book and all it does is give you Declarations. All skills can already be used to make Assessments and Declarations.

I just don't get Martial Artist!

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