The Dresden Files > DFRPG Resource Collection
Generic NPCs
Sanctaphrax:
And now for the White Council. Deadmanwalking has already provided pretty good stats for just about every relevant named character in the white council, so just search the forums if you want those. He also worked out stats for a generic wizard and generic apprentice. My stats for the White Council Member and White Council Apprentice will just be slightly edited versions of his. Once I'm done with those, I'll work out stats for an ordinary Warden, Junior Warden, and Senior Council Member. I'll probably also make some Senior Wardens, but no promises.
I'm not sure where to go once I'm done the White Council. I'm thinking of making a Cult Leader and a warlock for each Law. I'd kind of like to do more sorcerers and focused practitioners, but I can't think of any good concepts. Does anybody have any advice? I'd appreciate it.
Sanctaphrax:
General note for all White Council characters: elements and thaumaturgy fields (with the exception of crafting) are arbitrary. Feel free to alter them.
White Council Wizard (Submerged)
High Concept: Wizard Of The White Council
Other Aspects: Expert In My Field, More Scholar Than Soldier, A Hundred Years Old
Skills:
Superb: Lore
Great: Discipline, Scholarship
Good: Contacts, Conviction, Resources
Fair: Deceit, Empathy, Investigation, Rapport
Average: Athletics, Alertness, Endurance, Presence, Craftsmanship
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
Magic:
Evocation (Fire, Water, Spirit): +1 water power
Thaumaturgy: +1 ward complexity, +1 conjuration complexity, +1 divination control, +2 divination complexity
Foci: Ring (+1 defensive water control), Crystal Ball (+2 divination complexity)
Enchanted Items: 2 potion slots
Total Refresh Cost:
-9
Refresh Total:
1
White Council Apprentice (Chest Deep)
High Concept: Apprentice Wizard
Other Aspects: New At This, Damned Outdated Traditions!, Does Odd Jobs For His Master
Skills:
Good: Conviction, Discipline, Lore
Fair: Athletics, Alertness, Deceit, Rapport, Scholarship, Contacts
Average: Empathy, Endurance, Craftsmanship, Presence, Investigation, Resources, Driving, Might, Fists
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Magic:
Evocation (Air, Water, Fire): +1 air power
Thaumaturgy: +1 divination complexity
Foci: Wand (+1 offensive and defensive air control), Lens (+1 divination control)
Enchanted Items: 2 potion slots
Total Refresh Cost:
-7
Refresh Total:
1
Sanctaphrax:
White Council Warden (Submerged)
High Concept: Warden Of The White Council
Other Aspects: Decades Of Combat Experience, Loyal To The Council, Scare 'Em Straight
Skills:
Great: Conviction, Discipline, Weapons
Good: Endurance, Lore, Intimidation
Fair: Alertness, Athletics, Contacts, Presence
Average: Resources, Survival, Stealth, Fists, Might, Craftsmanship
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
Magic:
Evocation (Earth, Air, Spirit): +1 earth power, +2 earth control
Thaumaturgy: +1 crafting power
Foci: Left Glove (+1 defensive earth power), Right Glove (+1 offensive earth control), Amulet (+2 offensive earth power)
Enchanted Items: Cloak (4 shift block against attack or Armour 2, 3 uses/session), Warden Sword (6 shift counterspell or weapon:6, 3 uses/session)
Total Refresh Cost:
-9
Refresh Total:
1
White Council Junior Warden (Chest Deep)
High Concept: Junior Warden Of The White Council
Other Aspects: Teenage Conscript, Losing My Naivete, Not Very Scary
Skills:
Great: Conviction
Good: Discipline, Endurance, Lore, Weapons
Fair: Guns, Alertness, Athletics, Rapport
Average: Presence, Fists, Contacts, Scholarship, Stealth, Might
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Magic:
Evocation (Fire, Earth, Air): +1 fire control
Thaumaturgy: +1 crafting power
Foci: Gloves (+1 offensive fire control and power)
Enchanted Items: Cloak (4 shift block against attack or Armour 2, 3 uses/session), Warden Sword (6 shift counterspell or weapon:6, 3 uses/session)
Total Refresh Cost:
-7
Refresh Total:
1
ralexs1991:
very nice i especially like the white council ones
Sanctaphrax:
Glad to hear it, ralexs. Any ideas for mortal practitioners who aren't warlocks or White Council members? Because I'm a bit stumped.
On an unrelated note, the underbelly would probably be better than True Heroism as a catch for the Ordinary Dragon.
Anyway, here are those senior wardens I mentioned earlier:
Warden Regional Commander #1 (Snorkelling)
High Concept: Regional Commander Of The Wardens
Other Aspects: Over A Century Of Combat Experience, Fanatically Loyal To The Council, Great Responsibilities Are Given To Those With Great Power, Genuine Samurai, Craftsman
Skills:
Superb: Weapons, Lore
Great: Conviction, Discipline, Craftsmanship
Good: Alertness, Endurance, Intimidation
Fair: Resources, Athletics, Contacts
Average: Presence, Might, Fists
Stunts:
Off Hand Weapon Training (Weapons): Add half of rating of second weapon to stress bonus.
Enchanted Item Master (Weapons): +1 to attacks with enchanted items.
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
True Aim [-1]
Magic:
Evocation (Air, Water, Fire): +1 air control
Thaumaturgy: +1 crafting frequency, +2 crafting strength
Foci: Anvil (+1 crafting strength and frequency)
Enchanted Items (all have 3 uses/session): Cloak (8 shift block against attack), Underclothes (Armour 4), Warden Sword (8 shift counterspell or weapon: 8 ), Warden Sword (8 shift counterspell or weapon: 8 ), Rain Dagger (weapon: 6 zonewide attack, aim with Weapons), 3 potion slots (strength 8 )
Total Refresh Cost:
-12
Refresh Total:
1
Warden Regional Commander #2 (Snorkelling)
High Concept: Regional Commander Of The Wardens
Other Aspects: Over A Century Of Combat Experience, Fanatically Loyal To The Council, Great Responsibilities Are Given To Those With Great Power, Burn It All Down, Somehow Hasn’t Broken The First Law Yet
Skills:
Superb: Conviction, Discipline
Great: Lore, Intimidation, Weapons
Good: Endurance, Presence, Contacts
Fair: Alertness, Athletics, Resources
Average: Might, Survival, Fists
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-5]
Magic:
Evocation (Fire, Earth, Spirit): +1 spirit control, +2 fire power, +3 fire control
Thaumaturgy: +1 crafting strength
Foci: Sword (+2 offensive and defensive fire power), Left Glove (+1 defensive fire control), Right Glove (+1 offensive fire control)
Enchanted Items: Cloak (6 shift block against attack or armour 3, 3 uses/session), Warden Sword (6 shift counterspell or weapon: 6, 3 uses/session), 1 potion slot (strength 5)
Total Refresh Cost:
-12
Refresh Total:
1
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