The Dresden Files > DFRPG Resource Collection

Spare Character Concepts

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Sanctaphrax:

--- Quote from: KnightOrbis on March 05, 2013, 12:23:31 AM ----Basically just a reskin of Brutality from the Resources Wiki
--- End quote ---

Oh, yeah, that.

I took that off the stunt list for being broken a while back, but I never updated the wiki accordingly. Sorry if this caused trouble for your game.

If it was fun, then ignore the above apology.


--- Quote from: KnightOrbis on March 05, 2013, 12:23:31 AM ----The prerequisite is you have to take That All Ye Got, then No Pain No Gain if it matters.
--- End quote ---

Okay, that could work.

Hick Jr:
I kind of want to Dresdenize King Midas- as in, he's alive today, and he still has his curse, but he's turned it into badass Metal evocations or possibly some kind of Incite Effect, definitely Incite Emotion:Greed, and maybe some kind of "golden skin" thing. Think Araris Valerian, but golden.

Anyone have input?

Deadmanwalking:
Incite Effect seems the way to go for the golden touch, plus maybe Damage Shield if it applies to people who touch him. The greed thing should be an Aspect at most, since he never had power over it per se, he just, y'know, was greedy. The 'sheathed in gold' thing is pretty clearly a Roughness power plus Human Form. Metal Evocation is possible, but by no means necessary. He should have maxed out Resources because, y'know, he would.

Hick Jr:
I was planning on going with Toughness for the "golden man" type thing. Damage Shield is good. Hadn't thought of that. I really like him having Metal, but it'd probably be easier with Incite Effect.

Any ideas regarding power level, or should I just wing it?

EDIT- Because I was bored, I did up a half-spirit elemental Venatori assassin at "Wish I Had a Submarine", which can be located in the Custom Powers thread. In place of Channeling:Spirit, which is boring, I used the custom psychic Powers Telekinesis, Telepathy, and Teleportation.

Hick Jr:
“Wish I Had A Submarine” 18 Refresh, 60 Skill Points, Skill Cap Fantastic
Name
Mordekainen
High Concept
Half-Elemental Venatori Assassin
Trouble
I Wish You Wouldn’t Think So Loud
Other
Grew Up On the Streets; Venatori Secret Weapon; Black Court Bastards!; "First Law? Pfft."; Not a Glass Cannon, But Nice Try

Skills
Fantastic: Discipline, Conviction
Superb: Stealth, Athletics, Deceit
Great: Alertness, Intimidation, Fists
Good: Lore, Scholarship, Resources, Endurance
Fair: Burglary, Presence, Driving, Contacts
Average: Craftsmanship, Empathy, Investigation, Performance

Powers
Telekinesis (Blades of Force, Force Field, Metaphysical Strength) [-5]
Mythic Strength [-6]
Supernatural Toughness [-4]
The Catch [+3] is successful ambushes.
Telepathy [-2]
Teleportation [-3] (Rapid)
Total Refresh Cost: -17
Fate Points: 1

Stress
Social:000
Mental:0000 +1 mild consequence
Physical:0000(0000) and Armor:2


Fighting this guy would be nightmarish. Weapon:10 telekinetic blasts, he's throwing cars and probably small buildings at you, sucking the information out of your brain, and then teleporting away at Legendary+1. Or he just ninjas over at Superb Stealth and sets up an ambush along with a couple of navel-gazing aspects that turns you and the surrounding block into a smoking crater. The Venator/i send in Mordekainen when they need the modern equivalent of an ICBM.
and, for ease of use, the custom powers used.
(click to show/hide)TELEKINESIS [-3]
Description: You can exert physical force with the power of your mind alone.
Skills Affected: Conviction, Discipline
Effects:
Mind Over Matter. You may use your mind to exert force upon targets within your line of sight. This allows you to use all applications of the Might skill at a distance, using your Conviction skill instead of your Might skill. You may also perform other physical tasks mentally with your line of sight, using your Discipline skill to represent your dexterity.
Telekinetic Attacks. You may make physical attacks and maneuvers against targets within your line of sight using your mental powers. These attacks and maneuvers are controlled with Discipline and may be made with or without a melee weapon. Attacks made with this power without a weapon are weapon: 2.
Blades Of Force [-1]. When using Telekinetic Attacks without a weapon, your attacks are weapon: 4.
Force Field [-1]. You are protected by a shell of telekinetic power. You may use your Discipline skill to defend against physical attacks or to create physical blocks.
Telekinetic Self-Propulsion [-2]. Your telekinesis is strong enough to let you carry yourself. This allows you to fly as though you had the Wings power, using Discipline instead of Athletics to move around in the air.
Metaphysical Strength [-0]. (Requires Inhuman Or Better Strength) Your Strength powers apply to your Telekinesis rather than to your physical body. This increases your Conviction when using it to lift or break things, helps with your mental grapples, and increases the stress inflicted by your Telekinetic Attacks.
Unification Of Mind And Body [-1]. (Requires Metaphysical Strength) Your Strength powers apply to both your Telekinesis and your physical body. This provides all the benefits of Metaphysical Strength alongside all the benefits of ordinary strength.

TELEPATHY [-2]
Description: For whatever reason, you can read minds and communicate mentally.
Skills Affected: Discipline, Empathy
Effects:
Mind Reading. You may use your Discipline or Empathy skill with a +1 bonus to read people's minds. This functions similarly to the Reading People trapping of Empathy, but unlike that trapping it does not require any kind of personal interaction. It can be used on anyone in your line of sight, is fast enough to be performed within a single exchange in combat, and is defended against with the Discipline skill. Furthermore, you may use your Discipline or Empathy skill with a +1 bonus to defend against attempts to deceive you.
Mental Communication. You may communicate silently with anyone in your line of sight. This renders eavesdropping impossible and bypasses all language barriers. It also allows the transmission of pictures, memories, and other information that cannot easily be put into words. This does not make deception impossible or even noticeably more difficult. You may use this ability to perform maneuvers with your Discipline or Empathy skill.
Weaponized Telepathy [-1]. You may make maneuvers and attacks with your telepathy against anyone in your line of sight. Attacks made this way have no weapon rating, inflict mental stress, and use either the Empathy skill or the Discipline skill. The Discipline skill is used to defend against them. They work by overloading the target's brain with mental signals, causing pain and confusion.
Greater Weaponized Telepathy [-1]. (Requires Weaponized Telepathy) Your telepathic attacks are weapon 2.
Superior Weaponized Telepathy [-1]. (Requires Greater Weaponized Telepathy) Your telepathic attacks are weapon 4.
Compulsive Weaponized Telepathy [-1]. (Requires Weaponized Telepathy) When you take someone out with a telepathic attack, you may compel them to act in accordance with a mental command. Commands made this way cannot be completely out of character for their targets. As a general rule, the limits of this ability are roughly equivalent to those of a successful social attack.

TELEPORTATION [-2]
Description: You can teleport from one space to another. Very convenient.
Skills Affected: Athletics.
Effects:
Unfettered Movement. You may ignore all zone borders and all penalties or blocks that would normally impede your movement, unless those blocks are specifically designed to block teleportation. You may also move freely in three dimensions, though this Power does not prevent you from falling to the ground. If you are being grappled or otherwise grabbed when you move, the character holding onto you must roll Might against your movement roll. If they succeed they come with you; if they fail their grasp is broken.
Rapid Teleportation [-1]. Add four to your Athletics when using it to move with this Power. In addition, you may move an additional zone when taking a supplemental action to move with this Power.
Long-Distance Teleportation [-1]. (Requires Rapid Teleportation) You may teleport to any place in the world given a few minutes. At the GM's discretion, this effect may be limited by the speed of light.
Sight-Affirmed Teleportation [+1]. Your movement is impeded by anything that blocks your vision. Apply blocks and penalties that apply to your vision to your movement, and do not ignore them with the base effect of this Power.

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