The Dresden Files > DFRPG

Dresden Files - M&M Style

<< < (4/12) > >>

Save-vs-DM:
Karrin Murphy

PL: 8 (146pp)

Abilities: STR: 14 (+2), DEX: 18 (+4), CON: 16 (+3), INT: 14 (+2), WIS: 14 (+2), CHA: 18 (+4)

Skills: Acrobatics 8 (+12), Diplomacy 8 (+12), Drive 4 (+8), Gather Information 12 (+16), Intimidate 8 (+12), Investigate 12 (+14), Knowledge (Arcane Lore) 2 (+4), Knowledge (Current Events) 4 (+6), Knowledge (Tactics) 4 (+6), Knowledge (Theology and Philosophy) 2 (+4), Medicine 4 (+6), Notice 12 (+14), Profession (Police Officer) 8 (+10), Search 8 (+10), Sense Motive 12 (+14), Stealth 8 (+12), Survival 4 (+6)

Feats: Accurate Attack, Appearance, Assessment, Benefit (Police Officer), Defensive Attack, Defensive Roll 5, Grappling Finesse, Leadership, Improved Block, Improved Disarm, Improved Grab, Improved Pin, Improved Trip, Instant Up, Quick Draw, Seize Initiative, Stunning Attack, Teamwork 2, Weapon Bind, Well-Connected

Powers: Strike [Striking Strength] (Extras: Mighty) 6; 8pp

Combat: Attack +8 [Pistol +4, Unarmed +8], Defense 18 (14 flat-footed), Init +8

Saves: Toughness +8 (+3 flat-footed), Fortitude +8, Reflex +10, Will +8

Equipment: Service Pistol

Drawbacks: Honor, Obsession (Law), Responsibility (Police duties)

Abilities 34, Feats 25, Skills 30 (112 ranks), Combat 32, Saves 17, Powers 8

Well, here's Murphy in all her glory.  I decided in PL 8 for her, as she's a mortal, but a tough mortal.  Her only power really isn't a power, it's just a result of her excellent martial arts training.  I think she turned out pretty well myself.  Nothing too big going on, really, but she works well and can kick some tail.

Save-vs-DM:
Michael Carpenter

PL: 10 (190pp)

Abilities: STR: 18 (+4), DEX: 16 (+3), CON: 18 (+4), INT: 14 (+2), WIS: 18 (+4), CHA: 16 (+3)

Skills: Acrobatics 4 (+7), Climb 4 (+8), Diplomacy 8 (+11), Drive 2 (+5), Gather Information 8 (+11), Handle Animal 4 (+7), Intimidate 8 (+11), Knowledge (Arcane Lore) 4 (+6), Knowledge (Current Events) 4 (+6), Knowledge (Tactics) 4 (+6), Knowledge (Theology and Philosophy) 12 (+14), Medicine 2 (+6), Notice 12 (+16), Profession (Carpenter) 8 (+12), Search 4 (+6), Sense Motive 12 (+16), Stealth 4 (+7), Survival 8 (+12), Swim 4 (+8)

Feats: Accurate Attack, Assessment, Blind-Fight, Connected, Critical Strike, Defensive Attack, Elusive Target, Endurance, Equipment 4, Favored Opponent (Denarians) 2, Fearless, Improved Critical (Amoracchious) 2, Improved Defense, Improved Disarm, Improved Initaitive, Improved Sunder, Improved Trip, Interpose, Luck 3, Power Attack, Takedown Attack, Teamwork 2, Well-Informed

Powers: Super-Senses [Danger Sense, Detect Evil] 2

Device 8: Amoracchius (easy to loose) [Light Control 4, Protection (Extras: Impervious) 6, Strike (Extras: Penatrating) 10]; 24pp

Combat: Attack +10 [Amoracchius +10, Unarmed +4], Defense 20 (15 flat-footed), Init +7

Saves: Toughness +10 (Impervious +6), Fortitude +12, Reflex +8, Will +12

Equipment: Chainmail, Dagger, House, Tools, Truck

Drawbacks: Enemy (Denarians), Honor (Christian Values), Responsibility (Family)

Abilities 40, Feats 32, Skills 29 (108 ranks), Saves 21, Powers 26, Combat 40

Well, I finally finished Michael - and he was harder to do than I thought.  I had to spend a few days scouring the books, looking for just what Amoracchius could do, power wise.  I think I probably missed a few things, but the basic set up is pretty good.  It's actually fairly cheap, power-wise.  As for Michael, he's a fanny-kicking mamba jamba even without the sword.  He's more or less a riff off the weapons-master archetype, with a few tweaks.  The biggest one is his luck - which in this case is divine intervention.  Given his rather nasty drawbacks, he should always have plenty of hero points to pull off one time power "miracles" or to be in the right place at the right time.  Actually, the DM is probably fiating him being in the right place, which actually earns him another hero point.  His well informed feat represents the wide nation of churchs, that and he always seems to be where he needs to be.  All in all, I'm happy with how he turned out.

finarvyn:
Very nice! Keep 'em coming!  ;D

I may use these in an upcoming campaign. I was uncertain as to which system to use, but M&M is really nice because of the way they handle powers and such.

Save-vs-DM:

--- Quote from: finarvyn on April 18, 2007, 12:51:56 PM ---Very nice! Keep 'em coming!  ;D

I may use these in an upcoming campaign. I was uncertain as to which system to use, but M&M is really nice because of the way they handle powers and such.

--- End quote ---

Surprisingly, it handles the dresden-verse pretty darn well, actually.  I'll have to dig around my massive number of text files, and see if I can't find my Dresden-verse M&M templates.  I have templates for Wizard, White Court Vampire, Black Court Vampire, Red Court Vampire, and Changeling.  Mostly they're just a package deal you buy that gives you all the common abilities (like wizards all get soulgaze (which I'm still not quite happy with how I have it) and wizard's sight, for example).

It's not foolproof by any means, and I think the Dresden RPG is going to be a much better fit, but it does work pretty nicely.

Cheers,
Save vs DM

finarvyn:
Well, when you think about M&M as a superhero comic book RPG it's not too much of a stretch to imagine that it could handle any other sort of high-powered campaign, and Harry Dresden sure has elements of high-power.

I'm looking forward to seeing your other templates!

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version