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Hick Jr:
Black hands, but I love this list. Seriously. It's like seeds for character inspirations. I kind of want to write up a chloromancer using your Plant Magic and a couple of ideas from the Treant in the Generic NPCs thread.

Lavecki121:
I really like the revision you did to time manipulation. Thanks. I needed this for a pbp

Hick Jr:
Wow. That was fast. I modified the Scuba Diving power level a bit. It's about what Enduring the Apocalypse is being played at. This guy's shtick would theoretically be calling up plant elementals, supercharging local plants into things like wards, and doing cool plant-based evocations like forcing creeper vines to grow in your intestines. He'd make a reasonable Big Bad for some kind of campaign in a tropical area. He actually becomes playable if you drop the Marked by Power and the Sight, which I view as the most superfluous.

And yes, this is lo-cal Swamp Thing.
18 Refresh, 52 Skill Points, Skill Cap Fantastic.

High Concept
The Green Knight
Trouble
Accursed Humans!
Other
Floronic Man; “You can’t kill a vegetable by shooting it through the head”; I Was A Man, Once; Plant Elemental

Stunt
Woodcrafter (Bows): Your mastery over all things flora has allowed you to increase the power of your archery threefold. Gain a +1 to your Bows skill when using a wooden bow.
Skills
Fantastic: Lore, Discipline
Superb: Conviction, Bows
Great: Presence, Athletics, Survival
Good: Endurance, Alertness, Contacts
Fair: Weapons, Rapport, Craftsmanship
Average: Resources, Performance, Empathy

Powers
Marked by Power (The Green) [-1]
Evocation [-3] (Plant, Water, Spirit) (Water Power +1) (2 Focus Slots)
Thaumaturgy [-3] (Transformation/Disruption Complexity +1) (2 Focus Slots)
The Sight [-1]
Soulgaze [-0]
Undying [-0] (Basic immortality unless you kill him where there's no plants within a mile. Otherwise, he'll just throw his consciousness through The Green with his "death" curse and Conjure a new body out of plant matter, probably taking an Extreme consequence of UNFAMILIAR BODY or something of that sort.)
Supernatural Recovery [-4]
Limitation[+3] (The healing only occurs in direct sunlight. Mechanically, this is either an
Alertness declaration or assessment involving sunlight, followed by a tag for effect,
which activates the power. )
Plant Magic [-2]
Refinements [-8] (Plant Power +4, Control +3; Water Control +2) (Plant Control +3, Plant Complexity +2) (2 Focus Slots)

Total Refresh Cost: -20
Fate Points: -2

Specializations
Evocation:
Water Offensive Power: Conviction 5+ 1 Evocation=6
Water Offensive Control: Discipline 6 +2 Refinement=8
Plant Offensive Power: 5 Conviction+4 Refinement+3 Foci= 12
Plant Offensive Control: 6 Discipline+ 3 Refinement+3 Foci= 12
Thaumaturgy
T&D Complexity: 6 Lore+ 1 Thaumaturgy= 7
Plant Complexity: 6 Lore+ 2 Refinement=8
Plant Control:6 Discipline +3 Refinement=9

Sanctaphrax:
Update complete.

I'll take a look at the character later...right now I have midterms on my mind.

Sanctaphrax:
Character looks pretty good. Some neat ideas there, and I think the math checks out. Aspects are a touch redundant though.

That's about all I've got to say about him.

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