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PirateJack:
It's not really that significant; there's an entire economy based around getting these metals and putting them in the hands of allomancers. The only one that is even rare is Atium, which I'll go back and fix now.

As for the things Atium can do, yeah. I couldn't find a decent power to model it properly and it was pretty late last night so I didn't want to bother making one up. Suffice it to say, if you have Atium you pretty much always win, barring exceptional circumstances or the other guy having it as well.

Quantus:

Atium IS awesome, and also super rare, far moreso that any of the others.  It's one of the Two God-Metals, is only mined from a single place  (where it slowly grows inside Geodes that specifically cannot be harvested by alloymancers). It is the base standard for all the upper level economy (and military power to an extent), and the primary plot surrounding the main trilogy is a band of folks trying to get a way to counter it, in order to overthrow an Immortal dictator. The other God Metal, by comparison, grants permanently Mistborn Powers to anyone (and all their progeny thereafter).

Sanctaphrax:

--- Quote from: PirateJack on June 12, 2015, 09:32:59 AM ---It's not really that significant; there's an entire economy based around getting these metals and putting them in the hands of allomancers. The only one that is even rare is Atium, which I'll go back and fix now.
--- End quote ---

The wiki talks about the risk of running out of metal at an inconvenient time, though. Does that just hardly ever happen?

PirateJack:

--- Quote from: Sanctaphrax on June 12, 2015, 10:38:52 PM ---The wiki talks about the risk of running out of metal at an inconvenient time, though. Does that just hardly ever happen?

--- End quote ---

Only after they've been fighting for a while or have been forced to burn Aluminium, which would be much better covered by compels than powers.

Also, I did think about putting Tin as a Supernatural Sense power, but then I figured that since it gives a boost to senses in an active way, it'd be better off as Incite Effect so that the player could apply aspects to himself, which he could then use to boost rolls or perhaps Invoke for Effect to gain a relevant power for a scene.

It's also important to note that Allomancers can both burn and flare their metals. Burning is a slow, but less powerful method of using the Investiture inherent in the metals. Flaring uses the metal up quicker, but also gives the power a significant boost, which I see as creating a Flaring X aspect, which is basically opens it up for compels.

Honestly, if I had to use a system for Allomancy it would be Fate, but everything would be done through aspects rather than attacks and the likes. Allomancy can do direct damage, but a lot of the time there are multiple effects that go hand in hand with them. Take steel for instance; you can use it to push any enemy that is wearing metal away from you, but at the same time you are pushed as well, with weight and allomantic power determining how far you go (this comes up in the mini-sequel, where the main character can adjust his weight as well as burn steel, so that he can weigh hundreds of kilograms and use that weight to brace himself for his steel pushes).

Allomancers would go through a lot of fate points; many more than Wizards, I think, since they'd be up against Steel Inquisitors, which have their own set of powerful abilities.

EDIT: Also, Tin doesn't really give you any extra senses. It just boosts the ones you have to ridiculous levels.

Sanctaphrax:
I know, but I think that's easier to represent with Supernatural Senses than with Incite Effect.

Anyway, here's the emissary of the monkey king and the illusionist.

(click to show/hide)Walter Freeman (Submerged)

Walter's a very nice guy, but he enjoys violence more than is probably healthy. As a kid, he studied martial arts and actually used them in street fights. Constantly. He got expelled from multiple schools and drove his parents halfway to distraction. But none of this ever seemed to bother him. He was always confident that things would work out.

And somehow, things did work out. He came across a vampire attack one night, and beat the vampire up quite handily. The victim, a focused practitioner, clued him in. And Walter jumped into the world of magic enthusiastically, finally having found a place where he could use his fighting skills for good.

After a few years of freelance monster-fighting, he caught the attention of the great Sun Wukong. The Monkey King liked what he saw in Walter, and now Walter's an Emissary of Power. He represents Sun Wukong in diplomatic affairs, fights Sun Wukong's enemies, and generally does whatever the monkey tells him. He's pretty happy with this arrangement.

High Concept: Emissary of the Monkey King
Trouble Aspect: Combat Junkie
Other Aspects: Charmingly Carefree, Occasionally Heroic, Master of the Martial Arts
Skills:
Superb: Fists
Great: Athletics, Rapport, Might
Good: Endurance, Presence, Empathy
Fair: Alertness, Discipline, Stealth
Average: Conviction, Deceit, Intimidation
Stunts:
Armed Arts (Fists): Wield staff with Fists.
Powers:
Marked By Power [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch [+3] (The chant which squeezes the monkey king's head also renders his emissary vulnerable)
Supernatural Martial Arts [-1] (whirlwind attack, spectral strike, enhanced damage)
Ruyi Jingu Bang Replica [+1]
   Grow And Shrink [-1] Although no larger than a needle when not in use, it has a two-zone range.
   Really Damn Heavy [-1] It's weapon 4.
Total Refresh Cost:
-9
Refresh Total:
1
(click to show/hide)Hannah Green (Up To Your Waist)

Hannah was born into a rich family, and brought up to believe that she was destined for great things. But by that her parents meant "marrying someone rich and important", not "discovering magical powers and planning to take over the world with them".

Long story short, she doesn't see her parents anymore. Or her friends, or anyone who knows her. She wanders from place to place, adopting and discarding identities on a whim. In theory, all this is part of her master plan to become the ruler of the world. But really, she's just messing around. Playing with her powers, enjoying the freedom that they give her. She manipulates people and political groups sometimes, mostly just because she can.

Hannah might seem a bit ridiculous, but it's not wise to underestimate her. She can be very dangerous when she has to be, and in a few years she'll probably get serious about this world domination thing.

High Concept: The Best Illusionist You Won't Realize You've Met
Trouble Aspect: Oh Shit, Who Did I Tell You I Was?
Other Aspects: Smooth Talker, Dangerous When Cornered, Child of Privilege, Unrealistic Ambition, Wandering Trickster
Skills:
Great: Deceit, Discipline
Good: Lore, Empathy
Fair: Guns, Rapport, Resources
Average: Presence, Conviction, Alertness, Scholarship, Endurance
Stunts:
Multiple Identities (Deceit): May use Deceit instead of Contacts for Knowing People, but only if you know them under false pretences.
Powers:
Glamours [-2]
Ritual (Illusions) [-2]
Refinement [-1]
Magic:
Foci: Ring (+1 illusion control, +1 crafting strength)
Enchanted Items: Psychic paper (Great forgery roll, once/session), bland bowler (Great veil, once/session), shirt of displacement (Great block against attacks, 3 times/session)
Total Refresh Cost:
-6
Refresh Total:
1
To do:

Joel from the last of us.
Jonathan Goldsmith, The Most Interesting Man in the World
Kirei Kotomine from Fate Zero
Trafalgar Law from One Piece
An experienced Harry Dresden
The Rag Lady
Nanoha Takamichi from Magical Girl Lyrical Nanoha
Shirou Emiya from Fate Stay Night
A summoner like binder in a focused practitioner
An empowered mortal Bartitsu fighter
A futuristic swat agent who incidentally has a spidermanesque venom symbiote

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