The Dresden Files > DFRPG

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Nmclaughlin81:
I have never played DFRPG before, but I've read most of the Dresden Files books and am a seasoned role-player. I'm going to be playing in a one-shot/ weekend game. I'm interested in playing a Malk changling thief, chest high. Thoughts?

Taran:
-1 cloak of shadows
-2 inhuman speed
-1 claws
-0 human guise

Stunts
-1 use burglary for hiding/sneaking trapping of stealth
-1 use burglary for declaring items and gear, but it has the 'stolen' aspect
-1 hacker: use burglary to hack computers or
  A lock-picking stunt


+4 athletics; burglary
+3 fists; deceit
+2 contacts; alertness
+1 endurance; stealth; presence

I forget how much refresh/skill points you get.  You could drop claws and fists and replace it with weapons or guns and then use a mundane weapon.  It will save you a refresh.

I left stealth in there in case you are shadowing someone but with such low investigation, shadowing will be hard.

I like hacker because it's another way to create aspects on a potential target.  The resource replacement is just a fun stunt if your GM compels it.

I'm not very good with aspects so someone else could help you with that.

ghostviking:
I'm curious as to how I should build my character and this seemed like the best place to ask. My high concept is "21st Century Shaman" and I'd really like to go the ectomancer route. I'd particularly like to play with the concept of ancestor worship because I like how ghosts are handled in DF. I'm also curious on how ancestor ghosts like Sir Stuart work. Can my character have access to more than one, do I need a foci, etc.

Sanctaphrax:
There are no special rules for ancestor spirits as far as I know. Presumably you'd handle them with normal thaumaturgy effects. 7 shifts of Lore skill substitution gets some ancestor ghost to give you Epic-quality information about Lore, and so on.

And IIRC Ghost Speaker lets you contact ghosts the same way you contact living humans, so that's an option.

If you want to summon them and have them fight for you, you might find this and this useful.

dragoonbuster:

--- Quote from: Sanctaphrax on August 13, 2015, 09:59:13 PM ---There are no special rules for ancestor spirits as far as I know. Presumably you'd handle them with normal thaumaturgy effects. 7 shifts of Lore skill substitution gets some ancestor ghost to give you Epic-quality information about Lore, and so on.

And IIRC Ghost Speaker lets you contact ghosts the same way you contact living humans, so that's an option.

If you want to summon them and have them fight for you, you might find this and this useful.

--- End quote ---

I'd handle this the same way, minus the summoning rules.

If you have an ancestor spirit like Sir Stuart, make it an Aspect you can invoke. AS far as multiple ones, I'd say it's possible but unlikely, given the nature of how ghosts are created and stick around in Dresden...of course, a sort of "Spirit Council of Elders" is a really cool concept.  If you have refresh to burn you could make them an Item of Power.

Instead of Summoning Rules, I note that Mort gets tired when he directs ghosts on-the-fly and the prevalence of thaumaturgic-level magic with the speed/method of Evocation. This tells me that you can pretty easily model what he does as Ritual: Ectomancy, and Superior Ectomancy, effectively using "Ectomancy" as an evocation element in combat. Availability of ghosts to do this is handled simply with compels.

Spinning off the idea of a "Spirit Council of Elders," here's how I might build a "21st Century Shaman" ectomancer at Chest-Deep:


--- Quote ---HC: 21st Century Shaman
Trouble: Still An Outcast In Society

OA:
- I HAVE to Listen to My Elders
- The Old Ways Aren't The Only Ways, But I Still Keep A Beard
- Last of the True Ainu Shamans
- I Named Him Smokey


Skills:
+5
+4 Conviction, Lore, Discipline
+3 Endurance, Survival, Athletics
+2 Stealth, Fists, Alertness
+1 Presence, Rapport, Scholarship


Powers:
-2 Ritual: Ectomancy
-2 Superior Ectomancy: You may perform Ectomantic rituals with the speeds and methods of evocation, and your focus items for rituals may be used in conjunction with this, substituting Complexity bonuses for Power.
 -1 Item of Power: Ancestor Spirits
   +1 One Time Discount: It can be found and scattered, but its purpose isn't obvious to everyone, and it isn't carried around.
   -0 It Is What It Is: A shrine in his home housing seven carved sticks that act as vessels for his relatives, who offer guidance and wisdom.
   -0 Unbreakable
   -1 Guide My Hand (He may use the powers in Guide My Hand after praying and speaking with his ancestors for guidance at the shrine.)
   -1 Occultist: Spirit Beings (Kamuy)
-1 Item of Power: Smokey the Bear Spirit
   +0 One Time Discount
   -0 It Is What It Is: A bear spirit invisible to all but those who can see ghosts.
   -0 Unbreakable
   -0 Wizard's Constitution
   -1 Echoes of the Beast: Bears


Focus Items:
Elm Staff: +1 Ectomancy Control

Enchanted Items
- 2 potion slots


Starting Refresh: 8
Refresh Spent: -6
Remaining Refresh: 2
--- End quote ---

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