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dragoonbuster:

--- Quote from: Sanctaphrax on August 18, 2015, 03:19:51 AM ---Isn't he supposed to be really good at jumping? I vaguely remember something about a "salmon leap".

If I were you I'd drop Fists, give him a stunt to attack unarmed with Might, and raise Athletics to Superb. Maybe add in a jumping stunt or Power too. You can probably do without Footwork if you do that.

--- End quote ---

I didn't see any "salmon leap" but I am definitely no expert. Those are all good optimizations.


--- Quote from: Sanctaphrax on August 18, 2015, 03:19:51 AM ---I dunno about this. Stuff like Barbed Death should usually be Compel-based. And while 1 Refresh for +2 stress is fine by me, 2 Refresh for +4 stress seems a bit iffy.

As for Ritual Throw, I'm really not sure how to judge it. But it seems worryingly strong.

--- End quote ---

NPCs get to have powers that PCs don't. I'd never give this to a PC. It's definitely overpowered.

Sanctaphrax:

--- Quote from: Shaft on July 21, 2015, 07:39:25 PM ---I just wanted to thank you for writing these up at my request.  I've been busy lately, but I will comment on them in more detail.
--- End quote ---

Not to nag, but...I'm curious about what you were going to say.

Trum4n1208:
Howdy. Need a character for a Las Vegas setting, Paranet Papers. We're doing a lower refresh game, feet in the Water: 6 Refresh, 20 Skill Points, Skill Cap at Great. 
 
Name: Dan Hollander
Basically, I'm envisioning either a vanilla mortal, or maybe a minor talent who is kind of like a modern Old-West type of guy, thinner and wiry, wears cowboy boots, a light leather fringed jacket, has a .45 Colt on his hip (Colt M1917, my personal favorite revolver from the 20th century). Has had some experience with the super natural world. Maybe works as an investigator, and not at all a bad guy. If this were traditional D&D, he'd be Chaotic Good.

I can make the guy, but I'm a little press for time, so I figured if you could help me come up with something, and I can tweak it as need be.

Thanks a ton!

Sanctaphrax:
This thread isn't active at the moment, but as it happens I have some old cowboy stats that you might find useful.

(click to show/hide)Cowboy (On The Beach)

High Concept: Cowboy
Other Aspects: Tough Life, Animal Lover
Skills:
Good: Guns, Survival
Fair: Intimidation, Endurance, Athletics
Average: Fists, Might, Alertness
Stunts:
Animal Handler (Survival): +1 to handle animals, +2 to handle cows.
Rider (Survival): +2 to ride.
Lasso (Weapons): May use the Weapons skill and a lasso to make manoeuvres and grapple with a 1 zone range.
Master Of The Lasso (Guns): Use Guns +1 instead of Weapons for using a lasso.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
2
To raise him to Feet In The Water, add a Great skill and an Average skill. Investigation and Lore might be appropriate, going by your description.

Not sure why the skill changes twice for the lasso stunts, but you can safely ignore that.

Trum4n1208:
Fair enough, thank you. How does one handle 'signature' weapons, so to speak (Harry's .44, Murph's P90?) For this guy, I envisioned the .45 and a large caliber lever gun if he actually had the time to prepare for a fight. Would that just be an aspect?

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