So, I have a concept. Run it past some people and though the Dresden subreddit. Would enjoy another look as well. This not the deepest character, but it will do for now. Mechanical thoughts would be good too.
Billy Larry Johhny
High concept: Destruction aficionado
Trouble: Minimal collateral damage
Aspects: That southern charm, I can get/make that, Knows both sides of the law, you gotta keep a smile, faded photo of mom
Skills:
+5: Guns, Craftsmanship
+4: endurance, athletics
+3: alertness, survival
+2: driving, discipline, rapport
+1: stealth, might, empathy, investigate, resource
+0: contacts (later, since new to town)
stunts:
>Demo training
>Hand eye coordination
~~~
>Duck and cover: +2 to athletics vs explosives
>Don’t forget the arms and legs: +1 armor vs AOE (like shrapnel
)
>Explosives expert: +2 when dealing with explosives (does not apply to attacks)
>Quick rigging: +2 shifts of speed when using craft for making or repairing
>Built for destruction: +2 to any roll in which you tag or invoke an aspect created with explosives or using with craft for explosives.
?Needed or just something someone can do?
>Home made tools: use craftsmanship when first determining home workspace. To make a new workspace, spend 2 scenes for a level of workshop, up to the max level of your craftsmanship. If it is specialized, apply the normal -1 AFTER it is built (ie still takes the extra 2 scenes). To enhance an existing workshop you didn’t make still takes resources or time. All workspaces or enhancements with this stunt are for craftsmanship.
(and one of the following)
>Backer (family business): resource is considered excellent once per session when trying to acquire material aid. Limit is backer approval and that you won’t emberesses them using equipment. Limited to 1 gun, 1 armor or 1 crate of supplies (half dozen aspects worth of stuff)
?OR?
>Personal arsenal: Use guns skill when rolling resources to see if you have a particular bit of weaponry in your arsenal (ie the equipment part of resources) OR use craftsmanship to see if you have a particular explosive in your arsenal.
basic story: a Texan named billy is born into a interesting family. father and brother are gun smiths, mother is lawyer. cousins are cops, border patrol on one side and smugglers and moonshiners on the other. Billy is raised to the care of his own life, learns to fix houses, cars, guns, etc. also learns law (at least the parts about loopholes
). mother eventually represents a leader of a mexican cartel, loses, is blamed and eventually kidnapped. Family on all sides loved the mom and band together to rescue her from mexico. proves to be very hard, but they run some under the radar paramilitary operations to try and get her out. they fail and she is killed. they swear revenge and go vigilante (without anyone really stopping them. they do it clean). years later, the cartel is in ruins and the last of those responsible is being tracked by billy. The 'big fish', the one who killed the mother, is a white court that billy is tracking down. Finds him in Philly (where group is). Knows the big fish has a taste for rare monster collecting. Billy joins the groups monster hunting to find the bastard and finish this. fin.
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Been told that workshops are awful and annoying, so not even sure about the 'home made tools'. Also worried about explosives and magic (because of course we have 2 wizards). Planned on using old tech like Vietnam grenade launchers, dynamite and whatnot, idk, any thoughts on that?