The Dresden Files > DFRPG

Need help with a character idea

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Ghostfreak:
Whoa, didn't think I would get a response. Bogged down with exams on my end so trying to get that sorted out before  doing anything else. So, I will get to answering your questions.

No, guns will not be prevalent where we are at so that will not be an issue.

Anglo-saxon period.

The reason why I have to build the character with said stipulations is that the dm didn't want everyone to come in as nobles. So to make things interesting and with permission from the other players rolled to see whether each player is either a commoner, low noble, mid noble or high noble. Commoner and low noble means that you are born and raised in England. Mid and high noble are foreigners. Lore was gimped because as far as everyone and their mother knows, magic is the talk of crazy people and superstition.

Yes I have total control over background/friends/family.

I'll be sure to grab more information from the dm so I know what I am getting into.

whitelaughter:
[grins] nearly cross posted!
Okay, that's a lot better than I feared.

Since you are the Noble, think hard about a Resources focus - not just the skill, but also Aspects. Being able to *buy* locations in the setting, or found them, is one of the most useful things a vanilla mortal can do: and it isn't hard to ensure a +9 resources roll.

If you make your trouble some variation on Noblesse Oblige then the other PCs will know to bring you into the action, and the GM will be feeding you Fate points.

Anglo-Saxon means you'll be trained to fight on foot, so let one of the commoners be the Survival expert: you only need a point or so to indicate that you can ride and hunt. Instead, have a really high Weapons. Note that you'll be able to afford a high quality war axe, hauberk and shield, so will make an excellent meat shield.

Your Thane may also be a shire reeve (sherrif!) or magistrate, so take a decent Investigate if you want to go this way.

How 'blind' does the GM want your character creation to be? Because OOC it's obvious that having a True Love Aspect etc will be helpful for your PC, some GMs will consider that inappropriate. If the Gm likes the idea of your PCs 'coincidentally' having the tools to defeat the bad guys, consider that if another PC is a weaponsmith, then Aspects such as 'my creations inspire courage/will bring peace to England/are made so that I can afford to wed my True Love/give us hope of defeating the Vikings' will make them very bad news for the local White Court.



Ghostfreak:
My dm said that he is taking creative liberties since it is alternate universe, so in terms of time period. It will be set in the 1300's. More or less. An by improved survival I meant not die in the first game session.

g33k:

--- Quote from: Ghostfreak on December 14, 2017, 01:50:33 PM --- ... An by improved survival I meant not die in the first game session.
--- End quote ---
<heh>
OK then.
1.  Keep plenty of un-spent Fate points during character-generation.  They WILL save your butt.
And your neck.
And maybe similar body-parts belonging to other characters.
2.  Ask your GM if you can take a Skill or two, a Stunt or two, and maybe even an Aspect, as "blank/TBD."  You will assign them in-play as your understanding of your character evolves (there's a pretty strong tradition of doing this in Fate games).  Keep an eye out, not for assigning them tactically (to survive *this* encounter) but to assign them strategically (to make your character better-suited to the GM's game-world as you learn about it in-play).

Sanctaphrax:
I wouldn't worry too much about death. This game makes it pretty hard to die.

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