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The Dresden Files => DFRPG => Topic started by: vultur on June 05, 2010, 07:15:36 AM

Title: Characters & Creatures from the Nightside
Post by: vultur on June 05, 2010, 07:15:36 AM
The Nightside series by Simon R. Green ... hopefully bringing it up on a Dresden board isn't the sort of oil-and-water that Star Trek/Star Wars can be.

Seriously, though, a lot of the creatures and characters from there would be great additions to a DF game.

To stat them out, one has to make an assumption about the general power level of one universe vs. the other. For these stats, I've generally lowballed it, since it makes the beings more usable in ordinary DF games; they don't really represent what I think those beings' true power should be. So these are built with the assumption that John Taylor in the first book ("Something from the Nightside") is an Up to Your Waist level character, who has spent 6 refresh on powers. (Note that by the current book "The Good, the Bad, and the Uncanny" he is MUCH more powerful!)

This puts Shotgun Suzie and Dead Boy at about the same, as for most of Taylor's other allies. Setting the bar this low brings the real powers down to somewhat sane levels: Razor Eddie at maybe -16ish, Lilith in the high twenties, the Lord of Thorns at a "mere" -30 or so, etc.

Generally, the critters are about as scary as they should be for Feet in the Water/Up to Your Waist characters; you may want to toughen them for stronger characters. At those levels, -8 refresh cost Harrowing are still horrifying, especially in packs, but for full-fledged Wizards and Knights of the Cross they may not be.


John Taylor

High Concept: Returning Prodigal Son of the Nightside
Other Aspects: Some Call Me a Prince; Lost in the World; Hunted by my Enemies; School of Hard Knocks; Family Legacy Haunts Me


Skills:

Good (+3): Investigation, Intimidation, Endurance, Discipline
Fair (+2): Conviction, Fists, Alertness, Stealth
Average (+1): Might, Athletics, Contacts, Presence, Survival

Stunts:
Scene of the Crime (Investigation): At a crime
scene, +1 to Investigation rolls. He arrives at
findings one time step faster than usual.

Powers:

Channeling [-2]
Marked By Power [-1]
The Sight [-1]
Soulgaze [-0]
Psychometry [-1]

Stress:
Physical: ooo
Mental: ooo
Social: ooo


Total Refresh Cost:
-6

Notes:
He does have actual PI skills, which are demonstrated in the books where his finding magic gets locked down (Hell to Pay and The Unnatural Inquirer) or too dangerous to use (parts of Agents of Light and Darkness, for example); thus the Good Investigation and Investigation stunt.

Channeling represents all the magic 'tricks' he possesses apart from his Sight.

Marked by Power represents that everyone knows that he is destined to be a major player, if not *why*.

Taylor's Third Eye is more expansive than the Dresdenverse Sight, so he gets Psychometry as well.

This is a basic, and very conservative, build. By the current point in the series he's acquired much greater magical skills (possibly represented by upgrading the Channeling to Evocation?), supernatural healing (Inhuman Recovery, with a Catch of silver), and expanded what he can do with his Sight (probably Supernatural Sense), and a few new mortal stunts (No Pain, No Gain, an Investigation- or Contacts-related stunt, and maybe something else); probably putting him somewhere in the general range of -12 refresh cost. His main skill increases will be in Contacts (dramatically!), Intimidation, Alertness, maybe Endurance and Presence...

His Aspects are going to change a *lot*, too. At some point "Lost in the World" will get swapped out for "I Belong With the Monsters". "Hunted by my Enemies" goes away after that gets resolved in Sharper than a Serpent's Tooth, though I'm not sure exactly what replaces it - probably an Aspect related to his troubled relationship with Suzie Shooter.  Somewhere in the Lilith trilogy (Hex and the City - Sharper than a Serpent's Tooth), the "Some Call Me a Prince" Aspect changes slightly, to something like "Could Have Been King". Even the High Concept may change slightly by the end of book 10 to reflect his new, less marginalized role...



The Harrowing
High Concept: Faceless Homunculi
Other Aspects: Implacable

Skills:
Good (+3): Fists, Endurance
Fair (+2): Intimidation, Might, Athletics
Average (+1): Conviction, Discipline, Awareness
Other skills at Mediocre.

Powers:
Claws [-1]
Inhuman Recovery [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
 The Catch [+0]: unknown; we've only seen them beaten by brute force
Living Dead [-1]


Stress:
Physical: ooo(oo)
Mental: ooo
Social: ooo

Total Refresh Cost: -8

Notes: These faceless homunculi, created from human corpses, are always found in groups. If they're still not scary enough (and they're meant to be -very- scary), give them Addictive Saliva or Claws (Venomous) depending on what their needle-fingers are injecting. If further boosts are desired, give them Pack Instincts and upgrade their Toughness to Supernatural.
Title: Re: Characters & Creatures from the Nightside
Post by: rickayelm on June 05, 2010, 08:01:28 AM
While he does have a few abilities such as his stare down power that would be evocation, most of his tricks come in the form of minor magical objects like his aboriginal finger bone and his excorcist coin. So I would probably give him ritual(crafter) rather than channelling.
Title: Re: Characters & Creatures from the Nightside
Post by: KOFFEYKID on June 05, 2010, 08:31:36 AM
If I remember correctly the Harrowing have needle fingers, so I would give them Claws, and the upgrade Venemous.
Title: Re: Characters & Creatures from the Nightside
Post by: vultur on June 05, 2010, 11:01:44 PM
While he does have a few abilities such as his stare down power that would be evocation, most of his tricks come in the form of minor magical objects like his aboriginal finger bone and his excorcist coin. So I would probably give him ritual(crafter) rather than channelling.

The stare down/evil eye, the bullets-out-of-guns trick, that sort of thing.

Also I think the pointing bone is essentially a focus item for an evocation; it says in one of the books that they're useless if you don't know how to do the spell.
Title: Re: Characters & Creatures from the Nightside
Post by: Archmage_Cowl on June 06, 2010, 06:30:12 AM
personally i would stat him up as an emissary of power for lilith and give him sponsored magic(lilithian) at a -5 (making it more soulfire like cause he can use it without her consent) that would represent his finding things as a divination at the speed of evocation which would also represent how much it harms him. thats just how i see him. (P.S. Didnt come up with the lilithian idea. Someone else here had it i just think it fits.)
       
Also i would probably give the harrowing supernatural Toughness. Anything short of a god had trouble hurting them.

Not even considering those though i think this is a great idea. I love the nightside! (actually literally just finished Hell to Pay.) Keep it up i would love to see someone like razor eddie (even if he would be to tough to be a player character likely)
Title: Re: Characters & Creatures from the Nightside
Post by: JosephKell on June 09, 2010, 07:13:21 PM
I think John Taylor should have a new "drawback" power I call "Beacon."  Beacon puts a compel or temporary aspect on the character using a power impacted by Beacon unless they pay a fate point.  This aspect would be something like "John Taylor is Here" and allows a group of enemies to show up by tagging the temporary aspect (or to try to put a block on him using his third eye as a free action).

This Beacon would only impact The Sight and (Reverse) Psychometry.  I say Reverse Psychometry because JT sees where things went (or how to get to them), not what the object witnessed.

This means that JT in a story can use his Third Eye a few times (as long as he is willing to spend a fate point).

But I strongly disagree with Archmage about JT being an Emissary of Power and having sponsored magic.

I don't think the Harrowing need "Living Dead," I know they are made from dead bodies, but they don't seem to need it (plus having Living Dead and a Recovery power seems really tacky as part of Living Dead is that you don't heal naturally).  I would actually give the Harrowing no Endurance but Mythic Toughness using the Hacate Hag style catch (mild consequence gets rid of extra boxes and moderate+ consequence loses the entire benefit).  In this way, once you start to hurt it (inflict consequences) you basically got it.  Eddie Razor got through the Armor:3 by just being super bad***.

It is the same way that I see Dead Boy.  Originally I was thinking "Explosives" would be the catch as only dismemberment really matters against him (and more traditional dismemberment can already be represented as a lot of effect increasing the stress to overcome the toughness).
Title: Re: Characters & Creatures from the Nightside
Post by: luminos on June 09, 2010, 07:24:34 PM
I don't really see a reason for making the beacon a power of its own.  A regular compel against the aspect relating to Taylor's powers would work just fine, much like wizards use their high concept for hexing stuff and not a custom power.
Title: Re: Characters & Creatures from the Nightside
Post by: JosephKell on June 09, 2010, 07:57:54 PM
I don't really see a reason for making the beacon a power of its own.  A regular compel against the aspect relating to Taylor's powers would work just fine, much like wizards use their high concept for hexing stuff and not a custom power.
That didn't occur to me.  But it seems really harsh.  Assuming I have it right for how compels work.  Assuming it is phrased as "They Spy My Third Eye" how is it compelled?


I guess JT has a lot of turn around on fate points...  And it is more advantageous to be able to get fate points instead of only pay off temp aspects.
Title: Re: Characters & Creatures from the Nightside
Post by: rickayelm on June 10, 2010, 12:22:03 AM
I was just rereading Something from the Nightside and realized that since his powers only work in the Nightside John Taylor would have sponsored magic(nightside)-3. His power is fueled by the Nightside and he can't take it out of the Nightside so the Nightside would be a place of power that sponsors his magic, there is a one point reduction of cost because he can't take the power out of the nightside.
Title: Re: Characters & Creatures from the Nightside
Post by: JosephKell on June 10, 2010, 12:31:45 AM
I was just rereading Something from the Nightside and realized that since his powers only work in the Nightside John Taylor would have sponsored magic(nightside)-3. His power is fueled by the Nightside and he can't take it out of the Nightside so the Nightside would be a place of power that sponsors his magic, there is a one point reduction of cost because he can't take the power out of the nightside.
Normally I would agree, except for two things.
1.  His powers work in other dimensions (Shadows Fall, the Necropolis Graveyard, and the Salvation Army Sisterhood's hidden convent, etc).
2.  The only place his powers don't work is on normal Earth, where none of the action takes place.

Because his powers function just fine in the places he needs them to function, there shouldn't be a discount.  Also, the only people that have said sponsored magic was Archmage_Cowl and now you.  His powers came from his mother when she shaped him, but they are entirely his since then.  If his powers were sponsored, they would've stopped working after Book 6.  Ergo, not sponsored.
Title: Re: Characters & Creatures from the Nightside
Post by: Archmage_Cowl on June 10, 2010, 04:15:03 AM
Because his powers function just fine in the places he needs them to function, there shouldn't be a discount.  Also, the only people that have said sponsored magic was Archmage_Cowl and now you.  His powers came from his mother when she shaped him, but they are entirely his since then.  If his powers were sponsored, they would've stopped working after Book 6.  Ergo, not sponsored.

I think his powers are definately Could be sponsored. he actually talked to his gift in shaper than a serpents tooth and it claimed to like his mother better than him. When he tried to use it against her it tried to stop him from hurting her. I think that sounds similar to sponsored magic at least. (Though maybe not sponsored from her for those actions).
Title: Re: Characters & Creatures from the Nightside
Post by: prophet224 on June 11, 2010, 02:19:54 AM
Great idea, and this could become a long thread pretty quickly.

As far as JT - pretty good so far, and put a vote in for non-sponsored. 

I want to take a look at Eddie Drood and the torc, too. :)

More later when there is more time...
Title: Re: Characters & Creatures from the Nightside
Post by: Sh33p on June 11, 2010, 06:56:11 AM
Stat Razor Eddie and I will love you forever. ;D
Title: Re: Characters & Creatures from the Nightside
Post by: JosephKell on June 11, 2010, 05:52:40 PM
Eddie Razor as an NPC.

Eddie Razor
High Concept: Punk God of the Straight Razor
Trouble: Immortality Stinks (Seriously, It Kills Flies!)
Other Aspects: No Justice Like Vigilante Justice; Ivory Hilted Straight Razor; Gray Greatcoat; Untouchables Are Within My Reach; With The Good Guys (and no, they didn't get a say in that)

Skills:Stunts:Powers:Stress:Notes:
    Razor Eddie is very fast (Initiative is "Supreme 3") and lethal with his Ivory Hilted Straight Razor as (Great Weapons and Weapon:4).  It is also hard to pin him down (Athletics is treated as Fantastic for most uses and Legendary when sprinting).  He also comes back from a lot of punishment (recover 3 mild physical consequences a scene and all physical consequences are gone before the next scene).

Total Refresh Cost: -13

Build Notes:
  I did think about Physical Immunity and Inhuman or Supernatural or Mythic Toughness.  Maybe just provide the stress boxes for half cost?

  The Razor Item of Power is a [+1] discount because you can't realistically use it against him because he seems to slip it into some sort of hammer space when not used and only he can find it.  The Item of Power discount basically off sets turning a Razor (Weapon:1) into a Weapon:3.  Instead of a "this satisfies catches" I decided that just doing a ton of stress works.  If he somehow had fate points, when using his razor against someone that thought themselves protected by power or wealth from the repercussions of their evil deeds, Razor Eddie could tag his high concept, IHSR, Vigilante Justice (maybe not if someone put bounty papers on the target?), and Untouchables Are Within My Reach.  So 4 aspects, or a possible +8?

Next Up is Deadboy!
Title: Re: Characters & Creatures from the Nightside
Post by: JosephKell on June 11, 2010, 07:17:59 PM
Deadboy
High Concept: Lingering Revenant (Seriously!  I got my Revenge, why am I still here?!)
Trouble: Dead Inside (Outside Too!)
Other Aspects: Possession is Ten Tenths of the Law; "Took Home This Fabulous Future Car" (In Rod Roddy (http://en.wikipedia.org/wiki/Rod_Roddy) voice); The Dead See Everything; He's The Quick And The Dead; Tell Me I Didn't Lose Another Finger

Skills:Stunts:Powers:Stress:Notes:

Total Refresh Cost: -9 (doesn't factor in if his car is counted... that thing is bad***)

Build Notes:
    He doesn't have a speed power.
    His fist damage is just upped by his Inhuman Strength
    His Toughness Catch is the reverse of the Hags (which seems really punishing to begin with, as if something forces you to take a consequence it probably already spilled into the toughness boxes).  Once he starts falling apart (mild consequence) he falls apart faster, instead of just falling down.
    His Stunt is basically a combination of Adding a trapping and allowing others to use the trapping awesome.
Title: Re: Characters & Creatures from the Nightside
Post by: Deadmanwalking on June 11, 2010, 07:48:51 PM
Minor Points of Disagreement:

Razor Eddie clearly has Supernatural Speed. He can do things that are so far beyond Inhuman it's silly. I'd drop On My Toes and make him a -13 Refresh character to give it to him.

Deadboy clearly has Inhuman Speed. It's even referenced several times that he moves faster than humanly possible. Also, that's an AWFUL Catch and worth at least +2 (for being universally usable) and possibly +3 (for being able to be researched...which it might be). Luckily, these two issues cancel each other out airly effectively.
Title: Re: Characters & Creatures from the Nightside
Post by: luminos on June 11, 2010, 07:50:50 PM
I've only read the first nightside book, but Razor Eddie seems to be a lot more powerful than that write-up makes him.  He kills a whole bunch of harrowing almost effortlessly and you don't even see him while it happens.
Title: Re: Characters & Creatures from the Nightside
Post by: JosephKell on June 11, 2010, 08:11:37 PM
Minor Points of Disagreement:

Razor Eddie clearly has Supernatural Speed. He can do things that are so far beyond Inhuman it's silly. I'd drop On My Toes and make him a -13 Refresh character to give it to him.

Quote
Deadboy clearly has Inhuman Speed. It's even referenced several times that he moves faster than humanly possible. Also, that's an AWFUL Catch and worth at least +2 (for being universally usable) and possibly +3 (for being able to be researched...which it might be). Luckily, these two issues cancel each other out airly effectively.
I actually thought that myself (but I try to walk on the disadvantageous side).  For NPCs that you might face once, it is a pretty solid catch as it doesn't allow a easy early K.O.  But for PCs which have to carry consequences over it is harder.

But as to its "universal usability," the player (or GM) decides when to start taking consequences.  And I will admit that once this Deadboy takes a Moderate (or worse) physical consequence, he is taken out if he has any of his extra boxes filled.

As to the speed, I was trying to keep the refresh cost down.  But yeah, I agree that he is supposed to be faster than that

What do you guys think about a Toughness for Eddie with a catch of "Never benefits from Armor"?
Title: Re: Characters & Creatures from the Nightside
Post by: Deadmanwalking on June 11, 2010, 08:24:39 PM
I've only read the first nightside book, but Razor Eddie seems to be a lot more powerful than that write-up makes him.  He kills a whole bunch of harrowing almost effortlessly and you don't even see him while it happens.

These are clearly VERY low-end versions of the characters listed. As stated in the first post, their actual power levels as of even the first book are much higher than this (never mind what they've gotten to after 10+ books). They're often not readily stattable in the Dresden Files system otherwise.
Title: Re: Characters & Creatures from the Nightside
Post by: JosephKell on June 11, 2010, 08:30:59 PM
These are clearly VERY low-end versions of the characters listed. As stated in the first post, their actual power levels as of even the first book are much higher than this (never mind what they've gotten to after 10+ books). They're often not readily stattable in the Dresden Files system otherwise.
Of course not.  The entire series is more of deus ex machina.

Simon R. Green demonstrates absolutely not respect for universe continuity or any sort of stable "metaphysics."  It is a "Rule of Cool" setting.

I almost made the future car aspect include "hovering is the new rotating rims"
Title: Re: Characters & Creatures from the Nightside
Post by: Deadmanwalking on June 11, 2010, 08:35:12 PM
Oh, I wasn't complaining.  :)

I honestly think this 'low-end' version is the only way to do these characters in the Dresden Files system for all the reasons you state and a few more.
Title: Re: Characters & Creatures from the Nightside
Post by: JosephKell on June 11, 2010, 08:42:03 PM
Oh, I wasn't complaining.  :)

I honestly think this 'low-end' version is the only way to do these characters in the Dresden Files system for all the reasons you state and a few more.
I was agreeing.  Honestly, The Nightside would probably be a crazy high refresh game where characters are (1) expected to spend as little refresh cost as possible and (2) are allowed to make some pretty insane declarations.

A friend of mine said that his next DFRPG character was going to be a pure mortal with no stunts so that he could have as many fate points as possible (and therefore make a lot of declarations).

The weakened Revenant is a template I am going to offer to my group.
Title: Re: Characters & Creatures from the Nightside
Post by: vultur on June 11, 2010, 08:44:00 PM
Minor Points of Disagreement:

Razor Eddie clearly has Supernatural Speed. He can do things that are so far beyond Inhuman it's silly. I'd drop On My Toes and make him a -13 Refresh character to give it to him.

I think his battle with the Walking Man in Just Another Judgment Day demonstrates Mythic Speed. Frankly, I'd make him a far more powerful character (Mythic Speed, Supernatural Recovery/Toughness/Strength). If JosephKell doesn't mind, I'll post my own version...

Quote

Deadboy clearly has Inhuman Speed. It's even referenced several times that he moves faster than humanly possible. Also, that's an AWFUL Catch and worth at least +2 (for being universally usable) and possibly +3 (for being able to be researched...which it might be). Luckily, these two issues cancel each other out airly effectively.

I'm not sure that catch entirely represents how his toughness works in the books; he really doesn't seem to *have* one, except certain kinds of magic. I'd give him +0 (unknown) Catch and thus -11 refresh; otherwise those stats (the current version with Inhuman Speed added) are very close to what I had in mind.

Yes, I intended a low-end version, but I think Razor Eddie really is that powerful even compared to other Nightside beings... he seems to come in only beneath the really top-tier entities like Lilith and the Lord of Thorns.
Title: Re: Characters & Creatures from the Nightside
Post by: JosephKell on June 11, 2010, 08:57:19 PM
I think his battle with the Walking Man in Just Another Judgment Day demonstrates Mythic Speed. Frankly, I'd make him a far more powerful character (Mythic Speed, Supernatural Recovery/Toughness/Strength). If JosephKell doesn't mind, I'll post my own version...
I don't mind.  I was just posting something since I didn't see it yet.

Quote
I'm not sure that catch entirely represents how his toughness works in the books; he really doesn't seem to *have* one, except certain kinds of magic. I'd give him +0 (unknown) Catch and thus -11 refresh; otherwise those stats (the current version with Inhuman Speed added) are very close to what I had in mind.
The catch basically represents being torn apart.  A knife (Weapon:1) has a lot of work to effect him (needs 2 effect?).  But once he is sufficiently messed up (say missing a limb or two), it is easier to hack off more bits.  How messed up do you have to be for your character to consider a missing limb a *mild* consequence?

Magic as it works in Your Story can easily clear Armor:2.
Quote
Yes, I intended a low-end version, but I think Razor Eddie really is that powerful even compared to other Nightside beings... he seems to come in only beneath the really top-tier entities like Lilith and the Lord of Thorns.
I don't think you need to worry about Razor Eddie being "too powerful" he is pretty clearly an NPC.

Also, I don't feel total refresh cost accurately represents how powerful an NPC or PC is.  Does Worldwalker make Eddie more dangerous once a physical conflict has begun (he is already there)?  While complimenting powers can have an exponential value.  And this doesn't even consider comparing total refresh to skill points.
Title: Re: Characters & Creatures from the Nightside
Post by: vultur on June 11, 2010, 09:26:51 PM
I don't mind.  I was just posting something since I didn't see it yet.

OK, here you go (I'll use your idea of applying Worldwalker for his Item of Power since they're better than my ideas (or lack thereof):)



Razor Eddie
High Concept: Punk God of the Straight Razor
Trouble: Working Off My Sins
Other Aspects: Punish Those Nobody Else Can; Sharpest Razor In The Worlds; Gray Greatcoat; Scariest Agent for the Good; A Smell of Death

Skills:
*Fantastic (+6): Weapons
*Superb (+5): Endurance, Intimidation
*Great (+4): Discipline, Conviction
*Good (+3): Athletics,  Alertness, Survival
*Fair (+2): Burglary, Stealth, Investigation, Contacts, Might
Other skills default to Average.

Powers:
Mythic Speed (-6)
Supernatural Recovery (-4)
Supernatural Strength (-4)
Supernatural Toughness (-4)
     The Catch (+0): unknown
Item of Power (Ivory Hilted Straight Razor) (+2), acts as Weapon:3 and grants Worldwalker & Swift Transition

Stress:
Mental OOOO
Physical OOOO(OOOO) (+1 Mild consequence), Armor:2
Social OOOO

Notes: Razor Eddie's razor, while 'only' inherently Weapon:3, is quite devastating backed up by his Fantastic Weapons and Supernatural Strength.

Total Refresh Cost: -20

Quote
The catch basically represenjavascript:void(0);ts being torn apart.  A knife (Weapon:1) has a lot of work to effect him (needs 2 effect?).  But once he is sufficiently messed up (say missing a limb or two), it is easier to hack off more bits.  How messed up do you have to be for your character to consider a missing limb a *mild* consequence?

Ah, yeah -- just in the books, he often gets riddled with bullets to no greater effect than using up more duct tape.

Quote
Magic as it works in Your Story can easily clear Armor:2.

Yeah, I was unclear there; I meant stuff like the one time he got hit by an anti-possession spell, which messed him up since he is essentially possessing his own body.

Quote
Also, I don't feel total refresh cost accurately represents how powerful an NPC or PC is.  Does Worldwalker make Eddie more dangerous once a physical conflict has begun (he is already there)?  While complimenting powers can have an exponential value.  And this doesn't even consider comparing total refresh to skill points.

All true.


Title: Re: Characters & Creatures from the Nightside
Post by: JosephKell on June 11, 2010, 10:19:07 PM
Ah, yeah -- just in the books, he often gets riddled with bullets to no greater effect than using up more duct tape.
Let's say Deadboy was getting his by assault rifles (weapon:3) with 0 to 1 effect.  So Stress 3 and 4.  Armor:2 reduces it to 1 and 2 physical stress.

With 8 physical stress boxes, that is going to take a while to build up to the point where he needs to take a consequence.  Once his 1st and 2nd stress boxes are filled, any future 1 or 2 stress is going to roll up to the next one.  The minimum number of hits to take someone out is Hits = 2 + Boxes - (Lowest typical stress hit, after applying armor).  For instance, for Deadboy being attacked by stress 3 (after considering effect) it is 9 (2 + 8 - (3 stress - 2 armor)).  9 SUCCESSFUL attacks.  If it is stress 5 attacks, it takes 7 successful attacks.

Remember, stress isn't hit points.  8 Stress boxes aren't filled up by 8 total stress, it takes 8 hits to fill 8 boxes and being taken out only requires you to go off the track (a single stress 9 can skip the track).

In fact, for Deadboy, having half his hand blown off is probably around stress box #4.  At the end of the scene (when stress goes away) he just picks up wherever fell off and does his best to re-anchor/reattach it.

So while he is getting riddled by bullets and they don't seem to matter, they just don't matter yet.  Compare it to trying to "shoot" a doorway in an interior wall (basically cutting the edge of the hole with bullets).  It will work out eventually, but it will take time.

But I think an anti-possession (dispossession?  exorcism?) spell would actually be defended against by Discipline or Conviction, so toughness powers don't really matter anyway (which confirms why it messed him up).  For him it was like a block on being able to act, and once he beat it he pulled himself back together.
Title: Re: Characters & Creatures from the Nightside
Post by: vultur on June 14, 2010, 05:24:08 PM
Since I'm reading The Unnatural Inquirer right now...

Max Maxwell
High Concept: The Voodoo Apostate
Trouble: Bite Off More Than I Can Chew
Other Aspects: Power-Hungry; Hardened Criminal; Three Heads Taller Than Everybody Else

Skills:
Great: Lore
Good: Might, Fists, Intimidation
Fair: Conviction, Stealth, Burglary, Discipline, Presence
Other physical skills default to Average, Mediocre otherwise.


Stunts:

Mighty Thews (Might): When determining approximate lifting capacity, Hendricks may consider his Might to be 2 steps higher than its actual rating.


Powers:

Ritual (Loa Summoning) [-2]
Item of Power (Aquarius Key) [-3] (at least): Grants Portal, Swift Transition, Worldwalker (maybe other powers)

Total Refresh Cost: -6

Notes: Essentially a thug with some magical tricks and a strong Item of Power. When Max Maxwell acquired the Aquarius Key, he decided to stop dealing with the loa through the proper rites and instead to seek to control them for his own personal power.


Suzie Shooter
High Concept: Best Bounty Hunter In The Nightside
Trouble: My Inner Demons Are The Only Thing I Can't Kill
Other Aspects: Most Alive When It's Life And Death; Scarred Face, Shadowy Future; Walking Arsenal; [Something Relating to John Taylor]

Skills:
Superb: Guns
Great: Endurance, Investigation
Good: Conviction, Contacts, Athletics
Fair: Alertness, Stealth, Fists, Weapons, Discipline
Other physical skills default to Average, others to Mediocre.


Stunts:
Bounty Hunter (Investigation): +1 to Investigation when trailing a target she has been contracted to hunt

No Pain, No Gain (Endurance): +1 physical mild consequence

Paranoid? Probably. (Alertness): Gains +2 to Alertness when rolling against surprise

Shoot And Move (Guns): When using small firearms (handguns, submachine guns, etc.), penalties to rolls due to her moving are reduced by up to two.

Shotgun Specialist (Guns): +1 to Guns while using shotguns.

Suppressive Fire (Guns): May use Guns to defend against attacks so long as she has a gun in hand.

Target-Rich Environment (Guns): Suzie Shooter gains a +1 to attacks with Guns whenever personally outnumbered in a firefight.

Trick Shot Artist (Guns): When attacking with Guns, +2 on the roll for shots taken at things (not characters), such as ropes holding chandeliers, etc.

Powers:
Inhuman Recovery [-2]
 The Catch [+1]: Silver

Total Refresh Cost: -9

Notes: This represents Suzie post-Paths Not Taken. While no longer considered a pure mortal, she is still one of the least supernatural major Nightside characters. Still, she is incredibly dangerous - her base Superb Guns can go to Legendary under optimal conditions due to stunts, and if an aspect gets added...

I'm not sure what her Aspect relating to John Taylor should be precisely...

Tyrannosaurus rex
High Concept: It's A Tyrannosaurus!!!

Skills:
Superb (+5): Fists, Endurance
Great (+4): Intimidation, Athletics
Good (+3): Alertness, Survival, Might
Other physical skills default to Fair.

Stunts
Dino Charge (Athletics): +2 to Athletics when sprinting in straight lines.

Powers
Claws [–1]
Hulking Size [–2]
Echoes of the Beast [–1]
Mythic Strength [–6]
Supernatural Toughness [–4]

Stress:
Mental oo
Social oo
Physical oooooo(oooo), Armor:2

Total Refresh Cost: -15

Notes
Based on the zombie T-rex stats in Our World, but quite a few things have changed since this one's alive. Slightly less tough than a zombie tyrannosaur.
Title: Re: Characters & Creatures from the Nightside
Post by: Deadmanwalking on June 14, 2010, 09:10:11 PM
Suzie absolutely requires a better Dodge skill than you've given her, either through a high Athletics or a Stunt allowing her to use Guns to dodge.
Title: Re: Characters & Creatures from the Nightside
Post by: vultur on June 17, 2010, 08:56:19 AM
Suzie absolutely requires a better Dodge skill than you've given her, either through a high Athletics or a Stunt allowing her to use Guns to dodge.
Yeah, don't know why I didn't give her high Athletics, oops ... Now it's Great.

The minor demons from The Pit:

High Concept: Minor Demon
Other Aspects: Musclebound Brute; Hungry for Suffering

Skills:
Great: Might, Fists
Good: Athletics, Endurance, Intimidation
Fair: Alertness, Presence, Survival
Other physical skills default to Average, others to Mediocre.

Powers:
Claws [-1]
Incite Emotion: Pain [-1]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
  The Catch [+2]: Holy items (applies to both of the above)
Inhuman Strength [-2]
Pack Instincts [-1]

Stress:
Physical OOO(OO), Armor:1
Mental OO
Social OO

Total Refresh Cost: -7

Notes: This is a very weak demon. Almost any sort of demon might turn up in the Nightside; for a more powerful demon, upgrade the Toughness, Strength, and/or Recovery to Supernatural, give it Wings or Venomous Claws, or any of many other possible upgrades. Less pack- or mob-oriented demons will lack Pack Instincts. Some may lack any Incite Emotion; others will use it to incite despair or (for succubi and the like) lust.
Title: Re: Characters & Creatures from the Nightside
Post by: Deadmanwalking on June 17, 2010, 09:28:09 AM
Actually it's only Good...and I'd replace Shoot First (which, BTW, she rarely does) with Suppressive Fire (May use the Guns skill to defend against attacks as long as she has a gun in hand.) She should be a combat goddess. Just ridiculously good. Heck, I'd replace Wanted-Dead, with Shotgun Specialist (granting +1 Guns with shotguns). That'd give her a Fantstic attack and defense all the damn time...or at least as long as she has a shotgun.
Title: Re: Characters & Creatures from the Nightside
Post by: vultur on June 18, 2010, 05:26:50 PM
I'd replace Shoot First (which, BTW, she rarely does) with Suppressive Fire (May use the Guns skill to defend against attacks as long as she has a gun in hand.

Ok, done.

Quote
Just ridiculously good. Heck, I'd replace Wanted-Dead, with Shotgun Specialist (granting +1 Guns with shotguns). That'd give her a Fantstic attack and defense all the damn time...or at least as long as she has a shotgun.

Done, also.