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The Dresden Files => DFRPG => Topic started by: BookLover♥ on May 16, 2010, 01:39:51 AM
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Since we don't have a better way to do this yet, a few of us thought it might be a good idea to open a thread where people could post some of their character ideas, to help us understand how we might play off each other. (See, I learned something today!)
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Character: Gregory Evan Doyle
Player: KnightDisciple
Template: Pure Mortal
Musts: No supernatural powers; +2 refresh.
High Concept Aspect: Mortal Monster Hunter
Trouble Aspect: Fighting Monsters, Trying Not to Become One
Phase One: Background
Event: Raised in the Midwest by average family. Grew up on the very edge of city life, more “sub” than “urban”. Gregory grew up able to get around a city, but also able to survive in the country.
Phase Aspect: Good Ol' Country Boy
Phase Two: Rising Conflict
Event: Sister and her boyfriend attacked by Red Court Vampire. Sister infected, boyfriend killed. Sister saved by veteran monster hunter. Sister joined Fellowship of St. Giles. Greg recruited by monster hunter.
Phase Aspect: I Won't Let This Happen Again
Phase Three: The Story/First Adventure
Event: Alastair Smith, Expert Monster Hunter, who rescued Greg's sister, took Greg on as his apprentice. Greg spent several years on the road, learning the ins and outs of being a monster hunter. When Alastair passed on, he left all his knowledge and resources to Gregory.
Phase Aspect: Have to Know the Darkness to Fight the Darkness
Story Title: Learning the Ropes
Guest Starring:
Phase Four: Guest Star
Event: Albuquerque, New Mexico. Greg goes to get some of his weapons fixed up at a local shop he uses. When he comes to pick up his gear, not only is everything gone, they're all dead! Now he has to track down who killed the whole weapons shop. But is it as simple as it seems at first? Or will this shootout with a crazy woman give Greg a new ally in the fight against the darkness?
Phase Aspect: Not All Monsters Have Fangs
Story Title: It's All a Big Misunderstanding!
Whose Story was this? Who else was in it?: Keila Nidav (Aine's character)
Phase Five: Guest Star Redux
Event:
Phase Aspect:
Story Title:
Whose Story was this? Who else was in it?:
Skills
Superb (+5): None
Great (+4): (2): Guns, Lore
Good (+3): (3): Weapons, Athletics, Endurance
Fair (+2): (4): Contacts, Investigation, Discipline, Alertness
Average (+1): (5): Burglary, Driving, Resources, Scholarship, Stealth
Stunts
Ear to the Ground: You have your fingers on the pulse of things, with plenty of friends who can give you a heads up. The difficulty of any Getting the Tip-Off roll is reduced by two.
I Know Just the Guy: When you’re looking to gather some information from your network of contacts, you have unerring instincts for finding the right person, fast. When using the Gathering Information trapping, your efforts are at a +1 and are 1 time increment faster.
Fast Reload: Provided that you have a supply of ammunition, reloads are rarely an issue. You take no penalty when reloading as a supplemental action ; if you’re in a race to see who reloads first, or anything else having to do with your speed or ability to reload, gain a +1 on the roll.
Finely Tuned Third Eye: Your “sixth sense” that can perceive the presence of a supernatural “ick” factor (see page 135) is unusually sensitive for a pure mortal. Gain +2 to your Lore whenever using it as an Alertness substitute to pick up on the presence of the supernatural.
Linguist: You may speak (and read) additional languages as if your Scholarship score was 4 higher than it is. You may take this stunt multiple times, adding four more each time. Up to half of the languages you speak may be obscure, rare, or dead, provided you can establish an opportunity to study them.
Languages: English (native tongue), Spanish, Latin, Mandarin Chinese, Japanese, Russian
Gear: Undecided. (Lots of guns and sharp things)
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Character: Dale Woodland
Player: Luminos
Template: Changeling
Musts: Appropriate high concept yada yada
High Concept: Satyr Changeling Musician
Trouble: "Honestly, I didn't know she was your wife"
Background: Dale was raised by his single mom. When he was a teenager, the fact that his dad was not only a deadbeat, but a Satyr, was revealed to him. He did not take the news all that well, and left home shortly afterwards.
Aspect: Honesty is seldom, if ever, the best policy
Rising Conflict: Dale's attempts to make it big on the music scene didn't work out, and as a result, he has spent many years playing at whatever gigs he can while relying on the help of friends and other musicians to help him out when he needs it.
Aspect: Struggling artists need to stick together
First Adventure: Brighter Than the Sun
When Dale boasts that he is the best that there has ever been on a fiddle, he receives an unexpected challenger. But when he ends up humiliting a scion of Apollo, can he stay ahead of the gods agents, or will he become the victim of Apollo's wrath?
Aspect: Talent or Hubris?
Guest Star: Who knows?
Guest Star Redux: Who knows?
Skills:
Superb (+5): Deceit
Great (+4): Empathy
Good (+3): Performance, Athletics, Presence
Fair (+2): Weapons, Discipline, Lore, Stealth
Average (+1): Endurance, Conviction, Alertness, Rapport
Stunts:
All the worlds a stage (pending approval) (Performance): Dale's Performance is considered Fantastic (+6) when used to restrict, supplement, or otherwise modify a social skill.
Sex Appeal (Rapport): Dale gains a +2 on all seduction attempts against targets that might be receptive towards his advances.
Powers: (Pending Approval)
Glamours -2
Adjusted Refresh: 4
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Book mark til i can get around to posting mine.
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*mark*
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Character: Aiden Donaghy
Player: Themostocles
Template: Sponsored Shapeshifter
Musts: Beast Change(-1), Echoes of the Beast(-1), Human Form(0), Atleast two points of options listed(-/)
High Concept: Consummate Werefox Thief
Trouble Aspect: Bound to the Service of the Summer Court
Phase One:: Background
Event: Born and raised in Boston, 4th son of a poor immigrant irish family. Began stealing at an early age to support the family. Beaten and disowned when caught, due to strict Irish Catholic strictures. Took refuge among other thieves.
Phase Aspect: Stealing to Survive
Phase Two: Rising Conflict
Event: With natural talents for stealth and burglary, he apprenticed under a master. Learned the basics, and started to master more advanced techniques, when he was forced due to relocate to power trading hands in Boston.
Phase Aspect: Swift and Silent
Phase Three: The First Story/adventure
Event: Hired to break into an office of a wealthy financier, he finds himself caught in the act. Instead of turning Aiden in, he offers him a bargain: service in exchange for power. Transformed into a fox, on the spot, gaining knowledge and skill beyond mortal means, Aiden takes service in the name of the Summer court.
Phase Aspect: Supernatural Rookie
Story Title:
Guest Starring: Puck
Phase Four: Guest Star
Event:
Phase Aspect:
Story Title:
Whose story was this:
Phase Five: Guest Star Redux
Event:
Phase Aspect:
Story Title:
Whose Story was this?
Human Skills:
Superb(+5): Burglary, Stealth
Great(+4): Alertness, Athletics
Good(+3): Contacts, Resources
Fair(+2): Fists, Discipline
Average(+1): Investigation, Weapons
Beast Skills:
Superb(+5): Alertness, Stealth
Great(+4): Athletics, Endurance
Good(+3): Fists, Survival
Fair(+2): Might, Discipline
Average(+1): Investigation, Presence
Stunts:
Stay Close and Keep Quiet(-1): When sneaking around with a group, you are able to use your Stealth skill to compliment everyone else's Stealth skill.
Supernatural Powers:
Expanded Catch: Cold Iron(+2); affecting all
Beast Change(-1)
Echoes of the Beast(-1)
Cloak of Shadows(-1)
Inhuman Speed(-2)
Claws(-1)
Human Guise(+/-0): affecting:
Inhuman Recovery: (-2)
Tools of the Trade: Tool kit, prybar, ropes, lock picks, work shop, knives, etc....
*will edit as I finish*
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here is one I am working on. kind of like the man with no name from the spaghetti westerns. Once I get the rules down I may start on online Dresden game for Houston, TX. (used to live there)
Name: Preacher
HIGH CONCEPT ASPECT: When will God let me rest?
Preacher was born in 1790. He was one of the first Texas Rangers back in 1823. He agreed to help the city of Cowland, Texas who was under constant attack from a group of bandits. When the time came for the fight the townsfolk decided not to help and he was trapped in the local church and burned alive. That should have been it for him, but it wasn’t. He crawled out of the wreckage and killed the bandits and everyone in town. He now helps those in trouble hoping to atone for whatever sins he committed to cause God to curse him so.
Compel: Will try to help those in need despite the cost
TROUBLE ASPECT: Try pickin’ on someone your own size
Can’t tolerate those that prey on the weak and defenseless
Compel: Can’t stand bullies and will fight them at the drop of a hat
BACKGROUND ASPECT: Don’t mess with Texas
Has an almost irrational love of Texas (don’t most Texans?). Any insults to the state or it’s honor are fighting words.
Compel: Loses temper if Texas or the Rangers (cop’s not the baseball team) are insulted.
RISING CONFLICT ASPECT: Born in a different time
Still thinks and sees things from the point of view of a man in the 1800’s. No such thing as women’s rights back then. ;)
Compel: In social situations his old fashion ways can become an issue
Guest Star:
SKILLS:
Great (+4): Athletics, Endurance
Good (+3): Guns, Fists
Fair (+2): Investigation, Intimidation, Might
Average (+1): Resources, Might, Survival, Presence, Discipline
STRESS: Physical OOOOOOOOOO Social OOO Mental OOO
POWERS:
Superhuman toughness -4
Inhuman recovery -2
The Catch Fire +3
Inhuman strength -2
Living dead -1
Human guise (0)
Refresh total: -6
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Please keep in mind the formula for your first adventure
When [something happens], [your protagonist]
[pursues a goal]. But will [your protagonist]
succeed when [antagonist provides opposition]?
this formula is what gives the ability for a guest star to use your story for his guest role
That's more of a guideline for those that aren't as spontaneously creative as others, not a set formula.
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Filii D'el Camino
Faithful Guardian of the West
I Must Protect the Innocent
P1: Found abandoned on the doorstep of the monastery young Filii (or Fil) was raised among the priests there and taught their ways. When he was 18 he was introduced into the Eye of Thoth, a secret organization in the church dedicated to protecting the innocents from the predations of the supernatural. - To Protect the Family Secrets
P2: When Fil takes a wrong turn while helping the Eye of Thoth, he finds himself cornered by a Red Court Vampire with evil designs. Praying for escape Fil channels a holy power that leaves him with a death on his hands. Confused he seeks council from his mentor, is death an escape or a beginning? - A Time to Kill.
P3: After several years of service to the Eye of Thoth he was entrusted with the care of El Campana Real, a bell designed to protect people from Supernatural Threats, and was told to venture into the night to protect the flock. - El Campana Real
P4: One night at a late mas, a Federal Agent approached Filii trying to track down a man with connection to the White Court running the city. Filii recognized that Edward could be a great power for good. - The Rule of Law
P5:
Languages:
English, Spanish, Latin, Hebrew, Greek
Superb (+5): Conviction
Great (+4): Scholarship, Empathy
Good (+3): Discipline, Presence
Fair (+2): Contacts, Lore, Rapport
Average (+1): Investigation, Resources, Weapons, Fists, Endurance
Powers:
Counselor (-1)
Bless this House (-1)
Guide my Hand (-1)
El Campana Real (-3)
El Campana Real:
Description: A tall Sheppard’s Crook of a strange wood with a bell dangling from the end of the crook. Copies of this crook were placed all along the Camino Real to signify that one was close to safety.
Effects: Wall of Faith: When struck on the ground, the bell sounds, but as deep and loud as a cathedral bell, unlike its normal higher pitched ring, and cause other nearby bells to rings as well. When spending a Fate Point It emits a holy glow that drives back the evil, dealing damage like Holy Touch but at a distance and to multiple targets.
Divine Protection: El Campana Real may only be used in defense. If used to attack first the bond between bearer and Crook is broken, and may only be restored by undergoing a Trial of Faith. When sued in a leading attack, any attack made fails automatically. If another uses it to make an attack, the bearer is still responsible for the actions and the result is the same as if he had made the attack.
Holy: This weapon is a powerful holy symbol in its own right. Its very touch is like holy water or that of a cross or other symbol of faith backed by the belief of the possessor.
Unbreakable: As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.
Spare the Rod: When used for defense it gives Armor:1 against physical stress.
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Character: Keila Nidav
Player: Áine
Template: Emissary of Power
Musts: Marked by Power [-1]
High Concept Aspect: Amazon Emissary of Ares
Trouble Aspect: Just Because You’re Paranoid Doesn’t Mean There Isn’t a Cult of Hephaestus Trying to Kill You.
Phase One: Background
Events: Raised in Israel in a family and sisterhood dedicated to keeping the line of Amazonian blood and traditions alive, she has a happy and stable, if somewhat martial, childhood. As with all members of the sisterhood she is expected to serve, and she chooses her time away to serve her country in the Israeli military.
Phase Aspect: Service Above Self
Phase Two: Rising Conflict
Event: While home on leave, she is abducted by assailants unknown and, during a sacrificial rite, she manages to fight off her attackers and escape. After her escape, the War God Ares (ancestor of the Amazons) appears and tells her a Cult of his longtime rival, Hephaestus, has been charged with hunting down the last of the Amazons and using their blood to power their weapon- and armor-crafting rituals. Ares tells her her fight and subsequent escape has proven her worth to be his Emissary in this matter and he gives her Hippolyta's Belt and commands her to find the Cult, destroy them, and protect her fellow Amazons.
Phase Aspect: Wearer of Hippolyta's Belt
Phase Three: The Story/First Adventure
Event: Learning of mysterious disappearances from the Sisterhood in the Southwest United States, Keila follows the trail to Albuquerque, NM, where a weapons shop holds dark secrets. Avenging the fallen, she leaves the shop in shambles and takes with her everything that isn't bolted down only to discover she is being followed. Did she leave a Cult member behind her to seek vengeance of his own? Will they both survive the shoot out long enough to find out?
Phase Aspect: Waste Not, Want Not
Story Title: It's All a Big Misunderstanding
Guest Starring: Greg Doyle (KnightDisciple's Character)
Phase Four: Guest Star
Phase Five: Guest Star Redux
Skills
Superb (+5): None
Great: (+4): Weapons, Guns, Athletics
Good: (+3): Alertness, Might, Endurance
Fair: (+2): Survival, Contacts, Discipline
Average: (+1): Stealth, Intimidation, Presence
Stunts
Grace Under Pressure: Training and concentration ensures that not much flusters you: bullets whizzing, bombs exploding, zombies putrefying. In intense situations, gain +1 to Athletics skills. [-1]
Powers
Item of Power: Hippolyta's Belt (Inhuman Strength [-2] Inhuman Recovery [-2] The Catch: Ineffective against Mortal Females, Indestructible, Can not be loaned. Discount [+1])
Marked by Power: [-1]
Items of Power, not yet aquired:
Ares' Shield: Conveys Ares’ Blessing/Curse: a prayer to Ares to bless your party with courage or curse your enemies with fear [-2].
Ares' Gauntlets: (Inhuman Toughness [-2], +1 Armor)
Adjusted refresh: -5
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Nevermind, changed to Not yet aquired IoP, see above. ;D
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I realize I'm a little late, but as it seems we haven't begun yet, hopefully that will be forgiven. I have two characters, I plan to pick which one to use based on the group I'm with so I don't overlap too much with other people, if I need to "just get off the fence" let me know.
Char: Gunter Markov
High Concept: Seeker of Osiris
Trouble: The Dead are Calling
Phase One: Background: World Wanderer
Gunter was born into a family that traveled the world, experiencing various cultures, and inspiring Gunter’s lifelong interest in travel and all elements of the world.
Phase Two: Rising Conflict: The Rod of Osiris
Gunter Found the Rod, it’s a carved wooden staff empowered by the God Osiris, and used to mark his champions. It assigns them duties as a shepherd of the dead, protecting the living, and helping the dead move on to the underworld.
Phase 3: First Conflict: “You Rang?”
Gunter is Always on call for his God, the dead, and other mortals. More detail about the specific conflict later.
Skills
+5 Weapons
+4 Conviction, Athletics
+3 Endurance, Alertness
+2 Lore, Stealth, Might
+1 Resources, Contacts, Scholarship, Rapport, Presence
Powers:
-1 See the Dead
-1 Guide my Hand
-1 Holy touch
+2 Obvious Item of Power, Rod of Osiris, a large wooden staff covered in Hieroglyphics
-2 Inhuman Speed
-2 Inhuman Stregnth
Total Refresh Adjust, -5
Char: Jessica Marquiel
High Concept: Shapeshifting Freelancer
Trouble: Got A Hand In Everything
Phase One, Background: I Shall Fear No Evil For I Have a Great Ass.
Born with traces of what would become her full abilities Jessica has always been attractive. More importantly, she learned one of life’s lessons early on, a good body, a smoky look, and a breathy voice will take you far in life.
Phase Two, Rising Conflict: A Tool For Every Target.
She began working as a thief, using her skills to infiltrate residential homes. Her abilities allowed her to shift into different forms for every project. She learned very quickly that changing to the appropriate form at the right time makes life significantly easier in every way.
Phase Three, First Story: Eye For the Shiny
A brutal introduction that she is not alone, Jessica made the mistake of stealing a Mayan artifact belonging to the Reds. They returned, demanding blood in payment, forcing Jessica run, hide, and fight (in that order).
Skills: Default Form
+5 Alertness
+4 Deceit, Athletics
+3 Endurance, Might
+2 Rapport, Stealth, Fists
+1 Presence, Conviction, Contacts, Survival, Burglary
Stealth Shift:
+5 Stealth
+4 Deceit, Athletics
+3 Burglary, Alertness
+2 Rapport, Survival, Might
+1 Presence, Conviction, Contacts, Fists, Endurance
Combat Shift:
+5 Fists
+4 Deceit, Athletics
+3 Endurance, Alertness
+2 Rapport, Might, Stealth
+1 Presence, Conviction, Contacts, Burglary, Survival
Powers:
-4 True Shapeshifting
-3 Modular Abilities.
-7 total refresh
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coolness....
nice characters...
of course, now I need to get my ass in gear and get mine made. not going to be as good as yours *grumble*
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Ok, I'm going to start posting some bits and pieces about my character... it's not fully fleshed out - what I have needs a lot of refining, and clearly there's a lot missing, so please give me feedback and ideas!
Character: Erin Stephens
Template: Focused Practitioner
High Concept: Helping those less fortunate ** this is supposed to include what my focus area is - I'm not sure how to express it succintly, though - I want to be good at potions, salves, etc.... mixtures, I guess... I use them primarily to aid in healing...
Trouble:
Other Aspects:
Skills *** I'm over here, need to make some decisions
+4 Discipline (high discipline = concentration and emotional control)
+4 Lore (knowledge of potion ingredients, herbs, chemicals, etc)
+4 Empathy
+3 Conviction (gives 2 additional mental stress boxes)
+3 Alertness
+3 Athletics
+2 Driving
+2 Resources
+2 Scholarship
+1 Weapons
+1 Investigation
+1 Rapport
+1 Presence
Powers
-2 Ritual
Stunts
-1 Scholarship - Capable researcher
-1 Scholarship - Medical training (not quite doctor; maybe medic-level?)
-1 Stealth - Swift and silent
-1 Survival - *** I think I'd like to make a new trapping - or maybe it's extending the existing trappings - based on a background of spending time each summer camping, hiking, boating, and recreational shooting and archery....
Focus Items/Enchanted Items
TBD
Phase 1 - Background
Only child, raised in Manhattan, played lots of sports, very competitive in nature. Large portions of the summer spent at a family cabin somewhere relatively remote - camping, hiking, boating, fishing, learning to shoot, learning archery, etc. [more to come?]
Phase 2 - Rising Conflict
Had to learn a lot of first aid because of sports injuries and so much time doing crazy stuff outdoors. Decided on education related to sports and medicine - goal to be a sports therapist. [more to come...]
Phase 3 - Story
I'm thinking either something happened when friends and I were stranded somewhere in the wilderness, or when I was out of town with a sports team.... raised my awareness of the supernatural and a skill I had in mixing ingredients that helped with healing.
That's really all I have for now.... as I said, still needs a LOT of work... I'm hoping some of you folks can give me some ideas to bring the ideas together and polish it up!
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You could use Something along the lines of "Tea for the Weak", or "A Good Brew for When Your Down" for your High Concept.
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Sounds like you want to use something like biomancy for The Ritual, so you can use healing effects. I'd probably devote all of the characters Enchanted item slots to potions to get the flavor your character seems to have.
If you plan on adding a trapping to your survival skill, I'd recommend putting some points into survival, or the extra trapping won't be too useful.
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Sounds like you want to use something like biomancy for The Ritual, so you can use healing effects. I'd probably devote all of the characters Enchanted item slots to potions to get the flavor your character seems to have.
If you plan on adding a trapping to your survival skill, I'd recommend putting some points into survival, or the extra trapping won't be too useful.
Do I just say that the new trapping provides an extra point, and as long as Alli (GM) agrees, that covers it?
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Do I just say that the new trapping provides an extra point, and as long as Alli (GM) agrees, that covers it?
I think what he means is take a point of survival instead of, say, Rapport or presence or one of your other skills.
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Oh, lol. Duh. I guess that makes sense doesn't it? :P
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Just a tad. ;)
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Ppppffffttttbbbbffffttt.
I blame the vicodin!! ;D
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Excuses, excuses. :P
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I will be losing that excuse soon, so I will use it for all I can until then!
I also realized I need to do the same thing with Stealth... hee hee... I'm such a n00b ;D
Stunts
-1 Scholarship - Capable researcher
-1 Scholarship - Medical training (not quite doctor; maybe medic-level?)
-1 Stealth - Swift and silent
-1 Survival - *** I think I'd like to make a new trapping - or maybe it's extending the existing trappings - based on a background of spending time each summer camping, hiking, boating, and recreational shooting and archery....
Ok, so I shouldn't have something here without having a skill associated with it. Question - if I don't want to add the Stealth skill, can I create a stunt that will pull on my athleticism (speed, agility, etc) plus Survival and/or some other stuff to give me something like the 'swift and silent'?
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I don't really see why not, but if its pulling from two skills it might need to be a -2 stunt, but that means you might be able to make it more versatile. Or you could just make up a stunt for just athletics, but I can't think of what you might call it at the moment.
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it seems to me that the simple and straight forward solution is to create a stunt (that I don't have a good name for yet) that adds a trapping to survival that reflects experience stalking and hunting and allows you to roll survival instead of stealth in certain circumstances. That seems well within the spirit and letter of the rules and solves the problem nicely.
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Cool, thanks for the ideas!
*goes to read and plot*
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Well, I'm almost done with my character. Thought I'd post it and see what you all thought.
Character: Taisho Cardiat
Player: Tordon
Template: wizard
High Aspect: Wizard watchdog for the weak and talented
Trouble Aspect: There's only so much you can do at once
Phase One: Background
Event: Grew up in Hong Kong, the middle child of a wealthy family. His mother is a member of the White Council, and his father has minor precognitive talents.
Aspect: Born With A Silver Wand In Hand
Phase Two: Rising Conflict
Event: With his close group of friends, all with varying degrees of supernatural abilities, he was manipulated into a conflict between the Faerie Courts. During the conflict, two of his closest friends, both Changelings, finally made their Choice and became fae. Only one was able to survive. Afterward, Taisho and his friends discovered that the conflict had been manufactured by the Summer Court to force his friends to choose.
Aspect: Friend and Foe of the Summer Court
Phase Three: The Story
Story Title:
Guest Starring...:
Aspect:
Phase Four: Guest Star
...
Phase Five: Guest Star Redux
...
Skills:
Superb (+5:) (0) none
Great (+4): (2) Lore, Conviction
Good (+3): (3) Discipline, Resources, Rapport
Fair (+2): (4) Weapons, Contacts, Scholarship, Endurance
Average (+1): (5) Guns, Stealth, Fists, Presence, Investigation
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [+0]
Wizard's Constitution [+0
Adjusted Refresh: 1
Specializations:
Evocation: Elements (Water, Earth, Spirit) Control (Water +1)
Thaumaturgy: Complexity (Divination +1)
Focus Items:
Rosewood Staff (Offensive control Water +1)
Silver and Jade Arm Band (Defensive control Earth +1)
Wood and Silver Bracelet (Defensive control Water +1)
Enchanted Items:
... to be determined
Rote Spells:
Angunae - Fog Cloud - (Water Maneuver: five shifts) Creates a large fog cloud that obscures both sound and vision. Very useful in getting away from threats in city streets at night.
Godeu - Icicle Shards - (Water Attack: two targets, two shifts each) Creates two sharp spikes of ice that he launches at his enemies.
Molaegu - Sand Trap - (Earth Block: four shifts, requires arm band) Causes holes to open under the target's feet, then trapping them there. Can work on any stone or earth; includes concrete but not asphalt.
Jalasuk - Magnet Dome - (Earth Block: four shifts, requires arm band) Forms a dome of magnetic energy that immobilizes any metal object that comes at it.
Physical Stress: OOO
Social Stress: OOO
Mental Stress: OOOO
I'm still not completely set on the high aspect and trouble aspect. I was thinking his high aspect would be something to do with him helping the supernatural community, trying to make sure everyone's okay. Kind of like a nicer, and less authoritative Warden. For his trouble aspect, he wants to help people, but he's cautious. He has trouble really putting himself totally out there. I'm not completely sure; they're subject to change.
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Wow, tordon, looks great!
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Bump so the undertown people can find it.
Since I'm wanting play a Satyr changeling, I need to have a list of powers that represent a full Satyr, and which I can pick from for my character. Here is what I propose:
Glamours (-2)
Inhuman Speed (-2)
Inhuman Toughness (-2)
The Catch: Cold Iron and Faerie weaknesses (+1)
Incite Emotion (Manic Revelry) (-1)
At Range (-1)
Lasting Emotion (-1)
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That sounds about right. Maybe something about being able to turn different types of drinks into wine or other forms of alcohol? That could prove to be interesting: getting unsuspecting people drunk on what they thought was soda and getting information.
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Cool characters folks!
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*bump*
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*BUMP*
Be sure to post your most current character sheet so we can all see it!
Thanks
Mij
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Updating my character info. Changed stuff is in blue It's not much, but it's progress. I think. :P
Character: Erin Stephens
Template: Focused Practitioner
High Concept: Helping those less fortunate ** this is supposed to include what my focus area is - I'm not sure how to express it succintly, though - I want to be good at potions, salves, etc.... mixtures, I guess... I use them primarily to aid in healing...
Trouble:
Other Aspects:
Skills *** I'm over here, need to make some decisions
+4 Discipline (high discipline = concentration and emotional control)
+4 Lore (knowledge of potion ingredients, herbs, chemicals, etc)
+4 Empathy
+3 Conviction (gives 2 additional mental stress boxes)
+3 Alertness
+3 Athletics
+2 Survival
+2 Driving
+2 Resources
+2 Scholarship
+1 Weapons
+1 Investigation
+1 Rapport
+1 Presence
+1 Driving
I get extra mental stress boxes from conviction, and extra social stress boxes from presence
for conviction, at Good, it says 4... is that 4 in addition to the 2 that are there automatically, or 4 total?
Powers
-2 Ritual
Stunts
-1 Scholarship - Capable researcher
-1 Scholarship - Medical training (not quite doctor; maybe medic-level?)
-1 Stealth - Swift and silent
-1 Survival - this may need to be -2 ?*** I think I'd like to make a new trapping - or maybe it's extending the existing trappings - based on a background of spending time each summer camping, hiking, boating, and recreational shooting and archery....the survival trapping of camoflauge + the athleticism trappings like dodging which indicate quickness + trappings from alertness that would indicate me being aware of the environment... to generate some kind of stealth, like this:
it seems to me that the simple and straight forward solution is to create a stunt (that I don't have a good name for yet) that adds a trapping to survival that reflects experience stalking and hunting and allows you to roll survival instead of stealth in certain circumstances. That seems well within the spirit and letter of the rules and solves the problem nicely.
Focus Items/Enchanted Items
TBD
Phase 1 - Background
Only child, raised in Manhattan, played lots of sports, very competitive in nature. Large portions of the summer spent at a family cabin somewhere relatively remote - camping, hiking, boating, fishing, learning to shoot, learning archery, etc. [more to come?]
Phase 2 - Rising Conflict
Had to learn a lot of first aid because of sports injuries and so much time doing crazy stuff outdoors. Decided on education related to sports and medicine - goal to be a sports therapist. [more to come...]
Phase 3 - Story
I'm thinking either something happened when friends and I were stranded somewhere in the wilderness, or when I was out of town with a sports team.... raised my awareness of the supernatural and a skill I had in mixing ingredients that helped with healing.
That's really all I have for now.... as I said, still needs a LOT of work... I'm hoping some of you folks can give me some ideas to bring the ideas together and polish it up!
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looks good, but you've spent 31 skill points by that write up, and you only have 30 to spend. Consider that your first story's purpose is designed to give you a way to have connections with other PC's, so taking an option that puts you out of town might not be a good idea there. Everything you want to happen to your character that doesn't fit with the idea of a short adventure that connects you to other PC's can be included in your Background and Rising Conflict though.
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Lol, I guess I needed to use my calculator....any recommendations on what to change?
I see what you're saying about the crossover with someone else...
...if it's a trip with a sports team, it could have been a trip for a tourney in San Fran, or a trip to someone else's hometown, where I crossed paths with them, and then met up with them again when I move to San Fran?
Same with a wilderness trip - if someone else is from a remote area, maybe I got stranded near them and ran into them when getting help?
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Okay, here's an updated version of my character:
Edits in Red
Character: Taisho Cardiat
Player: Tordon
Template: wizard
High Aspect: Wizard watchdog for the weak and talented
Trouble Aspect: So Many Mouths, So Few Hands
Phase One: Background
Event: Grew up in Hong Kong, the middle child of a wealthy family. His mother is a member of the White Council, and his father has minor precognitive talents.
Aspect: Born With A Silver Wand In Hand
Invoke: Social knowledge of the upper class; access to family money, resources and occult knowledge, mostly through/from his mother; minor knowledge of White Council politics through his mother.
Compel: Sticking to strong social code, helping family members or doing favors for them, obeying White Council rules and members.
Phase Two: Rising Conflict
Event: With his close group of friends, all with varying degrees of supernatural abilities, he was manipulated into a conflict between the Faerie Courts. During the conflict, two of his closest friends, both Changelings, finally made their Choice and became fae. Only one was able to survive. Afterward, Taisho and his friends discovered that the conflict had been manufactured by the Summer Court to force his friends to choose.
Aspect: Friend and Foe of the Summer Court
Invoke: Help with interaction with Fae; Favors owed to him by the Summer Court.
Compel: Basically, he is seen by both Courts as a good tool for manipulation due to his close friend in Summer. Also, sometimes Summer needs to call in favors paid to him.
Phase Three:
When the son of one of his father's business partners goes missing, presumably having run away again, Taisho steps in to help find him. But nothing is ever as simple as it seems when the trail leads him to a string of other disappearances that hide a dark secret.
Guest Starring...:
Aspect: The Devil is in the Details
Invoke: To catch small details and to make sure what he does is done perfectly.
Compel: To miss something obvious, like a vampire charging at him.
Phase Four: Guest Star
Aspect: Exotic Tongzhi Casanova"
Invoke: Using his looks for social advantage; getting help from his boyfriend, a werepanther sculptor
Compel: Some people don't like those who are different, both ethnically or sexually; also, his boyfriend can sometimes get into too much trouble for himself to handle.
Phase Five: Guest Star Redux
Aspect: "This is so illegal... but could you show me that again?"
Invoke: For helping with illegal things like burglery and lockpicking, assuming he just learned how to do it recently.
Compel: He just isn't that experienced with illegal things like burglery and lockpicking, especially quickly or under pressure; plus, he tries to stay on the right side of the law as much as he can.
Skills:
Superb (+5:) (0) none
Great (+4): (2) Lore, Conviction
Good (+3): (3) Discipline, Resources, Rapport
Fair (+2): (4) Guns, Contacts, Investigation, Scholarship
Average (+1): (5) Endurance, Stealth, Fists, Presence, Empathy
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [+0]
Wizard's Constitution [+0
Adjusted Refresh: 1
Specializations:
Evocation: Elements (Water, Earth, Spirit) Control (Water +1)
Thaumaturgy: Complexity (Divination +1)
Focus Items:
Rosewood Staff (Offensive control Water +1)
Silver and Jade Arm Band (Defensive control Earth +1)
Wood and Silver Bracelet (Defensive control Water +1)
Enchanted Items:
... to be determined
Rote Spells:
Angunae - Fog Cloud - (Water Maneuver: five shifts) Creates a large fog cloud that obscures both sound and vision. Very useful in getting away from threats in city streets at night.
Godeu - Icicle Shards - (Water Attack: two targets, two shifts each) Creates two sharp spikes of ice that he launches at his enemies.
Molaegu - Sand Trap - (Earth Block: four shifts, requires arm band) Causes holes to open under the target's feet, then trapping them there. Can work on any stone or earth; includes concrete but not asphalt.
Jalasuk - Magnet Dome - (Earth Block: four shifts, requires arm band) Forms a dome of magnetic energy that immobilizes any metal object that comes at it.
Physical Stress: OOO
Social Stress: OOO
Mental Stress: OOOO
Booklover, I think we could guest star in each others first adventures. I was thinking somehow, a group of vampires or whatever is trying to gain power by sacrificing young men and women to a demon. If your character is on a sports trip to San Francisco or the area, then other athletes could be targets, getting your character and mine involved together.
If that doesn't work, then I think they should still star in each others stories somehow. It would make sense since Taisho tries to keep an eye on the smaller-time magical practitioners in the city.
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Heya folks!
Unfortunately, I'm going to have to back out of the RPG. I've been debating it for a while, trying to figure out how I'd be able to find time to learn and play given how things are going for me at work and personally. I've come to the conclusion that this is something that I'll have to save for another time.
Have fun in San Fran! I hope to get updates now and again!!
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Bump!
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Ok...
Here's the first version of my character. Many thanks to Mij and Luminos who helped tremendously! (and all the Undertown crew... didn't mean to dis' ya)
Character: Tory Kase
Player: Fyrchick
Template: Were-form
High Concept: Were-raven bike messenger
Trouble Aspect: All That Glitters
Phase 1: Any Port in a Storm
Her high-ranking Yakuza father and her Danish mother were assassinated when she was still a toddler. The person who discovered and reported her father's perceived disloyalty and possible theft from the Family was Sato, Tsokoda's intelligence and information adviser. Sato found Tory in the apartment with her dead parents and took her home. A devout Shinto practitioner and martial artist, Sato felt the discovery of such a pale-colored child was a message from the Kami; albino and white creatures are sacred in the Shinto tradition. Now in her late teens, Tory is fiercely loyal to Sato and has been trained in many aspects of what he does- martial and otherwise.
She also follows some Shinto beliefs and has been trained in various martial arts- with significantly less devotion than Sato would like.
She is not aware of the circumstances surrounding her parents death.
Phase 2: All in the Family
Always a bit stubborn and easily distracted, Tory discovered her wereform during puberty. Sato encouraged and helped her develop the skill, as well as focus what she could do with it. It was during this time that her almost compulsive collecting started to become apparent when the police started to get involved. She was able to use her information and ability to "convince" the officers to look the other way...this time. She also learned more about how the Family made it's money.
Phase 3: Its the Principle of the Thing...
Aware of the Family and its demands and activities, Tory still managed to run afoul of them when she was 16. Her mistake cost them millions- and cost her any chance of a different life. She does what she is told, no questions asked (maybe with a complaint or 2.) She must repay her debt and must serve them well since Sato will also pay the price as her foster father. It's the only honorable thing to do.
This was the first and only time she has seen or met Tsokoda, but not the first and certainly not the last time she was in his gaze.
Phase 4:
Phase 5:
Skills/Human
+5
+4 Investigation, Stealth, Deceit
+3 Alertness, Burglary, Rapport
+2 Driving, Contacts, Athletics
+1 Fists, Resources, Scholarship
Skills/Raven
+5 Athletics, Alertness
+4 Stealth, Deceit
+3 Burglary, Survival
+2 Contacts, Fists
+1 Endurance, Rapport
Powers
-1 Beast Change
-1 Echoes of the Beast: Beast Trappings (Eidetic Memory)/ While in human form can, once per scene, remember anything that she has heard or seen
-1 Wings
-1 Diminutive Size
-1 Pack Instincts
+1 Human Form
Stunts
-1 Burglary/Hacker
Languages: English, Japanese
Adjusted Refresh: 3 (?)
That's it so far. I'm still working on the details and might adjust skills and powers, but the core will be the same! Any suggestions or ideas are always good!
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Nice writeup, Fyr!
For the rest of you, if you haven't posted your character yet, please do so we can all see it! Also, we need to schedule some time when we can get together to brainstorm Phases 4 and 5. I know some of you still need to get through Phase 3, but be thinking when you can be available!
Thanks
Mij
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Character: Edward Deschain
Player: Enjorous (put my real name here the first time)
Template: Focused Practitioner
High Concept: FBI Ferromancer
Trouble: On the FBI's S**t List
Phase 1: Aspect:"I've done everything at least once"
Ed's childhood was a time of great confusion, his parents often went from sandal wearing, granola munching hippies to suit wearing middle class conservatives at a moments notice. Between those two words Edward's life consisted of, gardening, composting everything in sight, boy scouts, FBLA, drama, music, church, Wicca Group, mock UN, mock trial, horseback riding, competitive swimming and anything else his parents could force him in to.
Phase 2 Aspect: The bureau is no place for magic
Edward headed off to college, triple majoring in English, criminology, and psychology (the multitasking was still strong within him.) This was a time of great discovery, firstly he discovered that he had the magical ability to make metal do anything he wanted (and won quite a few bets that way), discovered that he wanted to join the FBI, and lastly he discovered Jocelyn Chase. A few years later they were married, two years after that he joined the Bureau. Three years, nine months, one week, and four days after he joined the FBI her body was found by their neighbors. Despite the finding of Suicide he wasn't convinced and began investigating her death himself to the neglect of his other duties.
Phase 3 Aspect: Everything Smells Wrong
Title:
Assigned from the Bureau to investigate the corruption in city politics, more specifically the alleged support of human trafficking from Asia. There have been rumors that the local field office is on the take, and he's told that there will be no support for him. Using his few contacts in the city he sets about tracking down the source of the corruption.
Phase 4 Aspect: Low Friends in High Places
Using his contacts Edward manages to find a low level runner for the Yakuza with very high connections. Bringing her in manages to convince her to turn CI in order to save her own neck. Now armed with information that only someone on the inside could.
Phase 5 Aspect
Skills:
Superb: None
Great: Investigation, Guns
Good: Conviction, Discipline, Contacts
Fair: Intimidation, Endurance, Fists, Rapport
Average:Resources, Athletics, Driving, Empathy, Lore
Stunts:
Quick draw: See Fast Reload but for drawing a gun.
One with the Gun: with innate ability for ferromancy Ed can become one with the gun, allowing for +2 when ever he rolls guns
Powers:
Metal: governing
Channeling [-2]
Ritual: Divination [-2]
Refresh cost: -6
Refresh: +2
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One with the gun is a bit too powerful for a stunt. The most you can get from a stunt on attack rolls (which is 90% of gun rolls) is a +1, and it should usually be given a circumstance under which it works. An example stunt is Target Rich Environment, which gives a +1 to guns for attacks only, and only when personally outnumbered.
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Character: Dowan (ne: Mary-Eileen) Connolly
Player: Aine
Template: Wizard
High Concept: Pigeon-holed Wiccan Arachnomancer
Trouble Aspect: Tangled Webs
Phase 1: Don't Underestimate the Power of the Darkside
Raised as the first-born of a large Irish family, Mary-Eileen felt put upon and out of place with the strict upbringing. She rebelled as a teen, joining a dark group with heavy Gothic and vampiric undertones. It was here she discovered her innate talent for magic, but the three rote spells she developed during puberty could be put to unfortunate use.
Phase 2: An'ye harm none....
Realizing she had no interest in pursuing a dark path surrounded by dark friends, a teacher introduced her to a Bay Area Wiccan group where she learned ritualistic and channelled spellcasting. Unfortunately, her spellcasting abilities were stunted by her Wiccan training and she can only perfom 4 thaumaturgical spells. But she learned the Wiccan creed well. It was here she chose her name of Dowan, from the Celtic term for Spider.
Phase 3: Do what you will.
Still a bit of a rebel and a fiesty redhead at heart, Dowan does her best to follow the Wiccan creed, but still manages to cause trouble, overthink everything, and generally screw stuff up despite her best intentions. She works as a docent and currator at the Insect House at he SF ZOO.
Phase 4:
Phase 5:
Skills
+5
+4 Lore, Conviction, Scholarship
+3 Survival, Alertness, Discipline
+2 Driving, Investigation, Athletics
+1 Rapport, Performance, Contacts
Rote evocation spells:
Attack: Cast Poison (water)
Block: Chitnous Exoskeleton (water and earth)
Maneuver: Partly Dissolve (water)
Thaumaturgy Spells:
Spider scout: Dowan can create a link between herself and a spider and then can direct it and see through it's eyes. Inflicts consequence of violent motion sickness.
Telepathic sensing: Cast web, an assessment spell that acts like a ward. Can sense the size and movement of living creatures within it's range. Requires athame.
Magical trap door: can create an underearth trap door. Requires athame.
Conjuration: Requires focus item of necklace. Dowan can conjure spiders out of the material of the never never.
Requirements: Evocation (3) and Thaumaturgy (3)
Focus items: athame and necklace
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bump
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Character: Ingvar
Template: Emissary of Power
High Concept: Einherjar
Trouble Aspect: "Warriors Code"
Phase One: "Old School"
Raised on tales of the great warriors of old, by pious, strict, but loving family, brought up to be a warrior same as my father, and his father before him. Died long ago on long forgotten battlefield, granted entrance to Valhalla from Odin as one of the Einherjar.
Phase Two: " I cannot tell a lie.."
Long story short, screwed up, angered one of Odins family, and was barred from Valhalla pending completion of some task that will make me worthy of entrance once more....
Phase Three: "Wow, that escalated rather quickly..."
Banished from Valhalla, went looking for work. Found propsective employer, small time wannabe mafia offered me a job to test my abilities as muscle to send a "message". Turns out I was supposed to be a "fall-guy" ,that my employer thought he was sending me to my death as pretext to going to war to eliminate his competition. Ended up killing the competition, my employer, earning nothing, and making my job prospects even more dismall.....
Phase Four: "Doing what you love is its own reward..."
Well, this wealthy business guy some how managed to upset some really nasty people. I, along with some of my compatriots were hired for protection. Good, long job, easy money,if boring, it seemed....untill a wizard named Taisho showed up. Long story short, he tracked down the bad guys, I was sent to back him up, ended up killing a demon and he ended up killing the wizard. Fun job, but back to looking for work....
Phase Five:
So, I'm between jobs, when an acquaintance suggests underground MMA. Sounds like a good way to make a little extra money on the side, so I decide to do it. I guess they expect the new guys to "pay their dues" early on though, because this woman named Tory shows up before my first fight and tells me I have to throw the fight. I refused, of course....and really don't remember a lot after that....there was music... I think... beer....and a woman...I wake up to discover I missed the fight, was disqualified, barred from fighting again, and back to looking for a job....
Skills:
Weapons +5
Fists: +4 Guns +4
+3 Endurance +3 Athletics
+2 Alertness +2 Discipline +2 Contacts
=1 Intimidation +1 Might +1 Resources
Power: Marked by power, Supernatural Recovery, Inhuman Toughness
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Here is the link to the fill-in .pdf character sheet. When you get them done, just save it and email it to me and I will upload it onto the Chatroom "Cast of Characters."
http://www.enklave-23.de/Dresdenverse/City-and-Character-Sheets-Fillable%20v1.3.pdf
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bump