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Messages - waddesdonbaz

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1
No, you're right (aside from Crafting specialties being an exception. They aren't.). But it's one pyramid each for Evocation and Thaumaturgy, not separate ones for control and Power or Control and Complexity.

If there's anywhere I haven't done that it's an error on my part.

That explains it - thanks.

2
Awesome work as always Dead.

One question as a relative n00b using the system compared to you, and it is about "pyramids". I was given to understand that to get a +3 in a specialization, you had to "build" on a foundation of a +2, which in turn had to have a +1 somewhere as well. Same goes for Thaumaturgy specializations if there are other specializations available in that category (crafting specs being an obvious exception).

Am I wrong here?

3
Oh, good.  :)

Murphy uses her Fantastic Fists for every weapon we've actually seen her use due to her Armed Arts stunt. Check it out if you like.


Far be it for me to question someone clearly vastly better with the character creation system than I wil ever be, but I could buy that if it was just her being good using weapons, with aptitude transfering from unarmed combat muscle reflex and experience, but she was teaching them, which requires more technical expertise. Just my opinion of course.


As for that, 17 seems a little over the top (though only a little). I built Morgan with only 16 (assuming he's down to Refresh 1) and 52 skill points. I'm inclined to think I undersold him a bit, looking at him (I may go back and tack on one more level of Refinement, now that I think about it...ditto Luccio) and he may have a Refresh of more than 1...but still, at 17, you're looking at a legitimate peer...so that's around right, especially if he has a few less skills.

46 in skills, so less than your interpretation of Morgan for sure. Thanks for the feedback.

4
Oh we do.

Only quibble is with Murphy only having average weapons - she tutored Harry in the staff so I thought it would be at least good.

A question - if you were creating a senior warden, just shy of Morgan power, would you say 17 refresh (and 12 skill "advances") would be excessive to represent a wizard around a century in age, with at least one World War behind him, wounded and demobbed from the Wardens in the Kemmler battle, re-drafted at the start of the Red War, present/involved at several big Red War events (Congo Hospital, Demonreach battle alongside Mai) and sundry experience as the regional commander for Sub-Saharan Africa and all the supernatural nastiness that entails... I like to create my NPCs organically... Or indeed is 17 refresh too low for this character?

5
Sorry to play Kemmlerian with this thread, but what are your thoughts about Harry post Changes/Ghost Story/Cold Days? His refresh must have gone up by at least 5.

6
DFRPG Resource Collection / Re: Spare Character Concepts
« on: October 19, 2011, 08:46:49 AM »
I was trying to make her of a league with David and Rikard, but I see your point.

7
DFRPG Resource Collection / Re: Spare Character Concepts
« on: October 18, 2011, 08:36:40 AM »
Great.

Re-reading "Summer Knight" at the moment, simply to work out more about the Unseelie sorcerer. Sadly, its pretty categoric that the only mortal agents of the courts are the knights or temporary emissaries, so not sure how the concept holds up to scrutiny.

8
DFRPG Resource Collection / Re: Custom Spell Compilation Thread
« on: October 17, 2011, 11:55:01 AM »
Here is a list of spells that I have come up with – some are re-writes from YS, some are just flavour variations of generic things like Attacks and Blocks. I am even adding those since they may contribute to someone who is looking for some thematically flavoured spells and who is struggling to find or think of what they are looking for.

Apologies if anything seems cookie-cutter and overly generic. I have definitely knicked some ideas from other posts on the boards and adapted them to one extent or another.

Most of these were thought up with regards the spell casting characters that I have posted in the “Spare Character Concepts” thread, and spells listed as rotes on those characters are also listed here for completeness.

I have not included a Stress Cost for these spells – that would of course depend on the power of whoever is going to cast them. I will list everything at 6 shifts of power or complexity unless the specifics of the spell require broader or more power.

Air Magic

Air Lance
Type: Air Evocation, Attack
Shifts: 6
Control: Discipline
Opposed by: Target’s Athletics skills, magical blocks, or other determined in play
Effect: A strong precision blast of compressed air that hammers the target harder than a bullet. Fantastic (+6) to aim and attack, Weapon 6.

Cushion of Air
Type: Air Evocation, Defensive Maneuver
Shifts: 6 or more
Control: Discipline
Duration: 1 Exchange, more if more power is pumped in
Effect: An emergency spell for those in freefall, if they have time to cast it. Can also be used just prior to jumping off something into a drop. Forms a cushion of air that reduces damage from falling by effectively reducing the height of the fall by 2’ per shift of power. Minimum power of 6 shifts since there will not really be time to cast it if falling less than 12’.

Magnify Vision
Type: Air Thaumaturgy, Maneuver
Complexity: 6
Duration: 1 hour
Effect: Gives the caster the sticky aspect “Telescopic Vision”. When used, a lens of air is formed just in front of the caster’s eyes that magnifies vision. An altered version could grant “Microscopic Vision” instead.

Refractive Cloak
Type: Air Evocation, Defensive Block/Veil
Shifts: 6
Duration: 1 Exchange
Effect: Bends light to hide the caster from view. Provides a Great (+4) Veil with unimpaired vision.

Shield of Wind
Type: Unseelie Evocation, Defensive Block/Shield
Shifts: 6
Control: Discipline
Duration: 1 Exchange
Effect: An pale blue shield of magically charged air that blocks incoming attacks. Armor 3 or Fantastic (+6) block.

Speed of the Wind
Type: Air Thaumaturgy, Maneuver
Complexity: 6
Duration: 1 hour
Effect: Gives the caster one benefit from the Inhuman Speed supernatural power, chosen at the time of casting. Greater complexity can be pumped in for longer durations.

Static Disharge
Type: Air Evocation, Attack
Shifts: 6
Control: Discipline
Opposed by: Target’s Athletics skills, magical blocks, or other determined in play
Effect: The spell concentrates atmospheric static electricity around the target and discharges it into them. Fantastic (+6) to aim and attack, Weapon 6.

Wind Blast
Type: Air Evocation, Offensive Maneuver
Shifts: 6
Control: Discipline
Opposed by: Target’s Athletics skills, magical blocks, or other determined in play
Effect: A strong, concentrated (although less so than Air Lance) gust of wind aimed at a single target. Fantastic (+6) to aim and attack, applies “Knocked Flat on their Backside” fragile Affect to the target.

Earth Magic

Bonesmasher
Type: Earth Evocation, Attack
Shifts: 6
Duration: 1 Exchange
Control: Discipline
Opposed By: Target’s Athletics, Magical Blocks or Determined in play
Effect: Concentrates gravity upon a precise area, crushing the target to the ground in a shower of bone splinters and gore. Fantastic (+6) Aim and Attack, Weapon 6 effect.

Cloud of Matter
Type: Earth Evocation, Defensive Block
Shifts: 6
Control: Discipline
Duration: 1 Exchange
Effect: A swirling cloud of dust and small matter particals that protects the caster or interferes with magical effects. Creates and Armor 3 effect or a Fantastic (+6) block

Electromagnetic Shield
Type: Earth Evocation, Defensive Block
Shifts: 6
Control: Discipline
Duration: 1 Exchange
Effect: A deep green shimmering force field – Electromagnetic effect that blocks attacks or grounds magical effects. Creates and Armor 3 effect or a Fantastic (+6) block

Electromagnetic Slingshot
Type: Earth Evocation, Attack
Shifts: 6
Duration: 1 Exchange
Control: Discipline
Opposed By: Target’s Athletics, Magical Blocks or Determined in play
Effect: Propels a ferrous missile at the target with unimagineable speed and power. Many caster will carry a few ball bearings around with them to provide a ready source of ammunition. Fantastic (+6) Aim and Attack, Weapon 6 effect.

Knee Trembler
Type: Earth Evocation, Offensive Maneuver
Shifts: 6
Mental Stress: 1
Control: Discipline
Mental Stress: 1
Duration: 2 exchanges
Opposed by: Target’s Athletics Skill or other determined in play
Effect: Caster stamps his foot into the ground, causing a flash of green magic to flow from his foot into the earth. Applies “Can’t Keep Their Footing” aspect to everyone in a single targeted zone.

Magnetic Disarmament
Type: Earth Evocation, Offensive Maneuver
Shifts: 5
Control: Discipline
Duration: 1 exchange
Opposed by: Target’s Might Skill or other determined in play
Effect: Superb (+5) Aim and Attack to tear a metallic weapon out of the hands of the holder and apply the fragile aspect “Disarmed” to the target. Easily expandable to disarm multiple targets.

Rooted to the Earth
Type: Earth Evocation, Defensive Maneuver
Shifts: 6
Mental Stress: 1
Control: Discipline
Duration: 4 exchanges
Effect: Grants the caster “Hard to knock off his feet” aspect for the duration of the spell. A thaumaturgical use of this spell is quite possible as well, but in this incarnation it is more about

Shatter
Type: Earth Evocation, Attack
Shifts: 6
Duration: 1 Exchange
Control: Discipline
Opposed By: Target’s Endurance, Magical Blocks or Determined in play
Effect: A thin grey ray of magic that disrupts inorganic material, making it brittle and breaking it. Can also be used against living targets, effectively disintegrating portions of them. Fantastic (+6) Aim and Attack, Weapon 6 effect.

Strength of the Earth
Type: Earth Thaumaturgy, Maneuver
Complexity: 6
Duration: 1 hour
Effect: Gives the caster one benefit from the Inhuman Strength supernatural power, chosen at the time of casting. Greater complexity can be pumped in for longer durations.

Stoneskin
Type: Earth Evocation, Defensive Block
Shifts: 6
Control: Discipline
Duration: 1 Exchange
Effect: The caster’s skin hardens and takes on aspects of the caster’s stone or mineral of choice. Creates and Armor 3 effect or a Fantastic (+6) block

Tremorsense
Type: Earth Thaumaturgy, Maneuver
Complexity: 6
Mental Stress: 1
Duration: 1 Hour
Effect: Applies the “Knows Where Everyone is Located” fragile aspect in a single zone – as long as they are touching the ground. Can be extended with more shifts of power when fighting blind or against invisible targets.

Unseelie Magic

((All Air Magic spells above are of course applicable, often with altered names and the adjective “Icy” applied to the description. For example, the Unseelie version of Air Lance I have renamed Fimbul Blast and Wind Rush is Winter’s Herald, and Shield of Wind is Fimbul Protection. Shatter under Earth Magic above is used as Call of Decay. There are a couple of very Unseelie effects that have developed though, mostly with inspiration from an old thread on here which I cant find now.))

Breath of Mab
Type: Unseelie Evocation, Defensive Maneuver
Shifts: 6
Control: Discipline
Duration: 3 Exchanges
Effect: Frozen, icy fog fills a single targeted zone, applying the “Thick Frozen Fog” sticky aspect. A complexity 4 ritual would work to set it out for the whole scene – this is the quick and dirty version.

Bonds of Ice
Type: Unseelie Evocation, Offensive Maneuver
Shifts: 4 or 6
Control: Discipline
Duration: 1 Scene
Opposed by: Athletics, Magical Blocks or other determined in play (possibly Might to break free)
Effect: Freezes either a single target or all the targets in a single Zone solid, applying the sticky aspect “Frozen Solid” (Modified version of Entangled Spell from YS)

Eyes of Night
Type: Unseelie Evocation, Maneuver
Shifts: 4
Control: Discipline
Effect: Applies the “Can see in Total Darkness” sticky aspect to the caster. Easily cast as a thaumaturgic ritual for longer durations.

Midwinter’s Darkness
Type: Unseelie Evocation, Defensive Maneuver
Shifts: 6
Control: Rote Spell + Focus Item
Duration: 3 Exchanges
Effect: Inky, icy darkness fills a single targeted zone, applying the “Total Darkness” sticky aspect. A complexity 4 ritual would work to set it out for the whole scene – this is the quick and dirty version.

9
DFRPG Resource Collection / Re: Spare Character Concepts
« on: October 17, 2011, 10:43:47 AM »
((And here is my final Character for now - a Scion Unseelie Sorcerer))

Name: James Flemming

High Concept: Fae-Blooded Unseelie Sorcer

Trouble: Irreverant and Obnoxious

Additional Aspects: Cruel sense of humour, Do you have any idea how much that costs? I am not a Changeling dammit! Mab knows about me, Mortal enough for the White Council to judge

Refresh: 13 – 12 = 5 Remaining (also have applied 8 skill points to the basic Submerged package)

Skills:-
Superb (+5): Conviction, Discipline
Great (+4): Deceit, Lore
Good (+3): Alertness, Endurance, Presence, Resources
Fair (+2): Athletics, Intimidation, Stealth, Weapons
Average (+1): Driving, Guns, Fists, Rapport

Stress
Physical 0 0 0 0
Mental 0 0 0 0
Social 0 0 0 0

Powers:-
Glamours (-2)
Inhuman Recovery (-2)
Inhuman Speed (-2)
Marked by Power (-1)
Unseelie Magic (-4)
Refinements 2 (-2) (Focus/Enchanted Item slots only)
The Sight (-1)
The Catch (Cold Iron and the Like) (+2)

Focus Items:-
Thick Bronze Ring: Unseelie Offensive Control +2
Intricate Silver & Bronze Bracelet: Unseelie Offensive Power +2
Silver & Bronze Ring: Unseelie Defensive Control +1 and Defensive Power +1

Enchanted Items:-
Silver & Yellow Topaz Earring: Grants the Sticky Aspect “See in Total Darkness” 2/session
Silver Belt Buckle: Hardens the user’s skin when they are in receipt of physical damage. Armor 2. 2/session

Rotes:-
Bonds of Ice
Type: Unseelie Evocation, Offensive Maneuver
Shifts: 4 or 6
Stress Cost: 1
Control: Rote Spell + Focus Items
Duration: 1 Scene
Opposed by: Athletics, Magical Blocks or other determined in play (possibly Might to break free)
Effect: Freezes either a single target or all the targets in a single Zone solid, applying the sticky aspect “Frozen Solid” (Modified version of Entangled Spell from YS)

Fimbul Blast
Type: Unseelie Evocation, Attack
Shifts: 7
Stress Cost: 1
Control: Rote Spell + Focus Items
Duration: 1 Exchange
Opposed by: Athletics, Magical Blocks or other determined in play
Effect: An icy blast of compressed air. Epic (+7) to Attack and Aim, Weapon 7 attack. Appllied consequences may include “Knocked on their Ass” or “Frozen Stiff”.

Fimbul Shield
Type: Unseelie Evocation, Defensive Block/Shield
Shifts: 6
Stress Cost: 1
Control: Rote Spell + Focus Item
Duration: 1 Exchange
Effect: An icy, pale blue shield of magically charged air that blocks incoming attacks. Armor 3 or Fantastic (+6) block.

Midwinter’s Darkness
Type: Unseelie Evocation, Defensive Maneuver
Shifts: 6
Stress Cost: 1
Control: Rote Spell + Focus Item
Duration: 1 Scene
Effect: Inky, icy darkness fills a single targeted zone, applying the “Total Darkness” sticky aspect.

Character Thumbnail:-
James comes from a unique family. About 200 years ago, his great-Grandfather was born a changeling, the child of an Unseelie Shidhe woman and a mortal Wizard. He then married another Changeling and had a child. This child had several children from several partners, all members of the Unseelie court – Mab was indulging herself in seeing how far the blood of the Fae could dilute before having an effect. James is a product of this “experiment” – a 4th generation descendant of pre-choice Unseelie changelings and in him, and his siblings, the power bred true.

More than mortal but never possibly becoming full Fae, and at the same time contemptuous of “normal” Fae scions and indeed normal mortals, James’s family  embraced their obligations to family and court alike, serving as mortal agents for the Winter Court, sort of ancillary “knights” without quite the same level of power or the same protections and status that the knights “enjoyed”. Overseen by his uncle,  the 1st “pure bred”, non-changeling member of the family (most of the changelings made the choice to go “full-Fae” long ago), the “clan” developed considerable secular power, wealth and influence.

James couldn’t stand it. A natural rebel, he was thrown out of expensive private school after expensive private school. What made it worse is that he had magical talents above and beyond his siblings and cousins – he was potentially the most powerful of his generation, and he refused to bow down to the family’s authority and ran away.

Mab was, of course, delighted at his strength of will and rebelliousness. She arranged clandestinely for his to be fully trained in his gifts, acting through proxies. James became a formidable sorcerer while injecting himself into the community of practitioners under the auspices of the White Council but who were not full members. At the same time, he began making his living as a professional poker player.

He mostly follows his own interests, which have included helping the White Council against the Red Court a time or too, and making money and enjoying his life, although the call of Mab and the Winter Court is never far away, a call James diligently tries to divert by making sure he is never in real debt to any Fae… Although he has acted on the behalf of the Winter Court enough for its power to mark him.

James has a definite touch of the unusual in his appearance. His hair is white blond, and normally worn in tight corn-rows. His skin is very pale and very slightly blue tinge. His eyes are dark violet, a purple so deep as to appear almost black. He has extensive celtic pattern tattoos on his Torso, arms and neck, and sports a long, fluffy “soul patch” below his lower lip. He is tall (6’0”) and of spare build (160lbs) and normally dresses in white slacks, white shoes and the loudest Hawaiin shirt he can find – just to piss off his family and any stodgy White Court Fae who might be watching. His speech is slightly nasal and alternates between a "posh English" accent (a relic from the excellent schools he was thrown out of) and a soft Scottish lilt.

10
DFRPG Resource Collection / Re: Spare Character Concepts
« on: October 17, 2011, 09:54:52 AM »
((The Second Supporting Character to David Morgan. I have two others I could do - Isiah Muthambo, David's old Regional Commander and now colleague/friend, and Albert O'Conner, a Cape Coloured street-smart fixer with a minor talent or two. They are not as crucial to David's character though.))

Name: Rikard Baldersson

High Concept: Half-Aesir Mercenary

Trouble: Never leave an enemy alive

Additional Aspects: Are you looking at me?, Grandad is watching, Loyal to the death to those who earn it, Mercenary Code of Honour, Talk is cheap

Refresh: 13 – 12 = 1 Remaining (also have applied 8 skill points to the basic Submerged package)

Skills:-
Superb (+5): Fists, Weapons
Great (+4): Athletics, Intimidation
Good (+3): Alertness, Endurance, Might, Presence
Fair (+2): Conviction, Guns, Stealth, Survival
Average (+1): Burglary, Craftsmanship, Driving, Lore

Stress
Physical 0 0 0 0 0 0
Mental 0 0 0
Social 0 0 0 0

Powers:-
Inhuman Speed (-2)
Inhuman Strength (-2)
Marked by Power (-1)
The Catch (Mistletoe, esoteric research required) (+2)
     Supernatural Recovery (-4)
     Inhuman Toughness (-2)

Mortal Stunts:-
Linguist (-1) (Scholarship: +4 to Scholarship level when determining known languages) (Speaks: English, French, German, Old Norse, Swedish)
Killer Blow (-1) (Fists: Spend a FP 1/session to add 3 damage to fists)
You Don’t Want Any of This (-1) (Intimidation: +2 on Brush Off Rolls)

Character Thumbnail:-
Rikard has no idea who his father is. Nor does his mother. All both of them knew is that, on a wild night in Stockholm, celebrating a victory in a soccer tournament around  the turn of the 19th and 20th centuries, his mom got drunk, got laid, and got pregnant. Rikard is the result. It soon became apparent that he was not “normal”. Faster, tougher and stronger than his peers, Rikard was at first teased, then feared as began savagely beating any would-be tormentor.

Devoid of direction, Rikard joined the army at 19. Despite constant issues over insubordination and excessive violence, he found that he loved the life. Finding the Swedish army “boring”, he joined the Finnish army in 1925, and stayed with them for more than two decades. A complication arose when Rikard discovered that he was not aging significantly – by the time the Winter War began in 1937, he was in his late 30s and looked barely into his 20s.

Rikard served with the Finns throughout the Second World War. In the aftermath, and given a discharge, he joined the French Foreign Legion and served for 2 terms before becoming a mercenary. It was in the late 50s that things changed forever. He was visited in his run-down, vermin infested quarters by a tall man, formally dressed in a manner inappropriate for the tropical hell hole in which Rikard was serving, and sporting an eye patch. This individual berated Rikard for the waste of his talents, his drunkenness, his casual propensity for violence, emphasizing that he was a disgrace to the blood.

Rikard was enraged – he flew at the individual, who proceeded to administer the only comprehensive beating that Rikard had ever received. Broken and bleeding, Rikard really looked at the visitor properly for the first time and revelation came to him – this was Odin, the All-Father. It couldn’t be, it was impossible, but it was true nonetheless and explained so much – Rikard was at least part Aesir. Recognizing the signs of understanding, Odin opened a way and took Rikard away to Oslo.

The next few years were ones of education and investigation. No revelation came about who his Aesir parent was, but the discovery of a vulnerability to Mistletoe and a reading of the old myths lead Rikard to adopt the surname Baldersson. He trained with the Einherjar, and became a “consultant” for Monoc Security, one that was seldom hired out but who acted directly on behalf of the company. It was in this capacity, working on a hunter-kill mission in Egypt, that Rikard met David Morgan. They worked well together, and a friendship sprung up based on mutual respect.

Over the next few decades that encountered each-other semi-regularly, their relationship growing stronger. When Rikard heard that David had become a Warden and had been assigned to Africa without any meaningful support and in the midst of the war between the White Council and the Red Court, he requested and, unexpectedly, received a leave of absence from Odin, who he facetiously always addressed as “granddad”, and travelled to stand by his friend – where he has been ever since, opening up a sub-branch of Monoc in Cape Town to serve both his own loyalties and his duties to his “Grandfather”.

Rikard appears archetypeally Nordic - 6'4", about 220 lbs of solid muscule, pale blond hair (cut in a military style) and ice blue eyes. He dresses casually, or in appropriate "working" or "combat" gear. He is never without at least one gun (usually something enormous in calibre), although when he is "working" he favours either a solid steel fire axe or a 10 lbs sledge hammer and getting in up close and personal. If he has to use longer-reaching weapons, he favours the European assault rifles, particularly the old FN-FAL or British SLR.

11
DFRPG Resource Collection / Re: Spare Character Concepts
« on: October 17, 2011, 09:29:45 AM »
((As Requested, One of David Morgan's Supporting Characters))

Name: Connie Nel-Morgan

High Concept: New-Agey Ectomancer

Trouble: Always sees the good in people

Additional Aspects: Devoted to her husband, Horizontally Laid Back, Instinctively distrusts authority, Reluctant Worker for the White Council, Sympathetic to the Dead

Refresh: 13 – 8 = 5 Remaining (also have applied 8 skill points to the basic Submerged package)

Skills:-
Superb (+5): Empathy, Rapport
Great (+4): Contacts, Lore
Good (+3): Alertness, Conviction, Discipline, Presence
Fair (+2): Athletics, Endurance, Performance, Stealth
Average (+1): Deceit, Driving, Guns, Scholarship

Stress
Physical 0 0 0
Mental 0 0 0 0
Social 0 0 0 0

Powers:-
Ghost Speaker (-1)
Ritual (Ectomancy) (-2)
The Sight (-1)
Soulgaze (+0)

Mortal Stunts:-
Ear to the Ground (-1) (Contacts: +2 to rolls to receive a Tip Off)
Linguist (-1): (Scholarship: +4 to Scholarship level when determining known languages)(Speaks: Afrikaans, English, German, Tswana, Xhosa, Zulu)
Occultist (Ghosts) (-1) (Lore: Rolls relating to Ghosts +1, additional +1 to lore relating to Excorcisms)
Rumourmonger (-1) (Contacts: +2 to rolls to start Rumours)

Character Thumbnail:-
Connie never expected to fall in love with a person who epitomizes many of the things that she has fought against her whole adult life – authority, conservatism, hierarchy. Yet she did that shortly after she met David Morgan, at the time a newly appointed Warden assigned to shore up the “thin grey line” in Southern Africa during the White Council’s war with the Red Court. Theirs is a firey relationship, but one based on mutual trust and love. They curb habits and behaviour around one another that they never would around anyone else, and a close, effective partnership has sprung up.

Connie is the social face of David’s authority as regional commander of Souther Africa – he is not great at diplomacy at the best of times, and his habit of coming across superior and patronizing would leave him isolated from the minor talents and other practitioners of his zone of his responsibility if it were not for Connie. She has set up a semi-functional equivalent of “Paranet” (it is massively inhibited in efficacy due to the infrastructure problems of the region outside of South Africa), and operates as David’s assistant and connection to the community.

She is by nature a “hippy”, and just about every stereotype of crystal-waving new ager can be applied to her. Laid back, resentful of authority, instinctively liberal and progressive, relatively un-materialistic, concerned about the environment – Connie is a shopping list of behaviour and traits guaranteed to annoy those who do not share her world view (even David sometimes, although he doesn’t say much about it).

She possesses real talents as well though – she is a fairly skilled Ectomancer, and her abilities regarding the often fractious spirits of Africa have proven useful to David on many occasions. Additionally, as a modern, independent woman, she doggedly maintains her own interests, and serves as a spiritual life coach, medium and free-lance excorsist to pay the bills.

Connie is an attractive (although no stunning) woman, 5’2” and 120 lbs. She has waist length red hair, amber eyes and a generous, curvy figure. She normally dresses in long, flowing, simple dresses and skirts in “earth” colours that emphasize her lack of height. She is normally festooned with silver jewelry of varying quality, often including various roughly cut (if at all) semi-precious gemstones.

12
DFRPG Resource Collection / Re: Spare Character Concepts
« on: October 15, 2011, 10:30:17 PM »
Thanks. Glad he may see some action - be sure to drop me a PM and let me know how he does ;) I will throw some stats together for Baldersson and Connie, as well as do some editing to the entry.

Just re-read what I posted and slightly embaressed with the spelling and grammatical/syntax errors.

Also fiddling with a scion (not a changeling dammit) unseelie sorcerer and may develop him to a full write up like the one above at some point. Basically his maternal grandfather was a changeling, his father was a changeling, and it sort of "bred true" into the character, leaving him with the legacy but not having to make "the choice".

13
Thanks a lot for that Buzzard, you have cleared up some grey issues for me.

14
That is an awesome aspect. I suppose another way would be to take a trouble that is widely applicable to all sorts of situations.

Quick mechanics question abouy FP. I know that there is a point at which they refresh during play, and that you can "earn" more by your GM messing with you, but how long can those be "stored"? Do they disappear at the next "refresh"?

15
As someone who has not actually played the system, it seems to me that a low-fate point character like a wizard cant really benefit from sticky aspects all that much without the GM imposing some nasty interpretations of their aspects - or am I completely wrong here? Having never played, it seems like FP would be rather difficult to come by for a high refresh dependant character.

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