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The Dresden Files => DFRPG => DFRPG Resource Collection => Topic started by: Buscadera on November 07, 2010, 02:03:22 PM

Title: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:03:22 PM
In another thread, I mentioned that I have both a list of ready-to-go concepts and 20-35 almost fully statted characters at any given time. Since I was asked to post them (http://www.jimbutcheronline.com/bb/index.php/topic,22285.msg963530.html#msg963530), I made this thread. Hopefully these ideas can be of use to someone.
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:04:13 PM
Argo Herodes (Scion) – Submerged
High Aspect: Boorish Son of Hercules
Trouble: Dad Only Had Twelve Labours…
Other Aspects: Raised on Ambrosia and Nectar, The New Pantheon, All Brawn, No Brain, “I Make It Look Easy!”, Ladies Love a Hero

Stress:
Physical: OOOO(OO)
Social: OOOO
Mental: OOO

Skills:
• Superb (+5): Might
• Great (+4): Athletics, Endurance
• Good (+3): Fists, Presence, Resources
• Fair (+2): Intimidation, Lore, Rapport, Weapons
• Average (+1): Alertness, Contacts, Conviction, Discipline, Survival

Supernatural Powers:
• Human Guise [-0]
• Longevity [-0]
• Superhuman Strength [-4]
• Inhuman Toughness [-2]
   • The Catch: Hydra's Poison [+1]

Mortal Stunts:
   • Mighty Thews (Might): When determining approximate lifting capacity, Argo's Might is considered to be 2 steps higher than its actual rating.
   • Personal Magnetism (Presence): Argo has a boisterous confidence that others find appealing. When rolling Presence to establish a “passive” reaction to him, Argo makes the roll at +2.

Adjusted Refresh: 3

Appearance & Age: Argo has always been fond of comic books and movies, especially those that feature his Dad. As such, he looks more or less like every vision of Hercules seen in print or on the screen. Argo is built tall and statuesque, like the Greek gods from which he draws his divine bloodline. His skin is tanned in the manner of soldiers and outdoorsmen, accompanied by a wild mop of curly black hair and a neat warrior’s beard.

Argo Herodes’ Aspects

High Aspect: Boorish Son of Hercules – Argo is the son of Hercules, the legendary hero of Greek myth. He inherited his father's tremendous strength and will continue to grow in power until he comes into his role as a demigod.
Invoke: To use the strength and skills inherited from his father.
Compel: Whenever Argo's terrible manners or worse temper get the better of him.

Trouble: Dad Only Had Twelve Labors... – As part of his test to join the New Pantheon, Argo must face labors similar to those his father was forced to perform. However, due to his limited divinity, Argo's trials are much more arduous and greater in number than Hercules'.
Invoke: When Argo is dealing with something he has encountered during his labors, such as a type of monster he has fought or something he has accomplished.
Compel: When the gods wish Argo to join in a struggle as one of his many labors.

Other Aspects:
Raised on Ambrosia and Nectar – Argo was raised in the lap of luxury on Mount Olympus. Surrounded by gods and other divine beings, Argo never learned the meaning of hard work or sacrifice. He also feels at home surrounded by the supernatural and the strange.
Invoke: When dealing with something supernatural Argo encountered while on Olympus or when acting from a position of authority.
Compel: Whenever Argo acts profoundly lazy as a result of his spoiled upbringing.

The New Pantheon – With the rise of The White God, the gods of the ancient world fell from their place of power. Thanks to their color and interesting stories, the pantheon of Greek gods has managed to maintain a semblance of its former glory. They plan to rise again, with their progeny ascending to the places of gods. Argo, among countless other demigods sired by gods and heroes, compete against one another directly and indirectly for a place in the New Pantheon. Over the course of his labors, Argo has met with several of his "family" and often with disastrous results.
Invoke: When working towards Argos goal of becoming one of the gods or when dealing with one of his "family".
Compel: Whenever Argos mission gets in the way of the rest of his life or one of the other scions causes problems for Argo.

All Brawn, No Brain – Argo is the model of the ancient heroes, charging into battle without a second thought. Unfortunately, Argo rarely gives anything a second thought or even a first thought, for that matter. Argo has strength enough to move the world but he has all the wits of pack-mule.
Invoke: Whenever Argo's great strength comes into play or whenever his witlessness actually proves beneficial.
Compel: Whenever Argo's lack of insight causes some misfortune to befall him or he proves too dense to think through a problem, only to resort to brute force.

"I Make It Look Easy!" – Divine heritage has its advantages. Argo was gifted with physical prowess unmatched by mortals. This has allowed him to excel athletically without ever actually training or practicing. As his strength has grown, so too has his arrogance.
Invoke: Whenever Argos divine powers would aid him, especially if its solely to show off.
Compel: Whenever Argos monstrous ego gets out of order or he gets into a situation that can't be solved with simply strength alone.

Ladies Love a Hero – Growing up around the heroes of the ancient world has colored Argo's perceptions of romance. Argo is still under the impression that all women are damsels waiting to be saved who will fall madly in love with their rescuer. Admittedly, a number of women find this kind of attitude appealing, giving Argo a certain way with women. But more than a few see him as a pigheaded chauvinist, if only because of the "heroic" acts he often feels are necessary for wooing.
Invoke: Whenever Argo is wooing women who find his old-school attitude charming or when he attempts to perform an act of heroism to impress the ladies.
Compel: Whenever Argo rushes into danger at his own peril, all because of a pretty face.

Backstory
Background:
Argo was born to a mortal woman during one of Hercules "goodwill" missions to the mortal world. Thrilled with the prospect of a new godling, Hercules brought the child back to Mount Olympus to raise among the gods. Argo grew up proud of his heritage and embraced much of his divinity at an early age.
Aspect: Raised on Ambrosia and Nectar

Rising Conflict:
Displeased with their lack of influence in the modern world since the rise of The White God, the gods of the Pantheon devised a scheme through which they could regain much of their lost power. By advising their scion offspring, who embody much more modern concepts than the ancient gods, a New Pantheon could be established.

But the number of new gods in the pantheon would be limited and all of the scions would need to earn the approval of their divine progenitors by doing their bidding. To cut down on the competition, scions are often petty and cruel, employing any means necessary to steal each others spotlight.

To mirror his father's Twelve Labors, Argo has been given labors to perform that will prove his worthiness to each of the gods in the pantheon. Initially, each god was to issue Argo only one labor, but they have found his utility as their agent to be useful. As such, they continue to issue new labors and trials for the young scion to complete, while he is forced to bear it until one day he ascends to his hard-won place among the New Pantheon.

Argo is essentially the servant boy of the gods and a competitor in a deadly game until he proves himself worthy to be a member of the New Pantheon.
Aspect: The New Pantheon

First Novel: The Lion in the City
When a lion-demon escapes from Tartarus, demigod Argo Herodes is tasked with bringing it down by Hades, Lord of the Underworld. With a trio of jealous scions vying for the attention of the old gods and a place in the New Pantheon arrive to keep the lion on the rampage, Argo has to use all of his considerably limited skill to cast the beast back to the Nevernever.
Aspect: All Brawn, No Brain

Guest Starring:

Aspect: "I Make It Look Easy!"

Guest Starring Redux:

Aspect: Ladies Love a Hero
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:04:48 PM
Aurelio Cristiano (True Believer) – Chest Deep
High Aspect: Former Vatican Occult Investigator
Trouble: Fighting Back the Monsters
Other Aspects: The Virtue of Poverty

Stress:
Physical: OOO
Social: OOOO
Mental: OOOO

Skills:
• Great (+4): Conviction, Investigation
• Good (+3): Alertness, Contacts, Presence
• Fair (+2): Athletics, Empathy, Endurance, Stealth
• Average (+1): Burglary, Deceit, Fists, Lore, Weapons

Supernatural Powers:
   • Righteousness [-2]
   • Holy Touch [-1]
   • Guide My Hand [-1]
   • Bless This House [-1]

Mortal Stunts:
   • Devout Words (Conviction):
   • Read the Surface (Empathy):

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:05:20 PM
Avi Goldstein (Scion) – Waist Deep
High Aspect: Smooth-Talking Jann Lawyer
Trouble:
Other Aspects: “In My Client’s Defense…”

Stress:
Physical: OO
Social: OOOO
Mental: OOO

Skills:
• Great (+4): Presence, Scholarship
• Good (+3): Deceit, Rapport
• Fair (+2): Conviction, Discipline, Resources
• Average (+1): Alertness, Athletics, Contacts, Fists, Performance

Supernatural Powers:
   • Inhuman Speed [-2]
   • Claws & Fangs [-1]
   • Human Guise [+0]

Mortal Stunts:
   • Criminal Defense Layer (Scholarship):
   • Windfall (Resources):
   
Adjusted Refresh: 2
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:06:18 PM
Blake Tanner (Focused Practitioner) – Waist Deep
High Aspect: Showboat Pyromancer
Trouble:
Other Aspects: Burn Baby, Burn!

Stress:
Physical: OO
Social: OOOO
Mental: OOOO

Skills:
• Great (+4): Conviction, Presence
• Good (+3): Deceit, Rapport
• Fair (+2): Contacts, Discipline, Resources
• Average (+1): Athletics, Burglary, Driving, Lore, Scholarship

Supernatural Powers:
   • Channeling (Pyromancy) [-2]

Mortal Stunts:
   • Personal Magnetism (Presence):
   • Sex Appeal (Rapport):
   • Best Foot Forward (Rapport):
   
Adjusted Refresh: 2
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:07:16 PM
Brewer Laughlin (Wizard) – Waist Deep
High Aspect: Wizard-in-Training
Trouble: Just An Apprentice
Other Aspects: Look What I Can Do!

Stress:
Physical: OOO
Social: OOO
Mental: OOOO

Skills:
• Great (+4): Conviction, Discipline
• Good (+3): Contacts, Lore
• Fair (+2): Rapport, Presence, Scholarship
• Average (+1): Athletics, Endurance, Fists, Might

Supernatural Powers:
   • Channeling (Earth) [-2]
   • Thaumaturgy [-3] (Frequency: Crafting +1)
   • The Sight/Soulgaze [-1]
   • Wizard’s Constitution [-0]

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:09:14 PM
Chance Phillips (Undead) – Chest Deep
High Aspect: Undead Private Eye
Trouble: Hunting the Necromancer
Other Aspects: I Never Ask Nicely; Let The Dead Rest

Stress:
Physical: OOOO
Social: OO
Mental: OOO

Skills:
• Great (+4): Fists, Investigation
• Good (+3): Athletics, Endurance, Might
• Fair (+2): Alertness, Contacts, Intimidation, Stealth
• Average (+1): Burglary, Conviction, Deceit, Guns, Resources

Supernatural Powers:
   • Living Dead [-1]
   • Inhuman Strength [-2]
   • Inhuman Toughness [-2]
   • Inhuman Recovery [-2]
      • The Catch [+2] is a weakness to holy items and expressions of genuine faith

Mortal Stunts:
   • I Know Just The Guy (Contacts):
   • Subtle Menace (Intimidation):

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:10:18 PM
Clementine Smith (Focused Practitioner) – Waist Deep
High Aspect: Brooding Electromancer
Trouble: All Alone
Other Aspects: Blue-Collar Worker

Stress:
Physical: OOO
Social: OO
Mental: OOOO

Skills:
• Great (+4): Conviction, Discipline
• Good (+3): Craftsmanship, Lore
• Fair (+2): Driving, Empathy, Scholarship
• Average (+1): Athletics, Contacts, Endurance, Fists, Resources

Supernatural Powers:
   • Channeling (Electromancy) [-2]

Mortal Stunts:
   • Jury-Rigger (Craftsmanship):
   • Car Mechanic (Craftsmanship):
   • Read the Surface (Empathy):
   
Adjusted Refresh: 2
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:11:26 PM
Daniel Cage (Focused Practitioner) – Feet in the Water
High Aspect: Mystically-Powered Martial Artist
Trouble:
Other Aspects:

Stress:
Physical: OOO
Social: OOO
Mental: OOO

Skills:
• Great (+4): Fists
• Good (+3): Athletics, Discipline
• Fair (+2): Conviction, Endurance, Lore
• Average (+1): Might, Presence, Scholarship, Weapons

Supernatural Powers:
   • Channeling (Spirit) [-2]
   • Longevity [-0]

Mortal Stunts:
   • Martial Artist (Fists):
   • Lethal Weapons (Fists):
   • Armed Arts (Fists):
   
Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:12:13 PM
Dr. Anthony Gammon (Wizard) – Submerged
High Aspect: Multitalented Wizard Professor
Trouble:
Other Aspects: Screw the Rules, I’ve Got Tenure!

Stress:
Physical: OOO
Social: OOOO
Mental: OOOO; one additional mild consequence

Skills:
• Superb (+5): Conviction, Discipline
• Great (+4): Lore, Scholarship
• Good (+3): Rapport, Presence
• Fair (+2): Contacts, Empathy, Resources
• Average (+1): Alertness, Athletics, Endurance, Intimidation, Investigation

Supernatural Powers:
   • Evocation [-3] (Specializations: Air, Earth, Fire, Spirit; Power: Fire +2, Spirit +1; Control: Air +1)
   • Thaumaturgy [-3] (Complexity: Divination +1)
   • The Sight/Soulgaze [-1]
   • Wizard’s Constitution [-0]
   • Refinement [-2]

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:12:50 PM
Drake Macabre (Changeling) – Submerged
High Aspect: Half-Ankou Horror Mogul
Trouble:
Other Aspects: Every Goth Girl’s Dream Guy, The Real Pumpkin King, Long & Lean

Stress:
Physical: OOO(OO)
Social: OOOO; one additional mild consequence
Mental: OOO

Skills:
• Superb (+5): Intimidation, Presence
• Great (+4): Rapport, Performance
• Good (+3): Resources, Lore
• Fair (+2): Contacts, Empathy, Scholarship
• Average (+1): Alertness, Athletics, Conviction, Endurance, Fists

Supernatural Powers:
   • Inhuman Strength [-2]
   • Inhuman Toughness [-2]
   • Inhuman Recovery [-2]
      • The Catch [+3] is cold iron and the like
   • Incite Emotion (Fear) [-1]
      • At Range [-1]
      • Lasting Emotion [-1]
   • Claws [-1]
   • Human Guise [-0]

Mortal Stunts:
   • Adoring Fans (Rapport): +2 to Rapport rolls when dealing with fans of your work

Adjusted Refresh: 2
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:13:33 PM
Finn Jacobs (Pure Mortal) – Waist Deep
High Aspect: Outlaw Gunrunner
Trouble:
Other Aspects: Slippery Son-of-a-
(click to show/hide)
; Never Tell Me the Odds; Expert Smuggler

Stress:
Physical: OO
Social: OOOO
Mental: OOO

Skills:
• Great (+4): Deceit, Resources
• Good (+3): Contacts, Presence
• Fair (+2): Alertness, Guns, Rapport
• Average (+1): Athletics, Burglary, Contacts, Fists, Performance

Mortal Stunts:
   • Lush Lifestyle (Resources):
   • Sex Appeal (Rapport):
   • I Know Just the Guy (Contacts):
   • Document Forging (Deceit):
   • Honest Lies (Deceit):
   • Gun Nut (Guns):
   • Personal Magnetism (Presence):

Adjusted Refresh: 2
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:14:37 PM
Frankie “Fingers” Mahoney (Sorcerer) – Chest Deep
High Aspect: Street-Rat Sorcerer
Trouble:
Other Aspects: Grew Up on the Mean Streets, Self-Taught Rough ‘n Tumble Magic, Sticky-Fingered Tagger

Stress:
Physical: OOO
Social: OOO
Mental: OOOO

Skills:
• Great (+4): Conviction, Discipline
• Good (+3): Burglary, Deceit, Lore
• Fair (+2): Alertness, Athletics, Craftsmanship, Stealth
• Average (+1): Endurance, Fists, Presence, Rapport, Survival

Supernatural Powers:
   • Channeling (Spirit) [-2]
   • Thaumaturgy [-3] (Complexity: Divination +1)
   • The Sight/Soulgaze [-1]

Mortal Stunts:
   • Pickpocket (Deceit):
   
Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:15:36 PM
Great White (Pure Mortal) – Chest Deep
High Aspect: Gangsta Killer-for-Hire
Trouble:
Other Aspects: Whiteboy from the Hood, Airborne All The Way!, I’m On My Side

Stress:
Physical: OOOO; two additional mild consequences
Social: OOO
Mental: OOO

Skills:
• Superb (+5): Endurance
• Great (+4): Fists, Might
• Good (+3): Athletics, Guns
• Fair (+2): Alertness, Contacts, Deceit,
• Average (+1): Burglary, Conviction, Intimidation, Presence, Survival

Mortal Stunts:
   • Armed Arts (Fists):
   • On My Toes (Alertness):
   • No Pain, No Gain (Endurance):
   • Target-Rich Environment (Guns):
   • Subtle Menace (Intimidation):
   • You Don’t Want Any Of This (Intimidation):
   • Lethal Weapons (Fists):
   • Killer Blow (Fists):

Adjusted Refresh: 2
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:16:20 PM
Jimmy O’Malley (Pure Mortal) – Feet in the Water
High Aspect: Clued-In Beat Cop
Trouble:
Other Aspects:

Stress:
Physical: OOO
Social: OOO
Mental: OO

Skills:
• Great (+4): Investigation
• Good (+3): Alertness, Guns
• Fair (+2): Athletics, Endurance, Fists
• Average (+1): Contacts, Driving, Intimidation, Presence

Mortal Stunts:
   • Armed Arts (Fists):
   • Quick Eye (Investigation):
   • Scene of the Crime (Investigation):
   • Freeze! Police! (Intimidation): +2 to all Intimidation rolls when acting in your official capacity as a law enforcement officer

Adjusted Refresh: 4
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:17:07 PM
Kevin Monahan (Were-Form) – Feet in the Water
High Aspect: Were-Gorilla Skaterboi
Trouble: Epic Slacker
Other Aspects:

Stress:
Physical: OOOO
Social: OOO
Mental: OO

Skills (Human Form):
• Great (+4): Athletics
• Good (+3): Endurance, Might
• Fair (+2): Fists, Rapport, Presence
• Average (+1): Burglary, Contacts, Deceit, Scholarship

Skills (Gorilla Form):
• Great (+4): Fists, Might
• Good (+3): Athletics, Intimidation
• Fair (+2): Endurance, Survival
• Average (+1): Alertness, Empathy

Supernatural Powers:
   • Beast Change [-1]
   • Echoes of the Beast [-1]
   • Human Form [+1]; affecting:
      • Inhuman Strength [-2]

Mortal Stunts:
   • Too Cool for School (Contacts): +2 to all Contacts rolls dealing with young adults between high school and middle school age

Adjusted Refresh: 2
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:17:52 PM
Kurt “Kodiak” Warren (Were-Form) – Submerged
High Aspect: Were-Bear Biker
Trouble:
Other Aspects:

Stress:
Physical: OOOO; one additional mild consequence
Social: OOO
Mental: OOO

Skills (Human Form):
• Superb (+5): Driving
• Great (+4): Craftsmanship, Endurance, Fists
• Good (+3): Athletics, Might, Weapons
• Fair (+2): Alertness, Guns, Intimidation
• Average (+1): Conviction, Presence, Resources

Skills (Bear Form):
• Superb (+5): Endurance, Might
• Great (+4): Fists, Intimidation
• Good (+3): Discipline, Survival
• Fair (+2): Alertness, Athletics, Conviction
• Average (+1): Empathy, Presence, Stealth

Supernatural Stunts:
   • Beast Change [-1]
   • Echoes of the Beast [-1]
   • Human Form [+1]; affecting:
      • Claws [-1]
      • Hulking Size [-2]
      • Inhuman Toughness [-2]
      • Inhuman Strength [-2]

Mortal Stunts:
   • No Pain, No Gain (Endurance):

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:19:33 PM
Liam “Skids” O’Toole (Focused Practitioner) – Feet in the Water
High Aspect: Ex-Con Kinetomancer
Trouble: Still On Parole
Other Aspects: School of Hard Knocks; I Ain’t No Fruit; Barely Making Ends Meet

Stress:
Physical: OOOO
Social: OO
Mental: OOO

Skills:
• Great (+4): Intimidation
• Good (+3): Endurance, Fists
• Fair (+2): Athletics, Conviction, Discipline
• Average (+1): Burglary, Contacts, Deceit, Lore

Supernatural Powers:
   • Channeling (Spirit) [-2]

Mortal Stunts:
   • Subtle Menace (Intimidation):
   • Lethal Weapons (Fists):
   • Friends in Low Places (Contacts):
   
Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:20:13 PM
Maniitok Quatchi (Sasquatch) – Waist Deep
High Aspect: Sasquatch Jock
Trouble: Man vs. Wild
Other Aspects: Smarter Than They Think

Stress:
Physical: OOOO(OO)
Social: OOO
Mental: OOO

Skills:
• Great (+4): Endurance, Might
• Good (+3): Athletics, Fists
• Fair (+2): Empathy, Intimidation, Lore
• Average (+1): Conviction, Presence, Rapport, Scholarship, Survival

Supernatural Powers:
   • Human Guise [-0]
   • Supernatural Strength [-4]
   • Inhuman Toughness [-2]
   • Inhuman Recovery [-2]
      • The Catch [+3] is a weakness to fire

Mortal Stunts:
   • Collegiate Lineman (Might):

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:21:13 PM
Perry Columbus (Were-Form) – Chest Deep
High Aspect: Were-Hawk Reporter
Trouble: Hunting for Truth in all the wrong places...
Other Aspects: A Hawk or a Dove?, Stabbing at the Toes of Giants, Zen and the Art of Movement, The Mighty Pen, Romantic Quagmire

Stress:
Physical: OOO
Social: OOOO
Mental: OOO

Skills (Human Form):
• Great (+4): Athletics, Investigation
• Good (+3): Alertness, Contacts, Presence
• Fair (+2): Empathy, Rapport, Scholarship, Stealth
• Average (+1): Conviction, Endurance, Fists, Lore, Resources

Skills (Hawk Form):
• Superb (+5): Alertness, Athletics
• Great (+4): Survival, Stealth
• Good (+3): Fists, Intimidation
• Fair (+2): Burglary, Endurance
• Average (+1): Deceit, Investigation

Supernatural Stunts:
    • Beast Change [-1]
    • Echoes of the Beast [-1]
    • Human Form [+1]; affecting:
       • Wings [-1]
       • Claws [-1]
       • Diminutive Size [-1]
       • Inhuman Speed [-2]

Mortal Stunts:
    • I Know Just the Guy (Contacts): 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.

Adjusted Refresh: 1

Appearance & Age: A spare man in his late 20s, Perry has the build of an avid runner and athlete. He has a thin face with well-defined features that could only be described as hawkish. At 28, Perry looks as fit as he was in college thanks in part to his rigorous parkour training. His face is often calm and unreadable, although a certain gleam creeps into his eyes whenever he is working on a story with some legs. Perry favors tracksuits and athletic wear, so that he can take to the skies as quickly as necessary, although he does have more formal wear for when his work requires it.

Perry Columbus’ Aspects

High Aspect: Were-Hawk Reporter - A hedge mage with a knack for divination and shapeshifting, Perry learned from his mother how to tap into primordial forces and take to the sky. From his father he learned discipline and how to stick his nose exactly where it doesn't belong. All that plus his skill with a pen makes Perry an exemplary muckraker.
  Invoke: Whenever either Perry's mystical nature or his chosen profession come into play.
  Compel: Whenever his duties make Perry's life more difficult, whether that means helping his mother at her New Age crystal shop or dealing with an angry editor who's furious about Perry's latest column.

Trouble: Hunting for Truth in all the wrong places... - Mom's free will plus Dad's determination make Perry the paragon of investigative journalism. No story is too deep for him to follow, no lead too risky not to follow up on. Perry is willing step on the toes of kings and gods alike if it means rooting out the Truth.
  Invoke: Whenever Perry sets out looking for a story and while uncovering the facts behind it.
  Compel: Whenever the story is way over Perry's head and the people involved start to view him as a problem.

Other Aspects:
A Hawk or a Dove? - Perry's Dad was career military; His mom ran a feng shui parlor and read palms. The marriage didn't much longer than it took for Perry to be born and he's gone his whole life trying to walk the balance between hawk and dove.
  Invoke: Whenever Perry has to make a fight-or-flight response.
  Compel: Whenever Perry makes the wrong choice. Fighting when he should run or attempting to talk through a situation of imminent violence.

Stabbing at the Toes of Giants - Perry has all but weaponized his zeal for fact-finding and journalistic ethos, leaving officials quaking at the threat of one of his investigations. Even though his column is syndicated, Perry has pissed-off people at all levels of government and the Accords. No one likes their secrets getting out, whether they're from the Nevernever or the mundane world.
  Invoke: Whenever Perry is standing up to someone (or something) more powerful than he.
  Compel: Whenever one of those giants tries to squash him, figuratively or literally.

Zen and the Art of Movement - Perry never got into his mother's myriad of New Age hippie beliefs, but he did take to Zen and the practice of meditation. Years later he discovered the art of parkour, the practice of which leaves him with a sense of calm like no meditation ever has. Now not a day goes by without Perry's "meditations" on the street.
  Invoke: Whenever freerunning or escaping through obstacles.
  Compel: Whenever Perry becomes so lost in thought that he ignores what's going on around him, like one of his girlfriends in trouble or a breaking story on corruption in city hall.

The Mighty Pen - A talented and unique writer, a pen in Perry's hand speaks louder than a microphone. Unfortunately, this means that there is little that Perry won't write about and his column is often the first tool in Perry's arsenal that he'll use to solve a problem.
  Invoke: Whenever Perry is using his column to influence public perception of a high-profile individual among his readers.
  Compel: Whenever one of Perry's columns comes back to haunt him and the high-profilers he wrote about use their clout to make his life miserable.

  Side Note: Perry's syndicated column is actually named The Mighty Pen: When the sword just doesn't cut it.. He writes mostly editorial/opinion pieces as well as hard news for one of the major dailies. However, through use of a pseudonym he writes for a few of the local yellow rags, reporting on the actual goings-on of beings from the Nevernever. These writings are something of an open secret and he's made more than a few enemies in the supernatural world with his columns.

Romantic Quagmire - While his professional life is booming along on a clear arc to success, Perry's romantic life is anything but. The one thing his parents can agree on is that he needs to settle down with one woman. Perry goes for women in power with Type A personalities, so it's rarely his choice whom he sees and when. Most people can avoid their exes when the relationship ends. If Perry wanted to try that, he'd have to leave the country.
  Invoke: Whenever Perry has a girlfriend in a place of power that might be able to help.
  Compel: Whenever Perry has an ex-girlfriend in a place of power that would be able to help, but probably won't. At least not easily.
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:21:53 PM
Piotr Gabrelovic (Emissary of Power) – Submerged
High Aspect: Ex-Mafiya Chosen of Chernobog
Trouble: Gone Straight… Or At Least Trying
Other Aspects: My Little Boy Nikolas, Vory V Zakone, Honor Among Thieves, Bad Deeds For Good Reasons

Stress:
Physical: OOOO(OO)
Social: OOO
Mental: OOOO

Skills:
• Superb (+5): Intimidation
• Great (+4): Discipline, Endurance
• Good (+3): Athletics, Conviction, Fists
• Fair (+2): Alertness, Contacts, Lore, Resources
• Average (+1): Burglary, Deceit, Investigation, Might, Presence

Supernatural Powers:
   • Marked by Power [-1]
   • Cloak of Shadows [-1]
   • Item of Power: Ebony Cane [+1]
      • Sponsored Magic: Chernobog’s Wrath [-4]
   • Inhuman Strength [-2]
   • Inhuman Toughness [-2]
      • The Catch [+1] is a weakness to holy items and expressions of genuine faith

Mortal Stunts:
   • Subtle Menace (Intimidation): You don’t need the upper hand or to be in a position of power in order to be scary to someone. When the context of power is absent, or your victim is actually in a superior position, your victim does not get any advantage bonus.

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:22:28 PM
Raymond North (Scion) – Submerged
High Aspect: Half-Demon Ex-Spy Troubleshooter
Trouble: Helping the Helpless
Other Aspects: There’s Nothing I Can’t Do; Bad Things For Good Reasons; Nobody Will Take My Calls; Improvised Backup Plans

Stress:
Physical: OOOO(OO)
Social: OOO
Mental: OOO

Skills:
• Superb (+5): Deceit
• Great (+4): Burglary, Discipline, Fists
• Good (+3): Alertness, Craftsmanship, Endurance
• Fair (+2): Athletics, Guns, Investigation
• Average (+1): Conviction, Driving, Presence

Supernatural Powers:
   • Inhuman Strength [-2]
   • Inhuman Toughness [-2]
   • Inhuman Recovery [-2]
      • The Catch [+2] is a weakness to holy items and expressions of genuine faith


Mortal Stunts:
   • Cat Burglar (Burglary):
   • Takes One To Know One (Deceit):
   • Armed Arts (Fists):
   • Footwork (Fists):
   • Linguist (Scholarship):

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:23:22 PM
Richard Kingsley III (Were-Form) – Submerged
High Aspect: Ruthless Were-Lion Businessman
Trouble:
Other Aspects: King of the Urban Jungle, Glittering Prizes & Endless Compromises

Stress:
Physical: OOO
Social: OOOO; one additional mild consequence
Mental: OOOO

Skills (Human Form):
• Superb (+5): Resources, Presence
• Great (+4): Conviction, Intimidation
• Good (+3): Contacts, Discipline
• Fair (+2): Empathy, Rapport, Scholarship
• Average (+1): Athletics, Endurance, Guns, Lore, Might

Skills (Lion Form):
• Superb (+5): Fists
• Great (+4): Athletics, Intimidate, Might
• Good (+3): Alertness, Endurance, Stealth
• Fair (+2): Discipline, Presence, Survival
• Average (+1): Deceit, Empathy, Rapport

Supernatural Stunts:
   • Beast Change [-1]
   • Echoes of the Beast [-1]
   • Human Form [+1]; affecting:
      • Claws [-1]
      • Inhuman Strength [-2]
      • Inhuman Speed [-2]

Mortal Stunts:
   • Lush Lifestyle (Resources):
   • Calm Blue Ocean (Discipline):
   • Personal Magnetism (Presence):

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:26:03 PM
Rodrigo DeVincenzo (Immortal) – Submerged
High Aspect: Eternal Explorer
Trouble: Old Man’s Mind in a Young Man’s Body
Other Aspects: The Fountain of Youth; Lifetimes of Experience; Been There, Done That; I’m Not Dead Yet!

Stress:
Physical: OOOO; one additional mild consequence
Social: OOOO
Mental: OOO

Skills:
• Great (+4): Contacts
• Good (+3): Endurance, Presence Rapport, Resources, Scholarship
• Fair (+2): Alertness, Athletics, Conviction, Discipline, Weapons
• Average (+1): Craftsmanship, Empathy, Fists, Investigation, Lore, Survival

Supernatural Powers
   • Eternal Life [-1] (http://www.jimbutcheronline.com/bb/index.php/topic,22073.msg956563.html#msg956563)

Mortal Stunts:
   • Linguist (Scholarship):
   • I Know Just The Guy (Contacts):
   • Tireless (Endurance):
   • Calm Blue Ocean (Discipline):
   • No Pain, No Gain (Endurance):
   • Lush Lifestyle (Resources):
   • Personal Magnetism (Presence):
   
Adjusted Refresh: 2
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:26:45 PM
Ronnie Parker (Were-Form) – Chest Deep
High Aspect: Bad Boy Werewolf
Trouble:
Other Aspects: Leader of the Pack, I Really HATE Vampires

Stress:
Physical: OOOO
Social: OOO
Mental: OOO

Skills (Human Form):
• Great (+4): Craftsmanship, Driving, Intimidation
• Good (+3): Endurance, Fists, Scholarship
• Fair (+2): Athletics, Conviction, Presence
• Average (+1): Contacts, Might, Weapons

Skills (Wolf Form):
• Great (+4): Alertness, Athletics
• Good (+3): Endurance, Fists, Stealth
• Fair (+2): Deceit, Intimidate, Might, Survival
• Average (+1): Conviction, Discipline, Empathy, Presence, Rapport

Supernatural Stunts:
   • Beast Change [-1]
   • Echoes of the Beast [-1]
   • Human Form [+1]; affecting:
      • Claws [-1]
      • Inhuman Strength [-2]
      • Inhuman Speed [-2]
      • Pack Instincts [-1]

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:27:35 PM
Ryan Boseman & Jeannie (Genie’s Companion; Chest-Deep)
High Concept: Rich Kid with a Genie Girlfriend
Trouble: Two Against the World
Other Aspects: Suckled on a Silver Spoon, I Dream of Jeannie, So Cűl!, Not One for Fisticuffs, A Whole New World

Stress Tracks:
Physical: OOO
Mental: OOOO
Social: OOOO

Ryan’s Skills:
•Great (+4): Resources, Scholarship
• Good (+3): Conviction, Presence, Rapport
• Fair (+2): Alertness, Contacts, Deceit, Investigation
• Average (+1): Athletics, Empathy, Endurance, Might, Performance

Jeannie’s Skills:
• Superb (+5): Conviction, Discipline
• Great (+4): Lore, Endurance
• Good (+3): Presence, Rapport
• Fair (+2): Athletics, Scholarship
• Average (+1): Deceit, Stealth

Supernatural Powers:
   • Destiny Bond [+0]
   • Item of Power: Mystical Lamp [+2]; affecting:
      • Sponsored Magic: Genie Magic [-4]
      • Supernatural Co-Pilot [-1]
      • Jeannie’s Skills [-1]
      • Human Form [+0]

Mortal Stunts:
   • Sex Appeal (Rapport): Folks cannot help but notice Ryan; He’s got “it.” Ryan receives a +2 to the roll on any seduction attempts he makes with Rapport, provided that the target is someone who could be receptive to his advances.
   • Lush Lifestyle (Resources): Ryan’s wealth is well-established and robust, making him the man who has everything. Ryan may be assumed to have an item whose cost is equal to or less than his Resources.

Total Refresh: 2

Background
Ryan Boseman was born the only child of a wealthy East Coast businessman and his eccentric ex-faux-psychic bride. Ryan’s childhood was one of relative luxury and ease, going to all the best schools in the country and always remaining at the top of his class, both in terms of academics and popularity. His academic scores and family name were more than enough to send Ryan to one of the top Ivy-League schools in the country.
Aspect: Suckled on a Silver Spoon

Rising Conflict
About a year ago, Ryan’s life changed forever when he discovered a tarnished looking lamp while wandering along the shoreline near his college. He knew from his studies that it was ancient and the language on it was an Arabic dialect. Considering it a prize find, he took it back to his room to clean it up. After digging into his library, Ryan was able to translate the inscription. Rubbing the lamp for comedic effect, Ryan spoke the words aloud with a grin. A blinding flash of light and a crack of thunder later, Ryan found himself face-to-face with a beautiful young girl. This would serve as Ryan’s introduction into the world of the supernatural and as the first time he would meet his soulmate.

The genie was “bonded” to Ryan, since he was the first to free her from the lamp. He named her Jeannie as a joke, but the name stuck. She told him of how she used to be a human girl hundreds of years ago and used her wishes granted by a real genie to become one herself, in order to escape her life as a slave. The genie granted her wish, but trapped her in the lamp and flung her into the ocean. For the past several hundred years, Jeannie was floating around aimlessly, weakening in power and without ever seeing another being.

Ryan and Jeannie quickly became something more than just friends. She had no interest in his money or his family name and she had never experienced the kindness and warmth that Ryan showed her. Jeannie posed as Ryan’s “townie” girlfriend for the rest of his college years, although she lived in the lamp that he always carried with him.
Aspect: I Dream of Jeannie

First Novel: The Jean Genie
After finishing college, Ryan and Jeannie take a trip down the East Coast to celebrate. Jeannie senses something out of the ordinary in the small town of Willows. Ryan stops to investigate and the two take up residence in a deluxe hotel suite, determined to get to the bottom of the mystery. Noticing the rising number of “logging incidents,” Ryan and Jeannie set out to investigate. They uncover a gang of Red Court bikers roaming through the town and preying on loggers, which the pair quickly put an end to.
Aspect: So Cűl!

Guest Starring: Monsters in the Woods Starring: Austin Lake
After meeting Ryan and Jeannie, Austin agreed to take the young lovers in a long hike to check out the nearby sights. How was he supposed to know about the werewolf pack that had taken up residence in the forest? He'd never seem them before that day.
Rather than battle with the wolves, Ryan suggests that they compel the pack into a slumber with Jeannie's magic, allowing the group to escape safely back to town.
Aspect: Not One for Fisticuffs

Guest Starring Redux: Coming Soon! Starring: Bianca Judy Shay
Coming Soon!
Aspect: A Whole New World

Invoking/Compelling Aspects:
High Concept - Rich Kid with a Genie Girlfriend
Ryan was raised in an upper-class household and only became involved with the supernatural when he discovered a magic lamp on the sea-shore. The genie of that lamp is now the love of his life and his constant companion.
Invoke: When Ryan uses his money or her magic to solve his problems.
Compel: Whenever Jeannie or his money makes Ryan's life more difficult.

Trouble - Two Against the World
Although Ryan's parents love Jeannie and can't wait for the two to settle down, Ryan and his genie are essentially outcasts in the supernatural world. Without a group to support them, a young man wielding the power of a genie is bound to attract a fair amount of attention from some of the less savory residents of the Nevernever.
Invoke: Whenever Jeannie and Ryan work together to overcome an obstacle.
Compel: Whenever Jeannie's power attracts a new bunch of bad guys who want to steal her away.

Suckled on a Silver Spoon
Ryan was raised in the lap of luxury and has grown accustomed to the finer things in life. His gear is usually the latest and the most advanced, he only stays in deluxe suites and he's never eaten a cut of beef that wasn't filet mignon in his life.
Invoke: When Ryan digs into his cache of luxury goodies or he accesses one of his many overflowing trust funds.
Compel: Whenever Ryan's less-than-strenuous upbringing leaves him ill-prepared for a task.

I Dream of Jeannie
When Ryan met Jeannie, it was love at first sight. She loved him for the person he was, not for his money. He loved her for being honest and genuine. Since that day, they've always stood by one another's side.
Invoke: When Ryan's mutual love with Jeannie could prove beneficial.
Compel: When Ryan's love for Jeannie causes him to act irrationally without thinking.

So Cűl!
Despite his popularity in school, Ryan was always a nerd at heart. He loved reading comic books and fantasy novels. Ever since he began his life with Jeannie, his life has felt more like a storybook adventure than he ever thought possible. Sometimes this childlike appreciation for the supernatural allows him to see things in a way most jaded occultists couldn't conceive of. Other times, it causes Ryan to rush headlong into a nightclub of vampires because "That's so cool!"
Invoke: When Ryan's nerdy knowledge or supernatural naivete aids him in some way.
Compel: When Ryan's wonder at the supernatural world makes him rush into a situation based solely on it's 'coolness' without thinking it through.

Not One for Fisticuffs
Ryan is a lover, not a fighter. Although he played sports in school, he never really learned to fight. Kids don't pick on you when the family's bodyguards are ex-Spetsnaz and your chauffeur wears Kevlar. As a result, Ryan rarely jumps into the fray. Instead Ryan relies on his quick wits (plus some of Jeannie's magic) rather than on brute force.
Invoke: When Ryan needs to think his way through a problem without resorting to violence.
Compel: When violence really is the answer.

A Whole New World
Jeannie was just a mortal slave-girl hundreds of years ago before being transformed into a genie and being trapped in her lamp at the bottom of the ocean. The world has changed immensely since then. Her time with Ryan has helped her adapt to the current way of the world, but she's still a girl very much out of her element. She's comfortable with Ryan and loves him dearly, but often her ideas of how the world works are very different from the rest of society.
Invoke: Whenever Jeannie's knowledge of the ancient world or Ryan's passion for exploration come into play.
Compel: Whenever Jeannie's unfamiliarity with societal norms is a hindrance or she tries to 'help' Ryan in a potentially disastrous way.
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:28:24 PM
Tad Walker (Were-Form) – Chest Deep
High Aspect: Big Wolf on Campus
Trouble: Living for Mom & Dad
Other Aspects: Trust Fund Baby, Alpha Male

Stress:
Physical: OOOO
Social: OOOO
Mental: OO

Skills (Human Form):
• Great (+4): Athletics, Endurance, Presence
• Good (+3): Discipline, Might, Resources
• Fair (+2): Alertness, Empathy, Rapport
• Average (+1): Contacts, Driving, Lore

Skills (Wolf Form):
• Great (+4): Alertness, Athletics
• Good (+3): Endurance, Fists, Stealth
• Fair (+2): Deceit, Intimidate, Might, Survival
• Average (+1): Conviction, Discipline, Empathy, Presence, Rapport

Supernatural Stunts:
   • Beast Change [-1]
   • Echoes of the Beast [-1]
   • Human Form [+1]; affecting:
      • Claws [-1]
      • Inhuman Strength [-2]
      • Inhuman Speed [-2]
      • Pack Instincts [-1]

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:28:57 PM
Terrance Rhodes (Wizard) – Submerged
High Aspect: Blue-Blooded Wizard of the White Council
Trouble: Old Money, New Problems
Other Aspects: More Degrees Than a Thermometer, Master Artificer-in-Training, Every Problem Has a Solution, Golden Boy of the White Council

Stress:
Physical: OOO
Social: OOO
Mental: OOOO

Skills:
• Superb (+5): Lore, Resources
• Great (+4): Conviction, Discipline
• Good (+3): Craftsmanship, Scholarship
• Fair (+2): Contacts, Rapport, Presence
• Average (+1): Alertness, Athletics, Endurance, Investigation, Weapons

Supernatural Powers:
   • Evocation [-3] (Specializations: Earth, Fire, Spirit; O. Power: Earth +1; D. Power: Spirit +1)
   • Thaumaturgy [-3] (Frequency: Crafting +2)
   • The Sight/Soulgaze [-1]
   • Wizard’s Constitution [-0]
   • Refinement [-1]

Mortal Stunts:
   • Lush Lifestyle (Resources):

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:30:11 PM
Victor Pecos (Pure Mortal) - Chest-Deep
High Concept: Cowboy Field Agent for the Library of Congress, SCD
Trouble: A Lifetime of Wars
Other Aspects: Former Army Scout & US Marshal, My Wife The Witch, I Bump Back

Stress Tracks:
Physical: OOOO; one additional mild consequence
Mental: OOO
Social: OOO

Skills:
• Great (+4): Intimidation, Guns
• Good (+3): Athletics, Endurance, Investigation
• Fair (+2): Alertness, Contacts, Fists, Resources
• Average (+1): Burglary, Conviction, Lore, Presence, Stealth

Mortal Stunts:
   • Anything at Hand (Fists): Vic may use his Fist s skill instead of Weapons to wield a variety of close combat weaponry: batons, short clubs, knives, and the like.
   • Quickdraw (Guns): Vic may use his Guns Skill instead of his Alertness when determining initiative in a combat encounter.
   • Interrogator (Intimidation): Vic can use use Intimidation to scare a suspect or at least provoke strong reactions out of him. Those reactions should tell you something, even if you don't get a confession out of your target. Once per scene, whenever he makes a successful Intimidation attack while questioning someone, he can set aside the stress he would inflict and instead treat the attack as a successful Empathy attempt to "read" that person.
   • No Pain, No Gain (Endurance): Vic can take a bunch of punishment before it starts to add up. He may take one additional mild physical consequence.
   • Quick Eye (Investigation): When examining a location for clues, Vics eye is quick to pick out the visual details. Your first Investigation roll to determine deeper details about a scene is two time increments faster than usual.
   • Occultist [Magical Artifacts] (Lore): Vic gains a +2 to all Lore rolls involving information about magical artifacts like the ones he gathers as part of his work for the Library of Congress.

Total Refresh: 4

Equipment:
Glock 40: Weapon 2
Taurus .357 CC: Weapon 2
Telescopic Baton: Weapon 1
12-Gauge Shotgun: Weapon 3
Cadillac Escalade

Background
Victor Pecos grew up the only child of a county sheriff and a superstitious housewife in rural Pennsylvania. Vic grew up fascinated by his father's work and always dreamed of going into law enforcement when he grew up. When people asked him what he wanted to do for a living, "Be a hero" was always his response.
After high school, Vic joined the Army and quickly became a scout. He enjoyed military life and found his years of practicing shooting with his father still served him well. After his time in the military was up, Vic became a US Marshal in order to follow his dreams of becoming a lawman like his father. Vic's short career in the USMS was an exciting one, highlighted by the capture of an infamous arms dealer in San Francisco and the destruction of a meth-ring in Kansas City.
While bringing down the meth-ring, Vic ran into something inexplicable. One of the "men" he was after soaked up bullets like they were nothing and shed his skin to become some kind of bat-creature, before severely wounding Vic's leg. His superiors dismissed the story as a hallucination suffered from the pain. Vic retired early as a hero with full disability pay, despite his injuries healing a few short weeks later.
Aspect: Former Army Scout & US Marshal

Rising Conflict
With nowhere to go and no particular need to work thanks to his unwarranted disability pay, Vic moved to Washington DC where his parents had taken up residence. He began to delve deep into the occult community in hopes of finding out what it was that he saw in Kansas City. During this time, Vic would discover two things that would change his life.
The first was the Library of Congress, Special Collections Division. As a former federal agent with an astonishing record and a burgeoning grasp on the supernatural side of the world Vic perfectly fit the profile of a new SCD agent. Eager to get back into the field and find out more about the supernatural, Vic accepted a job tracking down magical artifacts that might be misused or dangerous.
The second was meeting a young woman named Maria Villarreal. As a practicing sorceress, Maria served as a contact for the young SCD agent and provided him an "in" with the local occult community. By the time the two were dating, Vic had firmly established his role as an agent of the SCD. A year later and the two were happily married.
Aspect: My Wife The Witch

First Novel: High Noon, Dark Sun
A coven of low-level sorcerers and supernatural have-nots have taken it upon themselves to summon a dark god to Earth in a foolish attempt at a power-grab. SCD Agent Victor Pecos is sent to stop the sorcerers and retrieve Pandora's Box (the very artifact from the myth of the same name) before it's too late.
Aspect: I Bump Back
Title: Re: Spare Character Concepts
Post by: Buscadera on November 07, 2010, 02:30:50 PM
Vincent “Zero” Costello (Pure Mortal) – Submerged
High Aspect: Ice-Cold Mafia Hatchetman
Trouble: Losing My Humanity
Other Aspects: A Wolf Among Sheep; Always Carry A Spare; I Felt Compassion… Once

Stress:
Physical: OOOO; one additional mild consequence
Social: OO
Mental: OOO

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

Mortal Stunts:
   • No Pain, No Gain (Endurance):
   • Wall of Death (Weapons):
   • Paranoid? Probably. (Alertness):
   • Calm Blue Ocean (Discipline):
   • Connected (Contacts): +2 to all Contacts rolls involving organized crime
   • Subtle Menace (Intimidation):
   • Lethal Weapons (Fists):
   • Payment for Services Rendered (Resources): see Windfall
   • Houdini (Deceit): +2 to all Deceit rolls in covering up a murder
   • Manhunter (Contacts): +1 to all Contacts rolls to find someone; in addition all attempts to find someone are one increment faster

Adjusted Refresh: 2
Title: Re: Spare Character Concepts
Post by: Mindflayer94 on November 07, 2010, 04:05:53 PM
Do you mind if I post some?

Preston Chauncy (Forgotten God) – Submerged
High Aspect: You Call yourself "God of War"
Trouble: Who Am I?
Other Aspects: Too Young to Win; You Call That a Knife, This is a Knife; Part time Hero, Part Time Student; We Who Are About to Die, Salute You

Stress:
Physical: OOOO(OO); one additional mild consequence
Social: OO
Mental: OOO

Skills:
• Superb (+5): Weapons, Athletics
• Great (+4): Fists, Guns
• Good (+3): Endurance, Resources
• Fair (+2): Contacts, Discipline, Stealth
• Average (+1): Conviction, Deceit, Discipline, Driving, Scholarship

Supernatural Powers

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on November 07, 2010, 06:18:57 PM
Awesome. I'll be reporting this for movement to the DFRPG Resource Collection board. Would you mind if this thread gets used as an archive for player characters? Because I think that that would be useful.

There are some interesting stunts here, which I would like to steal for the Homebrew Stunts thread. Do you mind?

And because I can't resist nitpicking (I know it's a bad habit):

-The son of Hercules should have Supernatural Strength instead of Superhuman Strength.
-Beast Change can only raise physical skills.
-I'm not sure what the Criminal Defence Layer stunt does.
-The Catch of Preston Chauncy should have a value of [+2], not [-2].
Title: Re: Spare Character Concepts
Post by: Kaldra on November 07, 2010, 06:45:22 PM
since we will be seeing more concepts added we should probably set up a guideline or two. such as, format? minimum amount of details? homebrew powerlevels? ect...
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on November 07, 2010, 08:03:42 PM
Well, you need to post the Power Level, Aspects, Skills, Powers, and Stunts. The rest can be worked out from those. If you are using a homebrew power level, make sure to tell us what its Refresh Total, Skill Cap, and Skill Point Total are.

I'm not picky about format, but I can see why someone would be. I use a template that's a little different from the one Buscadera uses, but since both are easily legible I don't think it matters. So I would say that anything goes for format as long as it is easily understood and includes the elements listed above.
Title: Re: Spare Character Concepts
Post by: Buscadera on November 08, 2010, 02:23:59 AM
My format is just a general one I use for my purposes. As long as people post something general, I'll allow it. I'm just glad to have contributed something to the board.

@Sanctaphrax Thanks for moving it to the DFRPG Resources. And I'd be fine if you snagged some stunts for your homebrew list. Which stunts? Thanks for the catches on the character sheets. With so many floating around, it's hard to keep them in order. Criminal Defense Lawyer is a repurposed version of Canon Lawyer from Father Forthill's writeup in Our World. It would read:

Criminal Defense Lawyer (Scholarship): Avi receives a +1 bonus to Scholarship checks related to law, and an additional +1 to checks related to criminal defense laws.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on November 08, 2010, 02:52:07 AM
Thanks for the explanation and the stunts, and your welcome for the move and the nitpicking.

I was thinking of taking Too Cool For School, Adoring Fans, and Houdini. I might also take Freeze! Police! and Quickdraw. Some of these will need new names, but they look good mechanically.
Title: Re: Spare Character Concepts
Post by: ralexs1991 on November 08, 2010, 01:27:45 PM
I just might have to steal that Genie and Ryan one I think they could fit perfectly in my game wit th just a touch of re-working :P  also these Char-concepts are really cool!!!
Title: Re: Spare Character Concepts
Post by: Buscadera on November 08, 2010, 01:40:42 PM
I just might have to steal that Genie and Ryan one I think they could fit perfectly in my game wit th just a touch of re-working :P  also these Char-concepts are really cool!!!

Thanks! Ryan & Jeannie were used in another game I played on a different message board that fell apart, but I can't wait to find another game to port them into. Just as a note, the ability Jeannie's Skills [-1] should be bumped up to [-2] for balance purposes, since it's essentially Beast Change but allows for the increase of non-physical skills.
Title: Re: Spare Character Concepts
Post by: Amelia Crane on November 09, 2010, 06:36:12 PM
I'll include a few of my own submissions.  They're all Submerged level characters I made to hurry along the character creation process when new players last joined my game.  No reason to let them go to waste.
Title: Re: Spare Character Concepts
Post by: Amelia Crane on November 09, 2010, 06:38:51 PM
Irwin Xerba (White Court Vampire) – Submerged
High Aspect: Black Sheep of House Malvora
Trouble: Can't Lie
Other Aspects: I May Be a Crook, But at Least I'm Not Crooked; I'm Everybody's Friend ... Until I'm Not; Truely Hopeful at Heart; Everybody's Scared of Something; I am a Monkey Wrench

Stress:
Physical: OOOO
Social: OOOO
Mental: OO

Skills:
• Superb (+5): Intimidation
• Great (+4): Guns, Burglary
• Good (+3): Endurance, Athletics, Presence
• Fair (+2): Empathy, Might, Alertness, Contacts
• Average (+1): Resources, Rapport, Discipline, Fists, Stealth

Supernatural Powers:

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Amelia Crane on November 09, 2010, 06:39:58 PM
Hal Loverde (Champion of God) – Submerged
High Aspect: Weilder of the Holy Spear
Trouble: People Think It Can Rule the World
Other Aspects: Loves God, Wife, and Country; Everything in Moderation; Right Makes Might; The Spear Dances With a Mind of its Own; Gabriel Watches Over My Shoulder

Stress:
Physical: OOOO
Social: OOOO
Mental: OOOO+MC

Skills:
• Superb (+5): Conviction
• Great (+4): Weaponry, Athletics
• Good (+3): Endurance, Presence, Discipline
• Fair (+2): Scholarship, Lore, Empathy, Rapport
• Average (+1): Might, Fists, Resources, Alertness, Contacts

Supernatural Powers:
   • Holy Touch [-1]
   • Guide My Hand [-1]
   • Bless This House [-1]
   • Righteousness [-2]
   • Spear of Longinus (as Sword of the Cross) [-3]

Mortal Stunts:
   • Riposte [-1]

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Amelia Crane on November 09, 2010, 06:40:44 PM
Collin Pinkerman (Were-form) – Submerged
High Aspect: Scion of a Long Line of Noble Werehawks
Trouble: The Doctor Said I Have Six Months Left to Live
Other Aspects: Noblesse Oblige, True Courage, My Grandfather's Pocketwatch, A Real People Person, Philanthropist

Stress (Human):
Physical: OOO
Social: OOOO
Mental: OOO

Stress (Hawk):
Physical: OOOO
Social: OOO
Mental: OOO

Skills:
• Superb (+5): Resources
• Great (+4): Presence, Scholarship
• Good (+3): Weapons, Rapport, Contacts
• Fair (+2): Lore, Empathy, Intimidate, Alertness
• Average (+1): Endurance, Athletics, Discipline, Conviction, Fists

Skills:
• Superb (+5): Athletics
• Great (+4): Fists, Alertness
• Good (+3): Stealth, Survival, Endurance
• Fair (+2): Might, Intimidate, Empathy, Presence
• Average (+1): Rapport, Performance, Conviction, Lore, Discipline

Supernatural Powers:
   • Echoes of the Beast [-1]
   • Human Form [+1]
   • Beast Change [-1]
     • Inhuman Recovery [-2]
     • Inhuman Speed [-2]
     • Wings [-1]

Adjusted Refresh: 4
Title: Re: Spare Character Concepts
Post by: ralexs1991 on November 10, 2010, 02:47:00 PM
Thanks! Ryan & Jeannie were used in another game I played on a different message board that fell apart, but I can't wait to find another game to port them into. Just as a note, the ability Jeannie's Skills [-1] should be bumped up to [-2] for balance purposes, since it's essentially Beast Change but allows for the increase of non-physical skills.
cool i'll keep that in mind    Danke
Title: Re: Spare Character Concepts
Post by: devonapple on November 11, 2010, 09:53:19 PM
Tenebromancer
Focused Practitioner
Power Level: Up to Your Waist

Aspects
High Concept: Reluctant Shadowmage
Trouble Aspect: My Friends Need Me
Background Aspects: Born in the Blood, The Shadow has a Will of its Own, others as appropriate

Stunts & Powers
(-1) Redirected Force
(-1) Stay Close and Keep Quiet!
(-0) Wizard’s Constitution
(-2) Channeling (Shadows)
(-2) Ritual (Shadow Magic aka "Tenebromancy")

Skills
Average (+1) Alertness, Athletics, Deceit, Investigation, Contacts
Fair (+2) Endurance, Fists, Presence
Good (+3) Conviction, Discipline
Great (+4) Lore, Stealth
Title: Re: Spare Character Concepts
Post by: horvagab on November 20, 2010, 09:33:16 AM
Chosen by Death

High Concept: Wordly Representative of Death
Trouble: Dead End Job
Other aspects: haven't thought them out yet...

Powers:
Marked by Power (-1)
Living Dead (-1)
Ghost Speaker (-1)

Skills:
Intimidation +5
Guns+4
Contacts+4
Burglary +3
Investigation+3
Lore+3
Athletics+2
Stealth+2
Endurance +2
Deceit+2
Driving+1
Craftsmanship+1
Resources+1
Empathy+1
Rapport+1

Just a half-character so far, but he's kind of a gumshoe, like Harry, chosen by Death after his death... and getting the short end of the stick. He can't die by most means, but he can't heal either, he can talk to ghosts... who are most of his clients actually. He has some spare money, because he doesn't need to eat, breathe, sleep, or drink. He gets some jobs from good old Reaper, with nothing to them with: e.g. kill that blampire!! With what? You have a gun, don't you? Or something like that.
Title: Re: Spare Character Concepts
Post by: ralexs1991 on November 20, 2010, 04:07:13 PM
Tenebromancer
Focused Practitioner
Power Level: Up to Your Waist

Aspects
High Concept: Reluctant Tenebromancer
Trouble Aspect: My Friends Need Me
Background Aspects: Born in the Blood, The Shadow has a Will of its Own, others as appropriate

Stunts & Powers
(-1) Redirected Force
(-1) Stay Close and Keep Quiet!
(-0) Wizard’s Constitution
(-2) Channeling (Shadows)
(-2) Ritual (Tenebromancy)

Skills
Average (+1) Alertness, Athletics, Deceit, Investigation, Contacts
Fair (+2) Endurance, Fists, Presence
Good (+3) Conviction, Discipline
Great (+4) Lore, Stealth

not to sound like an idiot but what's tenebromancy
Title: Re: Spare Character Concepts
Post by: Buscadera on November 20, 2010, 04:46:55 PM
not to sound like an idiot but what's tenebromancy

Thematic ritual magic granting control over shadows.
Title: Re: Spare Character Concepts
Post by: ralexs1991 on November 20, 2010, 04:59:51 PM
Thematic ritual magic granting control over shadows.

oh so like Nico in the books except it's be all shadows instead of just your shadow right?
Title: Re: Spare Character Concepts
Post by: devonapple on November 20, 2010, 10:26:35 PM
oh so like Nico in the books except it's be all shadows instead of just your shadow right?

Yep! My character's shadow can do stuff as well, but really any shadow can help. We once ran over a RCV with our car, and then I had the car's shadow "back" into the RCV for a followup attack (Shadow evocation). We still haven't actually *used* his tenebromancy ritual capability in-game yet.
Title: Re: Spare Character Concepts
Post by: ralexs1991 on November 23, 2010, 03:29:51 PM
Yep! My character's shadow can do stuff as well, but really any shadow can help. We once ran over a RCV with our car, and then I had the car's shadow "back" into the RCV for a followup attack (Shadow evocation). We still haven't actually *used* his tenebromancy ritual capability in-game yet.

you know this would be great for a ninja/ assassin type character
Title: Re: Spare Character Concepts
Post by: devonapple on November 23, 2010, 05:10:58 PM
you know this would be great for a ninja/ assassin type character

We'll see how my game goes - you may get your wish if he gets pushed hard enough!

Cloak of Shadows would be an awesome ability for a Minor Talent assassin, too. I regret not having bought it as a Spell that my character had learned to do without trying. Maybe at the next Major Milestone!
Title: Re: Spare Character Concepts
Post by: toturi on November 24, 2010, 03:24:22 AM
Initially the 3 concepts below were supposed to be in a game together hence the "Band of brothers" and "Hellweek" Aspects.

Arthur Young
Concept: Wuxia Warden
Trouble: Power overwhelming
Aspects: The Art of War, Power is nothing without control, Balance of yin and yang, Band of brothers, Hellweek

Mark Neo
Concept: Agent of Azrael
Trouble: Trust no one
Aspects: Mark of Death, Pain is my friend, Hell to pay, Band of brothers, Hellweek

Sean Lee
Concept: Clued in Military Expert
Trouble: Just a mere mortal
Aspects: Scholar and gentleman, Little Zhuge, I am Big Brother, Band of brothers, Hellweek
Title: Re: Spare Character Concepts
Post by: ralexs1991 on November 24, 2010, 04:23:10 PM
We'll see how my game goes - you may get your wish if he gets pushed hard enough!

Cloak of Shadows would be an awesome ability for a Minor Talent assassin, too. I regret not having bought it as a Spell that my character had learned to do without trying. Maybe at the next Major Milestone!

very true  that would be sweet
Title: Re: Spare Character Concepts
Post by: Quazar on December 16, 2010, 02:15:53 AM
Hector Leese
High Concept: Abandoned Scion of Zeus
Power Level: Submerged

Stress:
Physical: OOOO(OOOO)
Social: OOOO
Mental: OOOO

Skills:
• Superb (+5): Might, Fists
• Great (+4): Athletics, Endurance
• Good (+3): Presence, Conviction
• Fair (+2): Intimidation, Rapport, Contacts
• Average (+1): Alertness, Discipline, Lore, Resources, Craftsmanship

Supernatural Powers:
• Superhuman Strength [-4]
• Supernatural Toughness [-4]
• Inhuman Recovery [-2]
   • The Catch: Mortal Women [+3]

Mortal Stunts:
• Catch!: Hector uses Might instead of Weapons for thrown attacks

Adjusted Refresh: 2

This is my take on a character pretty similar the first one on this thread.  Not sure if I'm ever going to run him, so I wanted to put him out there.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on December 16, 2010, 09:39:48 PM
Flower Leaf (Submerged)

High Concept: Ecoterrorist Son Of Gaea
Trouble Aspect: Not Such A Good Cause After All
Other Aspects: Mother Nature Father Hippy, Determinator, Ludicrously Misleading Name, Nice Headphones, Friend To All Living Things (Except The People He Kills)
Skills: 
Superb: Endurance
Great: Survival, Guns
Good: Conviction, Discipline, Fists
Fair: Performance, Intimidation, Contacts, Athletics
Average: Might, Presence, Resources, Stealth, Empathy
Stunts:
Shrug It Off (Endurance): Use Endurance to defend against physical attacks.
Effortless Recovery (Endurance): No penalty to negate consequences as a supplemental action.
No Pain No Gain (Endurance): Extra minor physical consequence.
Powers:
Inhuman Toughness [-2]
Supernatural Recovery [-4]
The Catch (no toughness when airborne or floating) [+1]
Total Refresh Cost:
-8
Refresh Total:
2

Backstory: A magically-aware hippy once took loving Mother Nature a little farther than most would think possible. Once his son was born, he named the baby Flower Leaf and took it  to a commune to be raised as a true friend to the natural world. Unfortunately, Flower grew up angry and fell in with an ecoterrorist organization. With his supernatural durability he  became a very successful soldier for the cause. that was about ten years ago. Now he's a little older, a little wiser, and beginning to have doubts about the moral basis of the organization that he fights for.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on December 18, 2010, 04:54:56 AM
Would anyone object if I (or someone else) were to add these characters to the DFRPG Resource Wiki?
Title: Re: Spare Character Concepts
Post by: Quazar on December 18, 2010, 11:51:17 AM
Would anyone object if I (or someone else) were to add these characters to the DFRPG Resource Wiki?

Sounds like a good idea.  They are for sharing after all.
Title: Re: Spare Character Concepts
Post by: Buscadera on December 19, 2010, 04:11:23 AM
Would anyone object if I (or someone else) were to add these characters to the DFRPG Resource Wiki?

I'd be proud to have my characters on the Wiki. Feel free.
Title: Re: Spare Character Concepts
Post by: bibliophile20 on December 19, 2010, 04:14:47 AM
I'd be proud to have my characters on the Wiki. Feel free.

Have a look: DFRPG Resource Wiki (http://dfrpg-resources.wikispaces.com/); they're under Character Concepts; I've been spending my afternoon slowly adding them in. 
Title: Re: Spare Character Concepts
Post by: ralexs1991 on December 24, 2010, 04:06:44 PM
I've got a few

High Concept: Winter Knight Kemmlerian Necromancer
Trouble: My wife and child died in my arms

powers
Evocation -3
Thaumaturgy -3
The Sight -1
Soul Gaze -0
Wizard's Constitution -0
Sponsered Magic Kemmlarian Necromancy -2
Lawbreaker(1st) -2
Lawbreaker(2nd) -2
Marked by Power -1
Unseelie Magic -2
IoP: Sword of Winter's Frost +2
granting
 Inhuman Speed -2
 Inhuman Strength -2
 Inhuman Toughness -2
 The catch trappings of Summer +1

cost -19
basically this character was made for really high level games

his story is that he was a wizard with a wife and daughter one day some ramps came and killed them he tried to save them but was unable so he went balistic and killed the vampires and their human servants he then turned to necromancy to try and bring his family back from the dead regular necromancy wasnt strong enough so he turned to the teachings of Kemmler after bringing them back he saw they were imperfect abominations a mockery of their former selves so he was forced to banish the souls of his wife and daughter back to The Beyond eventually the council got ward of his doings and he fled to winter seeking assylum long story short Mab made him her Knight thus making him immune from the council since Winter is their ally and they need what help they can get for the war
Title: Re: Spare Character Concepts
Post by: Richard_Chilton on December 24, 2010, 09:37:39 PM
Here are links to a couple of characters who would make great "Emissaries of Santa".  They are in the main "what would a emissary of Santa look like" thread.

http://www.jimbutcheronline.com/bb/index.php/topic,23084.msg991002.html#msg991002 (http://www.jimbutcheronline.com/bb/index.php/topic,23084.msg991002.html#msg991002) - is a Disney version of Santa's helper.  Every month or so he rushes off to "save Christmas" for someone, or every month or so the Winter Court fae who hang with Santa get bored and come up with an adventure so they can have some fun.  Either this guy is a Guest Star Aspect or two away from being a PC.

http://www.jimbutcheronline.com/bb/index.php/topic,23084.msg991664.html#msg991664 (http://www.jimbutcheronline.com/bb/index.php/topic,23084.msg991664.html#msg991664) and http://www.jimbutcheronline.com/bb/index.php/topic,23084.msg991665.html#msg991665 (http://www.jimbutcheronline.com/bb/index.php/topic,23084.msg991665.html#msg991665) - What can I say? I finished it late at night and I rambled a bit.  Anyway, this is a different take on the helper to Santa.  This one is more or less a jolly drunk who runs a strip club (The Naughty and Nice) who pays off his sponsored magic debts by doing nice things for nice people and bad things to naughty people.  When he's pressed for time he hands out beatings - and sometimes that means beatings kids.  Much darker than the first one but it ties in with several old myths about how one of Santa's helpers would beat naughty kids (or steal them away forever).
Again, he's two Guest Star aspects away from being a PC.

Richard
Title: Re: Spare Character Concepts
Post by: Peteman on December 25, 2010, 04:55:49 AM
High Concept: Vampiric Necromancer
Trouble: Fifth Law Violation?
Other Aspects:
Technicalities!
I Hate Vampires.
Or are a complete PSYCHO!!


Basically, the guy decides to try reanimating Black, White, and Red Court Vampire zombies, on the basis that they were not human. He is more than a little unhinged.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 06, 2011, 04:55:54 AM
This character owes his existance to the DFRPG resources wiki, which sorts character concepts by power level. It uses a few homebrew power levels (which you can find here: http://www.jimbutcheronline.com/bb/index.php/topic,21533.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,21533.0.html)) but so far no-one has actually made anything for them. So I set out to make a group of player characters at the On The Beach level, which has 4 refresh and 15 skill points. This guy is the first of them. He carries the Lamp Of Diogenes, which you can find here: http://www.jimbutcheronline.com/bb/index.php/topic,23461.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,23461.0.html)

Abraham Almasi (On the Beach)

High Concept: All-Seeing Old Man Trying To Protect His People
Trouble Aspect: I Can See Everything, But I Can't Do Much
Other Aspects: Doting Great-Grandfather, Devotee Of Islam, Been Fighting The Good Fight For A Long Long Time, I Have Judged Your Soul And Found It Worthy, Found It In A Flea Market
Skills:
Good: Conviction, Lore
Fair: Discipline, Scholarship, Contacts
Average: Presence, Empathy, Rapport
Powers:
The Sight [-1]
Cassandra's Tears [-0]
Item Of Power (The Lamp Of Diogenes) [+1] granting:
Soulgaze [-0]
Master of the Soulgaze [-1] (Increase your Discipline and Lore skills by one when using them to interpret or defend in a soulgaze or when using The Sight.)
On A Mission Of Honesty And Cynicism [-1] (Add two to your Conviction skill when using it to make mental attacks in a Soulgaze.)
Searching For An Honest Man [-1] (Add two to your Empathy skill when using it to read people.)
Total Refresh Cost:
-3
Refresh Total:
1
Title: Re: Spare Character Concepts
Post by: bibliophile20 on January 06, 2011, 05:14:26 AM
Oooh... I like.  *steals, adds to campaign*  I needed a cranky, crotchety, old bastard to make cryptic statements at the PCs!
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 06, 2011, 10:57:15 PM
Glad you like him, bibliophile. I think he'll suit your purpose quite well. Anyway, here's the second party member and the group's main combatant.

Bethany Mirabelle (On the Beach)

High Concept: Monster-Hunting Schoolgirl
Trouble Aspect: Teenagers Aren't Actually Invincible
Other Aspects: Natural-Born Warrior, High School Never Ends, Secret Identity, Soul Of A Superhero, I Am Not A Child!
Skills:
Good: Guns, Athletics
Fair: Alertness, Deceit, Fists
Average: Endurance, Rapport, Might
Stunts:
Self-Defensive Shooting (Athletics): +2 to defend against characters that you attacked last turn.
On My Toes (Alertness): +2 to initiative.
Small Girl, Big Gun (Guns): +1 to attack with guns that require two hands to wield.
Secret Identity (Deceit): +2 to pretend that she's a normal high school girl.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
2
Title: Re: Spare Character Concepts
Post by: bibliophile20 on January 06, 2011, 11:17:21 PM
I see pigtails and a Colt .45.  Very nice. 
Title: Re: Spare Character Concepts
Post by: Buscadera on January 07, 2011, 12:27:05 AM
Just like B.B. Hood from Darkstalkers.
Title: Re: Spare Character Concepts
Post by: HobbitGuy1420 on January 07, 2011, 06:33:00 AM
A quick sketch on a character who caught in my mind

Timmy Layton (Chest deep)

High Concept: Gamer Geek and Half-Elf Mage
Trouble Aspect: Life Isn't Like DnD.
Other Aspects: This Is Just Like DnD!, I Saw This In A Movie Once, Skinny And Quick, The Dice Gods Are Fickle

Peak Skills: Conviction, Discipline, Investigation

Powers:
Inhuman Speed
Glamours
Channeling (Spirit)

Stunts:
Listening
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 08, 2011, 05:53:51 AM
Myron Crow (On the Beach)

High Concept: Petty Criminal
Trouble Aspect: Random Attacks Of Conscience
Other Aspects: Roguish Charm, Sleeves Full Of Knives, Look Out For Number One, Soul Of Slightly Tarnished Gold, Kleptomania
Skills:
Good: Rapport, Deceit
Fair: Weapons, Stealth, Burglary
Average: Presence, Empathy, Alertness
Stunts:
Pickpocket (Deceit): May use Deceit to steal small objects.
Knife Nut (Weapons): +1 to attack with knives.
Oddly Persuasive (Rapport): Rapport attacks are weapon: 2.
Laugh It Off (Rapport): +2 to Rapport defence.
Conversational Judo (Rapport): May sacrifice next action to turn a successful Rapport defence into a social attack.
Total Refresh Cost:
-3 (Pure Mortal)
Refresh Total:
1
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 09, 2011, 04:56:15 AM
Lawrence Fishburn (On the Beach)

High Concept: Clued In Paramedic
Trouble Aspect: Inconvenient Hippocratic Oath
Other Aspects: Suspiciously Well Connected, Ambulance Driver, Party Animal, For "Medical" Purposes, Jerk With A Heart Of Gold
Skills:
Good: Contacts, Scholarship
Fair: Resources, Craftsmanship, Driving
Average: Endurance, Fists, Intimidation
Stunts:
Paramedic (Scholarship): +2 to administer emergency medical aid.
Slightly Shady Windfall (Resources): Spend a fate point for +4 to Resources.
We REALLY Need To Move Now (Driving): +2 to driving when a life is on the line.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 12, 2011, 02:29:07 AM
There's been a lot of talk lately about the power of wizards. I made this character to demonstrate that you don't have to cast spells in order to be insanely dangerous in a fight. So don't think of this as a serious character. Think of this as a demonstration of what an IoP bearer can do and as evidence that wizards aren't all-powerful.

Invincible Sword Princess (Chest Deep)

High Concept: Invincible Princess Of The Sword
Other Aspects: Munchkin, Super Mode, Indestructible Master Of War
Skills:
Superb: Weapons, Athletics
Great: Might, Alertness
Good: Endurance, Conviction
Fair: Discipline, Fists
Average: Stealth, Presence
Stunts:
Sword Focus (Weapons): +1 to hit when attacking with a sword.
Sword Specialization (Weapons): +2 stress when attacking with a sword.
Powers:
Item Of Power (Something) [+2]
Human Form [+1]
True Aim [-1]
Inhuman Strength [-2]
Supernatural Speed [-4]
Supernatural Toughness [-4]
The Catch (Something) [+3]
Total Refresh Cost:
-7
Refresh Total:
1

PS: @bibliophile: this is more or less what I meant by a tank.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 13, 2011, 02:54:04 AM
I just realized that I haven't explained the backstory of the On The Beach group at all. So, without any further ado, here's the overall outline:

It all started when Abraham Almasi was young. He had been born with both The Sight and Cassandra's Tears, but thanks to the irresponsibility natural to youth he had never actually done anything with those gifts. That changed when he came across an ordinary-looking lamp in a run-down flea market. His magical senses told him that it was something special, and he bought it for what the seller thought was a great price. As you may have guessed, that lamp was The Lamp Of Diogenes.

The Lamp awakened a sense of purpose in Abraham, and for the next six decades he tried to protect people with his knowledge. But he was only one man. All he could do was try and guide those who had real power (wizards, Knights Of The Cross, etc) with cryptic pronouncements. He always felt that he should have done more, and once he became old and aware of his own mortality that's exactly what he decided to do. But he needed help and he kne it. So he went out with his lamp to find people with the souls of heroes, who could help him protect the clueless mortals around them.

He's found three such heroes so far, but none of them have been what he expected. He's got an gun-wielding schoolgirl with delusions of superherohood, a petty criminal who refuses to admit that he's anything but totally selfish, and a really obnoxious paramedic who sells painkillers illegally on the side. All three of them have it in their souls to be great heroes, and the experience of a soulgaze has persuaded each of them that they should be doing something to protect people. With luck, they won't all die.
Title: Re: Spare Character Concepts
Post by: Edrac on January 24, 2011, 10:54:57 PM
Not sure if this kind of idea has been posted or not, but here goes...


Father Connolly
HC: <prefix>mancer of the Church
TA: Mistrusted by the Clergy
Basically a Priest who has a Talent. Probably a Focused Practitioner.

I like the idea if him being a Hydromancer (for a cool summon water/bless water combo, Great for blocking a supernatural baddie), but he can be just about any type of Practitioner.

He can be made with even the "Feet in the Water" power level. Start with the True Believer template and just grab Channeling and/or Ritual as a supernatural power leaving you with 4 or 5 out of 6 refresh.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 30, 2011, 09:45:14 PM
There was once a pretty cool thread that had quite a few concepts on it, just like this one. You can find it here: http://www.jimbutcheronline.com/bb/index.php/topic,21287.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,21287.0.html).

I may repost the characters there to this thread sometime.
Title: Re: Spare Character Concepts
Post by: devonapple on February 02, 2011, 07:28:26 PM
WereRaven Occultist (Submerged)

High Concept: WereRaven Occultist
Other Aspects: Loves Shiny Things

Skills:
Great: Deceit, Lore, Stealth
Good: Burglary, Rapport, Scholarship
Fair: Athletics, Contacts, Empathy, Resources
Average: Conviction, Discipline, Endurance, Performance, Presence, Survival

Stunts:
Pick Pocket
Swift and Silent

Powers:
-1: Beast Change
-1: Echoes of the Beast

+1: Human Form - restricting access to:
-2: Inhuman Speed
-1: Diminutive Size
-1: Wings
-2: Inhuman Recovery
+1: The Catch (Something)

Total Refresh Cost:
-8
Refresh Total:
2

Raven Form:
Skills:
Great: Alertness, Investigation, Stealth
Good: Athletics, Burglary, Endurance, Survival,
Fair: Endurance, Conviction, Discipline,
Average: Empathy, Lore, Performance, Presence, Rapport, Deceit
Powers:
-1: Echoes of the Beast
-2: Inhuman Speed
-1: Diminutive Size
-1: Wings
-2: Inhuman Recovery
+1: The Catch (Something)
Title: Re: Spare Character Concepts
Post by: devonapple on February 02, 2011, 07:34:22 PM
Clued-in Community Gym Teacher (Submerged, Pure Mortal)

High Concept: Clued-in Community Gym Teacher
Other Aspects: Disgraced Prizefighter; It Ain't Over Til That Bell Gets Rung; Think of the Kids; School of Hard Knocks; I May Have Left the Streets, But They Left Their Mark On Me

Skills:
Superb: Fists
Great:  Endurance, Intimidation, Presence
Good: Athletics, Empathy, Might
Fair: Conviction, Driving, Rapport
Average: Alertness, Resources, Stealth

Stunts:
Counselor
Fleet of Foot
Footwork
No Pain, No gain
You Don’t Want Any of This

Total Refresh Cost:
-5
Refresh Total:
7
Title: Re: Spare Character Concepts
Post by: devonapple on February 02, 2011, 08:32:58 PM
Sapient Gargoyle (Submerged, Monster)
High Concept: Sapient Gargoyle
Other Aspects: Fighting the Darkness Within; Quiet as an Owl; Patient Stone

Skills:
Superb: Alertness
Great:  Endurance, Fists, Might
Good: Athletics, Intimidation, Stealth
Fair: Discipline, Investigation, Presence
Average: Conviction, Empathy, Rapport

Powers:
Wings [-1]
Supernatural Strength [-4]
Catch (Weapons Imbued with a Priest's Blood - easily available but not commonly carried [+2], requires challenging research [+1]) [+3]
affecting:
Supernatural Toughness [-4]
Inhuman Recovery [-2]

Total Refresh Cost:
-8
Refresh Total:
2

Option: Cathedral Defender Gargoyle

Superb: Alertness
Great:  Endurance, Fists, Might
Good: Athletics, Conviction, Stealth
Fair: Discipline, Intimidation, Presence
Average: Investigation, Empathy, Rapport

Wings [-1]
Inhuman Strength [-2]
Righteousness [-2]
Holy Touch [-1]
Catch (Weapons Imbued with a Priest's Blood - easily available but not commonly carried [+2], requires challenging research [+1]) [+3]
affecting:
Supernatural Toughness [-4]
Inhuman Recovery [-2]

Total Refresh Cost:
-9
Refresh Total:
1
Title: Re: Spare Character Concepts
Post by: devonapple on February 02, 2011, 09:40:46 PM
Changeling Cop (Submerged)

High Concept: Changeling Cop
Other Aspects: Who Watches the Watchers?; Bearer of the Ring of the West Wind; Weirdness Magnet; My Police Reports Could Win Creative Writing Contests

Skills:
Great: Alertness, Guns, Investigation
Good: Driving, Intimidation, Presence
Fair: Conviction, Endurance, Fists, Weapons
Average: Athletics, Discipline, Empathy, Lore, Might, Stealth

Stunts:
Cop Eye (use Investigation instead of Empathy to get a read on somebody)
Interrogator
Pin the Tail
Quick Eye
Target-Rich Environment

Powers:
Ring of the West Wind [-3]: Item [+1] providing Supernatural Speed [-4]

Total Refresh Cost:
-8
Refresh Total:
2
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on February 04, 2011, 02:39:03 AM
@devonapple: So, are these characters good-looking?
Title: Re: Spare Character Concepts
Post by: devonapple on February 04, 2011, 02:51:17 AM
@devonapple: So, are these characters good-looking?

W-what do you mean? ::nervous look:: Like, "attractive" good-looking, or "solid character build" good-looking?
Title: Re: Spare Character Concepts
Post by: bibliophile20 on February 06, 2011, 08:20:13 PM
Rylan Wieland

High Concept
Earth Elemental Scion Enforcer

Trouble:
Sadist

Other Aspects
Earth And Water
Genre-Savvy Shape Shifter
Medical Orderly From Hell
A Few Vikings Short Of A Horde
Personal Validation Issues

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

Stunts:
Chain-Grab:
It takes a lot of skill, but it is possible to wrestle two people at once. You may use the rules for spray attacks when grappling.
Was That Supposed To Hurt?: Use your Endurance skill to “dodge” attacks.
No Pain, No Gain: One additional mild physical consequence.

Powers:
Human Guise [-0]
True Shapeshifting [-4]
Modular Abilities [-8]
Amorphous Form [-1]
•   No Hole Too Small: You can squeeze underneath a door if need be. You may ignore all barriers that aren't sealed.
•   Difficult To Grab: Your body isn't easy to hold. You get +2 to all attempts to avoid or escape a grapple.
•   Living Rope: You can literally wrap your body around someone. It's quite helpful when wrestling. You get +1 to all rolls made to grapple or escape a grapple.
•   No Internal Anatomy: [-1] You don't have the easily damaged organs that most people rely on. You have armour 2 against all attacks that rely on precision or piercing damage.


Stress:   
Physical ○○○○
Mental ○○○
Social ○○○   

Consequences: (P/M/S)
Mild:_________________
Mild (P):_________________
Mild (P):_________________
Moderate: _____________
Severe: ________________
Extreme: _______________


Total Refresh: 10
Available Refresh: -6

Notes:

Powers that can be taken for Modular Abilities:
Inhuman/Supernatural Speed
Inhuman/Supernatural Strength
Inhuman/Supernatural Recovery
Inhuman/Supernatural Toughness
The Catch is Fire; as some might say, it’s Kiln’in Time!

Breath Weapon [-2]; manifests as throwing blobs of clay in appropriate forms (manacles, knives, blobs, etc)
Claws [-1]
Supernatural Sense [-1] Tremorsense
Cloak of Shadows [-1]; skin darkens, pupils enlarge.

Typical modular ability combos include:
Inhuman Strength, Inhuman Speed, Inhuman Toughness [default]
Cloak of Shadows, Tremorsense, Inhuman Speed, Inhuman Strength
Breath Weapon, Cloak Of Shadows, Supernatural Sense, Inhuman Toughness
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on February 22, 2011, 04:03:37 AM
Wolfgang Pauli (Submerged)

High Concept: Theoretical Physicist Wizard
Trouble Aspect: The Pauli Effect
Other Aspects: Badly Married, Double Life, The Conscience Of Physics, Magical Thinking, Nobel Prizewinner
Skills:
Superb: Scholarship
Great: Lore, Discipline
Good: Conviction, Contacts, Rapport
Fair: Resources, Empathy, Alertness, Investigation
Average: Presence, Endurance, Performance, Athletics, Craftsmanship
Stunts:
Theoretical Physicist (Scholarship): +1 to physics, further +1 to theoretical physics.
Quantum Pioneer (Scholarship): further +1 to theoretical quantum physics, further +1 to orignal theoretical quantum physics.
Powers:
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Evocation [-3]
Thaumaturgy [-3]
Magic:
Evocation (Classical, Relativistic, Quantum): +1 quantum power.
Thaumaturgy: +1 scientomancy control.
Foci: Notebook (+2 scientomancy complexity).
Enchanted Items: 4 potion slots (strength 4).
Total Refresh Cost:
-9
Refresh Total:
1
Title: Re: Spare Character Concepts
Post by: bibliophile20 on February 22, 2011, 12:47:32 PM
Wolfgang Pauli (Submerged)
*applause*  Nice!
Title: Re: Spare Character Concepts
Post by: bitterpill on February 22, 2011, 02:01:12 PM
Kay Herzl (Submerged)

High Concept
Cursed Child of Dusseldorf

Trouble:
Warped Perspective

Other Aspects
In love with Gerda
Cruel and Aggressive
Enchanted by winter
The Impossibility of Eternity
Redeemed by Love

Skills:
Superb (+5): Conviction, Weapons
Great (+4): Alertness, Athletics
Good (+3): Discipline, Endurance
Fair (+2): Presence,Deceit, Survival
Average (+1): Lore, Investigation, Fists, Craftmanship, Stealth

Powers
Shard of the Devil’s Mirror + (1)
The Shard of the Devil's Mirror can only be destroyed by a love stronger than the devils curse
 


Blessing of the White Queen (Maab)

Title: Re: Spare Character Concepts
Post by: Sanctaphrax on February 22, 2011, 10:43:00 PM
@bibliophile: Thank you.

@bitterpill: Couple things puzzle me about your character there. First, are those powers from Items Of Power? It looks as though they are, but you haven't awarded yourself a discount.

And second, your skill list looks off. If my count is right, you have 41 points worth of skills. And Riding is a part of Survival.

You can probably also get back a few more points off those catches, but that's just my inner powergamer talking.

Title: Re: Spare Character Concepts
Post by: bitterpill on February 22, 2011, 11:07:15 PM
It is an item of Power but it is buried in the eye of the Character so I am not sure if a bonus is appropriate, the character is from the fairy tale the snow queen. Short version the devil creates a mirror to warp reality it breaks and fragments of the mirror fall to earth getting in the eyes and hearts of people and corrupting them.  Long story he is saved by his true love that travels into the heart of winter to save him and succeeds by the power of his love.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on February 24, 2011, 03:00:20 AM
Much better. Sounds like a fun character to play.
Title: Re: Spare Character Concepts
Post by: Richard_Chilton on March 07, 2011, 06:25:18 PM
It's not really meant as a spare PC, but I posted a nice little villain at http://www.jimbutcheronline.com/bb/index.php/topic,24639.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,24639.0.html).

Summary:
A former child beauty queen who is now a low powered sorceress (ritual and channeling only) runs a modelling agency where she takes average looking clients and grants them (temporarily) model level beauty.  The transformation is only temporarily - making it like a drug.  Models have to go out and earn her money to pay for their weekly transformation, or they go back to being ugly looking people.  Adding to the villainy, the sorceress hates those who worship at the alter of beauty and has scorn, contempt, and hatred for her clients.

In combat the character is next to useless, but the villain works as a spider in its web.  The background also explains how she got that way and puts her in a semi-sympathetic light.

Richard
Title: Re: Spare Character Concepts
Post by: Richard_Chilton on March 07, 2011, 11:54:55 PM
And here's another villain - http://www.jimbutcheronline.com/bb/index.php/topic,24639.msg1044671.html#msg1044671 (http://www.jimbutcheronline.com/bb/index.php/topic,24639.msg1044671.html#msg1044671).

He's the Twisted Mentor of the first villain.  He could be used with her, against her, without her (as a random magic using creep), or a PC's twisted mentor.

No, he's not worth much in a fight either.  He's a low life creep of a slacker who would prefer to run rather than fight - and he's not breaking any of the laws of magic.  Several mortal laws, but he strictly avoids doing anything that could get him dead.

Richard
Title: Re: Spare Character Concepts
Post by: bitterpill on March 08, 2011, 02:17:25 AM
Sokan/The four suit Magician (Submerged)

High Concept: A Card Carrying Scion of Loki
Trouble:  No worthy opponents
Aspects: A mad hatter, Slave to his instincts, merciless killer, flawless nightmare, your already dead

Skills
+5: Weapons, Athletics
+4: Deceit, Alertness
+3: Fists, Endurance
+2: Conviction, Empathy, Stealth
+1: Survival, Resources, Contacts, Discipline, Presence

Powers:
Supernatural Toughness -4
Catch +2 Ambushes
Inhuman Speed -2

Magicians Hat +2 (Item of Power)
Glamours -2
Breath Weapon (Lethal Playing Cards) -2

-2

Stunts:
52 card pickup (You can attack an entire area with your breath weapon at a -2 penalty)
Razor Edged Deck (Your Breath Weapon’s weapons rating is increased by two)
Razor Edge Card Focus (+1 to attacks with your breath weapon)

-9 Refresh

Total Refresh: -1


Title: Re: Spare Character Concepts
Post by: Sanctaphrax on March 14, 2011, 03:21:22 AM
I like Sokan. I think I might just steal him.

PS: I think that you wrote -1 for Total Refresh when you meant 1.
PPS: The aspects contain a couple of typos. The capitalization is off, and you wrote "your" where "you're" would be more appropriate.
PPPS: Sorry about the nitpicking.
PPPPS: Why did you choose Ambushes as a catch?
PPPPPS: This is rather too many post-scripts, isn't it?
Title: Re: Spare Character Concepts
Post by: ways and means on March 14, 2011, 04:01:19 AM
The reason for the Ambush catch was due to the inspiration of the character, he was inspired by a character called Hisoka (think a psychotic trolling version of Gambit) from a manga called hunter x hunter. The character Hisoka never lost a fight other than when he was ambushed, so that is where I got the catch from. When I figure out how to get back into my old account I will change the grammatical errors, by the way do you know how to get in contact with the adminstrator of the site?
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on March 14, 2011, 04:11:58 AM
Oh, you're bitterpill/Tame Knight?

I never realized. But now that you mention it, your posts are quite similar.

Anyway, I think that the user called Iago is the admin. You can probably message him like any other user.

By the way, would you recommend Hunter x Hunter? I'm vaguely familiar with it, but I haven't read any.
Title: Re: Spare Character Concepts
Post by: ways and means on March 14, 2011, 04:22:41 AM
Hunter X Hunter is a pretty good manga if you like shounen manga its biggest flaw is its awful Art style.
Title: Re: Spare Character Concepts
Post by: Richard_Chilton on March 14, 2011, 09:22:50 AM
Iago is the owner of the forums (he runs them for Jim).

He is also Fred Hicks of Evil Hats - a.k.a. the guy behind the Dresden RPG.

Richard
Title: Re: Spare Character Concepts
Post by: admiralducksauce on March 21, 2011, 07:40:36 PM
Sanctaphrax asked if I would post the characters from my Highway to Hell campaign here.  I don't actually have their full sheets, the players do, so I've noted what I do remember but it's possible and likely I'm missing details:

All the following PCs are at 7 refresh.  I forgot the fancy-pants name for that level. "Water Wings" or "Pool Noodle" or something. :)

Everyone also has Fair Driving.  I remember that because I remember thinking it was weird how that all came out even.

Bill Stockburn
Supernatural Scholar on the Prowl
Former Host of Pantagruel
Sweet Ride
Living Occult Encyclopedia
Knows a Guy Who Can Get That
Denarians on My Trail
Bad Eyes, Good Shotgun

Great at Lore, Guns
No Stunts

Carter Mews
Arcane Acquisitions Expert
Why Buy When You Can Steal
Family Jewels
Cain and Abel
Good, Bad, I’m the Guy With the Goods
It Wasn’t Me, It Was the One-Armed Man
Mindfucked by the Magick 8-Ball

Great at Burglary, Lore
Item of Power (ring with Supernatural Sense: magic items)
Cat Burglar: Use Burglary instead of Stealth when hiding or skulking

Scott Specter
Mean Motherbleeping Servant of God
On a Mission From God
Outlaws to the End
Path of the Righteous Ex-Con
Driven By Redemption
Occult of Personality
By the Skin of My Teeth

Great at Conviction
Righteousness
Holy Touch
The Sight

Clayton Haycock James
Marine Recon Biker
Wrecked as a Soldier
Fights Like an Engine
Been Through the Wringer
Knock Me Down But Never Out
Where Did You Come By That?
Renegade

Great at Fists, Endurance
Footwork: Use Fists to dodge instead of Athletics
No Pain No Gain: 1 additional mild physical consequence
No Guts No Glory: 1 additional moderate physical consequence
Thick-Skinned: 1 additional physical stress box
Tough as Nails: Armor:1 vs blunt trauma (knives and guns and such ignore this)

Jimmy Pale Wolf
Shaman Vigilante
I Bite Off More Than I Can Chew
Ancestral Tomahawks of the Cherokee
Crusader
More Than One Way to Stake a Vampire
Liquid Courage
Literally Marked by Power

Great or Good across Weapons, Conviction, Lore, and Discipline
Channeling (Spirit)
Thaumaturgy
1 Offensive Focus (tomahawk)
1 Defensive Focus (another tomahawk) - these would be the Ancestral Tomahawks of the Cherokee mentioned in Jimmy's aspects
Title: Re: Spare Character Concepts
Post by: Chris_Fougere on March 21, 2011, 08:16:05 PM
Some of the characters from our first foray into Dresden and the Fate system.

Young Dragon Runaway
High Concept - Young Dragon Making Her Own Way
Trouble - You're Not The Boss Of Me
Other Aspects - Daddy's Girl, Between a Rock And A Hard Place, Hidden In Plain Sight, The Mortal World is a Dark Place, Actions Have Consequences...For Others

Skills
Superb - Intimidation, Might
Great - Fist, Athletics
Good - Alertness, Endurance
Fair - Deceit, Discipline
Average - Empathy, Conviction

Refresh - 8
Claws (-1)
Breath Weapon (-2)
Wings (-1)
Human Guise (0)
Inhuman Recovery (-2) (Player is still thinking about The Catch)

Final Refresh - 2

Paul Benson
High Concept - Cop by Day, Were by Night
Trouble - Lone Wolf Surrounded By Unbelievers
Other Aspects - Born Radical, Eyes Wide Open, Not On Either Side, Supernatural Forces Can Be Molded...Sometimes, Darkness Comes in Shades.

Skills (Human)
Great - Discipline, Alertness
Good - Investigation, Athletics, Scholarship
Fair - Stealth, Rapport, Fists, Conviction
Average - Guns, Empathy, Endurance, Contacts, Presence

Skills (Wolf)
Great - Fists, Alertness
Good - Stealth, Athletics, Endurance
Fair - Investigation, Presence, Empathy, Conviction
Average - Guns, Rapport, Contacts, Scholarship, Discipline

Refresh 8

Powers
Beast Change (-1)
Echoes of the Beast (-1)
Human Form (+1)
     Inhuman Speed (-2)
     Inhuman Recovery (-2), Catch: Holy Auras
     Claws (-1)

Final Refresh - 2
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on March 22, 2011, 08:42:46 PM
Thank you.
Title: Re: Spare Character Concepts
Post by: ways and means on April 04, 2011, 12:42:06 AM
Name: Cain Saint/ the Demon of the Desert (Submerged)
High Concept: Mercenary scion of a Jinni.  
Trouble: Eyes too big for his stomach
Aspects: Blackest heart in the desert, His father’s trusty old shotgun, And still he gets the girl, Shameless gadgeteer, Overkill libido.

Skills
Superb: Guns, Athletics
Great: Survival, Craftsmanship
Good: Endurance, Deceit
Fair:  Presence, Drive, Conviction
Average: Resources, Contacts, Fists, Weapons, Scholarship


Powers
[-1] Rocket Powered Winch – Treat like a Wings as long as there is something above him
[-2] Glamour
[-4] Supernatural Speed

Shotgun [-1]
+2 for obvious item of power
It is what is: a +3 weapon Winchester Shotgun
[-2] Jinn Fire Super Exploding Buck: Cain’s Shotgun is never empty, does +2 damage and he can use his shotgun to hit everything an entire zone for a -2 to accuracy.
[-1] True Aim

Stunts:
Balloon Illusionist: You can roll craftsmanship instead of deceit for the seeming’s part of glamour.  

Final Refresh -1
Title: Re: Spare Character Concepts
Post by: BumblingBear on April 04, 2011, 05:25:46 AM
Name: Cain Saint/ the Demon of the Desert (Submerged)
High Concept: Mercenary scion of a Jinni.  
Trouble: Eyes too big for his stomach
Aspects: Blackest heart in the desert, His father’s trusty old shotgun, And still he get the girl, Shameless gadgeteer, Overkill libido.

Skills
Superb: Guns, Athletics
Great: Survival, Craftsmanship
Good: Endurance, Deceit
Fair:  Presence, Drive, Conviction
Average: Resources, Contacts, Fists, Weapons, Scholarship


Powers
[-1] Rocket Powered Winch – Treat like a Wings as long as there is something above him
[-2] Glamour
[-4] Supernatural Speed

Shotgun [-1]
+2 for obvious item of power
It is what is: a +3 weapon Winchester Shotgun
[-2] Jinn Fire Super Exploding Buck: Cain’s Shotgun is never empty, does +2 damage and he can use his shotgun to hit everything an entire zone for a -2 to accuracy.
[-1] True Aim

Stunts:
Balloon Illusionist: You can roll craftsmanship instead of deceit for the seeming’s part of glamour.  

Final Refresh -1


I think I may steal this character to use as an NPC!  he he
Title: Re: Spare Character Concepts
Post by: ways and means on April 04, 2011, 08:21:23 AM
I think I may steal this character to use as an NPC!  he he

Cool.
Title: Re: Spare Character Concepts
Post by: Richard_Chilton on April 20, 2011, 08:10:56 PM
I keep forgetting that this thread exists....

Here's a SHAZAM inspired character, first posted at http://www.jimbutcheronline.com/bb/index.php/topic,25409.msg1078814.html (http://www.jimbutcheronline.com/bb/index.php/topic,25409.msg1078814.html)

Name: William Justice Smith (Goes by Billy J Smith) or Justice Knight
Template: Scion (or other - he doesn't know for sure)
High Concept Aspect: I Am the Justice Knight's Disguise
Trouble Aspect: I'm Just A Kid

Background:
Long ago there was the embodiment of Justice, known as the Justice Knight... Maybe.  Or maybe there was an aspect of justice that was tied to an old god, or maybe it was something from the Nevernever.  The memories are vague and only come in dreams.

More importantly, this is the story of Billy J.

He was dropped off at a children's services office as infant.  The only clue to his identity was card that said "Hi.  My name is William Justice Smith.  Please care for me.".  After an inconclusive investigation it was assumed that he was the product of a teen pregnancy and he was sent into foster care.  Six months later he was adopted by the Smith family (was the name a coincidence?), and would have had a happy childhood, save for a car accident that happened when he was 7.  Billy J has no memories of that day or how he survived when the car had a head on collision with a semi, but his parents weren't so lucky.

After losing his parents, Billy J ended up with his mother's family, passed around between aunts and uncles and cousins.  Most of them living on the wrong side of town and couldn't really afford to support another kid.  It wasn't that they didn't like the boy, but Billy J wasn't a blood relative. 

Passed around, Billy J got used to being overlooked

Phase Aspect: No One Notices Me


Rising Conflict:
One day, when Billy J's cousins were being mean to him just cause, he broke into tears.  Finding a quiet place to hide he sob away, but then a sound penetrated his sorrow: gunshots.  Someone was shooting.  Power flooded through Billy J and with that power came a rush of memories.  Memories of another place.  Memories of being hunted, of needing to hide, of that hiding place being Billy J.

Something happened.  Billy J disappeared and in his place was an adult clad in glowing blue armour.  Justice Knight walked once more.

Justice Knight dealt with the shooters... Well, he chased the car that the drive by shooters had used.  He didn't catch it, but he drove the shooter off (actually they were leaving anyway and didn't notice him).   Once they were gone Justice Knight returned to where Billy J had hidden and Billy J was back.

Back with his clothes soaked through with gunk.   It was evil smelling and bad looking gunk.  As Billy J was trying to deal with the revelation that he was Justice Knight, one of his aunts found him and scolded him for getting so dirty.  The gunk didn't last long (it was concentrated ectoplasm) but it lasts long enough for Billy J to get a bath and clean clothes.

Phase Aspect: Justice Knight Is There When Needed


The Story: Justice Knight Steps Out
After that first time, Billy J tried to call up the powers of Justice Knight.  With practice he found that he could call the being out, but each time he changed back to Billy J he was covered with that strange gunk.  At least his clothes were.  A couple of times he changed nude behind closed doors and the gunk didn't appear when he changed back.  Billy J has thought about buying clothes for Justice Knight, but the roadblocks proved too hard to overcome.  In Billy J's mind, the problem is clear: "I don't have the money to buy clothes, and if I did then I wouldn't know the size to buy, and if I knew the sizes I'm not sure that the clothes would become blue armour, and even if I could do all that I don't have a place to change.".   There may be more problems with the idea, but that's the list Billy J made.

With the controlled shifts came dreams.  Dreams of a weird place, and of a different place, and of generally weird stuff.  Billy J hasn't been able to make sense of everything, but what he does know is that Justice Knight is hiding from something.  He's not sure if the Justice Knight turned into baby Billy J or Billy J is his son and is slowly growing into another Justice Knight.

Either way, it doesn't matter.  Billy J can turn into a cool adult at will and then rush out to save the day.  What kid could wish for more?

As he mastered his powers, stories started to spread about the head case dressing in plastic blue armour who stuck his nose in the wrong people's business.  A whacked out nut job vigilante who was going to get himself killed if he messed with the wrong people.

Roughly a month after he mastered his powers, he had the chance to impress someone.  *Guest Star* happened to take the wrong turn down the wrong street.  Maybe *Guest Star* could have handled the situation, or maybe not, but Justice Knight was there to save the day.  Justice Knight thumped the muggers and hit it off with *Guest Star*.

In short Justice Knight made a friend.  Billy J hadn't (and felt that *Guest Star* wouldn't accept him if he knew that Justice Knight was really a small boy) so for a while he was Justice Knight far more than he was Billy J.  For a week he spent most of his waking time as Justice Knight.

Then the dreams became real.  The hunters were out there and the longer Justice Knight was out the better the hunters could track them.  When he sensed them getting close, Justice Knight became Billy J and wouldn't come out again for a while.  That meant that he missed going for coffee with * Guest Star *, which in hindsight wasn't that bad since Billy J didn't have the cash for coffee and wasn't sure if they'd let him wear his armour in the coffee shop.

Phase Aspect: I Can't Be Justice Knight All The Time.
(Note: While this sounds great for self compels just for changing back, when it is used Billy J can't shift for at least a scene - possibly two.  A scene where his clothes are a mess and no force in the world can make him shift again.  At the end of that scene, have the player roll and if it comes up ---- then he can't shift for another scene.)


Guest Star: Whose Path Have You Crossed?(Details to be filled in later)
It depends on who he is going work with.  Most people who meet him get the impression that Justice Knight is a mentally slow, developmentally challenged man with odd powers.  There is debate whether his powers come from his armour or Justice Knight is just afraid to take it off.

At least one character should clue in on the fact that Justice Knight is really a boy in the 10-12 age range - otherwise it will be impossible to explain why Billy J is hanging around.  Said character should be sworn to secrecy about it to protect Billy J from reprisals earned by Justice Knight's vigilante actions.

Sample aspects for these roles include "Justice Knight For The Win" and "The Superhero From The Short Bus".


Power Level: Up to Your Waist
Skill Cap: Great
Skill Points: 25
Starting Refresh: 7
Adjusted Refresh: 1


Skills (as Billy J)
Billy J is, at best, a jack of all trades.  All of his skills are at average (it's impossible to justify them being higher than that).  Alas, there are only 25 skills listed, and some of them are a stretch.  Say he gets lore from his dreams, guns from an uncle who taught him to shoot, and while he can't see over the wheel he knows how to drive a bit if he has to.  Give him Fair deceit to hide his secret and take the extra point for that from resources (he has no money).


Skills(shifted to Justice Knight)

Might: Great
Endurance: Great
Fists: Good
Athletics: Good
Conviction: Fair
Presence: Fair
Discipline: Fair
Alertness: Average
Deceit: Average
Intimidation: Average
Lore: Average (comes from his dreams)
Stealth: Average

Stunts & Powers

"Other Change" [-1] - a custom non-animal version of Beast Change [–1].  He's either Billy J or Justice Knight - and that's it.

Human Form [+1] - Billy J doesn't have any powers - only Justice Knight does.

Inhuman Speed [–2]

Inhuman Strength [–2]

Supernatural Toughness [–4]

The Catch [+2] - leather (common, unknown).  Wrap a piece of leather around a baseball bat and it hurts Justice Knight - something that he discovered when fighting someone who had wrapped some leather around a bat to keep it from scuffing it when he whacked people.  Billy J doesn't know why leather and leather wrapped items can hurt him - he just knows to avoid them.

"Blue Armour" [+0] - When he changes, Billy J's normal clothing is effused with ectoplasm - turning it into something that looks like Blue Armour.  After Billy J turns back, this ectoplasmic residue is embedded in his clothing - looking like gunk and tagging him with the aspect "Eww - what happened to your cloths?".  While this power means he ignores the "you have to change clothes" bit that normal shapeshifters deal with, I think this is balanced because after he uses it he is at a disadvantage in his normal shape.  Plus you don't have to deal with a naked kid wandering around.


Notes:
Is Billy J a scion, spawned by a dying entity to be his replacement? Is Billy J the entity in hiding? The question is academic, at least for now.  Maybe when Billy J is older and has more powers he will have to choose between being Billy J or taking up the role for Justice Knight - or maybe he won't have a choice.  For now, he's a boy who can change into a superhero without having to say "SHAZAM".

Becoming Justice Knight doesn't change his aspects - the man in the blue armour is overlooked almost as much as the boy with the runny nose.

In the normal run of things, Justice Knight avoids those with guns and other killers, preferring to take on small time criminals.  So far (thanks to his toughness) he's avoided taking physical consequences - except for that time with the leather wrapped baseball bat.  That battle left people saying "Billy J, where did you get that black eye?".  With 2 armour and 8 stress levels, physical consequences are for other people.  Other people who have been punched by someone with inhuman strength, good fists, and great might.
Title: Re: Spare Character Concepts
Post by: Belial666 on April 23, 2011, 04:11:04 PM
High Concept - World's Smallest Storm Giant
Trouble - My Family Sucks
Other Aspects - Just A Little Girl; Kill Demon, Save City, Go To School; Issues With Tentacles

Amanda Sparks is your average high-school student; angsting over who gets to be a cheerleader, vying for the attentions of the football team captain, struggling with Physics 101. At six feet and a hundred and twenty pounds she's big for a fourteen-year-old (something her friends are always teasing her about) but still has the young looks, insecurities and cuteness (along with fine brown hair, baby-blue eyes and a bit of leftover baby fat) of her apparent age. That she happens to be a century-old storm giant hardly seems to change things.
It all begun when Gram, a young storm giant in Jotunheim, went to his first quest. Being the sixth son in the family and veritably tiny for his age (barely twelve feet), he had some trouble with storm giant girls. The quest, a hunt in the deeper Nevernever, seemed like a good time for some fun with the local ladies and less than two years later, little Amanda was born. Too shamed to admit her existence to his parents, Gram tried to set her up in the mortal world and mostly succeeded. Mostly, because storm giants age a lot slower than humans. Mostly, because Gram did not know how to raise a child a lot smaller than even him. Mostly, because despite her small size and slow maturity, Amanda soon displayed full storm-giant powers...
Currently Amanda resides full-time in Baltimore, goes to school like most girls her age, and tries to fit in. She goes to slumber parties with her human friends, hunts down annoying ghouls, practices for various sports tryouts, prepares for her own storm giant quest, tries to be more socially assertive despite her natural shyness and smites the occasional black court vampire. She's had more than one close encounter with a powerful new darkness creeping into the city but even when pressed on the issue, she'll stay silent.

Skills:
Fantastic: Weapons, Might
Superb: Endurance, Rapport
Great: Empathy, Discipline, Fists
Good: Conviction, Alertness, Scholarship
Fair: Lore, Presence, Athletics
Average: Investigation, Survival, Driving

Powers/Stunts:
[-6] Mythic Strength
[-3] Mythic Toughness - catch is forged bronze
[-2] Storm Bolts - Amanda can conjure and throw weapon 2 javelins that look like they're made of lightning
[-1] True Aim
[-1] Runic Bracers (IoP)
      * It is What It Is: rune-carved bracers made of stone, fitting around her wrists. No special functionality.
      * Indestructible
      * One-Time Discount: +1 as they can be easily hidden
      * Distant Throw: the wearer can throw objects much farther than normal, the lighter the object comparable to his effective might, the farther the throw.
      * Storm Nimbus: thrown weapons are infused with lightning and do an additional +2 stress
[-1] Guardian of Jotunheim - as per Sacred Guardian
[-1] Stormrage - for every 2 points of physical stress a storm giant takes to him/herself, they can make that Storm Bolt
      affect one zone. I.e. 3 zones for a 6-stress hit. Armor does not affect this stress, and stress must be paid per attack.
[-1] Footwork (for weapons)
[-1] Spear-Thrower: +1 to weapon rolls with javelins






High Concept - Hunger Demon Lady
Trouble - Boyfriend Issues
Other Aspects - Abomination In Human Form, Makes Lightning Seem Slow, Subtlety Is For Suckers and White Court Vampires, Hands Of The Unmaker

Athletic, leggy blonde with a first dish of agressively eager and a side order of low intelligence; the perfect midnight snack for your average White Court Vampire. As luck would have it, ...... Lacham had also recently inherited a magical treasure box from an unlamented uncle that was thoroughly warded from supernatural creatures - but not leggy blondes with high curiosity and a good incentive. Unfortunately for ......, the box contained not a magical treasure that would enhance his power (as he hoped) but his late uncle's revenge; a powerful hunger spirit distilled from various types of vampires bound to a pair of gauntlets. As soon as ......' last pawn touched the artifact, her already damaged spirit was devoured and absorbed by the hunger demon that stretched out to possess her body. Still hungry, the demon turned on ...... and it was all the white court vampire could do to stop her from tearing him apart.
The demon claims the name Alyssa Raith and after being partially freed from her prison, she's settled into the body of ......' last victim. She seems very happy to be alive, even if still partially bound, and even happier to indulge her hungers. ..... believes Alyssa is lying; whatever she is she has almost no subtlety, her physical body demands blood like a Red or Black while the part of her spirit still bound in the gauntlets feeds on pain and suffering. Unortunately for him, his new "girlfriend" is stronger than him by a fair margin and more than a bit crazy; she keeps him at hand to occasionally feed on his blood but also takes him to bed and allows him light feedings on her. She feeds her hunger for suffering on other supernatural creatures but forbids him any other victims. Angry at being thus handled, the white court vampire is now plotting Alyssa's destruction.
Unknown to her new slave, Alyssa Raith retains a portion of the blonde girl's memories and personality, not something that meshes well with a mindless, insatiable hunger demon. The girl's attraction to ...... is what prevented her from eating him out of hand and the remaining personality of a human tempers the hunger and prevents an apocalyptic rampage through the city that would end with hundreds dead, buildings in ruins and several Powers coming and blasting the mindless demon to bits. Alyssa tries to control her life by doing mundane things when the hunger allows and keeping her victims limited to supernatural predators. ......' light feedings calm her demonic nature without threatening the reflexive rampage an attempted stronger feeding would result to and it is not as if being fed upon by the White Court is hard to bear. Still, she knows fully well this situation cannot continue for long...

Skills:
Fantastic: Fists, Athletics
Superb: Discipline, Deceit
Great: Empathy, Rapport, Might
Good: Conviction, Alertness, Presence
Fair: Lore, Scholarship, Guns
Average: Investigation, Survival, Driving

Powers/Stunts:
[-4] Supernatural Strength
[-4] Mythic Toughness - catch is powers of Faith
[-4] Supernatural Speed
[-1] Relentless Attack: +1 to attacks with the brawler trapping of Fists
[-1] Hands of the Unmaker (IoP)
      * It is What It Is: elegant but wickedly spiked heavy gauntlets as heavy as a greatmace. Weapon 2 for fists, ignores 1 point of armor.
      * One-Time Discount: +2
      * Indestructible
      * Touch of Torment: Alyssa can Incite Pain at melee using Fists instead of the usual Intimidate or Deceit.
      * Emotional Vampire: Suffering
      * True Aim (does not apply to touch of torment)
      * Unholy Despoiler - as per Sacred Guardian, only evil.
      * Feeding Dependency: the gauntlets contain part of Alyssa's essence and that part is hungry. Any use of powers from them triggers hunger at the
      end of combat for 4 refresh worth of powers. If the gauntlets are removed from Alyssa, she takes the same hunger attacks at any scene she exerts
      herself regardless of power use until they are returned. Being taken out by hunger would not kill Alyssa; it would make her a mindless beast that goes
      on a terrifying rampage until destroyed. Whether recovery from that point is possible is not something Alyssa wants to contemplate.
[+1] Human Form, applying to the following powers;
[-1] Blood Drinker
[-1] Unnatural Speed: +1 to all athletics rolls when in accord to her nature
[-1] Bloodrage: may take -2 to attack or maneuver on everyone in the zone except herself (allies included)
[-1] Shadowstride: may move through the air while not in daylight. Melee attacks ignore 2 points of enemy armor while not in daylight.
Title: Re: Spare Character Concepts
Post by: ways and means on May 19, 2011, 04:04:31 AM
Name: Michael Smith  (Submerged)
High Concept: Old One bound in Human Flesh
Trouble: Knows to Much
Aspects: An eternity of Memories, A fraction of what I once was, Potent Summoner ,Secret Keeper, All part of the plan.

Skills
Superb: Lore, Disicpline
Great: Atheltics, Conviction
Good: Alertness, Endurance
Fair:  Presence, Drive, Conviction
Average: Resources, Contacts, Fists, Weapons, Discipline

Memories of the Beggining  +2 to lore rolls on ancient creatures and artifacts
Knowledge of the Darkness: +2 to lore rolls on Outsiders
Fae Expert: +2 to rolls on Lore rolls on the High Sidhe
Knowledge of Foulest Magic: +2 lore rolls on rituals that use Human Sacrafises
Names of the Ancients: You know the names of Ancients Beings and their followers [+3] to lore of knowing the names of the Old Ones and their servants

Thamaturgy [-3]
Refinment [-1]

+1 Summoning Power
+2 Summoning Control  

Seal Ring Focus Item + 2 Summoning Control

Final Refresh -1
Title: Re: Spare Character Concepts
Post by: citadel97501 on May 19, 2011, 05:04:33 AM
Ways & Means,

I really hope you meant, Knowledge of Foulest Magic?

Otherwise I am getting this terrible image of summoning Zombie Turkeys. . .
Title: Re: Spare Character Concepts
Post by: ways and means on May 19, 2011, 11:39:38 AM
Ways & Means,

I really hope you meant, Knowledge of Foulest Magic?

Otherwise I am getting this terrible image of summoning Zombie Turkeys. . .

Uhm Hahaha oops I blame Dislexia
Title: Re: Spare Character Concepts
Post by: Richard_Chilton on May 27, 2011, 10:48:39 PM
Teen seeker of Power who (unfortunately) found it, becoming an Emissary of an old god.

Note: This was started long ago in another thread - and I finally got around to doing up the stats

Name: Tom
Template: Emissary of Power
High Concept: Newly chosen acolyte of Priapus
Trouble: Empowered by Priapus

Background:
Tom has spent most of his short life looking for power.  Any power.  Something that would make him Special with a capital 'S'.  Something that would show the world that he wasn't just another nobody making his way in life.  In his first year of high school he exposed to Roman Mythology in a way that went further than pop culture references and from then on he dedicated his life to making contact with the Roman gods.  He wasn't picky; he would take any of them except for Cybele.  The act that males had to do to be accepted by the Mater Magna wasn't something that Tom could see any sane person doing.  Other than that almost any god would do - as long as it gave him power.

Countless other dreamers had sought similar powers, and the vast, overwhelming majority of them passed through the phase, gained a little maturity, and went on with life.  Tom is now he's beginning to wish that he was a part of that vast majority of failed seekers.

Phase Aspect: Dreams Can Come True


Rising Conflict: What shaped you?
As Tom delved into classical history his efforts shifted from Scholarship to Lore.  Driven by his Conviction that there had to be something to contact, he focused on his task with all the Discipline that he possessed.  Surprisingly, it was his Performance ability that made all the difference.

For the Roman gods loved poets, and as Tom wrote an epic poem about his epic (well, Tom thought it was epic) quest to contact the old gods Something heard him.  Something that used Tom's hand to complete the poem.  Looking down at the poem, at the stanzas had been written by his hand, Tom saw that his quest had a completion.  All he had to do was accept the god's offer and he would have all the power he sought - and more!

With the immaturity of youth, Tom didn't think twice.  Heck, he barely thought once before accepting the offer and becoming an Envoy of Priapus.  He was slightly disappointed since Priapus was a relatively minor god (he had been hoping for Jupiter or Hecate) and Tom didn't really know much about him, but Tom knew that Priapus was god - a god that answered him with an offer of power - and that was the only thing that mattered.


Moments after Tom did so, he noticed a major change. 
(click to show/hide)

More importantly (at least it was more important then) knowledge flooded his mind, teaching him the secrets of magic.  The magic of growing things, of the fields, some transformation, and a bit about sex and desire.  (Priapus sponsored magic can be seen as a modified version of Seelie Magic.  Mixed in with the other powers was the Curse of Impotence - otherwise known as The Dread Curse of Priapus that was unleashed against those who offended him.)

Tom fell into a deep sleep and his dreams were of Arcadian Fields.

He thought his greatest dreams had come true.


The next morning Tom saw that visible part of his empowerment was still there.  To his surprise he discovered that it wouldn't go away. 
(click to show/hide)

That was when he discovered the down side of being marked by a god. 
(click to show/hide)

Phase Aspect: Always Ready - Whether He Wants To Be Or Not


The Story: Looking for a cure in all the wrong places.
His dreams answered, Tom was troubled.  He had his precious magic, but his life is difficult in so many ways.  Something that he thought must be a blessing has turned into a curse.  Others notice the shift in his social life.  Part of him wanted the good without the bad.  Seeking others who had powers (and wearing very loose slacks and wrapping a velco wristband around his thigh to conceal his "mark") he came across something that took an interest in him while making problems for others in a nightclub - White Court Vampire problems.

Good taste prevents going into details, but Tom did his all to distract a certain female White Court Vampire so that others could get away.  She thought he would be a momentary distraction, but thanks to his mark of power Tom proved so much more.  Only the fact that he was marked by a power prevented her from draining his life force during the hours they spent together.  When she finally called an end to the distraction, she helped a very drain Tom along his way and gave him her phone number.

Phase Aspect: Bom Chicka Wah Wah Comes Through


Guest Star: Whose Path Have You Crossed? (Details to be filled in later)
It depends on who you want him to work with.  Tom is likely to join with a group of other supernaturally touched people (i.e. the party) in an effort to explore the world of magic and solve his problem.  If (um, when) the others notice his problem and ask him about it, Tom will shamefacedly explain his difficulty and ask for suggestions.  Note: no force this side of a god will be able to help him with that, but Tom won't give up looking for a way to keep the benefits while ditching the downside.

Sample Aspects could be: "Have My Cake and Eat It Too" and "Poetry For The Win".


Power Level: Up to Your Waist
Skill Cap: Great
Skill Points: 25
Starting Refresh: 7
Adjusted Refresh: 1


Skills:
Lore: Great
Conviction: Great

Discipline: Good
Performance: Good

Athletics: Fair
Endurance: Fair
Scholarship: Fair (includes knowledge of chemicals and 'party' drugs).

Deceit: Average (Distraction and Misdirection to slip something into someone's drink)
Fists: Average
Might: Average
Presence: Average
Rapport: Average (it might be exchanged with Discipline or Performance at his next milestone)


Stunts and Powers:
Sex Appeal (rapport) - as the god makes his presence felt in Tom, Tom becomes more and more of a player.


Inhuman Recover (-2)

Marked by Power (-1)

Sponsored Rituals (Priapus) (-2): Priapus is a god of growing things, not of flashy things.  This is effectively Rituals: Priapus but it still has the sponsored magic trappings.  Like sponsored magic, it can't be used in ways that the sponsor would not like (e.g. no harming fields, even indirectly) and debt can be accrued, but it cannot be used to cast thaumaturgy at evocation speeds.    Before it can be used to aid plant growth the area has to be dedicated in someway to Priapus.  Anything from a poem that threatens a curse to a sign that says "Protected by Priapus" will do.


Items:
Rituals Items:
Focus Item
Cup of the Drunken Co-Ed (Sponsored Rituals, Lore +1)
This isn't so much a cup as a large goblet like bowl.   Tim mixes various things in the goblet / bowl and more often than not drinks the concoction as part of ritual.  It got its name because it was passed around at a few parties, filled with booze in an attempt to get girls drunk.


Enchanted Item
Ring of the Fields (defensive block 4, once per day)
Wind and the rain strike at the fields, but the fields endure.  Men plow the fields and the fields endure.  Crops come and go but the fields endure.  This ring allows Tim to tap some of that eternal vibe - once a day it raises a block around him (as usually he can take mental stress to activate it more often).  It has gotten him out a few scraps.  Tim found it soon after he was marked and thinks it may be of ancient make.  It is made of white gold (electrum) and appears to be made up of an erotic daisy chain of nude figures doing predictable things.

Potion
Tim keeps a slot open for potions.  Lust potions won't do (the resulting sex won't pay off any debts) but sleep potions will work just fine.  Other times he'll have a different potion (usually leaves it open and makes the Lore Roll)


Spells:
The Dread Curse of Priapus
Type: Thaumaturgy, Priapus Ritual Curse
Complexity: 16
Duration: More or less permanent.
Effect: Assigns a male victim the Extreme Consequence of "Impotent"; resisted by Endurance
Variations: Can boost the complexity to deal with thresholds and other issues.
Notes: Designed to work on people of up to Great Endurance, the math is 4 (for Great) + 4 (max roll) + 8 (to assign an Extreme Consequence "Impotent").   Luckily there are restrictions that Priapus imposes before allowing this spell to be cast:

1) the target must be male (females face a different punishment), and
2) the target must be 25 years old or older (male youths face a different punishment), and
3) the target must have wronged Tim or Priapus in some way.

That last part could be as simple as trespassing on land where Tim has placed a "this area protected by Priapus" sign or making fun of Tim's "mark of power".  Attacking Tim definitely counts as an offence to both of them - not that offending both of them makes it easier to cast the spell, but if Tim forgives an assault he can always change his mind later and cast this spell since the god is still holding a grudge.

The different punishments referred to above aren't spells (see below) but angry sex with the victim - whether they are willing or not.  That was how Priapus rolled back in the day and he expects his new follower to do the same.  Tim has yet to inflict any of Priapus' punishments, but Priapus thinks it's only a matter of time before the boy gets into the mood of things.


Maidenhead Revisit
Type: Thaumaturgy, Priapus Ritual Transformation Maneuver
Complexity: 4 (3 for Maneuver + 1 to make it sticky)
Duration: Not touching that with a ten foot pole
Effect: Assigns the Aspect "Virgin".
Notes: Designed for use when a female or male youth (pubescent and under 25) offends Priapus or his Emissary, it makes the angry sex just that much worse.  Tim hasn't used this either as part of a "punishment" or for fun, but knowledge of the spell came with his empowerment.  No, it has no effects on those who already have that aspect.


Blessing of Priapus
Type: Thaumaturgy, Priapus Ritual Transformation Maneuver
Complexity: 4 (3 for Maneuver + 1 to make it sticky)
Duration: Until, um, exhausted?
Effect: Assigns the Aspect "Erect" to a mature male; cannot be used to counteract the Dread Curse.
Notes: Viagra in spell form.  Yes, it can be put into a potion for later use.  Tim sees this ritual as a quick way to pay back males who mock his "mark of power".  Sort of a "Ha-ha you're pitching a tent too - if you call that a tent" spell.  Is this a blessing or curse? Depends on the circumstances.


Notes:
Tim is apt to try to solve every problem with magic - recklessly going into debt, because what's the point of having magic if you don't use it? He thinks that there must be a way for him to keep all of his powers but have control of his 'mark'.

He is slowly replacing his wardrobe with loose fitting clothes, ponchos, and anything else he can use to hide his problem.


Using him in play:
He would be a seriously hard PC to play, but he could be a good NPC and serve as an example of what happens when you carelessly pursue power.

Story Ideas:
Tim approaches the PCs for help with his problem.  He will haver if there are females around and isn't all that happy to explain things to them, but he wants a way to have his powers without the disadvantages.

A PC is attending a cultural event that includes poetry readings, and for a change one of the poems isn't just doggerel verse.  It's not merely good, it's Great.  Probably better than Great (depending on Tim's dice roll).  Only thing is, the poet is behaving slightly off kilter.  He's sitting at a table and won't stand up for any reason.  And his clothes... Well, artist types often dress odd, but why won't this strange young man stand up?

A bunch of signs pop up, declaring things to be under the protection of Priapus.  How can the PCs do anything other than investigate?

A girl that the PCs know wakes up with a hangover, a bit of an ache, and no memory of how she ended up sharing a bed with Tim or what happened.  Do the PCs handle the creep? What if Tim says (honestly) that he was so drunk that he doesn't remember that night either?

Tim starts a cult.  He uses magic to impress people.  He uses magic to come up with fun substances for their parties.  He uses magic to make the sex better.  In short, he soon becomes a successful (if unambitious) cult leader to people who like partying.  Either someone else tries to take advantage of this cult or the cult starts funnelling too much power to the old gods.  Either way, Tim's little "24/7 party cult" becomes a problem that needs to be dealt with - but Tim isn't an evil cult leader.  He's a lazy but kind of nice guy who likes to party and is being exploited.  How do the PCs handle things?

Tim decides he wants money and tries to make it as a porn star under the name "Tom O'Priapus".  Things are really working out for him, until one of his movies is edited in a way that makes fun of Priapus.  Suddenly Tim has an angry patron, one that wants curses hurled, and he needs the PCs to help him deal with the situation without crossing his own line moral lines.

Tim decides to earn some fast money as gardener.  He posts "Protected by Priapus" signs and cast spells.  When vandals strike or neighbourhood youths start trespassing on the "protected" lands Tim starts getting dreams from his patron - and is scared spitless by what Priapus wants him to do.

Tim decides to earn some fast money with a grow-op.  Priapus is a lord of growing things and doesn't care if the crop is legal or a field of cannabis - or even opium poppies.  However, the god will care if the cops torch the fields or rivals drug dealers steal the crop.  Tim has suddenly gone from "make lots of money fast" to "Priapus wants me to do WHAT?" - with the targets being cops, DEA agents, or outlaw bikers.  He'll need the PCs help either to smooth things over or to effect a minor revenge that will satisfy Priapus and leave Tim alive.

Tim decides to earn some fast money with a grow-op.  The crop grows in record time but then Tim is stuck with it.  He knows it's worth money but he doesn't know how to process the crop for sale or who to sell it to.  He could run into problems with undercover cops, minor drug dealers, not so minor gangsters, or even something supernatural that was meeting the area's drugs needs (maybe a Summer Court Fae known as The Lord of the Sweet Leaf?).  Regardless of whether the trouble is mundane or supernatural, Tim needs help.  Can the PCs help him? Do they see this as a way to teach him that "quick fixes" aren't worth the hassle?

Tim gets arrested for a date rape that didn't happen.  It was one of the times that he only used his charms (as opposed to booze) but the girl later regretted the act and claims that he drugged her.  He calls a PC with connects to the courts or one that he knows can pay his bail.  Tim knows he'll have a really hard time of it in jail and needs help now.  Will the PCs believe him or even care that he's in jail?

Tim comes to a bad end.  Maybe one of his get rich quick ideas crashed and burned, maybe he goes to jail for rape (and learns how it feels to be someone's bitch), maybe he annoyed something bigger on the supernatural food chain and got chewed up - whatever happened, make it something that the PCs could have prevented.  Then the shit hits the fan old style.  Priapus doesn't like what happened to his emissary and takes action.  The Furies are unleashed.  Nemesis stalks the streets.  An old god stirs to reminded others that when he marks a mortal then that mortal is HIS TOY and everyone better bloody well respect that.  Forgotten old myths are becoming frightening realities and it's at least partly the PC's fault - what do they do?
Title: Re: Spare Character Concepts
Post by: ways and means on June 22, 2011, 10:39:35 AM
Name: Lewis Stevens (Submerged)

High Concept: Scion of Chaos  
Trouble: Many Enemies

Aspects: Infuriating Arrogance, Twisted Sense of Humour, Black Hearted Retch, Impulse Control Issues, Child of Chaos

Skills: +5: Intimidate, Atheletics
          +4: Discipline, Convcition
          +3: Alertness, Performance
          +2: Contacts, Resources, Endurance
          +1: Scholarship, Lore, Investigation, Surivival, Presence

Powers:
Incite Anger [-4] Range, Potent and Lasting
Emotion Vampire (Rage/Anger) [-1]
Feeding Dependancy (Rage/ Anger) [+1] Affecting

Physical Immunity [-8]
Incite Crowd [-1] You may use Incite Emotion against multiple targets simultaneously, as per the Spray Attack rules, splitting effort between targets, or, for a -2 penalty, against everyone in the zone you occupy, excluding yourself if you wish.  The benefit of this upgrade cannot be used in conjunction with the benefit of At Range.  Though you may possess both and use them both, you cannot use them both in the same action.

Catch of only against the attacks of people or creatures who are enraged at him (an aspect mentioning him is necessary) [+5]

Stunts:

Infuriate: Scaring people isn’t your forte; seriously pissing them off, on the other hand, is right up your alley. Gain +2 to any roll when deliberately trying to get someone angry with you (a social or mental attack or a maneuver with such a goal). Any consequences (such as grudges) or temporary aspects that result must name you as the source and target of the anger.


Refresh Modifier [-9]
Total Refresh [+1]  







    
Title: Rock'n Roller Leothrope Skald
Post by: devonapple on July 15, 2011, 10:24:02 PM
High Concept: Rock'n Roller Leothrope Skald (Submerged)
Trouble: Forsaken Skaldic Heritage
Other Aspects:
Bearer of the Guitar of Ages;
Sure, What the Hell...;
Easily Underestimated Man-Child;
The New Ways - Just Like the Old Ways;
You Won't Like Me When I'm Angry

Skills:
Superb: Presence, Performance
Great: Deceit Intimidation, Fists
Good: Intimidation Athletics, Conviction
Fair: Rapport, Endurance, Might
Average: Alertness, Contacts, Discipline, Empathy, Lore

Stunts:
[-1] Bardic Spirit: Presence is used instead of Conviction to determine spellcasting power.
[-1] Bardic Finesse: Performance is used instead of Discipline to determine spellcasting control.

Powers:
Leothrope
[-1] Echoes of the Beast:+1 to physical Intimidation checks (not social threats), talk to felines
[+1] Human Form: affecting Inhuman Strength, Inhuman Toughness and Inhuman Recovery
[-2] Inhuman Strength
[-2] Inhuman Toughness
[-2] Inhuman Recovery
[+2] Catch: Monkshood

Skald
[-2] Channeling: Music
[-1] Item of Power (Guitar of the Ages) [+2]: providing Refinement 3 [-3] spent on +3 to Offensive Discipline and Conviction (Channeling: Music)

Focus Items (Channeling: Music):
Silver-Gold Torc Necklace (2 slots): +1 to Defensive Power (Presence) and Control (Performance) (Channeling: Music)
Guitar of the Ages (IoP, 3 slots): +3 to Offensive Power (Presence) and Control (Performance) (Channeling: Music)

Casting Scores:
Offensive Channeling (Music): Great (+4) Presence and Performance/ Epic (+7) Presence and Performance with Guitar of Ages
Defensive Channeling (Music): Great (+4) Presence and Performance/ Superb (+5) Presence and Performance with Torc Necklace
Channeling (Music): Great (+4) Presence and Performance

Physical: 000 (as Leothrope: 000(00) Armor:1)
Mental: 0000
Social: 0000, plus one additional Mild Social Consequence

Adjusted Refresh: 1
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on July 16, 2011, 04:08:50 AM
Thank you, devonapple.

Now for some more characters from the same game.

Presenting: Falar's DeMarcus Kane and my own Dr. Isaac Hall.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on July 16, 2011, 04:11:07 AM
DeMarcus Kane
High Concept: S&O's Ex-Pat Ira Company Man
Trouble: Holding on to a Hairsbreadth

Where Did You Come From?
DeMarcus was born Samuel Ira to one of the lower ranking members of House Ira early in 1981. Although the house of rage tends towards a more direct route than other of the White Court, still, no one within told him of his powers or his choice until it was too late. Sport, to them, was playing with mortals and influencing them to kill each other and die in the attempt and DeMarcus was no different. He claimed his first kill in 1994 and that's when he claimed his new name - Demarcus - a rite of passage in House Ira. It's also when he met his demon.

At first, the presence of the demon utterly terrified him. He ran far away from House Ira to live alone for a while, still feeding the demon as he felt it sapping at his strength, but not fully giving in to its control. It didn't take time for that fear to erode in the feelings of power after he had fed. And soon, he was turning brother against brother, child against mother, friend against friend ... and loving it.

Aspect: I'm Gonna Have To Go With Wrath

What Shaped You?
Almost ten years after his first kill, DeMarcus began to sicken of the life he had carved for himself with House Ira. He never had a chance to be much in the way of leadership in the House, such as there was any and anything else he turned his hand to ended in war and death - that by his own choice. His mood sank into a deep depression and, in his fugue, he neglected his hunger, except when it was near impossible for him to move.

It was in this state that he stumbled into the doors of a 'new' theatre and sat down to watch an old horror movie. And then he experienced fear as he'd never had before. It seemed to roll in waves across the theatre and the monster on screen took on the visage of his demon, jibing the heroine to rash acts and horrible choices, while DeMarcus broke out in a cold sweat. Even with his heightened anxiety, he still sat through the movie, then immediately went up and introduced himself to the manager - and saw that he had walked in to the Conclave of the Kane.

In a split second, he knew what he wanted to do. Bowing low, he asked permission to leave House Ira and pledge himself to the Way of the Kane - a way of being a monster, but chaining that monster to his own ends and what his conscience could live with. Derrial took him in with open arms and that's when he became DeMarcus Kane, the seeker of peace, even if it's for other people.

Aspect: The Way of Kane

First Novel: Babes, Bullets & Blacktop
When DeMarcus takes a job as bodyguard for a visiting fae dignitary, little does he know he'll be protecting her from an old leader from his past. Will he be able to stand against the combined powers of House Ira, or will wrath itself consume him?

Zaphiel knows that he must some how repay DeMarcus for his help in the street way, so he joins forces with him to protect the fae dignitary. With their powers combined, nothing can stand in their way. So, Zaphiel handily deals with the first maneuver of the Ira problem with a flick of a sword of fire, but the fae dignitary indicates disapproval of the pair's direct approach.

After the attack of the fey lady's assassin, Zaphiel and DeMarcus were left with severe injuries and poison-filled veins. This would have been a serious problem, had Dr Isaac Hall not happened to walk by. The incredible luck involved in his appearance resembled divine intervention, actually. Anyway, Dr Hall stitched them back up and cleaned their blood with a potent magical antitoxin that he just happened to have in his pocket. In return for his help, Dr Hall demanded that Zaphiel and DeMarcus explain their adventures to him. They did so, and Dr Hall was so intrigued by their story that he spent the next few hours following them around in hopes of seeing more. As it happened, his decision to follow them was a very good one for everyone involved...but that's another story.

Aspect: Adelaide's Chosen Prey

Guest Star: Street War
When Zaphiel's job gets him involved in a lycanthrope street war, his brethren offer him an easy way out-coming back to heaven. But will Zaphiel stay strong and end the street war on his own, or heed the call of heaven?

Who says Zaphiel has to do anything on his own when he's got the power of a Kane Conclave vampire at his back? Demarcus backs his partner's play in the street war, but it seems that these spirits of rage are being stirred up by something more than territory battles.

Aspect: Zaphiel's Best Badass Buddy

Guest Star Redux: Ballroom Blitz

A rogue Red Court Vampire has set her sights on an obscure indie music festival in Duluth. Zaphiel Lorenzo and DeMarcus Kane (having been clued in anonymously by a rival group of Red Court Vampires who would prefer not to attract attention) integrate themselves into the security team. When the vampire makes her move against an obscure musician named Lukas, Zaphiel and DeMarcus find the target anything but helpless as he summons musical magic before entering the fray with a roar and a berzerker rage. Together they drive the vampiress away, but fail to destroy her. The duo learn that Lukas is in demand by numerous supernatural elements for his musical abilities, and despite his aversion to getting involved, easily recognize that he has that rare blend of confidence and deathwish which makes him a fellow spirit.

Aspect: Backup is Deadly

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

Stunts [-2]

Take the Hit - When DeMarcus' block against attacks against a certain target is overcome, he may take stress equal to the number of shifts the block was overcome by to have it remain, effectively taking the hit himself. For example, is there is a Good (+3) block in effect and the attack is a Superb (+5) attack, DeMarcus can take 2 stress (or a mild physical consequence) for the block to remain in effect.

He also gains one additional mild physical consequence that can only be used for this purpose.

Bodyguard's Block - When using Athletics to block an attack against targets, it may be rolled at +2. If DeMarcus is protecting only a single target, the bonus increases to a +3. DeMarcus may also spend shifts in duration with Athletics blocks, as with magical blocks.

Powers [-5]
Emotional Vampire [-1]
Human Guise [+0]
Incite Emotion (Touch Only): Wrath [-1]

Feeding Dependency: Wrath [+1] which affects the following abilities:
Inhuman Recovery [-2]
- The Catch: True Peace  [+0]
Inhuman Speed [-2]

Stress
Mental: OOO
Physical: OOOO, +2 Mild Consequence
Social: OOO
Hunger: OOOO

Noteworthy Inventory
Bulletproof Vest: Armor:1
Telescoping Baton: Weapon:2
Glock 9mm: Weapon:2
Chevy Lumina: It's a car. Easily holds five people. Modified to have Armor:3.

Adjusted Refresh: 3
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on July 16, 2011, 04:15:15 AM
Dr. Isaac Hall (Submerged)

High Concept: Mad Scientist With Wizard Bits
Trouble Aspect: FOR SCIENCE!
Other Aspects: Hristo's A Pretty Cool Guy, I Wish I Was A Wizard, Hennepin County's Eccentric Genius, I Literally Died To Get This Eye, My Favourite Guinea Pigs
Skills:
Superb: Lore, Scholarship
Great: Discipline, Craftsmanship
Good: Conviction, Investigation
Fair: Resources, Contacts, Alertness
Average: Fists, Endurance, Presence, Rapport, Intimidation
Stunts:
Organ Transplant Surgeon (Scholarship): +1 to Scholarship concerning surgery, +2 to Scholarship concerning organ transplants.
Powers:
Thaumaturgy [-3]
Refinement [-1]
Semi-Item Of Power (Wizard's Eyeball) [+0]
The Sight [-1]
Soulgaze [-0]
Living Dead [-1]
Magic:
Thaumaturgy: +1 crafting power, +1 crafting frequency
Enchanted Items: Lab Coat (Block 6 against attack twice/session, armour 3 twice/session), Blasting Rod (Weapon 6 attack with two zones of range twice/session), 3 potion slots (power 6, two uses)
Total Refresh Cost:
-7
Refresh Total:
3

Background: I Wish I Was A Wizard.

Isaac Hall was raised by Samuel Hall, his father and a wizard of the white council. Samuel Hall was fascinated by the interaction between magic, technology, and science. He passed that fascination onto his son, but he couldn't pass on his magical powers. Isaac never managed anything more than a bit of crafting. He tried and tried, but he didn't have the talent. This was very tough for him, especially since he knew the theory of magic inside and out.

Rising Conflict: Hennepin County's Eccentric Genius

After realizing that he had no real chance of becoming a wizard, Isaac decided to attend university and then medical school. That's what smart kids do, after all. At university, people thought that he was incredibly weird. Probably because his home-schooling gave him little idea of how to interact with mortals. Now he could have tried to fit in. But instead, he played up his own weirdness and created a mad scientist persona for himself. Because he was very very very smart, people accepted this. After all, geniuses are never really crazy: they're just eccentric. Anyway, he passed with fantastic marks and quickly got a job at [Local Hospital]. He's been there for over a decade now, and he's acquired a great deal of respect there for his skill.

First Adventure: Hristo's A Pretty Cool Guy

Dr. Hall didn't do much magic for a while after getting a job at [Local Hospital]. There were too many other things to occupy his curiosity. But one day, a stange man named Hristo came to the hospital looking for a bit of discreet medical help with a secret project. Dr. Hall agreed to help him when nobody else would, mostly to satisfy his own curiosity about Hristo's project. He was rewarded by a glimpse of something amazing: the creation of human/supernatural hybrids. This project seized Isaac's interest, and his association with Hristo blossomed into a full partnership. Isaac was a magically-aware doctor with a special skill for organ transplants, which made him ideal for Hristo's purposes. It should be noted that Isaac doesn't know Hristo as well as he thinks he does. If he did, he's be horrified.

Starring In An Eye For An Eye, with guest appearances from Lukas Grimm and Erik Vander: I Literally Died To Get This Eye.

Not long after Hristo and Isaac began their collaboration, Samuel Hall died. This made Isaac very sad, but Hristo showed him that there was a silver lining: he could implant his father's body parts into himself and in doing so inherit his powers. The family connection would ensure that the implantation went well, and something of Samuel would live on through his son.

The fact that Isaac took this as consolation says a lot about him.

Anyway, getting parts of Samuel's body without pissing off his Warden friends would not be easy. Hristo contacted Erik Vander for help in planning a daring heist. And surprisingly, it worked. They got Samuel's entire body out of there and replaced with a glamour, and no-one noticed. (Except for one janitor who was easily bamboozled into believing that he had hallucinated the whole thing.)

Unfortunately, it turned out that Samuel wasn't as alright with this as Isaac had expected. His ghost came back for revenge. Fortunately, Erik Vander knew someone who could calm him down with magic music. That someone was Lukas Grimm. Lukas did his part, and Samuel calmed down enough for a tearful and moving and tremendously awkward conversation with his son. At the end of it, Samuel agreed to have his eye placed into his son's head. Truth is, Samuel was always a lot like his son. He could never resist a crazy experiment.

The transplantation procedure went very well, until Lukas Grimm's stalker burst onto the scene with a demand that he marry her. He responded by asking "Have we met?".

That was not the right thing to say. She had a minor breakdown, and during it she knocked over some rather important life support gear. Isaac died on the operating table.

But for some reason, it didn't stick. Isaac only half-died. His pulse stopped, his breath disappeared...and he kept moving. He found that absolutely fascinating, and so he went on to perform a great number of experiments upon his own body.

Samuel's ghost passed about a week later, quite happily. Lukas's fan got mental help. Erik pocketed a large sum of money, courtesy of Isaac's inheritance. Lukas earned another crazy story to tell, as if he didn't already have enough. Isaac got The Sight and full Thaumaturgy. And Hristo learned a lot about how he could refine his methods.

Guest Starring In Babes, Bullets, And Blacktop, with Zaphiel Lorenzo and DeMarcus Kane: My Favourite Guinea Pigs.

After the attack of the fey lady's assassin, Zaphiel and DeMarcus were left with severe injuries and poison-filled veins. This would have been a serious problem, had Dr Isaac Hall not happened to walk by. The incredible luck involved in his appearance resembled divine intervention, actually. Anyway, Dr Hall stitched them back up and cleaned their blood with a potent magical antitoxin that he just happened to have in his pocket. In return for his help, Dr Hall demanded that Zaphiel and DeMarcus explain their adventures to him. They did so, and Dr Hall was so intrigued by their story that he spent the next few hours following them around in hopes of seeing more. As it happened, his decision to follow them was a very good one for everyone involved...but that's another story.

Guest Starring In Ray Of Sunshine with Ray Rojas and Zaphiel Lorenzo: My Favourite Guinea Pigs.

Ray Rojas had a problem. He needed to destroy a scourge of Mexican Black Court Vampires in order to save some children, but he knew that to fight them alone would be suicidal. So he contacted a fellow named Zaphiel Lorenzo to help him out. With Zaphiel at his back, he felt good about his chances. He declared his preparations complete and booked a flight to Mexico.

Just before they left, Ray and Zaphiel got to talking about Ray's lack of decent weaponry. Zaphiel mentioned that he knew a guy who could help, and that that guy's name was Isaac Hall. So they payed the doctor a visit, and were rewarded with a sword of crystallized flame. But there was a catch: Isaac insisted that he be allowed to accompany the two warriors, to see his masterpiece in action. Reluctantly, they agreed.
Title: Human Prince of Faerie Example
Post by: Arcane on July 22, 2011, 04:29:53 AM
Originally from the Human Prince of Faerie (http://www.jimbutcheronline.com/bb/index.php/topic,27073.0.html) thread

Peter Walker (Feet In The Water)
High Concept:  "Teen Prince of The Neighborhood Pixies"
Trouble: "My Secret Life"
Other Aspects: "Parents' Pride And Joy," "Channeling The Inner Hero," "My Complex Love Life," "A Faerie Tale Education," "A Knack For Bargains"

Skills:
Good (+3): Conviction, Fists, Presence
Fair (+2): Discipline, Rapport, Scholarship
Average (+1): Alertness, Deceit, Empathy, Endurance, Lore

Stress:
Mental: OOOO
Physical: OOO
Social: OOOO

Powers:
Faerie Crown [Item of Power]
     One Time Discount [+2]
     Indestructible [+0]
     Glamours [-2]
     Light Source (See Pixie entry, page 48 of Our World) [-0]
     Supenatural Recovery [-4]
     The Catch: Cold Iron [Easily Accessible +2; Specific Research Material Necessary (not everyone is aware humans can become Princes of Faerie) +1]

Final Cost [-1]

Stunts:
Footwork
Martial Artist
Armed Arts: Gun (Staff)  (http://en.wikipedia.org/wiki/Gun_(staff)) and Dao (Sword) (http://en.wikipedia.org/wiki/Dao_(sword))  (Note that Dao training can be applied to similarly sized objects (http://en.wikipedia.org/wiki/Dao_(sword)#Recent_history) such as canes or baseball bats)
Redirected Force

Refresh: 1

High Concept: "Teen Prince Of The Neighborhood Pixies"
Peter is an ordinary teenage kid who just happens to be Crown Prince of a tribe of pixies which has settled in his part of town.  Which means not only does he get to deal with all the normal things in a teenager's existence, good and bad, but all the rights, privileges and responsibilities of being the leader to a group of faeries on top of that.  Talk about a full plate!
Invoke: as a bonus to any activities related to fufilling his Princely duties, as a bonus to anything done being done in the capacity of an ordinary teenager, for effect to have his subjects do something significantly onerous or dangerous for him
Compel: to have Peter's responsibilities as Prince complicate his life; to have typical teen limitations and concerns complicate Peter's activities or involvement with supernatural matters.

Trouble: "My Secret Life"
There are a lot of people in Peter's life who are clueless about the supernatural in general, let alone Peter's Princedom.  Teachers, friends, classmates, and most importantly, his parents.  Peter would like to keep it that way to avoid freaking them out.  Unfortunately, keeping the supernatural side of the world from being discovered is a lot harder when your involved with it in a major way.  Luckily, he can get help from his sister Lucy and his best friend since kindergarten Jane to protect the clueless people in his life from the truth.
Invoke: as a bonus when trying to hide or explain away supernatural creatures or incidents to the clueless, as a bonus to attempts to convince supernatural beings to cooperate with attempts to keeping the supernatural secret
Compel: to have supernatural beings visit or incidents occur while there's a chance that a clueless person in Peter's life could potentially notice

Background: "Parents' Pride And Joy"
The elder of two children, Peter is the son of Frank and Janet Walker.  His father is a senior surveyor and civil engineer for the city, while his mother is a Park Ranger.  His sister Kate is two years younger than him.  Growing up, he's always been supported and encouraged by his parents to achieve both at academics and extracurricular activities.  And it's paid off.  Peter has excelled academically, regularly placing on the honor roll.  And when movies got Peter interested in learning kung fu, his parents sprung for lessons from the best instructors in the city, and proudly display the trophies he's won in various regional competitions. 

Despite all their attention and indulgences, Frank and Janet set fair but firm rules that they expected Peter to follow.  This positive encourgement coupled with an adequate discipline shaped Peter to be a good kid.  This of course was another source of pride for his parents.  While other parents had problem children who got into various kinds of trouble their son was a good kid.  Of course, being a good kid, Peter feels obligated to live up to his parents opinions and expectations and avoid doing things that would disappoint them.
Invoke: as a bonus to social interaction with his parents; for effect to declare that he has something due to it being provided by his parents.
Compel: to have Peter do something in order to live up to his parent's expectations or to avoid disappointing them.

Rising Conflict: "Channeling The Inner Hero"
It seemed for a time that Peter Walker was going to have a nice but ordinary life.  Then came the summer he first met the pixies.  It started one day when he was sitting out on the deck eating pizza.  He had gone back inside just for a second to get a drink and when he came back outside there was a tiny, winged figure munching on the slice on his plate.  She quickly noticed his return and flitted away rapidly.

At first Peter just wanted to brush off the experience as an overactive imagination, but then curiosity got the better of him.  He began leaving a piece of pizza out every night, only to find the next morning it was entirely gone.  After a few nights, he decided to stay up and wait.  His patience was rewarded by the sight of several of the winged figures flying up to feast on the pizza he had left for them.  He went out to get a closer look at them, and while most flew away quickly this time one decided to stay when he asked.  That night an arrangement was forged in which the pixies would stay and answer questions in return for pizza.

The rest of the summer he would out with the pixies, sharing pizza with them and learning about Faerie and other aspects of the supernatural world.  Peter and the pixies became friends, and he ended up helping their community in other ways.  Then one day, a week or so before the beginning of the school year, terror came to the neighborhood pixie tribe in the form of a young malk.  The faerie predator had stumbled upon the tribe and became determined to hunt them all down and eat them. 

When Peter heard about this he knew he could not let that happen to his friends.  Giving the pixies sanctuary in his room, he went out with his bo staff to try to convince the malk to leave.  But the malk, unwilling to give up his prey, could not be persuaded to go.  It in fact threatened to add Peter to that category if he did not invite him inside and let him hunt. 

Realizing the only way to insure the long term safety of his friends was to fight, Peter attacked the malk despite how dangerous he knew it was.  It was a tough, and vicious fight, but in the end Peter triumphed thanks to his determination and training.  Grateful for Peter's defense of them and impressed with his willingness to risk life and limb on their behalf, the pixie tribe decided to make him their Crown Prince.  And thus began the next, stranger and more exciting chapter in Peter's life.
Invoke: as a bonus anytime Peter is doing something difficult or dangerous for the sake of another, as a bonus to social interaction with anyone aware of his heroic deeds.
Compel: to have a circumstance or event arise in which Peter will have to act in a heroic manner to prevent others from being hurt.

First Story - Save Me A Dance: "My Complex Love Life"
So the school is throwing a dance and Peter's trying to figure out who to take.  He has a crush on this girl named Georgia in is home room, but he's not even sure she knows he exists.  Then there's Jane, who suggested they be each other's back-up "safety dates" in case they couldn't get real ones, but he's not exactly sure how he feels about that.  Of course, being a Prince of Faerie, Peter's girl problems do not stay confined to the safe and mundane.  It seems Aiela, a young nymph, has her heart set on a having the True Love of a Prince and has set her sights on him, going so far as to adopt the identiy of a human girl and start attending his high school in pursuit of him.  Oh, and then there's the fact that Peter's subjects have decided to help their Prince get the girl, only they're divided as to which girl is the right one and have split into different "teams," each trying to make sure that Peter ends up with their choice for best match.
Invoke: as a bonus to social interaction with potential romantic interests, as a bonus to anything done to help or protect a potential romantic interest.
Compel: to have a potential love interest complicate his life in some way, to have his pixie subjects complicate his life with well-meaning "help" in regards to his love life.

Guest Star Spot - Insert Story From Fellow Party Member Here: "A Faerie Tale Education"
Peter has learned most of what he knows about the supernatural from his subjects.  Which has its advantages and disadvantages.  Any story that one ties this aspect to should have those things be a factor in Peter's involvement.
Invoke: as a bonus to Lore rolls for matters pertaining to faerie, as a bonus to social interaction with faeries thanks to tutoring on faerie ettiquette and culture, as a bonus to Contact rolls involving faeries or people tied to faeries in some way, for effect to declare a fact or circumstance that would derive from knowledge of Faerie
Compel: have knowledge or attitudes about beings, organizations, or prominenent individuals in the Supernatural World influenced by the perspectives and biases held by his subjects

Guest Star Spot Redux - Insert Story From Fellow Party Member Here: "A Knack For Bargains"
One thing one picks up early when dealing with Faerie is the importance the place on bargains.  Peter has learned that lesson well, and is very careful when it comes to making them.  Any story that one ties to this aspect should have a bargain or bargaining be a factor in Peter's involvement
Invoke: as a bonus to convince someone to make a bargain, to negotiate favorable terms for a bargain, to assess any loopholes that can be found in a bargain; for effect to declare that Peter is calling upon the terms of a past bargain for something.
Compel: when the terms of a bargain that Peter has made complicates a situation he is in.


Title: Re: Spare Character Concepts
Post by: ways and means on July 27, 2011, 04:02:11 PM
Simon Smith
High Concept:  Possessed NEET underachiever
Trouble: Sharing my head with a Dead Angel

Aspect: Graduate of the School of Hard Knocks, Personality Bleed, Memories of Eternity, Borrowed Weapons

Skills:
5: Guns, Athletics
4: Lore, Scholarship
3: Endurance, Discipline
2: Conviction, Presence, Empathy
1: Deceit, Weapons, Fists, Survival, Contacts

Stunts:
Guns Akimbo- You can add half your second weapon rating (rounded up) to your first
Demolitions Expert: +1 accuracy with rocket launchers and grenades.

Powers:
Inhuman Strength [-2]
Supernatural Toughness [-4]
[Catch of Innocents +3]
Inhuman Speed [-2]

Burning Brands [-2]
Pair of Rocket Launchers, Weapon 5 each

Obvious Item of Power +2
Shape Changer – Can transform into a pair of prayer beads with a supplemental action [-1]
Infinite Ammo [-1] Can be shot as many times as wanted without be re-loading
Magical Disruption [-1] the weapon when fired as well damaging everything in the area gives the area the aspect Magical Disruption
Protection of Innocence [+0] this weapon cannot affect normal humans not tainted by magic
True Aim [-1]

Total Refresh [1]


Title: Re: Spare Character Concepts
Post by: Sanctaphrax on July 29, 2011, 05:21:45 AM
Is this someone I should have heard of?
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on July 29, 2011, 05:24:34 AM
And here's BumblingBear's character from Terror In The Twin Cities.

Raphiel "Ray" Rojas 

Ray Rojas was raised to believe that he is the son of an angel.  In reality, he is the offspring of one of the Fallen.  Ray's life can be complicated especially of late.  It's not easy trying to be a hero when half of who you are genetically is screaming for you to be the exact opposite.

Description:

Raphiel is about 5'6", and almost as wide as he is tall.  He is very, very thick and well muscled.  His eyes spark with a barely-controlled inner fire, and when he takes on his true form, wings of shadow rise up behind him, filling the room or obscuring the sky.

He keeps a number of knives on his person.  Of note is a ceramic boot knife (weapon:1) that he always has on him.  He likes throwing spikes and javelins, but is pragmatic enough to know when not to carry big weapons around.  He always has at least a few knives on him, though.

His weapon of choice is a large, solid steel Pudao.  Much too heavy to be used by a vanilla mortal, it is large, sturdy, and well tempered enough to tear through a car. 

"La Noche" A solid steel Pudao.  Weighs approximately 20 lbs.  Weapon: 4

Ray is partial to wearing snazzy trenchcoats and likes to carry a steel cane made from pipe fittings.


High Concept: Half Demon Vigilante 
Trouble: Demonic Urges
Other Aspects: Heroic Self Image; Bathed in Hellfire; Dedicated Pragmatist; Lend a Hand; He who dies with the most toys...

Skills:
Superb (+5): Weapons, Intimidation
Great (+4): Athletics, Discipline
Good (+3): Endurance, Conviction
Fair (+2): Presence, Might, Alertness
Average (+1): Scholarship, Fists, Guns, Lore, Rapport, Investigation

Stress Track:
Physical: [ ] [ ] [ ] [ ] ([ ] [ ] [ ] [ ])
Mental:   [ ] [ ] [ ] [ ]
Social:    [ ] [ ] [ ]

Stunts:
None

Powers:
(0)    Demonic constitution
(-0)   Human Guise
(-1)   Marked By Power
(-4)   Supernatural Toughness
(+3)   Catch: Holy
(-1)   Wings
(-2)   Inhuman strength
(-1)   Demonic warrior.  +1 to "weapons" for all edged weapons.
(-2)   Wings of Night.  Raphael may use his wings to block with the weapons skill while enjoying a +2 bonus.
(-1)   Hellfire Aura.  Raphiel may increase the weapon rating of his weapons by two by filling in one mental stress box, this lasts for a number of exchanges equal to the value of the stress box he's filled in. Increase the bonus to +3 if in proximity to another source of hellfire or demonic energy.  While imbued in this way, weapons may meet the catch of "fire" or "unholy".

Refresh Spent: -9
Total  Remaining:+1

Stress Track:
Physical:
Mental:
Social:


Background:
High Concept: Half Demon Vigilante
Raphiel wants to do the right thing and feels a burning anger whenever he sees evidence of supernatural creatures preying on mortals.  However, he himself is part monster and he doesn't even know it.
Invoke: His reputation is pretty scary; anything involving his upbringing and his martial training; his desire to do the "right" thing
Compel: Distrust from other members of the supernatural based on his aura; may feel empathy for evil; he may be recognized for what he is or even approached by a Fallen Angel or a Nicklehead; may want to do something heroic a lot differently than other heroes

Trouble Concept: Demonic Urges
Half of Ray's DNA is demon - the real thing.  Whether his mother knows about this is unknown, but unlikely.  Chances are that she really believes he is half angel as well.  Unfortunately for Ray, he has been fighting demonic urges his whole life and only a fairly good sense of self confidence and a high discipline has allowed him to ignore most of them.
Invoke: When doing something bad or naughty, to be more frightening, rare insights into the minds of criminals or killers, to rend or tear, to ingratiate himself with monsters
Compel: Pretty much anything considered "bad" or destructive.  Some examples would be stealing, destroying things, killing things, destroying a fallen enemy instead of gathering intel, preferring to target an unarmed adversary, poisoning a family pet, etc.  Anything psychotic, crazy, or loony.  The urge to fight in a chicken suit might even be an urge depending on who Ray's bio father was.

Background Aspect:"Heroic self image"
Raphiel was born on the west coast.  His mother, a second generation Mexican American, always told him that his father was an angel of the Lord, and that he was destined for great things.  He was brought to church, he was taught a strong moral code, and throughout his life, he always attributed the strange reactions animals and some other people had to him to be his angelic heritage.
After being almost nearly full grown, Raphiel felt his blood stir, and began learning how to fight.  He found that killing came very easy for him, and although he was talented in all forms of combat, melee combat was the most satisfying.
Invoke:  Ray's self image is iron clad.  Could be used for combat; for social combat; to resist mental attacks or revelation of his true nature; to convince people he is a hero... This aspect reflects his training too so it could apply to weapons.
Compel: Really stupid actions that could be heroics, or going about it a terrible way; not admitting fault or being aware that he is doing anything wrong; not backing down when he should; feeling above the law and better than others

Rising Conflict:"Bathed in Hellfire"
Once Ray was old enough to start his own life, he discovered that he could make money from his natural talent with weapons.  He traveled the country, teaching martial arts classes or helping with manual labor to pay the bills.
During this time of travel, he discovered that he not only had a knack for killing and weapons, but also for convincing other people to do what he wanted them to do.  He figured that it was more of his angelic background, and always took pleasure from angels saying "Be not afraid" in the Bible.
Ray would sometimes wonder about the strange urges he would get to destroy things, burn things down, kill innocent people or animals, and even pee on graves.  He chalked it down to his hormones being stronger than most because of his supernatural genes.
Right before his travels ended and he wound up in the Twin Cities, Ray encountered a minor warlock with access to hellfire.  Ray felt invigorated near it and felt more powerful than ever before.  After the warlock was dead and Ray had some time to reflect, he decided that his special power was to fight the minions of hell, and he must naturally get a power boost from On High in order to do so.
Invoke: Combat related skills; breaking or tearing; intimidation; fighting holy or unholy enemies; mental and social toughness
Compel: Self Delusions; unintentionally frighten people; attracted to violence (violence magnet); wrong place at the wrong time; may change into true form while stressed

First Story:  "Dedicated Pragmatist"
On his adventures and his missions to protect the innocent and after he got the the Twin Cities, Raphiel had to make hard choices.  He became fascinated with the idea of the Greater Good, and one night he had the opportunity to save a family of 4 from a burning building, or a little girl in another apartment.  Raphiel chose to save the family of four, and was surprised when he was asked if the decision was difficult for him.  He responded that 4 vs. 1 is simple math.  He is also not above justifying nefarious actions for the greater good.
He also believes in logic above emotion. 
On one particular mission, Ray broke into a Black Court Vampire nest to save missing children in Mexico.  The back of the building he was in was large, so he searched for some time, eventually hearing the sound of a child crying.  He had deduced that the monster was down one hallway, hiding in a place that was impossible to escape from.  Ray had brought a jar and a pump in case the vampire turned to gas to escape.  However, Ray ended up going the opposite direction to find the screaming child.
What he found was a recording on a loop from speakers and an ipod.
After backtracking to where he had been before, he discovered that the vampire had escaped, and all the children were dead, killed out of spite.
After this experience, Raphiel vowed to never let his heart and concern guide his actions again.
Invoke: To do what needs to be done; mental and social defenses; anything vs BCVs (hates them)
Compel: Can be downright evil to do what he feels needs to be done, could be at odds with the group over how things are done; believes in the greater good - civilians can die; group conflict; dedicated to the greater good; despises BCVs

Story Aspect 1: "Lend a hand"
Guest Star: Liquid Courage. (Lukas Grimm)
Description: Concerned about rumors of a Black Court presence in an abandoned house somewhere in Minnesota, Raphiel Rojas hits a local bar to sort out his thoughts. He fell in with bored rock singer Lukas, and recognizing that the seemingly shallow singer concealed significant supernatural power, confided his misgivings about the upcoming raid: Black Court Vampires always had Renfields, and killing them caused Raphiel great sorrow. Lukas, in a move later attributed alternately to drunkenness or boredom, agreed to help this kindred tortured spirit. Although they did not find the rumored vampire, they found evidence of its recent occupancy: a mind-shattered Renfield on the verge of complete breakdown. Raphiel and Lukas did the only humane thing possible and put the wrecked human being out of its misery.
Invoke:  Emboldened by allies; more confident around allies; may seek out an ally; bonus to social skills with strangers, strangers can take an immediate liking to him
Compel: Gives too much away to a stranger; ask for help too easily; not want to go alone to do something; want strength in numbers; too trusting and/or naive

Story Aspect 2: "He who dies with the most toys..."
Guest Star: Ray of Sunshine. (Isaac Hall) and (Zaphiel Lorenzo)
Ray Rojas had a problem. He needed to destroy a scourge of Mexican Black Court Vampires in order to save some children, but he knew that to fight them alone would be suicidal. So he contacted a fellow named Zaphiel Lorenzo to help him out. With Zaphiel at his back, he felt good about his chances. He declared his preparations complete and booked a flight to Mexico.
Just before they left, Ray and Zaphiel got to talking about Ray's lack of decent weaponry. Zaphiel mentioned that he knew a guy who could help, and that that guy's name was Isaac Hall. So they payed the doctor a visit, and were rewarded with a sword of crystallized flame. But there was a catch: Isaac insisted that he be allowed to accompany the two warriors, to see his masterpiece in action. Reluctantly, they agreed.
Invoke:  Concerning weapons, gear, possessions, etc; assessments or declarations about gear etc; knows people dealing in gear
Compel:  Obsessed with weapons and new gear; will make deals for powerful weapons; bigger and better weapons are high on his priority list; likes flashy weapons and impressing people with them; will put himself in harms way to find stuff/gear/weapons; will ask questions about someone else's weapons or go off on tangents about weapon knowledge, may put a mission on hold for a shiny new toy
Title: Re: Spare Character Concepts
Post by: admiralducksauce on August 05, 2011, 07:51:30 PM
Some NPCs that showed up in my Highway to Hell game.  The warlock is definitely meant to be an enemy, while the agents could be potential allies or antagonists as needed.

Sanctaphrax mentioned the warlock might need additional Lawbreaker ratings.  That may be true.  Adjust accordingly.

Fugitive Afghan Warlock
Aspects:
Escaped Afghan Warlock
Out of Place
Keeper of Forbidden Wisdom
BLACKBOX Wants Me For Their Own
I Can Kill You With My Brain
Lesser Men's Minds Are My Plaything
Must Destroy What I Cannot Control
Skills:
Discipline, Conviction    Great
Lore, Athletics, Endurance    Good
Guns, Deceit, Empathy, Rapport    Fair
Survival, Presence, Alertness, Intimidation, Stealth    Average
Stunts/Powers:
Channeling (spirit)    -2
Foci: +1 offensive power, +1 offensive control
Ritual (spirit)    -2
Foci: +2 Discipline control
Lawbreaker (1st)    -1
Lawbreaker (3rd)    -1
Lawbreaker (4th)    -1
Refresh: -7

Major Jeffrey Flynn
Aspects:
Man Who Stares At Goats
Crackpot "Jedi"
Thought Stargate Project Was Reputable
Unerring Predictions That Nobody Believes
Grand Unified Theory of the Supernatural
The Dude Abides
Nothing to Lose
Skills:
Discipline, Lore    Great
Investigation, Alertness, Scholarship    Good
Rapport, Contacts, Athletics    Fair
Conviction, Presence, Driving, Guns, Endurance    Average
Stunts/Powers:
Twitchy 3rd Eye: +2 Lore for Arcane Senses
Cassandra's Tears    0
Psychometry    -1
Ritual (spirit)    -2
Ritual Foci: +2 no-prep Lore
Refresh: -4

Agent Dana Fox
Aspects:
BLACKBOX Field Agent
Perpetual Shit Detail
GI Jane
Too Honest For Black Ops
Occam's - or Bauer's - Razor
Seen Shit That'd Turn You White
Skills:
Guns, Weapons    Great
Conviction, Empathy    Good
Driving, Discipline, Alertness    Fair
Endurance, Contacts, Athletics, Investigation, Lore    Average
Stunts/Powers:
Anything Goes: Never suffer complications from lack of proper weaponry
That Ain't a Knife: Use Weapons instead of Intimidation; must be armed obviously
Shot On The Run: Use Guns to defend against physical attacks
Occultist: Wizards (Mentalists):  Choose one type of supernatural (vampires or demons or wizards); gain +1 Lore when dealing with that subset.  Choose a more specialized focus within that category for an additional +1 (Red Court, Denarians, Wardens)
Resilient Self-Image: You may take 2 additional mild mental consequences (this might be OP, maybe just one.  YMMV)
Tower of Faith: Armor:1 against mental or social stress
Refresh: -6

Agent Patrick Roberts
Aspects:
BLACKBOX Field Agent
In the Basement
Former Marine
Both Sides of the Conspiracy
Knowledge is Power
He Who Fights Monsters
The System Isn't Perfect But It Works
Skills:
Fists, Deceit    Great
Might, Discipline    Good
Driving, Investigation, Alertness    Fair
Endurance, Presence, Conviction, Guns, Burglary    Average
Stunts/Powers:
Wrestler:  +1 Might when maintaining a grapple
Footwork: Use Fists to dodge instead of Athletics
Takes One to Know One: Use Deceit instead of Empathy to catch someone in a lie
Martial Artist:  +1 to Fists knowledge rolls to asses or declare Aspects
Lethal Weapon: Unarmed attacks are Weapon:2, Weapon:1 against Armor:1.  No bonus against heavier Armor
Refresh: -5
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on August 07, 2011, 04:45:19 PM
Thank you, admiral.
Title: Re: Spare Character Concepts
Post by: admiralducksauce on August 08, 2011, 07:08:25 PM
These are the PCs for my Highway to Hell campaign.  Right now I've only got Clay up.  I'll edit the rest in as I get them.

Clayton Haycock James (http://images.eonline.com/eol_images/Entire_Site/20090602/293.kane.leverage.060209.jpg)
Aspects:
Marine Recon Biker
Wrecked as a Soldier
Fights Like an Engine
Been Through the Wringer
Knock Me Down But Never Out
Where Did You Come By That?
Renegade
Skills:
4: Endurance,Fists
3: Might, Alertness
2: Guns, Driving, Presence
1: Discipline, Athletics, Craftsmanship, Stealth, Investigation
Stunts:
No pain, no gain (+1 mild phys consequence)
No guts, no glory (+1 moderate phys consequence)
Thick Skinned (+1 phys stress)
Spell Resistant (+1 armor .vs. magic)
Tough as Nails (+1 armor .vs. physical blunt dmg)
Foot Work (fists for dodging)
Demoralizing stance (fists for Intimidate)
Refresh: -7

Scott Specter (http://images4.fanpop.com/image/photos/18400000/Ben-in-The-Mechanic-2011-trailer-ben-foster-18414508-900-375.jpg)
ASPECTS
High Concept: Mean Motherfucking Servant of God
Trouble: On a Mission from God
Driven by Redemption
Outlaws to the End
Path of the Righteous Ex-Con
Occult of Personality
By the Skin of My Teeth
SKILLS
Great (+4) Conviction, Discipline
Good (+3) Intimidation, Rapport
Fair (+2) Presence, Empathy, Driving
Average (+1) Lore, Weapons, Fists, Endurance, Guns, Athletics
STUNTS & POWERS
-1 The Sight (+ Soulgaze)
-2 Righteousness
-1 Holy Touch
-1 Devout Words
Refresh: -5
Title: Re: Spare Character Concepts
Post by: Llayne on August 08, 2011, 11:01:50 PM
(My fist character, he would have taken up the mantle of Autumn Knight eventually.)

Mallory Janus

High Concept: “Summer Half-Sidhe in King Autumn's Court”
Mallory has a hatred of the Summer Court for the way they treated him and his siblings. He bound himself to the Autumn Court to stay alive, and to free himself from Summer’s influence.
Invoke: on knowledge rolls about the fae
Compel: to have him do a task for Autumn, to have him act on his hatred of Summer.

Trouble: “Between a Rock and a Hard Place.”
Mallory has so many conflicting influences on his life that he spends a lot of time between a rock and a hard place… he practically lives there.
Invoke:  for help in dealing with bad situations
Compel: to put him in a situations where his influences are at odds.

Background:  Old Money Family
Aspect: “Spoiled rich kid in one world, red-headed step child in another.”
Dad (Alexander)  and Mom (Elizabeth) were constantly traveling, leaving me and my older brother (Blake) and my younger siblings (Donovan, Kennedy, Madison) at home with the nanny. Growing up we had the best of everything… schools, tutors, clothes. I was also tricked, pranked and bullied by the local Fae. I was forced to learn how to deal in both worlds and my siblings all became varying degrees of clued in.
Invoke: mental or social situations dealing with upper class mortals and lower class Fae.
Compel:  when dealing with Powerful fae or poor people.

Rising Conflict: Strings upon Strings 
Aspect: “I AM my brother’s keeper.”
Dad was pissed because I didn‘t go off to college right away.. Blake stopped believing in my ‘stories’ and we had a falling out and told Dad I was crazy. Dad cut me off unless I went to college and sent me to a shrink. I actually start opening up and telling my shrink everything… the first time I really told anybody about my situation. I started feeling better and more confident, but during my time at home the Fae became more and more interested in my family. Our huse was broken into by the fae and they held my younger siblings hostage… my worst fears come true. I embraced more of my fae heritage in order to save them.  I confronted my shrink afterward, the only other person who knew my fears,  and she turned out to be a Summer Sidhe. (Evelynn) In order to insulate my family from the Fae that that constantly seemed attracted to me, I finally relented and went to college like my dad wanted.
Invoke: when working to help out a sibling, or to a lesser extent changlings.
Compel: to get him too go out of his way and get caught up in things with his siblings or changelings.

Staring in: “Summer’s End” with Joseph Smith and James Mitchell
Aspect: “I'm Playing With The Big Boys Now."
When his own brother gets caught on the wrong side of a deal with the Fae, Mallory Janus is forced to take up Donovan’s bargain and rescue his brother’s changeling friends. But will he succeed when pitted against professional criminals, a winter bogart, a devious faerie princess,  a mysterious entity offering him power, his own slipping grip on humanity and a spirit from Native American folklore?
When Mallory runs into a crotchety goblin, Werewolf Joseph Smith steps in and picks up the trail… literally! After leading them to the criminals warehouse he takes on the human traffickers while Mallory and James slip past to the boss.
After feeling like he was being followed for the last couple of days, Mallory is finally arrested by Detective James Mitchell. Mal set’s the story straight and James is more than willing to help them rescue the changelings, even coming up with the plan to do it!  While Mallory goes after the spirit, James frees the changelings.
Invoke: To use his status as an underdog as an advantage, to surprise a more powerful opponent with his ability.
Compel: to put him up against overwhelming odds, to cause panic or despair when facing a powerful opponent.

Guest Staring in: “Lightning Vengeance” with Faraday Church and Joseph Smith
Aspect:  “Wit is my blade; sarcasm my shield.”
Faraday Church called upon Mallory Janus to seal off a Red Court Noble’s Nevernever escape. Mallory rallied the local Wyld Fae at dusk to help increase the strength of the binding and completed the 'thickening' ritual just as the Red Noble opened the portal to the Nevernever. The Noble had a small glimpse of freedom before the portal closed, and Faraday was on him.
Invoke: to use humor to his aid in social situations.
Compel: to have him crack a joke at the WRONG time or place.

Guest Starring in: “The Sanctity of Children” with this Tubal Cain and Faraday Church
Aspect: “Both the Player and the Played.”
Faraday Church asked Mallory to find out about some Red Court Vamps for his friend Tubal Cain. Mal hit up some of his contacts, sending information to the two Sorcerers as he got it. He attracted the attention of some Red Court Thralls but managed to turn the situation around, locating the Vamps Cain was after. He met Cain and Faraday at the location and helped them rescue the children. He took them to safety while Cain finished the job.
Invoke: to help him out when chatting up a hottie.
Compel: to have him think he’s working the girl, when the girl’s really working him.

Skills:
Superb (+5) Athletics
Great (+4) Contacts, Intimidation
Good (+3) Lore, Presence, Weapons
Fair (+2) Alertness, Empathy, Rapport, Stealth
Average (+1) Burglary, Conviction, Driving, Endurance, Investigation, Resources

Stress:
Physical OOO
Social OOOO
Mental OOO

Mortal Stunts:
I Know Just The Guy -1
Subtle Menace -1

Powers:
Woldwalker -2
Inhuman Speed -2
Inhuman Recovery -2
The Catch (Cold iron and the like) -3

Adjusted Refresh: 3

Items:
Jian  (http://bladefinder.com:50000/images/mms/ts_TS-TCS88G.jpg) Weapon 2 (cold iron, silver, holy)
Collapsible baton (http://www.crimehalter.com/images/320526t_l.jpg) Weapon 2 (cold iron)
http://www.pentagoncarsales.com/bmw/images/large/x5series_sports_activity_vehicle.jpgBMW X5 (http://)
2 Bedroom Apartment near UW

Description:
Mallory is of average height with a lean, wiry build. his skin seems to always be tanned, which is quite difficult in Seattle unless you're cheating. His eyes are moss green and his red hair is leaning more toward copper, appearing to have a metallic sheen in the right lighting. His features are angular and quite striking... a benefit of his Elf heritage. He dresses in nice clothes for the most part, although he has a battered old olive drab trench coat that he wears when he knows he's going to be up to no good.

Personality:
He is normally quite personable, with a natural charisma and an easy way with people. His persona is generally not dominating, but relaxed and care free. He likes to crack jokes, both at himself and others, and his jokes can be a defense mechanism when he's in a stressful situation. He generally seems to avoid conflict, but his easy going nature dissappears if he feels a threat looming, and his attitude and words become menacing. This act has gotten him out of more fights than he can count, but it has also backfired in spectatular fashion as well.

Although he still has a bad taste in his mouth from the way summer has treated him, he has generally come to like a lot of the fae and Changelings he's associated with over the past couple of years. This scares him a little bit... he knows he is walking a fine line between two worlds. His errands already have him dealing and making bargains like one of the fae at times, and the growing affinity he feels for some of his associates seems all the more forboding.

Facts and Notes:
1) The last time Mallory went home was for Christmas. His older brother Blake was an obnoxious ass as usual. His younger brother Donovan seemed withdrawn and distant, but Mallory didn't press because he had issues of his own going on at the time. His sisters Kennedy and Madison (both still in High School) were very into witch craft and the whole 'Goth' scene, which was not at all unusual for Seatte. He has been trying to keep tabs on them ever since, trying to keep them from running into any of the supernatural community.
2) Mallory's care was a High School graduation present from his parents. They said it was safe enough so he didn't kill himself, expensive enough so he wouldn't embarrass them, and bland enough (mettalic beige paint job) not to attract too much attention.
3) He doesn't know which one of his parents slept with a Fae, or if he replaced the 'real' Mallory Janus as an infant like some of the old stories say. Neither one of his mortal parents seems to have any clue about the para-normal. He doesn't know who his 'fae' parent is either, but his current guess is Evelynn, the Summer Sidhe that has been toying with him.
4) Mallory's hair was actually more of a strawberry blonde, but when he signed on with Autumn it became darker and took on it's present 'coppery' tone. His eyes went from topaz blue to moss green.
5) Mallory extrapolated the fact that he was half-Sidhe (elf) from his interactions with Waylen's bastard Changeling children. After meeting over a dozen he figures he'll be about 5 ft tall if he completely crosses over... maybe a little shorter.
6) He is attending UW and has just started Grad School. He is working toward an MBA, but is pretty much phoning it in and getting grades just good enough to pass. It keeps his father off his back, who in turn provides him with tuition, rent, insurance and a small monthly allowance.

Milestones:
Clouded Skies: Significant. Added Resources at Average. Moved Weapons to Good and Stealth to Fair. Changed "Autumn Who?" to "I'm Playing With The Big Boys Now."
Title: Re: Spare Character Concepts
Post by: Llayne on August 08, 2011, 11:12:51 PM
(My second character, although he's never been played. Still want to though. There's a lower refresh version floating around from a Neutral Grounds game)

Matthias Ulysses Turner
AKA: Matt, Matty, Mutt (derogatory)
High Aspect: “Wizardling of the White Council”
Trouble: “Teen Angst”
Other Aspects: “My Mom, the Apothecary” “I did my fieldwork in a lab” “Brave when I need to be... usually.” “Crystal, Gamer Girl and Secret Crush.” "It’s not OCD!”

Skills:
Superb: Lore, Conviction
Great: Discipline, Scholarship
Good: Performance, Craftsmanship
Fair: Empathy, Athletics
Average: Driving, Endurance.

Mortal Stunts and Powers:
Evocation (Spirit, Fire, Earth) -3
Thaumaturgy -3
The Sight -1
Soul gaze -0
Wizards Constitution -0

Specializations:
Evocation:
-Elements (Spirit, Fire, Earth)
-Control (Spirit +1)
Thaumaturgy
-Crafting (Strength +1)

Total Refresh Cost -7

Adjusted Refresh: 1

Focus Items:
-The One Ring: +1 control and power for Escal (1 focus slot)
-Folding Gandalf the White Staff: +1 Spirit offensive power and control (2 focus slots)
-Arwen's Evenstar Necklace: Alertness Great (+4) for 2 exchanges, 2 uses per session (1 enchanted item slot)
-Counter-spell Bracelet: Fantastic (+6) counter spell, 1 use per session (1 enchanted item slot)

Equipment:
-6 year old mountain bike
-large collection of various geeky items
-White Council robes and Blue Stole

Rotes:
Paur (Spirit, evocation, offensive, attack) Shifts 6 (tied to staff)
Escal(Spirit, evocation, defense, block/veil) Shifts 6 (tied to ring)
Glawar (Spirit, evocation, offense, maneuver) Shifts 6 "Blinded" (tied to staff)
Cam (Spirit, evocation, offensive, maneuver) Shifts 6 “Tripped”/”Disarmed”/etc  (tied to staff)
Ram (Spirit, evocation, defense, block/armor) 5 shifts

Stress:
Physical: OOO
Social: OO
Mental: OOOO +1 mild consequence

High Concept: Wizardling of the White Council
I’ve passed the wizard trials and been accorded full rights and responsibilities of a Wizard of the Council... sort of.
Invoke: to gain strength from the knowledge that I met all the requirements to become a wizard. To call for aid from the council.
Compel: Many believe I should not have been granted full wizard status. Many others treat me as little better than an apprentice. My voice carries little voice within the Council.

Trouble Aspect: “Teen Angst”
I’m 16, almost a man. I don’t need to be babied; I can take care of myself. I mean I can’t drive, vote, drink, or afford my own place, but yeah  I can take care of myself.
Invoke: to use the fact that I’m just a teenager to my advantage.
Compel: whenever the sucky parts of being a kid come into play. Curfew, school, etc…

Background:Just a normal, New Age childhood.
Aspect: “My Mom, the Apothecary”
My mom (Valerie) is the daughter of hippies, and a full fledge earth mother/new age eclectic herself. She has an apothecary shop in Old Town, so I was grew up around a lot of ‘odd’ people with ‘odd’ ideas. She sells a lot to tourists and the New Age/Goth kids in the area, but also serves as a general store/trading post for a lot of the minor practitioners as well. We live in Upper Fells Point, about a block away from Patterson Park. She has our basement locked and I’m never let down there. From the smell I think she might be brewing potions, but who knows  maybe she’s just growing a mutant strain of pot. I’ve smelled THAT coming from her room on more than on occasion.
Invoke: To use her contacts, to raid her store, for room and board, to get a ride.
Compel: She’s my mom for crying out loud, they cause all sorts of trouble.

Rising Conflict: My dorky dreams come true
Aspect: “I did my fieldwork in a lab”
I was forced into child labor at a young age  first stocking shelves at my mom’s shop, then running errands and making deliveries. It was on a delivery that I met my first real wizard. (Edmund Timmons) He saw that I had the potential to be a wizard, and after a very long talk with my mother (which I was not privy to) I became his apprentice. Well, one of them. I was 11 years old, and the other apprentice (Derek Jacobs) was 17. He was a complete dick. Picture a jock with magic powers and you get the general idea. He was the one who started calling me Mutt, although it spread through school pretty quickly. (god I hate that nickname. Do parents even think about the initials when they name there kids? At least my last name isn't Foster) He treated me like dirt, but luckily enough he became a full wizard a couple years later and went off on his own. Edmund was a good teacher, but was obsessive about keeping me from taking risks. (I think his talk with my mom had something to do with this.) All the magical learning I did was through books or a carefully controlled lab environment. What the heck did I care, I was doing MAGIC!
I was (am) admittedly a bit of a nerd, and not being able to get on the internet totally blew. I had a close knit group of friends (other nerds mostly) and we played Arcanos, read comic books, went to conventions...  all that good stuff. One of my friends was a bit of a juvenile delinquent. (Eddie) He got us into trouble some times, but it was okay, he raised our ‘cred’ in school.
Invoke: When dealing with the theory or knowledge of magic.
Compel: To cause difficulties when actually forced to do magic in stressful situations or distracting environments.

Starring in Shadow Magic with Joe Molino and Nick Grey.
Aspect: “Brave when I need to be... usually.”
My master was off on some Council business when rumors of thefts and attacks on practitioners started flowing around. (Working in my mom’s shop does have its advantages) I tried getting a hold of Edmund but it was no good. I tried calling Derek (who was a Warden now) but the prick just blew me off. I finally talked to my mom’s new sweetheart (who was a Sorcerer) who said he’d look into it. When a week went by and he didn’t get back to me I started investigating. (My mom and her boyfriend caught me coming back the first night so I was grounded and forced to sneak out afterward) By poking my nose around town I found out:
     A. that Goblins are bullies (don’t’ ask)
     B. that Goblins are afraid of Joe Molino (you rock Joe!)
     C. that the thefts and attacks were made by shade-like things from the Nevernever, and
     D. my mom’s boyfriend was the Summoner calling forth the shades.
I snuck in and destroyed the shades, but was captured by the Summoner right afterward. Edmund showed up to rescue me but the Sorcerer killed him. (while I sat frozen in fear) The Sorcerer brought my mom down to his lair to sacrifice her (cliché  right? I tried telling him that) to summon something even nastier from the Nevernever. I guess I found my courage or just got used to being afraid because in the middle of his ritual (as he was getting ready to kill my mom) I escaped and blasted him with magic. He started losing control of the spell and was forced to deal with whatever he was summoning. Not knowing what else to do but knowing I couldn’t deal with either him or the ‘demon’ head on, I constructed a circle around both of them. The summoner’s magic was cut off (he was using my mom's fear as fuel) and the ‘thing’ killed him. I held it in the circle for what seemed like hours, but didn't have the energy to attempt to banish it. Luckily, Council Wizard (Nick Grey) showed up and combined his will with mine, sending the beast back to the Nevernever. He didn’t know what to do with me since my master was dead, but when I told him I was ready for the trials, he tested me and made me a full wizard.
Invoke: when the situation is dire to summon up my courage.
Compel: to cause me to falter or pause during dangerous situations when I’m not immediately threatened.

Guest Starring in Little Girl Lost with Joe Molino and Johnathan Davian
Aspect: “Crystal, Gamer Girl and Secret Crush.”
Nick must have gotten his ass chewed by his higher ups in the Council for making me a wizard... or maybe he'd gotten in trouble before. I could see that he was under the Doom of Damocles, but didn't want to ask him about it. He came around from time to time to check on me. I didn’t get my status as a wizard revoked, but I wasn’t given any tasks either. It was just as well; my mom seemed to blame me for everything and was keeping an even closer eye on me. It was around this time I REALLY started to notice girls, especially one of my gaming friends. (Crystal York.) It’s kind of stupid, I could argue with her about the best way to stat a Ranger or why the Amazing Spiderman #31 was better than #121, but the second the conversation strayed from geeky subjects I froze up and got all weird. One day I was showing my Arcanos buddies (minus Crystal) and new friend Joe Molino a ‘divination’ I had set up in the girl’s locker room at school. My mom caught us, and… well, I was seriously grounded. (it was worth it though, trust me) Joe came by a few days later and asked me to help him find a missing little girl. I snuck out with Joe to get a hair to track her by. I focused the tracking spell on Joe and he was on his way. My mom caught me as I was sneaking back in and doubled my restriction. (how does she always know? I was veiled and everything!) She read Joe the riot act a few days later when he came by, but when he told her why I had snuck out, and that I had helped save a little girl, she relented, even giving him some blueberry pie. (she didn’t reduce my restriction though!)
Invoke: To call upon Crystal for help (she can drive!) to to help her if she’s in trouble.
Compel: to make me freeze up or otherwise put my foot in my mouth when talking to Crystal or other girls. To make me go after Crystal if she’s in trouble.

Guest Starring in Warden and Warlock with Nick Grey And Perry Columbus (chronologically before Shadow Magic)
Aspect: “It’s not OCD!”
As a Teenage Wizard (ok, apprentice really) you have a lot of things going for you, but there are also major disadvantages. Most notably is the fact that the greatest thing to happen to Nerdkind in a few decades, the Mecca of Geeks across the globe, the Internet, was off limits. I come close to a computer and my ‘magic static’ does its thing and the computer starts smoking (if that’s all that happens I consider myself lucky)
Like any good Wizard faced with a problem I figured I could find a solution through research and experimentation. I could calm my ‘static’ for a time  it was part of the preparation process for doing any real complex thaumaturgy. The problem is that ‘calm’ goes away the second I lose focus or get excited. (most of the good stuff on the internet makes me VERY excited) Unable to maintain my focus I turned to an external solution.
It took me a file to find what I thought was a solution, and during that time my Mom noted that it was all I seemed to talk or think about. I tried telling her it was nothing, but she brought up the time I read and re-read the latest edition of Arcanos until I had the books memorized, or when I spend all of my allowance on Magic cards because I was trying to build the ultimate deck. (Red and Green by the way, I’m untouchable) She went so far as to take me to a doctor to see if I had any problems. (which I’m sure I do, but I don’t have OCD!)
Anyway, in my research I’d learned about enchanted items that build up their change from ambient energy...  light, body heat, sound...  there was a whole slew of examples and theories. So I made a bracelet that would soak up the my ‘magic static’ and hopefully enable me to use a computer! I tried a handful of times, but the bracelet ended up soaking in too much power, drawing in from the surrounding area as well. I kept making changes and trying again though. Once I thought I had that problem fixed, I tried one more time. Once again it started drawing in too much energy, but before I could do anything about it, I was attacked! I tried to defend myself but the bracelet was absorbing my own energy as soon as I could draw it in! (like I wasn’t scared enough already) Once I saw the Warden cloak I shouted that I was a member of the White Council, and Warden Nick Grey stopped throwing lightning at me long enough for me to explain. Nick seemed pissed that he’d been chasing ME around on a wild goose chase when there was a Warlock on the loose. I told him that when I was doing my experiments I noticed another source of magic. Based on the different locations I’d done my experiments at, I knew it was coming from the Druid Park area. Nick went on his way (without so much as a ‘thank you‘), and I returned back to Edmond’s lab, where I was instantly punished for doing experiments outside the lab. He was even less happy when he got the report I had ‘interfered’ in warden business. (My life sucks some times)
Invoke: To know some minor fact about one of my ‘interests’. (I’m not going to say obsessions!) On rolls related to whatever project I’m currently ‘interested’ in.
Compel: To have my current ‘interest’ take over my life or distract me from something else I should be doing.

Description:
I was fairly pudgy until last year, but then I shot up 4 inches. (riding around town on my bike doing deleiveries didn't hurt either) I'm a fairly respectable 5'9 now, but when I look in the mirror I look kind of gangly. I'm pretty pale but I like it that way... when I get any sun I start to freckle. My hair is medium brown and fairly short, just so I don't have to mess around with it. My eyes are green. (I just had to look in a mirror before I told you that) My clothes are normal clothes I guess. A lot of them are bought second hand. (that's one of the reasons I don't think my Mom grows pot... we'd have more money if she did)

Personality
What can I say? I think I'm pretty funny, and smart. As smart as somebody who doesn't have regular access to the internet any way. I do have an actual set of encyclopedias though. (yes, they still make them) I also think I must be at least a little attractive because sometimes I see girls looking at me in the hallway, and then they turn to each other and giggle a little bit. Being a wizard is tough though. I take it seriously... wizards are supposed to help people after all. It's kind of hard to balance being a wizard with all the normal teenage stuff I have going on. I worry that I might not be doing a good enough job.

Notes and Facts:
1) Crystal's mom is dead. Her dad is a construction foreman, and member of the Barony of Bright Hills (part of the SCA) and makes weapons and armor to sell.
2) I tried getting access to Edmund's library after he passed away, but Derek showed up and claimed Edmund's house as his own. I don't know if there was a will or what, but I wasn't in any postion to argue. The dick is almost never there but has it heavily warded. As a result my own personal library is pretty meager.
3) Since Mom claimed the basement for her 'work' I took the attic. I had to clean it out by myself and set up wards and stuff, but it turned out pretty decent. It's big enough, but some parts of the ceiling are low and I smack my head from time to time.
4) When I first told my friends I was a Wizard they talked about it at school. When some jocks came up to me and asked me I just started rattling off Arcanos stats. I got beat up a few times (a few more times than usual) but now most people just take me as a really, REALLY, big geek.
5) I got the idea to make my staff 'folding' from a blind man's cane. This was after I tried riding my bike with a 6 foot staff slung across my back. (don't try it at home folks)
Title: Re: Spare Character Concepts
Post by: Llayne on August 08, 2011, 11:15:12 PM
(Third character)

Ranger Sergeant Joseph West
High Concept: "Spirit Warrior and Texas Ranger"
Trouble: "My Family Comes First"
Aspects: "Spirits Guide Me" "Evil Don't Belong Here" “One Riot, One Ranger” “Heavy Shoulders But A Light Heart“ “This Aint My First Rodeo”

Stress:
Physical OOOO
Mental   OOO
Social    OOO

Skills:
+4  Investigation, Guns
+3  Athletics, Endurance, Fists
+2  Alertness, Lore, Intimidation, Contacts
+1  Presence, Scholarship, Rapport, Conviction, Empathy

Powers:
Modular Abilities -7 (5 form points)

Sleeping Bear
The Sleeping Bear is a Totem of healing and wisdom. While invoking the Sleeping Bear the Spirit Warrior is extremely groggy if awake, and -4 to all actions. If he sleeps, he gains access to the Dream World, which can grant him great insight.
-Dreaming (Ritual: Divination) -2
 *Complexity +1 (specialty gained by trading in both focus item slots… GM Call?)
-Supernatural Recovery -4
-The Catch: Attacks to the Soul +1
(I consider it researchable so +1, and then ‘energy’ attacks that aren’t specifically physical. “Chi” attacks, non force based Spirit Evocations, Entropy evocations, etc… so that “might” be another +1, in which case I’d spend it on a refinement for Dreaming)

Hunting Wolf
The Hunting Wolf is a Totem of action and aggression. He is restless and prone to impatience for he is on the hunt. While invoking the Hunting Wolf the Spirit Warrior gains access to his phenomenal strength and speed. He can track by scent and is focused only on his prey.  The Hunting Wolf is all about action and instinct, he is brash and primal.
-Echoes of the Beast -1 (hearing, scent, track by scent)
-Inhuman Strength -2
-Inhuman Speed -2

Watching Raven
The Watching Raven is a powerful Spirit Animal. He is the seer of the unseen, the watcher of the gates between worlds. While invoking the Watching Raven the Spirit Warrior gains access to his otherworldly abilities of perception, as well as the ability to cross over into the Otherworld, should he dare. The Watching Raven is not prone to action, and avoids it. He is an observer of details and hoarder of secrets.
-Echoes of the Beast -1 (vision, touch, nightvision?)
-Cloak of Shadows -1
-World Walker -2
-The Sight -1

Note: Because off the effects the Spirit Animals have on his emotions, thoughts and personality, Joseph only invokes them when they are needed and walks around without 'his powers' most of the time.

Adjusted Refresh: 1

Equipment:

"Standard" Gear
S/W Model 500 (Weapon 3, 5 round cylinder)
Concealable Stab/Ballistic Vest: 1

"Throw Down" Gear
Desert Eagle (Weapon 3, 7+1 round magazine)
Tactical Stab/Ballistic Armor: 2
AA-12 Shotgun (Weapon 3, 32 round drum)
Various ‘creature specific’ combat gear (wooden stakes, holy water, steel buckshot, etc…)

High Concept: Spirit Warrior and Texas Ranger
Joseph is both a Spirit Warrior and a Texas Ranger… he couldn’t imagine being one and not the other, that’s how much each plays into making him who he is. A lot of times the two go hand in hand, but a lot of times he gets pulled in different directions as well.
Invoke: When trying to fight off evil, to call on aid from allies
Compel: When the Rangers or his People call on him for assistance

Trouble: “My Family Comes First”
Since his career choice has put him at odds with a significant portion of his Tribe, Joseph has become extremely devoted to his family. Life for him becomes extremely difficult when work and home don’t mesh.
Invoke: To take extreme measures when his family is in danger
Compel: To place his family in danger or to have him make a choice where his family is affected

Background: Ancient Ways in a Modern World
Aspect: Spirits Guide Me
Joseph grew up on the Alabama/Coushatta Reservation near Houston. His people were conflicted at the time. Some hated the “White Man” so much they refused to leave the reservation, and others felt that the Tribes future depended on gambling and casinos. Another group felt it most important to preserve the old language and culture.
As he grew, Joseph learned all about his people and his language. He learned the old ways with wide eyes and an open heart. As part of his trials of manhood he under went the rites and bonded with a Spirit Animal, becoming a Spirit Warrior for his people. He fought alongside the other Spirit Warriors in the Tribe, defending the reservation from supernatural predators.
Invoke: When calling upon one of his Spirit Animals for additional aid
Compel: to have the personality or agenda of the Spirit Animal overwhelm me

Rising Conflict: Lore gives way to Law
Aspect: “Evil Don’t Belong Here”
As he grew older he believed the spirits were guiding him to something more than just the reservation. He felt that it was his purpose to protect everyone, not just his people. His decision to join law enforcement angered many of his people, and angered them more when he discovered he could invoke more than one Spirit. This was a very rare gift, and the Old Ones thought it meant he was destined to be a Medicine Man.
Joseph’s mind was set however, and he dedicated his life to his job. This only changed when he was married, for then he knew that there was nothing more sacred to him than the safety of his family. His family grew and he excelled at work, until he received a promotion that almost every law man in Texas covets… that of a Texas Ranger.
Invoke:
Compel:

Starring in Soul of a Ranger with  Gabriel Grey and Aggamemnon
Aspect: “One Riot, One Ranger”
****Still editing****
Red Court Vampires and their Thralls and summoned spirits tried to take over Houston while the bulk of the Rangers were up north dealing with the Hurricane. Sleeping Bear guided West to a auto garage, but instead of a Red Vampire he found Deacon Grey, who had just captured a Red himself. West, Grey and Aggamemnon went after the Red Court Count that was leading the attack and had bound the spirits. While Grey and Aggamemnon went after the Vampire and Thrall guards, West broke the item that the Count was using to control the spirits and they turned on the Vamps and Thralls. The attack dissolved, but the damage to the city was significant.
Invoke: When combating supernatural predators or defending the great state of Texas, when working by himself.
Compel: To have him jump in at anything remotely evil. To potentially cause problems in a group when he is used to working by himself.

Guest Starring in Trail of the Coyote with Bobby Williamson and Gabriel Grey
Aspect: “Heavy Shoulders But A Light Heart”
Hurricane Ike rolled through, and with the aid of the Watching Raven Joseph could see the curtain between the World and the Otherhworld parting. He tried to pursue the spirits that came through, but the winds were too strong for West, even when drawing on the aid of the Hunting Wolf. Unsure of what to do he called upon the Sleeping Bear and entered the Dream, where he saw a column of light peering down through the clouds, lighting up an abandoned house. The next day he sought out the house, even as the storm broke. When he went inside he didn't find dark spirits, he found the exhausted and worn out Bobby Williamson. The Watching Raven showed him that Bobby was empowered by the Mother Earth. Joseph did his best to answer Bobby's questions and guide regarding the gift he had received. He also took him to Deacon Grey’s halfway house to get him off the streets.
Invoke: To laugh off or take in stride events as the come.
Compel: When the weight of his responsibilities becomes too much or he is pulled in too many directions.

Guest Starring in The Hunted don‘t Always Run with Mizore Smith and David Gamble and Gabriel Grey
Aspect: “This Aint My First Rodeo”
Deacon Grey calls West when a couple of High School kids run afoul of the Red Court. Things get even more interesting when the girl turns out to be a Changeling, and the boy seemed to have some sort of power as well, albeit dormant. He admires the will of Mizore as she chose to stop running and face her hunters. West keeps tabs on the two kids over the next couple of years to make sure they were staying out of trouble. It was fairly difficult, especially given Mizore's... quirky behavior.
Invoke: when his experience or age are a benefit
Compel: when being old and set in your ways could prove troublesome

Cameo in Capital Offense with Roland Williams.
Joseph was called upon by Roland to help prove that his current client was innocent. West offered what help he could, but Roland knew the Ranger was aware of the supernatural world from a few of the previous times they’d met. West avoided saying anything regarding the paranormal, but he managed to slip in a few key facts to try to help his friend. Roland picked up on that information and used it to further his case and eventually get his client acquitted.

Cameo in Rise of the Phoenix with David Gamble and Mizore Smith

Family

Melanie "Mel" West (Hawkins)
High Concept: Ranger's Wife
Age: 41
Joseph and Melanie met in college and married in 1989 shortly after he graduated and was accepted into the Texas State Troopers. She carries her years (and her pregnancies) well, and her raven hair is still black, although lines are starting to show on her face from all the joy and stress that life brings. She manages the household and a catering company with apparent ease. She is also the craftsman in the West family, and has planned and implemented all the addtions they have added onto the house, as well as the apartment above the garage and the shed/shop in the backyard. Joseph is all thumbs when it comes to tools, and he is relegated to manual labor.

Charlize "Charlie" West
High Concept: Joseph's Brainy Eldest Daughter
Age: 18
Charlie is highly intellegent and driven. At 18 she has already been accepted into the Texas A&M Engineering program with a partial scholarship. The proximity made her mother happy, and the scholarship and in-state tuition made Joseph's bank account happy. She feels little connection with her heritage, and seeks to rise above her parents 'middle class' station in life.

Nicole "Niki" West
High Concept: Willful Middle Child
Age: 15
Niki feels that the whole world is against her. Part of this is because she's a middle child. She resents any attempt to make her do anything. Both parents have been forced to be task masters where Niki is concerned, so she is still walking down the 'right' path, although she fights it the whole way, and Joseph constantly fears that she is getting into things she shouldn't be.

Ryan Adam West
High Concept: Ranger's Son
Age: 13
Ryan is the only one of Joseph's children to feel a connection to his heritage and his tribe. He loves his time with his uncles on the reservation and is begining to speak the tribal language fluently. He gets decent grades, but he is definitely more of an active kid, excelling in sports and outdoors activities.

Erik Joseph West (Hawkins)
High Concept: Ranger's Adopted Son
Other Aspects: I Saw the Darkness
Age: 13
Erik is the eldest son of Joseph's brother in law who died 5 years ago. Joseph and Mel were the godparents and took the kids in. Erik was there when his parents died, and it seriously hurt him. After 5 years he is starting to come out of his shell. He and Ryan are tied at the hip, and the relationship has been good for him.

Alexis "Alex" Michelle West (Hawkins)
High Concept: Ranger's Adopted Daughter
Other Aspects: I Don't Remember My Parents
Age:   6
Alex is a precocious young girl that seems to get into everything. Out of all of the kids, she is the only one to ever accidentally start the car and drive it through the back wall of the garage, so that should tell you something. She doesn't remember her parents although she knows what happened, and that Joseph and Mel adopted her.
Title: Re: Spare Character Concepts
Post by: Llayne on August 08, 2011, 11:31:00 PM
(My second shot at a Changeling... I think he worked out a little better.)

Erik Vanders
AKA: “Van” “Van the Man” "Vandal"
High Concept: "Half-Elf Entrepreneur"
Trouble: "Flirting With Disaster"
Other Aspects: "I'm My Own Man Damn It!" "Itchy Trigger Finger" "Ever After... Top Rated Night Club And Money Pit" “With Friends Like These…” "My Brothers, My Burden"

Description:
If the well tanned skin didn't set him apart from most of the Twin Cities residents, the metallic silver hair certainly did. He has pale green eyes and a flashing smile. He is lean of build and average in height. He generally wears suits or clothing of the latest fashions, but are generally tasteful or understated, not gaudy or flashy. He's everything you might expext of a 27 year old club owner.

Skills:
Superb:   Deceit, Contacts
Great:     Empathy, Guns
Good:     Rapport, Presence
Fair:       Lore, Resources, Alertness
Average: Intimidation, Athletics, Endurance, Driving, Scholarship

Mortal Sunts:
Gunslinger (Guns) -1
   +1 to ranged attacks using a pistol or revolver.
Way of the Gun (Guns) -1
   Van may use Guns instead of Craftsmanship to build and repair such items, and his skill with them gives him an extra +1 to damage on a successful hit.

Powers:
Glamours -2
World Walker -2
Inhuman Speed -2

Refresh: 2

Stress:
Physical: OOO
Social: OOOO
Mental: OO

Equipment:
Various 'Van' Crafted Handguns: Weapon 3
S&O Securities Specialty Ammo
Armor Vest: Armor 1

Fae Template:
   If Van ever gives in to his Faerie half and accepts all of these powers he will become fully Fae and lose his mortal free will, becoming an NPC.
Glamours -2
Inhuman Speed -2
Inhuman Strength -2
Inhuman Toughness -2
Inhuman Recovery -2
The Catch: Standard Fae +3

High Concept: "Half-Elf Entrepreneur"
Invoke: To use his Faerie heritage and knowledge to his advantage, when starting off on a new business venture, to have his reputation precede him.
Compel: To have the Fae stick their fingers into Van's life, to cause a business deal to go awry, or have his reputation hinder him.

Trouble: "Flirting With Disaster"
Invoke: Enough is never enough for Van. Invoke when going after something new, when doing something dangerous or risky.
Compel: To have Van over extend himself as he goes after his latest target, to have some of his risky deals come back and bite him in the butt, to have him go after a new target when there is other business going on.

Background: Everybody Wants Something, and I want Everything
Phase Aspect: “I’m My Own Man Damn It!“
   Erik was born the oldest of three boys to a dirt poor family. His mother died when he was 12, leaving them with their drunken wretch of a father (Dean) to look after them. In fact, his mother’s death and the arrival of Morgana happened almost at the same time… something Van didn’t put together until much later. He had always been the odd one of the bunch, and when the Summer Sidhe told him he was a Changeling he couldn’t say he was too shocked. Van secretly hoped that his Fae parent was male... because that meant that he wasn't really related to Dean at all.
   He hated being poor and looked jealously at the kids that always had new clothes or shoes. His younger years were spent being told what to do and pulled in a dozen different directions by his selfish father, helpless brothers, and the mysterious Morgana. Even Finvarra made a few appearances, trying to lure Van into his court.
   It got to the point where it was too much for Van, and when he was 17 he ran away from home, leaving his younger brothers (Jason, Scott and Tommy) in the tender care of their father.
Invoke: For a willpower bonus when trying to do something on his own. For social defense or fortitude against being manipulated by others.
Compel: To force him to refuse help even when it might be better.

Rising Conflict: Guns, Girls and Gangsters
Aspect: "Itchy Trigger Finger"
   There’s not much work for a  17 year old runaway in the Twin Cities, so he soon found himself involved in a life of crime. Something that suited him as a matter of fact…. He had a knack for guns and a silver tongue the devil himself would be jealous of. He was brash and impetuous, but it was paying off. He was rising through the ranks of seedy underbelly of the Twin Cities at an alarming rate. Then one day his shoot first and ask questions later attitude landed him in hot water... the police had him red handed.
   So he sang like a canary.
   With his criminal cohorts behind bars, all charges against him dropped, and the part he played in the whole affair a well kept secret, Van made the decision to extricate himself from a life of crime, and move on to bigger and better (or at least safer) things.
Invoke: In the heat of the moment Van will often go with his gut. He's rarely prone to hesitation and his instincts usually pay off.  Van may invoke this to make a sudden attack or decision, react quickly to a changing environment, or to rapidly frighten or piss people off.
Compel: His impetuousness can also get him into trouble. Compel to have him jump into a situation without thinking things through first, run his mouth at the wrong time or lose his temper.

Starring in The Club Scene with Ray Rojas and Lukas Grimm.
Aspect: “Ever After…Top Rated Night Club And Money Pit”
   When some of his best customers start turning up dead the owner of the Ever After, Erik Vander, decides to take matters into his own hands. Before he can even look into it he's hit up by both Summer and Winter agents trying to force him to choose a side in the latest Fae Family Feud between Finvarra and Stor Geit.
   He managed to delay that disaster for just long enough to get hit up for money by both his druggie brother Jason and some of his many debtors. Since running a club was a little more expensive than he'd anticipated, he didn't have anything to give either. The collectors were angry, but left quietly. While he was bringing Jason to his apartment to detox when a pair of armed thugs tried to gun him down. With a little glamour, a bit of shooting and copious amounts of running he was safe... for the time being.
   He knew he'd pissed somebody off however, and he wasn't about to get caught unprepared again. It was time for a body guard... and fast. He found it in the form of one Ray Rojas... a rather scary looking man that had both the eyes of somebody well versed in violence and a desperate need for cash. After asking around he discovered his Thursday night act, a rocker by the name of Lukas Grimm, was the fleshly conduit for an angry lion spirit... a leothrope. Van and Ray confronted the feline fiend only to discover, a little late, that Lukas was not the cat they were looking for. Van managed to smooth things over, but the whole affair cost him a Friday night spot for Lukas and five large in repairs to his club to clean up the scuffle.
   Then Van settled the dispute between Stor and Finvarra, found the Night Club Excess and, with the help of Lukas and Ray, defeated the White Court Vampire who had been killing his customers to shut him down. All in all a good day for Van... until he went home and found out his brother had stolen his 60 inch flat screen.
Invoke: To claim the home field advantage, for a social bonus from the prestige of owning it, as temporary bonus to resources.
Compel: To threaten the Ever After, suck up his resources, to have bad guys know exactly where to find him.

Guest Starring in An Eye for an Eye with Dr. Isaac Hall and Lukas Grimm.
Aspect: "With Friends Like These..."
   Things were going well for Van, and by that I mean he was keeping his head above water. While the Ever After was still gobbling up his money by the truckload, the events with the White Court Vampire a while back had solidified his position as a 'guy who knows things' in the supernatural community. The position did have it's drawbacks however, all manner of weirdoes and undesirables sought him out for information or assistance.
   One such undesirable was his brother Scott, who had ended up following in Van's footsteps and become a criminal. Scott tried to pressure Van into giving up information and protection money. Van wasn't about to let his little brother strong arm him and had his inhumanly strong bodyguards sent Scott on his way... for the time being anyway.
   And as far as weirdo were concerned... enter one Dr. Isaac Hall. He was looking for a Wizard... a dead Wizard. By the oddest of luck Van knew where to find one... and the potential threat of angering the White Council meant he could jack of the price a bit. Pleased with himself and having closed the deal so quickly, he was a surprised as anyone when Hall showed back up complaining about ghost problems. Van knew he couldn't ask any of his Wizard contacts to help with this whole ghastly affair, so he called on one of his regular acts... a rocker by the name of Lukas Grimm, who's skills with the guitar were nothing short of magical... literally. With a couple extra bills now fattening Van's wallet, Lukas went off to aid Hall with his latest 'experiment."
Invoke: Van knows people who know people. Invoke to gain information about somebody, to have friends that could help out in a give situation, get access to things beyond his current means.
Compel: Van's friends aren't all good people, and some of them are pretty needy too. Compel to have a friend call on him for aid, to have a friend bring trouble into Van's life or even to have one backstab Van in the course of business. Who needs enemies right?

Also Guest Starring in Street War with Zaphiel Lorenzo and DeMarcus Kane.
Aspect: "My Brothers, My Burden"
Things were actually looking up for Van… the club was doing well and he was trading favors and information in both the supernatural and criminal communities. He thought he might just get out from under his mountain of debt when lycanthrope lawbreakers threatened to tear apart the Twin Cities.
   Van was tempted to try and ride out the storm until he realized his youngest brother Tommy was caught up in the middle of it all. He felt like he'd failed his brothers by running away so long ago and was determined to help them now.
   Two S&O Security specialists, DeMarcus Kane and Zaphiel Lorenzo, seem intent to take back the cities one beast at a time. Van started piecing things together and realize that the throng of ‘thrope thugs had an underlying cause. There was a mortal magic-user stirring up the rage spirits for his own nefarious needs. He fills DeMarcus and Zaphiel in, but even that pair of powerhouses couldn't wade through the waves of berserkers warding the Warlock. Van leads  them through the NeverNever for a surgical strike against the sinister sorcerer.
   Van moves his mouthy brother Tommy in with him, and adds Kane and Lorenzo to his contacts list.
Invoke: Van will stubbornly support his brothers no matter what. Invoke to come to a brother's aid or to try and turn their life around.
Compel: He calls his brothers a burden for a reason... I think that's all that needs to be said.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on August 10, 2011, 07:58:59 PM
Ah, so you decided to post Van after all.

Thanks, Llayne.
Title: Re: Spare Character Concepts
Post by: ways and means on August 30, 2011, 03:33:20 PM
Name: Magus
High Concept: Savant Prescient Mage
Trouble: Necessary Evils
Aspects: Once a Prince, Cold and Distant, Ancient Grudge, Demon King, Loyal Followers

Skills:
6: Lore, Scholarship
5: Conviction, Discipline
4: Resources, Contacts,
3: Presence, Weapons
2: Endurance, Athletics
1: Might, Alertness

Powers
Lawbreaker 2nd  [-2]
Lawbreaker 1st  [-2]
Cassandra Tears [+0]

Evocation [-3] Elements Fire, Air, Spirit (+1 Power Fire, +2 Power Air)
Thaumaturgy [-3] (+1 transformation Control, +2 transformation Lore)

Demon Kings Scythe [-2]
4 Refinement
+4 Spirit Power offence
+4 Spirit Power Defense
 
Refresh Adjust -14
Refresh Total +1

 
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on August 30, 2011, 04:58:59 PM
Who's Magus?
Title: Re: Spare Character Concepts
Post by: ways and means on August 30, 2011, 05:40:39 PM
Character from Chrono Trigger. (square game).
Title: Re: Spare Character Concepts
Post by: wyvern on August 30, 2011, 10:09:38 PM
Huh.  I actually wouldn't give him lawbreaker 6th; he got yanked around in time a lot, sure, but none of that was directly his fault.  Seventh, maybe, depending on your interpretation of Lavos.

Working in DFRPG elements, I'd give him spirit as his primary, with fire and air as secondary elements.  Fire covers ice as well, and air for lightning.

Also, he should have Cassandra's Tears.

Anything else?  Hm.  Yes, one more thing: if you haven't played Chrono Trigger, I'd strongly suggest doing so; it's no high-budget graphics extravaganza, but it's a good game.  With a plot.  And time travel.  And the ability to wield a mop as a sword.  (Yes, yes, the mop is the worst weapon in the game, inferior to even your starting blade.  But it's a mop!  How can you go wrong with a mop?)
Title: Re: Spare Character Concepts
Post by: waddesdonbaz on October 15, 2011, 03:29:55 PM
((This is the more or less completed version of the very first concept I had when hearing about the DFRPG, let alone getting my hands on the books. David Morgan has been busy in the DV alongside me re-reading the books - I always imagine a concept character coexisting with the protagonists on some level when I read a series set in a compelling setting I would like to play in. It is unlikely that I will ever roll a die in anger playing DFRPG, but by posting David here, I hope that he may see the light of day at a gaming table somewhere at some point. Enjoy.))

Name: David Morgan
High Concept: Scholastic Wizard, Reluctant Warden
Trouble: Single Minded and Stubborn
Template: Wizard

Phase 1: Where did you come from?

Born in Warwick, England, in 1919, David is a scion of a bloodline with a powerful gift for magic. There has been a Morgan in the White Council for more than four generations. He was raised in an atmosphere that blended the social patterns and idiosyncrasies of the British gentry and the Old World formality of the White Council, and was always destined to be a wizard.

Apprenticed in his early teens to his father (Frederick), it quickly became apparent that his magical talents lay in directions different from those of his father (a gifted photomancer), and his apprenticeship was adopted by his father’s younger brother Michael. Michael was a gifted Wizard, and a Warden, and soon helped his new charge develop his gift in less subtle aspects of magic than his father preferred. Sadly, both of these mentors were to be killed in the war against the Red Court - Frederick was at Archangel when it was hit, Michael was killed in the attack on the hospital in the Congo. Another relation, a cousin, was killed during the exposure of Peabody as a traitor and warlock.

At a young age, David fell in love with books and excelled at the mortal boarding schools to which he was sent. While he was at university (Oriel, Oxford, reading History), and within weeks of the Trials of Wizardry being administered, World War II broke out. Despite his family’s objections, he volunteered for service. Quickly tapped for officer training, he served in North Africa and Italy, rising to the rank of Captain and being awarded the Military Cross for bravery.

Aspect: Formality is a Shield

Phase 2: What shaped you?

After de-mobbing from the army in 1946, David undertook the Trials and was initiated as a full member of the council. Tired of war and conflict after his experiences, he declined the offer to train as a warden, instead throwing himself into his studies. He gained his first Phd in History in 1950. Over the following decades, he attended some of the most prestigious universities in the world, collecting several doctoral level degrees in the fields of archaeology, anthropology and history with various specialities.

His experience as a soldier, talent for “combat magic”, and scholastic abilities developed over time into David being involved in many high profile investigations of forgotten magic and history on behalf of the council, often exposing him to dangerous supernatural enemies which he overcame with inventiveness and skill. Rapidly gaining respect and status in the council, his rising star was somewhat dimmed when he refused the offer to become a Warden for a second time in the 1970s, preferring instead to concentrate on pursuing his scholastic interests.

Aspect: Knowledge is it’s Own Reward

Phase 3: What was your first adventure?

David was a newly graduated Doctor of History and very-junior member of the White Council when he took part in a Council sponsored expedition to document any potential magically relevant information at a newly discovered Viking burial site in Norway. Mortal excavations had established the existence of a substantial subterranean complex unlike anything else in Scandanavia, with relics and artifacts being discovered unlike anything traditional academia could define.

While serving as a junior member of the team, a glorified clerk more than anything, David stumbled upon a device that could open a gateway to a pocket demense existing in the Nevernever. While investigating this device, it was inadvertently activated by a tomb robber attracted to the site in search of loot.

With the way to the small demense opened, a trio of monsters he later learned were Grendelkin, as well as a host of smaller entities and creatures burst free from what was apparently their “jail”, and commenced an orgy of destruction and blood letting throughout the site. Alongside the other two members of the White Council team, David managed to save several mortals as well as destroy one of the Grendelkin before becoming trapped in a collapsing underground cave.

The arrival of several more-than-human allies (Valkyries and Einherjar) turned the tide of the immediate battle, seeing the Grendelkin fall. The device remained active though, and an endless stream of minor, but still dangerous, creatures was flowing into the real world. Realising that a minor Earth magic ley-line was what was powering the device, David managed to divert the energy of the line temporarily allowing his colleagues to close it. After releasing the flow of energy, he found his connection with Earth magic even greater than before.

Aspect: Earth Magic Sings in My Veins

Phase 4: Whose path have you crossed?

While undertaking research in Cairo (for yet another Phd, this time in Egyptology) in the 1960s, David ran afoul of a local Warlock named Rashid al-Tani, a cultist of the old Egyptian gods who was trying to craft a massive blood ritual to reawaken the powers of the dark god Seti. In the efforts to track down al-Tani, David was aided by a mercenary named Rikard Baldersson, who was also interested in disrupting the ritual and putting down the Warlock.

Baldersson was a formidable physical combatant, and his abilities complimented David’s well. The Warlock was slain, the ritual disrupted, and the beginning of a friendship that has lasted more than half a century was initiated.

Aspect: Some Secrets are Better Left Buried

Phase 5: Who Else have You Met?

Shortly after the Congo debacle, David was drafted into becoming a Warden. Having sped to the area to provide what help he could, Anastasia Luccio did not give him a choice, although the death of his old master might have prompted him to take up the cloak. David was possibly the last warden to be given a Warden's sword. Combat losses had left Africa even less well covered by Wardens than most other places, and he was placed under the command of Warden Muthambo, who was based in Lusaka.

Having lived in Cape Town on a couple of occasions over the years, David began setting himself up a base there. Unsuited to a diplomatic roll, and feeling a bit bitter about the responsibilities forced upon him, he struggled to make a connection with the local supernatural community.

This changed when he met Connie Nel, a local ectomancer of considerable skill. Totally opposite to David in many ways, Connie and he formed an unlikely relationship – she was his conduit to the community. This formed into a very close, and eventually a romantic relationship resulting in marriage in 2005. Even when David is absent from South Africa in his capacity as Regional Commander and senior Warden of Southern Africa, Connie keeps an eye of the local supernatural community, very much David’s partner in everything except White Council politics - an important consideration given that David was appointed regional commander for Southern Africa (roughly everything South of the Congo) in 2008 when Warden Muthambo was reassigned to command of the Central African Region (everything between the Congo and the Sahara).

Apsect: Devoted to my Wife

Power Level: Submerged

Advancement: 3 Major and 5 Significant Milestones applied, assigned abstractly to reflect his experiences during the war with the Red Court. This makes the entire character -12 Refresh and he has had 8 Skill Points added to the basic Submerged power level.

Skills
Superb (+5): Discipline, Scholarship
Great (+4): Conviction, Lore
Good (+3): Alertness, Endurance, Intimidation, Presence
Fair (+2): Athletics, Guns, Investigation, Weapons
Average (+1): Contacts, Driving, Fists, Stealth, Survival

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

Powers
Evocation (-3)
Refinements 4 (-4)
Soulgaze (0)
Thaumaturgy (-3)
The Sight (-1)
Wizard’s Constitution (0)

Moral Stunts
Linguist (Scholarship level +4 when determining languages) (-1)

Magical Abilities
Elements: Air, Earth, Spirit
Evocations Specializations: Control (Earth +1), Power (Air +1, Earth +3, Spirit +2)
Thamaturgy Specializations: Crafting (Frequency +1)

Focus Items
Mahogany Staff with silver, iron and copper inlaid runes and sigils (Earth offensive control +2 and Earth Offensive power +1)
Carved Onyx Ring (Spirit Defensive Control +1)

Enchanted Items
Granite Pendant (Stoneskin: Armor 2 effect that activates when 2 or more points of kinetic damage is taken, 2/session)
Iron Ring (Magnify Vision: Applies the Aspect “Telescopic Vision” for 2 Exchanges, 2/session)
Warden Sword (2 slots) (Weapon 3, Counterspell (+6) or Weapon 6 3/session)

Mundane Equipment of Note
Browning Hi-Power 9mm (Weapon 2) w/ 3 clips (39 shots) – his old service pistol from the war.
Fairburn-Sykes Combat Knife (Weapon 1)
Battered but mechanically very sound Ford WOA1 WW2 vintage staff car (painted Khaki)

Description
Despite being 92 years old, David appears of ambiguous age – most people say that he looks anywhere from his mid-30s to early 40s. David has a medium build and unexceptional features – he really looks very mundane and average in an old-fashioned sort of sense. 5’10” and about 175 lbs, strawberry blond hair cut in a 1940s style short back and sides and oiled/combed in a left-hand side parting. Despite his fairness of hair, he has a thin moustache. His eyes are his most remarkable feature – pale blue, almost grey and often possessed of a deep intensity.

The recent war has left its mark – despite his wizardly powers of recuperation, he has a number of scars, the most visible crossing his left cheek horizontally for about an inch. Another old scar, from a shrapnel wound in “the war” is visible on his chin, even after 6 decades, and shows no signs of fading further – a permanent reminder of that conflict.

He normally dresses quite formally depending on the occasion – anything from slightly out-of-date suits of good cut and decent (not amazing) quality, to formal White Council Robes (still a “blue stole”, but probably not far off a red one). He never, ever, wears jeans (favours somewhat baggy Khaki trousers), and seldom anything but a fully buttoned shirt of some description. His “working outfit”, adopted during the war, is made up of modern combat fatigue trousers in an appropriate pattern (or just Dark grey), a grey T-Shirt under a black collared and buttoned heavy cotton shirt, his weapons belt and Warden’s cloak.

David is normally softly spoken, but has an explosive temper when it is ignited. He is stubborn, resistant to radical ideas, can come across a tad curmudgeony. The only person who he seems to have endless patience with is his wife – surprising since she is rather modern, liberal, progressive and “new-agey”. To anyone else, depending on relative statuses in the White Council/Supernatural hierarchy, gets spoken with in a slightly patronizing tone, which is purely unconscious on David’s part. David hates being interrupted when he is fully emerged in his studies – a sure way to earn a display of temper and irritability, even for more senior wizards.

Languages
Living: Arabic, English, French, Swedish
Dead: Akkadian, Ancient Egyptian, Ancient Greek, Aramaic, Latin, Old Norse

Doctorates
Archaeology – Classical (Magdelene College, Cambridge, UK), 1969, Archaeology – Egyptology (Sorbonne, Paris, 1962), Archaeology - Middle Eastern (Harvard, USA, 1976), Archaeology – Norse (Durham, UK, 1956), Cultural Anthropology (Stanford, USA), History – Anglo-Saxon (Oriel College, Oxford, UK, 1950), History – Modern (University College, University of London, UK, 1989)

Rotes
Bonesmasher
Type: Earth Attack
Shifts: 8
Duration: 1 Exchange
Control: Automatic discipline, applies focus item bonuses – staff required
Mental Stress: 1
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. Legendary (+8) Aim and Attack, Weapon 8 effect.

Hidden From Sight
Type: Spirit Defensive Block/Veil
Shifts: 6
Duration: 1 Exchange
Control: Automatic discipline
Mental Stress: 1
Opposed By: Target’s Alertness or other factors determined in play
Effect: Creates a Good (+4) veil over the caster with the benfit of unimpaired vision.

Knee Trembler
Type: Earth Offensive Maneuver
Shifts: 8
Mental Stress: 1
Control: Automatic discipline, applies focus item bonuses – staff required
Mental Stress: 1
Duration: 4 exchanges
Opposed by: Target’s Athletics Skill or other determined in play
Effect: David 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 the zone.

Soul Shield
Type: Spirit Defensive Block
Mental Stress: 1
Control: Automatic discipline, applies focus item bonuses – ring required
Mental Stress: 1
Duration: 4 exchanges
Effect: A pale green shimmering force field – pure spirit magic tinged by the power of David’s Earth magic. Creates and Armor 3 effect or a Fantastic (+6) block

((I have come up with a more complete list of spells, which I will post in the relevant thread in the near future. I have also got a number of fully realised concepts, some partially statted out, that I can add, inlcuding Rikard Baldersson and Connie Nel-Morgan. No-where near the detail as I have done for David, but still fully useable. Let me know if you want them))
Title: Re: Spare Character Concepts
Post by: JediDresden on October 15, 2011, 08:20:19 PM
This is great character.  My group is just beginning a game based in Hawaii, and my character will probably end up being the new warden in Hawaii and will probably find reason to travel to South Africa for advice from the Regional commander of that area.  Or he could (and probably will) make an appearance in Hawaii.  I would like the further stats - as I could probably incorporate them into my character's history/story.  Your spells are great - my wizard is an earth mage as well.  I am always looking for more earth based spells and descriptions.  I would be interested in more if you have them.

I love the concept!
Title: Re: Spare Character Concepts
Post by: waddesdonbaz 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".
Title: Re: Spare Character Concepts
Post by: waddesdonbaz 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.
Title: Re: Spare Character Concepts
Post by: waddesdonbaz 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.
Title: Re: Spare Character Concepts
Post by: waddesdonbaz 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.
Title: Re: Spare Character Concepts
Post by: JediDresden on October 18, 2011, 02:21:51 AM
Thanks for the characters and back stories.  I most likely will snag them and have them make an appearance in my game.
Title: Re: Spare Character Concepts
Post by: waddesdonbaz 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.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on October 19, 2011, 05:54:48 AM
Who cares?

We aren't out to simulate the novels here.

Even if we were, your Unseelie sorcerer could just be a very frequent temporary emissary.

Or maybe he counts as fey metaphysically owing to his blood and his inability to Choose.

Regardless, I don't think you should let a little thing like that stop you from using a character you like.

PS: Connie seems excessively powerful, given her backstory. 13 refresh and 43 skill points is a lot. She doesn't sound as though she deserves that much.
Title: Re: Spare Character Concepts
Post by: waddesdonbaz 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.
Title: Scion of Vlad Drakul
Post by: Kiero on October 22, 2011, 09:23:34 PM
As requested...

...we're starting a DFRPG game, City on the River (http://cityontheriver.wordpress.com/), next week (hi mremann, who's our GM). It's set in our own Bristol (which mremann has posted about in the past) and is now our main game. We're Chest-Deep with Refresh of 8. For context, the rest of the group is looking roughly thus:

I love the "building block" physical powers, and since this game was first mooted, I've wanted to play a character who uses them. I want all the supernatural physical boosts, they're just too cool and play right into the sort of character I want to play. One who acts as the group's primary muscle/beatstick. We agreed on a Scion (template is basically a spin on Changeling), and eventually arrived at Vlad Drakul as the sire.

Here's a quick bio (spoilered not because it contains spoilers, but so people can skip it if they like):
(click to show/hide)

Here's the mechanical bits, again spoilered to cut down clutter:

(click to show/hide)

Bonus points for anyone who gets the reference for his name.

His High Aspect is the keystone for his demonic nature, and thus why he was born in the 18th century yet still lives. Also where the powers come from.

His Trouble Aspect is a reference to the notorious episode when he did Very Bad Things, culminating in his appointment with the wielder of Esperacchius in the 1830s. Not sure that's exactly where the worst of it happened, but the name seems to fit for the moment.

Not determining the other Aspects is quite deliberate, that's for working out when we get together.

Skills features some deliberate redundancy in having both Fists and Weapons at Great (+4), I've been round on that and can't find any other satisfactory solution that doesn't leave the character seeming incomplete to my mind. As someone who once followed the code of Furusiyya (http://en.wikipedia.org/wiki/Furusiyya), he should be capable of handling any melee weapon or fighting unarmed skilfully. Indeed there should even be archery in there, but frankly there's no room. Besides I can imagine he disdained bows (and guns) as the tools of weaklings when he was bad, and avoided them for the risk of collateral damage when he was good.

We've had some discussion about The Choice, which is likely to be a campaign-climactic type event. In that instance his powers would all jump to Mythic and he'd get Claws and Sponsored Magic if he chose his demon side. Obviously if he chose his human side, he'd become a Pure Mortal.

I must admit the notion of a "holy avenger" filled with genuine righteousness coming after him for the crimes of his past really appeals as a focus story. After all, he really is demonic and really did all the things of which he would be accused. There's that whole debate of whether the person you are now can in any way mitigate or atone for the things you did in the past.

Anyway, just wanted to share for debate, critique and whatever else.
Title: Re: Spare Character Concepts
Post by: Magickal_Grenadier on November 02, 2011, 05:49:43 AM
Settimo Figilo
High Concept: Scion of Minerva
Other Aspects: Esteemed Professor, Magical Craftsman
Skills: Superb - Lore, Scholarship
           Great - Conviction, Discipline
           Good - Alertness, Presence
           Fair - Resources, Endurance, Empathy
           Average - Athletics, Contacts, Fists, Performance, Rapport
Powers: -1 Marked by Power (Minerva)
    -2 Sponsored Magic
    -3 Evocation
    -3 Thaumaturgy
    -2 Mental Library
    -1 Instant Recall
    +1 Item of Power (Amulet of Minerva)
           -2 Inhuman Recovery
           +0 The Catch (Unknown)
Evocation Specializations: (Air, Water, Spirit)
            (Power +1, Air)
Thaumaturgy Specializations: (Complexity +1)

Sponsored Magic Effects, Focus Items, Sponsor Agenda, et cetera left to your discretion
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on November 02, 2011, 06:02:40 AM
Thanks, Kiero and Grenadier.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on November 09, 2011, 06:54:24 PM
Here are the other characters from City On The River.

Name: Oliver Monfort, Champion of God

High Aspect: Enlightened Holy Warrior
Trouble: The Dusty Halls of Academia

Skills:
Superb (+5): Conviction
Great (+4): Weapons, Scholarship
Good (+3): Resources, Discipline
Fair (+2): Presence, Fists, Athletics
Average (+1): Alertness, Performance, Investigation, Empathy, Craftsmanship

Powers:
[-1] Bless This House
[-1] Guide My Hand
[-1] Holy Touch
[-2] Righteousness


Name: J.B. (Joanne Beverly) Clarke, Emissary of Power

High Aspect: Chosen of the Dolydd Dwr
Trouble: In service to the great…. again!

Skills:
Great (+4): Alertness, Rapport, Empathy
Good (+3): Athletics, Fists, Lore
Fair (+2): Discipline, Endurance, Presence
Average (+1): Contacts, Driving, Guns

Powers:
[-1] Marked by Power
[-1] Supernatural Senses (Earth Affinity)
[-2] Worldwalker
[-2] Inhuman Recovery*
[-2] Inhuman Toughness*
[+2] The Catch: Must be touching the ground
[+2] Item of Power (Gauntlets of the Dolydd Dwr):
[-2] Inhuman Strength
[-1] Claws


Name: Richard Merovech Masson, Wizard

High Concept: The Spy Who Hexed Me
Trouble: The Sea’s Lost Children

Skills:
Great (+4): Conviction, Discipline, Lore
Good (+3): Burglary, Deceit, Stealth
Fair (+2): Alertness, Investigation, Empathy
Average (+1): Athletics, Weaponry, Presence

Powers:
[-3] Evocation
[-3] Thaumaturgy
[-1] The Sight
[+0] Soulgaze
[+0] Wizards Consitution

Evocation Disciplines: Air, Spirit, Water

Specialisations:
Evocation Specialisation – Air (Power +1)
Thaumaturgy Specialisation – Crafting (Strength +1)

Focus Items:
Prospero’s Gloves – +1 offensive control for Air
Sea’s Lost Compass – +1 defensive power for Water

Enchanted Items:
Tarasque Hide Jacket – +2 Armour 2/Day
Snake King’s Watch – Veil (+4-strength block vs sight) 2/Day
Velvet Mask – Shapeshift to match target’s appearance & voice (+5-strength manoeuver on self) 1/Day
Gevaudan Fetish – Attack (+5-strength Spirit attack) 1/Day

Rotes:
Cold Lightning – Air Attack +5 (Lightning bolt)
Shimmer – Spirit Block (Sight) +4 (Veil)
Tempest – Air Offensive Manoeuver +5 (Knocks target from their feet, opposed by target’s Might, applies ‘Knocked Down’ temporary aspect
Wavebreak – Water Block +5


Name: Oriana Stefani, White Court Vampire

High Concept: Favourite Daughter of House Stefani
Trouble: Femme Fatale

Skills:
Great (+4) Deceit, Discipline, Resources
Good (+3) Guns, Athletics, Empathy
Fair (+2) Contacts, Alertness, Presence
Average (+1) Fists, Intimidation, Rapport

Powers:
[-1] Emotional Vampire
[+0] Human Guise
[-1] Incite Emotion: Greed (Touch Only)
[+1] Feeding Dependency (Greed):
[-2] Inhuman Recovery*
[-2] Inhuman Speed
[-2] Inhuman Strength
[+0] The Catch: True Charity
Title: Re: Spare Character Concepts
Post by: admiralducksauce on November 27, 2011, 11:25:53 PM
The Scoobies

For most of the Scoobies, I took Scooby Doo and looped it around through the “Dia De Los Muertos” Venture Brothers episode, then ran it through this picture (http://media.desura.com/images/members/1/323/322886/cdca4f4475b2953bc64013d31cdcdda8.jpg).  The day of, I was thinking of actors to “cast” and I knew I didn’t want Matt Lillard for Sonny, because that would have been too obvious.  After I thought of Pineapple Express, the idea of Sonny being Fred’s dealer really pushed the final pieces together.

Shaggy the Black Shuck
For Shaggy’s stats, I glanced at the Hellhound entry in OW but mostly just tried to make him a dog-like monster.  The other Scoobies?  I kinda half-assed it.  I statted out a few Aspects and some meager skills, but I wasn’t looking to make people who could stand toe-to-toe with the PCs.
ASPECTS
Black Shuck
Man's Best Friend
Easily Distracted
Omen of Death
SKILLS
Good (+3) Alertness, Fists
Fair (+2) Stealth, Endurance, Athletics
Average (+1) Lore, Conviction, Discipline, Empathy
STUNTS & POWERS
-2 Inhuman Speed
-1 Claws
-2 Inhuman Toughness
+1 Catch: Holy stuff
-2 Inhuman Recovery
+1 Catch: Holy stuff
-1 Supernatural Sense (Smell)
-1 Echoes of the Beast
Refresh: -7

Sonny Falco (http://images.eonline.com/eol_images/Entire_Site/20090401/293.ad.PineappleExpress.Franco.040109.jpg)
Sonny was a conglomeration of James Franco from Pineapple Express, Shaggy from Scooby Doo, and the Son of Sam killer.
ASPECTS
Cowardly Slacker
Under the Influence
Bottomless Pit, Bottomless Pockets
Scooby Doo, What Are You?
SKILLS
Good (+3) Athletics, Alertness
Fair (+2) Driving, Empathy, Stealth
Average (+1) Endurance, Contacts, Craftsmanship, Burglary
STUNTS & POWERS
-1 Marked By Power
Refresh: -1

Fred Bundy (http://upload.wikimedia.org/wikipedia/en/thumb/a/a9/FreddyPrinzeJrinScoobyDoo.png/220px-FreddyPrinzeJrinScoobyDoo.png)
Fred was a mashup of Fred from Scooby Doo, the stereotypical popped collar douchebag frat boy, and Ted Bundy.
ASPECTS
Vengeance-Obsessed Frat Boy
Has No Idea What He's Doing
My Dad Owns a Dealership
Whatever It Takes to Save Patty (changed to “Whatever it Takes to Avenge Patty” after the soup kitchen)
SKILLS
Good (+3) Athletics, Endurance
Fair (+2) Guns, Weapons, Resources
Average (+1) Intimidation, Driving, Presence, Lore
STUNTS & POWERS
Anything Goes (ability to find impromptu weapons means Fred never has to use Fists)
Refresh: -1

Valerie Dinkley (http://media.desura.com/images/members/1/323/322886/cdca4f4475b2953bc64013d31cdcdda8.jpg)
Valerie was pretty much Velma run through a grimdark filter and given the powers of witchcraft.  She was going to be more Linda Cardellini-like until Kathryn’s player chose her.  Val took a back seat for the most part, since two PCs had Scholarship and Lore covered.  She was there because I needed a way to get a suitable Scooby Doo-alike, and with Val on their side, the Scoobies might actually have half a chance of surviving their future crusades against evil.
ASPECTS
Know-It-All Amateur Detective
Knows Too Much For Her Own Good
The Brains of the Operation
Stolen Grimoires of Forbidden Knowledge
SKILLS
Good (+3) Scholarship, Lore
Fair (+2) Investigation, Discipline, Conviction
Average (+1) Athletics, Endurance, Craftsmanship, Alertness
STUNTS & POWERS
-2 Ritual (Summoning)
Refresh: -2

Patty Blake (http://images.allmoviephoto.com/2003_Scooby-Doo_2:_Monsters_Unleashed/2004_scooby_doo_2_009.jpg)
I statted up Patty Blake thinking she’d play a larger role than she did.  She was completely Sarah Michelle Gellar, although “Buffy” and “Daphne” were used equally.  Finally, the name Patty was for Patty Hearst, which was both Venture Bros reference and a possible thematic link if Patty ended up vamping out, which is... I guess... kinda similar to Stockholm Syndrome in a way.  :)
ASPECTS
Infected Party Girl
The Vampire's Curse
Danger-Prone
Patty the Vampire Slayer
SKILLS
Good (+3) Discipline, Fists
Fair (+2) Presence, Rapport, Empathy
Average (+1) Deceit, Contacts, Resources, Endurance
STUNTS & POWERS
-1 Addictive Saliva
-1 Blood Drinker
+1 Feeding Dependency
-2 Inhuman Strength
-2 Inhuman Recovery
Refresh: -5

Team Edward

The only vamp I had stats for was Patrick Rogers.  For the other RCVs, I used the OW stats.  His Infecteds had Fair Athletics, Weapons (where applicable), and Fists, and were running Inhuman Strength and Recovery (Susan also had Inhuman Speed through a clerical error on my part).

Professor Patrick Rogers, RCV (http://www.nickkyme.com/wp-content/uploads/2009/11/lance-reddick.jpg)
ASPECTS
Vampire College Professor
Caught Me Monologuing
Intriguing Eccentric
Teacher's Pets
Creature Of The Night
Nesting Instincts
SKILLS
Great (+4) Fists, Presence
Good (+3) Scholarship, Athletics, Deceit
Fair (+2) Empathy, Lore, Stealth, Discipline, Might
Average (+1) Contacts, Resources, Alertness, Rapport, Conviction
STUNTS & POWERS
-1 Addictive Saliva
-1 Blood Drinker
-1 Claws
-1 Echoes of the Beast
-1 Flesh Mask
-1 Feeding Dependency
-1 Cloak of Shadows
-2 Inhuman Strength
-2 Inhuman Speed
-2 Inhuman Toughness
-2 Inhuman Recovery
+2 Catch: holy stuff, sunlight, gutshots
Heavy Rep (Presence for Intimidation when referencing rep)
Authority Figure (+2 Presence on students and spawn)
Personal Magnetism (+2 for charisma)
Footwork (Fists to dodge)
Storm of Punches (-2 to make zone Fists attacks)
Refresh: -16
Title: Re: Spare Character Concepts
Post by: Richard_Chilton on December 13, 2011, 02:15:54 AM
This was inspired by the amenities thread.  Note that he's not optimised for power but to have fun.


Name: Jake J Chambers
Template: Wizard
High Concept Aspect: Hedonistic Wizard
Trouble: Am I Having Fun Yet?

Background:
   Back in the 1920s the economy was roaring, but not for everyone.  Jake J (the J doesn't stand for anything; it's just a letter) was raised in a one-room tar paper shack, part of one of those large families that existed before effective birth control was developed.  Hunger was a constant companion and it wasn't because his family was too proud to take charity; in the opinion of the town they didn't deserve help.  Prohibition was on, but that never slowed either of his parents in their continual quest to drink away the food money while their children went hungry.  The only time the kids ever got "new" clothes was once a year when a charity lady would drop off heavily patched clothes so they would have something decent to wear to school.  Those well-worn clothes never lasted long, and most of the time the kids went around half-naked.  Not that it really mattered much, at their ages, and the weather was mostly warm enough that the kids didn't need to wear much.  Nor were they alone in their poverty, but their neighbours who didn't drink made out better - if they were willing to beg from the church committees.

   School was a different experience for Jake J.  One his first day he went to play with some kids he didn't know and a few of the older boys decided to teach him a lesson about trying to associate with his betters.  The teacher, when she heard the fight, reacted to "one of them no account Chambers boys causing trouble with his betters" and reached for the strap.  In short, he was quickly taught that him and his family were scum.  On the other hand, Jake J liked school.  There was always a chance that one of the kids would share a lunch with someone who hadn't eaten that day (and maybe not the day before).  Sometimes he had to do things for the food, but it was better than going hungry.

   Not that Jake J was destined to spend much time in school.  If there was work to do he did it, to bring money home.  Sometimes he would "steal" part of his pay to buy something to eat and other times he only worked for food.  And getting work was hard - his father was known to tell the most outrageous jokes (today he would have made a good shock comic) whose punch lines often included bestiality, incest, or interracial sex - and people held those wicked jokes against Jake J and the other children.  When he couldn't work he'd often scrounge for whatever he could find, mainly looking for food.  Most what he can remember of those days is being hungry.

Background Aspect: Grew up Hungry Out of Sight of the Tracks.
(used to go that extra mile or compelled in social situations to undermine his confidence)


Rising Conflict:
   Eventually, when Jake J was around 10, the county had no choice but to get involved.  Jake J's parents were given the opportunity of a lifetime - deliver some corn brew and they'd get to keep a ten gallon drum - with Jake J's mother going to help unload (and make sure her husband didn't drink everything before she could drink her share).  The bootleggers saw them as convenient cut-offs to deal with someone they thought might be a probation agent, the probation agent saw them as a "make due" arrest, and the DA saw them as "proof he was doing something about the evils of alcohol" while secretly accepting bribes.  As for the justice system, it saw them as trash that needed locking up.

   Jake J never saw his parents after they were arrested as neither lasted long in jail.  Years of hard drinking combined with neglectful prison doctors and resulted in his mother's death less than two years into her sentence.  As for his father, the jokes that the man told offended most of his fellow inmates and many of the guards - meaning there were too many suspects when he was stabbed to find his killer.

   When his parents were arrested and none of their relatives would take the children in, the county had to act.  The County Home, while sparse, was a step up for Jake J.  The food was plain and never plentiful, but it was more than Jake J had grown up with.  The uniforms were ill fitting but better than any clothes he had ever worn.  The staff was uncaring and strict, but (unlike his own parents) they usually only beat you if you did something wrong.

   But the county hated to have to pay to feed kids and when a stranger arrived and said he wanted to adopt the only question they asked was if he was a Christian.  Once that was confirmed they lined the kids up in front of him and he picked Jake J from the line.  There was never any thought given to keeping the family together, so that afternoon Jake J left with the stranger.  On the trip "home" the stranger introduced himself as Alexander Wellsworth.

   Jake J was awed by the wealth of his new home (a four bedroom colonial).  Not only did have a bed to himself, he had an entire room to himself! Unbelieving that anyone could live in such luxury, Jake J asked when the others would be moving in and was told that only Jake would be living here because only Jake had the talent to do magic.

   Alexander Wellsworth wasn't a cruel man, but he had never been a parent and often phrased things poorly.  When he decided that he wanted an apprentice he had selected one, and while he offered praise it was always for Jake J's talent, never to Jake J himself.  As Jake J came into contact with other members of the White Council that was how they phrased it too - saying that his magical talent was coming along nicely.

   Even though there wasn't much praise, there was food.  Jake J had a long delayed growth spurt and never went to bed hunger again.  His talent was keeping him fed and you had to respect anything that put food in your belly.

Phase Aspect: I'm The Guy With The Talent
(Note: there are all sorts of ways this can help him, but it can also be compelled to undermine his self-confidence).


The Story: Jake J's Back In Town - What Could Go Wrong?
   It takes years to train as a Wizard and by the time Jake J joined the ranks of the White Council the Roaring Twenties had turned into the Dirty Thirties.  Deciding to call on his old haunts, Jake J went all out.  He borrowed a car, wore the suit that Alexander Wellsworth had bought him as a graduation present, and conjured bling.  He conjured a gold "watch" (not the actual watch, just the casing) and a gold chain to link it to his belt, a pinkie ring, diamond studded gold cufflinks, an emerald tie pin - if it was a piece of jewellery that a man could wear he conjured it.

   Going home he found that his siblings were either dead or in prison, which dashed the hopes of impressing them.  Even the girls were gone - from childbirth, accidents, or domestic violence.  Unfortunately there others who saw him and hated the fact that he impressed them - none of those no account Chambers boys had any right to come back wearing better clothes than them and having more money, especially with the Depression on.  It wasn't right - it wasn't natural for a piece of trash to be their equal (or better).

   Jake's first knowledge of this resentment was when *Guest Star* burst into Jake's motel room with important news.

   (Note: If there isn't another long lived character then it's a character's grandfather or great-grandfather - and any sort of minority works well in this role, including a Catholic, Jew, or other "non-Christian".)

   The news was dire; the men of the town were gathering.  They hadn't decided yet if they were going beat Jake and take his money to teach him his place or beat him, take his money, and kill him as a lesson to others not to get above their place in life.  *Guest Star* was also on the mob's list, for another reason (one involving a lonely wife), and hoped that he could escape the county by however Jake was leaving.  Jake knew that most of his valuable would fade after another sunset, but by then he'd be dead.  With the mob already in sight Jake took the slightly less dangerous option and, along with *Guest Star* he escaped into the Nevernever.

   From the motel room they found themselves in a potentate's place.  Jake had thought his mentor lived well, but this place opened his eyes to a level of luxury that Jake had never previously been able to envision.  Adventures followed, including a chase bit that looked like scene from an Abbot and Costello movie as they were comically pursued through the seraglio.

   When the pair finally escaped and returned to the real world, they were fifty miles and three days away from where they had entered.  On returning to Earth, Jake made a vow - that he owed *Guest Star* his life and *Guest Star* (or his family) could cash that in for a number of lessor favours.  Secretly, Jake also vowed that he would live the good life - with his target set by the other world luxury he had just seen.

Aspect: I Want It All And I Want It Now!


Guest Star: Whose Path Have You Crossed? (Details to be filled in later)
It depends on who you want him to work with.  Odds are you'll want the roles to be sometime recent, so here's a rough timeline for Jake J:
30's - vows to live comfortably - begins to use magic to do so.
40's - ignores the war; his upbringing not instilling many patriotic feelings.  Instead he uses powers to go prospecting, finding mineral deposits that provide wealth in the mundane world.
50's - posing as a semi-respectable businessman, Jake J transfers most of his wealth to a trust - allowing him to reinvent himself as needed.  His plan is to build a small palace/good sized mansion every couple of decades in a new city in a new state, making only local waves as he does so.  The buildings would have to be designed around Jake J's problems with technology, but a rich eccentric can be catered to.

This a plan that gets delayed a bit when Hugh Hefner opens the first Playboy Club - Jake becomes a member and later a visitor to the mansion, stopping only in the mid 70s when his unaging face attracts too much attention.

60's - as the counter culture spread, Jake J lost the respect of many on the White Council when he seemed to join it.  He never thought that the hippies could change the world but enjoyed their sex and drugs lifestyles for a while.
70's - it was the Swinging 70s, and Jake J swung with the swingers.  Jake J also reinvented his identity and moved into a new luxury home.
80's - Jake J had a small coke problem, but he beat it.  He also had a bit of an AIDS scare and developed a thaumaturgy ritual to protect himself from STDs, conjuring condoms until it was perfected.
90's - Jake couldn't take advantage of the Internet Bubble, but he had fun spending money and partying with the new millionaires.

   The new millennium started off well, then disaster hit.  Not the dot com bubble bursting, his wealth is too diverse for that.  No, some idiot boy wizard pissed off an entire vampire court and wouldn't make it better.  Jake's first inkling of the problem was when his latest palace was attacked.  Of course he had mundane security to deal with the riffraff, but they were merely a speed bump for the Red Court assault squad.  But a useful speed bump - it gave Jake a chance to flee.  To run for his life, just as he had once ran from a mob.  All his money meant nothing as the Red Court took his luxuries from him.

   Since then life has been relatively hell.  With many of his possessions in storage, Jake has had to live in existing mansions rather than custom built ones.  Of course this plays hell on the building's electronics (at least one of his rented mansions has caught fire) and existing this way frustrates the hell out of him.  He still has the money, but he doesn't have the entire lifestyle and the only reason he had the money was to live the lifestyle.

Sample aspects could include  "I'm Here - Start the Party", "Money Doesn't Buy Happiness But At Least You Can Choose Your Misery", "I've Got People For That", "Party Time!" - or anything else that makes sense to the group.


Power Level: Submerged
Skill Cap: Superb
Skill Points: 35
Starting Refresh: 10
Adjusted Refresh: 1


Skills

Resources: Superb (He likes his comforts)

Discipline: Great (he's still a Wizard of the White Council)
Lore: Great (Conjures more than he uses Evocation)


Conviction: Good (self-image problems)
Deceit: Good (He builds false lives out of webs of lies)
Rapport: Good (He's good at getting people to open up)


Athletics: Fair (keeps himself in fair shape)
Intimidation: Fair (loves to tear into supercilious people)
Presence: Fair
Scholarship: Fair (He never had much learning, at least not compared to most wizards)


Alertness: Average (he hates surprises)
Craftsmanship: Average (sometimes he has to build his own devices)
Fists: Average (early lessons that stayed with him)
Weapons: Average (mostly knives)
Survival: Average (childhood lessons that stayed with him)


Stunts and powers

Resources Stunt: Lush Lifestyle.

Invocation (-3) (Speciality Spirit (power bonus), Fire, Earth)
The Sight (–1)
Soulgaze (–0)
Thaumaturgy (-3) (Conjuration, for conjuring things he can't buy)
Wizard’s Constitution (–0)
Refinement (-1) - Air Evocation (Power) - giving him an element of surprise; since few wizards bother adding another element few suspect him of having four to call on.  Oddly enough, he generally keeps Earth as the surprise one.


Items
Invocation:
Classic Pinkie Ring of Spirit (Focus for Spirit (Power, offensive) +1)
   This wouldn't look out of place in the 1920s.  Today it's less fashionable but Jake J has a sentimental attachment to it.  This was the first piece of real jewellery that Jake J bought.  A small diamond sparkles on the ring.

<Missing Item>

Maybe another focus, but could be a couple more enchanted items, or an item and a potion slot.


Thaumaturgy
Focus Item
Cup of Wisdom (Conjuration Focus, Lore +1)
   When Jake J is about to conjure something he often sips from his cup of wisdom to cut prep time a bit.


Enchanted Items:
Jacuzzi Motor
   Jake J likes to soak in a hot tub (often with company), but hot tubs don't like him.  They are always burning out, water jets pumping too hard or too soft, things break down at the worse possible times.  After one too many hot tub failures he decided to replace it magic.  True, he could use a Thaumaturgy rite to get the water going, but who has time cast one of those when you want soak? Plus the duration is usually too short or too long.  No, he uses his Craftsmanship skills and magic to rip out the motor and replace it with this device/  And if he can't get a hot tub, the motor can be used to spruce up a normal tub (if its large enough).  Just tape this to the side of the sunken tub, small pool, what have you.  The problem is it doesn't work as well when used as in a makeshift way.  Without spouts built into the tub's walls the water just circulates.  Better than nothing, but not what he wants (and what's the sense of having cash if you can't get what you want?).


Water Heater Element
   Not being able to live in custom designed mansions means that water heaters don't always work.  Jake J detests cold showers, hating them enough to craft this item.  Jake J jury-rigs the device to the water heater and is thus ensured of hot water when the heater breaks down.  It's a magic item that doesn't help when foes are breaking down the door, but comfort is important.  Life has to be worth living to live, right?


Rotes:
Name: Spare Hand
Type: Air Evocation, maneuver
Area: What he wants to pick up
   Jake J uses this rote to avoid getting up.  Minor magic might move light objects, but Jake J really doesn't like to get up just to fetch things.  Use Power in place of Might when lifting objects with this spell.  Note that this is the last of his comfort centric rotes and he refuses to replace it with something more effective in combat.


Name: Gotta Run
Type: Spirit Evocation, Defensive block (Veil)
Area: Self
Power: 4 - 3 for the block, 1 for extra duration
Duration: 2 exchanges
Opposed by: An observer’s Alertness skill
   Lately Jake J has seen the need to be able to flee in safety.  Reluctantly he dropped one of his more entertaining rotes for this one.


Name: Die You Red Court Bastard, Die!
Type: Spirit Evocation, Attack
Power: 5
Duration: 1 exchange
Area: One target
   A beam of energy that blasts his enemies.  Since the war began, Jake J has been forced to practice his fighting skills and this is the result.  He named the spell this because he views those he has to fight as evil bastards who need have dragged him away from the good things in life, forcing him to fight for his life.


Name: Don't Hurt Me I'm Rich!
Type: Spirit evocation, defensive block
Power: 4
Duration: One exchange
Effect: Deflects incoming attack. If overcome, it vanishes.
   This is your basic shield spell.  Yes, Jake J often screams that when an attack is incoming.  Occasionally it's resulted in a bidding war - as he offers to pay low class thugs more than their current employer can afford.


Thaumaturgy spells:
   Most of his more practised spells deal with his own enjoyment.  He has one that protects him from socially transmitted diseases, ones to cook meals, ones to clean house, and so on.  Others deal with him conjuring the things that he doesn't want to (or can't) buy.  Unique objets d′art are present when he needs them and fade when he doesn't.  Waterbeds are added to rooms when he wants them.  Fresh clothes appear as needed.  Then there's the revenge thing.

   When Jake J feels like screwing with "the good people" (people of good breeding, like those who never allowed him to forget that he and his family were nothing but trash) he'll conjure something valuable.  A diamond bracelet, gold necklace, something along those lines, and pass it along.  Maybe he'll sell it to them at good price (to deal with a temporary cash flow problem), give it as a gift, or allow one of them to accidentally walk off with it.  In any case the item will only last a week - long enough to be appraised and insured, or to be sold to someone else.  Imagine, an expensive thing like that - gone! Maybe a servant took it or maybe it was another family member.  Of course it has to be an inside job - that was the only thing taken from the safe! Or maybe it's someone trying a bit of insurance fraud with a non-existent item? Jake J can get days of enjoyment from the fallout of one these "pranks".

   No, Jake J isn't always the nicest person in the world - and the old scars linger the longest.
Title: Re: Spare Character Concepts
Post by: Richard_Chilton on December 13, 2011, 02:16:45 AM
Notes:
Jake J is not happy that his comfortable lifestyle has been interrupted.  If the "throw Harry to the Red Court" motion had gone to a vote in Summer Knight, Jake J would have voted in favour of it.  After all, why should he have to suffer just because some wet behind the ears wizard had his girlfriend munched?

As a result of the war, Jake J has gone from living in specially designed mini-palaces to living tech crowded mansions and he doesn't like it.  Worse, sometimes he has to live in hotel rooms to avoid Red Court attacks, which means his wards are often weak (or require too much of his time to maintain).  Not that the Red Court (or anyone else) has specifically targeted him, but in their eyes he's easy picking.  Or would be, if he wasn't so good at running away.

Often he has a handful of interchangeable female companions accompanying him.  No spells are involved; they accompany him for the usual reason bleached blonde girls like to "travel" with wealthy men.  He doesn't pay them, not really, but lets them go on "shopping sprees" where they can buy whatever they want.  He doesn't treat them any better or worse than the average Superbly wealthy man would treat them.  Sometimes he'll send them away, especial if he thinks that they might be in danger.  They shouldn't be treated as useful servants - virtually none of them are clued in nor would Jake J endanger them by involving them in supernatural world.  Not does he particularly care for them - they are merely trappings of his wealthy lifestyle (and distractions from the cares of the world) - but he doesn't want to see them get hurt.


Ways to tie him into the story:
His former mentor is concerned about him and sends the PCs to help him out - and he needs their help.

His former mentor is dead and Jake J needs help seeking revenge.  He knows that he isn't a combat wizard, but Alexander Wellsworth lifted Jake J from a life of poverty and Jake J pays his debts.

One of his old party pals runs into him and doesn't believe that Jake J is his old friend's son or nephew.  Normally Jake J has people to handle these situations, but now he needs help.

One of the PCs is linked to one of Jake J's party girls and wants rescue her, but neither Jake J nor the girl thinks she needs rescuing - at least until the Red Court (or some other attacker) shows up.

One of the PCs is linked to him as guest stars or are descended of the guest star that helped him in 1930s.  If they call in a favour Jake J pays it back.  Say what you want about the Chambers family but this one believes in paying his debts - as long as it doesn't get him killed.

The PCs need a patron to pay the bills.  Jake J needs someone to take care of "a few, minor things".  Think they can work out a deal?

Jake J has relocated (again!) and needs the PCs to introduce him around this new city.  If any of them are White Council brothers he'll call on that as his in, otherwise he'll talk about future favours or cash.  After they introduce him to the supernatural side of the city he's liable to introduce him to the more entertaining side of their city, throwing a lavish party for them (complete with fire-eaters and dancers).  Which would be the perfect time for an attack - wouldn't it?

A White Council Wizard (or someone connected to the White Council) that the PCs know needs the kind of help that money can buy and seeks Jake J for the aid he can provide.  Something happens to their ally and the only clue they have is that their friend was going to see Jake J.

Jake J has decided that he has the time to screw with someone from "a good family".  He conjures something worth about $10,000 and sells it to the mark for $5,000.  Not that he needs the money - he just wants to see the fallout when the item disappears.  Chaos happens and the PCs get drawn in - maybe they know the mark, the mark's family, or a servant accused of the theft? Jake J doesn't care about the fallout, mostly because of his decades old emotional scars.

Something happened 30 (or 50, or 70) years ago and the person the PCs need to ask about it is Jake J.  Can they get him to stop partying long enough to aid them?

Someone has grabbed one of Jake J's party girls and is holding her for ransom.  The amount they want isn't a high one but he'd rather pay twice that to the PCs to rescue her.  Possible twist - what if the girl has staged a kidnapping to get some cash from Jake J?

A former party girl has a baby and she says that it's Jake J's - and she needs the PCs to help her prove paternity.  If it is his, will Jake J throw money at the problem or change and become a dad?

As above, but it's not a baby.  Jake J has been partying for decades and might have fathered a child anytime from the 40s/50s onward.  Lots of comic potential if the child is still a kid, maybe some awkwardness if it's a teen, and a bit of confusion if it's a senior doing genealogy research.

Jake J turned his back on his family, but that doesn't mean they faded away.  The magic's in his bloodline, right? So maybe a cousin or someone descended from one of his many siblings has the power - and is either a practitioner who needs help or a warlock who needs stopping.  The PCs are involved in the situation before Jake J hears about what's going on with his kin.

As above, only it's a legacy.  A spell caster of the Chambers bloodline is needed to do something (open an old treasure vault, renew the binding on terrible creature) and the only person who fits the bill is too busy partying to take the issue seriously.

Should the war with the Red Court seem to end, Jake J isn't going to believe it's over.  No, he was taken by surprise once and that's not going to happen again (at least not for decade).  He's now war weary with the fear of random attack has been beaten deep inside him.  He might recruit the PCs to help him "defend" against the "Hidden elements of the Red Court".

Should the war end and peace not come, he'll be very upset.  He planned to return to his old life and now he can't.  He'll need help in defending against any new, non-Red Court attackers - mostly because he's not quick to change and will continue to defend against the type of things the Red Court would do rather than the new threat.

(Note: he was originally posted at  http://www.jimbutcheronline.com/bb/index.php/topic,29167.msg1249386.html#msg1249386 (http://www.jimbutcheronline.com/bb/index.php/topic,29167.msg1249386.html#msg1249386) - where there is a brief discussion of him.  And yes, his powers could be used in so many better ways - but he just wants to have a good time.)
Title: Re: Spare Character Concepts
Post by: Richard_Chilton on December 13, 2011, 02:19:32 AM
Note: This character was inspired by the "is using a veil when killing breaking the first law" discussion.  When I started this I was using the name "Doomkiller" as a placeholder - and never thought of a better one.  It probably should be replaced... then again, since the entity is petty and small minded, a melodramatic name like "Doomkiller" could work.


Name: Nelson Gordon (Silent Night)
Template: Scion
High Concept Aspect: A Made Bastard Of the Nevernever
Trouble: Hi, My Name is Nelson and I'm An Addict
Background:
   Nelson Gordon grew up without a home.  He was dropped off at an orphanage in 1946 when he was about a year old; more or less.  Papers left with him provided his name but not his age.  It was assumed that Nelson was either abandoned by his parents (perhaps by a war widow) or was illegitimate and thus an object of shame.  Maybe it the possible stain of illegitimacy or just the abundance of younger babies but he was never selected for adoption.  Then again, maybe it was the ... it was hard to put words to it, but there was a kind of shadow over the boy's life.

   Not that this taint was always a bad thing.  Back in those days orphanages often attracted predators and at Nelson's orphanage there was a janitor who liked taking kids down to the boiler room.  One day that janitor invited Nelson down there but before the man was able to make an issue of it that janitor disappeared.  As did any who presented a real threat to Nelson.  No one made anything of it at time but they might have it things were more pronounced.  Nelson suffered the normal traumas of youth (schoolyard fights, the usual types of beatings from the staff) without any sort of guardian angel intervention but threats that were more serious than those were neutralised.

Background Aspect: Touched by Shadows


Rising Conflict:
   Nelson was strange boy growing up, but things became stranger as he began to mature.  Like that time when he hit his early teens and looked across the orphanage yard.  He had seen Mary countless times growing up, but this time he noticed how nice her dress looked.  How shapely it was.  His mind was filled with the idea of walking over to her, of getting her some place alone, of running his hands over her dress - working their way to her lovely neck and squeezing it and squeezing it until her face her turned blue and purple and...

   The other boys talked enough for Nelson to know that it was normal to want to touch Mary but not normal to want to kill her.  Very not normal.  Then the dreams started, dreams were filled with darkness, blood, and death.  That and a majestic figure cheering it all on.  Nelson began to fear night, to fear his dreams, to fear the feelings that girls were awakening in him.

   One night things got too much to bear and Nelson ran from the orphanage.  Not that he was leaving all that early; it wouldn't have been long before he was kicked out to do farm work or otherwise forced into gainful employment.  Because of that no one really looked for him.  Well, no one but his father and his father was the being in the dreams.


   Many dreams and some experiments later, Nelson was standing bodily in the hall of Doomkiller.  Soon after meeting him, Nelson concluded that his father was a mortal who had somehow achieved power - that no real god or godling could be such a petty being.  Doomkiller might be all-powerful in his hall but Nelson soon learned that Doomkiller never left that hall.  Never dared to face other powers that might equal or surpass him.

   The more Nelson learned about the being that had sired him the less respect Nelson had for it.  Doomkiller wasn't just a murderer, he was a rapist who murdered.  No woman survived him.  Either they died in his bed or months later, when they gave birth.  The child swelling within them would leach their life energy, taking the last of it at birth.  Doomkiller bragged that no woman was ever with him twice or with another man after him and that he had dozens of sons scattered around the world, each of them killing and raping in his name.  All of them armed with Doomkillers 'gifts'.  What gifts? That depended on the son.  Some were given physical powers and others mystic one while all received the darkness.

   When he asked about his mother, Doomkiller was frank - he didn't remember the woman's name or what she looked like.


   Nelson chose the mystic path.  Powers were granted to him by this father, through blood and deed.  As he claimed them Nelson felt a part of himself changing and ... Something happened to his eyes.  Since then some people had said that they caught glimpses of his eyes when they looked like cat's eyes, or solid black, or red, or... Whatever the case, Nelson now wears sunglasses all the time. [Note - this change to his eyes isn't constant enough to be an aspect on its own but is part of his Scion high concept for compells.]


   It was only after he returned to the real world that Nelson learned of the other powers that existed in the world.  Of the White Council, their Laws of Magic, and their Wardens.  Nelson decided that since he wasn't human those laws didn't apply to him - but was quick to realise that if he went around killing people the Wardens would probably track him down and kill him.  That he might have power, but they had more and if he went mad dog then they would kill him - as they had killed countless of his half-brothers over the years.
Aspect: Inhuman Sorcerer


First Story:
   Nelson had a need to kill and inflict pain, he had the means to do it, but he also had the brains not to.  He was smart enough to recognise that if he was a mad dog killer someone bigger would come along and put him down.  The White Council, another predator, or that the cops could get lucky.  That he needed to control his urges before they got him killed.

   He stumbled on part of the answer while sleeping in a park.  While he was staying there he ran into a man who smoked constantly - smoking so he wouldn't start drinking again - and another who chewed gum to keep from smoking.  Later he met another man who drank to control his heroin cravings.  From them he learned the concept of sublimation of addictions, support systems, and 12 step programs.  Of course there was no group called "Killers Anonymous" but Nelson found that if he kept his wording vague he could fit in with the drug addicts.  Especially if he focused on the RUSH of feelings and energy and pleasure and...

   After he started to attend meetings on an irregular bases, Nelson searched out ways to dull his needs, to sublimate them into something vaguely more acceptable.   Nelson had grown up hearing about mob hit men and that seemed like a good place to start in his quest to find a way to kill without becoming a mad dog.  As he began to move in criminal circles, Nelson found a place where his creepiness was more of an asset than an hindrance.  Joining the fringes of that world, Nelson was shocked to learn that (with very rare exceptions) bruisers and hit men didn't enbjoy inflicting pain or killing people - that it was generally just about the money.  Sometimes it was about money and respect but mostly it was the money.  A man didn't pay you what he owed you? Then you threaten him with a beating.  Sometimes you have to beat someone, just so the rest of the people who owe know that you're serious, but most times you just threatened because, well, how is the guy going to pay you back if he's in the hospital? Someone owes a hell of a lot and won't pay? Threaten to kill him but he can't pay if he's dead now can he?

   Of course examples needed to be made and problems "dealt with", but there was far less violence in the criminal underworld than Nelson had been led to believe.  Luckily there was friction between various groups; Nelson got his start as hit man dealing with various ethnic groups whose gangs didn't "respect" the Don.  Even then it was often about money - whether it was a drug debt or protection money, the victim could have bought his way out.

   The first time that Nelson was trusted to deal with a "make him pay or make him go" situation on his own he knew this might be his one chance to impress people.  Using his powers to veil himself, Nelson ramped the spell up to the point where it could survive passing uninvited through a threshold.  Then he snuck into the man's house and took pictures, lots of pictures.  Pictures of the man sleeping, of the man's wife sleeping, pictures of the man's children sleeping, and (just to avoid confusion) a picture that showed a gun and a hand-written note.  The note said simply "Pay your debts" because Nelson couldn't think of an "or else" he could add that wouldn't subtract from the impact that the pictures would make.

   The man paid and Nelson was noticed.  He was given other work.

   A few mouths later the job was a man named Maritti and that man ignored the photos. Maritti had buried a couple of corpses in shallow graves and decided he was tough enough that no one could force him to pay what he owed on a 10 kilo shipment of smack.  Nelson took another set of pictures, this time including photos of the Maritti's wife as she ran errands and Maritti's kids as they played in their schoolyard.  He gathered the photos, added a note reading "Three Day Grace Period", and left it by Maritti's pillow.  The morning of the fourth day, the Maritti's wife awoke to discover that she was sleeping with a corpse - that someone had used a silenced pistol to put two bullets in the back of her husband's head while he slept.

   That got him noticed more.  Getting in, not making a fuss, getting out - that impressed the people who mattered.  As for Maritti's family, there had never been a serious threat against them.  You threaten to kill a man's children and he pays but if you actually kill a kid, that's when things fall apart.  That was when the target either tries to kill you or talks to the cops or otherwise doesn't pay you - and getting payment is what matters.


   Becoming a trusted enforcer for the mob was good for him.  Nelson knew that he would never be a made guy, that he didn't have the right ethnic background for that, but now he had someone deciding who he should kill.  As a bonus, the mob rarely involved civilians in its business - meaning that the bulk of the people Nelson killed were murderers and virtually all of them were criminals who even other criminals agreed needed killing.

   Killing with a gun didn't feed his cravings, but it dulled them enough to keep Nelson from killing with his bare hands.  He now had rules and there was a structure to his life that he could use to fight his urges.  He wasn't some mad dog killer but the enforcement arm of a business - and that's was what counted.
Aspect: It's Always About The Money

(Note: there's no guest star here.  This part of his story happens in the 60s so unless you have long lived characters it's a bit early for a guest star.  If you do then you can work in a character running into Nelson while he's working.)


Guest Star roles should be fairly recent ones and based off his normal activities, which have changed a bit over the years.  He has worked for decades for the Palladino family but over those years the world has changed in ways that no one could have expected.  The 60s involved a struggle with other ethnic groups, but after that came the bikers and more ethnic competition.  The Haitians, the Vietnamese, the Triads, and an endless supply of bikers have tried moving in on the Palladino family's operations.  When possible Palladino family work out a profit sharing arrangement, when that wasn't possible, well it was always about the money.  That and respect, which meant that Nelson has had quite a bit of work over the years.  Always striking at night, always using a silenced weapon, Nelson has become the legend known to organised crime experts as Silent Night.

   Of course, he's never been made a full member of the group so he can't work on Made Guys, but there are few people who remember that.  Old Man Palladino knows, him and a few other Old Timers, but most assume that Silent Night is a Made Guy.  That or a crew that all uses the same methods.  The local version of Murder Incorporate.


   As Nelson grew into the role of a mob extortionist and murderer, he developed other skills.  Photography, stalking targets, following people.  Sometime in the 70s he developed another source of income - working as professional dominant brings in money while sating part of his appetite for pain.  He has also gone a number of monster hunts, protecting his boss' territory from other predators - during which time he may have crossed paths of PCs.  Not that he hunts monsters for idealist reasons, he does it to protect his boss.  Nelson needs someone else to decide when to kill, someone to pick his targets, and that someone can't tell Nelson what to do if some Red Court vampire has its claws into his boss.

   His boss, Old Man Palladino, makes the decisions for Nelson.  Who lives, who dies, when, and how.  Old Man Palladino knows who and what Nelson is, about Nelson's urges to murder with his bare hands, and how tightly Nelson keeps those desires under control.  That he's the one who gives Nelson the permission Nelson needs to kill.

Sample Aspects could include "Hungry for Pain", "Just Doing My Job", "The Old Ways Are The Best", "Family Comes First"

Power Level: Submerged
Skill Cap: Superb
Skill Points: 35
Starting Refresh: 10
Adjusted Refresh: 2

Skills:
Guns: Superb - he kills with a gun; it's not how he wants to kill but it's how he allows himself to do it.

Discipline: Great - he needs this keep himself from killing without orders.
Lore: Great - he's studied what he is and what else is out there.

Burglary: Good - he routinely breaks into homes.
Conviction: Good - years of self-examination has left him in the position where he knows who he is.
Stealth: Good - he knows how to sneak even when he's not veiled.


Alertness: Fair
Deceit: Fair
Fists: Fair - he's ready to kill with his bare hands, but doesn't.
Resources: Fair - his job pays well he spends enough to indulge in every vice except the one he wants most.

Contacts: Average - organised crime.
Craftsmanship: Average - makes his own silencers.
Endurance: Average
Investigation: Average - finding information about his targets,
Performance: Average - photography (including developing the photos).

Oddly enough, he lacks Intimidation.  His methods speak for themselves and he rarely gets in close and personal with his targets.


Stunts and powers
Lore: Finely Tuned Third Eye
Stealth: Swift and Silent

Wizard’s Constitution [-0]
Cloak of Shadows [-1]
Sponsored Magic: Doomkiller Kin [-4] - magic dealing darkness, death, deception, illusions, veils, and things of that nature.  Sunlight is anathema to Doomkiller's power - washing away a step every 30 minutes the spell is in direct sunlight.

Item of Power: Doomkiller's Amulet
Description: A metal amulet that "glows" with a faint darkness.
Musts: This is one of several amulets forged by Doomkiller for his by-blows.  To date they have only been used by his descendants.  Perhaps they can be used by others, perhaps not.  In either case Doomkiller might send agents to deal with any non-relative who tries to use this.  Or he might not.
Effects:
[-0] It Is What It Is.
[-0] Unbreakable. Doomkiller's Amulet cannot be destroyed save by an impressive ritual of the Light.
[+1] One-Time Discount.  Doomkiller's Amulet is easily concealed.
[–6] Mythic Recovery
[+4] Catch Sunlight (common, easy to discover).  Sunlight is the antithesis of Doomkiller's power. Injuries suffered under the light of the sun can not be healed by the amulet.  Exposure to sunlight renders the amulet useless for up to five minutes.
Net Cost [-1].
During the late 70s, Nelson was involved in a "misunderstanding" involving a debate over whether a couple of kids should die gruesome deaths because their father gave state's evidence.  His disagreement over that happening (and refusal to do the job) resulted in Nelson being shot in both kneecaps.  Crawling away, Nelson was forced to return to his father for aid.  Doomkiller offered aid but not until Nelson "proved" that he truly wanted it.  Seventeen kills was the task that Doomkiller deemed an appropriate show of devotion.  Shattered kneecaps didn't make it easy and no one was giving him orders (or permission) but 17 killers died under Nelson's gun to show that he really wanted to be able to walk without crutches.  Now he generally wears the amulet under his shirt.
Note: since he can lose the IoP it doesn't replace his Wizard’s Constitution.
Second Note: This only really has to grant Inhuman Recovery but the gamer in me couldn't help but notice that it would only cost -1 regardless of whether it was Inhuman Recovery, Supernatural Recovery, or Mythic Recovery so went with the most powerful option.  Feel free to downgrade it in your games.

Items
Thaumaturgy:
Ring of Veils (Focus, Lore +1)
Nelson's standard methods depend on his Veils.  He's become very good with them.

Six "potion" slots:
Nelson likes to keep his options open.  True, he can cast a limited form of Thaumaturgy at the speed of Evocation, but sometimes he doesn't have time to manage that so prepares tricks ahead of time.  Some of them are actual potions while others are disposal charms.  He generally has two backup veils prepared and something to open a way to the Nevernever.  Lore rolls can determine the others.

Magic:
In addition to veils, Nelson does what he calls "EMP".  He claims to have a series of small devices that generate powerful EMP fields, the perfect way of foiling bugs and other surveillance devices, but in fact he just casts powerful hexes (destroying tech is destroying, so it's something his magic can do).  Powerful enough that they fry the listening devices that have taken down so many in his profession.  Of course the "EMP" also destroys the electronics of his allies (including digital watches, smart phones, etc) but Nelson views that as an acceptable loss.

Using him in play:
   He's not a hero but not really a villain.  The mob never sends him out to deal with civilians so Nelson knows that he "deals" only with criminals.  Criminals who have come up short either in respect or cash (and cash is a sign of respect) when dealing with the Palladino family.  He thinks that a few of his targets might not have been killers but knows that few men have the balls to stand up to the Palladinos without first having made their bones.  He's a killer killing killers, nothing more.

   Nelson and his controller follow the old code.  No killing cops, no killing civilians, no killing Made Guys, and no killing without the boss' say so.  At least that's how Old Man Palladino sees thing.  Occasionally Nelson will allow something to become personal (i.e. terrifies or kills without orders) but even when something's personal Nelson won't allow himself to kill anyone he considers an innocent.  Doing so might be the thin edge of the wedge that turns him into a mad dog and he doesn't dare risk that.

   But Nelson's way of life is shifting, introducing chaos where Nelson needs order.  The main problem is that Old Man Palladino is now an old man.  His sons, well, in that business the end is usually prison or death and the Palladino boys didn't end up in jail.  The good news is they left him with grandkids.

   The bad news? Those grandkids.
(continued next message)
Title: Re: Spare Character Concepts
Post by: Richard_Chilton on December 13, 2011, 02:20:08 AM
   In the first place there's too many of them and in the second place they didn't grow up hungry.  They think that they know what's needed to run a crime family but they lack the hunger that put Old Man Palladino in the boss' seat. One of them is the head of a tech company - maybe he has a brain, maybe he doesn't, but he's got Family money backing him.  Another one's a lawyer, a few of them are in legitimate fields, then there are the ones who think that they had what it takes to run the family business.  A couple of the challengers are even girls.  Old Man Palladino is okay with the idea of a girl taking over the family business but concerned over the number of claimants.  He knows that most of them don't have what it takes and wishes that fewer of them were making their moves.  He even hopes that most of them live through the change of guard of but he's a realist.  He knows that some of them are going to be too stupid to back down and his real hope is that those ones can have open caskets at their funerals.  He would hate to have to order (or even authorise) a hit on one of them, but when the thing is what the thing is then what are you going to do?

   All of this presents a problem for Nelson.  He needs someone to give him his orders.  Someone to select his targets.  Now he has too many people vying for his attention.  Most times his orders come via cut outs and he doesn't always know which member of the Pallandino family is issuing the orders.


   As his ordered life descends into chaos, Nelson tries to keep to the tactics that he's built his life around.  He gets a name (and usually an address) and goes to work.  He casts as powerful a veil as he can - knowing that the threshold will rip part of it away.  He either follows someone into the house or slips in with his Burglary skill.  Sometimes the threshold rips away too much and he has to drink a potion to give himself a new veil, but he always manages.  Once inside he waits patiently until the family goes to sleep, then he creeps from room to room with a camera (film, not digital).  After taking photos of the family sleeping, Nelson slips out of the house.

   Once home he develops the film, selects appropriate photos, and puts them in an envelope with a note that says something like "pay your debts" or "respect the agreement".  Then he slips back into the house and leaves this "polite reminder" behind.  Sometimes he even puts the envelope on the pillow next to the sleeping target.

   Most times that's enough.  If the target doesn't come running, begging to be allowed to make payments, then Nelson makes a second trip.  Often he has to avoid extra security but it's rarely an issue.  He takes more pictures, develops them, but this time the note says something along the lines of "three day grace period".  If no attempts to pay are made by the end of the grace period he returns to finalise the problem.  Normally he carries a pair of silenced weapons, one to use on the target and one to use if he needs to shoot someone later (he hates linking crime scenes).

   Afterwards he takes the used gun(s) and silencer(s) to a blast furnace - destroying all the evidence.

   Then he goes to a meeting.  Every time Nelson kills he attends a NA meeting pretending to be drug addict who got drunk to control his urges.  In a way it's true; Nelson sees them as parallel addictions.  Just as booze is softer than drugs, killing with a gun is softer than killing with his bare hands.  Better than killing the way he wants to.  The way he craves to.  And he doesn't just go after a killing.  No, he tries for a meeting a month, mixing up which ones he attends so no one tracks him.  Sometimes he'll attend AA or other 12 step meetings - since he's already lying about his addiction what's a few more lies if it helps him keep it together?

   In between killings Nelson feeds his desires by being a professional dom, drinking, gambling, and otherwise distracting himself from his inborn need to kill.


   Nelson has lived this way for decades, but (as mentioned above) the old ways are dying.  The mob isn't what it used to be; hungry rivals are always sniffing around looking for an easy mark.  The use of film (necessary because of the amount of hexing he does) marks him as an anachronism.  Worse are the crooked cops, ones who enter the drug trade and expect their badges to give them a pass.  Nelson knows that it's only a matter of time before one of them refuses to pay what he owes and Nelson worries how the Wardens will react over a cop killing - even the killing of a crooked cop.

   Yes, Nelson has encountered Wardens.  They see him as one of countless mercenary thugs, one with more self control than most.  Technically he's probably on their list of things to deal with but he doesn't use magic to kill and he only kills people who deserve killing - which puts him below everything that preys on innocents.  There's some debate over whether he's human enough to be their problem or if he's a less than human predator.  Nelson has never been soul gazed, not with his constant use of sunglasses, and might not be human.  Or maybe he is human and is simply deluding himself over his status.  Regards of if he is an inhuman predator or just another human with odd powers, if Nelson begins killing at random the Wardens will deal with him.

   For his part, Nelson sees the Wardens as his death.  He knows that if he ever gives into the cravings that the Wardens will take him down.  Sometimes that knowledge is the only thing that keeps him from giving into his cravings.


Using him in a game:
(Note: most of these suggestions boil down to: The PCs encounter Nelson.  He's a killer but he only kills other killers.  How to they react?)

- the PCs hear the legend of the unstoppable hit man called Silent Night.  He's just another background element in the city - until someone gets involved with wrong crowd.

- The PCs are in the Nevernever when a portal opens and a semi veiled man ducks through it.  One of Nelson's missions went bad enough that he had to use his backup plan - ducking into the Nevernever and hoping to wind up in a less dangerous situation.  He and his silenced pistols will help the PCs until they all get somewhere safe.  This is a nice, non-hostile way of introducing Nelson to the PCs.

- There's something hunting in the wrong part of town.  The PCs hunt down its lair and discovers that someone else has already dealt with the problem - using silenced pistols to end the threat to his boss' interests.

- There's a monster hunt going on and someone suggests that the PCs could use some extra muscle.  A few phone calls later and Nelson shows up, looking like an old style gangster in a grey suit.  He's not there for idealist reasons but to pay back a favour to someone who helped him defend the Palladino family assets from a different (now dead) monster.  How do the PCs deal react to a mercenary?

- there's a monster that needs fighting.  Red Court / White Court / Black Court - or maybe something else that impacts on the city's sex trade.  The PCs get an unexpected ally - one that disappears when the threat makes a deal with the Pallandino family.  How to the PCs handle this desertion?

- There's an up and coming mobster who runs afoul of the PCs.  Problem is, the mobster's one of Old Man Palladino's heirs and he knows how to tap Silent Night for a job.  Nelson doesn't know why one of the PCs is a target but assumes they are in the rackets.  Nelson does his standard "here are photos of you sleeping" job - how do the PCs react?

- someone comes to the PCs with a sob story; her husband's in trouble and he's dragged the rest of his family in with him.  She's found photos of her family sleeping with a threatening note and she's panicking.  Can the PCs help her? What she doesn't know is that her husband owes six figures for a drug deal that was supposed to set him for life.  The deal went south but the Palladino's want their money - or at least a payment plan.  If the target makes a good faith offer to pay something then Nelson will be called off.  Otherwise the target (but not his family) will die.

- someone a PC vaguely remembers from college needs help.  He's got an envelop full of photos and he's sure that whoever took them had to be something supernatural to get passed his security system.  He knows that the PC has something to do with weird stuff - can he get some help? Of course he's leaving out the suitcase of cash he's got stashed in the trunk of his car, full of money he owes the Palladino family, and the two bodies he buried in a riverbank to get the money.

- The PCs are doing whatever it is they're doing when they stumble over a dead body.  Someone who thought that he was tougher than the Pallandino family was told that he wasn't.  If the PCs get involved they'll learn what kind of a man he was and have to decide if the dead man deserves revenge.

- While Nelson is having fun in Vegas one of the claimants to the Pallandino throne decides to get cute.  He (or she) gets someone to act like a serial killer who uses Silent Night's MO.  Striking at night, using a silenced weapon, just like Nelson.  The only real difference is that the serial killer uses a digital camera and takes the photos after the killing.   That and he (or they) is leaving the name "Silent Night" in blood at the crime scene.  The PCs start dealing with the mess - which gets messier when Nelson gets back in town with orders to reclaim his reputation no matter how many killings it takes to do that.

- the PCs encounter a tech start up that looks like a pump and dump con job.  Someone tried to raise extra cash and now that things have gone bad he's gone running back home looking for backup.  Old Man Palladino, he likes the boy and asks Nelson to straighten things out.  The PCs are left to wonder: How did things go from checking out a high tech con job to being warned off by the mob?

- the PCs are going up against a major lowlife (one with lots of goons working for him) when the lowlife gets targeted by Silent Night.  Maybe the PCs even see one of the envelopes of photos? They think that they have new ally in the fight, but when the lowlife makes peace with the Palladino family the threat goes away.  That, or the lowlife they've almost dealt with is mercilessly killed in his sleep.

- the PCs are in conflict with a lowlife.  When he turns up dead the police are torn - was it the PCs or the near mythical Silent Night? Either way, one of the PCs look like a good fall guy for the crime.

- On the run, the PCs stumble into a N.A. meeting and think it's a nice place to lay low for a while.  Something follows them and interrupts this guy while he's sharing.  When things go bad someone gets marked for revenge.  See, Nelson needed that meeting and doesn't like anyone interrupting him when he's sharing.  He's acting without orders on this one, but sometimes things get personal.

- one of the PCs have an addiction problem or otherwise go to meetings.  That PC runs into a nice, quiet guy who's been fighting his addiction for years.  If the PC is supernatural there's a good chance that Nelson will notice and trail the PC for a while (checking to make sure that the PC isn't a threat).  If there's a monster hunt going on then they might end up with Silent Night for backup.

- An ally of the PC goes to meeting and makes a new friend.  When the PCs call their ally for help they get a bit extra, an average looking guy who's there to help the ally (and maybe the PCs).

- If the PCs are shady then someone comes to them openly admitting that he's a rival of the Pallandino crime family and he needs help.  The Pallandinos have this ghost named Silent Night working for them and the rival want the PCs to help him destroy the legend.

- One of a PC's neighbours wind up dead - shot dead in the night.  It seems that he was involved in the rackets and didn't think that he needed to pay his debts.  A typical gangland slaying.  Do the PCs get involved?

- The PCs stumble across an envelope full of pictures of a family sleeping.  Photos of children sleeping.  That's just plain creepy - do the PCs investigate? If they do they find that the people in the pictures don't want to talk about it.  They owed a debt that they didn't think they could pay - but when they saw those pictures they were inspired.  They found enough money for a down payment and agreed to an instalment plan and they don't want the PCs getting involved in their ongoing criminal activities.  Especially not until they've paid off that debt.

- The PCs hear some details about Silent Night and assume that he's supernatural.  Otherwise, why would he use an old fashion camera in this day and age? As they learn more about him, do they get involved or leave him to kill other killers?

- A PC friend or ally of Nelson is injured and Nelson loans out his amulet.  Does his father get involved?

- One of Nelson's half-brothers hits town.  He's a killer who's only semi in control of his actions.  Nelson tries to help him a bit... A serial killer with boosted physical abilities mixing with a mob hit man with magical abilities - that's not a good picture.
(Note: this was first posted at http://www.jimbutcheronline.com/bb/index.php/topic,30354.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,30354.0.html) and there's a bit commentary there - mainly about typos.)
Title: Re: Spare Character Concepts
Post by: ways and means on December 15, 2011, 02:20:34 PM
Name: Nozick Branch

High Aspect: Out of work Demonic Henchman Scion   
Trouble: In love with the Opposition
Aspects: Its a bad job (but someone's got to do it), Individuality is my excuse, Mildly Malevolent, Animal Rights Activist

Skills:
Superb(+5): Discipline, Athletics   
Great(+4): Alertness, Endurance
Good(+3): Might, Conviction
Fair (+2): Presence, Empathy
Average(-1): Lore, Scholarship

Powers:
For Someone Else's Glory [-2]: You can hide in plain sight by making yourself too unimportant to see. The greater Veils part of Greater Glamours.
Inhuman Speed [-2]
Inhuman Strength [-2]
 
Stunts:
Quick Silver Steel Style: Speed is your strongest attribute and what defines your fighting style , you can use your athletics skill for the close combat trapping of weapons when wielding light slashing weapons (daggers, kukuris etc).
Knives, Knives, Knives: Weapon wielding a pair of daggers add plus two to your weapons rating.   
   

Title: Re: Spare Character Concepts
Post by: Sanctaphrax on December 15, 2011, 07:07:34 PM
Not a huge fan of the Athletics attack stunt. But otherwise I like him.
Title: Re: Spare Character Concepts
Post by: devonapple on December 15, 2011, 08:41:23 PM
Not a huge fan of the Athletics attack stunt. But otherwise I like him.

Yes, using Athletics as an attack is a textbook example of an overpowered Stunt, simply because Athletics is already a lynchpin skill with a lot of utility: tacking an attack onto it is considered abusive, but YMMV.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on December 16, 2011, 02:45:50 AM
I wouldn't go quite that far. A heavy restriction and no Speed bonuses is probably enough.
Title: Re: Spare Character Concepts
Post by: Vargo Teras on January 25, 2012, 06:47:55 AM
Name: Father Robert Pembrooke

High Aspect: Vessel of Divine Power
Trouble: A Man of Peace

Skills:
Superb (+5): Conviction, Scholarship
Great (+4): Discipline, Lore
Good (+3): Empathy, Rapport
Fair (+2): Presence, Contacts
Average (+1): Alertness, Resources

Stunts:
Blessed Words
Tower of Faith

Powers:
[-0] Wizard's Constitution
[-1] Bless This House
[-1] Guide My Hand
[-5] Sponsored Magic (Soulfire)

Background: The Dickensian Aspect
Robert Pembrooke was born to poverty in London, in the late nineteenth century.  The charity of the Church was the only thing that sustained him in body and mind; he chose in turn to give his life to the Church.

Rising Conflict: One Man Against the Darkness
Father Pembrooke has always been a man of deep faith, and this included a belief that evil was not merely a thing that men did to each other, but that there was true darkness in the world.  He studied the occult extensively, becoming an expert in demonic possession and exorcisms, hauntings and the lore of witchcraft.  This belief was hardly shared by his fellow priests; while many were still good, faithful men, they turned a blind eye to evidence that worse things stalked the night than burglars and cutthroats.  When he discovered the power that God had granted him to battle the forces of the Adversary, he took this as a sign that he neither needed, nor should seek, help besides the Lord, his Shepherd.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 25, 2012, 08:54:36 PM
I like what you have there, but one thing puzzles me. What level is this guy at? 30 skill points and 9 refresh spent indicates some sort of Chest Deep/Submerged hybrid.
Title: Re: Spare Character Concepts
Post by: Vargo Teras on January 25, 2012, 09:45:51 PM
Not an intentional hybrid, but rather bad maths.  To make Chest Deep, remove the stunts; for Submerged, I'd add Average Endurance, Investigation, and Performance (strictly for ceremonial purposes), and bump Alertness and Resources to Fair.
Title: Re: Spare Character Concepts
Post by: H++ on February 19, 2012, 12:02:35 PM
As requested by Sanctaphrax from my own thread. This is my wife's character and main protagonist in my DFRPG campaign.

SUBMERGED
NAME: Raven White
TEMPLATE: Wizard
HIGH CONCEPT: Born Spell Slinger
TROUBLE: I Need To Know!
OTHER ASPECTS: Student of Elizabeth Deverell, Bringing Down The House!

SKILLS
SUPERB (+5) Conviction, Discipline
GREAT (+4) Lore, Presence
GOOD (+3) Empathy, Rapport
FAIR (+2) Contacts, Investigation, Resources
AVERAGE (+1) Alertness, Athletics, Endurance, Performance, Scholarship

POWERS: Evocation - Air, Earth, Spirit (-3), Thaumaturgy (-3), Soul Gaze (-0), The Sight (-1), Wizard's Constitution (-0), Refinement (-2)

SPECIALIZATIONS: EVOCATION Control (Earth +1), Power (Earth +2); THAUMATURGY Complexity (Divination +1)

FOCUS ITEMS: Holly Wand - Earth (+1 Defensive Control, +1 Offensive Control), Mum's Tarot Deck - Divination (+1 Complexity, +1 Control)

ENCHANTED ITEMS: Raven's Red Converse HiTops - Great (+4) Athletics for sprint action, 1 use per session; Raven's Red Duffle Coat - Block 4/Armour:2, 1 use per session; 2 potions slots

ROTE SPELLS: "Bulwark", Earth, Defensive Block, Shifts 7, Duration 1, Stress 1, Holly Wand integral to rote; 3 left for my wife to define

PHASES
BACKGROUND: Mum and Dad went missing at Astley Castle, 31st October 1977. Six months later the castle burned down and black magic effigies were found in an upper room. Raised by my grandparents, my gran tutored me initially in the arts. My talent outgrew her know-how and tuition was handed to gran's close friend Elizabeth Deverell - a wizard of The White Council.
ASPECT: Student of Elizabeth Deverell
RISING CONFLICT: Halloween 1990, found Gran dead in her kitchen. Same effigy was left next to her body as found in castle. My Sight revealed a symbol like a "?" was magically tattooed on to Gran's face. As I called Elizabeth to tell her, a mantis-like demon rose from the shadows and attacked. In my pain and anger I managed to collapse the house on top of it and ran.
ASPECT: Bringing Down The House!

3 Aspects left to define in play.
Title: Re: Spare Character Concepts
Post by: Harboe on February 28, 2012, 08:31:15 PM
In case I ever get to be a player in DFRPG, I've got a concept ready.
Power Level: Feet In The Water

Name: Darren Hughes
High Concept: Destiny Left Me A Watch.
Trouble: You Don't Get To Retire From This Job
Other Aspects: Born To A Couple of Silver Spoons, Doing the Right Thing, "I Might Have A Sword, But I Definitely Have A Club."
Guest Star Aspects to be done at a later point.

Skills:
Great - Conviction, Resources
Good - Presence, Weapons
Fair - Contacts, Deceit
Average - Lore, Scholarship

Stunts
Riposte (Weapons) [-1]
Windfall (Resources) [-1]

Powers
Item of Power (Pocketwatch) [+1], covering:
- Cassandra's Tears [+0]
- Guide My Hand [-1]
- Marked By Power (Fate) [-1]
- Wizard's Constitution [-1]

Stress:
Physical OO
Mental OOOO
Social OOOO
Title: Lukas, Leothrope Rocker
Post by: devonapple on March 08, 2012, 10:54:08 PM
Lukas (aka Lukas Grimm, aka Lukas Skallagrimmsson) (Submerged)

Lukas is a middleweight Minnesota rock musician with the ability to manipulate reality with his magic; he also possesses the berzerker spirit of a lion, which he can let loose at will. Born to a long line of skalds (the storytellers of the old Scandinavian ways), his mystical music talents are eagerly sought by several supernatural groups, for a variety of purposes from the selfish to the insane. As he struggles to become famous in the mortal world he loves, Lukas fights the pull of his heritage, but despite himself, his involvement in the supernatural world has increased greatly of late, and he resents it very much.

High Concept: Leothrope Rocker
Trouble: Forsaken Skaldic Heritage
Other Aspects:
Bearer of the Guitar of Ages;
Sure, What the Hell...;
Easily Underestimated Man-Child;
The New Ways - Just Like the Old Ways;
You Won't Like Me When I'm Angry

Skills:
Superb: Presence, Performance
Great: Intimidation, Fists
Good: Athletics, Conviction
Fair: Rapport, Endurance, Might
Average: Alertness, Contacts, Discipline, Empathy, Lore

Stunts:
[-1] Bardic Spirit: Presence is used instead of Conviction to determine spellcasting power.
[-1] Bardic Finesse: Performance is used instead of Discipline to determine spellcasting control.

Powers:
Leothrope
[-1] Echoes of the Beast:+1 to physical Intimidation checks (not social threats), talk to felines
[+1] Human Form: affecting Inhuman Strength, Inhuman Toughness and Inhuman Recovery
[-2] Inhuman Strength
[-2] Inhuman Toughness
[-2] Inhuman Recovery
[+2] Catch: Monkshood

Skald
[-2] Channeling: Music
[-1] Item of Power (Guitar of the Ages) [+2]: providing Refinement 3 [-3] spent on +3 to Offensive Discipline and Conviction (Channeling: Music)

Focus Items (Channeling: Music):
Silver-Gold Torc Necklace (2 slots): +1 to Defensive Power (Presence) and Control (Performance) (Channeling: Music)
Guitar of the Ages (IoP, 3 slots): +3 to Offensive Power (Presence) and Control (Performance) (Channeling: Music)

Casting Scores:
Offensive Channeling (Music): Great (+4) Presence and Performance/ Epic (+7) Presence and Performance with Guitar of Ages
Defensive Channeling (Music): Great (+4) Presence and Performance/ Superb (+5) Presence and Performance with Torc Necklace
Channeling (Music): Great (+4) Presence and Performance

Physical: 000 (as Leothrope: 000(00) Armor:1)
Mental: 0000
Social: 0000, plus one additional Mild Social Consequence

Adjusted Refresh: 1

Background:
High Concept: Leothrope Rocker
Lukas is a talented musician, despite his relative obscurity. His occasional fits of temper, as well as the unexplainable weirdness which seems to follow him around, have managed to limit his career. Thankfully, he has managed to achieve relative control over the leonine rage spirit within him, and can call it forth at his will.
Invoke: Leveraging his reputation as a musician; invoking his leothropic nature.
Compel: Unwanted attention; lifestyle complications; berzerk triggers.

Trouble Concept: Forsaken Skaldic Heritage
Lukas is part of a line of skalds, and possesses hereditary music-based magical talents, in addition to his rage spirit. Though he wants to focus on achieving success in the mundane world, he is fated to be a player in the supernatural world, and despite his best efforts, he is continually pulled into a variety of weird plots which depend on his musical talents.
Invoke: Leverage his ancient heritage; resist attempts to draw him into supernatural situations; deflect obligation/responsibility.
Compel: Inescapable supernatural situations; inconvenient cultural expectations; in demand.

Background Aspect: The New Ways - Just Like the Old Ways
Description: Lukas was born into a line of gifted musicians dating back to the days of the Vikings. Although his parents, Feydr and Hilde Skallagrimmsson,  initiated him into the mysteries of his skaldic forebears, Lukas was far more interested in rock n' roll music and indulging his more carnal tastes. It would be many years before the other half of his heritage - the berzerker Viking side - would manifest. In retrospect, it was easy to see why he could not be easily raised to his parents' ideals, and had they known of the rage spirit which had chosen him to be its vessel, they might have done something about it long ago. Lukas occupies an awkward middle ground between rage and creativity, and it pulls at him to this day. Despite his somewhat dysfunctional and narcissistic self-image, this dichotomy between violence and inspiration is as old as mankind. As much as he fools himself into thinking he is modern and separate from his heritage, he is as subject to the old ways as to the new.
Invoke: Lore declarations and skaldic knowledge; ease of navigating old world customs; finding common ground with those holding old world sentiments; appearing windswept and interesting.
Compel: Obligated to observe/respect old traditions; giving in to Viking impulses and excesses; inner conflict.

Rising Conflict: Bearer of the Guitar of Ages
Description: Little did he know that his parents had been trying to groom him for a particular purpose: to bear the sacred relic of his ancestors and use it to preserve knowledge and honor. Without their son, the Skallagrimmssons did their best to confront some of the primal supernatural threats which had been trying to settle in Minnesota, but soon they were overcome, slain by forces unknown. Lukas - deep in a life of hedonism and self-oblivion - first learned of their fate when he was visited by their ghosts. Eager to dismiss the visions as drug-induced hallucinations, he ignored them as best he could. But their ghosts persevered, and eventually he looked up Corbin Freyrson, an old family friend, for advice. Corbin didn't know much, but shared his belief that the Skallagrimmssons were living a double life, and that they were taking some serious risks on a regular basis. Eventually Lukas discovered that his parents had been guarding something, and had arranged that he could find it. When he beheld the relic - an ancient stringed instrument of intricate design - it called to him, and being of low impulse control, he held it. The relic shimmered and warped in his hands, conforming to his ideal of a modern rock guitar. It taught him its magic, and he learned to use it to weave music that had never been heard before. Eventually he learned to summon the magic of his skaldic ancestors on his own, but to this day, he is far more powerful with the Guitar of Ages than he is without it.
Invoke: Improving the results of his magic; impressing certain people or supernatural elements; occasionally used to beat people and things in true rock n' roll style.
Compel: The Guitar will occasionally push him into some situations; the ancient supernatural foes of his ancestors occasionally want to complicate life for the bearer of the ancient relic.

Story Aspect 1: Easily Underestimated Man-Child
First Story: Ballroom Blitz
Description: A rogue Black Court Vampire, Eva-Marie Kaltenbach, has set her sights on an obscure indie music festival in Duluth. Zaphiel Lorenzo and DeMarcus Kane (having been clued in anonymously by a rival Red Court Vampire who would prefer not to attract attention) integrate themselves into the security team. When the vampire makes her move against an obscure musician named Lukas, Zaphiel and DeMarcus find the target anything but helpless as he summons musical magic before entering the fray with a roar and a berzerker rage. Together with Raphiel "Ray" Rojas, a previous acquaintance of Lukas', they drive the vampiress away, but fail to destroy her. The duo learn that Lukas is in demand by numerous supernatural elements for his musical abilities, and despite his aversion to getting involved, easily recognize that he has that rare blend of confidence and deathwish which makes him a fellow spirit.
Invoke: Underestimated by opponents; sympathetic people tend to cut him slack or try to take care of him.
Compel: Fits of self-indulgence or petulance; others discount his viewpoint; dismissed/not take seriously.

Story Aspect 2: Sure, What the Hell...
Guest Star: Liquid Courage. (Raphiel)
Description: Concerned about rumors of a Black Court presence in an abandoned house somewhere in Minnesota, Raphiel Rojas hits a local bar to sort out his thoughts. He fell in with bored rock singer Lukas, and recognizing that the seemingly shallow singer concealed significant supernatural power, confided his misgivings about the upcoming raid: Black Court Vampires always had Renfields, and killing them caused Raphiel great sorrow. Lukas, in a move later attributed alternately to drunkenness or boredom, agreed to help this kindred tortured spirit. Although they did not find the rumored vampire, they found evidence of its recent occupancy: a mind-shattered Renfield on the verge of complete breakdown. Raphiel and Lukas did the only humane thing possible and put the wrecked human being out of its misery.
Invoke: Impulsive behavior; recklessness; grace under fire; steeled resolve in the face of danger; talking others into taking risks.
Compel: Impulsive behavior; recklessness; easily enticed into dangerous, unwise, and risky situations.]

Story Aspect 3: You Won't Like Me When I'm Angry
Guest Star: The Club Scene (Van)
Description: When trouble comes looking for Van "the Man," the owner of the Ever After, Lukas' regular Thursday night gig, Lukas gets caught in the crossfire. Some of Van's best customers start turning up dead, so Van - pulled in several directions over money - hurries to figure out why. When Van hears of Lukas' rage spirit, the hedonistic rocker seems the likely culprit. Van and his new bodyguard, the intense Raphiel Rojas, confront Lukas, but realize in the ensuing struggle that Lukas the wrong guy. Together they discovered the real culprit, a rival club owner - and White Court Vampire - who had been trying to get Van's club shut down.
Invoke: Intimidation; bonuses to damage/combat; berzerker rage.
Compel: Lose temper; social brusqueness; berzerker rage.
Title: Re: Spare Character Concepts
Post by: Silverblaze on March 09, 2012, 03:10:08 AM
I originally though presence worked for both control and power. 

After rereading it, I really like the character.
Title: Re: Spare Character Concepts
Post by: ways and means on March 27, 2012, 05:35:17 PM
Was trying to stat a Mass Effect Reaper it seems that Dresden files might not be the right system for statting absurdly powerful opponents. 

Sovereign
Aspects: Giant Tecno-Organic Ship, Millions of Years Old, 1 Ship Armada, Beyond Human Comprehension, Vanguard of Destruction

Skills:
Legendary: Guns, Endurance
Epic: Intimidation, Presence, Deceit, Scholarship, Might
Fantastic: Manoeuvring (athletics for ships), Alertness, Conviction

Powers:
Reaper Heavy Weapons [-20] All of your weapons do +40 Stress and fulfil the Overload Catch of Shield related Toughness. 
Reaper Shields: (Physical Immunity with a catch of sufficient damage (if he takes +100 stress or more) [-8]
Two kilometres wide [-8]: (+8 Stress Boxes, +4 for enemies to hit him)
Indoctrination [-4] Potent Lasting Incite Emotion
Dragons Teeth [-4] (based of Master Domination) You can turn enemies you defeat into husks this takes a while.
 
   
 
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on March 27, 2012, 06:26:26 PM
Unthinkable Size from the custom power list is your friend.

Also, I think that his weapon ability and shields can be managed better. If every spaceship has Physical Immunity to small arms, then Sovereign's weaponry could just be weapon 10 or so.

I lack enough knowledge of Mass Effect to comment further.
Title: Re: Spare Character Concepts
Post by: ways and means on March 29, 2012, 08:16:01 PM
Eliath Grey

High Concept: Shape Shifting Business Man
Trouble: Plagued by my Sins
Other Aspects:
Ex-Mossad Agent
At any costs
A Man Or Monster
A Dutiful Son
Information Broker 

Human Form 
Skills:
Superb: Contacts, Resources 
Great: Intimidation, Scholarship
Good:  Investigation, Discipline 
Fair: Athletics, Endurance ,Guns 
Average: Might, Fists, Empathy, Lore, Alertness

Sin Form (this form is the physical representation of his sins brought about by his natural magic aptitude and self loathing, The Form is monstrous to behold a black plated monstrous bugs with multiplicity of razor sharp pincers and mandibles.)

Skills:
Superb: Fists, Athletics
Great: Might, Alertness
Good: Endurance, Discipline
Fair:  Investigation, Intimidation
Average: Empathy, lore, Scholarship, Conviction, Discipline
 
Stunts:
Un-encumbered (athletics) When carrying no weapons or armour and any weight capable of slowing you down, Add +2 to your dodge roll.
All Out Offence (fists) +2 to fist skills when attacking full out but take a -2 to any defence roll.
 
Powers:
Sin Form (aka Beast Form) -1

Human Form [+1] Affecting
Supernatural Strength [-4]
Supernatural Toughness [-4]
[+3] Poison Catch (+2 for availability, +1 for knowledge)
Monstrous Claws [-2] Your Fists attacks are at Weapon Rating 4 in this form


Title: Re: Spare Character Concepts
Post by: Sanctaphrax on March 30, 2012, 03:39:02 AM
I like this one. Optimized yet interesting.
Title: The Red Warden
Post by: Mr. Death on April 06, 2012, 08:14:37 PM
Lian Xing
Not all of the Wardens attacked in the decimation at the Congo hospital were killed. Unbeknownst to the White Council at large, a particularly devious Red Court noble captured and infected a handful of the Wardens. They either escaped, or were killed, before they could fully turn, and the survivors now use their new abilities in the war effort.

High Concept:
Warden Infected by the Red Court

Aspects:
An Honor to my Family (She's driven to make her family proud, but at the same time they have very high expectations of her)
I'd Give My Life For the Council (She's intensely loyal to the Council and the other Wardens)
Must Maintain Discipline (Sometimes she has trouble keeping her cool, despite her intense training)
Subtle and Precise Power (She favors precision attacks based on her high Discipline score, but can't throw a whole lot of power around without her Foci)
"Do You Still Trust Me?" (Some on the White Council--even other wardens--may think it simply a liability to let any wizard live with the taint of the Red Court in them)

Trouble:
Unfamiliar Hunger

Skills:
Superb: Discipline         
Great: Athletics, Lore
Good: Conviction, Endurance, Weapons      
Fair: Alertness, Intimidation, Investigation, Presence   
Average: Contacts, Empathy, Fists, Rapport, Scholarship

Physical: OOOO
Mental: OOOO
Social: OOO
Hunger: OOOO (extra Mild consequence)

Powers:
Evocation [-3] (Spirit, Metal, Air)
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Addictive Saliva [-1]
Blood Drinker [-1]
Feeding Dependency [+1]
Inhuman Recovery [-2]
Catch [-0] (Holy stuff)

Total Refresh: -10

Specializations:
Evo: Spirit (Control+1)

Enchanted Items:
Warden Sword (Weapon6/Counterspell 6, 3 uses)
Tunic (Armor:2, 3 uses)

Focus Items
1 slot: Warden Sword (Jian-style chinese sword): Metal, Offensive Power+1
1 slot: Beaded Necklace: Air, Defensive Power +2 (only used with Aeris block)

Rote Spells:
Ferris: Metal-3-shift Self Maneuver: Sense The Blade (gives herself greater control over her sword, tagged for Weapons rolls)
Aeris: Air-Block:5 vs. Attacks (Uses air currents to deflect attacks rather than stop them outright)
Saltatio: Metal-Weapon:4 attack (channels her magic through the sword to better guide her strikes)
Duplicio: Spirit-Block:5 vs. Perception (creates a pair of illusory Lians to confuse enemies and prevent them from directly attacking)

----
EDITS: Replaced Craftsmanship with Intimidation, and reworded Duplicio a little bit. And reassigned the beads to Air defensive power; had misremembered how it was on her sheet.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on April 07, 2012, 12:06:13 AM
Very nice. There are a couple things that I question, though:

-Why no Intimidation skill?
-How exactly does Duplicio work? Does it only block Alertness actions, or can it be used against attacks?
Title: Re: Spare Character Concepts
Post by: Mr. Death on April 07, 2012, 05:18:27 AM
Well, mostly because I have a bad habit of simply forgetting about the Intimidation skill when building characters. It might take the place of Craftsmanship, though, if it's needed.

Duplicio I see as a block against Alertness that the enemy has to surpass in order to land a successful attack, similar to a veil. The way I see it working is, when she casts it, a pair of illusory doppelgangers pop out and maneuver around Lian on the battlefield, with the Alertness roll representing the enemy's ability to sort out which one's real. A failed roll means they pick the wrong target and can't attack her directly, a successful Alertness roll means they target the real deal and can act directly against her.  Indirect attacks, like going 'Screw it' and filling the zone with fire or simultaneously attacking all three images via a spray attack, might work, of course.
Title: Re: Spare Character Concepts
Post by: UmbraLux on April 11, 2012, 02:38:18 AM
Duplicio I see as a block against Alertness that the enemy has to surpass in order to land a successful attack, similar to a veil. The way I see it working is, when she casts it, a pair of illusory doppelgangers pop out and maneuver around Lian on the battlefield, with the Alertness roll representing the enemy's ability to sort out which one's real. A failed roll means they pick the wrong target and can't attack her directly, a successful Alertness roll means they target the real deal and can act directly against her.  Indirect attacks, like going 'Screw it' and filling the zone with fire or simultaneously attacking all three images via a spray attack, might work, of course.
I'd rephrase it as a block against perception.  You seldom, if ever, block a single skill.  Most blocks target a class of actions such as movement, attacks, maneuvers, or perception.
Title: Re: Spare Character Concepts
Post by: Mr. Death on April 12, 2012, 04:59:52 PM
Yeah, that makes sense. Mostly I singled out Alertness because I felt that would be the one most applicable to a fight--Investigation I saw as needing more time to assess something, Lore I saw as too imprecise. But I'll reword it and leave it up to the player or GM to decide.
Title: Re: Spare Character Concepts
Post by: ways and means on April 18, 2012, 12:24:03 AM
Alpha
High Concept: Derived Artificial Intelligence Alpha
Trouble: A child to this world
Aspects: A ghost in the shell, Assuming Direct Control, Born of Data, Humanities Child, The Logic of Morality 

Skills:
+5 Scholarship, Lore
+4 Contacts, Resources
+3 Conviction Discipline
+2 Investigation Alertness
+1 Rapport, Deceit

Machine Possession [-4]
Alpha can possess any machine within a 100 meter of his current body or over any radius if his consciousness is inhabiting the internet. To do this Alpha must make a hacking roll (scholarship) vs the machines security. Machines he possess are immune to hexing whilst he is in them as they become part of his body. These bodies are then controlled by Alpha's scholarship (hacking) skill (if he takes over a car he can drive it with Scholarship etc).

No Physical Body [-3] Alpha does not have a biological body and therefor cannot die like a normal person he is immune to long term physical consequences once he possess a new body.

Refresh 1




Title: Re: Spare Character Concepts
Post by: Sanctaphrax on April 23, 2012, 07:03:47 PM
Power level and bottom of skill pyramid seem to be missing.

Custom Powers need a more complete treatment.
Title: Re: Spare Character Concepts
Post by: ways and means on May 02, 2012, 04:50:56 PM
Fenton

High Concept: Temple Dog Shifter
Trouble: A dogs etiquette
Other Aspects: So I am a Dog, Older than I look, Tied to the Spirit World, Righteous Indignation,  On the side of the little people   

Skills
5: Alertness, Fists
4: Discipline, Athletics
3: Conviction, Might
2: Survival, Empathy
1: Rapport, Presence

Powers

Supernatural Sense (Senses) [–2] Temple dogs can
detect unnatural presences & supernatural influences,
with enough detail to know whether it’s time
to attack or just growl.

Sacred Guardian [–1]

Man Change [-1]
You can turn into a man this is almost exactly identical to beast change, Fenton picked up this ability from his father who forgot who he picked it up from.

Human Form [+1]
Affecting:
The Bark [–2]
Inhuman Recovery [-2]

Refresh Cost: -7
Total Refresh: 1
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on May 03, 2012, 02:00:50 AM
I think he's got one extra aspect.

What skills does he have when he changes shape?

The broken-ness of Sacred Guardian is somewhat mitigated by the uselessness of The Bark.
Title: Re: Spare Character Concepts
Post by: ways and means on May 03, 2012, 02:05:37 AM
I think he's got one extra aspect.

What skills does he have when he changes shape?

The broken-ness of Sacred Guardian is somewhat mitigated by the uselessness of The Bark.

He has the same skills, I just used beast change to justify him turning into a person (so he could actually role-play) I suppose I could of just used Human Guise but I thought people would cry fowl.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on May 03, 2012, 02:09:08 AM
Eh. If it has no mechanical effect, don't charge for it. See Wizard's Constitution.
Title: Re: Spare Character Concepts
Post by: KnightOrbis on June 12, 2012, 11:38:34 PM
I just realized where you got the name Fenton from, took me long enough.
Title: Re: Spare Character Concepts
Post by: Centarion on July 21, 2012, 04:56:50 PM
I figured I'd post this here so other people can use it. The setting I created this for is a supernatural LA, where gang violence is prevalent and the gangs are controlled by supernatural baddies.

The basic back story is that his mother got pregnant at a part when she was young (early 20's), even though she wasn't normally promiscuous. His father was a WCV, who, for some reason didn't kill his victim (and likely was not aware he got her pregnant). He grew up in a gang infested neighborhood, and life was rough for him and his mother, who was eventually forced to prostitute for, and then killed by the Bloods (who in this setting are run/enthralled by Red Court Vamps). Near the beginning of his high school career he grew into his supernatural handsomeness and was the most popular guy in school (at least with the ladies), a clued in teacher noticed this and, after talked to him, deduced he was a WCv. She helped him by teaching him about his heritage and training him to control his hunger. 

Luke Tellman

High Concept: White Court Virgin Barkeep
Invoke: When making use of the powers of my heritage, or tending bar.
Compel: Others may dislike/distrust/try to kill Luke if they found out his heritage. Also compelled to keep Luke acting in keeping with his nature (seducing girls, feeding, partying).
 ------------------------------------------------------------------------------------
Trouble: The Hunger Always Threatens
Invoke: Because of his constant battle with his Hunger Luke has experience keeping it in check. Further, his experience controlling his Hunger may help him with some uses of Discipline to control his emotions for other reasons.
Compel: To force Luke to feed, potentially more deeply than he wants, on women he seduces. Potentially also compelled to cause him to automatically fail a Feeding Dependency roll (by some amount) or to encourage him to take on more of the powers of his heritage (during a stressful scene appropriate to such a power).
 ------------------------------------------------------------------------------------
Aspect: Supernaturally Handsome
Invoke: To make use of his stunningly good looks.
Compel: When Luke lets his ego cloud his judgement. When people are jealous of him.
 ------------------------------------------------------------------------------------
Aspect: Grew Up on the Streets
Invoke: When trying to sneak around, break into houses and notice signs of trouble. Being a street urchin taught Luke how to be stealthy, street smart, and “provide” for himself. Can be used to justify having a knife available when reasonable, Luke needed “personal protection” on the streets. Also can be used to with contacts when the roll has to do with acquaintances from the old neighborhood.
Compel: Luke is often haunted by his rough upbringing, he has a soft spot for children, especially those in danger or under the thumb of gangs. Compel this aspect to force Luke to go far out of his way to help a kid. This could also be used to show signs of Luke’s street upbringing in polite company, but only when Luke is already extremely flustered he has learned the ways of polite society, and his Rapport reflects this. Further, he is very good at controlling his emotions via Discipline because of his Trouble. Also, were he to crack a bit, the “rough around the edges” vibe might just add to his charm, especially with people who dislike smooth talking.
 ------------------------------------------------------------------------------------
Aspect: Dirty Fighter
Invoke: To ambush or otherwise deal a cheap shot to a target (potentially also fights dirty in social conflicts).
Compel: When Luke is forced to face an opponent on a level playing field.
 ------------------------------------------------------------------------------------
Aspect: I Hate Vampires!
Invoke: To make use of knowledge about vampires or techniques for fighting vampires learned during years of searching for info to take them down.
Compel: If Luke ever tries to be civil around Red/Black/Jade Court Vampires. May also hinder him when dealing with the White Court, but he probably wouldn't attack them on sight (he just has daddy issues with them, not murderous rage).
 ------------------------------------------------------------------------------------
Aspect: Smooth Talker
Invoke: When using social skills to smooth talk someone, either to lie, convince them of my point of view, or get their panties off.
Compel: When being direct would suit Luke’s needs better. When an opponent dislikes smooth talkers.

Power Level: Up to Your Waist

Skills:
• Great (+4): Rapport
• Good (+3): Discipline, Athletics, Stealth
• Fair (+2): Weapons, Deceit, Burglary, Empathy
• Average (+1): Alertness, Contacts, Endurance, Presence

Supernatural Powers:
Emotional Vampire [-1]
Incite Emotion (Lust, Lasting Emotion) [-2]
Supernatural Good Looks [-1]
Description:
- You are supernaturally good looking. Folks attracted to people of your gender cannot help but notice you, and those not attracted to your gender may reconsider their sexuality. You turn heads when you enter a room. You gain a +2 bonus to any Rapport roll related to seduction. Further you gain a +1 bonus to any use of the Charisma trapping of the Presence skill where looks could be a factor.
- Additionally your stunning good looks and skill in seduction make it easier to Incite Lust in others. When using Incite Emotion, you may use Rapport instead of Deceit to Incite Lust. You may apply +1 of your seduction bonus to Maneuvers and Attacks made with Incite Emotion (Lust), and the full bonus to blocks provided the Lust is directed at yourself.

Adjusted Refresh: 3

The Supernatural Good Looks power was designed to be a bit less powerful (socially) as compared to Flesh Mask, however, because of the nature of the character as an emotional vampire, who's primary attack is Incite, it may end up being a bit strong for the cost. I personally do not think of the trapping change as something requiring a cost (I view it more like just choosing a different skill when picking the Incite Power to start, I just felt it was unnecessary to house rule a existing power when I was making a new one anyway). Also, the +1 to attacks and maneuvers with Incite is not really an extra power in my mind (this is how I justify the power in my mind, which may be dangerous), it is just clarification that the Rapport bonus to seduce can be used when seducing supernaturally (it only works when the lust incited is directed at yourself), and that the bonus is only +1 on attack or with stacking (maneuvers) for balance reasons. Any feedback on this would be greatly appreciated, I have not play tested it.

In play (from a meta-game perspective) the idea fr this character is that he will slowly become more vampiric (as he is forced to use his emotional vampire to feed to overcome challenges), and then once he had dependency he is forced to feed harder to keep his hunger sated (we are using a house ruled hunger similar to one I found on these boards, that makes use of on camera feeding, forces some stress even when you win the feeding failure check, and doesn't let hunger clear outside of feeding on camera or skipping scenes).

Again any feedback would be great, I hope you like it. If you want I can post all the phase stories, but they are probably too long for this post.

Centarion

Title: Re: Spare Character Concepts
Post by: Sanctaphrax on July 22, 2012, 03:26:23 AM
Looks like a solid character.

But Supernatural Good Looks looks a bit too strong to me. Switching trappings is worth something on its own, and +1 to Incite Emotion attacks is probably worth a Refresh on its own.

PS: Have you seen the Incite Emotion rewrite I'm working on?
Title: Re: Spare Character Concepts
Post by: Centarion on July 24, 2012, 06:37:16 PM
Ya, the fact that it looks overpowered is what I was worried about, but I am not sure if it actually is. Basically, in real game terms, it is adding +1 to incite attacks and maneuvers, but only when you are fine with the target trying to have intercourse with you (you don't want to use it on a troll, for example). Ya sure, it gives a +2 bonus to seduce someone normally, but really, that isn't a mechanical advantage considering I already had a +2 bonus to seduce them with my Incite power. The +1 to presence was thrown in for flavor, you make an impact when you enter a room, but I don't know if it will come up/how important that will be (I have never rolled this in a game before).

As I mentioned above, I don't know if i agree that the switching skills thing should cost anything, the reason being that a power for [-1] that was exactly Incite Emotion (Lust) but said use rapport would be fine, you could just pretend I took that instead. Skills do the things they do as written, at least partly for balance reasons (you cant just dodge with guns for free, that is OP), but if you are spending a refresh for a power, I feel like which skill (of the reasonable options) it uses doesn't really matter (you are adding a trapping either way). Also, it isn't like Rapport is a much stronger skill than Deceit (it may actually be weaker IMO), it was really a flavor choice for me. (This power could have been Supernaturally Deceptive, and done the same thing, but with lies and incite, and would probably be much much stronger).

In any case, do you have any suggestions to improve it? I understand that my perspective on this is distorted because I made this thing. I was able to rationalize to myself why it was fair (by comparing to Flesh Mask and True Aim, saying this is weaker than both and sort of combines them), but of course, a power that does multiple things but slightly more limited may be better than one that does only 1 thing better (and it may not be much weaker than True Aim, however, I can foresee circumstances where I cannot use my bonus since the creature is to terrifying to seduce, and it doesn't come attached to a weapon 3 sword that ignores catches). There I go rationalizing again derailing my own thought.

I could see toning it down (so it costs 1), I want to maintain the bonus on Incite, that was the major benefit to the character, and the flavor of the power, that was the reason I came up with it in the first place, but we could alter or put restrictions on the bonuses so it makes more sense. I could also see making it a [-2] power (and maybe renaming it Inhuman Good Looks to be on theme, but of course if the looks were inhuman people may not be attracted  :P) and adding stuff to it, I just dont know what (or how much).

I have not seen your Incite Emotion rewrite, I searched for it but didn't find it, and I would love to read it.

Thanks a bunch for the help (should this be in another thread, I don't want to derail this one, though it doesn't seem to see much action).
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on July 24, 2012, 08:47:48 PM
Basically, in real game terms, it is adding +1 to incite attacks and maneuvers, but only when you are fine with the target trying to have intercourse with you (you don't want to use it on a troll, for example).

Yes you do.

Takeout narration is up to the player. This Power does nothing to restrict it. I can have that troll feel lust for whatever I want, or I can just make it pass out from emotional overload. As long as the table is OK with that, of course.

Ya sure, it gives a +2 bonus to seduce someone normally, but really, that isn't a mechanical advantage considering I already had a +2 bonus to seduce them with my Incite power.

Incite requires physical contact, can't inflict social stress, and does not provide its bonus to non-conflict seduction rolls.

As I mentioned above, I don't know if i agree that the switching skills thing should cost anything, the reason being that a power for [-1] that was exactly Incite Emotion (Lust) but said use rapport would be fine, you could just pretend I took that instead. Skills do the things they do as written, at least partly for balance reasons (you cant just dodge with guns for free, that is OP), but if you are spending a refresh for a power, I feel like which skill (of the reasonable options) it uses doesn't really matter (you are adding a trapping either way). Also, it isn't like Rapport is a much stronger skill than Deceit (it may actually be weaker IMO), it was really a flavor choice for me. (This power could have been Supernaturally Deceptive, and done the same thing, but with lies and incite, and would probably be much much stronger).

A Power that can be used with any skill is more powerful than one limited to one skill. So trapping switches have a value, albeit a rather small one.

Honestly, I don't mind opening up Incite Emotion. But it's important to remember that you are making it more powerful when you do so.

In any case, do you have any suggestions to improve it? I understand that my perspective on this is distorted because I made this thing. I was able to rationalize to myself why it was fair (by comparing to Flesh Mask and True Aim, saying this is weaker than both and sort of combines them), but of course, a power that does multiple things but slightly more limited may be better than one that does only 1 thing better (and it may not be much weaker than True Aim, however, I can foresee circumstances where I cannot use my bonus since the creature is to terrifying to seduce, and it doesn't come attached to a weapon 3 sword that ignores catches). There I go rationalizing again derailing my own thought.

Personally, I'd make Supernaturally Good Looking not relate to Incite Emotion. It doesn't feel natural to me, since Incite Emotion is largely psychic force and not real social interaction.

I could see toning it down (so it costs 1), I want to maintain the bonus on Incite, that was the major benefit to the character, and the flavor of the power, that was the reason I came up with it in the first place, but we could alter or put restrictions on the bonuses so it makes more sense. I could also see making it a [-2] power (and maybe renaming it Inhuman Good Looks to be on theme, but of course if the looks were inhuman people may not be attracted  :P) and adding stuff to it, I just dont know what (or how much).

Why not just take Rapport-based Incite Lust, and a Rapport stunt to make it better?

I have not seen your Incite Emotion rewrite, I searched for it but didn't find it, and I would love to read it.

Yo. (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1496859.html#msg1496859)
Title: Re: Spare Character Concepts
Post by: Centarion on July 24, 2012, 10:01:51 PM
Yes you do.

Takeout narration is up to the player. This Power does nothing to restrict it. I can have that troll feel lust for whatever I want, or I can just make it pass out from emotional overload. As long as the table is OK with that, of course.

The power as I wrote it requires that the lust be directed towards the user (to make use of the bonus at least), that said your point about takeout narration is totally valid. 

Incite requires physical contact, can't inflict social stress, and does not provide its bonus to non-conflict seduction rolls.

My read on incite was that you could absolutely use it to perform non-conflict seduction rolls. I cant imagine I would be using Rapport to seduce someone not in my zone, but I guess that could happen and is a benefit. I was not thinking about the use of this in social conflicts (although with my character any social conflict revolving around seduction would likely instantly turn into a mental conflict).

A Power that can be used with any skill is more powerful than one limited to one skill. So trapping switches have a value, albeit a rather small one.

Honestly, I don't mind opening up Incite Emotion. But it's important to remember that you are making it more powerful when you do so.

I understand the power as I wrote it was confusing on this point. The power should have noted that you use Rapport instead of Deceit, so it is still only usable with one skill. It really isn't more powerful then.

Personally, I'd make Supernaturally Good Looking not relate to Incite Emotion. It doesn't feel natural to me, since Incite Emotion is largely psychic force and not real social interaction.

Why not just take Rapport-based Incite Lust, and a Rapport stunt to make it better?

The feel I was going for was that you were so good looking that it was easy to incite lust in other people (a truly supernatural level of good looks). It wasn't so much adding to your psychic force as lowering their defense against your incite (subtracting from their roll is mechanically the same as adding to your roll and it was cleaner IMO to phrase this way).

Basically, I was trying to do what you suggest, and this was my attempt at a Rapport stunt (except a power, so slightly better, it is one of my aspects and I am a supernatural being who's job is to look good after all). I should have just taken Rapport based incite lust (that is mechanically what this does anyway) but I was trying to avoid houseruling that power by just tacking the houserule onto this one.

Do you have a good suggestion for a power that makes incite lust better? The reason I made this power was that I didn't want to make just a numbers power like +1 to incite. It is boring, and though perfectly valid in the rules seems munchkiny (though I have to admit this is more powerful, what does that say) if only because it has no flavor and a fairly significant mechanical benefit. I have read a bunch of your custom powers and like them a lot, so I would love to get your suggestion on a [-1] or [-2] cost power improving incite lust, especially something that is more flavor than numbers, or provides a less crunchy benefit.

Thanks a bunch.

PS: I read your Incite Effect rework, it seems to be mostly the same as my take on Incite from the book (plus a bunch of added extra trappings). A few questions, you interpreted the book's Incite Emotion to also grant the +2 to blocks (at least, that is what your new version does, I did not read it that way when I read the section in the book), is this balanced (you implied you play tested some of your Incite Effect)? You interpreted the book as requiring fists in order to make contact with Incite Emotion with At Range, doesn't this make the power incredibly weak without At Range since the target then gets 2 defense rolls (and also slow down play), my interpretation was that if you were in the same zone it wouldn't be that hard to make contact, and that they just defended with their Disciple (unless there was a reason you couldn't touch them, such as they had a speed power).   
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on July 25, 2012, 04:16:00 AM
The power as I wrote it requires that the lust be directed towards the user (to make use of the bonus at least), that said your point about takeout narration is totally valid.

The way you wrote is a bit ambiguous, actually. Whether you need to aim the lust at yourself depends on how you interpret an oddly-placed comma. 

My read on incite was that you could absolutely use it to perform non-conflict seduction rolls. I cant imagine I would be using Rapport to seduce someone not in my zone, but I guess that could happen and is a benefit. I was not thinking about the use of this in social conflicts (although with my character any social conflict revolving around seduction would likely instantly turn into a mental conflict).


Incite Emotion requires physical contact. I wouldn't let you touch me in normal conversation, even if you're pretty.

And the Power does not say that you can use it for non-conflict seduction. You can use it for lust-inflicting maneuvers and blocks, which is not the same.

I understand the power as I wrote it was confusing on this point. The power should have noted that you use Rapport instead of Deceit, so it is still only usable with one skill. It really isn't more powerful then.

Yes it is.

See, if you had to use Rapport it wouldn't be stronger. But letting people choose to take the Rapport version or the Deceit version makes the Power as a whole stronger.

The feel I was going for was that you were so good looking that it was easy to incite lust in other people (a truly supernatural level of good looks). It wasn't so much adding to your psychic force as lowering their defense against your incite (subtracting from their roll is mechanically the same as adding to your roll and it was cleaner IMO to phrase this way).


Eh, I dunno. I'm honestly not sure whether your interest in someone matters at all when they use Incite Lust.

Basically, I was trying to do what you suggest, and this was my attempt at a Rapport stunt (except a power, so slightly better, it is one of my aspects and I am a supernatural being who's job is to look good after all). I should have just taken Rapport based incite lust (that is mechanically what this does anyway) but I was trying to avoid houseruling that power by just tacking the houserule onto this one.


Makes sense.

Do you have a good suggestion for a power that makes incite lust better? The reason I made this power was that I didn't want to make just a numbers power like +1 to incite. It is boring, and though perfectly valid in the rules seems munchkiny (though I have to admit this is more powerful, what does that say) if only because it has no flavor and a fairly significant mechanical benefit.

I'd rather make any Power that makes Incite (whatever) better into part of Incite (whatever). But that's just semantics...I like the idea of a lust-based mental grapple, or area-of-effect lust. So I included those in my version...if I had any other good ideas, they'd be in that rewrite.

I have read a bunch of your custom powers and like them a lot, so I would love to get your suggestion on a [-1] or [-2] cost power improving incite lust, especially something that is more flavor than numbers, or provides a less crunchy benefit.

Thanks a bunch.

Thanks and you're welcome.

It might be possible to work out something that doesn't directly link to Incite Lust that is nonetheless very useful with it.

Something that penalizes people's Discipline, perhaps. Or maybe a broad-spectrum Rapport boost. Like Inhuman Charm or something.

PS: I read your Incite Effect rework, it seems to be mostly the same as my take on Incite from the book (plus a bunch of added extra trappings).

It is. The differences are fairly superficial, it's more of an expansion than a rewrite.

A few questions, you interpreted the book's Incite Emotion to also grant the +2 to blocks (at least, that is what your new version does, I did not read it that way when I read the section in the book), is this balanced (you implied you play tested some of your Incite Effect)?

I think that you can use the bonus when making blocks. But it's up for interpretation, as is whether you can use the bonus on attacks. I figured that applying the bonus to blocks and not to attacks was fair, so I made that interpretation clearly correct.

You interpreted the book as requiring fists in order to make contact with Incite Emotion with At Range, doesn't this make the power incredibly weak without At Range since the target then gets 2 defense rolls (and also slow down play), my interpretation was that if you were in the same zone it wouldn't be that hard to make contact, and that they just defended with their Disciple (unless there was a reason you couldn't touch them, such as they had a speed power).

Good catch. It's only supposed to be one defence roll, but it's supposed to offer a wider choice of defence skills.

I'll make that clear.

I figure that in a gunfight, people will try not to let you touch them. Letting them dodge or block your attacks as though they were Fists attacks seemed like the best way to represent that.

I considered removing the touch requirement entirely, but...I don't want to make Incite Emotion much better than it is. It's already pretty good, and I feel as though I'm pushing it a bit by letting people use Resources or whatever already.
Title: Re: help with Character Concepts
Post by: raydjulia on August 25, 2012, 11:20:00 AM
Im looking for some help with a char concept, im thinking of a scion of the erlking, and young man early 20s , hard around the edges. high concept: son of the erlking  trouble:hunter or hunted (or maybe  Hunted by the hunter).
 Aspects:  I know im going to regret this
               You cant escape me
               Stupidly stubborn
               
I want him to a hunter, but not you typical hunter he will hunter down and find anything , person , item , etc for the right price. well thats how its starts anyways , i want him to have a change or heart, at some point and decide that doing the right thing doesnt have a price.

possible powers: echo of beasts( has ability to track by smell, very cool for a hunter)
                       Channeling: Balefire  ( i read somewhere that the erlking uses balefire)
                        inhuman speed
                        swift transition( he can track u anywere)


i have never made a char and would any ideas of maybe a suggestion or 2 , or if anyone wants to post a char fleshed out with these ideas i would appreciate it
               
Title: Re: Spare Character Concepts
Post by: MagusVulpes on September 27, 2012, 06:32:17 AM
I've stated a TON of guys for NPC characters, decided I'd start sharing them here, so here's one of my personal favs for you to enjoy. They're all set to PL's of 10, and can easily slide up or down without much change to the chars. Have fun.

Cyrus Solomon Gold
High Aspect: Undead Mobster
Trouble: Bound to the Swamp

Stress:
Physical: OO(OOOO)
Mental:   OO
Social:    OOO

Skills:

Supernatural Powers:
Adjusted Refresh: 2

Appearance and Age: Cyrus appears to be a man in is late 30's in decent enough shape, when he appears human which is whenever he isn't in sunlight, the rest of the time he appears as a rotted, withered, degenerated corpse. He was born in the early 1800's, died in the 1830-40's, and was resurrected by the confluence of power in the Swamp in the 1940's. He regained sentience at some point after that, so he's been around for a while.

Cyrus Gold's Aspects

High Concept: Undead Mobster - A mobster who was killed in the 1830's or 40's that has been resurrected by the confluence of powers in the Swamp.
Invoke: TO make use of Undead abilities or mobster skills.
Compel: Any time being undead or a known criminal would complicate matters.

Trouble: Bound to the Swamp - That which keeps him among the living.
Invoke: When using a skill related to the Swamp either in or about.
Compel: As an Achille's Heel without exposure to the Swamp he begins to deteriorate at a normal pace once more.

Restoration of Self: Cyrus Solomon Gold is the result of a natural convergence of mystical energies within Slaughter Swamp. He is a fully sentient zombie, maintained by the natural energies found around the Swamp. Whenever Cyrus is injured by merely remaining within the swamp he can be restored, so long as the time spent there is equivalent to the time needed for a 'vanilla' to heal accordingly (or in some cases a wizard). Also, by being placed in the swamp after being 'killed' Cyrus will return to unlife after enough time has passed to do so.

Concept and Background:

Cyrus Solomon Gold was born in the early 1800's. He lived a life of crime, which eventually caught up with him when a rival mobster killed him and had his body buried in Slaughter Swamp where no one would ever find him. He arose in 1944, initially as a mindless zombie that wondered the swamp slaughtering any hapless traveler he happened across. Legends say that several times the militia would head out into the swamp to destroy the monster, but despite many success, the Slaughter Beast kept returning. The confluence of energies the locals unconsciously directed towards the swamp, energies of fear and dread, kept Cyrus returning, reviving him each time a storm rolled through in which lightning would touch down in the swamp. Eventually, to put an end to the stories of the walking dead perpetuated by locals, the Catholic Church sent a group of priests to bless the edge of Slaughter Swamp so that the Slaughter Beast couldn't leave it's borders.

It worked, Cyrus was trapped in the swamp, and as time went by he slowly came back to himself. Years later, when the blessing finally faded, Cyrus emerged from the swamp, and set to rebuilding that which he had lost. He has since worked himself to death, several times, to reclaim the power he lost with his death decades before. His power base is centered on the swamp, and as such has taken to calling himself the “Beast of Slaughter Swamp” in a bit of irony as he actually is the beast of legend. He's managed to maintain control of the area over the past century, no one guessing who he truly is, as each time he dies he chooses a new alias and begins controlling the mob anew, though his lieutenants know of his condition.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on September 27, 2012, 09:05:07 PM
Keep 'em coming.
Title: Re: Spare Character Concepts
Post by: MagusVulpes on September 29, 2012, 03:37:18 AM
And another I like, mainly b/c of the wordplay in the High Concept.

Selena Kitt (Wereform) - Submerged
High Aspect: Were-cat Burglar
Trouble: Renowned Criminal
Other Aspects:

Stress:
Physical: OOOO
Mental:   OO
Social:    OOO

Skills (Human):

Skills (Cat):

Supernatural Powers:

Mortal Stunts:

Adjusted Refresh: 3

Appearance & Age: Selena is in her mid-late 20's, stands between 5'8" and 5'9" and has a athletic gymnist's build. She has green eyes and black hair, and on camera her eyes flash likes a cat's.

Selena Kitt's Aspects

High Concept: Were-Cat Burglar
Invoke: Whenever catlike relexes or a burglar's experience would be useful.
Compel: Whenever a game of cat-and-mouse is available or something valuable needs relocating.

Trouble: Renowned Criminal
Invoke: To use reputation to seal a deal or to reflect knowledge.
Compel: Whenever law enforcement becomes involved.



Concept and Background:

Selena was a regular cat-burglar until she came across a scroll that was hidden in an ancient cat statue that was broken on her way out of... collecting it. After some research she found it to be a technique to transform oneself into a cat, clothing and all. With a great deal of looking she finally tracked down the articles she needed to perform the ritual and managed to pull it off. Granted the power to shapeshift into a cat, her ability to... collect antiquities flew to new heights as she managed to get into places no human would have managed.

When she isn't adding to her personal collection, she sells her skills to collect rarities for any number of individuals from any number of places, though she tries to avoid home robbery, mostly due to losing her shapeshifting because of thresholds more than any idea of protocol. Although her skills at burglary makes most residential thefts of minor consequence. That and her shapeshifting makes it easier to evade capture more than making it easier to rob a place.

As an interesting side effect, she's also gained the power to speak to cats, though most don't deign to speak of much more than food and their need for attention.
Title: Aged Demonic Samurai Kappa
Post by: Mr. Death on September 29, 2012, 04:26:03 PM
Some badguys I came up with for my brother's game, the idea tickles me enough I have to share'em. Fairly high level antagonists for a 12-or-so refresh game. The Items of Power are only for the channeling powers.

Name: "Mozart"
High Concept: Kappa Assassin
Aspects:
Leads
Hirelings of the Jade Court
Brothers Are We
Silent but Deadly
Dancing with the Metal Blade
Not Without Honor

Skills:
Superb: Weapons, Stealth      
Great: Fists, Athletics, Alertness   
Good: Conviction, Discipline, Endurance, Presence
Fair: Lore, Might, Survival, Rapport
Average: Contacts, Empathy, Intimidation, Investigation

Stress:
Physical: OOOO(OO)
Mental: OOOO
Social: OOOO

Powers:
Aquatic [-1]
Pack Instincts [-1]
Inhuman Toughness [-2]
Supernatural Recovery [-4]
The Catch (Holy Articles, loses powers when water dish on head is empty) [+2]
Inhuman Speed [-2]
Cloack Of Shadows [-1]
Item of Power (Nodachi) [+1]
Channeling (Metal) [-2]
Duelist [-1] (Not the book's version; just Defense +1 vs. a single opponent)

Total Refresh: -12

Items:
Nodachi: 2 Focus Slots, Metal Control+1, Power+1 for Offense. Weapon:3 otherwise.
Samurai Armor: Armor:2
Shell: Armor:4 vs. attacks to the rear

Name: "Beethoven"
High Concept: Kappa Assassin
Aspects:
Does Machines (and magical constructs)
Brothers Are We
Silent But Deadly
Reach of the Naginata
Not Without Honor

Skills:
Superb: Lore         
Great: Stealth, Athletics, Endurance, Discipline
Good: Conviction, Weapons, Intimidation, Might
Fair: Contacts, Rapport, Survival, Alertness
Average: Fists, Empathy, Presence, Investigation

Stress:
Physical: OOOO(OO)
Mental: OOOO
Social: OOO

Powers:
Aquatic [-1]
Pack Instincts [-1]
Inhuman Toughness [-2]
Supernatural Recovery [-4]
The Catch (Holy Articles, loses powers when water dish on head is empty) [+2]
Inhuman Speed [-2]
Cloack Of Shadows [-1]
Item of Power (Naginata) [+1]
Channeling (Wood) [-2]
Thaumaturgy [-3]
Refinement [-2]

Total Refresh: -13

Thaumaturgy Specializations:
Veils: Complexity +2
Divination: Complexity+1

Items:
Naginata: 3 Focus Slots, Control+1, Power+2 Offense; Weapon:3 otherwise
Prayer Beads: 1 Focus Slot, Power+1 Defense
Kimono: 2 Enchanted Slots, Armor:2, 4 uses
Hachimaki: 1 Enchanted Slot, Mental Armor:2, 2 uses
1 Enchanted slot set aside for potions
Shell: Armor:4 against back attacks

Name: "Salieri"
High Concept: Kappa Assassin
Aspects:
Cool But Rude
Brothers Are We
Silent But Deadly
My Claws Will Break Your Blade
Not Without Honor

Skills:
Superb: Fists, Might
Great: Stealth, Endurance, Alertness
Good: Conviction, Athletics, Intimidation
Fair: Lore, Discipline, Survival
Average: Contacts, Empathy, Presence, Investigation

Stress:
Physical: OOOO(OOOO)
Mental: OOOO
Social   : OOO

Powers:
Aquatic [-1]
Pack Instincts [-1]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch (Holy Articles, loses powers when water dish on head is empty) [+2]
Inhuman Speed [-2]
Cloak Of Shadow [-1]
Item Of Power (Claws) [+1
Channeling (Fire) [-2]
Redirected Force [-1]
Armed Arts (Claws) [-1]
Berserker [-1]

Total Refresh: -13

Items:
Three-Bladed Claws: 2 Focus Slots, Power+1, Control+1 Offense. Weapon:2 otherwise.
Shell: Armor:4 vs. back attacks

Name: "Bach"
High Concept: Kappa Assassin
Aspects:
Party Dude
Brothers Are We
Silent But Deadly
Tangled In The Kusari
Not Without Honor

Skills:
Superb: Might
Great: Stealth, Athletics, Rapport, Weapons
Good: Conviction, Endurance, Intimidation, Discipline
Fair: Contacts, Fists, Survival, Alertness
Average: Lore, Empathy, Presence, Investigation

Stress:
Physical: OOOO(OO)
Mental: OOOO
Social: OOO

Powers:
Aquatic [-1]
Pack Instincts [-1]
Item of Power (Kusari) [+1]
Channeling (Earth) [-2]
Inhuman Toughness [-2]
Supernatural Recovery [-2]
The Catch (Holy Articles, loses powers when water dish on head is empty) [+2]
Inhuman Strength [-2]
Inhuman Speed [-2]
Cloak Of Shadow [-1]
Kusarigamajutsu (Weapons+1 for combat maneuvers) [-1]

Total Refresh: -11

Items:
Kusari: 2 Focus Slots, Power+1, Control+1 Offense. Weapon:2 otherwise.
Shell: Armor:4 vs. back attacks

General: Mostly, I envision them as formidable one-on-one, but a nightmare when they're working together. They don't talk much, and when they do, it's usually in Japanese. Mozart and Beethoven are methodical and try to assess their enemy before they engage, while Bach tends to wing it and Salieri, well, there's a reason he has the Berserker stunt.

Also, they usually have some kind of covering for the dish on their head, so that it's a bit harder to knock the water out.
Title: Re: Spare Character Concepts
Post by: Llayne on October 07, 2012, 10:55:43 PM
Another character I don't recall actually using.

****************************************************************
Sergeant Jakib Donovan
High Concept: “Fox-Blooded Detective And Venatori Initiate”
Trouble: “They Think I’m Playing Them”
Other Aspects: “Glory Only In Victory” “Led By The Nose” “On The Sly” “Trying To Do Good Things” "Picking Up The Pieces"

Skills:
Superb (+5)     Deceit
Great (+4)       Alertness, Intimidation
Good (+3)       Fists, Presence, Rapport
Fair (+2)         Guns, Burglary, Stealth, Investigation
Average (+1)   Endurance, Lore, Athletics, Discipline, Scholarship

Stress:
Physical: OOO
Social: OOOO
Mental: OO

Powers:
Echoes of the Beast -1
     Beast Senses: +1 to Alertness or Investigation when hearing or smell are a factor.
     Beast Trappings: Jake can identify 'signature' scents, and can use them to track an individual purely by scent or to identify somebody by scent.
     Beast Friend: Instinctual understanding of canidae.
Cloak of Shadows -1
    See in the Dark: Perception skill rolls are not penalized by darkness.
    Melt into the Shadows: You’re more effective than most at hiding in a reasonably sized area of darkness or shadow. Under the cover of darkness, you get a +2 bonus to your Stealth rolls.
Scent of the Supernatural -1
     Smell the Arcane: Jake has heightened arcane senses and gets +1 to Investigation or Alertness to identify the presence of the supernatural, but identifying it is still limited by his personal experience or Lore.
     Smell the Spark: Jake can smell beings who have some magic potential, again using Investigation or Alertness, but requiring Lore to actually identify the type of magic. Even a failed roll might indicate something is 'off.'
Scent of Emotion -1
     Jake's sense of smell is so keen that he can smell the hormonal indicators for strong emotions such as fear, anger, and lust. This allows him to use Alertness, rather than Empathy, to perform the Reading People and Social Defense trappings of Empathy, as long has he can smell the target. This means that targets whose emotions do not affect their smell (such as most spiritual beings, some constructs, and the undead) are unaffected, as are targets who are not within scent range or whose scent is masked by other strong odors. In addition, he's grown dependent upon your heightened sense of smell, and thus are at something of a disadvantage when forced to work without it. You suffer a -1 to all social skills in any situation in which you cannot use your sense of smell to judge the subject's mood.

Stunts:
Footwork -1
     You may use Fists to dodge attacks instead of Athletics, in all the circumstances where Athletics might apply.
Undercover Officer-1
     +2 to Deceit for the purposes of maintaining an assumed personality or persona.
Pickpocket -1
     You may use the Deceit skill to perform pick-pocketing with no increases in difficulty.


Adjusted Refresh: 3

********************************************************

High Concept: “Fox-Blooded Detective And Venatori Initiate”
Jake’s abilities are unique as far as he and the Venatori know and he has been actively looking for their origin. He’s a Cop through and through which brings with it all the usual privileges and problems, and he has a foot in the door of the Venatori Umbrorum, which could be a great boon if he could manage to flex his status as a lowly initiate.
Invoke: To get a bonus when using his powers, or when calling on aid from the Police or Venatori, when using his position as a Detective or Venator in a social situation.
Compel: To have his beastlike instincts get him into trouble, to have him targeted for trouble because of his position in either organization, or to be tasked with work or an assignment a member of the Police or Venatori Umbrorum.

Trouble: “They Think I’m Playing Them”
The recent bust turned disaster has lost Jake the trust of pretty much everybody. The Police think he’s dirty, the Venatori has pulled away from him for fear of implicating themselves, his family is afraid he’ll sully the family name and his CI’s won’t come near him, afraid he’d sell them out to save himself.
Invoke: As a Deceit or Intimidation bonus against cops and criminals who already think the worst of him.
Compel: Compel to cause a social situation with just about anybody, to have cops who think he’s dirty be out to get him,

Background:
    Jake was born to a prominent Boston family. The Donovan’s family motto was Gloria In Tantum Victoria… Glory Only In Victory.  Driven by these words the Donovan’s strived to succeed in whatever they did, a pressure that Jakib felt from a very young age.
    He was a star running back and Team Captain in high school until he blew out his knee senior year. His real gift lay in dealing with people however. Jake was elected Class President and quickly became adept at telling people what they wanted to hear. This had his father formulating plans to add another politician to the family tree. It was also during his teenage years that started to develop senses far beyond anything a human should have. His search for an explanation to his weird abilities brought him in contact with the Venatori Umbrorum and opened his eyes to the supernatural world.
    After college he chose to join the Police Force instead of going into politics, or even following his father’s footsteps into business or law. His father was upset but when Jake’s decision became inevitable he began changing his plans, many politicians rose through the ranks of the police before being elected for office after all.
    His Venatori contacts proved useful during his early years, arming him with knowledge when he faced a supernatural threat, providing him with ‘tips’ for facilitate arrests or busts, even supplying back up for matters the police couldn’t, or shouldn’t, handle. He quickly became the department’s poster boy and was marked for great things.
Aspect: “Glory Only In Victory”
Invoke: Invoke to have his supreme focus or obsession for success help him in just about any situation when working toward a declared goal. The extensive amount of time spent undercover has given Jake a keen insight into the criminal mind. Invoke in social situations when dealing with criminals, when making declarations or guessing the intent of criminals, when masquerading as a criminal.
Compel: Compel to have him chose his goal over something else that’s important to him, to focus on his goal to the exclusion of all else, to have him react poorly if he fails.

Rising Conflict:
    After his initial time in patrol he transferred to the Vice unit where he saw more than he ever wanted to of the criminal underbelly. He also got face to face with a number of supernatural bad guys that preyed on drug addicts, hookers and the homeless, the kind of people society wasn’t really going to miss. As a fresh face he was assigned undercover jobs where he started to excel. His natural knack for dealing with people helped him fit naturally into the many messed up situations he investigated. He even spent time deep undercover where he busted Patrick Kinney, a midlevel mobster and brother to Sean Kinney. Patrick was running illegal gambling dens and sports books throughout the city. The real impact came later when it became clear that several of the Police Commissioners political rivals were implicated in the bust, earning JD major points with the brass.
    Due to this success he made Sergeant the first time up and started running his own team. At that point Jake was able to start funneling funds to the Venatori from busts before it entered evidence. It was just destined to be incinerated anyway, and it better equipped the Venatori cells working in Boston. The success simply made him flush for more and he became obsessed with the job. It paid off however and he racked up success after success with both the Police and the Venatori. Rumors floating around the Force said he was on track to become the youngest Lieutenant in Department History.
Aspect: "Led By The Nose"
Invoke: JD's senses serve him well on the job. Invoke when his powers, looking for clues, or trying to locate somebody or something in particular.
Compel: His powers are so useful he tends to rely on them to the exclusion of all else. Compel to have his powers unusable or unavailable for some reason, to have his powers offer complications

Starring in Fire and Vice with Rick Atty and Samuel Ward.
    Torch (Red Torch) was the newest designer drug on the scene, a seemingly upgraded version of Ecstasy. Jake could tell right away that there was something ‘extra’ in this little pill from the supernatural side of town. He chased the dealers for over six months without nabbing anybody higher than a street level dealer. Even the Venatori couldn’t give him any leads, although they were pretty sure it was mortal magic.
    He was so focused on work that, like so many other officers, his personal life fell apart. He was never there for his wife or kids and she finally left him. Like men across the country he just wanted the divorce over with quickly, so he pretty much screwed himself with inappropriately high alimony and child support. When Blue Torch and White Torch start popping up and causing despair and fear in the druggies, Jake knew things were only going to get worse and he became even more obsessed with work.
    When extra strength ‘Hot Torches’ start burning out college aged addicts in record numbers, only Undercover Officer Jake Donovan can put a stop to it. But will he succeed when forced to deal with an army of street thugs, a mortal practitioner and his summer court bodyguard, all while an IA detective rides his ass?
    Sam Ward runs interference with the IA Detective while JD posed as a Torch addict to get closer to the source. Once he got in he discovered it was too hot to handle himself… fortunately he had Rick Atty and Sam Ward on speed dial. The Detective helped them sneak in, and then causes a distraction while the were-beardealt with the street thugs and the Gruff Guardian, which gave Jake the chance to give the mage a taste of his own medicine.
Aspect: “On The Sly”
Invoke: JD is naturally devious, and the extensive amount of time spent undercover has given Jake a keen insight into the criminal mind. Invoke in social situations when dealing with criminals, when making declarations or guessing the intent of criminals, when masquerading as a criminal, to conceal the truth, misdirect his target, to pretend to be somebody else, or when attempting something that his assumed ‘personality’ should be able to do.
Compel: This shiftiness causes him problems as well. Compel to have him cut corners to make things easier, lie when it’d be easier to tell the truth, to have his reputation for being deceptive hinder him, to get caught in his web of lies.


Guest Starring in Bear on the Beat with Rick Atty and Kevin Stiles.
    Officer Rick Atty is investigating a local gang on the Warf, the very same gang that Jake’s team is staking out. When things turn rough, Jake is on hand to provide back up and winds up getting caught in a mess that requires both of them to get out of.
Aspect: “Trying To Do Good Things”
Invoke: The motto of Jake’s Freemason Lodge is “Good men trying to do good things.” He’s taken it to heart and tries to live by it. Invoke in combat when standing up against the darkness, in social situations when trying to affect change for the better, for mental fortitude when trying to do the right thing.
Compel: To have him put himself in danger to help somebody out, to have him step into a complicated situation because it’s the right thing, or have the “Good Thing” run counter to the “Law.”

Also Starring in Loaded for Bear with Rick Atty and Gavin Hall.
    After months of trying find anything to use against the Ghost Dragons, not to mention enduring excessive IA scrutiny, JDs team finally got a break when Ricky Atty brought them a tip.  The beat-cop had caught wind of a local gang getting ready to buy some prostitutes from the Dragons. Jake cut some bureaucratic corners (something his superiors have forgiven in the past due to his success rate) and worked himself undercover in time to set up a bust during their next deal.
    The deal went sour however and the Ghost Dragons start unloading on the gang Jake had infiltrated... even before the deal really started. His backup moved in to help but the asian gangers were deadly dangerous, and killed several members of his team. Rick and the Bruins arrived in time to scare the Dragons off, but the damage was done. Rick helps JD clean up the scene and then vanishes so he didn't complicate the situation further.
     Jake was left to explain why he was conducting an unofficial investigation, why the buy money was missing, how four of his team members were killed (including the deputy superintendent's daughter) with no bodies, blood, or evidence that anybody else was even there.
     The answers didn't add up and Sergeant Donovan was suspended. The tireless work of his attorney and union rep got him reinstated, but he was now chained to a desk with little hope of redeeming himself. He spent his days manning the tip line, seething about how things turned out, and trying to piece together a case against the Ghost Dragons on the side.
Aspect: “Picking Up The Pieces”
Invoke: Jakes whole life is in shambles, so there’s no place to go but up. (he hopes) Invoke when attempting to fix the various facets of his life that have fallen apart over the years.
Compel: He’s pretty much ruined everything he’s cared about, so compel to have any or all of that come back to haunt him.

*************************************************************************
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on October 23, 2012, 05:29:17 AM
I only recently discovered this thread...more accurately, I always new it was here and only recently read through it all.  It's great work and I have to say that I've been busy with my "Ctrl C/V" so that I can steal NPC's for my own use.  Would you consider doing a few NPC's specific to a setting?

A good natured and charismatic old Merchant who sells charms/trinkets/protections.  (he's not even sure if they actually work)
He travels the country-side on a cart pulled by an ox.
He's actually a spy for a neighbooring country.  So his whole merchant thing is a charade.
I'd put him around waist deep.  He doesn't fight at all and prefers to flee or surrender.

I'd planned to do this stuff myself, but you're so much better with the custom stunts/powers than I am.

Firstname Lastname (Up To Your Waist)

High Concept: Spy Disguised As A Travelling Merchant
Other Aspects: Good Natured And Charismatic, Seller Of Questionably-Effective Trinkets, Too Old To Fight
Skills:
Great: Deceit, Rapport
Good: Resources, Empathy
Fair: Contacts, Presence
Average: Survival, Alertness, Investigation, Driving, Scholarship, Lore, Burglary
Stunts:
Best Foot Forward (Rapport): +1 to make first impression, never make bad impression.
Just A Harmless Merchant (Deceit): +2 to pretend to be a harmless merchant.
Espionage (Contacts): +2 to gather information.
Discreet Investigations (Contacts): Information gathering is not obvious, opponents must beat Contacts roll to discover it.
Good Luck Charms (Resources): Add Good Luck Charms trapping to Resources. Use it to make Maneuvers and Declarations related to luck, protection against evil, and people's perceptions of those things.
Total Refresh Cost:
-3 (Pure Mortal)
Refresh Total:
4
Title: Re: Spare Character Concepts
Post by: Taran on October 24, 2012, 02:56:07 PM
Thanks Sanctaphrax

If it matters, his name is Agasha Bajiza.

I'm wondering the reasoning (meta/power gaming-wise) of having his resourses at 3 and contacts at 2.  It seems to me that they should be switched.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on October 25, 2012, 12:31:53 AM
No special reason. Feel free to switch 'em, you obviously know the character better than I do.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 13, 2013, 06:19:19 AM
Here's the titular character of a webcomic (http://www.schlockmercenary.com/) I really like, written up as a playable Submerged character. He's basically a big blob of nanomachines, which makes him superhuman in a number of interesting ways.

He works as a mercenary, and is pretty much a sociopath. A friendly one, though.

I don't think this is a perfect set of stats, it's just a quick sketch. No doubt the Aspects could be better, and I may have left out some ability of his. Feel free to criticize.

Sergeant Schlock (Submerged)

High Concept: Amorph Mercenary
Trouble Aspect: Violent Sociopath
Other Aspects: Surprisingly Smart And Charming, Ovalquick Addiction, Amazing History, A Hero To Many, Burn You Up And Eat Your Ashes
Skills:
Superb: Guns
Great: Might, Intimidation, Alertness
Good: Endurance, Athletics, Investigation
Fair: Fists, Rapport, Empathy
Average: Presence, Contacts, Conviction
Powers:
Amorphous Form [-1]
Undying [-0]
Inhuman Strength [-2]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch/Limitation [+3]
Plasma Cannon [-1]
Supernatural Senses [-2]
Total Refresh Cost:
-9
Refresh Total:
1

Schlock's Catch is anything that can scatter his body or affect each part of it equally. Lethal ambient temperatures, fire hoses, plasma grenades, that sort of thing. Its value is the same for The Catch and Limitation, since in a world with either Evocation or plasma weaponry it's pretty easy to satisfy.

The plasma cannon is modelled as an assault rifle/grenade launcher that inflicts +2 stress and has a rocket mode that lets Schlock fly. It wouldn't be an IoP in the source material, but in DFRPG...

Schlock's supernatural senses let him taste everything that he touches, identify chemicals by smell/taste, and move his eyes around.
Title: The Mad Hatter
Post by: Hick Jr on January 16, 2013, 06:25:04 AM
This interpretation comes from a lot of different things. I just finished reading the Sandman and Hatter M, and this is a Grimmer* interpretation of the maniac milliner. I wrote him up as a playable character in a Scuba Diving game, but I figured I might as well post him for public use.
*I hope you cringed as much reading that as I did writing it.

Power Level
Scuba Diving (17 refresh, 45 skill points, Fantastic skill cap)
Templates
Changeling, Sidhe Knight

Name
Madrigan Millineros Theophilus Carter (“Mad”, to his friends)
High Concept
The Mad Hatter
Trouble
“We’re All Mad Here”
Other
Jack of Spades; Nightmare Child; Not Actually A Very Good Milliner; Charming, Until I’m Not

Skills
Fantastic: Conviction, Weapons
Superb: Discipline, Lore
Great: Stealth, Intimidation, Athletics,
Good: Alertness, Endurance, Might
Fair:, Performance, Presence, Craftsmanship
Average:Investigation , Rapport, Resources

Stress
Social:000
Mental:0000 +1 mild consequence
Physical:0000(0000) and Armor:2, or 3 if wearing the Cloak.

Stunts
Weapon Specialization (Swords): You know how to attack effectively with a specific type of weapon. Choose a type of weapon. Your attacks with that type of weapon inflict two additional stress.

Powers
Dream Eater [-1] (Emotional Vampire, only works on sleeping people)
Oneiromancy [-5]
Refinement [-3]
Marked By Power [-1] (Wonderland)
Inhuman Strength [-2]
Supernatural Toughness [-4]
Inhuman Speed [-2]
The Catch [+3] is pure iron.
Total Refresh Cost: -16
Fate Points: 1

Focus Items (10 Slots)
Ring of Ivory (Oneiromancy +3 Offensive Control)
Ring of Horn (Oneiromancy +2 Offensive Power)
Mirror-Glass Bracelet (Oneiromancy +2 Defensive Power, +3 Defensive Control)

Mundane Equipment
A rather beat up old top hat, of which he is very fond. ("Why? Because it's my bloody hat. It isn't magic and it certainly isn't a crown. Ask to try it on again and i'll swallow your mind like a gumdrop, mortal.")
(really he has killed people over this hat)

Technically, Vorpal and the Cloak of Empty Mirrors. He carries them often. The Vorpal Sword is a blade like no other- If you put a dozen swords of every sort into a crucible, and melted it down, distilling them, Vorpal would be at the bottom. It does, indeed, go snicker-snack. It's blade is made of mirror-glass that never reflects exactly what it's meant to, and the pommel, hilt, and crossguard are the bones of a long forgotten god. The Cloak of Empty Mirrors, which he wears almost all the time if he can get away with it, is a knee-length black duster with no mantle. It swallows light and reflects a starry void. In the bottom four or five inches, sullen emerald-indigo dreamfire burns.

Possible Spells and Rotes

Dreamfire Sandstorm
Type: Oneiromancy Evocation, attack
Shifts: 8
Control: Rote
Duration: 1 action
Opposed By: Target Athletics, magical block
Effect: The more violent side of conjuring dream-stuff. Emerald-indigo Dreamfire, black sand and mirthless shadows scour at the target. Weapon:8 at Legendary attack.

The Dream Hunters
Type: Oneiromancy Evothaum, Summoning
Shifts: 10 (requires an invocation or sponsor debt)
Control: Rote
Duration: An hour.
Effect:  Calls up two Nightmares to vex, beguile, or simply kill a target. Nightmares can look like almost anything- they’re spun from raw dream-stuff and imbued with animating intelligence. Whether or not they’re golems is up to your interpretation of what oneiroplasm is, but their stats are identical to those of the Fetch known as Hammerhands (OW 42). The Oneiromancer creating the Nightmare gives it a Name following it’s creation, and thus it is bound to his will. (Mechanically, I don’t have to go through the whole discipline vs. conviction. I’m it’s daddy.) If you want the Nightmare to target a specific person (a Nightmare of this sort is called a Nemesis), it requires several symbolic links to them (blood, hair, skin, spit) and gains several powers- Supernatural Sense of it’s prey’s location, Human Guise into the target, it’s building block abilities all move up one tier, and it gains the ability to pierce the target’s Catch with it’s natural weapons. A few Nemesi may have Modular Abilities and True Shapeshifting- these are the Sidhe of the Nightmares, and are not created, but called, and even then, not easily. (The March Hare, for example, is a Sidhe of the Nightmares.)

Just A Dream
Type: Oneiromancy evocation, defensive block (veil)
Shifts: 9
Control: Roll Discipline plus relevant foci. Requires sponsor debt/invocation.
Duration: 2 exchanges
Opposed by: Target Discipline
Effect: Dreams are perception, and perception is reality. Alter someone's perceptions, and you alter their reality. You create a phantasm of your nonexistence, acting as a 7-shift veil that can be seen through.

The Knight of Spades
Type: Oneiromancy Evothaum, Conjuration
Shifts: 8
Control: Rote
Duration: A day.
Effect: Children dream of knights and their swords. Knights dream of the perfect blade. Vorpal is what swords dream of. Conjures Vorpal- a Weapon:4, impossibly sharp short sword- and the Cloak of Empty Mirrors, which acts as Armor:3. The other shift is devoted to duration.

Through the Looking-Glass
Type: Oneiromancy Ritual, Worldwalking
Complexity: 7 (must tag a Nearby Mirror, Reflecting Pool, or similar scene aspect)
Duration: a half-minute
Effect: Opens a portal to Wonderland (the Dreaming) or the Nevernever through a mirror.  Because of it’s low complexity and aspect tag, Mad can cast this in about fifteen seconds, less if he pushes himself.
Variations: More shifts leave the portal open longer, but that is really inadvisable. You laugh at the idea of a Jabberwock, until you actually see one.

Welcome to Wonderland
Type: Oneiromancy Evothaum, Psychomancy
Shifts: 8
Control: Rote
Duration: see explanation
Opposed By: target Discipline
Effect: A simple, nonviolent way of ending a conflict. Puts the target to sleep, represented as a direct attack on the mental stress track. It's a Weapon:0 attack at accuracy 8. You're going to sleep for a long, long time. Often used to prepare someone for Dream Eater.

Mirror Images
Type: Oneiromancy evocation, offensive block
Shifts: 8
Control: Roll Discipline
Duration: Usually 2 exchanges, beefed up to 4 with sponsor debt
Opposed By: Target Discipline
Effect: Creates a shifting dreamscape of shadows, sand, and reflections at the edge of a zone. Mechanically, it increases a zone border by 7 shifts, generally to Epic, for 2 exchanges.

Looking-Glass
Type: Oneiromancy evocation, defensive block
Shifts: 8
Control: Rote
Duration: 1 exchanges
Effect: Shadows and reflections bend themselves into a shield to preserve their master. Acts as an 8-shift block or Armor:4 for one exchange.

ONEIROMANCY [-5]
Description: You have mastered the powers of Sleep and Dreams. Far more powerful than most believe, Dreams and Reality are a wyrm biting its own tail- they both tell each other what they are, all the time.
Sponsor: Ancient gods of sleep, the ever-moving moon. Can be self sponsored, but generally among psychomancers, Nightmare changelings, or denizens of Wonderland.
Agenda: “And now to sleep, perchance to dream...”. You put people to sleep and give them dreams or nightmares. Compels to knock people out and eat their dreams. Oneiromancers are cold and proud. Punish those who slight you, slights imagined or otherwise.
Evocation: Oneiromancy evocations involve direct mental assault, shadows, sand, reflections,  perception, dreams, dreamfire, sleep, and the manipulation of oneiroplasm (psychically charged ectoplasm) to create objects.
Thaumaturgy: Oneiromancy rituals involve putting people to sleep, prophetic dreams, sending messages in dreams, and the manipulation of perception. On the darker side, you can call up Nightmares (middling fetches) that take the shape of the target’s worst one.
Evothaum: You gain the ability to use Psychomancy, Summoning, and Conjuration at Evocation’s speed.
Extra Benefits:
-The Dreamtime
Gain the Demesne power when in the Dreaming. It is, literally, the stuff of dreams, and dreams are yours to command.
-Dreamsense
You can use Lore in place of Empathy for the Reading People and Social Defense trappings of that skill.

Notes
Mad, rather fittingly, is kind of a badass. He’s hitting at Weapon:8 with Vorpal, and with Fantastic Weapons, not many argue about how unfair that is. If they do, certainly not for long. His Oneiromancy isn’t really offensively inclined, but he’s throwing around 8-shift attacks and defenses. His favorite tricks are direct mental assaults that knock people out, calling Nightmares to serve him, and calling his favoured weapons and armor. He dodges at Fantastic and sprints at Legendary. Unfortunately, he’s also mad. As the proverbial hatter. He is the proverbial hatter, as a matter of fact. He's not crazy like a fishmalk, he's crazy like Heath Ledger's Joker. He’s funny and charming until, very abruptly, he isn’t. At all. Then he’s a high-functioning sociopath who’s incredibly violent and very easily bored. Think Cat Sith but with actual human morals. He just ignores them.

Note- Through The Looking-Glass only takes a few seconds because the two extra shifts are devoted to reducing the time spent on the ritual, not keeping the portal open longer.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 16, 2013, 09:21:30 PM
Seems like an interesting character.

Sponsored Magic looks decent.

I think he's got 7 extra skill points, though. And he seems to be missing 2 focus slots.

And some of those spells are mechanically flawed. The Dream Hunters, Knight Of Spades, and Welcome To Wonderland all look bad to me.

PS: Might as well toss the spells and Sponsored Magic onto the appropriate list threads.
Title: Re: Spare Character Concepts
Post by: Ulfgeir on January 16, 2013, 10:37:54 PM
I figured I could post my character from the campaign I play in if anyone would be interested. Very non-combative. A drawing of her can be found in the Art-section of the forum.
We started at Feet in the Water-level, but I have also made a submerged-lever version so I know the general idea on what to level up her to.


Focused Practitioner (feet in the water level):

Name: Amy Clarke

A young girl who lives up to the stereotypes of Goth girls. She is a follower of the wiccan faith, and is quite proficient in divination. She never goes anywhere without her deck of tarot cards and a small crystal ball and other such typical trappings. She is almost always dressed in elegant black dresses and a leather corset, and often wears heavy black makeup. She has fair skin, and long lush black hair. She has a number of tattoos and piercings. She likes silver jewellery, piercings and tattoos, and always want more of all of the above.

Personalitywise, she is very romantic, and likes to engage in typical girly stuff. Usuallly softspoken and always willing to learn new things. Loves to stand on stage, and can be seen as a bit flamboyant. She is attracted to both boys and girls, and is a bit submissive but very protective of her friends and those she consider to be innocents. She is not afraid to stand up to bigger and tougher things than her to protect those she loves.

Age: 20 years. (Birthday: 17th of June)
Height: 1,67 M, Weight, 53 Kg.

Tatttoos
Left shoulder: A large red rose.
Right shoulder: Stylized theatre masks
Right thigh: Large Asian dragon
Left calf: Lilies wrapping around the leg

Piercings
Each ear: 7 piercings. Top 6 are silver rings, the lowest are dream-catchers of silver
Nose: silver stud on right side
Silver stud in lower lip
Nipples: rings made out of enchanted faerie ice (hard as metal and will not melt, protected so she doesn't get freezeburns from wearing them, but they are cold to the touch.)
Belly button: silver stud
Intimate piercing: ring made out of faerie ice (see description of nipplerings)

Other jewellery
A smooth clear crystal about 5 cm long in an oval drop-shape set in silver, hanging from a thick silver chain around her neck. (This is her focus item)

What you see at a soulgaze:
A scene of thick mist. A shape is moving inside and with a gesture of her hand makes the mists part. Behind her you see ruins from ancient Greece. The woman is Amy, and she is dressed in modern clothing. She has a clear intensive gaze as if she is looking through you. The feeling you get is that she knows more than she should, and that you do not want to awaken her curiosity. She is protective but also has the potential to be ruthless in knowing more. That if she has a way of finding out something she will not let it go. Also clear that she is ruled by stormy emotions rather than cold calculations.

High Concept: Seeress of Secrets
Trouble: Unbelievers in society

Where do you come from:
She grew up with strict parents; Alison and Richard Clarke. Her mother was a teacher, and her father a governmental employee. They always expected more of her and pushed her hard. In school, she often spent time daydreaming, which didn’t go over so well.
Aspect:  Pay attention!

What shaped you:
At puberty, she started seeing strange visions. Some people in her surrounding thought that she was either taking drugs or being crazy. In order to understand what was happening to her, she read everything she could about her situation.
Aspect: Strange visions

What was your first adventure: All the world is a stage
There were lots of mysterious happenings at an old theatre where Amy worked at. Some people claimed that it was haunted. Using her powers of divination, she found that it really was haunted by the ghosts of Clarice Sterling and actor William Reading. Both where shot dead by Clarice’s jealous husband Jonathan after he found out they had an affair, but the incident were hushed down due to his connections.  She got the help of reporter Tim Dobson, to find the whole story as he had access to old newspaper archives. The reason that the ghosts where active was that shady businessman James Howell II tried to put pressure on City Hall to get the theatre condemned in order for him to get approval to tear it down and build luxury apartments there. Activist Imogen Tayler helped organize a successful protest rally in order to save the theatre.
Aspect:  Echoes of the past

Whose path have you crossed: Star Thyme
In “Djinn, Lamp and Monkey” Amy helped a confused girl, who turned out to be a djinn, to find her magical lamp that a monkey had stolen and run away with.
Aspect: There is more between Heaven and Earth…

Who else’s path have you crossed: Mirou Divin
In “Dragon Rising” Amy got a premonition of the future, and tried to help Mirou Divin to avoid the situation. Fate wanted otherwise, as he didn’t heed her warnings, but eventually he managed to return relatively unscathed.
Aspect: Cassandra’s Tears

Powers:
-2 Ritual (Divination)
-1 Psychometry
-1 The Sight
 0  Cassandra’s Tears
 0  Soul Gaze
 0  Wizard’s Constitution

Refresh rate: -4

Skills
Great (4): Lore
Good (3): Discipline, Investigation
Fair (2): Conviction, Empathy, Rapport
Average (1): Contacts, Performance, Presence, Resources

Focus items
Pendant of divination +2 (Complexity: Divination)


Submerged level

Powers:
-3 Thaumaturgy: Complexity (Divination +3, Wards +1), Control (Biomancy +1, Divination +2)
-1 Psychometry
-1 The Sight
-3 Refinement
 0  Cassandra’s Tears
 0  Soul Gaze
 0  Wizard’s constitution

Mortal Stunts:
Finely Tuned Third Eye

Refresh rate: -9

Skills
Superb (5): Discipline, Lore
Great (4): Conviction, Investigation
Good (3): Empathy, Rapport
Fair (2): Alertness, Athletics, Performance
Average (1): Contacts, Driving, Presence, Resources, Weapons

Focus items
Pendant of divination +2 (Complexity: Divination).
Title: Re: Spare Character Concepts
Post by: Hick Jr on January 16, 2013, 11:00:20 PM
That's what I get for posting at three in the morning. -_-
It's after a couple milestones.

The focus item "error" was in fact engineered by the Kremlin, a Communist goblin faction led by their iron-fisted dictator, Tsauberon.

I'm justifying those with Evothaum, but what about them is flawed? Knight of Spades follows the Conjuration rules, Hammerhands doesn't have a listed Conviction, and I think that's how a mental assault works.

Edit- Did you want me to put them in the threads, or was it a declaration of intent?
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 17, 2013, 10:51:12 PM
Bloody goblins. Always getting up in everyone's business.

I meant that you'd post the things to the threads, but I can do it if you'd rather not.

As for the spells...

Thaumaturgy doesn't have a weapon rating. On the other hand, I don't think many GMs would make you spend shifts to extend the duration of sleep.

A mundane weapon 4 sword is probably impossible. Except maybe if it's massive. A mundane armour 3 cloak is also pretty sketchy. Maybe you could conjure such things, but...I wouldn't allow it at that complexity. (This one does depend a bit on the GM.)

The nightmare summoning is the most problematic spell. First of all, it is not reasonable to bypass the normal control process by narrating your summoning to include a Naming. Secondly, I really don't know where you got such a low complexity number from. And thirdly, giving the summon a big stack of extra Powers for no added complexity isn't exactly fair.

Also Human Guise doesn't let you look like someone else.

PS: I prefer to avoid the canonical summoning rules...they're not really very balanced. I can point you to some homebrew if you like.
Title: Re: Spare Character Concepts
Post by: Hick Jr on January 18, 2013, 12:26:50 AM
In order-
-It's meant to be a mental assault. I put evothaum down because the whole "Evocation that targets Mental Stress" is a nuclear minefield and that's the easiest way to justify it.

-Vorpal isn't mundane. It's like, say, the Sword of Summer's Flame. I'm also a bit leery on the Cloak, but those seem to be the rules as per Conjuration in YS. Shrug.

-I'd love homebrew Summoning. I did a double-take when i realized that the Scarecrow has Mediocre Conviction and Discipline, and could be safely summoned with a ten-shift ritual. I thought it was weirdly underpriced, but then I thought, "hey, i can finally play my Summoner from pathfinder!" Honestly, it would basically bring play to a halt. I really only included it to show it could be done. The Nemesis is meant to be a lot more complicated. The regular Nightmares are about as intelligent as a crow, but the Nemesi are fully sentient. I excluded the binding to speed gameplay. Almost nothing that can be summoned has a listed conviction, and with his Discipline he'd win the Binding contest, every time, without rolling.

Edit- Side note- +5 internets to the first person to shoehorn the Kremlin into their campaign.
Comrade Tsauberon: is the Device made ready, comrade Knight?
Comrade Tsanya: Da. The Church will never know what hit it.
*deep voice russian chuckling*
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 18, 2013, 04:39:16 AM
Evothaum mental assaults are fine, but I don't think they should have weapon ratings. Even without a weapon rating, a mental attack can be really handy against a foe with physical defence Powers.

Conjuring supernaturally effective items should be possible, but if I were your GM it wouldn't be that easy.

Here (http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1084269.html#msg1084269)'s what I prefer to use for summoning.

I actually have a game that deals with German politics, so who knows...maybe the Kremlin will become relevant.
Title: Re: Spare Character Concepts
Post by: Hick Jr on January 18, 2013, 05:26:46 AM
It's really intended to generate consequences. Hmm. I would probably be using it as a spray attack more than on single targets, but that's still pretty powerful. Barring knocking someone out for a couple of years, how can I balance this?
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 18, 2013, 08:19:39 PM
The way I'd prefer to handle evothaum mental attacks, they're weapon 0 with accuracy equal to the spell's power.

When you take somebody out you can inflict a death-equivalent effect. Sleeping arbitrarily long would be a fair effect.
Title: Re: Spare Character Concepts
Post by: Hick Jr on January 19, 2013, 01:25:31 AM
Fair enough. I'll edit it.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on January 19, 2013, 02:03:58 AM
More comic characters! These ones are from Chew (http://en.wikipedia.org/wiki/Chew_(comics)).

They may or may not be well-done, I dunno. Feel free to critique if you've read the series and think I screwed them up.

For what it's worth, I've only read four volumes of Chew. So these guys are probably out of date.

Tony Chu (Up To Your Waist)

High Concept: FDA Cibopath
Trouble Aspect: By The Book
Other Aspects: Big Screwed Up Family, Dating Amelia Mintz, Partnered To John Colby, Savoy Has My Ear, My Crazy Ex-Girlfriend Left Me A Daughter And One Of Her Toes
Skills:
Great: Investigation
Good: Guns, Fists, Intimidation
Fair: Deceit, Alertness, Discipline, Athletics
Average: Endurance, Conviction, Presence, Burglary
Stunts:
Talented Cibopath (Investigation): +2 to Psychometry rolls.
Powers:
Psychometry [-1]
Total Refresh Cost:
-2
Refresh Total:
5

Mason Savoy (Submerged)

High Concept: Fugitive Cibopath
Trouble Aspect: Dubiously Ethical Personal Crusade
Other Aspects: Silly-Seeming Fat Man, Former FDA Agent, Former Partner Of Both Caesar And Tony, Fights Like A Ninja, Revenge For My Wife
Skills:
Superb: Fists
Great: Might, Investigation, Athletics
Good: Endurance, Deceit, Alertness
Fair: Discipline, Intimidation, Rapport
Average: Empathy, Presence, Conviction
Stunts:
Armed Arts (Fists): Wield sais and sword-cane with Fists.
Lots Of Extra Flesh (Endurance): Extra mild physical consequence.
Lie To The Government (Deceit): +2 to hide things from the government and its agents.
Two-Weapon Fighting (Fists): When wielding a second weapon, add half its weapon rating to that the weapon rating of the primary weapon.
Powers:
Psychometry [-1]
Total Refresh Cost:
-5
Refresh Total:
5

Poyo (Feet In The Water)

High Concept: Fighting Rooster
Other Aspects: Really Really Bad Ass, Champion Of Yamapalu
Skills:
Great: Fists, Athletics
Good: Endurance, Alertness
Fair: Intimidation, Discipline
Average: Conviction, Survival
Stunts:
Berserk (Fists): Poyo can go berserk, giving him +1 to all Fists attacks and making all of his attacks inflict +1 stress. Doing so inflicts a -1 penalty to his defence rolls and forces him to attack until either he is dead or his enemies are.
Feathers, Rage, And Hate (Fists): Poyo may make spray attacks unarmed.
Powers:
Echoes Of The Rooster [-1]
Potent Natural Weaponry [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Total Refresh Cost:
-9
Refresh Total:
-3
Title: Re: Spare Character Concepts
Post by: narphoenix on February 20, 2013, 07:45:15 PM
Ok. I'm going to try my hand at Cammie from The Gallagher Girls series. She's badass. Goes to a school for spies, kicks ass, takes names, all that jazz. I'm writing her up Scuba Diving. She's Pure Mortal, though. This is her after the book Out of Sight, Out of Time

Name: Cameron Ann "Cammie the Chameleon" Morgan
HC: Gallagher Girl
TA: Following My Father's Legacy
OAs: My friends are my team; Everyone I know is a spy; A Gallagher Girl is still a girl; In Love with a trained assassin; Tortured by the Circle of Cavan

Skills:

Fantastic: Stealth, Alertness
Superb: Fists, Scholarship
Great: Investigation, Deceit
Good: Conviction, Burglary
Fair: Guns, Endurance, Athletics
Average: Discipline, Presence, Might

Stunts:

Linguist x2 (Yes, she knows 14 languages including her native English) [-2]
Corner of Eye
On My Toes
Paranoid? Probably.
Hairpin Maestro
Safecracker
Big Picture
Takes one to Know One
Deep Cover Agent (from Deadman's stats: +2 to Deceit to maintain a cover)
Footwork
Redirected Force
Quick Eye
Pin the Tail
Forgery Expert
Swift and Silent
Resilient Self Image

Tracks:

Social: OOO
Physical: OOO
Mental: OOOO +2 mild for torture

Total Refresh Cost: -15 (Pure Mortal)
Refresh Remaining: 2

Here she is. If her stats make her seem very scary for a high school senior... Well, that's kind of because she is. Actually, this might be an underestimate. She's taken on terrorist organization, does PhD level Chemistry, and is a Very Big Target. That last aspect of hers is actually the result of an Extreme Consequence she had this past book. The book was also probably a Major Milestone for her to boot.

Critiques welcome.
Title: Re: Spare Character Concepts
Post by: KnightOrbis on March 04, 2013, 06:37:11 AM
A few PC's from a campaign me and my friends are playing. Only major houserule is that Physique replaces both Might and Endurance. I'll post them bit by bit.

Name: Seamus McCasur
High Concept: Gentleman Brawler
Trouble Aspect: Never Backs Down
Other Aspects: Wrath of St. Patrick; Haymaker Like A Train; Broke The Meat Grinder; Charming Drunk; Only Slightly Outclassed

Skills:
Great (+4)- Fists, Physique
Good (+3)- Presence, Rapport
Fair (+2)- Intimidation, Wealth, Empathy
Average (+1)- Deceit, Athletics, Contacts, Conviction, Guns

Stunts:
-1 Aim To Maim (Use Maneuvers to inflict consequences)
-1 Wrecking Ball Blows (+2 to Fists for the purpose of Aim To Maim)
-1 No Pain, No Gain (+mild consequence)
-1 No Guts, No Glory (+moderate consequence)
-1 Is That All Ye Got (enemies can only tag your consequences for +1)
-1 Drunk Brawling (+1 to Fists when drunk)
-1 Lethal Blows (+2 stress to Fist attacks)
-1 Thick As Brick (+1 to physical stress)
-1 No Holds Barred Beatdown (add X stress according to tier of consequence on a target)

-9 Refresh

Gear:
Brass Knuckle (Weapon:1 to Fists)
Bourbon Flask (Can apply DRUNK aspect)



Stress:
Physical:0000+0 ,mild,moderate
Mental:000
Social:0000

Physical Appearance:
A tall imposing man of 40 at 6'3, he usually is bald and wears a scruffy chestnut beard. Typically wears a olive drab beret, with a plaid button-up and khakis.





Title: Re: Spare Character Concepts
Post by: Sanctaphrax on March 04, 2013, 08:45:25 PM
What power level is this guy at?

He's got 24 skill points and a total Refresh cost of 7. Not sure what that makes him.

Also, I take issue with some of those Stunts.

-1 Aim To Maim (Use Maneuvers to inflict consequences)

-1 No Guts, No Glory (+moderate consequence)

-1 Lethal Blows (+2 stress to Fist attacks)

-1 Thick As Brick (+1 to physical stress)

-Could very easily be broken, depending on how it works.

-I dunno about this one. I guess a moderate consequence isn't 100% better than a mild one, but still.

-Claws is a Power, not a stunt.

-Not sure whether I'd allow this. I'm not saying it's broken or anything, but I tend to assume that mortals cap out at 4 boxes.
Title: Re: Spare Character Concepts
Post by: KnightOrbis on March 05, 2013, 12:23:31 AM
Our group is at Chest Deep refresh but apparently using the skill cap and points of Waist Deep to my realization for the first time  :P. Eh whats done is done (my table usually finishes an entire campaign in four session before moving on, which we have). Though I have to say I liked having the lower skill levels mixed with higher power levels as we have toyed with the first three tiers and couldn't find a really perfect on to our unanimous liking until we did Albuquerque (this one).

Forgot to add in Guns skill at Average also.


-Basically just a reskin of Brutality from the Resources Wiki
-The prerequisite is you have to take That All Ye Got, then No Pain No Gain if it matters.
-I kinda forgot about the vs Armor part of Lethal Blows.
-Our table agreed after a little debate that we'd allow it since we wanted Seamus to be nearly superhuman in his capabilities while still keeping him a mortal. And it's half the cost of Inhuman Toughness and half the benefits so it's still stunt-like I believe.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on March 05, 2013, 10:05:23 PM
-Basically just a reskin of Brutality from the Resources Wiki

Oh, yeah, that.

I took that off the stunt list for being broken a while back, but I never updated the wiki accordingly. Sorry if this caused trouble for your game.

If it was fun, then ignore the above apology.

-The prerequisite is you have to take That All Ye Got, then No Pain No Gain if it matters.

Okay, that could work.
Title: Re: Spare Character Concepts
Post by: Hick Jr on March 06, 2013, 12:02:25 AM
I kind of want to Dresdenize King Midas- as in, he's alive today, and he still has his curse, but he's turned it into badass Metal evocations or possibly some kind of Incite Effect, definitely Incite Emotion:Greed, and maybe some kind of "golden skin" thing. Think Araris Valerian, but golden.

Anyone have input?
Title: Re: Spare Character Concepts
Post by: Deadmanwalking on March 06, 2013, 12:09:38 AM
Incite Effect seems the way to go for the golden touch, plus maybe Damage Shield if it applies to people who touch him. The greed thing should be an Aspect at most, since he never had power over it per se, he just, y'know, was greedy. The 'sheathed in gold' thing is pretty clearly a Roughness power plus Human Form. Metal Evocation is possible, but by no means necessary. He should have maxed out Resources because, y'know, he would.
Title: Re: Spare Character Concepts
Post by: Hick Jr on March 06, 2013, 12:45:06 AM
I was planning on going with Toughness for the "golden man" type thing. Damage Shield is good. Hadn't thought of that. I really like him having Metal, but it'd probably be easier with Incite Effect.

Any ideas regarding power level, or should I just wing it?

EDIT- Because I was bored, I did up a half-spirit elemental Venatori assassin at "Wish I Had a Submarine", which can be located in the Custom Powers thread. In place of Channeling:Spirit, which is boring, I used the custom psychic Powers Telekinesis, Telepathy, and Teleportation.
Title: Re: Spare Character Concepts
Post by: Hick Jr on March 06, 2013, 01:47:07 AM
“Wish I Had A Submarine” 18 Refresh, 60 Skill Points, Skill Cap Fantastic
Name
Mordekainen
High Concept
Half-Elemental Venatori Assassin
Trouble
I Wish You Wouldn’t Think So Loud
Other
Grew Up On the Streets; Venatori Secret Weapon; Black Court Bastards!; "First Law? Pfft."; Not a Glass Cannon, But Nice Try

Skills
Fantastic: Discipline, Conviction
Superb: Stealth, Athletics, Deceit
Great: Alertness, Intimidation, Fists
Good: Lore, Scholarship, Resources, Endurance
Fair: Burglary, Presence, Driving, Contacts
Average: Craftsmanship, Empathy, Investigation, Performance

Powers
Telekinesis (Blades of Force, Force Field, Metaphysical Strength) [-5]
Mythic Strength [-6]
Supernatural Toughness [-4]
The Catch [+3] is successful ambushes.
Telepathy [-2]
Teleportation [-3] (Rapid)
Total Refresh Cost: -17
Fate Points: 1


Stress
Social:000
Mental:0000 +1 mild consequence
Physical:0000(0000) and Armor:2


Fighting this guy would be nightmarish. Weapon:10 telekinetic blasts, he's throwing cars and probably small buildings at you, sucking the information out of your brain, and then teleporting away at Legendary+1. Or he just ninjas over at Superb Stealth and sets up an ambush along with a couple of navel-gazing aspects that turns you and the surrounding block into a smoking crater. The Venator/i send in Mordekainen when they need the modern equivalent of an ICBM.
and, for ease of use, the custom powers used.
(click to show/hide)
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on March 06, 2013, 09:13:36 PM
I've rewritten the Telekinesis Power since the last list update. You may want to use the new version.

Obviously it doesn't matter if you use the latest version of a homebrew Power, but I think this version of Telekinesis is better-written than the old one.

(click to show/hide)
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on March 28, 2013, 03:14:30 AM
Remember this?

Sergeant Schlock (Submerged)

High Concept: Amorph Mercenary
Trouble Aspect: Violent Sociopath
Other Aspects: Surprisingly Smart And Charming, Ovalquick Addiction, Amazing History, A Hero To Many, Burn You Up And Eat Your Ashes
Skills:
Superb: Guns
Great: Might, Intimidation, Alertness
Good: Endurance, Athletics, Investigation
Fair: Fists, Rapport, Empathy
Average: Presence, Contacts, Conviction
Powers:
Amorphous Form [-1]
Undying [-0]
Inhuman Strength [-2]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch/Limitation [+3]
Plasma Cannon [-1]
Supernatural Senses [-2]
Total Refresh Cost:
-9
Refresh Total:
1

Schlock's Catch is anything that can scatter his body or affect each part of it equally. Lethal ambient temperatures, fire hoses, plasma grenades, that sort of thing. Its value is the same for The Catch and Limitation, since in a world with either Evocation or plasma weaponry it's pretty easy to satisfy.

The plasma cannon is modelled as an assault rifle/grenade launcher that inflicts +2 stress and has a rocket mode that lets Schlock fly. It wouldn't be an IoP in the source material, but in DFRPG...

Schlock's supernatural senses let him taste everything that he touches, identify chemicals by smell/taste, and move his eyes around.

Well, I sent it to the author and it turns out he actually likes DFRPG. Which is, in my opinion, kind of neat.
Title: Re: Spare Character Concepts
Post by: polkaneverdies on April 05, 2013, 12:25:24 AM
That is awesome Sancta. A Tip of the Hat from the author  has to put a smile on your face. :)
Title: Re: Spare Character Concepts
Post by: LMage on April 28, 2013, 04:40:48 AM
So, I'm a first time player, and I've been bouncing around a lot of different character ideas. I've settled the one I'm actually using (and have poured the time into, a Champion Of God that serves Hecate) but I figured I'd post a more underdeveloped idea or two that I still liked here and get some feed back.

Quote
Character: Marcus Melrose
High Concept: Guilt Ridden Runwaay
Trouble: Naive Of The Demon Within
Other Aspects: The Foster System Sucks But The Streets Suck More, Ignorance Is Bliss, Can't Ever Go Home Again

Skills-
Good- Empathy, Performance
Fair- Deceit, Stealth
Average- Presence, Rapport, Athletics, Fists

Powers/Stunts-
Emotional Vampire (-1)
Incite Emotion (-1, Touch,  Lust)
Innocent Sex Appeal [Allows the use of Empathy, rather then Intimidation, to Seduce] (-1)

Total Cost: -3
Refresh Total: +3

History-

(click to show/hide)

If this character seems under-powered it's because he's supposed to be. He's more of "The Chick" or "The Heart" in terms of group dynamic, then an actual fighter.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on April 28, 2013, 05:57:36 AM
I think you still have 6 skill points to spend.

And IIRC the standard skill for seduction is Rapport.
Title: Re: Spare Character Concepts
Post by: LMage on April 28, 2013, 06:03:03 AM
At "Feet In The Water" isn't it only six fate points? (I kept three to offset his lack of combat abilities, since I can't think of what other stunts/powers would make sense for a random kid off the streets to know that would be remotely useful).

I could have sworn that the skill for seduction was intimidation. But I could be wrong.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on April 28, 2013, 06:12:18 AM
Your Refresh count is correct. It's the skill count that's off.
Title: Re: Spare Character Concepts
Post by: LMage on April 28, 2013, 06:19:15 AM
*Blink* Oh, you are correct.

Actually, that was intentional, I thought I would mostly save the remaining skill points and set them at a mile stone(s) once the character had had the chance to grow and develop a bit.

I mean, I could add Driving (Average) but other then that, I'm not sure....
Title: Re: Spare Character Concepts
Post by: Mrmdubois on May 07, 2013, 01:02:25 AM
There's not really a good reason to save up skill points, Minor Milestones will allow you to redistribute some of them anyway after all, so you might as well be as good as you can be.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on July 19, 2013, 01:45:47 PM
Relevant link. (http://www.jimbutcheronline.com/bb/index.php/topic,38649.0.html)
Title: Re: Spare Character Concepts
Post by: Belial666 on June 17, 2014, 02:15:15 AM
Hey Sancta, should I post my Kemmler build here or somewhere else?


Also, your PM folder is full. Hence the post here.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on June 17, 2014, 02:36:51 AM
Hm, I dunno. I don't really make the rules, but...I guess this is as good a place as any.

And yeah, I got a bunch of PMs today for some reason. Filled up all my empty space.
Title: Re: Spare Character Concepts
Post by: Belial666 on June 17, 2014, 06:38:39 AM
This is an old build - one of my first beyond submerged level. Originally posted it back in 2010, I think;




HEINRICH KEMMLER
(http://kurt.helborg.free.fr/images/heinrich_kemmler.jpg)

High Concept: Greatest Necromancer Ever Trouble: Terminal God Complex
Other Aspects: Awesomeness Can Be Taught, Dark Lord Of The Dead, Death Is Only The Beginning, Political Wizard, The Laws Exist Only In Your Feeble Minds
Refresh: higher than you  (-51, 450 pts as Warhammer figurine)


SKILLS

+8 Discipline, Conviction
+7 Lore, Presence, Endurance
+6 Intimidate, Contacts, Scholarship
+5 Deceit, Rapport, Resources
+4 Weapons, Empathy, Alertness
+3 Craftmanship, Performance, Might
+2 Riding, Fists, Athletics
+1 Survival, Stealth, Burglary

POWERS

[-3] Evocation
[-3] Thaumaturgy
[-1] Wizard - The Sight/Soulgaze/Wizard's Constitution
[-2] Kemmlerian Necromancy
[-27] Refinement x27
[-6] Lawbreaker: 1st/4th/5th, x2
[-3] Physical Immunity: Unkillable  -  Kemmler is immune to any attack that would kill him. He may either keep going or appear to die only to come back later. The catch is that he is only immune to death; he still takes stress and consequences normally and a nonlethal attack would take him out just fine - but see below.
[-1] Mind Over Body  -  Kemmler's own will fuels his existence. As long as his will is intact, his body endures, fueled by his belief in his own immortality. He uses Conviction as a defence vs physical and mental attacks and maneuers.
[+0] Human Guise
[-6] Mythic Recovery  -  Kemmler does not need to sleep or eat and his Necromancy-fueled body can recover from most wounds.
[+2] Catch: Holy Powers and True Faith
[-1] Senses: Lord of the Dead  -  Kemmler can see and hear out of the eyes and ears of any undead being he has personally created. This is a supernatural sense.

SPECIALIZATIONS AND ITEMS

Evocation: +6 spirit power, +5 spirit control, +4 earth power, +3 earth control, +2 air power, +1 air control (may use necromancy control if spell incorporates death and/or necromanctic/psychomantic spells as evocation)
Thaumaturgy: +6 necromancy control, +5 necromancy complexity, +4 diabolism complexity, +3 divination complexity, +2 transportation/worldwalking control, +1 focus specialization.
Dark One's Rainment: a suit of armor covered in dark magic runes concealed by a black cloak and strengthened by its own enchantments (armor 3) that acts as a powerful focus for necromancy (+7 necromancy control)
The Helm of Terror: a rune-adorned thick cowl with a faceplate carved out of bone that, when drawn down, conceals Kemmler's face behind the image of a human skull. Acts as a powerful focus for destructive spirit magic (+7 offensive spirit power)
Bracelet of Warding: the weakest of Kemmler's foci but still a powerful item, this skull-adorned silver bracelet acts as a +4 defensive spirit power focus.


ROTES

Vengeful Gaze of Kemmler Using the power the magic he created, Kemmler throws an immense amount of life-erasing energy at the victim. Weapon 26 at Control 26; you die with no save.
Plague Wind Spreading necromantic energies over a large area, Kemmler could sicken and kill people in a large stadium, major building or small army. Weapon 6 over 10 zones at Control 26.
Mass Momento Mori This spell infuses all living beings in an area with deadly necromantic power, killing them then animating them and binding them at Kemmler's will. Sadly, it only creates relatively weak zombie types. Weapon 6 at Control 26 plus 5 shifts of raising and 5 shifts of binding at all creatures in 5 zones.
Mass Energy Drain This spell fuels necromantic energies to its victims, paralyzing and finally killing them over time as its energy leeches their life-force. 11 shift block (adjudicated as grapple) for 10 exchanges over 3 zones.
Raise Graveyard This spell is a quick "army-raising" spell; at the cost of quality, it raises all the dead in a fairly large area -such as a graveyard or mass grave- as relatively weak zombies. 5 shifts of raising and 5 shifts of binding at all corpses and remains in 8 zones.
Shield of Death This is a rare defensive necromancy spell; using Kemmlerian necromancy, you forge a link between the caster and a bound, mindless or willing victim. For as long as this thaumaturgy lasts, the caster is protected by a 23-shift block (unlike true Wards, it does not strike back or allow special features). Instead of blocking the attacks though, the "block" merely transfers them to the victim. The spell ends at dawn (unless extended with extra shifts) or when the victim dies/is destroyed. Kemmler used his zombies as surrogates cause he had lots of them but a living victim can take a lot more consequences than a weak zombie and has the added benefit that you find a use for potential prisoners and, if you choose correctly, your surrogate may have recovery powers.
Circle of Opening The Door of Night The wielder opens the Door of Night and calls up large amounts of necromantic power, infusing himself and a circle around him with that power that can be then tapped to fuel horribly life-violating magic. Apply 6 aspects on a scene or willing target that can be tagged for offensive necromantic purposes. You still need to flavorfully describe said aspects or your GM might wack your head with a 10-lb abridged copy of the Necronomicon.


KEMMLER AS A WARHAMMER MINIATURE
http://kurt.helborg.free.fr/warhammer/comtes_vampires/personnages_speciaux/heinrich_kemmler.php
(sorry for the french but I didn't have time to find the english equivalent)
Title: Re: Spare Character Concepts
Post by: Centarion on August 14, 2014, 05:03:02 AM
Hi, here is my attempt at a vampire hunter crossed with a Gunslinger from Stephen King's Dark Tower Series. The back story and aspects are based on the character Eddie Dean, but the powers are a more generic representation of a Gunslinger form the series (re-flavored a little but to fit in with the Dresdenverse). There are likely some slight spoilers for the Dark Tower series in here.   

Eddie Dean
(loosely based off the character of the same name from Stephen King’s Dark Tower series)
High Concept: “Gunslinger of the Line of Arthur Eld”
Trouble: “Heroin Addict”
“I Stand for the White”
“From the ‘80s”
“Ka Guides Me”
“Silly Jokes”
“The Guns With the Sandalwood Grips”

Skills
(40/40: 2/2/3/4/5)
Superb (+5) Conviction, Alertness
Great (+4)    Guns, Athletics
Good (+3)    Endurance, Fists, Rapport
Fair (+2)    Discipline, Drive, Lore, Intimidate
Average (+1) Survival, Empathy, Craftsmanship, Stealth, Might

Stress
Physical
()()()()
Mental
()()()()
Social
()()()() [We eliminated Presence in our Games, we calculate the social stress track based on the higher of Rapport or Intimidate]
Consequences
Mild:
Mild Mental:
Moderate:
Severe:

Stunts & Powers      Refresh: 3 (13 - 10)

Guide My Hand [-1]
Ka leads all living creatures; it is the will of Gan, the spirit of the Dark Tower who spun the world and holds its layers together. Ka is neither good nor evil and has no definite morality; it signifies signifies life-force, consciousness, duty, destiny, but also leaves room for the free will of the individual. However, when Gan’s purposes are threatened Ka lends its aid to the servants of the White, who are sworn to defend the Tower against the Crimson King. Eddie Dean, as a Gunslinger and Servant of the White, has an acute sense for the pull of Ka and it guides his hands (and his feet) to take him where he is most needed.
Faith Manages: As the book
Spiritual Guidance: As the book (this trapping may be flavored as members of Eddie’s Ka-tet, or group, communicating potential danger and their position telepathically)

Righteousness [-2]
As a Gunslinger, Eddie is one of the most powerful and devoted servants of the White. He has sworn to protect the weak and defend the Tower against the minions of the Crimson King.
Potent Prayer: When pursuing his calling (upholding the Gunslinger’s Duty or defending the Tower) Eddie may ask Ka to guide his actions etc. As the book.
Desperate Hour: In times of most desperate need, Eddie may lash out with his mind, heart and will. As the book.
 
Holy Touch [-1]
When acting in service of Ka, Eddie’s touch is harmful to the minions of the Crimson King, and others who would seek to destroy the Tower or oppose the White.
If Eddie is acting in keeping with his calling as a Gunslinger, upholding his oaths and supporting the White against the forces of Chaos, his touch can be imbued with a holy power. As the book [See also I Kill with My Heart].

Inhuman Speed [-2] (Slightly Modified)
Eddie is not actually Inhumanly fast, however he has trained since the age of six in the arts of combat and tactical movement, giving him abilities similar to those possessed by the inhumanly fast.
Improved Initiative: Eddie’s Danger sense is finely tuned and his draw is lightning fast. His Alertness is at +4 when determining initiative.
Athletic Ability: Eddie’s danger sense, combined with his superior tactical positioning give him an edge when avoiding attacks, and his heritage and training grant him superior athletic ability. All of his Athletics checks are made at +1, including dodging. [Note: he does not gain the customary +2 bonus to sprinting]
Casual Movement: Eddie has mastered shooting on the run and re-positioning in combat. Whenever moving as part of another physical activity, he may move one zone without taking the -1 penalty for a supplemental action.
Quick Hands: Years of practice have lent Eddie’s hands a supernatural quickness when drawing and reloading guns. This allows him to draw or reload guns as a free action, and grants him a +2 bonus on any Guns roll to see who reloads first, or do anything else related to his speed working with guns or ability to reload. [Note: this replaces the stealth and sprinting bonuses]
     
The Blue Steel Guns with the Sandalwood Grips [-1]
     
“I Kill with My Heart” [-1]
“You do not kill with your gun. He who kills with his gun has forgotten the face of his father. You kill with your heart.”   A true Gunslinger imbues every shot and strike with the full power of his conviction. His cause is righteous and his blows strike true. This allows the Gunslinger to gain the benefit of Holy Touch on every attack he makes. Further, each attack against a creature offensive to the White deals an additional 1 stress (for a total of 2 stress, or an extra Weapon:2).

See Through People [-1]
Eddie’s senses are finely honed. He rarely misses any detail in his environment and his bright blue eyes seems to pierce through those his gaze falls upon. He is especially adept at picking up on body language or facial micro expressions. This allows him to use his Alertness instead of Empathy to catch someone in a lie.

Vampirologist [-1]
Vampires are among the most dangerous servants of Chaos and the Crimson King. Eddie has spent much of his life hunting and killing Vampires, especially those of the Red Court. He gains a +1 bonus to Lore rolls related to Vampires, and a +2 bonus to Lore rolls related to the Red Court. 

I would especially like some feedback on the Item of Power and the "I Kill With my Heart" power. I think they are probably OK, but I am probably biased. I may update this with description for his aspects later. Also it should be noted that the True faith powers are intended to be identical to those in the book for all practical purposes, just re-flavored a bit. Gunslingers in the books are the foremost servants of the White, standing in opposition to those who would destroy the Dark Tower and plunge the worlds into Chaos (in Dresden terms, this probably means servants of the White God opposed to primarily Outsiders, but also Demons or Vampire's looking to interfere with mortals). Further, they are sworn to a code that requires them to help any innocents that ask for their help. Finally, the main adversary in the series is known as The Crimson King, and some of his most dangerous servants are Vampires (though he has all sorts of nasty monsters at his command), so the concept fits fairly well into a hunter of the Red Court and other supernatural nasties.

Also, how do you guys think the the complement from Potent Prayer works with other bonuses? Do you think his Guns or Athletics are effectively 6 with True Aim/Athletic Ability and Potent Prayer, or do you think the bonus applies first and then the complement doesn't apply? My GM did say when we get to 41 skill points we can go up to Fantastic, and at that point I will just boost Conviction, and then there will be no doubt.                       
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on August 14, 2014, 06:43:00 PM
Holy Touch [-1]
When acting in service of Ka, Eddie’s touch is harmful to the minions of the Crimson King, and others who would seek to destroy the Tower or oppose the White.
If Eddie is acting in keeping with his calling as a Gunslinger, upholding his oaths and supporting the White against the forces of Chaos, his touch can be imbued with a holy power. As the book [See also I Kill with My Heart].

...

“I Kill with My Heart” [-1]
“You do not kill with your gun. He who kills with his gun has forgotten the face of his father. You kill with your heart.”   A true Gunslinger imbues every shot and strike with the full power of his conviction. His cause is righteous and his blows strike true. This allows the Gunslinger to gain the benefit of Holy Touch on every attack he makes. Further, each attack against a creature offensive to the White deals an additional 1 stress (for a total of 2 stress, or an extra Weapon:2).

You might want to look at this (http://dfrpg-resources.wikispaces.com/Holy+Touch).

Inhuman Speed [-2] (Slightly Modified)
Eddie is not actually Inhumanly fast, however he has trained since the age of six in the arts of combat and tactical movement, giving him abilities similar to those possessed by the inhumanly fast.
Improved Initiative: Eddie’s Danger sense is finely tuned and his draw is lightning fast. His Alertness is at +4 when determining initiative.
Athletic Ability: Eddie’s danger sense, combined with his superior tactical positioning give him an edge when avoiding attacks, and his heritage and training grant him superior athletic ability. All of his Athletics checks are made at +1, including dodging. [Note: he does not gain the customary +2 bonus to sprinting]
Casual Movement: Eddie has mastered shooting on the run and re-positioning in combat. Whenever moving as part of another physical activity, he may move one zone without taking the -1 penalty for a supplemental action.
Quick Hands: Years of practice have lent Eddie’s hands a supernatural quickness when drawing and reloading guns. This allows him to draw or reload guns as a free action, and grants him a +2 bonus on any Guns roll to see who reloads first, or do anything else related to his speed working with guns or ability to reload. [Note: this replaces the stealth and sprinting bonuses]

Looks reasonable to me. Does he get the standard +1 Athletics to his sprint rolls?

  • “I Shoot with My Mind” [-2]
    “You do not shoot with your hand. He who shoots with his hand has forgotten the face of his father. You shoot with your mind.”  The Gunslinger has mastered the art of fan firing using The Guns with the Sandalwood Grips and creating a hail of lead. He can visualize the shots and make them happen. This allows the Gunslinger to make a zone attack at the cost of 2 weapon rating (similar to a spell’s zone attack option). Alternately the Gunslinger may make a spray attack, gaining a +1 bonus to each targeting result (the Gunslinger may not split his spray attack among more targets than the initial value of the attack roll). For example, if the Gunslinger rolled a 6 Guns on an attack he could split it into two attacks at 4, up to 6 attacks at 2 etc.

Looks reasonable to me.

Also, how do you guys think the the complement from Potent Prayer works with other bonuses? Do you think his Guns or Athletics are effectively 6 with True Aim/Athletic Ability and Potent Prayer, or do you think the bonus applies first and then the complement doesn't apply? My GM did say when we get to 41 skill points we can go up to Fantastic, and at that point I will just boost Conviction, and then there will be no doubt.

If I were your GM, I'd say they stack.
Title: Re: Spare Character Concepts
Post by: Centarion on August 14, 2014, 08:04:09 PM
You might want to look at this (http://dfrpg-resources.wikispaces.com/Holy+Touch).

I have seen that, and that would do exactly what my 2 refresh combo of Holy Touch + I Kill With My Heart does. I know it is probably not OP, but I am not sure if my GM will allow it, since it is clearly just better than the book version. I will talk to him.

If he says it is OK to take the improved Holy Touch I will need to come up with a different [-1] power to call I Kill With My Heart, which may or may not end up attached to his IoP (I want the character to have all three parts of that motto as powers).

Looks reasonable to me. Does he get the standard +1 Athletics to his sprint rolls?

Yes, I intended him to get the +1 to all Athletics rolls from the Athletic Ability trapping (which would apply to sprinting), and just give up the extra +1 to Sprinting and the Stealth bonus in exchange for the Quick Hands trapping (which is essentially a Guns stunt, similar to a Quick Draw custom stunt I saw floating around here actually).

I was most worried that I Shoot With My Mind could be a bit strong, since it gives two extra attack options and opens up the option of doing AoE (which is noticeably strong in this game). On the other hand, the Zone attack is basically exactly what Channeling would allow (without the benefit of getting to crazy weapon ratings and having focus items). And while the Spray attack aggregate bonus could be huge (+6 bonus in the case where he hits 6 targets), the Spray attack option is generally crappy, and getting the big bonus requires splitting your attacks so many ways that each individual one is fairly weak (though I can imagine the case where he shoots 3 Vampires at Great, Great and Good, each with Weapon 5 as being pretty good). I think [-2] is an appropriate costs for this sort of thing since it opens up whole extra avenues and comes close to playing with the action economy. Good to hear you think it is OK.

Ya I expected that Righteousness: Potent Prayer should stack with other bonuses in a nice way, but the rules are not clear on that.

Thanks for the feedback, it is very valuable as always.
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on October 03, 2015, 07:52:12 AM
All Might (Scuba Diving)

This guy's from My Hero Academia, a new-ish manga that I really like. Might not make much sense if you don't know the story, but there's an easy way to fix that...read it.

Not totally sure about the Aspects.

High Concept: The Symbol Of Peace
Trouble Aspect: Secretly Grievously Wounded
Other Aspects: Teacher At Yuuei; Midoriya, My Boy!; I AM HERE!; Oafish But Responsible, One For All And All For One
Skills:
Fantastic: Presence, Might
Superb: Athletics, Endurance
Great: Contacts, Discipline
Good: Conviction, Rapport
Fair: Empathy, Performance, Stealth
Average: Scholarship, Intimidation, Resources
Stunts:
The Weight Of Reputation (Presence): Use Presence to intimidate people who know his reputation.
A Smile That Hides Fear (Presence): Use Presence instead of Deceit to hide his weaknesses, his fears, and the true nature of his power.
Brute Force (Might): Use Might to attack unarmed.
Powers:
Limitation (Can only stay in powered form for about 90 minutes each day) [+5]
  Marked By Power [-1]
  Imprecise Selective Area Weaponry [-2]
  Mythic Strength [-6]
  Supernatural Speed [-4]
  Supernatural Toughness [-4]
  Superhuman Acrobatics [-1]
Total Refresh Cost:
-16
Refresh Total:
1
Title: Re: Spare Character Concepts
Post by: blackstaff67 on October 04, 2015, 07:19:55 PM
Will the Mythic Strength bump that Might score up to a +9 (nine)?  Why is his Fists a +0 (Mediocre)?  If someone makes a maneuver/Feint on him using Fists, will he use his default Fists score of +0 (Mediocre) to defend or challenge?  The implication of the Stunt "Brute Force" implies that great strength confers great skill.

Title: Re: Spare Character Concepts
Post by: Sanctaphrax on October 04, 2015, 07:36:06 PM
Will the Mythic Strength bump that Might score up to a +9 (nine)?

No. Strength doesn't add to all Might rolls, just to lifting and breaking and grappling. It also adds to non-Might rolls when Might modifies the skill, but Might doesn't modify his attacks.

Why is his Fists a +0 (Mediocre)?

Because Fists does nothing for him. Giving him Fists would be like leaving a skill slot blank.

If someone makes a maneuver/Feint on him using Fists, will he use his default Fists score of +0 (Mediocre) to defend or challenge?

No. You don't have to use Fists to defend against Fists maneuvers.

The implication of the Stunt "Brute Force" implies that great strength confers great skill.

I don't think so. It's a stunt, so it doesn't necessarily imply anything about people who don't have it. And it doesn't give All Might great fighting skill, just very effective attacks.

Actually, even a high Fists skill doesn't necessarily imply great skill with your fists. Look at Sue the zombie dinosaur.
Title: Re: Spare Character Concepts
Post by: blackstaff67 on October 05, 2015, 12:50:50 AM
No. Strength doesn't add to all Might rolls, just to lifting and breaking and grappling. It also adds to non-Might rolls when Might modifies the skill, but Might doesn't modify his attacks.

Because Fists does nothing for him. Giving him Fists would be like leaving a skill slot blank.

No. You don't have to use Fists to defend against Fists maneuvers.

I don't think so. It's a stunt, so it doesn't necessarily imply anything about people who don't have it. And it doesn't give All Might great fighting skill, just very effective attacks.

Actually, even a high Fists skill doesn't necessarily imply great skill with your fists. Look at Sue the zombie dinosaur.
  Since his Mythic Strength will not affect his Fists score (arguably the most worrisome point for me), I might let the rest stand.  That said, would such a character be allowed to use his Might/Fists to make Assessments and Declarations at a +6?
Title: Re: Spare Character Concepts
Post by: Sanctaphrax on October 05, 2015, 01:48:06 AM
He has the same ability to assess and declare with Might as everyone else does. Which is not a lot.
Title: Re: Spare Character Concepts
Post by: blackstaff67 on October 06, 2015, 04:56:40 PM
Okay, I guess I misunderstood some of the concepts and how'd they work.  I was afraid I was looking at a Fists:9/Weapons:6 character (which is a bit overpowered IMO).  My apologies.