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DFRPG / Re: Character Building Help
« on: June 24, 2010, 10:29:48 PM »
I talked to tbora last night and after finding out more about what he wanted, revised my revision to his original concept. At his request, I am posting it here.
High Concept: Kemmlerite Bastard of a Demon Lord
Trouble: Under My Father's Thumb
Skills:
Fantastic: Conviction, Discipline
Superb: Endurance, Lore
Great: Alertness, Intimidation, Athletics
Good: Resources, Contacts, Deceit, Presence
Fair: Fists, Guns, Burglary, Rapport
Average: Scholarship, Craftsmanship, Driving, Might, Survival
Powers:
[-3] Evocation (Spirit Power +2, Spirit Control +1)
[-3] Thaumaturgy (Necromancy Control +2, Worldwalking Control +1)
[-2] Kemmlerian Necromancy
[-1] The Sight
[-0] Soulgaze
[-0] Wizards Constitution
[-3] Refinement
[-2] Law Breaker (Fifth Law)
[-2] Law Breaker (First Law)
Total Refresh: -16
Note that due to the changes that have been made to the campaign concept, there might be some spare refresh to play with. If so, I would recommend either a stunt (I like stunts and think a stunt or two would be good for most characters- see Grevane in Our World), Cloak of Shadows (it fits the dark theme well), or add more refinement to broaden his abilities. Because of the degree to which his combat power had been turbocharged, the only way I see to enhance his combat effectiveness would be more item slots to raise his improve current Block 4 Armor 2 four times a session by giving it more uses and/or improving it to Block 8 armor four four times a session. I also reworked the skills to improve its stress tracks and to emphasize some the skills that I thought would be more important (I re-prioritized the social skills to the more hostile variety on the theory that a Kemmlerite is going to be sufficiently hated that the soft sell would be hard to use).
I also took out the Pimp Cane, which seemed like it was asking for trouble (everybody who did not want to kill him for being a necromancer is going to want to kill him to stake the cane) and paid for it by eliminating the Third lawbreaker stunt, which did not fit with the rest of the concept (this Kemmlerite is more like Grevane than Corpsetaker, and so would not benefit from breaking that law).
This was the best I can do. I still think it will be difficult to play. While this character has Senior Council level attack evocation powers, its powers in most other areas are about on par with what Deadmanwalking's versions of Elaine Mallory and Carlos Ramirez. It certainly cannot compete in anything but pure combat with its peer wizard builds like Morgan or Luccio but it is the best that can be done with this concept and refresh level.
High Concept: Kemmlerite Bastard of a Demon Lord
Trouble: Under My Father's Thumb
Skills:
Fantastic: Conviction, Discipline
Superb: Endurance, Lore
Great: Alertness, Intimidation, Athletics
Good: Resources, Contacts, Deceit, Presence
Fair: Fists, Guns, Burglary, Rapport
Average: Scholarship, Craftsmanship, Driving, Might, Survival
Powers:
[-3] Evocation (Spirit Power +2, Spirit Control +1)
[-3] Thaumaturgy (Necromancy Control +2, Worldwalking Control +1)
[-2] Kemmlerian Necromancy
[-1] The Sight
[-0] Soulgaze
[-0] Wizards Constitution
[-3] Refinement
[-2] Law Breaker (Fifth Law)
[-2] Law Breaker (First Law)
Total Refresh: -16
Note that due to the changes that have been made to the campaign concept, there might be some spare refresh to play with. If so, I would recommend either a stunt (I like stunts and think a stunt or two would be good for most characters- see Grevane in Our World), Cloak of Shadows (it fits the dark theme well), or add more refinement to broaden his abilities. Because of the degree to which his combat power had been turbocharged, the only way I see to enhance his combat effectiveness would be more item slots to raise his improve current Block 4 Armor 2 four times a session by giving it more uses and/or improving it to Block 8 armor four four times a session. I also reworked the skills to improve its stress tracks and to emphasize some the skills that I thought would be more important (I re-prioritized the social skills to the more hostile variety on the theory that a Kemmlerite is going to be sufficiently hated that the soft sell would be hard to use).
I also took out the Pimp Cane, which seemed like it was asking for trouble (everybody who did not want to kill him for being a necromancer is going to want to kill him to stake the cane) and paid for it by eliminating the Third lawbreaker stunt, which did not fit with the rest of the concept (this Kemmlerite is more like Grevane than Corpsetaker, and so would not benefit from breaking that law).
This was the best I can do. I still think it will be difficult to play. While this character has Senior Council level attack evocation powers, its powers in most other areas are about on par with what Deadmanwalking's versions of Elaine Mallory and Carlos Ramirez. It certainly cannot compete in anything but pure combat with its peer wizard builds like Morgan or Luccio but it is the best that can be done with this concept and refresh level.