Author Topic: Magical Merc Concepts  (Read 2791 times)

Offline bibliophile20

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Magical Merc Concepts
« on: February 07, 2011, 04:10:41 AM »
So in Turn Coat we're introduced to the lovable Binder, and earlier we meet Ms. Gard.  Apparently there's an entire little "community" of magical mercenaries out there if you know where to look and hire.  So, wondering what people have come up with in this vein.

Myself, I've come up with two:

Marcus Colby Martel, Hammerspace Assassin
Built around the Hammerspace power from the custom powers thread, Marcus laughs at metal detectors; a quiet, professional man, he is very skilled at getting in, doing the job cleanly and getting back out. 

High Concept
Assassin With A Hyperspace Arsenal

Aspects
Bear Mallets Towards None
Retired Special Air Service
A Clean Job
Unflappable


Skills:
Great (+4): Resources, Guns
Good (+3): Might, Presence, Stealth, Alertness, Endurance
Fair (+2): Rapport, Deceit, Empathy, Investigation, Athletics
Average (+1): Burglary, Conviction, Scholarship, Lore, Driving

Stunts:
Mongolian Striptease: Marcus always has a weapon hidden somewhere, along with gear “that might be useful”.  By spending a fate point, he can produce from somewhere an item ideal for his situation that is fairly small and non-outrageous; lockpicks, yes.  Rope and grappling hook, yes.  A plasma rifle in the 40 terawatt range, no.  (And for comedy, trying to completely disarm Marcus will result in a pile of weapons and gear of immense size… and they didn’t get it all)

Licenses for Everything: You have a license, real or fake, to own everything under the sun. If the difficulty of the Resources roll made to acquire something would be increased due to legal restrictions you may ignore up to 2 shifts worth of increased difficulty.
Inexplicable Procurement: You can get a hold of anything, no matter how bizarre. If the difficulty of the Resources roll made to acquire something would be increased due to item rarity you may ignore up to 2 shifts worth of increased difficulty.

Arsenal: You have access to an impressive supply of weaponry. Resources checks made to obtain weaponry get a two shift bonus.

Improved Arsenal: (Requires Arsenal) You have access to an armoury better than that of some national armies. Ignore all legal restrictions when purchasing weaponry.

Scope User: You know how to use a scope. Add two to your Guns skill when using it to make manoeuvres related to aiming while using a scope or laser sight.

Long-Range Combat: You're most comfortable when your enemies are a ways away. Add 1 to your guns skill when using it to attack a character at least 2 zones away.

Powers
Hyperspace Arsenal [-2]

Description: You seem to be able to fit an entire warehouse in your pockets. No-one’s really sure where stuff goes when you’re not using it.

Skills Affected: Might

Effects:
Hammerspace. You can carry a full load (as determined by your might) without hindrance in an extradimensional compartment. The compartment exists outside time, so everything in it stays exactly as it was when it was put in.
Secure Hammerspace [-1]. Nobody but you can access your extradimensional compartment. Metal in it doesn’t trigger metal detectors and so on. If you are unconscious or dead, the compartment cannot be opened at all.


And the second:

Kalyn “Avis” Adele, Animal Enchantress. 
Her skillset is completely based around the control, domination and use of animals.  She prefers to use vertebrates, but just about anything in the animal kingdom is fair game.  This, of course, puts her well into the gray areas of the Third and Fourth laws.  She prefers to mostly take industrial espionage work and spying work (her squad of pet special-ops raccoons are smart enough that she needs only a light touch to "ride" them and hack an airgapped system, which reduces the risk of spell-induced burnout), and absolutely refuses to even consider using her animals as assassins.  That’s First Law territory.

A tall, ordinary woman of light olive complexion, with dark hair and dark brown eyes, of middle age (chronologically, she’s in her 40’s).  Not ugly, but not stupendously attractive either.

Kalyn “Avis” Adele

High Concept:
Freelancing Animal Enchantress

Trouble:
Toeing the Line of the Laws

Other Aspects:
Independent Information Reallocation Specialist
It’s All Just Business, Nothing Personal
Secret Sentimental Streak
The Animal Kingdom is my Armory
Music Soothes The Savage Beast

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


Powers:
Wizard’s Constitution [-0]
The Sight [-1]
Soulgaze [-0]
Ritual [-2] (Animal Enchantment)
Refinement [-2] [4 Item slots]

Stunts:
Hacker
Animal Handler (Raccoons)

Enchanted Items: Thaumaturgy Foci:

Animal Mask; Complexity +4; a decorated leather mask with a variety of animalistic features on it; look at it from one angle in one lighting and it’s a mouse; from another angle in different lighting and it’s a wolf, or a bird.

Charming Flute: Control +2; a piccolo, etched with musical notes fused with runes. 



So, anyone else got any memorable magical mercs?  Even just at the concept level?
Tips for the Evil Henchman:
#12. If the seemingly helpless person you have just cornered is confident and unafraid despite being outnumbered and surrounded, you have encountered a Hero in disguise. Run while you still can.

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Offline Amseriah

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Re: Magical Merc Concepts
« Reply #1 on: February 07, 2011, 04:45:25 AM »
Don't forget about Kincaid.  You don't see him use much in the way of supernatural powers from what I can remember but he is the child of a demon.

Offline bibliophile20

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Re: Magical Merc Concepts
« Reply #2 on: February 07, 2011, 01:28:48 PM »
Don't forget about Kincaid.  You don't see him use much in the way of supernatural powers from what I can remember but he is the child of a demon.
True, but he's canon, and this is a thread for original magical merc concepts.  (besides, in a fight between Kincaid and my PCs, my PCs lose; the only question is how much ammo they force him to waste)
Tips for the Evil Henchman:
#12. If the seemingly helpless person you have just cornered is confident and unafraid despite being outnumbered and surrounded, you have encountered a Hero in disguise. Run while you still can.

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Offline Buscadera

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Re: Magical Merc Concepts
« Reply #3 on: February 07, 2011, 02:39:25 PM »
Here are the magical mercenary ideas I have tucked in my file of character concepts:

Ryan Deklan - Merrow Mercenary: The scion of an aquatic ogre who runs a security consultant firm and does his damnedest to stay out of faerie business.

Markus Mars - Soldier Son of Ares: A demigod who inherited his father's prowess for violence and sells his services to the highest bidder.

Raymond North - Infernal Ex-Spy Troubleshooter: A demonic scion who used to work in a HUMINT capacity for the government until he was mysteriously terminated. Now he does odd jobs for people in need.

Sven Engström - Einherjar Valkyrie's Son: The scion of a valkyrie who inherited her powers but not her contractual obligations to Monoc. Works as a private contractor, but does a good bit of business with his mother's company.
"Gus, I'm a lyrical gangster. I'll use some colorful vernacular and if necessary, you'll engage in fisticuffs" -Shawn Spencer

"Doesn't that suck? I just hit you for no reason. I don't even know why." -Harry Lockhart

Offline devonapple

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Re: Magical Merc Concepts
« Reply #4 on: February 07, 2011, 07:20:25 PM »
Raymond North - Infernal Ex-Spy Troubleshooter

Excellent.

"When you're a spy, sooner or later you have to deal with a Wizard. The thing to remember about Wizards is they can summon and control unbelievable amounts of power. And given advanced warning and time, then can set up enough magical protections to rival Fort Knox. And if you manage to fight through the summoned creatures, invisibility spells, mental compulsions, and magical barriers and stand toe-to-toe with one, you may feel as if you've accomplished something. But even if you take him out, you still have to beware something they call a "death curse." That's why assassins who like avoid being turned into a toad will opt for a high-velocity sniper round from a quarter-mile away. But if you can't set that up, the next best thing is to [Changes Spoiler]
(click to show/hide)
« Last Edit: February 07, 2011, 07:23:23 PM by devonapple »
"Like a voice, like a crack, like a whispering shriek
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That I’m positive are not even mine"

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Offline Buscadera

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Re: Magical Merc Concepts
« Reply #5 on: February 07, 2011, 07:26:27 PM »
Is that a reference I'm not getting or a Burn Notice-style monologue because of my clearly-not-influenced-by-Michael-Westen ex-spy character?
"Gus, I'm a lyrical gangster. I'll use some colorful vernacular and if necessary, you'll engage in fisticuffs" -Shawn Spencer

"Doesn't that suck? I just hit you for no reason. I don't even know why." -Harry Lockhart

Offline devonapple

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Re: Magical Merc Concepts
« Reply #6 on: February 07, 2011, 08:36:51 PM »
Is that a reference I'm not getting or a Burn Notice-style monologue because of my clearly-not-influenced-by-Michael-Westen ex-spy character?

You got it: a parody of one of Westen's "When you're a spy..." monologues. Good touch having the Infernal character getting a "burn notice."
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline Warpmind

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Re: Magical Merc Concepts
« Reply #7 on: February 07, 2011, 09:05:08 PM »
So, how long until someone stats up Deadpool? I guess the High Concept would be something like "Self-Aware Fictional Logorrheic Mercenary" with the Trouble Aspect "My Player". :)
...You know the character is special, when reloading his frying pan is the right thing to do in a battle on the high seas...

Offline bibliophile20

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Re: Magical Merc Concepts
« Reply #8 on: February 07, 2011, 09:09:53 PM »
... the Trouble Aspect "My Player". :)

Let's not set precedent here!  I'd be out of fate point chips half-way through the session!  ;D
« Last Edit: February 07, 2011, 09:18:18 PM by bibliophile20 »
Tips for the Evil Henchman:
#12. If the seemingly helpless person you have just cornered is confident and unafraid despite being outnumbered and surrounded, you have encountered a Hero in disguise. Run while you still can.

DFRPG Resources Wiki

Offline Sanctaphrax

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Re: Magical Merc Concepts
« Reply #9 on: February 07, 2011, 09:38:07 PM »
I really like the first concept there, and not just because it's based around a power I made.

He seems to have a lot of redundant stunts. This isn't necessarily a problem for an NPC, but I do wonder what Mongolian Striptease does for him when he has Hyperspace Arsenal and why he has both Licenses For Everything and Improved Arsenal.

Offline Mal_Luck

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Re: Magical Merc Concepts
« Reply #10 on: February 07, 2011, 09:50:01 PM »
I created a Binder-esque Animal Necromancer as an enemy, using animals to disable and then his own combat skills to kill.

On the nicer side, I'm currently playing a good sorcerer mercenary who traveled the country doing good and sometimes getting paid.
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Offline toturi

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Re: Magical Merc Concepts
« Reply #11 on: February 08, 2011, 02:21:45 AM »
Let's not set precedent here!  I'd be out of fate point chips half-way through the session!  ;D
Other good Aspects may be "Breaking the 4th wall", "I'm not bad, I'm just played that way", "I'm just another expendable character".
With your laws of magic, wizards would pretty much just be helpless carebears who can only do magic tricks. - BumblingBear

Offline bibliophile20

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Re: Magical Merc Concepts
« Reply #12 on: February 08, 2011, 03:00:50 AM »
I really like the first concept there, and not just because it's based around a power I made.

He seems to have a lot of redundant stunts. This isn't necessarily a problem for an NPC, but I do wonder what Mongolian Striptease does for him when he has Hyperspace Arsenal and why he has both Licenses For Everything and Improved Arsenal.
He's from several months back, from when I first started running the system and I didn't quite know what I was doing; you're right, he does have redundant stunts, so I'll have to think about a redesign for if/when he shows up again (it's been a few major milestones for the PCs, I can rearrange his stunts without any issues I think); probably throw in a few bonuses for Deceit for getting through security and when in secured areas. 
Tips for the Evil Henchman:
#12. If the seemingly helpless person you have just cornered is confident and unafraid despite being outnumbered and surrounded, you have encountered a Hero in disguise. Run while you still can.

DFRPG Resources Wiki

Offline martellian

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Re: Magical Merc Concepts
« Reply #13 on: March 06, 2011, 04:22:16 AM »
The first "book" in my campaign featured a bunch of human mercs working for the Red Court to capture one of the wizards in town whom he had a grudge against (this is during the post WK truce so he couldn't just come after her overtly), with being turned as the prize. Naturally they were all out for number one and were working against each other.

The mercs went as followed:

Donald Hooks - Ex-marine, and one time border enforcement cop turned Red Court operative. Joined the Red Court for the money but became hellbent on getting turned when he learned he had terminal cancer. Like the priest in "The Warrior" knew all the tricks for dealing with Wizards, favoring older more reliable weapons, liberal use of explosives with triggers that respond poorly to mana static.

Laura Douglas - Former employee of the Velvet Room. Burned at Bianca's party, but survived. Worked as an operative through the Vampire War, high deceit score, plays the wounded victim to get in close and when the target's guard is down, strikes. Complete opportunist. When she was mortally wounded by one of the other mercs, she gladly turned on them and fed the PCs the location of the Red Court hideout before she died.

Ade Garcia - Laura's partner. Former member of a women's prison gang, and known to the group as "Knife Girl". She didn't amount to much, she pretty much ran off to the Reds when things got tough and vanished.

Alvin Cole - A bullied occult nerd turned Warlock. Summoned an demon, which tutored him in the dark arts and by the point he showed up in game, was pretty much calling the shots (Alvin was pretty useless during the day when the demon couldn't materialize and give him direction). Had a really high lore (boosted by the demon) thaumaturgy, and an enchanted item that fired Weapon 5 fire bolts and managed to give our Warden a good work out.

Ultimately found that smart trumped powerful most of the time. Hooks was by far the most deadly adversary, while Alvin was far more menacing at first glance, though once his demon was dealt with and he was out of fire bolts he was out of luck.

Anyhow, hope that gives some ideas for more mundane mercs.