Author Topic: World of Warcraft DFRPG Character: Thrall... Others coming  (Read 1716 times)

Offline Baron Hazard

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World of Warcraft DFRPG Character: Thrall... Others coming
« on: July 19, 2010, 11:01:31 PM »
It is time my Geek powers combined... lol.

Thrall
High Concept: Warchief of the Horde
Trouble: The Sins of Our Fathers
Other Aspects: Raised by Humans; I Wield The Doomhammer; World’s Most Powerful Shaman; For the Horde!; Friend and Ally of Jaina Proudmoore

Skills:
Fantastic (+6): Conviction
Superb (+5): Discipline, Lore
Great (+4): Weapons, Presence, Fists
Good (+3): Endurance, Athletics, Empathy
Fair (+2): Alertness, Intimidation, Survival
All other skills at Average or Mediocre

Stunts:
Tireless (Endurance, p. 152)
Occultist: Spirits +1, Elementals +2 (Lore, p. 154)
Leadership (Presence, p. 154)
The Weight of Reputation (Presence, p.155)
Resources of a Nation (Resources, as ‘Windfall’ p.155)
Killer Blow (Weapons, as Fist stunt p.152)

Powers:
Inhuman Strength [-2]
Inhuman Toughness [-2]
Evocation [-3]
Thaumaturgy [-3]
Sponsored (Shaman) Magic [-2]
Refinement [-15]

Specialties
Evocation (Air, Fire, Earth, Water, Spirit)
* Air Power (+5), Air Control (+4), Earth Control (+3), Earth Power (+3), Spirit Control (+2), Spirit Power (+2), Water Power (+1), Fire Control (+1)
Thaumaturgy
* Summoning and Binding (+4 Power, +3 Complexity),Divining (+2 Power, +1 Control), Wards (+1 Power)

Rotes:
* Lightning Bolt (9 shift Air Attack) Lightning Attack, weapon:9
* Chain Lightning (9 shift Air Attack) a weapon:4, weapon:3, weapon:2 attack.
* Earth Quake (8 shift Earth Maneuver) strength:3, lasts for 5 exchanges. Applies the aspect ‘Rumbling Earth’ to the scene.
* Earth Shield (8 Shift Earth Block) block:6 or armor:3 effect that lasts for 3 exchanges.
* Frost Shock (5 Shift Water Maneuver)  strength:5 maneuver. Applies the Aspect ‘Frost Shocked!’ to the target.

Enchanted Items:
The Doomhammer: Weapon:3 Hammer, can deal a weapon:9 attack seven times per session.(8 enchanted Item Slots)

Total Refresh: -33

Stress:
Physical:   OOOO(OO)    armor:1
Mental:   OOOO   +1 additional mild consequence
Social:    OOOO
Armor:   1 naturally, 3 when in battle armor

Notes: Thrall can call upon the spirits of nature at a moment’s notice, using his Sponsored Shaman Magic to cast the summoning at Evocation speeds, his preference is his Great Spirit Wolves which he rarely enters combat without. Thrall’s Inhuman Strength means he swings the Doomhammer with great skill as a weapon:5 attack. He often rides Snowsong, his faithful riding worg into battle.

Aspects:
High Concept: Great Spirit Wolves
Other Aspects: Always in Pairs; Hunters of the Spirit Realm; Invisible Stalker

Skills:
Great: Alertness, Fists
Good: Athletics, Stealth, Investigation
Fair: Endurance, Conviction, Survival

Powers:
Claws [-1]
Supernatural Toughness [-4]
* Catch: Magic [+2]
Inhuman Strength [-2]
Supernatural Speed [-4]
Cloak of Shadows [-1]
Echoes of the Beast [-1]
Pack Instincts [-1]

Stress:
Mental:   OOO
Physical:   OOO(OOOO)
Social:   OO
Armor:   2 physical.

Refresh: -12

Notes: Claws and Inhuman Strength are good attacks at weapon:4. The Great Spirit Wolves stealth is the equivalent of Great, or Fantastic when under cover of darkness.
« Last Edit: July 22, 2010, 12:10:59 AM by Baron Hazard »

FutureGameDesigner

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Re: World of Warcraft DFRPG Character: Thrall... Others coming
« Reply #1 on: July 19, 2010, 11:36:52 PM »
Perfect example of how Fate 3.0 can be used for anything!

Not my kind of example, but still.

Offline AsaTJ

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Re: World of Warcraft DFRPG Character: Thrall... Others coming
« Reply #2 on: July 20, 2010, 02:15:33 AM »
Dude, nice!  Thrall is awesome in any system... I think you did him pretty well, except I'd almost say Doomhammer deserves to be an Item of Power.

Offline Baron Hazard

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Re: World of Warcraft DFRPG Character: Thrall... Others coming
« Reply #3 on: July 28, 2010, 07:54:09 PM »
Malfurion Stormrage
High Concept: Night Elf Arch Druid
Trouble: Lost In The Nightmare
Other Aspects: Beloved of Tyrande; The First Druid, Trained Under Cenarius; Over Ten Thousand Years Old; The Fury of Nature; Newly Mortal

Skills:
Epic (+7): Conviction
Fantastic (+6): Presence, Discipline
Superb (+5): Lore, Athletics, Survival
Great (+4): Alertness, Endurance, Stealth
Good (+3): Fists, Weapons, Contacts
Fair (+2): Empathy, Rapport, Scholarship
Average (+1): Intimidation, Investigation, Performance, Resources

Stunts:
Person of Conviction (Conviction, p.150)
Tower of Faith (Conviction, p. 150)
Resilient Self-Image (Conviction, p.150)* modified to give 1 mental consequence any time.
Unshakeable (Discipline, p. 151)
Occultist: The Emerald Dream +1, Nature +2 (Lore, p.154)
Leadership (Presence, p.154)
The Weight of Reputation (Presence, p.155)
Go Native (Survival, p. 156)

Powers:
Guide My Hand [-1]
Righteousness [-2]
Cloak of Shadows [-1]
Sponsored Magic: Druidism [-2]
Evocation [-3]
Thaumaturgy [-3]
Refinement [-28]
True Shapeshifting [-4]
Modular Abilities [-14]

Specialties

Evocation (Spirit, Air, Earth, Water)
* Spirit Control (+7), Spirit Power (+6), Air Control (+5), Air Power (+4), Water Control (+3), Water Power (+2), Earth Control (+1), Earth Power (+1)
Thaumaturgy
* Biomancy (+7 Control, +6 Power), Summoning and Binding (+5 Control, +4 Complexity), Transporting and Worldwalking (+3 Control, +2 Complexity), Conjuration (+1 Control, +1 Complexity)

Rotes:
* Wrath (13 shift Spirit Attack) a weapon:13 attack!
* Entangling Field (13 shift Spirit Block) a 2-zone-wide strength:5 Block against movement for 4 exchanges.
* Recovery (13 shift spirit effect; special) same effect as the Reiki Healing Spell (YS300) as Evocation (thanks to druidism) affecting a moderate consequence.
* Tranquility (13 shift spirit effect; special) Same effect as the Reiki Healing Spell (YS300) except it is zone-wide and only removes a mild consequence on anyone in the zone.
* Torrential Downpour (11 shift air effect) 2-zone-wide, strength:3 maneuver placing the aspect 'Torrential Downpour' on the scene for 4 exchanges.

Enchanted Items/Focus Items:
None. (4 focus item slots free)

Refresh Cost: -66

Stress:
Physical:    OOOO
Mental:    OOOO +3 additional mild consequences.
Social:    OOOO +2 additional mild consequences.
Armor:   1 Mental via ‘Tower of Faith’; 1 Physical when in battle armor.