Hi all,
for an upcoming game, I've decided to play a changeling mercenary focusing on espionage, B&E and assassination. In short, a Faerie Kincaid at the beginning of his career. Background has been written and submitted to the DM, but I'm still somewhat stuck on the aspects and the mechanical parts of character generation. We're playing at a custom power level between chest-deep and submerged (35 Skillpoints, 8 Refresh, cap at superb). The other characters in this game are a true mortal arms runner (think "Lord of War") with ties to St. Giles, and a werewolf college student. Judging from another FATE game I DM'd for the group (Star Wars with a modified DF rules set), the amount of optimization is very high, so please keep it in mind while reviewing the character concept.
A short summary of the background (spoilered for ease of reading). Feedback is welcome!
The character is the child of a White Council wizard and a Summer Court nymph, whose father made a deal with his mother similar to the one offered to Harry by Maeve and Jenny Greenteeth. The exact nature of the bargain is unknown, but the male child was left in the care of mortal parents in London, where he was abducted at an early age by a fetch changeling, who raised him with a stern hand and educated him of the supernatural world in the guise of fairy tales and bedtime reading. The character has no memories of the abduction.
At the age of ten, the character attended a boarding school in Switzerland, where he befriended (unbeknownst to him) the child of Venator and a White Court Virgin. During his sophomore year, he discovered his fey heritage, when he used a veil to foil a kidnapping attempt on the WCV made by her father's enemies. She left the school after that, and he wouldn't see her again for many years.
After graduating, his foster father revealed the true nature of the events that occured years before. He began training the young man in clandestine warfare and his innate abilities, and nurtured in him a predatory instinct common to winter. He repeatedly tried to push him to embrace more of his fey heritage, to the point where he was on the brink of loosing free will. Part of the training consisted of wetwork, for which he developed a natural aptitude. One of his marks was his childhood friend from Switzerland, who had become a Venator. During the fight, a small part of him remembered the fond memories they shared together, causing him to hesitate when he had the upper hand and leading to his capture.
During his captivity, he learned the ulterior motive behind his foster father's training: he was being groomed to become an agent of winter, and possibly the future winter knight. He had time to reflect on the recent events, and realized that he had no desire to be a pawn in winter’s game. He agreed to work for the Venatori as mercenary, and was set free.
Aspects:
High Concept: Half-Nymph Assassin
Trouble: Insidious Influence
Background: Raised by the Winter Court
Rising Conflict: Bad deeds for good reasons
First Story: Double Agent for the Venatori
Guest Story 1: I’m loyal to those who are loyal to me
Guest Story 2: TBD
I hope that the aspects will be versatile enough to grant many interesting compels and invoke for effects. Suggestions on the aspects? I tried phrasing them in a way so that they can all be invoked, compelled and invoked for effect, but I'm not sure if that works.
As for the stunts, powers and skills, I've come up with two different sets that might work:
This particular skillset focusses on Magic and social skills. With additional Refresh, Glamours and Inspire Emotion get added to the powers.
Powers:
Winter Magic [-4]
A few seconds into the Future [-1]
Person of Conviction [-1]
Superhuman Recovery [-4]
-Catch: Cold Iron [+3]
Skills:
5: Conviction
4: Discipline, Rapport, Lore
3: Endurance, Deceit, Guns
2: Alertness, Scholarship, Empathy
1: Investigation, Presence, Contacts
Foci:
1 Slot: +1 Crafting Power
1 Slot (2 Enchanted Items): Armor:3, 4/Session;
1 Slot (2 Enchanted Items): Wpn:4, 3/Session; Maneuver:4, 3/Session;
1 Slot: +1 Offensive Control (Winter Ice)
This skillset uses an amped up Inspire Emotion to do the heavy lifting, with veils available thanks to Glamours. Guns at great is available in case magic mojo doesn't cut it. With additional refresh, Inhuman Speed gets added, and maybe social/combat oriented stunts.
Powers:
Inspire Emotion (Beguile, Lasting Emotion, Potent Emotion, at-range) [-4]
Glamours [-2]
Superhuman Recovery [-4]
-Catch: Cold Iron [+3]
Skills:
5: Deceit
4: Athletics, Rapport, Guns
3: Presence, Conviction, Endurance
2: Alertness, Empathy, Discipline
1: Contacts, Scholarship, Lore
Please let me know what you think. Any and all feedback is welcome!