Maybe a stunt to improve grappling and lifting/breaking things. Or something that lets Might modify certain skills like rapport or presence. Some people call him a thief but he’s the type to bash open a door than to pick a lock.
Lots of Fate points would definitely help him and would explain a lot.
If we're looking at stunts for grappling and lifting/breaking, it might be better just to buy Strength.
Not sure what a social Might stunt would look like. Seems kind of odd to use Might-modifies instead of just giving +1.
I know in the books he can basically climb anything.
Also, definitely has No Pain, No Gain, because he's capable of taking a lot of punishment.
Not sure if it's an aspect or a stunt, but in a few stories he deliberately puts his back to a wall to keep from being surrounded and is, if not invincible, then at least very hard to attack in that position.
I figure Great Athletics is good enough for that.
Nah, you don't need that specific stunt to take a beating and keep on ticking.
Maybe +2 to defence rolls when outnumbered?
I am getting ready to run DFRPG and one of my players is considering playing a character modeled after Irwin Pounder.
So, I was wondering if you might stat up Irwin as well as Strength of a River in His Shoulders (so I can see what the full power version of a forest person looks like).
Some of the issues we have been discussing for his character is whether the magical abilities are natural and therefore come as a result of the Choice or if they are acquired abilities that not all forest people have.
We have also been wrestling with what an appropriate Catch is for the Toughness and Recovery.
Your help is appreciated!
I remember very little about Irwin and River Shoulders. I have some ideas for the Forest People in general, but no idea how to go about those two in particular. What do we know about them, again?
As for Catches and the like, your guess is as good as mine.
I've got a character concept.
It's a Ukrainian Ex-Mobster named Kristof who fled to Toronto becoming a taxi driver.
One day an Orthodox monk got in the back of his car and was killed getting out of the car at an old house by a red court vampire. His blood got all inside the car, so it's a holy relic. God has plans for Kristof, but all he wonders is why it is always his cab that gets the weird passengers. How would you build this character? I'd appreciate a high-refresh character. I'm not sure if he's a True Believer or a Pure Mortal.
I have a set of aspects.
Ex-Mobster in a Holy Cab
Invoke: Do something a mobster would do, have access to the cab. Compel: Get into the kind of trouble mobsters do.
God's Plan, Not Mine
Invoke: Have his plans go wrong, in a good way. Compel: Have bad things happen to him, that God would like.
There's Something in the Trunk
Invoke: Have something, like a gun, in the trunk. Compel: Have something be in the trunk when you need the space, "There's something in the trunk!!"
The Hitman is Now the Mark
Invoke: To act like a hitman Compel: To be hunted by his old boss, to end up fleeing from a fight.
We Don't Drive That Way Here
Invoke: To drive really well or do something else while driving. Compel: To not fit into Canadian society or get along well with other cabbies.
A Monk Remains
Invoke: To use the holiness of the Cab or to act like a Monk. He's the Monk that Remains. Compel: To have Orthodox authorities come to possess the Cab, or needing to prevent it from being desecrated.
There's Always Family
Invoke: To have an old family friend when needed. Compel: ... or that needs help.
-Thanks
p.s. feel free to critique the aspects.
I like the sound of the character. Aspects sound solid, too.
I'd definitely go for some True Faith. Guide My Hand seems super appropriate. The cab could be an Item of Power, too. Not sure what Powers would work for it, though.
Conviction needs to be high, and Driving is another obvious choice. Beyond that, seems pretty open.
Here's one way to go, at Submerged:
Skills:Superb: Conviction
Great: Driving, Rapport, Guns
Good: Presence, Empathy, Contacts
Fair: Intimidation, Athletics, Discipline
Average: Endurance, Fists, Alertness
Stunts:Chat Up (Rapport): +2 Rapport when "interviewing" a passenger.
Monkish Demeanour (Conviction): Use Conviction instead of Deceit to put on a nonthreateningly saintly act.
Holy Cab (Driving): +2 to Driving when using the holy cab in a morally upright way.
Powers:Guide My Hand [-1]
Righteousness [-2]
Total Refresh Cost:-6
Refresh Total:4