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The Dresden Files => DFRPG => Topic started by: luminos on April 18, 2010, 08:05:11 AM
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I've come up with some interesting character ideas that don't completely fit inside the templates, and figured I'd make character sheets for some of them and post them here. This is my first one, a cross up between a True Believer and a Wizard.
Name: Claude Wellson
High Concept Aspect: True Templar on a Crusade
The True Templar is a secret society whose organization is descended from the original Knights Templar. Their mission is to root enemies of the Christian faith that have infiltrated Christian institutions, be they supernatural or mortal. Claude's specific charge is to discover and defeat the evil cult of false templars that seek to use the faith others to help them conquer the world.
Trouble Aspect: Called to walk a lonely road.
His mission is of a nature that makes it impossible for him to form lasting, meaningful connections with other people. Because he must keep his true purpose a secret, he is often forced to stay aloof from society.
Other Aspects: Justice must be dealt, Looking for a silver lining, Too clever by half, Honesty or Silence, Mentored by the Venerable Timon van der Venne.
Skills: +35 (Submerged)
Superb (+5): Conviction
Great (+4): Weapons, Investigation, Empathy
Good (+3): Lore, Discipline, Athletics
Fair (+2): Scholarship, Alertness, Intimidation
Average (+1): Presence, Endurance, Contacting
Languages: English, Ancient Greek, Latin, four more undefined at this point (one of which can be obscure or dead)
Stunts:
Blessed Words: Can use Conviction to perform blocks in physical conflict
Linguist: Knows four additional languages
Powers:
Guide my Hand [-1]
Evocation [-3]
Ritual [-2]
Wizard's Constitution [+0]
Starting Refresh: 10
Adjusted Refresh: 2
Magic: The 'elements' of Claude's evocation are based on the four cardinal virtues, plus a fifth element that represents all three theological virtues. To cast a spell in a certain element, he has to completely understand the spell as an application of that virtue. So, to create a veil, he'd probably use prudence, to make supernatural armor he'd use fortitude, to make an aggressive spell, he might use justice, and so on.
Evocation: Prudence, Justice, and Theology Specialization: Control in Justice
Ritual: Wards
Rotes: Final Judgement (Justice): Weapon:5 Claude creates a spectral sword and sends it straight at the foe to be struck down.
requires the Templar sword sheathe focus item to cast.
Light of Faith (Theology): 5 shift maneuver to produce an intense burst of sunlight, placing an aspect on the scene
for two exchanges. Requires Crucifix focus item to cast
Weight of Guilt (Justice): 5 shift maneuver to place a 'pinned' aspect on a target. requires Templar sword sheathe focus
item to cast
(note: Claude casts his magic in ancient Hebrew, but I couldn't be bothered to come up with translations for the spells)
Focus Items: Templar sword sheathe: +1 to offensive control for Justice
Crucifix: +2 to defensive control for Theology, can only be used for Light of Faith rote
Prayer Beads: +2 to complexity of wards
Claude's high Conviction score combined with all of his Conviction focused abilities is going to completely ruin someones day. He can toss around several powerful spells before needing to switch to weapons, make blocks with conviction, and can use his conviction to replace another skill just by paying a fate point.
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Rather like that; really like the idea
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I'd go with Aramaic for the dead language. Gives him a feeling of being a scholar as well as a soldier.
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I had a similar idea, only using a crafting specialist wizard who has access to Soulfire (Its supposed to be awesome for Creation, and so Ive ruled that it gives you a +1 to Crafting Strength as well, the item of Power listed gives +1 to Lore for the purpose of Crafting)
Here is what I have so far.
"Cain" Tubal Cain
High Aspect: "Put your Heart and Soul into your Craft"
Trouble: "I Guess God Thinks I'm Abel/Able"
Other Aspects: Shock and Awe, I Carry a Big Sword, A World of White or Black, Modern Day Saint, Avenging Angel
Rank Skills
(+5) Lore
(+4) Conviction, Discipline, Endurance
(+3) Weapons, Alertness, Athletics
(+2) Presence, Intimidate, Stealth
(+1) Investigation, Contacts, Resources
Cost Powers and Stunts
-3 Thaumaturgy
-3 Evocation (Spirit, Earth, Fire)
-1 The Sight
-0 Soulgaze
-3 Soulfire
+2 Item of Power (Medallion of Saint Clement)(Discount on Soulfire)
-1 Refinement (4x Enchanted Item Slots)(Via Item of Power)
Specializations:
+1 Spirit Control
+1 Crafting Strength
Rote Spells:
Sword of the Heavens
This spell uses the power of Soulfire to forge a blade with the Spirit of the caster.
Type: Thaumaturgy, Conjuration
Complexity: 4 Shifts
Duration: One Scene, could be longer (until the Sun rises), but its supposed to be something you call from nothingness not have on you at all times.
Effect: This conjures a blade of pure spirit from the creator's soul. It is made of soulfire, and is thus a very powerful weapon indeed. It satisfies any Catch requiring a Holy source of stress, and it ignores one rank of toughness (From Mythic to Supernatural, from Supernatural to Inhuman, and so on).
Description: Motes of Light gather in a pillar growing out of the casters closed fist, becoming solid and more real. The motes flare a searingly white light, and a chime of metal issues forth from the newly created blade. (I have to say that killing with this should *not* trigger the first law. It merely creates an item, what that Item is used for is up to the wielder, plus, he might need to dispense some holy justice on some warlocks)
The Earth Shall Tremble
The ground begins to shake as Cain walks towards his enemies.
Type: Earth Evocation
Power: 4 Shifts
Duration: 2 Exchanges
Effect: The ground shakes at the rising of Cain's anger, this gives him a +3 Bonus to Intimidate for 2 Exchanges.
Plus Others I haven't thought of yet.
Enchanted Items: (12 Slots Open)
Circlet of Hyper-Awareness (+6 Block, 4 Uses, 2 Slots)
Lorica of Peace (Mundane Armor: 2, +3 more Armor, 4 Uses, 3 Slots)
Cloak of Feathers (4 Strength Veil, 4 Exchanges, 3 Uses, 2 Slots. 6 Strength Escape, 4 Uses, 2 Slots.)
Liquid Courage (Stimulant Potion, 4 Uses, 1 Slot)
Healing Salve (Based off of Reiki Healing Spell, 2 Uses, 2 Slots)
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Five things about Cain (though I find the concept cool):
1. He has 10 Refresh worth of stuff...which makes him an NPC. I'd skip a level of Refinement.
2. Specializations don't need to specify Offensive or Defensive, just whether they're Power or Control.
3. If I were you I'd take something in the way of Focus Items, hell, with just a single ring granting +1 each Offensive and Defensive Power you're alot more powergul mystically.
4. How do you come up with 12 free slots? IYou should have 16 total ( though it would be 12 total if you drop a level of Refinement, as mentioned above).
5. The Lorica of Peace...doesn't quite work. For several reasons, including armor not stacking and Armor 4 requiring a level 8 effect...which you can't get with 4 slots. Also it's redundant with the circlet since all magical blocks (including from items) can be used as either a block or armor. Combine the two and it'll be alot cheaper and simpler.
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Ive made some adjustments. The Lorica of Peace, I havent figured out exactly how its going to be ruled, being able to enchant something that already has armor SHOULD be possible without having to ignore the base armor, maybe I can use it as sort of an armor discount (ala Item of Powers Refresh Discount). Furthermore, for the purposes of crafting enchanted items, he can work at Lore +8 (+1 from Soulfire as I mentioned above, the Item of Power gives a +1 to Lore for crafting, and his specialization in Crafting Strength).
The extra refinement was a leftover from some earlier version, and Ive corrected that (thats why the enchanted item slots were at 12).
As for the focus items, I was thinking about it, I was actually thinking of making a broken sword (Hilt and a few inches of jagged metal) as a focus for his Sword of Heavens Rote (and that spell only, giving it +2 Control & Power)
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Sword of the Heavens and the foci idea remind me of Kuwabara from Yu Yu Hakusho, not that that's a bad thing. Interesting character.
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A write up for a concept I came up with a couple of weeks ago
Character: Melanie Stokes
Power Level: Feet in the Water
Template: Minor talent
High Concept: Bipolar Tech-bane
Trouble: Normal isn't an option, but its what I want
Other Aspects: The Comforts of Stoicism, I'm Lucky to have my Friends, Bouncing off the Walls (manic), A New Day is a New Story, Born in the Wrong Decade
Skills:
Great (+4): Conviction
Good (+3): Performance, Stealth
Fair (+2): Athletics, Fists, Presence
Average (+1): Deceit, Empathy, Burglary, Alertness
Powers:
Involuntary change [+0 or +1 depending on what is taken] to model the character's bipolarism, affecting the following powers:
Mana Static [-1]
at this point, I'd enter into negotiations with my GM to try to get some more supernatural powers to reflect the change that happens when my character was having a manic episode. Perhaps an equivalent to beast change to get a skill shuffle, but for this example, I use
Inhuman Speed [-2]
I'm toying with the idea of connecting the involuntary change to mental stress, so that it is either triggered by such stress or that it inflicts that stress. If any of these ideas are use, I'd probably pick a stunt that reflects all the counseling the character has received which gives two more minor mental consequences that can only by used to reduce the stress of the involuntary change.
Special thanks to iago for helping me figure out to model the character's bipolarism with powers.
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I decided it would be a fun project to see how I would make D&D type characters for the Dresdenverse. I'm going to start posting the "templates" I'd use to make each of the base classes for 3rd edition D&D.
I'm going to start with what will probably be the easiest class to convert: The Fighter. It would probably make a lot of sense for a Dresdenverse fighter to be good at the guns skill, but I want to get something with the D&D flavor of fighter (yes, I know some D&D fighters can be designed to be good at ranged rather than melee, but shut up) so I'm going to stick with a concept that focuses on melee.
FIGHTER
The name really says it all. A fighter is a character designed to excel in a physical conflict. A fighter gets his advantage in combat from training and skill, rather than supernatural powers. Outside of combat, the fighter tends to be a fish out of water, and will typically be on the defense in social and mental conflicts.
Musts: A fighter should have only 1 or 2 points spent on supernatural powers at most.
Options: Most fighters are pure mortals, but if your high concept allows it, you can choose powers from the following list: Inhuman Strength, Inhuman Toughness, Pack Instincts, Item of Power. An item of power used by a fighter might be a special weapon or piece of armor that enhances the function of the original item. I'd suggest going stunt heavy, building your own stunts where needed, and making long stunt chains to really pump up your martial effectiveness.
Important Skills: Weapons, Endurance, Athletics, and any other skills that will help you win a physical conflict.
Sample Fighter Build (Submerged Level)
Skills:
Superb (+5): Weapons
Great (+4): Endurance, Athletics, Alertness
Good (+3): Intimidation, Might, Discipline
Fair (+2): Survival, Craftsmanship, Guns
Average (+1): Resources, Presence, Empathy
Stunts:
On My toes (Alertness)
Too Fast to Hit (Athletics)
Calm Blue Ocean (Discipline)
No Pain No Gain (Endurance)
Tough Stuff (Endurance)
Off Hand Weapon Training (Weapons)
Wall of Death (Weapons)
Power Attack (Weapons)
Cleave (Weapons)
Weapon Focus (Weapons: Longswords)
Adjusted Refresh: 2
Another Sample Fighter, this one of the high intelligence/tricky variety
Skills:
Superb (+5): Weapons
Great (+4): Deceit, Alertness, Athletics
Good (+3): Endurance, Discipline, Presence
Fair (+2): Might, Investigation, Empathy
Average (+1): Contacts, Craftsmanship, Resources
Stunts:
On My Toes (Alertness)
Too Fast to Hit (Athletics)
Feint (Deceit)
Dishonest Blade (Deceit)
No Pain, No Gain (Endurance)
Squad Tactics (Presence)
Tactician (Weapons)
Shield Expertise (Weapons)
Improved Disarm (Weapons)
Adjusted Refresh
Stunts used in sample characters:
Weapon Focus: Character picks one specific weapon type. Due to the characters extensive training with this type of weaponry, he gains +1 to attacks made with weapons of the chosen type. Because he has restricted his training to this type of weaponry, he suffers a -1 penalty to attacks made if that weapon type is not used.
Power Attack: The character puts all of their strength into a single strike to really lay the damage down. If a character decides to use power attack, then a successful hit will have an additional +2 increase in damage. However, attempting this will leave a character unbalance, and he will take a -2 penalty to defending against attacks until his next turn, even if the power failed.
Cleave: Requires Power Attack. The character knocks out one guy so badly that the momentum from your attack continues through to the next person in line. Whenever an attack from this character produces a taken out effect or a concession, he may immediately make a successful hit on another enemy that is in the same zone (and within a reasonable distance of the attack). This additional attack is considered to be weapon:0 and does damage equal to half the number of shifts that were unnecessary to produce the concession or taken out result.
Shield Expertise: Requires the character to be wielding a shield. Your character has practiced with a shield extensively, allowing it to be an effective combat aid. At the start of every exchange that the character does not make a full defense, he can designate one enemy in the same zone as himself. The character receives either +2 defense or Armor:1 (stacked) from the attacks or maneuvers of that enemy for the rest of the exchange.
Tactician: The character is adept at reading a combat situation, and knows when to pull his attacks in order to achieve a better defense. The character can decide to reduce his attack by 2 shifts, in order to gain 2 shifts on a single defense roll before his next turn. When using the 2 shifts for a defense roll, he must decide to use it before actually rolling the dice.
Squad Tactics: Requires tactician. The character has extensive training in teams, and always knows the best way to take advantage of a weakness exposed on an enemy by his ally. Gain +1 When tagging a temporary aspect on an enemy that was placed by a maneuver of one of your allies
Improved Disarm: Requires tactician. You are acutely aware of when an enemy leaves himself open to being disarmed. +2 to disarm maneuvers.
Feint: Requires tactician. You really know how to fake people out with your weapons. +2 to deceit when creating a distraction in combat that involves your wielded weapon.
Dishonest Blade: Requires Feint. Good Lord are you tricky with a blade! The attacks you launch always seem to hit exactly where someone would least expect it. With this stunt, all attacks you make with the weapons skill are complemented by deceit, and deceit is given the bonus from feint to determine if it is high enough to complement weapons.
Stunt possibilities:
Craftsmanship: Come up with stunts that allow you to make improvements to your weapons and armor
Intimidation: Find stunts that let you use Intimidation in a combat setting
Presence: All kinds of squad type stunts you could make for this
And of course, any stunts for Athletics, Endurance, Might and Alertness that are applicable to physical conflict.
Up next: The Cleric!
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From the Spell-Blocker thread: I thought of a Thaumaturgy-only 'sorcerer' character while reading too much Steven Brust, who calls his magic Witchcraft and calls himself a witch. He has a high concept of "Neighbourhood Witch" (as a play on neighbourhood watch, as he tasks himself to defend an area of the city against supernatural threats) and one of his aspects is "Faux Wiccan", because he really isn't one. I'm not sure what his Trouble should be....
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major props on the fighter build it looks great. Now im eagerly awaiting the cleric ;D
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I'm not sure what his Trouble should be....
Disbelieving Charges.
No matter what he does to protect the neighborhood they still see him as the weirdo with the chain and the funny symbols, they fight him at every measure he tries to introduce for their safety
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CLERIC
Clerics are spell slingers of a divine nature. They are a strange cross breed between magical practioner and true believer, and their kind is likely very rare in the Dresdenverse, but rest assured, they're out there.
Musts: A cleric must have a high-concept aspect that indicates the nature of his faith, and should also hint towards his magical ability if possible. A cleric must buy at least one point of powers from the True Faith list. In addition, a cleric must either take Evocation or Sponsored Magic. If the Cleric takes Evocation, use "elements" that reflect the divine nature of his magic. If he takes Sponsored Magic, make sure to design its abilities and limitations to thematically suit whichever deity is sponsoring it.
Options: Ritual, Refinement, Soulgaze, The Sight, Marked by Power, Item of Power if it is an object of faith, any True Faith power
Important Skills: Conviction, Conviction, and Conviction. Discipline and Lore are also important, and at least one combat skill should be at fair for low refresh games, and good for high refresh games.
Example of a Cleric that somehow managed to get Soulfire:
Skills:
Superb (+5): Conviction, Discipline
Great (+4): Guns, Presence
Good (+3): Empathy, Endurance
Fair (+2): Lore, Alertness, Rapport
Average (+1): Contacts, Athletics, Scholarship, Investigation, Might
Powers:
Soulfire (-5)
Guide my Hand (-1)
Stunts:
Begone, you devil! (Presence): Same as the stunt for one of the reverends in the Nevermore chapter
Tower of Faith (Conviction)
Adjusted Refresh: 2
This is a more healing type cleric
Skills:
Superb (+5): Conviction
Great (+4): Discipline, Lore, Empathy
Good (+3): Weapons, Endurance, Rapport
Fair (+2): Scholarship, Contacts, Investigation
Average (+1): Alertness, Athletics, Might
Powers:
Bless this House (-1)
Sponsored Magic (-4) use Seelie magic as a basis, and modify it slightly to give it the flavor of the characters deity
Stunts:
Blessed Words (Conviction)
Person of Conviction (Conviction)
Counselor (Empathy)
Adjusted Refresh: 2
Also, the character I put at the beginning of this topic satisfies this definition of cleric.
Examples of Sponsored Magic:
Gifts of Loki: Loki is a trickster god, opposed to Odin, and specializing in illusions and shape-shifting. If you are the kind of devious individual that manages to get his attention, Loki may grant you access to magic based on his power. You are able to cast magic that fits Loki's essential nature: chaotic, deceptive, illusionary, air. In addition to the standard benefits of sponsored magic, you can cast magic with photomancy effects at evocation's methods and speeds.
Zeus's Wrath: Most of the gods of the ancient civilizations are extremely diminished in power, perhaps in hibernation. Still, as "active" as Zeus was, there's bound to be a scion or two of his running around, able to use magic connected to him, and intent bringing him and his compadres back onto the scene. Using Zeus's magic is likely to produce loud, flashy, spectacularly destructive effects. One of the benefits of using this magic is the ability to use Zeus's lightning, a very powerful evocation which has a heavy discount.
Ritual themes for Clerics:
Counter-Necromancy - spell effects designed to disrupt the undead, and combat the wizards that control them
Biomancy - Healing is a classic for clerics
Wards - Producing powerful defensive effects, that when combined with some of the threshold increasing potential of clerics, can be absolutely devasting
Diabolism - Used for fighting demonic forces
Next Up: The Rogue!
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The True Templar is a secret society whose organization is descended from the original Knights Templar. Their mission is to root enemies of the Christian faith that have infiltrated Christian institutions, be they supernatural or mortal.
So what does the White Council and the Wardens think about the Templars?
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So what does the White Council and the Wardens think about the Templars?
I'd say that they don't know very much about the Templar. It is a very secret, very exclusive society. The council is aware of the various individual members (which aren't a lot, only the top of the talent are capable of doing evocation, and only the masters of the order can do thaumaturgy) of the Templar that are capable of using magic, but they make a habit of not causing any trouble via the laws of magic so they don't get noticed a lot. One of the masters of the Templar is a full wizard, and a member of the white council.
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THE ROGUE
Rogues are one of the quintessential character types for RPGs. They are sneaky, clever, charming, and generally fond of using whatever underhanded methods they can think of to defeat their opponents. In social circumstances, rogues are talented liars and charmers, adept at the art of manipulation. In combat, rogues prefer to strike from the shadows, setup traps, and expose weaknesses in their enemies. Some rogues are such consummate liars that their skill at deception can even protect them from mental assault!
Musts: Available templates are pure mortal, Changeling, Minor Talent (cloak of shadows), Red Court Infected, and a few other templates, after you modify them enough. Make sure you have a High Concept Aspect or a Trouble Aspect to reflect your roguish nature.
Options: Access to powers is subject to the template you have chosen. Powers appropriate for the rogue concept include: Cloak of Shadows, Inhuman Speed, Spider Walk, and Supernatural Sense.
Important Skills: Deceit, Stealth, Alertness, Burglary, and other skills that involve being sneaky
Example one: The stealthy rogue
Skills:
Superb (+5): Stealth, Athletics
Great (+4): Burglary, Weapons
Good (+3): Deceit, Contacts
Fair (+2): Alertness, Rapport, Discipline
Average (+1): Resources, Presence, Empathy, Conviction, Endurance
Powers:
Cloak of Shadows [-1]
Stunts:
Human Spider (Athletics)
Acrobat (Athletics)
Pick-Pocket (Deceit)
Stage Magician (Deceit)
Swift and Silent (Stealth)
Good Arm (Weapons)
Fade Out (Stealth)
Adjusted Refresh: 2
Example two: The charming rogue
Skills:
Superb (+5): Deceit
Great (+4): Presence, Empathy, Athletics
Good (+3): Resources, Guns, Stealth
Fair (+2): Contacts, Alertness, Driving
Average (+1): Conviction, Scholarship, Investigation, Lore, Burglary
Powers:
Emotional Vampire [-1]
Incite Emotion (touch only: Lust) [-1]
Stunts:
Too Fast to Hit (Athletics)
Honest Lies (Deceit)
Stage Magician (Deceit)
Slippery Mind (Deceit)
Read the Surface (Empathy)
Lush Lifestyle (Resources)
Adjusted Refresh: 2
Example 3: The trickster rogue
Skills:
Superb (+5): Deceit
Great (+4): Craftsmanship, Alertness, Stealth
Good (+3): Athletics, Fists, Discipline
Fair (+2): Guns, Resources, Performance
Average (+1): Presence, Conviction, Contacts, Empathy, Endurance
Powers:
Addictive Saliva [-1]
Blood Drinker [-1]
Feeding Dependency [+1] affecting
Inhuman Speed [-2]
Stunts:
Demolitions Training (Craftsmanship)
Document Forging (Deceit)
Make-Up Artist (Deceit)
High Quality Workspace (Resources)
Impersonator (Performance)
Adjusted Refresh: 2
Stunt Explanations:
Fade Out: Requires two other stealth stunts. Cloak of Shadows can count as a stealth stunt for this purpose. The character is so good at hiding, he can do so in the middle of combat! The difficulty for doing so faces the usual modifiers, plus the highest Alertness score of any of the enemies in the character's line of sight or in the same zone as the character.
Slippery Mind: Requires two other Deceit stunts Your ability to tell convincing lies has penetrated to your very soul, and as such, you may use deceit when defending against mental attacks from a supernatural source.
Even More Stunts:
Never Surprised (Alertness): Requires Paranoid? Probably. When you succeed on an Alertness role against an ambush, you can make a full defense.
Crazy Ready (Alertness): Requires Never Surprised. When you succeed on an Alertness role against an ambush, you can opt to pay a fate point in order to take any type of action you want, going in the usual initiative order.
Poison Specialist (Scholarship): You know how to create poisons.
Perfect Ambush (Stealth): If you successfully ambush someone (so that they fail their final alertness check), you do +2 damage on your attack.
Hidden Menace (Intimidation): You can "ambush" someone in a social situation by hiding and attacking with Intimidation. They get the same alertness check as they would for a normal ambush attempt, and if they fail, they defend against the intimidation at mediocre (+0). If they succeed at the alertness check, they can use an appropriate social skill to defend (but they don't get a +2 bonus for full defense)
Up Next: I stat out the Batman, just for fun, then I'll get back to doing D&D classes
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All the other critters specified have a generic version, but not Wizards. I decided that there really should be a generic Wizard, for when you need one. There should really be two, actually, Wizard and Apprentice. I didn't know what thread to put them in, really, so here they are.
Name: Generic Wizard
Aspects:
High Concept: Wizard of the White Council
Other:
More Scholar than Soldier
Expert in My Field
Skills:
Superb: Lore
Great: Discipline, Scholarship
Good: Contacts, Conviction, Resources,
Fair: Deceit, Empathy, Investigation, Rapport,
Average: Alertness, Athletics, Endurance, Presence, Weapons
Powers:
Refinements [-2]
Evocation [–3]
Thaumaturgy [–3]
The Sight [–1]
Soulgaze [+0]
Wizard’s Constitution [+0]
Total: -9 Refresh
Specialties:
Evocation: Elements (Air, Earth, Spirit); Power (Spirit +1)
Thaumaturgy: Control (His Field+1); Complexity (His Field+2)
Rotes:
A 5 Shift Spirit Maneuver, which requires his Staff.
A 4 Shift Spirit Maneuver.
A Weapon: 5 Spirit Attack, which requires his Staff.
A Weapon: 4 Spirit Attack.
A 4 Shift Spirit Block.
Focus Items:
Wizard’s Staff [+1 Offensive Control and Power with Spirit]
Wizard’s Ring [+2 Complexity with His Field]
Enchanted Items:
Protection Ring [Three Strength 4 Blocks or Armor Value 2, can be worn by others] (2 Enchanted Item Slots)
2 Potion Slots
Stress:
Mental: OOOO
Physical: OOO
Social: OOO
Armor: By spell or item effect.
A generic Wizard, perhaps a century old and not specializing in Evocation or violence of any sort. His Field is one particular area of Thaumaturgy, and he can toss out Complexity 9 effects in it casually in three exchanges with minimal risk, making him a known and respected expert within it. He is a full Wizard and a decent Evocater, but nothing compared to a Full Warden, even an inexperienced one. He is a decent politician (to deal with White Council business), and a skilled scholar in fields mundane as well as magical. He is a Submerged level character because, well, he’s a century old, he deserves to be. The Evocation elements and Rotes of this version are arbitrary and/or generic and may be replaced with whatever ones you like.
Name: Generic Apprentice
Aspects:
High Concept: Apprentice Wizard
Other:
New At This
Damned Outdated Traditions!
Skills:
Good: Conviction, Discipline, Lore,
Fair: Alertness, Athletics, Deceit, Rapport, Scholarship,
Average: Empathy, Endurance, Guns, Presence, Investigation, Resources,
Powers:
Evocation [–3]
Thaumaturgy [–3]
The Sight [–1]
Soulgaze [+0]
Wizard’s Constitution [+0]
Total: -7 Refresh
Specialties:
Evocation: Elements (Air, Fire, Water); Control (Air +1)
Thaumaturgy: Complexity (Any One Field+1)
Rotes:
A Weapon: 4 Air Attack, which requires his Staff.
A 4 Shift Air Block, which requires his Ring.
A 3 Shift Air Block.
Focus Items:
Wizard’s Staff [+1 Offensive Power with Air]
Shield Ring [+1 Defensive Control with Air]
Pendant [+1 Control with Thaumaturgy Field]
Enchanted Items:
2 Potion Slots.
Stress:
Mental: OOOO
Physical: OOO
Social: OOO
Armor: By spell or item effect.
A generic Apprentice. Still new and untried. Effectively a Waist Deep Character except for the Refresh. Again, not an evocation specialist, though a fairly decent evocater considering. Like the Generic Wizard elements and rotes are arbitrary.
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THE PALADIN
Did you read the description for Champion of God? Because that is basically the same as a D&D Paladin. This won't be a very detailed write-up, because I just need to add a few extra options to the existing Champion of God entry to make a D&D flavor Paladin.
Paladin #1
Skills:
Superb: Conviction
Great: Presence, Weapons, Alertness
Good: Driving, Endurance, Athletics
Fair: Lore, Investigation, Discipline
Average: Empathy, Scholarship, Lore
Powers:
Guide My Hand [-1]
Righteousness [-2]
Holy Touch [-1]
Item of Power (Paladin's "Mount") [-1]
Turn Undead [-1]
Stunts:
Lay on Hands (Conviction)
Aura of Courage (Presence)
Begone You Devil (Presence)
Paladin #2
Skills:
Superb: Weapons, Conviction
Great: Driving, Might
Good: Endurance, Discipline
Fair: Athletics, Alertness, Rapport
Average: Presence, Contacts, Investigation, Scholarship, Lore
Powers:
Bless This House [-1]
Guide My Hand [-1]
Righteousness [-2]
Item of Power (Paladin's "Mount", flying variation) [-1]
Turn Undead [-1]
Stunts:
Pilot (Driving)
Person of Conviction (Conviction)
Detect Morality (Conviction)
Stunt Explanations:
Detect Morality: You can a single Empathy check on someone else using your Conviction. Any aspects revealed using this stunt should somehow indicate the moral character and beliefs of the person the check is made on.
Lay On Hands: Once per scene, you may roll Conviction to remove an amount of stress equal to the result. So if you roll a 5, you can uncheck the second and third stress box. You can use this ability on yourself or someone else in the same zone as you. Might require a fate point to use if it is not balanced.
Aura of Courage: Your allies may use your presence score to complement their defense against intimidation, and certain kinds of supernatural mental attacks.
Power Explanation:
Turn Undead: True Faith power. Once per scene, you can use your presence to make a social attack against all undead in a single zone. This power can be taken multiple times to increase the number of times it can be used in a scene.
Paladin's "Steed": True Faith power. You have a mystically powerful "steed".
Musts: You have to be a Paladin
Effects:
It's a Car (or a motorcycle, or a truck, or a plane etc.)
Unbreakable: It cannot be permanently destroyed. In any kind of driving conflict, it has twice the stress boxes as usual and if "destroyed" it can be fully restored by a mechanic after at the same speed as you'd use to recover from a moderate consequence. The "Steed" is unhexable.
Holy Purpose: It has a threshold: 2
Supernatural Senses: You can always get a feel for where your "Steed" is, and when driving it, you get an enhanced understanding of the road conditions giving you a +1 to maneuvers you make with it.
Discount of +2.
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I'm interested to see your Rogue, since there are (random double digit number)+ different kinds of Rogues. Bard seems like he too would be interesting to see.
And although not a base class, I was always fond of the Beguiler from PHBII.
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really liked the batman writeup...
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I already put a Rogue write up earlier in the thread, and you are correct, the sheer variety of the kinds of things Rogues are supposed to be good at make so that there many possible types of Rogue. You have your rogues that specialize in lying, finding recovering and setting traps, stealing, sneak attacking, and probably a half dozen other subtypes. For my examples, I made a rogue that was focused on doing damage by ambushes, a rogue that focused on dominating social interactions with a combination of lies and charm, and a rogue that focused on disguising himself so that could plant bombs in the middle of enemy strongholds.
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really liked the batman writeup...
Thanks ;D I'm thinking of doing a Superman writeup and then running a hypothetical scenario to see how a fight between the two would go down.
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I feel like an idiot missing the Rogue, guess I failed my Alertness roll. :-X
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Thanks ;D I'm thinking of doing a Superman writeup and then running a hypothetical scenario to see how a fight between the two would go down.
Batman could be made with Ritual[Crafting] and lots of bat-potions.
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Batman could be made with Ritual[Crafting] and lots of bat-potions.
Try Kryptonite Rings :P
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Try Kryptonite Rings :P
Oh, you know Batman is just saving up a fate point so he can pull out a Kryptonite ring the second he needs one.
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Heres a Half-Demon Detective
Adam Greene
Demonic Detective High Concept
Invoke: To aid in any investigation, particularly those involving the occult.
Compel: To get him involved in any investigation involving the occult.
Cigarettes Whiskey and Wild Wild Women Trouble
Other Aspects:
The Devil Is In The Details
Invoke: Adam is particularly good at seeing, remembering and connecting the details of a crime scene.
Compel: Sometimes Adam is so caught up with the details that he finds it difficult to speculate without all of them on hand.
There'll Be Hell to Pay
Invoke: Adam is particularly liberal when chastising those who have wronged him or any victim of a case he is working on.
Compel: He finds it difficult to resist the opportunity to get some vengeance.
Speak Of The Devil
Invoke: Adam is particularly adept at showing up when he is needed.
Compel: Adam is particularly adept at showing up when he is needed.
Burn Baby Burn
Invoke: As a half-demon, Adam has a love of fire, he can invoke this whenever he sets something on fire, or whenever he uses a fire evocation.
Compel: Whenever Adam set something on fire he shouldn't have, or to get him to set something on fire.
The Devil You Know
Invoke: Adam has some contacts in the supernatural community, usually contacts that are nothing but bad news, and he can usually call in a favor.
Compel: Sometimes, one of his contacts decides to call in a favor Adam owes them.
COST POWER
-8 Physical Immunity (Fire)
+6 The Catch (Everything Not Fire)
-2 Inhuman Toughness
-2 Inhuman Recovery
+3 The Catch (Blessed Silver)
-2 Inhuman Strength
-2 Inhuman Speed
-2 Channeling (Fire)
-0 Human Guise
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-9
Rank Skills
5 Conviction
4 Endurance, Presence, Discipline
3 Alertness, Guns, Investigation
2 Deceit, Intimidation, Lore
1 Stealth, Might, Athletics
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I like the half-demon character, but I have a nit pick to make. The catch (Blessed Silver) is likely not worth +3. The catch is something specific, its not something that most people have access to, and its not something that everyone in the supernatural community will know about. Consider that the Red Court has a catch of +2 for all holy stuff, and that they are common enough that if someone in the supernatural community wanted to find their weakness, it wouldn't be too difficult to do. I'd say make it a catch of +2 if people can easily figure out what kind of scion you are if trying to find out (which would make researching the catch easier), and only +1 if you seem like a normal human. Or just broaden the catch.
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Its something everybody could reasonably get access too but aren't likely to carry it on them (+2), and it requires specific knowledge (+1). Plus Id have to drop allot if I lost a point discount refresh :P.
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Its something everybody could reasonably get access too but aren't likely to carry it on them (+2), and it requires specific knowledge (+1). Plus Id have to drop allot if I lost a point discount refresh :P.
I thought you could not get back more on The Catch, then on the most expensive ability it applies to. If you had a supernatural defence, then you could get away with it.
Also, Silver is easy, blessed is not hard, blessed silver is hard to find without a friendly priest, or a shopping trip to a pagen fair. Going for the generic Holy would be interesting. You need to fear your friends and the well intentioned more then the real big bads who can't take it themselves.
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I am trying to understand the spellcasting system. I have a player that wants soulfire at -6 and mark of power at -1. It is a -7 refresh game. Is this even allowed? Please help!!!
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Yes, it is allowed, because Soulfire is a -5 ability, not -6. But otherwise, if a characters refresh ever drops to 0 or lower, he becomes an NPC.
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I am trying to understand the spellcasting system. I have a player that wants soulfire at -6 and mark of power at -1. It is a -7 refresh game. Is this even allowed? Please help!!!
Why dies your player want soulfire as a stand-alone ability? As written, it is rather weakly defined, and I'd say talk to them about what they are wanting to do with it, and see if you agree.
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You know how sometimes people just get an idea in their head? Well it is stuck in his head. He wants to be able to sling powerful spells around. Soulfire just so happens to be at a -5 cost. So he feels he is getting more bang for the buck at a lower level than a wizard.
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You know how sometimes people just get an idea in their head? Well it is stuck in his head. He wants to be able to sling powerful spells around. Soulfire just so happens to be at a -5 cost. So he feels he is getting more bang for the buck at a lower level than a wizard.
You want bang:
Assuming +4 Conviction, +4 Disciple, +3 lore
Evocation [-3] comes with +1 bonus, 2 focus items
Refinement [-1] for +2 more bonus
Refinement [-1] for 2 focus items
+2 Fire Power +1 Fire control innate
Blasting Rod: +1 Offensive fire power, +2 offensive fire control
Bick lighter of burning up attacks, +1 defensive fire control.
For the same 5 points, throwing around 7/7 fireblasts, and 6/6 shields.
vs. 4/4 ignore a point of armour, and hit the occasional catch.
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You want bang:
Assuming +4 Conviction, +4 Disciple, +3 lore
Evocation [-3] comes with +1 bonus, 2 focus items
Refinement [-1] for +2 more bonus
Refinement [-1] for 2 focus items
+2 Fire Power +1 Fire control innate
Blasting Rod: +1 Offensive fire power, +2 offensive fire control
Bick lighter of burning up attacks, +1 defensive fire control.
For the same 5 points, throwing around 7/7 fireblasts, and 6/6 shields.
vs. 4/4 ignore a point of armour, and hit the occasional catch.
Sponsored magic of any type can grant all 4 focus slots. So you'll have to add that into the description too. ;D
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Sponsored magic of any type can grant all 4 focus slots. So you'll have to add that into the description too. ;D
So what can you use the focus bonuses for for Soulfire then?
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any element you can logically assume plain old soulfire by itself would be(i'm thinkin water but that might be a little out there ;) jk) so you could have something like these
Focus item slots: 4
Blasting rod +1 offensive fire control + power
Rosary +1 defensive fire power + control
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So what can you use the focus bonuses for for Soulfire then?
The same as standard evocation but with Soulfire itself as the element. Sponsored magic applies itself as an element for focus. So if he has lore +4 he could have a single item with a +1 to every defense and offensive control and power with soulfire. Not too shaby.
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When I was reading up on refinement I saw this: You can’t have a +3 bonus until you also have a +2 and a +1. If you have two bonuses at +2, you must have two more at +1, etc. (p182)
So If a character has Evocation and he chose water as the spec and took control +1,(water)
2 free item slots for water-gun +1 power,+1 control (water)
this is fine so far because it is Water Power +1, Water Control +2.
but if I take refinement I have to specialize in a different element right?
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When I was reading up on refinement I saw this: You can’t have a +3 bonus until you also have a +2 and a +1. If you have two bonuses at +2, you must have two more at +1, etc. (p182)
So If a character has Evocation and he chose water as the spec and took control +1,(water)
2 free item slots for water-gun +1 power,+1 control (water)
this is fine so far because it is Water Power +1, Water Control +2.
but if I take refinement I have to specialize in a different element right?
That applies to direct bonuses, not items.
You start out with +1 water control.
Spend a refinement for +2 of bonus and get +2 water power backed by the +1 water control.
If you send another refinement, you can buy a +1 to another element. Once you do that, you could then buy the +1 water control to +3 with 2 more slots, or the 1 water control to +2 and the +2 water power to +3 at the same time.
Meanwhile you can use your free slots to buy +2 Offensive or defensive item of water power or control, assuming you have at least +2 lore.
This does mean that if you are a Channeller, or a Ritual caster, you can spend no more then one level of refinement on innate casting bonuses.
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This does mean that if you are a Channeller, or a Ritual caster, you can spend no more then one level of refinement on innate casting bonuses.
The rest of your post is entirely correct...but Channeler's can't get Refinement except for it's Item Slot usage.
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Getting back to the D&D class write ups, the next one is the
DRUID
Druids are those nature loving types of magic caster that use their attunement to nature to power their magic. In the Dresdenverse, these are the guys most likely to try to get one of the faerie queens to sponsor their magic. Traditionally, they aren't to big on the ideas of large cities and the trappings of modern society, but perhaps they are managing to adapt to it. Of particular note is their affinity to wild animals, and most druids have the ability to shape-shift into their animal of choice.
Musts: Druids need to be able to perform magic, so they should take either sponsored magic or evocation, and consider taking other spell-casting abilities as well. Wizard's Constitution is thematically appropriate for a druid, even if he does not take the full wizard template. Druids should also take the Animal Companion* power. The Beast Change power is recommended if you have the refresh to get it.
Options: More powerful druids are likely to have True Shapeshifting and several points of modular abilities to go with it. Druids can also take ritual of an appropriately druidic theme.
Important Skills: The spellcasting trio is obviously important, but definitely focus on Lore if you have a strong affiliation with one of the Faerie courts, as that is the skill for navigating in the Nevernever. Survival is also important, as it lets you get along with animals
Example Druid (Submerged power level):
Skills:
Superb (+5): Lore
Great (+4): Discipline, Survival, Empathy
Good (+3): Conviction, Athletics, Rapport
Fair (+2): Endurance, Weapons, Contacts
Average (+1): Alertness, Presence, Scholarship
Powers:
Evocation (Earth, Air, Water +1) -3
Animal Companion (Wolf) -2
Human Form +1
Beast Change (Badger) -1 affecting the following powers
Claws -1
Inhuman Toughness -2
Inhuman Speed -2
The Catch (insert something appropriate) +1
Beast Form stats:
Superb (+5): Athletics, Fists
Great (+4): Survival, Alertness
Good (+3): Endurance, Discipline
Fair (+2): Stealth, Might, Rapport
Average (+1): Conviction, Empathy, Presence, Lore, Contacts
Animal Companion stats:
Good (+3): Fists
Fair (+2): Athletics
Average (+1): Alertness
Claws
Adjusted Refresh: 1
*Animal Companion power
Requirements: Must be a druid or ranger
Notes: You need to fix the type of animal companion that you have when you take this power.
Effects:
Animal Friend: Your animal companion will follow you around to help you with problems. The druid can provide instructions to the
animal, but only single words and simple concepts can be communicated.
Animal Skills: The animal companion has one skill at good, one at fair, and one at average
Animal Powers: The animal can choose a single 1 refresh cost power. Alternatively they can have one mortal stunt.
Finding a new companion: The animal companion cannot take any consequences, so it is taken out as soon as its stress track is
exceeded. A druid can replace the animal companion in the same amount of time it would take to recover from a minor consequence,
as long as the druid has access to that animal's natural habitat.
NOTE: The animal companion power is possibly unbalanced, and requires a lot of playtesting to see what its refresh cost should be.
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I'm thinking that a possible way to write up the animal companion power is to let the companion provide bonuses on certain skills, rather than acting on their own. This would be easier to balance, since it doesn't mess with the exchange economy.
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When I was reading up on refinement I saw this: You can’t have a +3 bonus until you also have a +2 and a +1. If you have two bonuses at +2, you must have two more at +1, etc. (p182)
So If a character has Evocation and he chose water as the spec and took control +1,(water)
2 free item slots for water-gun +1 power,+1 control (water)
this is fine so far because it is Water Power +1, Water Control +2.
but if I take refinement I have to specialize in a different element right?
The bonuses from the focus item don't have to fit into the specialization structure. Those two have separate "shapes", etc.