Hello, all.
I'm a new recruit into the world of Dresden Files and FATE RPGs. Just my luck I actaully managed to get into two different DFRPG games: a Paranet Adventures campaign and a short 6 week mini-arc at my regular game store (it is a part of a rotation of games).
Anyway, I have some time before my next session, and I am allowed to make some changes before my characters are solidified, since they were done pretty much on the fly and haven't been finished yet. So after some rereading the book and Googling the stuff I didn't understand (aspects), I decided to sign up here and ask for some help.
So the two character are as thus:
Character 1
Paranet member Sebastian Reeves. Water focused practitioner. He is the middle child of a prominent wizard family, and is considered the weakest of the family. This, plus pressure from his folks to become a full White Council wizard, had led to a bit of a chip on his shoulder. He is a bit reckless and short tempered, which leads to him having a bit more power than control. He'd rather be in an unassuming support role, enchantments and what not, but his family wishes for him to be on the fast tract to become a Warden.
He joined Paranet as a means to distract himself from his family issues. His first adventure with them ("Night at Fogg Tavern") led to his so-far greatest magical feat: controlling a magical water horse spirit...thing through sheer magic power and making it, and its water horse herd...thingy to release the body of water they were holding back, relieving a drought.
So as far as stats, I got (? means I am not too sure about, be ready for a lot of them):
Power level: Feet in the Water
High Concept: Hydromancer Wizard-in-training?
Trouble: ???
Other Aspects:
Scion of Famous Wizard Family?
White Council Apprentice
Paranet Representative (required)
Just in Time (result of finishing adventure)
Skills:
Great: Conviction, Craftsmanship
Good: Lore, Presence?
Fair: Discipline, Deceit?
Average: Alertness, Contacts
Stunts/Powers:
Channeling (Hydromancy)?
The Sight
Wizard Constitution
Weight of Reputation?
I do want to add some spells and maybe an item or two, but I am still kinda iffy on those rules.
Character 2
Elijah Chase, nascent werewolf that doesn't know it yet. The character I am using for the mini-arc, he and the other characters are hired as bodyguards for the rapper Mystikal. Yes, the guy who did "Shake Yo' A$$" years ago. Yes, my GM loves his puns as much as he loves using real-world music acts as game fodder. You don't want to know what happened to Poison in our last game under this guy.
Back on topic: So far he isn't much. The idea is that none of the PCs know anything about the magic world. They each just happened to have developed a single supernatural ability that they are using subconsciously. This new assignment will be their first true exposure to magic, in the form of the Mystikal's (ugh) mystical gold belt, which is being targeted by some unsavory folk.
My character is an engineering student, the team tech and the secondary muscle. He is pretty good with his hands and other weapons (having taken some martial arts and parkour classes from randomly picking flyer in the school quad), okay with guns (but not a big fan of them, the Greenpeace member is the gun nut...don't ask until later), but he is mainly there to fix and/or break things. Oh and is apparently becoming a werewolf. So far his power is just enhanced speed (which ties into his lack of focus and attention), which he really hasn't used much yet, but will in the upcoming fight.
So as far as stats, I got (again, ? means I am not too sure on it and is subject to change):
Power level: Up to the Waist
High Concept: Moonlighting Backyard Engineer?
Trouble: Symphony of Destruction?
Other Aspects:
I Can Fix It?
Attention Deficit...Oooh Shiny?
Sucker for a Skirt?
Trademark Grey Hoodie?
Skills:
Great: Athletics, Craftsmanship?
Good: Fists?, Scholarship?
Fair: Weapons?, Guns?, Endurance?
Average: Lore, Alertness (at +4 for Init), Driving?, Resources?, Conviction
Stunts/Powers:
Inhuman Speed (free single power granted by GM)
Jury-Rigger?
Tough Stuff?
Martial Artist
Juggler?
As indicated above, my biggest problem is the concept of creating appropriate aspects. It seems a bit too abstract for me to wrap my head around, and I want to make sure I have something useful and entertaining to play.
Any and all suggestions, notes, what have are greatly welcome and appreciated.