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DFRPG / Re: group composition
« on: July 28, 2008, 01:43:11 PM »
My group has started to play around with the Dresden universe using the Spirit of the Century Rules. So no heavy magic. The game kind of centers around the down town homeless shelter at this point.
We have:
An ugly semi-brick with unusual powers (the usual for this player) He is a changeling that looks like the kid from the movie Mask. 16 years old and homeless, he does what he can to help his friends.
A screwed up high class hooker with powers that frighten her; she can’t control and does not want. (The usual for this player) A high class hooker has a near death experience and since then she sees dead people who plead for her help. Sometimes she sees how people are going to die.
A social outsider who heals people (the usual for this player) A Native American who was raised in the white world until his parents died and then given to his medicine man grandfather who taught him of the magical world. Not at home on the reservation because he likes the conveniences of the white world. Not at home in the white world because he knows too much of the old magical ways. He has unwanted visions that lead him to action.
A gumshoe investigator that sometimes has headaches that lead to visions. (not the usual for this player)
We are waiting for the magic rules so that these characters can grow some into full powered characters.
We have:
An ugly semi-brick with unusual powers (the usual for this player) He is a changeling that looks like the kid from the movie Mask. 16 years old and homeless, he does what he can to help his friends.
A screwed up high class hooker with powers that frighten her; she can’t control and does not want. (The usual for this player) A high class hooker has a near death experience and since then she sees dead people who plead for her help. Sometimes she sees how people are going to die.
A social outsider who heals people (the usual for this player) A Native American who was raised in the white world until his parents died and then given to his medicine man grandfather who taught him of the magical world. Not at home on the reservation because he likes the conveniences of the white world. Not at home in the white world because he knows too much of the old magical ways. He has unwanted visions that lead him to action.
A gumshoe investigator that sometimes has headaches that lead to visions. (not the usual for this player)
We are waiting for the magic rules so that these characters can grow some into full powered characters.