Kiero
2011-07-28, 05:43 PM
We're playing Dresden Files as our next game, and I've been doing some thinking about my character.
First up, yes I know I'm guilty of a little playing-before-playing here. But I haven't done my Aspects, which is the most important part of group-gen. Secondly, everyone has expressed some preferences as to what they want to play, so I'm hardly alone in this. I wouldn't be surprised if some of the others have started thinking about mechanics too.
For background, the game is set in modern-day Bristol (the old city in the UK, not one of the many newer Bristols in the US). It's a Chest-Deep (ie Refresh 8) game. The other characters are likely to be:
A White Court vampire
A Knight of the Cross (sans Sword)
A Wizard or Sponsored Practicioner
The first two are relatively certain, the last one a bit of a guess but likely.
I'm playing a Scion of Vlad Drakul (yes, I discussed this with the GM, who likes the idea, he's a younger half-brother of Kincaid). Essentially I'm the supernaturally-powered brute muscle of the group. The others cover social, holy and magic.
I reckoning on Skills thus:
Great (+4): Athletics, Fists, Weapons
Good (+3): Alertness, Discipline, Endurance
Fair (+2): Intimidation, Might, Stealth
Average (+1): Empathy, Lore, Survival
Survival is mostly in there to cover necessary background stuff, given he was born in the 17th century and should be able to ride.
I've got Fists and Weapons because they're extremely appropriate and give plenty of options for not having to go around tooled up all the time.
No Guns because they don't really fit with the character, and the game is also set in a country where they aren't ubiquitous. Besides (see Powers below) he throws a knife as powerfully as a bullet.
I'd kind of like to get Investigation in there at (+1) at least, but that might be another character's schtick, and I don't have to be able to find the fights as well as participate in them. Also musing about Conviction, but when you're a non-spellcaster (and non-holy-type) it's not exactly vital.
Powers/Stunts wise (again, cleared with GM):
Cloak of Shadows [-1]
Human Guise [+0]
Inhuman Recovery (-2)
Inhuman Speed (-2)
Inhuman Strength (-2)
Inhuman Toughness (-2)
The Catch [Holy Weapons, holy water, items etc] (+3)
I'm conscious that I've sort of covered the Horton Utilities* from Feng Shui in there. I do have the option of killing the lights (cutting the power or with thrown knives to bulbs) and massacring the enemies who can no longer see.
With my remaining point of Refresh (which would leave me on 1), I'm considering the following:
Finely Tuned Third Eye (Lore)
Linguist (Scholarship)
Animal Handler [Horse] (Survival)
The first seems sort of appropriate for someone dealing with monsters for fun. The second is kind of necessary for someone with centuries of experience and I think is pretty fitting. The last might allow me to drop Survival and create some room on my Skills list.
Thoughts?
*For anyone who doesn't know what they were, it was a collection of Fu powers that allowed a gunman to achieve things that wouldn't normally be possible. They could see in the dark, move super-fast and dodge well really cheaply. While Horton was a gunman, they are actually also really good for martial artists as a disparate power set.
First up, yes I know I'm guilty of a little playing-before-playing here. But I haven't done my Aspects, which is the most important part of group-gen. Secondly, everyone has expressed some preferences as to what they want to play, so I'm hardly alone in this. I wouldn't be surprised if some of the others have started thinking about mechanics too.
For background, the game is set in modern-day Bristol (the old city in the UK, not one of the many newer Bristols in the US). It's a Chest-Deep (ie Refresh 8) game. The other characters are likely to be:
A White Court vampire
A Knight of the Cross (sans Sword)
A Wizard or Sponsored Practicioner
The first two are relatively certain, the last one a bit of a guess but likely.
I'm playing a Scion of Vlad Drakul (yes, I discussed this with the GM, who likes the idea, he's a younger half-brother of Kincaid). Essentially I'm the supernaturally-powered brute muscle of the group. The others cover social, holy and magic.
I reckoning on Skills thus:
Great (+4): Athletics, Fists, Weapons
Good (+3): Alertness, Discipline, Endurance
Fair (+2): Intimidation, Might, Stealth
Average (+1): Empathy, Lore, Survival
Survival is mostly in there to cover necessary background stuff, given he was born in the 17th century and should be able to ride.
I've got Fists and Weapons because they're extremely appropriate and give plenty of options for not having to go around tooled up all the time.
No Guns because they don't really fit with the character, and the game is also set in a country where they aren't ubiquitous. Besides (see Powers below) he throws a knife as powerfully as a bullet.
I'd kind of like to get Investigation in there at (+1) at least, but that might be another character's schtick, and I don't have to be able to find the fights as well as participate in them. Also musing about Conviction, but when you're a non-spellcaster (and non-holy-type) it's not exactly vital.
Powers/Stunts wise (again, cleared with GM):
Cloak of Shadows [-1]
Human Guise [+0]
Inhuman Recovery (-2)
Inhuman Speed (-2)
Inhuman Strength (-2)
Inhuman Toughness (-2)
The Catch [Holy Weapons, holy water, items etc] (+3)
I'm conscious that I've sort of covered the Horton Utilities* from Feng Shui in there. I do have the option of killing the lights (cutting the power or with thrown knives to bulbs) and massacring the enemies who can no longer see.
With my remaining point of Refresh (which would leave me on 1), I'm considering the following:
Finely Tuned Third Eye (Lore)
Linguist (Scholarship)
Animal Handler [Horse] (Survival)
The first seems sort of appropriate for someone dealing with monsters for fun. The second is kind of necessary for someone with centuries of experience and I think is pretty fitting. The last might allow me to drop Survival and create some room on my Skills list.
Thoughts?
*For anyone who doesn't know what they were, it was a collection of Fu powers that allowed a gunman to achieve things that wouldn't normally be possible. They could see in the dark, move super-fast and dodge well really cheaply. While Horton was a gunman, they are actually also really good for martial artists as a disparate power set.