Bumping to the top, this post concerns itself with the individual Gargoyles and my thoughts on them - perhaps this is what people've been looking for.
Allen’s a character I made for a now-defunct game of DF here on E a long time ago. As a result, he’s the most fleshed-out of all of them, but I’ve had to change some things.
Allen’s template is the Champion of God, but he’s not a Knight of the Cross. Instead, he is FIRST OF THE KNIGHTS TEMPLAR (his High Concept) – backstory on that is that the knightly order was going to turn its resources (as the Crusades were ending) towards hunting the Denarians and helping the Knights of the Cross. Nicodemus didn’t like the idea of an entire knightly order chasing him and his, so he engineered the ‘demonic worship’ and surrounding fallout to destroy the Templars utterly and have them branded as heretics by the Pope. Over the centuries, Raziel – one of Raphael’s right hand archangels – tried to resurrect the Templar order, but usually they went and got themselves killed because of their lack of brainpower/overriding religiosity. Allen’s made for an unusual choice for the head of a knightly order, but he’s worked out really well, better than anyone else Raziel found so far.
Allen’s Trouble has changed the most over the course of the series. His first Trouble was CLUED-IN BUT CLUELESS – reflecting his recognition of the supernatural but having little understanding of what was going on supernaturally in the city. By the time Unholy Arraignment happens, he’s now got his feet under him in that regard, so his Trouble has changed to THE CITY NEEDS ME, reflecting that his job as a prosecutor and his activities as a Templar are crowding out his personal life. Enemies and plots are starting to pop out of the woodwork, and they’re all seemingly falling into his lap. This continues through the end of the latest book, which has Allen discover the reason he’s been running himself ragged for two-thirds the series is because one of his coworkers (another Deputy District Attorney) is a rogue magical practitioner that was stirring things up (evidence points to him being one of the Black Hats, or at least one of their bagmen) in order to keep Allen away from his surreptitious doings. The Gargoyles out him and foil his latest plot, which forces him to flee town, chased by a team of Wardens. Time will tell if he’ll return to haunt the Gargoyles…with that out of the way, the balance that Allen had thrown out of whack between his work and his personal life is starting to reassert itself…foremost because he’s now dating Sam Fargo. His current Trouble should either be about her in some way (whether its people targeting her, or because she’s a Fae Knight), or about the fact that he’s piled up a lot of enemies over the series, and now they’re starting to come back at him.
Allen’s Phase Aspects are pretty much the same as I did on the character sheet I had for him: WATCHER’S GUILT for Background, THERE’S THE LAW, AND THEN THERE’S JUSTICE for Rising Conflict, SWORD OF THE TEMPLARS for First Story, LAWYER WITH A CONSCIENCE for Guest Star, and GOD’S OWN ANTI-SON-OF-A-BITCH MACHINE for Guest Star Redux. The lattermost in the set of five is actually a renamed Aspect he took at the end of First Witness, from THE LAW’S OWN…insert the rest here, changing his status as a no-goodnik do-inner from being based on the law to being based on his CoG.
Allen’s got the Champion of God standard powerset, as well as an Item of Power: Sword of the Templars. The Sword has the following abilities attached to it: the Holy descriptor, which allows it to satisfy the Catch of anything whose Catch encompasses ‘holy stuff’ (such as the Red/Black Court Vamps and most of the Denarians). It’s also got the Lethal Blows trapping (just that one) from the Supernatural Strength Power, giving it a +4 Stress rating (meaning it’s essentially Weapon: 6). In addition, it carries the custom Sword Against the Dark ability, which gives the carrier a +1 Weapons rating, but only when the Sword is being used against a supernatural foe, excepting True Believers and other Champions of God. Allen still has 3-4 points of Refresh left to spend, which should either be in upgrading the Sword, or expanding his list of Stunts. Most of Allen’s stunts should work in some way towards his job of being a lawyer – as being focused on Weapons for combat, he should have only a couple of combat-related Stunts.
Dainn is the Murphy of the Gargoyles – entirely, entirely mortal, but well-trained & educated and able to hold his own against plenty of supernatural nasties (mainly low-tier, but higher if he can prepare for them).
Dainn is a Pure Mortal, with the High Concept CLUED-IN FORENSIC CHEMIST. He’s also an officially recognized cop (DSgt.) with science training, rather than the more typical ‘lab geek’ that gets hired. He’s been in both the lab and the interrogation room, and done it the right way, not like how they do it on CSI. Dainn’s Trouble has been about him being unsure of where he stands in all this, as well as the slowly dawning realization that he’s still just a guy with a gun, while his fellow Gargoyles have fantastic powers available to them – both Kat and Miles throw around magic, Allen hits like a train with his Templar Sword, and Sam Fargo can take a hit and keep coming back better than any pro boxer – plus, she’s starting to get a hang of magic, herself – slowly, but she’s learning. But he’s still got what he started out with…he’s getting stronger, he knows that, but he can’t help but feel his friends are growing to a league of power he just can’t get to.
Dainn’s Phase Aspects aren’t all decided. I have a few of them down as tentative ideas. One is RE: his family, which should be either Background or, more likely, Rising Conflict – the Winchesters are a big-name family in the city, people of money and influence. They’re also a bunch of manipulative backstabbers who are vying with each other for dominance over family affairs behind closed doors. Dainn got out when he went to university and studied Chemistry and Criminal Justice, and while he’s got some of his family’s backing, he refuses to play their games – NOT THE BASTARD THE REST OF MY FAMILY ARE is what I have for this Aspect. His other major aspect is BRAM STOKER FOR A NEW AGE – he loved the Hammer films and Dracula growing up (and now he carries a copy of the damn thing like it’s his Bible), and he’s resolved to be like Bram Stoker, eventually – to write a ‘how-to’ book on how to kill something major supernaturally. This would probably be his First Story Aspect.
Dainn doesn’t have any Supernatural Powers – but so far, he hasn’t needed them (and hopefully, never will). Dainn represents one of the two major mental powerhouses of the Gargoyles, though he’s more canted towards the mundane end of things – Scholarship over Lore, though his Lore rating is growing. He’s gotten especially good at picking out signs of vampiric presence (and Black Court specifically, thanks to his repeated re-re-re-reading of Dracula). Dainn is taking a bit of a scientific approach to the occult, mainly due to his Superb Scholarship (which, thanks to the Scientist stunt, goes up to Fantastic for Chemistry and Epic for Analytical Chemistry). He’s trying to devise a blood test that’ll show signs of the vampiric for a start. In combat, his main boon are his Guns, which most of his Combat-related Stunts should revolve around. Dainn usually carries two – his police-issued sidearm (not decided yet), and his backup, a .38 Special S&W that Dainn now takes to loading with silver bullets. When he’s expecting trouble, he’ll go to his closet and exchange his police sidearm for a big .357 Desert Eagle, as well as an Ithaca Model 37 shotgun (he inherited it from Grandpa and fixed it up). Dainn’s Blazing Fire stunt lets him use Guns as a defense skill (throwing down fire to make himself a less appealing target), but only as long as he’s got a loaded gun on hand. Out of combat, his big bring to the group is his Resources stunt High Quality Workspace, which serves to bring his Science Lab up to Resources, instead of Resources-2.
Out of all the Gargoyles, Dainn has the most points left to spend – Submerged, Pure Mortal, and his 3 Major Milestones pile up to a base Refresh of 15. He’s only gotten a few Stunts so far, bringing his Refresh down to 10 – he needs another half-dozen Stunts or so, so that he can wind up around Refresh 4. He might get a couple more gun-related stunts, but at least half of the ones he’s acquiring should be either investigative related, or something that would make sense for a hardened cop.
Miles is the group’s expert spellcaster, authority on things of the city, and most experienced in dealing with the White Council and their ways.
Miles is an INTERNAL AFFAIRS SORCERER, which directly invokes his Template. The basic concept behind Miles is that he tries to sort things out in the magic-user community where he lives before the Wardens hear of it and come stomping through, mainly because they’re like a claymore to a problem when a scalpel is needed. His Trouble is NO ONE LIKES ME WHEN I’M AROUND, or something similar – people know that there’s trouble in River City when he shows up. The local magical community usually doesn’t like him butting in because they feel he’s a half-step away from becoming a Warden (which isn’t true – it’s more like a quarter-step), and the Wardens don’t like him sorting things out because he isn’t the official lawkeeper (like them).
Miles’ Phase Aspects are mostly solid. MY TRUSTY BEAT-STICK refers to his major Focus Item, a staff, which will be discussed in a bit. THE MIGHTY QUINN is about his status and reputation in the local supernatural community (even before the Gargoyles came along, he beat things that he should have lost to), an unnamed Aspect needs to reference his thoughts about giving up the ‘independent’ gig and joining the White Council officially, and another needs to reference his less-than-wizardly style of sorcery.
Miles has standard spellcasting tricks – Evocation, Thaumaturgy, The Sight (still debating on Soulgaze, even though it is free), Wizard’s Constitution, and a few levels of Refinement (DON’T quote the book at me on Sorcerers, I know what I’m doing), along with a custom Conviction Stunt, Used to the Rush: it’s Resilient Self-Image (lets the person take additional mild consequences), but altered so that they’re only good when casting an Evocation spell.
Miles will probably pick up a handful of Stunts – related to being a good sorcerer or his Contacts skill. But most of his earned Refresh points will go towards additional instances of Refinement. Miles spent two of his Refinements on more Specializations, and one on Focus Items. Miles’ three Evocation elements are: Earth, Fire, and [X]. I’m not sure what the last one is – part of me wants to make it Air and have Miles be a strict elementalist, but the veil/force abilities of Spirit appeal, as well. Not that it matters, Earth and Fire are his fortes. His current Specializations are the following. Earth: +1 Conviction, +2 Discipline. Fire: +1 Conviction & Discipline. He’s got 5 Focus Item Slots (4 from Evocation & Thaumaturgy, with 1 slot converted for Enchanted Items, and 2 more from a Refinement). 3 of those slots have gone into his staff (MY TRUSTY BEAT-STICK), which gives him +1 Offensive & Defensive Power for Earth, as well as +1 Offensive Control. The other 2 go into a silver ring he wears on his hand, and gives him +1 Offensive Power & Control for Fire – the ring breaks out into the Tolkienesque runes on the One Ring whenever he uses it, which glow. His 2 Enchanted Item slots go to buy Harry’s Duster (Armor: 2, usable 3/session).
All of these bonuses make Miles a fearsome evocationist, capable of slinging around Fantastic level-evocations with both Earth and Fire, and if he has his Focus Items, he goes up to Epic for all Earth evocations and any offensively-oriented Fire ones.
On the thaumaturgy end, Miles currently has just the base Specialization he gets with Thaumaturgy, which he’s spent on a Control Bonus for Wards.
Sam is the group’s resident ass-kicker and blow-taker. Allen’s starting to get up there in terms of his ability to take a hit (his ability to hit has always been as good as hers), but she’s the group combat heavy.
Sam’s High Concept is JUNIOR SUMMER KNIGHT – basic idea: after the events of Chicago’s Faerie War, it was decided that the Fae Courts should keep on hand a number of other mortals to step in and take the place of a fallen Fae Knight, to prevent the War from happening again. I’m not sure how Sam got hooked up with the Fae, but she did, and she found herself the immediate successor should the current Summer Knight get axed. Sam’s Trouble is something related to her being a Fae Knight – as the ‘successor knight,’ she technically has more freedom than the Summer Knight enjoys, but she also has less power and less authority.
I haven’t decided on any of Sam’s Phase Aspects, save that one should be ESCRIMA PRODIGY (see below), and another should reference her immense ability to weather pain.
Sam has the standard Fae Knight abilities: Marked by Power (Summer, specifically) and Seelie Magic (which she’s starting to play with, but hasn’t seriously used). She’s also got an Item of Power – Elven Chainmail, which she wears when she’s expecting trouble. The Chainmail grants her the Supernatural Recovery ability in its entirety, as well as the Hard to Kill portion of Inhuman Toughness – the Catch for both of these abilities are trappings of Winter. Aside from those, Sam has a few stunts, mostly related to her major combat skill, Fists. Her Armed Arts specialty is Escrima – which lets her use sticks (appropriately-sized) and knives with her Fists skill. She mainly carries around a pair of Escrima sticks when she’s expecting trouble, and she always has a knife on her (unless she can’t find a place to fit it). Her major combat inspiration was the film Sherlock Holmes (not the sequel) with Robert Downey Jr, at the very beginning where Holmes has those sticks and is fighting goons in a crypt. Future Refresh boosts will give her more combat-related stunts (to Fists or Endurance), or she’ll have upgrades made to her Elven Chainmail (boosting the Toughness abilities on it), or get another Item that would give her Strength powers.
Kat Danley is the Giles of the group – she’s the Gargoyles’ supreme Lore master, as well as having a small business that’s tucked away in a quieter corner of the city where the Gargoyles can congregate and work over plans and discuss what’s going on currently in their latest case without much fear of being discovered.
Kat’s High Concept is GUARDIAN OF LOST LORE, being the daughter of Seshat, an Egyptian goddess of writing and lore (making her an Emissary of Power). Her Trouble is, or was, depending on how this plays out: I KEEP DOING THIS HERO THING. Her idea of how this works is that she’s supposed to gather information and then protect it from anyone else, she’s supposed to be an observer, not a participant. But she keeps getting pulled into situations because of agreements she made in the past, or more recently because the Gargoyles have grown on her as friends and she feels compelled to help them. This might be her current Trouble, or she might have accepted her place as a less-than-neutral person, in which case her Trouble might change to something regarding that, because she might be trying to get her shop declared as Accorded Neutral Ground…I’m not sure. Not really.
I haven’t the foggiest idea for her Phase Aspects, either, except for one, which relates to her spellcasting: PRECISION IS POWER.
Kat has probably the most eclectic powers out of the bunch. On the one hand, she’s got Spellcasting – Evocation only (Mom hasn’t had enough time to teach her the Slow Way) – but she’s also got a special weapon (a khopesh, an Egyptian-style slashing sword, an Item of Power) from Mom. She’s mainly focused on bettering her Evocation abilities with Refresh points, but her Item might be the focus of a requested-for upgrade at some point.
Kat’s three Evocation elements are: Air (invoking the desert winds); Water (the Nile River); and Spirit (Egyptian cosmology thing). Her strongest Element is Water, by far – both of her Specializations are in Water (+2 Conviction, +1 Discipline), letting her throw around Fantastic-level Water Evocations. Kat’s Focus Item is an Ankh, which provides +1 bonuses to both Offensive and Defensive Power for the Air element, letting her use Air evocations at a level of Superb. She plans on using further Refinements to gain more Specializations – she doesn’t like the idea of Focus Items all that much, since they can be taken away – all but one of her planned Rote spells (4) don’t use them. She also has 1 or 2 Enchanted Items, gifts from Mom. The big one she has is her Pyramid Bangle, which lets her invoke either a 6-shift block or Armor: 3 (haven’t decided which yet) three times a session. This takes up three of the four Enchanted Item slots she gets (she traded both Focus Item slots for Enchanted). If she uses the last slot for her Bangle, it’ll be for frequency, letting her use the Bangle 5x per session. If she doesn’t use the last slot for the Bangle, I’ll probably give her something akin to Harry’s force ring – a oneshot weapon she carries on her, which has a strength of Superb (Weapon: 5).
Kat’s Item of Power is an Enchanted Khopesh, an Egyptian slashing sword crafted by one of Mom’s fellow gods and handed to her. To note – I’ve got a couple different configurations for it, I’m just not sure which one I’d be going with at this time. Configuration A gives the Khopesh the following abilities – Superior Athletic Ability (the trapping from Supernatural Speed, which gives Kat +2 on all Athletics checks, +4 if she’s sprinting); a custom stunt, Decapitate (essentially Killer Blow for Weapons instead of Fists – spend a Fate Point, gain +3 Stress to an attack 1/scene); and the Finely Tuned Third Eye Lore stunt (letting the sword function as a proximity detector for nearby supernaturals).
This is the configuration I’m going with so far, as opposed to. Configuration B retains Superior Athletic Ability, but trades the Decapitation Stunt for the Wall of Death Stunt, and Finely Tuned Third Eye for the Lethal Blows trapping from Supernatural Strength. I’m hesitant to use this one, mainly because it feels like I’d be overlapping with Allen’s Templar Sword in this regard. I’m open to suggestions on power combinations for this, but the Supernatural Speed ability stays – she’s like a Fencer in her swordsmanship.
Also, I have character concepts for some of the recurring villains the Gargoyles will face before the end of their stories - does anyone want to help me out with building them?