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The Dresden Files => DFRPG => Topic started by: Keryth on September 19, 2011, 04:32:46 AM

Title: Shadows Over New York - Website for NYC With Themes, Locations and Templates
Post by: Keryth on September 19, 2011, 04:32:46 AM
I'm beginning the ground work on a DFRPG campaign. However, it won;t be complete by the books Dresdenverse, as I am already merging in the Percy Jackson novels, as well as the Buffyverse. Anyhow, I'm working on my new Character templates to supplement those of the Base game and would appreciate the community's review of them. I'll post the first one shortly. I have also decided to work up many of the NYC locations for my group and when the campaign starts, let them just work on 1 or two they'd like to add, so, I'll probably be posting them along with NPC's here as well.

2/1/12 - Seeing as how alot has been posted here already, will try to use this initial posting to list everything for easy access so those poking their heads in here can see what is hidden in this post.

4/27/12 - Obsidian Portal site up, and all information will be posted there from now on, except for things I need opinions/reviews/help on :) Site is http://www.obsidianportal.com/campaign/shadows-over-new-york/wikis/home-page (http://www.obsidianportal.com/campaign/shadows-over-new-york/wikis/home-page)

Templates: Hellmouth Vampire, Cintran Elf, Immortal, Knight of the Word, Vampire Slayer, Halfblood
Locations: Empire State Building, Studio 54, The Shop Around The Corner, Main Branch NY Public Library, 55 Central Park West
Powers: The Olympians, The Henriksen Scourge, The Escobado Cartel, House Howe, The Fomor, The Lucciano Syndicate
Themes: The Capital of the World, The City So Nice they Named It Twice, The City That Never Sleeps, Crossroads of the World
Magical Groups: The White Council, The House of Life, Anonymous, The Watcher's Council




Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on September 19, 2011, 04:35:07 AM
Hellmouth Vampire: (Based on Buffy The Vampire Slayer and Angel style Vampires)

Your High Concept must reflect your vampiric nature.  Turning someone else into a vampire requires taking them out through blood drinking, followed by invoking your vampiric High Concept.  Failing to spend a fate point will cause the transformation to either fail, and result in a dead human. 

Powers:
(-2) Undead (custom power borrowed from Adin’s Grey Court Vampire post found at http://www.jimbutcheronline.com/bb/index.php/topic,28159.msg1202255.html#msg1202255 (http://www.jimbutcheronline.com/bb/index.php/topic,28159.msg1202255.html#msg1202255))
      *No Death result is permanent unless taken out by one of their catches, or their head is removed from their body.  The character no longer ages.  This power must be linked to a catch.
   *No need to take in traditional food, water, or air.
   *Unlike the Living Dead power, an Undead character still heals at the same rate as a mortal (or faster when combined with recovery powers.). Person appears as a normal human, except when using their Vampiric nature, which causes they fangs to show and their head to go all “Klingony”
(-1) Blood Drinker
(+1) Feeding Dependency (Blood)
(+0) Human Guise
(-2) Inhuman Recovery
(-2) Inhuman Speed
(-2) Inhuman Strength
(-2) Inhuman Toughness
(+3) The Catch: (Direct Sunlight, Fire, Holy Stuff, and Wooden Stakes)
   *In addition to bypassing toughness and recovery, Sunlight also causes horrific burns dealing one point of physical stress per exchange spent in direct sunlight. Fire includes explosions such as those resulting from RPGs. Wooden Stakes include crossbow quarrels. Holy Symbols (Crosses, Stars of David, etc.) repel Whedonverse Vampires. Holy Water damges Whedonverse Vampires in ways similar to Direct Sunlight. A Whedonverse Vampire Taken Out by sunlight bursts into flames and dies. A Whedonverse vampire stabbed with a Wooden Stake crumbles to dust.

Important Skills: Fists, Athletics, Endurance, Intimidation

Minimum Refresh Cost (-5)

From the Casefiles: All episodes of Buffy The Vampire Slayer and Angel

Notes: If a player wants to play a Whedonverse vampire they mUST have a HIGH CONCEPT ASPECT that explains their having free will. This may be taken only be taken with the GM’s approval


Edits: To re-configure based on recommendations from community
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: The Mighty Buzzard on September 19, 2011, 06:36:50 AM
Kind of missed one bit there.  Barring a soul or a chip, Wheedonverse vamps don't have free will.  Put a Must in about having something that alters their vampiric nature enough to give them back a modicum of free will and it looks fine.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: razorsmile on September 19, 2011, 03:09:57 PM
Whedonverse magic is also an issue.  Given that Willow was a hacker aand Jenny/Jenna Kalderash/Calendar was some kind of technopagan, it doesn't fry tech. Will this be afactor or will you just airbrush it out?
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on September 20, 2011, 04:13:25 AM
Thanks Mighty Buzzard. Entry modified accordingly

Razorsmile: Was planning on using another series I am bringing in, the Launmdry Novels, to explain Jenny Calendar. She is a Technomage. As for Willow, well, figured I'd keep that a mystery to the players. After all, as we know, the White Council knows ALOT less about the world they they like everyone to think.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Sanctaphrax on September 20, 2011, 04:29:05 AM
About template:

You may want to check out the revision of Undead from later in the thread you linked to.

What does Feeding Dependency apply to?

Catch math is wrong. Value should be +3, not +5.

Why so many important skills listed?
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: The Mighty Buzzard on September 20, 2011, 06:00:24 AM
Why so many important skills listed?

Also a good point. You could most likely get away with just Fists and let the powers make up any slack.  Fists is a must though.  Whedonverse vamps come out of the ground experts in vampjutsu by way of the demon-god Nielsen.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: UmbraLux on September 20, 2011, 10:34:02 AM
Fists is a must though.  Whedonverse vamps come out of the ground experts in vampjutsu by way of the demon-god Nielsen.
Lol, true...and a very good way to put it.  :)
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on September 20, 2011, 09:30:39 PM
Also a good point. You could most likely get away with just Fists and let the powers make up any slack.  Fists is a must though.  Whedonverse vamps come out of the ground experts in vampjutsu by way of the demon-god Nielsen.

Modified the Catch cost as pointed out, and have reduced the number of skills. TBH, I borrowed most of the original list form the White Court Vamp in the DFRPG books.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: The Mighty Buzzard on September 21, 2011, 04:31:15 AM
Modified the Catch cost as pointed out, and have reduced the number of skills. TBH, I borrowed most of the original list form the White Court Vamp in the DFRPG books.

Looks like a solid Whedon vamp template to me.

If you don't have a court name for them yet, might I suggest the Buff Court?  Seems a shame to waste a perfectly good pun and go with another color.

Quote
From Wikipedia: Buff is a pale yellow-brown colour that got its name from the colour of buff leather.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on September 21, 2011, 04:38:00 AM
Looks like a solid Whedon vamp template to me.

If you don't have a court name for them yet, might I suggest the Buff Court?  Seems a shame to waste a perfectly good pun and go with another color.

Thanks for the suggestion, but, I'll either be lazy and call them the Grey Court or I am considering calling them Hellmouth Vampires, though, that doesn't explain the same type of amps in Angel's LA, unless you say they originated in Sunnydale's Hellmouth and migrated.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on September 21, 2011, 04:39:12 AM
Next Template:

Cintran Elf: (Based on the Elves of Terry Brook’s Shannara Series)

Powers:
Wizard’s Constitution [+0]—Elves are tough (though not inhumanly so) and long-lived. Cloak of Shadows (-1) – Elves can disappear into the shadows and see as easily at night as during the day
Inhuman Speed (-2) – Elves are swifter and more dexterous than humans

Important Skills:
Survival
Weapons (Archaic weapons only)

Minimum Refresh Cost (-4 (Includes Required Stunt))

From the Casefiles: Terry Brooks' various Shannara novels.

Notes:
HIGH CONCEPT must include Elf
MUST take a mortal stunt giving a +1 to attacks when using proper archaic weapons



Edited to incorporate recommended changes by community
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: The Mighty Buzzard on September 21, 2011, 04:48:11 AM
Thanks for the suggestion, but, I'll either be lazy and call them the Grey Court or I am considering calling them Hellmouth Vampires, though, that doesn't explain the same type of amps in Angel's LA, unless you say they originated in Sunnydale's Hellmouth and migrated.

Go with proper Whedon lore.  They're a specific kind of hybrid of demon (possibly even outsider because HWWB has been called both and Whedon pure demons are all banished from the earth like outsiders) and human.  There are too many episodes to watch or I'd dig through my dvds and get you the exact quote.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: The Mighty Buzzard on September 21, 2011, 05:24:01 AM
Next Template:

Shannaran Elf: (Based on the Elves of Terry Brook’s Shannara Series)

I wouldn't limit their Weapons skill explicitly, I'd go with compels on their High Concept whenever they tried to use a non-characteristic weapon.  Alternatively, have a Must requiring a mortal stunt giving a +1 to attacks when using proper archaic weapons.  Or both if you're really not wanting them to use modern weapons.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Sanctaphrax on September 21, 2011, 06:18:53 AM
The term "Buff Court" makes me smirk.

Maybe Bows could be an important skill for elves.

Do either of these templates have any optional powers?

I like the elf template. It's rather elegant.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: The Mighty Buzzard on September 21, 2011, 09:36:19 AM
Man, now I'm going to have to bring them into my campaign just so I can call them that.  I can't bring canon slayers in though, because having slayers would throw off the whole tone of the campaign right now.

Besides, my players have absolutely no class or tact when playing a female character.  Rampant, juvenile stupidity ensues every time, so they're not allowed anymore.  "No, you cannot have 'skank ho' as an aspect.  No, 'hooker', 'slut', and anything even sort of similar are right out too.  Yes, 'lesbian porno actress' is similar.  Say you're playing with your boobs one more time and your character sheet is going to become a suppository, along with my boot."
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: razorsmile on September 21, 2011, 04:47:03 PM
Fists is a must though.  Whedonverse vamps come out of the ground experts in vampjutsu by way of the demon-god Nielsen.

Some fanfics theorize that the corpse-animating demons that make Buffyverse vamps just happen to be warrior demons -- which presumably explains their fighting abilities out the gate.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on September 21, 2011, 09:54:03 PM
The term "Buff Court" makes me smirk.

Maybe Bows could be an important skill for elves.

Do either of these templates have any optional powers?

I like the elf template. It's rather elegant.

I hadn't thought of any optional powers really. I figured I'd leave that all up to the players.
Unless anyone has any recommendations?
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: The Mighty Buzzard on September 21, 2011, 11:20:43 PM
Supernatural Sense would work as a nice optional.  Sight, hearing, smell, maybe even taste.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Sanctaphrax on September 22, 2011, 03:24:29 AM
Maybe Demonic Co-Pilot and higher-level physical powers for the vamp.

Unfamiliarity with the source material prevents me from saying more.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: The Mighty Buzzard on September 22, 2011, 05:19:45 AM
Maybe Demonic Co-Pilot and higher-level physical powers for the vamp.

Unfamiliarity with the source material prevents me from saying more.

By the source, they're both maybe/maybe not kinds of things.  I can only remember one, maybe two vamps* from the source exhibiting something that was arguably Supernatural Strength and they were both really big SoBs, so it could have just been stats.

Demonic Co-Pilot could fly but it would be closer to being a must than an optional unless you were playing it as a getting in touch with your inner demon kind of thing.  Could be used as a must if the character takes any upgrades to Inhuman powers and have them tied to it.  Up to you, I'd have to put a lot more thought into it.

* Talking regular vamps here, not season 7 ubervamps which were pretty much a separate species.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on October 03, 2011, 01:55:11 AM
Next Template.
This is not my creation, but I want to see if everyone else thinks it is balanced out before I add it to my collection for my campaign.

Original Source material can be found here: http://vinlandsolutions.site11.com/Products/DFRPG/SampleTemplates/Immortal.html (http://vinlandsolutions.site11.com/Products/DFRPG/SampleTemplates/Immortal.html)

Immortal
Immortals are a breed apart. Their power flows from the Quickening, healing their wounds, halting passage of years, and raising them from the dead. Only with the removal of their head will they know the eternal sleep of the grave and pass their power and knowledge on to the victor.
Unless a person destined to be an Immortal is killed by non-natural means, they will live and die a normal life, never manifesting any abilities. However, after the person meets that first death - usually a violent and bloody one - their Immortal powers will be awakened. Indeed, it is believed by many learned scholars that hundreds, if not thousands, of "Immortals" may live completely normal lives and die of old-age without a single soul ever knowing of their potential power.
To speak of 'Immortals' as a cohesive group is no less misleading then lumping all 'Humans' together in one general category. Immortals come from every conceivable background, rich to poor, young to old, royalty to peasant, soldier to scientist, and individuals are as unique as any given mortal human. Though Immortals are each unique, most tend to keep to themselves and avoid other supernaturals when possible. However, the circumstances of their lives, and the driving force of The Game, offer opportunities for many interesting and dangerous situations.
While an Immortal doesn't bring much direct supernatural strength to the table, a knack for the long-haul, and their relative ease at interacting with everyday society, give them an edge that few other non-mundane beings possess. Add in the accumulation of skills and stunts - as well as the possibility of other powers - and Immortals become a force that can hold their own in the world of supernaturals.

Musts: A high concept that denotes status as an Immortal (e.g., Honorable Immortal or Immortal With a Death-wish) must be taken. In addition, Immortals are required to take the following supernatural powers:
     •   Immortal Nature [-1] (See Below)
     •   Must also take one of: Inhuman Recovery [-2], Supernatural Recovery [-4], or Mythic Recovery [-6]. For the chosen Recovery ability, the Catch is defined by the effect The Catch, Decapitation of the required Immortal Nature power. The Catch is valued at +1 for Inhuman level of toughness abilities or +3 for all others.
     Note: The ability offered by the Recovery powers to skip one or more nights of sleep with no ill effects should be ignored when taken by an Immortal character. Skills are still never restricted by Endurance due to lack of rest, but that doesn't mean you can skip whole nights of sleep with no effect.
Options: No two Immortals are the same. Supernatural Powers besides those required, on an individual basis or across the board, may or may not be allowed as the GM deems appropriate. However, Immortals with a dark past may need to take Rulebreaker power one or more times if they have broken the Rules of the Gathering.

Important Skills: Discipline, Endurance, Lore

Minimum Refresh Cost: -2

Canon Files: The prime examples are Connor MacLeod (Highlander) and Duncan MacLeod (Highlander: The Series), though countless other examples, such as Ramirez, Richie Ryan, Amanda, and Methos, exist within the Highlander franchise.

New Power - Immortal Nature [-1]
Description: You are an Immortal, ageless from the time of your first death, and you are not alone... yet. Now is the time of the Gathering, and there can be only one.

Note: In terms of game effects, the uses of this ability are so minor and inherently balanced that they're almost cosmetic; hence the low cost.

Musts: The Immortal Template is required to take this power.

Options: None.

Skills Affected: Lore

Effects:
     •   Ageless. As a side-effect of your supernatural existence, your lifespan is extended indefinitely. You also may not reproduce in any fashion. In game terms these will rarely have relevance.
     •   Awareness. You automatically sense the presence of other immortals within 2 to 4 zones - determined by the GM in whatever manner best suits the story - as if you had succeeded on a Lore: Mystic Perception roll. However, those Immortals become aware of you even as you become aware of them, so no advantage is ever gained by either. This ability does not determine direction, distance, or number, only that one or more Immortals are in the area. This effect occurs each time a new Immortal is encountered, but only once per scene for any Immortal. Other creatures may perceive this aspect of you through a Lore check, though success is not guaranteed.
     •   Holy Ground. No Immortal knows for certain what would happen if they killed another on holy ground, they only know that they absolutely mustn't. It is suggested that the Rulebreaker power be used in these situations, however, GMs are free to set their own penalties for violating this rule. Suggestions for optional penalties include negating this power entirely, at which point Father Time returns to collect his due, or inflicting an extreme consequence as if the Immortal had broken a magically binding oath.
     •   The Quickening. For taking the head of another Immortal, you are immediately granted a Fate point, which you always receive no matter how often you take a head. Taking an Immortal's head also allows the Immortal to purchase stunts or powers which the defeated Immortal possessed, provided you have the refresh to do so.
     •   The Catch, Decapitation. This power sets an automatic catch of decapitation for all toughness powers acquired by an Immortal, and no other catch may be defined for those powers. It is worth either +1 for Inhuman level toughness powers, or +3 for all others. This catch applies when the Immortal is Taken Out by physical stress and consequences, and the opponent chooses to specifically behead the Immortal as part of their victory conditions. If the opponent does not choose to do so, the Immortal recovers according to the power's normal function. Physical consequences taken that involve the neck area are also subject to the catch and do not benefit from toughness powers.

Edited to reflect suggestions from the community
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: UmbraLux on October 03, 2011, 02:15:19 AM
Granting a milestone the other party members don't get seems potentially problematic.  It's something you could work around I suppose, but I don't think I'd want the extra book keeping.  And, if you let refresh / skills of one character increase faster than others (say from multiple kills in one session) you have other potential problems. 

Finally, the catch doesn't seem workable to me.  Generally, you have to take someone out to take their head...so how will the catch ever enter play?  I suppose you could change it to "neck injuries" but I'm not sure healing slowly from neck wounds fits the source material...except possibly the first movie. 

Neither of these are necessarily an issue if all PCs are Immortals.  At the least, they'd even out.  But I'm not sure they'd work well with cannon DF characters / templates. 
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on October 03, 2011, 02:46:50 AM
Granting a milestone the other party members don't get seems potentially problematic.  It's something you could work around I suppose, but I don't think I'd want the extra book keeping.  And, if you let refresh / skills of one character increase faster than others (say from multiple kills in one session) you have other potential problems. 

Finally, the catch doesn't seem workable to me.  Generally, you have to take someone out to take their head...so how will the catch ever enter play?  I suppose you could change it to "neck injuries" but I'm not sure healing slowly from neck wounds fits the source material...except possibly the first movie. 

Neither of these are necessarily an issue if all PCs are Immortals.  At the least, they'd even out.  But I'm not sure they'd work well with cannon DF characters / templates.

Very good points. One of the reasons I posted it here for review.

Any suggestions on how to modify it though?
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: UmbraLux on October 03, 2011, 03:01:26 AM
Any suggestions on how to modify it though?
You might consider replacing the milestone part of Quickening with a single minor milestone trapping, specifically:  "Purchase stunts or powers, provided you have the refresh to do so."  That seems to cover the intent and avoid book keeping issues.

The catch issue is a bit more difficult.  I might simply create a separate -0 power which states final death will only occur in cases of decapitation.  Essentially an Immortal's version of Wizard's Constitution.  Then the immortal could take (or not) refresh powers with some other catch...magic may be appropriate.  (Though I detested the second movie.) 
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: The Mighty Buzzard on October 03, 2011, 08:00:25 AM
Though I detested the second movie.

Lalalalala... I can't hear you.... There was only ever one Highlander movie, the rest were just bad dreams that I've almost completely forgotten.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on October 06, 2011, 01:35:24 AM
Here is my first location:

Name: The Empire State Building
Theme:
   The Idea: Centerpoint of the City
   The Aspect: Beacon in the Night
   The Face(s): Darryl Smith, Chief Night Guard; Robert Sisko, Chief Day Guard
Description:
The Empire State Building is a 102-story landmark skyscraper and American cultural icon in New York City, United States, at the intersection of Fifth Avenue and West 34th Street. It has a roof height of 1,250 feet (381 meters), and with its antenna spire included, it stands a total of 1,454 ft (443.2 m) high.Its name is derived from the nickname for New York, the Empire State. It stood as the world's tallest building for 40 years, from its completion in 1931 until construction of the World Trade Center's North Tower was completed in 1972. Following the destruction of the World Trade Center in 2001, the Empire State Building once again became the tallest building in New York.

The Empire State Building has been named by the American Society of Civil Engineers as one of the Seven Wonders of the Modern World. The building and its street floor interior are designated landmarks of the New York City Landmarks Preservation Commission, and confirmed by the New York City Board of Estimate. It was designated as a National Historic Landmark in 1986.In 2007, it was ranked number one on the List of America's Favorite Architecture according to the AIA. The building is owned and managed by W&H Properties.The Empire State Building is currently the third tallest skyscraper in the United States (after the Willis Tower and Trump International Hotel and Tower, both in Chicago), and the 15th tallest in the world. It is also the fourth-tallest freestanding structure in the Americas. Over the years, more than thirty people have committed suicide from the top of the building. The first suicide occurred even before its completion, by a worker who had been laid off. The fence around the observatory terrace was put up in 1947 after five people tried to jump during a three-week span. At 9:40 a.m.on Saturday, July 28, 1945, a B-25 Mitchell bomber, piloted in thick fog by Lieutenant Colonel William Franklin Smith, Jr., crashed into the north side of the Empire State Building, between the 79th and 80th floors. The Empire State Building has one of the most popular outdoor observatories in the world, having been visited by over 110 million people. The 86th-floor observation deck offers impressive 360-degree views of the city. There is a second observation deck on the 102nd floor that is open to the public. It was closed in 1999, but reopened in November 2005. It is completely enclosed and much smaller than the first one; it may be closed on high-traffic days. Tourists may pay to visit the observation deck on the 86th floor and an additional amount for the 102nd floor. The lines to enter the observation decks, according to the building's website, are "as legendary as the building itself:" there are five of them: the sidewalk line, the lobby elevator line, the ticket purchase line, the second elevator line, and the line to get off the elevator and onto the observation deck. For an extra fee tourists can skip to the front of the line. The skyscraper's observation deck plays host to several cinematic, television, and literary classics including, An Affair To Remember, "On the Town", Love Affair and Sleepless in Seattle. In the Latin American literary work Empire of Dreams by Giannina Braschi the observation deck is the site of a pastoral revolution; shepherds take over the City of New York. The deck was also the site of a Martian invasion in an old episode of I Love Lucy.

Rumors of a mysterious elevator to a non-existent floor abound, though management denies such tales. Supernatural events seem to gravitate to the building - recently, a minotaur was destroyed by several White Council Wardens in the lobby, and the buildings observation decks are frequently visited by the (harmless) spirits of those who have taken their lives by jumping from them.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on October 06, 2011, 01:50:58 AM
This one is a bit longer...
Name:   Studio 54
Theme:
   The Idea: White Court Owned Nightclub/Disco
   The Aspect: The Party Never Ends
   The Face(s): Steve Rubell (White Court Owner)
Description:
  Studio 54 is a highly popular discotheque, located at 254 West 54th Street in Manhattan. It was originally the Gallo Opera House, opening in 1927, after which it changed names several times, eventually becoming a CBS radio and television studio. In 1977 it became the legendary nightclub, Studio 54.
  The building was originally the Gallo Opera House, built by Fortune Gallo in 1927 for his renowned San Carlo Opera Company. It debuted on February 7, 1927, with Giacomo Puccini's La bohème. A 1928 musical entitled Rainbow, with a score by Vincent Youmans and Oscar Hammerstein II, and choreography by Busby Berkeley, ran for 29 performances. The Opera House closed in 1929 after unsuccessful runs of the comedies Ladies Don't Lie and A Tailor-Made Man. Over the course of the next decade, the venue changed names several times. It was renamed New Yorker Theater in 1930, booking Henrik Ibsen's play, The Vikings (The Vikings at Helgeland), and the 1931 revue, Fast and Furious, with a cast that included Zora Neale Hurston, Moms Mabley, Juano Hernandez, and Tim Moore. Neither was successful. From 1933 to 1936 it became a dinner theater called Casino de Paree, managed by Billy Rose. It was renamed the Palladium Theater in 1936. In 1937 the Federal Theatre Project leased it for its productions and changed its name to the Federal Music Theater. The Chicago Federal Theater achieved minor success here with its production of Swing Mikado, a jazzy update of the Gilbert & Sullivan operetta, which competed with the smash hit The Hot Mikado with Bill Robinson. Later in 1937, the name was changed back to the New Yorker Theater.
  In 1943 CBS purchased the theatre, renaming it Studio 52. CBS named its studios in order of purchase; the number 52 was unrelated to the street it was located on. During these years, CBS used the theater for radio broadcasts.
  From the 1940s to the mid-1970s, CBS used the location as a radio and TV stage that housed such shows as What's My Line?, The $64,000 Question, Password, To Tell the Truth, Beat the Clock, The Jack Benny Show, I've Got a Secret, Ted Mack's Original Amateur Hour, and Captain Kangaroo.The soap opera Love of Life was produced there until 1975.
  In 1976 CBS moved most of its broadcast functions to the Ed Sullivan Theater and the CBS Broadcast Center, and sold Studio 52. The Ed Sullivan Theater once had access to Studio 52 through an access door, which was cinder-blocked during the theater's 1993 renovation for Late Show with David Letterman.
When CBS began marketing the building in 1976, various interests in the art and fashion world expressed interest in seeing it converted into a nightclub. Male model Uva Harden tried to get gallery owner Frank Lloyd to finance the club, until Lloyd lost a $9 million lawsuit to the estate of the artist Mark Rothko, the Rothko Case.
  Carmen D'Alessio, a public relations agent for Valentino, encouraged Steve Rubell and Ian Schrager, who were operating the Enchanted Garden in Queens, to buy the theatre. D'Alessio had hosted parties at the Queens venue, for which she was profiled in Newsweek magazine. She introduced Rubell and Schrager to many of the socially prominent figures who later became regulars at Studio 54. D'Alessio helped arrange a pre-opening dinner with Andy Warhol, Halston, and Calvin Klein. In 1977 the building was purchased and renamed for its street address, 254 West 54th Street, between Broadway and Eighth Avenue.
  The nightclub was founded by four equal partners: Steven Rubell, Ian Schrager, Tim Savage, and Jack Dushey. They operated the company as Broadway Catering Corp. Another partner, Richard DeCourcey, was present until September 1977.
Within a month of opening, the New York State Liquor Authority raided Studio 54 for selling liquor without a license, and closed it. The owners of the nightclub said the incident was a "misunderstanding". The next night the club reopened, serving fruit juice and soda instead of liquor. Prior to the raid, the nightclub had been using daily "caterers' permits", which enabled the nightclub to serve alcohol but were intended for weddings or political events. The State had denied the daily permit for the night and raided the nightclub. The nightclub had been using these permits while waiting for its liquor license to be processed.
  Among the many celebrities present during opening night: Michael Jackson, Mick, Bianca Jagger, Rick James, Liza Minnelli, Jerry Hall, Diana Vreeland, Halston, Margaux Hemingway, Mikhail Baryshnikov, Salvador Dali, Brooke Shields, Francesco Scavullo, Janice Dickinson, Cher, Martha Graham, Deborah Harry, Robin Leach, Donald and Ivana Trump, Rick Hilton, Kathy Richards. Some celebrities, including Warren Beatty, Woody Allen, Diane Keaton, Henry Winkler, and Frank Sinatra were unable to get in, in part due to Studio 54's doorman. The nightclub held around 700 patrons who paid an $8 cover charge to get in each night.
  Studio 54 was operated by the flamboyant, publicly visible Rubell and his retiring silent partner Schrager. Rubell became widely known for his door policy, mixing beautiful "nobodies" with glamorous celebrities. Alongside Rubell, doorman Marc Benecke became a fixture on the scene selecting and admitting people to the club.
  "Studio", as it came to be called, was notorious for the hedonism that occurred within it; the balconies were known for sexual encounters, and drug use was rampant. The wall behind the dance floor was decorated with a wall sculpture of a Man in the Moon that included an animated cocaine spoon. Michael Fesco presented "Sundays at the Studio."
Event planner Robert Isabell had four tons of glitter dumped in a four-inch layer on the floor of Studio 54 for a New Year's Eve party, which owner Ian Schrager described as like "standing on stardust" and left glitter that could be found months later in their clothing and homes
In December of 1978 Rubell was quoted in the New York newspapers as saying the Studio 54 had made $7 million in its first year and that "only the Mafia made more money." Shortly thereafter the nightclub was raided and Rubell and Schrager were arrested for skimming $2.5 million. After the arrests Rubell accused Jimmy Carter's White House Chief of Staff Hamilton Jordan of snorting cocaine in the basement. A grand jury met 19 times and interviewed 33 witnesses before concluding that Rubell's testimony was hearsay and not reliable enough to file charges.
  Studio 54 closed with a final party called "The End of Modern-day Gomorrah", on February 4, 1980. Diana Ross, Ryan O'Neal, Mariel Hemingway, Jocelyn Wildenstein, Richard Gere, Gia Carangi, Jack Nicholson, Reggie Jackson, and Sylvester Stallone were among the guests that night. New York lawyer Gary P. Naftalis represented Schrager successfully in the ensuing tax-evasion prosecution. After the nightclub's closing, cocaine and money were found in its walls. Schrager and Rubell were found guilty of tax evasion and spent 13 months in prison.
During 1981, Mark Fleischman and Stanley Tate took over management of Studio 54, while Rubell and Schrager were in prison, and Studio 54 reopened on September 12, 1981. That night's guest list consisted of Andy Warhol, Calvin Klein, Cary Grant, Lauren Hutton, Gloria Vanderbilt, Mark Gastineau, Gina Lollobrigida, and Brooke Shields. Emerging artists at the time, Madonna, Wham!, Duran Duran, Culture Club, Menudo, and Run-DMC would perform at the club, before going on to future success. KISS held a concert at the club in 1982 that was broadcast via satellite to the Sanremo Festival in Italy. During 1985, heavy metal groups Slayer, Venom and Exodus filmed a video at Studio 54 called Ultimate Revenge for Disco.
  After serving his prison sentence, Rubell took over sole proprietorship of Studio, and has been running it ever since. It remains the place to be and continues to do a huge business. Crowds gather nightly outside its doors begging for the chance to get in and the attendee list of notables continues to grow.
  Rubell is in fact, a White Court Vampire, a scion of a branch of the Wraith Family, and Studio if often frequented by members of that family. He also has strong ties to the Winer Court Fae, and it is a rare occasion indeed when there are not members of that court mingling amongst the partying throngs which crowd Studio 54.

Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on October 06, 2011, 02:11:15 AM
Name: The Shop Around The Corner
Theme:
The Idea: A Small Bookstore/Coffeeshop where the Supernatural Crowd Gathers
The Aspect: Accorded Neutral Grounds
The Face(s): Kathleen Kennedy (Owner, Good Listener/Advisor)
Description:
    Visually, the Shop Around the Corner looks like any other small little store one would find in Greenwich Village. However, to those more aware of the world around them, the place emanates a feeling of safety and security. The owner, Kathleen Kelly (often mistaken for Meg Ryan) runs a quaint little shop that sells books and has an adjoining coffee shop connected to it. Somehow, Kathleen runs the store with only herself and her two assistants (her brother Charlie and her husband, Leopold), and the Shop always seems open, with Kathleen smiling friendly, to those who enter. Displayed prominently behind the cash register is the “Accorded Neutral Grounds” sign that Kathleen secured during the recent Vampire War.
    The Shop has existed for as long as anyone can remember, and Kathleen has always been the one running the business. Whispers fly around the community about Kathleen’s true nature, everything from her being an Immortal to a displaced goddess. Whatever the truth may be, Kathleen is always ready to listen to one’s problems, offer free (and usually helpful) advice, and seems to always have the book or drink or snack, that one seems to need.
    Like other such places, the Shop is laid out irregularly, and looks more like something out of the World War II Era. To go with this look, Kathleen seems to have a strong liking to the Big Band Music of the World War II Era, and it can usually be heard playing from the old, but working, jukebox, softly in the background.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on November 02, 2011, 03:42:08 AM
And now I need some help. Trying to figure out how to create the following templates:
Half-Blood (Source: Percy Jackson Novels, Rick Riordan author)
Knight of the Word (Source: Word and the Void and Genesis of Shannara, Terry Brooks, author)
Slayer (Source: Buffy the Vampire Slayer Television Show)
Grimm (Source: Grimm Television Show)

Any assistance would be GREATLY appreciated
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Kiero on November 02, 2011, 03:02:13 PM
I'm not convinced Whedonverse vamps do have Inhuman Recovery by default. They certainly have Wizard's Constitution, but look how long it took Spike to recover from having a building dropped on him, he was in a wheelchair for months.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Sanctaphrax on November 02, 2011, 08:39:59 PM
IIRC, Half-bloods mostly have stunts and items of power. Maybe a custom Toughness-negating power too, given their excellent performance against monsters. But they rarely do anything really magical.

Not familiar with the rest of your list, I'm afraid.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on November 29, 2011, 08:36:12 PM
Gee, no comments on any of the locations? I'm bummed out now :)
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Sanctaphrax on November 30, 2011, 03:42:15 AM
Well, since you ask...

The first two are decent history pieces, but I question their usefulness for gaming. The magical aspects of the places seem to be ignored.

The third is better, in my opinion. I like the "what is the owner" hook.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on December 01, 2011, 09:53:23 PM
Well, since you ask...

The first two are decent history pieces, but I question their usefulness for gaming. The magical aspects of the places seem to be ignored.

The third is better, in my opinion. I like the "what is the owner" hook.

Thats exactly what I was looking for.

Modified the ESB and Studio to add some more supernatural info to them. Left Shop alone.

Will be listing a few more locations, probably tonite
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Groshnik on December 27, 2011, 06:38:24 PM
I was working on a Grimm as well. Was thinking the high Lore skill would give that 'that one is icky' indication. Don't want to use the Sight each time to see through Seemings though. Maybe a specialized evocation to pierce it?
Wouldn't be quite so 'accidental' as the TV show (when the other guy gets mad) but would be close.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Sanctaphrax on December 29, 2011, 07:16:50 AM
@Groshnik: Welcome to the boards. What exactly is a Grimm?

@Keryth: Do you still plan on listing those other locations?
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on January 03, 2012, 05:00:14 PM
@Groshnik: Welcome to the boards. What exactly is a Grimm?

@Keryth: Do you still plan on listing those other locations?

Grimm is from the TV show of the same name. Grimms are descendants of the Brothers of the same name, who wrote their fairy tales much like Stoker did Dracula in the Dresdenverse. They can see supernatural creatures for what they are. As for how I'm gonna handle them, probably give them some kind of bonus for seeing through Glamours/Veils. Which should work well since I am adopting the D20 Modern concept of Creatures of Shadow for my Game, and will be giving lots of things form the Nevernever natural veils which  make them look like normal humans.

As for the new locations, yest, they are still forthcoming. However, I am finding far too much of my free time going to Star Wars: The Old Republic right now that I have little free time for anything else :)
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Sanctaphrax on January 03, 2012, 09:17:53 PM
Why not just give them The Sight?

A Supernatural Sense or a stunt would work too, but The Sight would be easier.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on January 23, 2012, 09:20:57 PM
Why not just give them The Sight?

A Supernatural Sense or a stunt would work too, but The Sight would be easier.

I hadn't even thought of that. Supernatural Sense - Sense 'Mythical' Creatures, might work.

As for the content. I got some more locations set, and seeing as how the forums are now back, I'll try to upload them later today
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on January 23, 2012, 10:26:10 PM
New locations still to come, but threw this list of Themes together at work. All are taken form nicknames for NYC. Some need some assistance on filling out :)

THEMES
The Capital of the World - Many powers live, thrive, and move within New york. The Olympians reside here, with Olympus hovering unseen above The Empire state Building. All three Vampire Courts struggle for power - The Hendriksen Scourge (Black Court), the Escobado Cartel (Red Court), and House Howe (White Court). Both Faerie Courts vie for power in NYC, causing the infamous "Canyon Winds" of Manhattan. Wildfae, Scions, Halfbloods, and Creatures of Shadow, among others, all walk amongst the throngs of mortals living withing New York City

The City So Nice, They Named It Twice - Well, three times actually, but no one remembers the Lenape name for NYC. However, not all Lenape and Dutch were happy with the transitions of power of the island and the areas around it, and many restless Dutch and Lenape spirits haunt NYC's locals. Every so often they rise to prominence (the last being the Goser Incident of 1985 (aka The Nerve Gas Attack of 1985 to Norms)) and are put down through various magical and/or technological means.

The City That Never Sleeps - Something is always happening in NYC. Egyptian mages are vieing with White Council for Power in Brooklyn.  Red Court Vampires prey on attendees of Studio 54 beneath the nose of House Howe, while Hellmouth Vampires have begun to appear near Ground Zero, interfering with the mortal workmen building the Freedom Tower.

Crossroads of the World - More Ley Lines cross beneath Manhattan than anywhere else in the World. The Lenape Indians were aware of this and harnessed it's power. The Dutch used this power to purchase the Island for trinkets. The British used it to gain the Island and then again to confound George Washington during the American Revolution. It was used by the Spin Doctors of Tammany Hall and Theodore Roosevelt to rise to Power, and has unwittingly been tapped repeatedly by modern luminaries (What else could be responsible for the fame of a Paris Hilton, Kim Kardashian, or a 'Snooki'?)

POWERS
The Olympians - The Olympians remain aloof from the City, with Mt. Olympus anchored, unseen, above the Empire State Building. The Gods choose more often to do so as they have in the past, and act through their mortal (Halfblood) children. The entrance to Olympus resides via an elevator in The Empire State Building, which can only be seen by those of a Supernatural bearing, and which is protected both by magical and physical means. However, while the Olympians remain aloof, they also take a great interest in the City which they reside above, and more and more of their children now reside within New York, fighting the supernatural threats that plague the city, dispatched form Camp Half Blood (On Long Island), and armed with Celestial Bronze, and guided by their immortal parents, doing as Heroes have always done since ancient times.

The Hendriksen Scourge - Founded by Christian Hendriksen, one of the original founders of New Amsterdam, when he was turned into a Black Court shortly after coming to the Americas. Hendriksen killed his creator, and began to slowly create his own scourge, until he was locked away by a group of Lenape Shamans and Dutch Wizards (White Council Wardens), in a cave sacred to the Lenape and residing above the crossing of 4 major ley lines on the Lower East Side of Manhattan. There he rested, imprisoned, until an ambitious developer, Gilbert Radburn, broke into the cave in search of Lenape Artifacts of power which would give him immortality. Radburn was defeated, but the resulting earthquake and explosion freed Hendriksen and his Scourge form their captivity. They soon sought shelter beneath the new 9/11 Museum and the warrens of Ground Zero, which rests on the exact location where the first Dutch Trading Post was established, and the have begun to establish themselves as a power in the City.

The Escobado Cartel - Consisting mostly of immigrants from Columbia, this Red Court Cartel fled to New York in the early 1980's as members of the Brotherhood of St. Giles utilized American anti-drug efforts within the Columbian Jungle, to strike at several powerful Red Court families (the most violent being the American bombing of a meeting of several Leading Cartel Families, all Red Court, unbeknownst to the Americans. This 'tragic Car Bombing' led to the eventual resignation of the President, National Security Advisor, and Director of Operations of the CIA). The Escobado Cartel resides in the South Bronx, their headquarters within site distance of Yankee Stadium, where they manage most of the drugs and prostitution within New York. This brings the cartel into conflict quite often with the more mortal, yet powerful criminal elements of the City, including the Genovese Family and Lucciano Crime Syndicates (Mafia), the Romanov Family (Russian Mafia), and the Nakamura Clan (Yakuza) as well as the NYPD and the FBI.

House Howe - The White Court Vampires of House Howe, feed on Fear, and are a splinter House of House Malvora, and with the recent events in Chicago which severely weakened House Malvorra as well as decimated its numbers, appears to be moving towards superseding its original House. House Howe, was founded by William Howe (alias William Malvorra), British General, and Head of the British Occupying Force during the American Revolution. Feeding on the fear spreading throughout the city, Howe and his 'children' (other members of House Malvorra who followed him) grew in power, and in numbers. Shortly after the War's end, the General sought retirement, and returned to England where he 'died'. After his 'death', he returned to New York to lead his House, masquerading as his son, and has done so, ever since. Through a series of 'deaths' William Howe's 'sons' (Howe Himself), have maintained control of the Family and it's fortune. He continues to grow his House's numbers by bringing White Court from other Houses beneath his protection, the most prominent being Steve Rubell (of House Raith), owner of Studio 54.

The Fomor - While a relatively new power, their presence is felt throughout New York, especially along the areas near the Rivers and Harbor. Originally formed form the survivors of the Deep Ones, the Fomor now take in the cast-off, both Supernatural and Mundane, of the darker parts of the Mortal and Supernatural world, and give them shelter, a home, and a cause. The Fomor operate mostly from the Docks, centered on Fisherman's Wharf, with a secondary location somewhere near the USS Intrepid Museum. Fomor operatives range from Mortal thugs and psychotics to Wildfae, outcast Red Court Vampires, Immortals, fallen Halfbloods, and Deep Ones. Traditionally seen more as Muscle For Hire, the Fomor have begun spreading out into other ventures. With their origins lying with the Deep Ones, the Fomor have a strong connection to The Great Old ONes, more specifically to Cthullu, and have been know to call upon Outsider aid, from time to time. The Fomor also have strong connections to the Mortal Underworld, specifically the Luciano Crime Syndicate and the Nakamura Clan.

Lucciano Crime Syndicate - Founded in the 1920's by Sicilian Immigrant "Lucky" Lucciano, and still run by Lucky today, the Lucciano Crime Syndicate made a name and fortune during Prohibition, in bootlegging, and is the Crime Syndicate from which one Alphonse Capone learned his trade before moving to Chicago. Lucciano was deported by the US Government in the late 30s and then allowed back in after agreeing to keep the Docks free of Nazi infiltration durin World War II. Unbeknownst to any, Lucky is an Immortal, a member of that rare breed of human that cannot die (except by losing their head). Unlike others of his kind, he has not taken on another identity, and uses the fear of his immortality and eternal youthfulness to keep those beneath him in line. It is said around NYC, no one crosses Lucky more than once. The Lucciano Syndicate controls most of the the various "Organized' criminal elements in the City, and keeps a close eye on those it does not.

Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on January 23, 2012, 11:23:51 PM
Name:   Main Branch, New York Public Library (Stephen A. Schwarzman Building)
Theme:
      The Idea:
Haunted Main Branch of the Largest Library in America
      The Aspect: I Ain’t Afraid of No Ghost
      The Face(s): Lucy O’Connell (Head Librarian)
Description:
Often referred to as the "main branch," the Beaux-Arts landmark building on Fifth Avenue and 42nd Street houses outstanding research collections in the humanities and social sciences as well as a circulating children’s collection.  The non-circulating graduate-level collections were initially formed from the consolidation of the Astor and Lenox Libraries, and have evolved into one of the world's preeminent public resources for the study of human thought, action, and experience -- from anthropology and archaeology, to religion, sports, world history, and literature.
The Stephen A. Schwarzman Building is renowned for the extraordinary comprehensiveness of its historical collections as well as its commitment to providing free and equal access to its resources and facilities. It houses some 15 million items, among them priceless medieval manuscripts, ancient Japanese scrolls, contemporary novels and poetry, as well as baseball cards, dime novels, and comic books.
The Stephen A. Schwarzman Building is part of The New York Public Library, which consists of four major research libraries and 87 branch libraries located in the Bronx, Manhattan, and Staten Island. In addition to collecting the rare as well as the commonplace, it has, since the very beginning, acquired materials often regarded as controversial or even offensive by some. For instance, during the height of McCarthyism in the late 1940s, it actively acquired materials from the Left and the Right, despite the objections of government and citizens' patriotic groups.
The ways in which the resources of the Stephen A. Schwarzman Building have been used are as diverse as the collections themselves. To cite but a few examples:
•   During World War II, Allied military intelligence used the Map Division for research on the coastlines of countries in the theater of combat.
•   Television and print journalists first consulted the Slavic and Baltic Division when covering the changing political structure of the former Soviet Union.
•   Authors of countless literary and nonfiction books cite the Library as a major resource in their work.
•   Newly arrived immigrants as well as descendants of the Founding Fathers have reconstructed family histories and located long-lost relatives through records in the Milstein Division of U.S. History, Local History and Genealogy.
The origins of this institution date back to the time when New York was emerging as one of the world's most important cities. By the second half of the 19th century, New York had already surpassed Paris in population and was quickly catching up with London, the world's most populous city. Fortunately, this burgeoning and somewhat brash metropolis counted among its citizens men who foresaw that if New York was indeed to become one of the world's great centers of urban culture, it must also have a great library.
Among the Supernatural community, the Library is famous as the location of the first ghostly encounter between a ghost, and those mortals who would later go on to be known as the “Ghostbusters”. The Ghost of the library, believed to be the spirit of Ethel Castor, a librarian brutally murdered in the library on December 7, 1841, was never ‘busted’ by the famous Paranormal Investigators and Eliminators, and sightings of Ethel continue to be reported by Library patrons.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on January 23, 2012, 11:24:51 PM
Name:   55 Central Park West, New York
Theme:

      The Idea: Location of former Apartment building built by Occultist Architect
      The Aspect: Spook Central
      The Face(s): Dana Barrett
Description:
Across the street from Tavern on the Green (in Central Park), 55 Central Park West is the location of the infamous Goser incident (aka the Nerve Gas Attack of 1985). Glossed over by the Government (both Federal, State, and Local) as a terrorist incident involving highly sensitive nerve agents, this corner is the location of the largest Para-Temporal cross rep in the world. It was here that the Sumerian God, Goser, entered into the world, intent on destroying human civilization, only to be stopped by four mortal equipped with a little knowledge and nuclear accelerator particle weapons.
In reward for their efforts, the Ghostbusters were arrested, their assets seized, and they were never seen again. Shortly after the incident, the original building was torn down and a new, more modern Apartment building was built on the location. Oddly enough, one of the people involved in the incident, NYC Philharmonic Lead Cellist Dana Barret, was one of the first people to move into the building (along with her son, Oscar), where she remains a steady presence in the building, making all who move in feel welcome. It helps that Oscar Barret was recently installed as Superintendent of the building.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on January 24, 2012, 07:43:37 PM
I was working on a Grimm as well. Was thinking the high Lore skill would give that 'that one is icky' indication. Don't want to use the Sight each time to see through Seemings though. Maybe a specialized evocation to pierce it?
Wouldn't be quite so 'accidental' as the TV show (when the other guy gets mad) but would be close.

However, as suggested by others, a Supernatural Sense that lets one sense or see Glamours should work.

I need to put it to paper. Got a few more templates to do anyhow
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Sanctaphrax on January 25, 2012, 09:26:27 PM
Looks pretty good to me. Nothing more to say.
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on January 30, 2012, 10:18:04 PM
Really? Nothing more to say? I don;t know whether to be shocked or impressed  ;D

However, I could use some assistance in polishing up the Themes some more I think.

Also, anyone got some suggestions for any other Powers for the City? Right now too many Vampires and not much else. :)
Title: Re: Shadows Over New York - New Setting (Templates, Locations, etc) Need Review
Post by: Keryth on February 01, 2012, 04:03:40 PM
Magical Groups
The White Council is not the Only Magical Power of Mortal Wizards in the World (much to its recent surprise). Several other Magical Groups operate out of New York City, though all have agreed to abide by the Council's Laws of Magic

(Note: For now this is only a list)
The White Council
The House of Life (Egyptan Pantheic Magicians)
Anonymous (Technomancer Hackers)
The Watchers Council (More Responsible for overseeing Slayers and Immortals, but all Magically Trained Practitioners)
Title: Re: Shadows Over New York - NEW STUFF ADDED. Please Review
Post by: Keryth on February 10, 2012, 04:13:56 PM
Any comments or criticisms on the new stuff?
Title: Re: Shadows Over New York - NEW STUFF ADDED. Please Review
Post by: Sanctaphrax on February 10, 2012, 06:04:59 PM
Well, I am interested in seeing these other magical groups fleshed out. But I can't say more until I see more.
Title: Re: Shadows Over New York - NEW STUFF ADDED. Please Review
Post by: computerking on February 10, 2012, 06:06:34 PM
Well, I am interested in seeing these other magical groups fleshed out.

Me too, Especially the House of Life...
Title: Re: Shadows Over New York - NEW STUFF ADDED. Please Review
Post by: Keryth on February 14, 2012, 03:46:55 PM
The House of Life
In ancient Egyptian writings and architecture, the House of Life is an institution aligned with kingship, preserving and creating knowledge in written and pictorial form. According to House Records, it is also where magic was invented (though other organizations, The White Council in particular, would argue this fact). The House of Life, also known as the Per Ankh, is an organization of Egyptian magicians, founded by the god of learning, Thoth. In ancient times, each temple in Egypt had a branch called the House of Life. They could perform amazing feats via magic and could call upon the power of the gods. In modern times, the organization has become global and operates out of three-hundred and sixty nomes worldwide. The House is primarily operated in the First Nome, specifically the remains of the ancient city Heliopolis. Young magicians are trained here, acting as the House's 'operators'. At age thirteen, they are assigned to a specific nome and typically leave the city. The Chief Lector of the House of Life also resides within Heliopolis, sitting at the foot of the pharaoh's empty throne.
Ranks of magicians:
The head of the House of Life is the Chief Lector, who served as the pharaoh’s head magician and right-hand man in ancient times.
Sem priests are the senior magicians, the eldest and most powerful members of the House, who oversee the 360 nomes around the world and report to the Chief Lector.
Scribes are rank and file magicians. They are called scribes because writing is a form of magic, and a scribe in the House of Life has learned to summon magic simply by writing or saying magical words.
Initiates are magicians in training.
The tools of a magician:
Each magician is expected to master the staff and the wand.
The staff is your primary offensive weapon. It can be used to control the elements, summon spirits, or simply whack bad guys on the head. It can also be turned into any number of helpful creatures like snakes, hippos, or crocodiles.
The wand is usually a curved piece of hippo ivory (yes, we know it looks like a boomerang). It is your primary defensive weapon, used to ward off enemy spells, counter curses, or repel enemies. It can be used as a throwing weapon to knock away attacks, or held up to create a magic shield. It can also be used to draw magic protective circles and cast healing spells.
The magician’s box: Each magician carries supplies for casting spells. These include papyrus, stylus and ink for writing scrolls, wax for making shabti statues, and other protective charms and amulets.
Shabti statues: Shabti means ‘answerer.’ A good magician can craft statuettes that come to life on command and perform any number of tasks, from doing laundry to fighting battles.
Major fields of study:
Elementalist: Learn to control the four basic elements, earth, fire, wind, and water. A good elementalist can summon the forces of nature to launch devastating attacks.
Diviner: A rare gift, diviners can tell the future. This is a dangerous path, and can lead to a terrible fate.
Animal charmer: It may sound simple, but animal charming was an important skill in ancient times, and can still be a very powerful discipline.
Necromancer (rehket, seer): Skilled magicians can summon spirits of the dead to answer questions or perform tasks, even haunt people’s dreams. The spirits of the dead were important forces in Ancient Egypt, and the necromancer can use these forces or ward them off as needed. (This is a very GREY area where the laws are concerned and this path should be tread upon lightly. Zombies and animated mummies are strictly forbidden)
Healers (sunu): The House of Life got its name from its ability to cure disease with magic. Back in ancient times, medicine and magic were the same thing. Magical healers can cure all sorts of wounds and diseases. This is a very popular and respected discipline
Charm-makers (sau): The sau are magical craftsmen who know how to make amulets, rings and other powerful charms. They aren’t always the fastest combat magicians, but they can make incredible tools to help in a fight.
Combat magician: Combat magic involves the use of an avatar, which envelops the user in magical armor. Not the subtlest form of magic, combat magicians require a great deal of stamina and strength.
Path of the gods: In the olden times, magicians could study the path of the gods, drawing magical power directly from one of the Egyptian gods. A combat magician, for instance, might draw on the power of Horus, god of war, to become unbeatable in combat. The ultimate goal was to become the “eye” of the god – a perfect combination of mortal will and godly power. The gods are unpredictable however, and often use mortals as their tools. This is why the path of the gods is now forbidden.
A Map of the Nomes
In olden times, Egypt was divided into districts called nomes. Today, the system is different. The entire world is divided into 360 magical districts called nomes. The magicians in each nome strive to protect the mortals in their region from magical threats like gods, demons and monsters. It’s a tough job, but someone has to do it.
The First Nome: Egypt. Naturally. The headquarters for the House of Life lies under the modern city of Cairo. All initiates are trained here, and the Chief Lector rules from the foot of the pharaoh’s throne in the Hall of Ages. This is the very heart of Egyptian magic.
The Fourteenth Nome: Paris. Home of Michel Desjardins, sem priest and senior advisor to the Chief Lector. Paris has been an important nome since the days of Napoleon, who the French emperor invaded Egypt and brought back many relics. Later, Desjardins’ ancestor Champollion decoded hieroglyphics using the Rosetta Stone.
The Twenty-first Nome: Greater New York. The first nome established in North America, this is the home of the Kane family, whose headquarters is in a magical Brooklyn mansion overlooking the East River.
The Three-Hundred and Sixtieth Nome: Antarctica. The last nome established, there is no one here except a few very cold magicians and some magic penguins.
Title: Re: Shadows Over New York - NEW STUFF ADDED. Please Review
Post by: computerking on February 14, 2012, 06:20:20 PM
The House of Life
In ancient Egyptian writings and architecture, the House of Life is an institution aligned with kingship, preserving and creating knowledge in written and pictorial form. According to House Records, it is also where magic was invented (though other organizations, The White Council in particular, would argue this fact). The House of Life, also known as the Per Ankh, is an organization of Egyptian magicians, founded by the god of learning, Thoth. In ancient times, each temple in Egypt had a branch called the House of Life. They could perform amazing feats via magic and could call upon the power of the gods. In modern times, the organization has become global and operates out of three-hundred and sixty nomes worldwide. The House is primarily operated in the First Nome, specifically the remains of the ancient city Heliopolis. Young magicians are trained here, acting as the House's 'operators'. At age thirteen, they are assigned to a specific nome and typically leave the city. The Chief Lector of the House of Life also resides within Heliopolis, sitting at the foot of the pharaoh's empty throne.

Awesome. Must Steal major bits of this...
Title: Re: Shadows Over New York - NEW STUFF ADDED. Please Review
Post by: Keryth on February 14, 2012, 10:20:19 PM
Anonymous
Anonymous (used as a mass noun) is an Internet meme that originated in 2003 on the imageboard 4chan, representing the concept of many online and offline community users simultaneously existing as an anarchic, digitized global brain. It is also generally considered to be a blanket term for members of certain Internet subcultures, a way to refer to the actions of people in an environment where their actual identities are not known. What is less known is that the group, while mostly Vanilla Computer Hackers of various skills, is led by a core group of Technomancers centered in NYC. Their advantage over the more normal authorities which have tried to shut down the group have only enhanced the groups notoriety.
In its early form, the concept has been adopted by a decentralized online community acting anonymously in a coordinated manner, usually toward a loosely self-agreed goal, and primarily focused on entertainment. Beginning with 2008, the Anonymous collective has become increasingly associated with collaborative, international hacktivism, undertaking protests and other actions, often in retaliation against anti-digital piracy campaigns by motion picture and recording industry trade associations. Actions credited to "Anonymous" are undertaken by unidentified individuals who apply the Anonymous label to themselves as attribution.
Although not necessarily tied to a single online entity, many websites are strongly associated with Anonymous. This includes notable imageboards such as 4chan, their associated wikis, Encyclopædia Dramatica, and a number of forums. After a series of controversial, widely-publicized protests and distributed denial of service (DDoS) attacks by Anonymous in 2008, incidents linked to its cadre members have increased. In consideration of its capabilities, Anonymous has been posited by CNN to be one of the three major successors to WikiLeaks
What is of more importance, however, is the Inner Circle. This group consists solely of Technomancers, unbeknownst to the more vanilla members of the Group. Whether these technomancers come by their abilities through training or sponsorship, is unknown. It is believed by many that it is a mixture of both, with the logical sponsorship originating with those Outsiders known as The Great Old Ones. The Inner Circle closely guards their identities behinds walls of false leads and blind alleys, and their true identities remain unknown to any, even their fellow Inner Circle Members.
The true motivations of the Inner Circle are unknown, but for now have seemed benign and mostly with the more public agenda of the group as a whole. What little is known about the Inner Circle has been gleaned at great cost by the Technomancers of The Laundry (the Techno-magical branch of the British Secret Service) and shared with a small select group (Primarily the Senior Council of the White Council and the Chief Lector of the House of Life, and the Director and Assistant Director of The Agency (The Covert US Department responsible for Magical Issues/Affairs)
Title: Re: Shadows Over New York - NEW STUFF ADDED. Please Review
Post by: Sanctaphrax on February 14, 2012, 11:23:00 PM
I like the fluff for both, though I'm not sure exactly what the House Of Life does day to day or how Anonymous is organized.

How big is the House Of Life?

How were you planning to model these groups mechanically?
Title: Re: Shadows Over New York - NEW STUFF ADDED. Please Review
Post by: Keryth on February 15, 2012, 05:04:51 AM
I like the fluff for both, though I'm not sure exactly what the House Of Life does day to day or how Anonymous is organized.

How big is the House Of Life?

How were you planning to model these groups mechanically?

Well, for Anonymous, I need ot work up the Technomancer template first. AND the Group will get modified some more as I work more into it. It's gonna become more insidious I think, with the whole Hacktivist things as a front.

The House of Life is not as big as The White Council. None of these groups are meant to rival the Council, just to provide flavor and a slightly different style of group. My forthcoming game is all about options and variety. Though, as the listing states, they all have agreed to abide by the Laws (for PCs anyhow. NPCs can violate as needed).
Title: Re: Shadows Over New York - NEW STUFF ADDED. Please Review
Post by: Keryth on March 01, 2012, 07:03:24 PM
Knight of the Word
The Knights of the Word are a group of Knights devoted to the "Word" and dedicated to opposing the Void in any form it may take. The Knights are the "Words" enforcers, they are stronger than any normal person and cannot be beaten in combat when it is a level battle field, the Knights of the Word believe they are the world's only chance at defeating the Void and saving it from total destruction.

Knight's Commandments
1. Each Knight has a duty to oppose the Void in any form it may take.
2. Each Knight is duty bound to help anyone in need of his or her help, if he or she can provide it.
3. Each Knight will follow the Word's teachings and seek to do the bidding of the Word at all times.
4. No Knight will kill an innocent.
5. No Knight will denounce the Word or any of it's teachings

Musts:Knights of the Word must have a high concept that is in line with their nature as a Soldier of the Word - such an aspect will be the source of many opportunities for invocation, but it also carries the weight of the responsibilities and codes of behavior expected from such men and women of faith.

A Knight of the Word must have a fairly high conviction and discipline ratings. In addition, Knights of the Word mist take the following supernatural powers:
Black Staff of the Word [-3] Item of Power already baked in which provides:  It is what it is (a Staff of black wood), Unbreakable, Imparted Abilities: Channeling (Fire), holy (see sword of the cross), and Refinement (+1 control and power focus to fire spells (within the limits of the Knight's Lore))

In addition to the Staff, Knights of The Word gain the following:
Wizard's Constitution
Bless This House [-1]
Guide My Hand [-1]
Supernatural Senses [-1] - To see the auras of creatures of The Void (aka evil supernaturals (Denarians, Vampires, Demons, etc.))

Options: None

Important Skills: Conviction, Discipline, combat skills

Minimum Refresh Cost: -6

From the Casefiles : The Word and the Void Series by Terry Brooks
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on March 01, 2012, 07:18:31 PM
Vampire Slayer
The Slayer is a woman, chosen magically from a pool of potentials, who has the gift to detect and destroy vampires of each court.

Musts:
Must have a high concept that speaks to their being a slayer.

Inhuman Strength [-2], Inhuman Recovery [-2], Inhuman Toughness [-2], The Catch(piercing weapons)

Options: None

Important Skills: Fists, Discipline, Alertness, Athletics, Might, other physical skills

Minimum Refresh Cost: -6

From the Casefiles : Buffy The Vampire Slayer TV Series
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on March 01, 2012, 07:24:38 PM
Halfblood
Halfbloods are the general term given to the children of the Olympian Deities. Trained at Camp Half-Blood in Staten Island, the Halfbloods are sent out into the world on quests to battle evil and darkness, and to counter threats against the Olympians.

Musts: A halfblood must have a high concept indicating their parentage (Daughter of Athena, Son of Ares). The Big Three (Zeus, Poseidon, and Hades) are forbidden to PC's

Inhuman Recovery [-2], Inhuman Toughness [-2], The Catch (Weapons of the Old World (swords, daggers, bows, etc.)

Options: abilities based on their parent to be determined with gm consent upon creation)

Important Skills: Fists, Discipline, Alertness, Athletics, Might, other physical skills

Minimum Refresh Cost: -6

From the Casefiles :
The Percy Jackson Novels by Rick Riordan
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Sanctaphrax on March 01, 2012, 08:08:38 PM
+2 Bonus to a relevant skill set determined by their parent (is Aphrodite: +2 on Social Skills, Ares: +2 to Combat Skills)

I really really don't think that this is a good idea. I beg you, do away with this.

What's a vampire slayer's Catch?

Refresh costs for the Knights look wonky. The staff gives 4 refresh of powers and sounds pretty obvious, so why does it cost 3? Is it actually quite concealable somehow?

Also, why do they have a minimum cost of -6? Do they also need Marked By Power and Refinements or something?
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on March 01, 2012, 10:22:24 PM
I really really don't think that this is a good idea. I beg you, do away with this.

What's a vampire slayer's Catch?

Refresh costs for the Knights look wonky. The staff gives 4 refresh of powers and sounds pretty obvious, so why does it cost 3? Is it actually quite concealable somehow?

Also, why do they have a minimum cost of -6? Do they also need Marked By Power and Refinements or something?

Well, any suggestions for replacing the bonuses for the Halfbloods? Trying to show their connection to their parent deity.

The catch for Slayers is open because I don;t KNOW what it should be. Hoping to get some suggestions from the community

Did I calculate something wrong on the Staff? It's is a fairly obvious item of Power, not concealable.

And the Knights was-5 refresh, not -6. I believe my math was correct. Added Supernatural Senses, so it's -6 now. Of course, if the IOP cost goes up, so will it
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Sanctaphrax on March 02, 2012, 07:34:54 AM
Halfbloods probably have different powers depending on their divine parents. Poseidon's kids would have Aquatic, Hades's would have Ghost Speaker, and so on.

But halfbloods are probably mostly about stunts and IoPs. They rarely use overtly supernatural abilities, IIRC.

Can't help with the Slayer Catch.

Could you break down the Knight math for me? Here's how I see it:

Staff gives +2 rebate and grants:
Channelling for -2
Bless This House for -1
Guide My Hand for -1
Wizard's Constitution for -0.
Supernatural Sense for -1.

2-2-1-1-0-1 = -3.
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on March 02, 2012, 04:11:07 PM
Halfbloods probably have different powers depending on their divine parents. Poseidon's kids would have Aquatic, Hades's would have Ghost Speaker, and so on.

But halfbloods are probably mostly about stunts and IoPs. They rarely use overtly supernatural abilities, IIRC.

Can't help with the Slayer Catch.

Could you break down the Knight math for me? Here's how I see it:

Staff gives +2 rebate and grants:
Channelling for -2
Bless This House for -1
Guide My Hand for -1
Wizard's Constitution for -0.
Supernatural Sense for -1.

2-2-1-1-0-1 = -3.

Ok, there's where the confusion is. The Staff ONLY gives Channeling (Fire) from the powers list. The rest the Knight has regardless.

I'll modify the Halfbloods later removing the +2 bonus and adding some of the gods and powers s options.

And hows this for a catch for the Slayer? Weapons wielded by non-supernatural beings (Pure Mortals mostly)?
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Vargo Teras on March 02, 2012, 04:58:25 PM
The Catch for the Slayer, as far as we've seen in the show, is penetrating injuries.  Blunt force trauma is easily handled, but either a blade or a bullet seems to ignore Toughness and resist Recovery, putting a Slayer into the ICU just the same as it would any other character with an extreme consequence slot.

And there's really no reason to put a -2 power on a +2 Item of Power with nothing else.  I think Refinement might be the best solution, adding a +1 control and power focus to fire spells (within the limits of the Knight's Lore), or Marked by Power if you think IoP Refinements are hinky.
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Sanctaphrax on March 02, 2012, 07:18:55 PM
Still don't follow the Knight math. Making the IoP only give Channelling simply reduces its bonus to +1, therefore making the final cost -4 by my count.
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on March 04, 2012, 02:46:55 AM
Updated al three templates. I THINK the math on the staff works now
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on March 05, 2012, 07:43:40 PM
Modified the Knight again. It should give better mathwise now.
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Brackenfur on March 06, 2012, 11:44:48 AM
Quote
Musts: A halfblood must have a high concept indicating their parentage (Daughter of Athena, Son of Ares). The Big Three (Zeus, Poseidon, and Hades) are forbidden to PC's
Makes sense, Also I see where you're going with restricting the big three. Have you thought about bringing things from the  series following Percy's?
(click to show/hide)
Also I think it'd be cool to have a Prophecy or Quest as a Must too. Don't know if that would be fair, to restrict two of the Half-bloods Aspects, but still.
Quote
Inhuman Recovery [-2], Inhuman Toughness [-2], The Catch (Weapons of the Old World (swords, daggers, bows, etc.)
Options: abilities based on their parent to be determined with gm consent upon creation)
Minimum Refresh Cost: -6
Is the base -6 to ensure they get some other powers or a miscalculation?
Quote
Inhuman Strength [-2], Inhuman Recovery [-2], Inhuman Toughness [-2], The Catch(piercing weapons)
I get that we don't want to make them a heavy refresh but no Inhuman Speed? (never watched the show that much so assumption time) Wasn't Buffy/Slayer made to be physically comparable to Vampires and Demons? without speed she's lacking in a crucial area.

Quote
Minimum Refresh Cost (-5)

Notes: If a player wants to play a Whedonverse vampire they mUST have a HIGH CONCEPT ASPECT that explains their having free will. This may be taken only be taken with the GM’s approval
Honestly my only issue here is that by virtue of their refresh they have free will. Even for the lowest level game "Feet in the Water" (6 refresh) Perhaps this template could just represent the Free Will having Hellmouth vamp?
Additionally you could add/bump up their current powers and grant them the "Gifted With Soul" Power from the custom power list.

Quote
Gifted With Soul [+1]
Description: You are different from other Red Court Vampires. Normally your kind do not have a soul, for it is antithesis to your being, and destroyed once you have had your first killing feed. You however have somehow managed to store your soul in an item, making a phylactery of sorts.
Musts: You must be a red court vampire, must have an aspect that reflects this power.
Effects:
Silence the Beast. You loose your Echoes of the Beast power. As a Red Court Vampire with a Soul your beast is suppressed by the morals other Red Court Vampires lack. You are reimbursed for the refresh cost of Echoes of the beast, since you no longer have it.
Refresh Bonus. You have somehow maintained your soul, keeping free will. Add +1 to your refresh level.
Phylactery. Your soul is stored in an item that you must keep on your person at all times. If it leaves your person, you loose the above benefits, becoming an NPC. You may spend one fate point to give you one days time to retrieve the item.
Altered Catch. You are no longer burnt to a cinder in sunlight, but you are weakened in it. In sunlight your catch is automatically satisfied for any attack. In addition add a new condition to your catch: "Phylactery Damage."
Made Whole [-1]. If you take this upgrade your soul no longer resides in your phylactery, which becomes a mundane item, it has been restored to your body. You loose the "Phylactery" portion of this ability, and the "Phylactery Damage" condition on your catch.
linky:
http://www.jimbutcheronline.com/bb/index.php/topic,19934.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,19934.0.html)
Also couldn't think of a way to tangent to this but, you should totally have the Mist from the Olympian world. Not sure how really but it was so cool.
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on March 06, 2012, 10:25:25 PM
Makes sense, Also I see where you're going with restricting the big three. Have you thought about bringing things from the  series following Percy's?
(click to show/hide)
Also I think it'd be cool to have a Prophecy or Quest as a Must too. Don't know if that would be fair, to restrict two of the Half-bloods Aspects, but still.Is the base -6 to ensure they get some other powers or a miscalculation?I get that we don't want to make them a heavy refresh but no Inhuman Speed? (never watched the show that much so assumption time) Wasn't Buffy/Slayer made to be physically comparable to Vampires and Demons? without speed she's lacking in a crucial area.
Honestly my only issue here is that by virtue of their refresh they have free will. Even for the lowest level game "Feet in the Water" (6 refresh) Perhaps this template could just represent the Free Will having Hellmouth vamp?

Also couldn't think of a way to tangent to this but, you should totally have the Mist from the Olympian world. Not sure how really but it was so cool.

Not planning on using the new Percy Novels in my campaign. May add them in the future though.
The Mist is already in the Dresdenverse, Harry just doesn;t call it that. He refers in Dead Beat to how people write off what they see and refuse to believe the supernatural. This can be written off as the Mist. The halfbloods just have a word/term for it. Quests are not a must, especially since in this NYC setting, the halfbloods are 'being dispatched' by their parents to stem the flow of otherworldly evils. And thanks, half blood math is off. Math and I are not friends :)

Slayer is based on what was in the show, so, speed is not an ability. They never move faster than norms.

And the Vamps keep their refresh as it is listed. Otherwise they're far more powerful than other characters



Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Sanctaphrax on March 07, 2012, 04:28:49 AM
Well, NPCs don't have to use Refresh levels. They can have no free will even if they just have one stunt's worth of abilities.

Incidentally, I now have even less idea than I had before about where the Minimum Refresh Cost numbers come from. But you know what? It's irrelevant. Nobody cares about that number anyway.
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Brackenfur on March 07, 2012, 01:17:16 PM
Quote
Slayer is based on what was in the show, so, speed is not an ability. They never move faster than norms.
Ok makes sense, dont watch the show that much.
Quote
And the Vamps keep their refresh as it is listed. Otherwise they're far more powerful than other characters
My only point was that the must about a free will/soul holds back the hellspawn without any recompense. Story-wise it makes sense but they seem to be fairly restricted for a low cost template. If the hellspawn played with a wizard more likely than not the vamp would have the higher refresh! Power levels in Fate are a lil wonky. Also Spike didn't always have a soul right? but he worked with the gang from time time. This would still be a character without a soul but playable. (edit: wife pointed out this was do to a chip in his head or some such) The starting refresh would determine what has free will or not mechanically but in the theme of things that's really irrelevant. They seem to have free will just no moral compass without a soul, thus Angel. (Though many fae/vamps of Dresden appear to have free will too...)
Quote
Well, NPCs don't have to use Refresh levels. They can have no free will even if they just have one stunt's worth of abilities.
True, i wasn't looking at it from the npc direction. I don't care so much about the points there, so long as they're challenging to the players. I'm really more arguing on behalf of players that are theoretical.
Quote
Incidentally, I now have even less idea than I had before about where the Minimum Refresh Cost numbers come from. But you know what? It's irrelevant. Nobody cares about that number anyway.
You and me both good internet patron.
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on March 09, 2012, 05:21:03 PM
Well, NPCs don't have to use Refresh levels. They can have no free will even if they just have one stunt's worth of abilities.

Incidentally, I now have even less idea than I had before about where the Minimum Refresh Cost numbers come from. But you know what? It's irrelevant. Nobody cares about that number anyway.

I thought the minimum refresh numbers came from adding the minuses up for the template. Am I wrong about this?
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Sanctaphrax on March 09, 2012, 08:52:47 PM
No, you're right. But the minimum costs here don't seem to add up. Fortunately, that doesn't really matter.
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on April 04, 2012, 03:57:33 PM
Up to now, I have been casually working on NYC, without ever having run or played FATE or DFRPG. 20+ years experience in other RPGS though/

Finally have gotten around to my playtest of the DFRPG. This playtest is intended as a test of the FATE system with myself and my group, and will be using the LOCATIONS and POWERS and THEMES I have put here. The templates are not being used as this is a test of the system.

My group is rather large - 8 players, for this test, but the enthusiasm is fantastic and the player age ranges from 17 - 52, with an RPG experience range to match.

character creation was a huge success, many saying it is the most fun they have had making a character. I'll post the Characters their aspects, and stories as soon as I get them sent to me form all my players and keep everyone posted here as to how the test goes. Should it prove as successful as Character Creation did, I will be going full bore into fully developing NYC, posting more and more here for review/help from all of you, as my real Campaign would then need to be ready for launch in 6-8 months.

Off the top of my head, the characters right now consist of :
 White Council Wizard - Professor of Arcane Lore
 Pure Mortal - NYPD Lt. in their version of SI
 Minor Talent - Ghost Talker with Cassandra's Tears
 Focused Practitioner (Fire Evoker) - Spoiled Rich kid/Daddy's Little Girl
 Emissary of Chronos - Gangbanger making a name for himself
 Emissary of Thor - On a mission from god and bearing Mjolnir
 Emissary of Loki - Has no clue she is
 Changeling - Only living child of Leanansidhe
 
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Sanctaphrax on April 05, 2012, 01:27:18 AM
Glad to hear that things are going well. And the characters look interesting.

The Spare Character Concepts thread would probably appreciate your PCs.

PS: Is your playtest canon-only? Because if you're going to use homebrew stuff, I'd really like to hear about how it goes.
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on April 27, 2012, 05:39:22 PM
The playtest wraps up this Sunday, and has gone well. Was canon only, as everyone, including myself, was learning the system.

Everyone had fun. Character creation was a hoot, and combat was smooth and moved faster than any we've played before (and we've been gaming every Sat evening since 1991 now)

Looks like my Shadows campaign will be the next one the group does when the current Pathfinder campaign ends in another few months. In anticipation, I've set p an Obsidian Portal site for Shaows, which can be found at http://www.obsidianportal.com/campaign/shadows-over-new-york/wikis/home-page (http://www.obsidianportal.com/campaign/shadows-over-new-york/wikis/home-page). Still, I will be using this post for more homebrew stuff needing review and such. Thanks all for your help!
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Sanctaphrax on April 28, 2012, 08:51:30 AM
So the project's a success. Good job.

And you're welcome, of course.
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on May 08, 2012, 06:58:09 PM
Well, the Obsidian Portal site for Shadows is coming along nicely. Even has a video in it :)

It can be found at http://www.obsidianportal.com/campaign/shadows-over-new-york/wikis/home-page (http://www.obsidianportal.com/campaign/shadows-over-new-york/wikis/home-page)

If you guys could swing on by and take a look at it, and provide some opinions/critiques, etc, I'd appreciate it

And if you are a member there, I won;t say no to anyone who would like to add it to their favorite's list :)
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Sanctaphrax on May 08, 2012, 07:58:14 PM
First impressions:

-Video looks good.
-Lucky seems interesting.
-The mechanics for Immortals seem slightly sketchy, but I think they're workable.
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on June 25, 2012, 03:14:16 AM
Site is almost completed now. Almost all locations are up. Faces too. All templates are set. NPC listing is started
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Sanctaphrax on June 27, 2012, 04:33:36 AM
Have you considered posting this to the Resources thread?
Title: Re: Shadows Over New York - NEW TEMPLATES ADDED. Please Review
Post by: Keryth on June 27, 2012, 06:09:08 PM
I didn't know I could. I thought topics had to be moved there by the moderators.
Title: Re: Shadows Over New York - Website for NYC With Themes, Locations and Templates
Post by: Sanctaphrax on June 28, 2012, 04:43:00 AM
Sorry, I was unclear. I didn't mean the board, I meant this thread (http://www.jimbutcheronline.com/bb/index.php/topic,32385.0.html).
Title: Re: Shadows Over New York - Website for NYC With Themes, Locations and Templates
Post by: Keryth on June 28, 2012, 04:02:09 PM
Sorry, I was unclear. I didn't mean the board, I meant this thread (http://www.jimbutcheronline.com/bb/index.php/topic,32385.0.html).

OK. I will do just that
Title: Re: Shadows Over New York - Website for NYC With Themes, Locations and Templates
Post by: Keryth on April 23, 2013, 04:43:22 PM
Well, just want to keep everyone here posted as to the status of the campaign. It has been running now for a little over 2 months, with two 'Episodes' completed and a new character/NPC added to the mix. The address is in my signature, if anyone wants to see what is going on, but I'd like ot thank everyone here for their assistance, critiques, and knowledge. I never would have gotten this game going without your help, especially with the reviews of the locations and templates.

Also, without the Sponsored Magic: Super Science that I found on the boards here, I never owuld have gotten my new NPC going.

So, hop by, take alook, and let me know what you think!