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Messages - Lord_Fizzle

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DFRPG / Re: Dresdenverse Aspects Compelathon
« on: May 18, 2010, 05:59:38 AM »
May you gain the notice of those in High Places

Invoke: You know the right words to say in a given situation to get access to those who someone of your standing shouldn't normally have access to (Contacting the mayor of a city, walking into the mafia don's club without an invitation, etc.)

Compel:  The higher ups tend to notice you, weather you want them too or not.  You often attract the attention of those substantially more powerful or influential than you.


Next One: I am What Comes Around

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DFRPG / Re: What counts as Cold Iron?
« on: April 22, 2010, 05:55:47 AM »
Occam's razored!

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DFRPG / Post your Items of Power
« on: April 21, 2010, 02:38:14 PM »
Hello all,  I have recently designed several items of power for my group and I am extremely happy with how they turned out.  The Item creation rules are really neat and it took me almost 4x as long to actually type out what the items do than to figure out the mechanics.  I thought I would share them with you all and see what else people had been coming up with. I think I played a bit fast and loose but I think taking the Refinement ability to give the item what essentially amounts to daily powers was a pretty neat idea.

The first Item is a torc that lets the user do a few things with water magic and has been in one character's family for generations.


Item of Power: Aquamancer's Torc [-1]


This Celtic style Torc is made from an unidentifiable silvery-blue metal.  it has several celtic knots running along its length chased in green and gold that look like cresting waves.  It was a gift from your grandmother and has supposedly been in your family for a very long time.  It gives the following abilities to a member of the O'reily bloodline who is "clued-in" to the supernatural.

Gains the Aquatic Supernatural Power (pg 162)  [-1]

Refinement [-1]  [4 Item slots]

   Water Armor [-2 slots]: When activated the torc causes the surrounding moisture in the air to reflect light differently so that you appear just slightly out of phase with where you are.  This confers an Armor :2 effect to you.  This effect can be canceled if the surrounding area is extremely dry or lacks water moisture of some kind.
   Ice daggers [-1 Slot]: You can send a spear of crystallized water up to two zones away from you.  Roll Fists; if you hit, you deal +1 physical stress (essentially, this is a thrown Weapon:1 that you can self-generate).  As with any weapon, you might be able to use your ice dagger to perform combat maneuvers if you can justify it, setting temporary aspects on the scene or on your opponent.  This effect can be canceled if the surrounding area is extremely dry or lacks water moisture of some kind.
   Ice Shield [-1 Slot]: The torc crystallizes all the water vapor in the surrounding area to form a protective shield around the wearer.  Once per game session this power can be used to surround the zone the torc is in, For two rounds it either provides 3 armor to everyone in that zone or acting as a six shift block.  It then applies the "Bone Dry" Aspect to the scene.
 
Swift Currents [-1]:  When the wielder of the torc is partly or fully submerged in water they gain the advantage of supernatural speed.  If they already have the power, it is enhanced by one level (But not beyond Mythic)


The second item is a sword given to the emissary of the phoenix (An individual that the Phoenix trains for 500 years to protect it when it reverts to an egg and becomes reborn)

Item of Power: Sword of the Phoenix [-3]

Description
A longsword, The blade is a fire red/orange and glows very faintly.  The colors flicker and move on the blade. The effects make it look as if it is a blade of fire.  However if touched the blade is clearly cold and made of metal. The hilt and guard are gold with red accents. The hilt can be opened to revel a small dagger entirely made of gold.  The guard is a pair of phoenix wings.  Despite being made of obviously heavy metals it is light and easy to wield, and always warm to the touch.  The sword is given to the protector when he is chosen.  It is a one of a kind item.  It is forged using left over ashes from the previous phoenix.  No other person can use the sword in battle.  If someone else tries to use the sword it will break in to many pieces. The sword will fix itself when ask to by the protector.  When the protector has completed his task he dies with the rebirth of the new phoenix.  At that moment the sword breaks in to many pieces and burns with a light as bright as the sun.

Abilities   (Assumes the Phoenix has a Lore of 4 and plenty of aspects to invoke in making an item dedicated to protecting it)

Refinement (-1): 4 Enchanted Item slots:
        Fire Blast (-1 slot) (Always on Rote Evocation Spell) : You can send a golden blast of fire up to one zone away from you.  Roll Weapons; if you hit, you deal +2 physical stress (essentially, this is a thrown Weapon:2 that you can self-generate).  As with any weapon, you might be able to use your Fire Blast to perform combat maneuvers if you can justify it, setting temporary aspects on the scene or on your opponent.  ("On fire" being particularly appropriate :-P)
        Phoenix Wings: (-1 Slot) (Based on the Escape Potion. When Created Phoenix Used the "Lord of Fire" aspect): You burst into a thousand motes of gold, yellow, orange and red fire.  These surge forward and slam against a barrier seeking the smallest openings.  They pass through and gather on the other side, joining back together to restore your physical form. (Minor Side effect: It hurts, A lot).  Once per game session you may easily and effortlessly move through almost any barrier. Mechanically, the consumer may cross to a nearby zone, passing through most mate-rial barriers to do so. Only a magical barrier with more than Six shifts of strength or a very well-sealed mundane barrier can prevent movement.
        Melt: (-1 Slot) (Fire based Counterspell / When created Phoenix Used the "For my Guardian" and "Lord of Fire" aspects when creating): You sweep the sword towards an evocation or thaumaturgical ritual that commands ice or cold, a blast of crimson fire strikes out towards the spell, grounding and dissipating magical energy.  Once per session you may make a counterspell roll against a spell or item that uses Ice or Cold in its casting.  This works exactly as described in the counterspell rules (pg 253) with the following exceptions.  The wielder of the sword may not make an assessment action to read how powerful a spell effect is (Unless they have the Lore skill separate from the sword).  The sword itself provides the power for the counterspell.  It is assumed to safely channel eight shifts of energy to counterspell.  You may spend fate points on your aspects to bolster this effect.
       Cauterize: (-1 Slot) (Fire Based Thaumaturgy / Based on "Reiki Healing Spell"):  You stand over a fallen friend and yellow fire falls gently from the sword licking at the wounds of your friend.  While they grimace in pain, they are no longer bleeding.  Once per session you may use the sword to reduce a physical consequence one step down the ladder for the purposes of recovery. The consequence still occupies its original slot.  The consequence must be something that could realistically be cured by applying fire to it (Most appropriately "Bleeding Profusely" "Thousands of Cuts" or "Frostbitten" as some examples)  These consequences change to "Burned" and can leave scars.  But sometimes getting uglier is better than dying.

While you possess the sword it heightens your speed and alertness to superhuman levels, dancing into the way of blows and striking back at enemies almost of its own accord. when wielding the sword with the backing of your patron you are considered to posses the following stunts:
Riposte (-1): On a successful defense with Weapons, you may sacrifice your next action to turn that defense into an immediate and automatically successful attack.
This Blade Wants to Protect Me (-1): You may use Weapons as a defense skill against ranged attacks (Thrown attacks and Guns)

Furthermore when wielding the sword you gain the following supernatural ability if you wish to spend a fate point to activate it for the scene:
Inhuman Speed (-1) (Discount for having to spend a fate point to activate for the scene)

Knight's Refuge:(-1) Finally the wielder of the sword has a place of sanctuary in the Nevernever.  He may spend a fate point to use the sword to create a portal directly to his sanctuary, bringing as many allies with him as his rank in the discipline skill.  (Aspects may be tagged to increase this.)  Once there it acts as a Demense (pg 170) and is considered to have a threshold equivalent to the bearer's discipline or conviction (Whichever is higher)  Bolsterd by the protection of the phoenix itself (+2).  Further the bearer may spend fate points on his aspects to increase the power of the threshold for a short period of time.



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