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Topics - bibliophile20

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31
DFRPG / Starting In Media Res
« on: January 25, 2011, 03:27:43 PM »
Has anyone started a Dresden scenario in media res? (even a Batman Cold Open counts).  I'm looking for advice on do's and don'ts. 

32
DFRPG / DFRPG Ninja Pirate Zombie Robots
« on: January 24, 2011, 04:24:21 AM »
So, as so enjoyably put by the TV Tropes page, the Dresden Files is full of strange but utterly AWESOME combinations that make sense in context:
Quote
The Crazy Awesome nature of The Dresden Files cannot be overemphasized. A polka-powered zombie tyrannosaurus! A cult of porn-star sorceresses! Ninja ghouls! Paladins with Kalashnikovs! Secret agent demon werewolves! A wizard with a vampire hairstylist brother! And so on and so forth.

    * And because this warrants reiteration: A Badass Longcoat-wearing, joke-cracking Private Eye wizard riding a zombie Tyrannosaurus rex powered by polka into battle against a legion of ghosts and super-zombies controlled by Necromancer Evil Sorcerers. Thank you and good night.

So, does anyone have anything from their own games to add to this list of awesomeness?  

I'll start:

Special-Ops Raccoons, complete with fully equipped tactical vests!
A Warden with a Red Court Infected Mob Boss Father and a Selkie Fiance!
A Happy-Go-Lucky Photomancer with a teenaged ghoul girlfriend!
A Retired SAS Lycanthrope Mercenary!
A Nerdy Hot Scientist Vampire!
A Demon Bard with a taste for rock!


I'm sure that these will pale in comparison to some of the stuff out there, but it's what I got off the top of my head.  So... ready, set, go!

33
DFRPG / Avoidance Spells
« on: January 23, 2011, 07:10:19 PM »
A question was recently raised in my group after a reading of Turn Coat.  The avoidance spells that Harry put on his hidey-hole: can they make them themselves?  And could minor gear be enchanted with a "don't notice me" enchantment, making them harder to spot, even in plain sight?  (i.e. the security guard just doesn't notice the small knife, his mind just skipping right past it and not registering it).

Thoughts?

34
DFRPG / Wizard Baiting For Fun And Profit
« on: January 13, 2011, 08:17:05 PM »
So, saying that wizards have a slight problem with modern technology is alot like saying that someone's "a little bit pregnant".  Bony Tony tried to use that to his advantage in Dead Beat, but failed to fully realize the arrogance of the man he was dealing with.  But his attempt to safeguard his loot using not one, but two layers of mortal tech, drove the plot quite satisfyingly. 

Thus, I've been playing with similar ideas for game plots--methods by which mortals can outfox wizards and other supernaturals by taking advantage of various mental and perceptual blind spots.  However, it doesn't seem that I'm quite canny enough, so I'm throwing this out there to see if anyone else has any ideas. 

Right now, the only thing that I've really been able to think of myself are QR Codes; freely available for both generators and readers, convenient reading of one "out in the wild" as it were, requires a smartphone, something that would last for about, oh, five minutes in Dresden's presence. 

Anyone got anything else to add to the pile?

35
DFRPG / Party and Organization Aspects
« on: January 12, 2011, 12:24:14 AM »
An idea that I've been fiddling with, sort of an organic outgrowth of the Location, Scene, Scenario, Session and Campaign Aspects idea.  So, straight up, what do people think of the idea of an organization having it's own Aspect(s)?  Or, in the case that originally inspired this concept, the PC party having its own overarching Aspects? 

In my PCs case, its becoming a running gag, "Time to split the party again!" which is what I'd use as the aspect; a compel would be against the entire party to have them split up and do their individual things that they're each good with, while an invoke from them would be a fortuitous arrival from other party members and such. 

But that and other group aspects wouldn't take up an aspect "slot", as it were, on their character sheets; its just something that has been recognized as, well, an aspect of their play style that I want to encourage.

So, thoughts on the concept and associated viability?

36
DFRPG / Pregenerated PCs for Convention Use, Please Critique!
« on: January 07, 2011, 07:39:56 AM »
Daren Slater, Geomantic Contractor

A big mountain of a man, Daren is skilled, persnickety general contractor with a minor talent for Earth magic.  Unfortunately, most people want it done fast and cheap, rather than skillfully.  He takes a small amount of pleasure in watching people who cut corners have to deal with the aftermath, but as that’s his primary bread and butter, the pleasure is usually eaten by having to deal with other people’s leftover idiocy. 


High Concept
Geomantic Contractor

Trouble:
Nobody Appreciates A Craftsman’s Work

Other Aspects
I Know Fung Shui
An Eye For Detail
Sturdy And Steadfast
Taken For Granite Except When Schist Happens
Like Arguing With A Mountain

Skills:
Great (+4): Discipline, Conviction
Good (+3): Craftsmanship, Endurance
Fair (+2): Might, Presence, Alertness, Intimidation, Contacts, Deceit
Average (+1): Lore, Burglary, Driving, Fists, Stealth, Scholarship, Investigation

Stunts:
Inexhaustible Power: You always have a bit more juice to draw upon. You may take two additional mild mental or physical consequences when facing the stress incurred from using evocation.

Was That Supposed To Hurt?: You are TOUGH. You don't avoid attacks, you just take them right. Use your Endurance skill to “dodge” attacks.

Fearless:
You are not easily scared. All attempts to intimidate you suffer a two shift penalty.

Powers:
Channeling [Earth, -2]


Stress:   
Physical ○○○○
Mental ○○○○
Social ○○○

Consequences: (P/M/S)
Mild:_________________
Mild (Evo):_________________
Mild (Evo):_________________
Moderate: _____________
Severe: ________________
Extreme: _______________


Total Refresh Cost: -5
Available Refresh: 3

37
DFRPG / IoP Concept: The Lamp of Diogenes
« on: January 06, 2011, 02:14:23 AM »


Item  of Power: The Lamp of Diogenes [-3]

One Time Discount: [+1]
It Is What It Is: The Lamp of Diogenes is just that: an old clay oil lamp. 

Unbreakable

Imparted Abilities:
The Soulgaze [-1]:
Diogenes carried this lamp in the daytime, claiming to be looking for an honest man. 

Master of the Soulgaze:
You are remarkably good at seeing the souls of others. Increase your Discipline and Lore skills by one when using them to interpret or defend in a soulgaze.

On A Mission Of Honesty And Cynicism: Your soul has a truly profound effect on those who see it. Add two to your Conviction skill when using it to make mental attacks in a Soulgaze.

Searching For An Honest Man: People's emotions are pretty damn obvious to you. Add two to your Empathy skill when using it to read people.



Thoughts?

38
DFRPG / It's not a rain of toads, but...
« on: January 03, 2011, 11:23:02 PM »
CNN: Falling Birds Died From Massive Trauma

What does it say about me that my first thought is, "Uh, oh, Summer's obviously gearing up for a fight"?  And that my second thought was how to use this as a plot hook for my game. :) 

So, does anyone have other weird nature news that they'd care to share that can easily be mined for plot hooks?

39
DFRPG / Artificial, Temporal Thresholds (Weekends, Months, Years, etc)
« on: January 01, 2011, 03:43:06 AM »
A household's threshold is artificial and spacial.  The thresholds of sunset and sunrise are natural and temporal.  The thresholds of Solstices have at least one effect in the Dresdenverse with Summer and Winter, and are natural and temporal.  So, the question is, do the human institutions of temporal management--weeks, months, years, decades, centuries--also have a threshold effect on magic? 

Or, in other words, does year's end have an effect?  (and, slightly more snarkily, did the White Council have a Y2K issue, with the end of the millennium on top of everything else?)

40
DFRPG / Fonts In The RPG Books
« on: December 29, 2010, 08:41:00 PM »
Just wondering what fonts were used for writing the RPG books, especially the font for the character sheets.  Does anybody know?

41
DFRPG / Dividing Potions
« on: December 29, 2010, 02:21:47 PM »
Question: Is it possible to divide and dilute down potions to get more uses out of them, at the cost of the potion's Strength?  Harry does it in Changes with a levitation potion, so I'm trying to figure out how it might work. 

42
DFRPG / Nevernever Locale: The Library
« on: December 22, 2010, 06:20:25 PM »
Been working on this, wanted to get some feedback, suggestions and other ConCrit before I put it up on the Resource Wiki.  

The Archive is not the only entity whose job description is to store all knowledge.  There are others out there.  One group of them is in the near reaches of the Nevernever.

Known as “The Library of Forever,” “The Library of Babel,” “The Library of Alexandria,” or simply “The Library” but often referred to as “L-Space” these days by some of the spirits, the Library is a massive library in the near reaches of the Nevernever. A seemingly endless complex, packed full of scrolls, tablets, books, tickertape, wall carvings and more, it is claimed that all knowledge ever known by mankind is present.  An omnipresent hush fills the halls, corridors and shelves, and any loud noise instantly brings Librarians running (Punishments for noise range from chores to expulsion from the Library, depending on the loudness).  The architecture can be described as “eclectic” with a considerable margin of understatement; Roman columns mingle with thatch and red brick, twig and twine scroll racks sit next to metal-sheet industrial shelving.  Also, the place is somewhat non-Euclidian in nature, although it is hard to notice at first, but after a while, one notices that the path just taken should have intersected itself a few times…

Needless to say, the Library does not use the Dewey Decimal System for the most part.  However, they are trying to convert the collection over, but the sheer size of the collection and the inundation of new material has made the efforts of the Librarians akin to bailing out an ocean liner with a child’s beach pail. 

The Library is vast, but not infinite; also, despite claims, not every bit of information possessed by the human race is here.  The key rule for an item entering the Library is that it is or has been archived somewhere accessible in hard copy.  Newspapers?  Yes.  Books?  They’ve got them, even the Print On Demand ones.  Tax records?  Going all the way back to Linear B and then some.  Government Contingency Plans In Case Of An Attempted Takeover By The Girl Scouts Of America?  Available down that corridor; turn right in half a mile at the bust of Gustav Adophus and make six right turns, check the upper left shelf.  Letters and other personal mail?  Nope.  Internet material?  It’s hit or miss, although the Kindle and other readers seem to make it easier.  Schoolwork, tests and homework?  Nope.  Report cards?  Yes.  CDs, DVDs and VHS?  Sorry, although some Librarians are deeply intrigued.  A general rule of thumb is that, if there is only one or a handful of hard copies, and those are kept by a single person, at most two or three, you won’t find it here. 

For the last 800 years or so, the Library has been lead and ruled by a coalition of several of the more scholarly deities from the Greek, Egyptian and related pantheons, including Athena and Thoth.  However, the day-to-day running of the library is almost completely relegated to the Librarians, spirits of knowledge who organize, catalog and run the place. 

Major and notable locations within the Library include Central Receiving, The Department of Art, The Department of Architecture, and Administration. 

Central Receiving is where the vast majority of new arrivals to the collection materialize, copied from their sources in the mortal world.  The vast room is best described as a mail sorting machine mated with either a kraken or a hydra; it is one (or several) large spirits, dedicated to sorting order from chaos.  Slides and conveyor belts run everywhere, overseen by heads, hands, lone eyeballs, tentacles, tendrils and various sensory organs, all dedicated to sorting the constant barrage of material into its component categories.  What isn’t sorted here is newspapers; the known periodic publication of the newspapers allows them to have their own separate Receiving Room elsewhere, which is massively less chaotic. 

The Department of Art and the Department of Architecture are closely related in the Library, although distinct.  The thing they most have in common is that they are shortcuts, after a fashion, to the rest of the complex.  Through the doors to the Department of Art, one can, if going the right direction, quickly end up at any piece of art, anywhere in the Library, or visa versa.  The Department of Architecture functions in a similar manner, and is reportedly responsible for building and expanding the Library.  Supposedly, somewhere in the Department of Architecture lies a complete and up-to-date map of the Library. 

Administration is the smallest—so far as such things go—distinct space in the Library, but is the most important, in its way.  In here lies the offices of the Librarians, the offices of the gods who officially run the Library, the Restricted Shelves, the visitor records, the “Library Fine” collector squad, and, most importantly, The Index. 

Among some, the Library is a popular Way though the Nevernever, its (relative) safety making up for its relative lack of utility.  Ways into and out of the Library are only found in deep, hushed repositories of knowledge, where all is quiet and one can be acutely aware of the weight of knowledge pressing down on and around them.  Typically, only major cities, old or large colleges and other major institutions will have such a Way.  (Although it is rumored that large, underground server farms can also host a Way).

Transiting the Library requires the aid of a Librarian; with the layout slowly changing to accommodate the increasingly growing collection, even known paths can and will change over time.  Typically, a Librarian will be happy to aid someone in finding the right exit, in exchange for a promise of help later. 

Also an option is research within the Library.  This requires Librarian aid and a promise for later help from the searcher.  Note that, even with the aid of the spirit, searching the library is a long endeavor.  For example, searching for a particular newspaper article from a known newspaper from a particular known month within the last hundred years has a difficulty of Great on a Scholarship roll and a time of an Afternoon.  Researching topics typically has a minimum difficulty of Superb on Scholarship or Lore, and a time of a Day.  (Note that a Maneuver from the Librarian to aid the research roll is not available, as the Librarian’s help is making the roll possible in the first place; however, in exchange for another future bit of help, most Librarians are happy to use their abilities to help further)

Promises of later help should be treated as oaths, promises and sponsor debt as appropriate.  Some rumors have it that those who spent too long in the Library at a stretch or who rack up too many favors become Librarians themselves, but there are too many Librarians, and too many new Librarians, for this to be true.  Typically, a promise of help leads to a chore in the Library—shelving, organizing, etc—that lasts somewhere between a few hours and a day. 

Librarians log all visitor activity with the Library, recording aid given, transits to and from, and research topics. 

The Library has been subjected to several raids over the centuries by the Venators in the course of the Oblivion War.  This has not endeared the organization to the Librarians. 


Librarian Spirit

The Librarians of the Library are spirits of intellect, whose native home is that of the Library.  What is known about the Librarians is little; while they share many characteristics as part of their function and purpose, they are individuals, with individual names, personalities, interests, specialties and appearances.  Mostly, they can be grouped into archetypes of librarians, scholars and scribes through the ages; more than a few are modeled after ancient wizards.  While numerous, there is supposedly a finite number of Librarians, although the number likely increases as the size of the Library increases—one of the hypothesized newcomer Librarians is an orangutan, clearly modeled after his inspiration from Sir Prachett’s Discworld, right down to the Ook. 

In personality, Librarians run the full range, from excitable info-vores who will happily talk a guest’s ear off on the latest in their area of interest, to the taciturn, only interested in getting their work done.  Most Librarians have an area of specialty, and tend to stick to the related area of the Library; thus, a regular traveler through the Ways of the Library tends to get to know the Librarians local to his Way. 


High Concept:
Librarian Spirit

Other Aspects
Collector, Collator, Categorizer of Knowledge
The Library Is The Entirety Of My Existence
Knowledge For The Sake Of Knowledge
Paid In Literature And Pop Culture
We Are Legion


Skills:
Superb: Scholarship, Lore
Great: Endurance, Discipline
Good: Stealth, Presence, Conviction
Fair: Alertness, Might, Investigation
Average: Fists, Empathy, Rapport

Stunts:
Occultist/Scientist: Most Librarians specialize in one field or another due to exposure and interest. 
Linguist: Librarians speak all languages with a written alphabet, although with varying proficiency.  Most Librarians speak about ten languages with levels of native poetic fluency.


Powers:
Cloak of Shadow [-1]; Librarians blend into the hushed silence and shadows of the Library as if they were a part of it. 
Pack Instincts [-1]: While individual spirits, Librarians have a low-grade hive mind type effect active. 
Supernatural Sense [-1]
   Strange Sense [-1] Able to know exactly where in the Library they are, and know the direction to a specific destination with precision.  Specific destinations are particular Ways out, or a particular known book (title, author, edition).
Gaseous Form [-3]: Librarians prefer to be solid when handling books (i.e. most of the time), but, for getting from place to place quickly when not being hobbled by visitors or stacks of books, they will turn to vapor and move.  The vapor has the distinctive and strong perfume of aged paper and ink.
Marked By Power [-1]; Librarians are of the Library, and are readily apparent as such.
Psychometry [-1]
Ritual: Divination [-2]
Inhuman Strength [-2]: The upper limits of a Librarian’s carrying capacity is typically determined by volume and the tensile/sheer strength of their loads rather than by weight. 
Inhuman Recovery [-2]
Inhuman Toughness [-2]
   The Catch [+3] is purifying fire.  Consuming fire, purifying the area of knowledge, is the greatest fear of Librarians. 


Total Refresh Cost: -16


EDIT: Added edits from my master copy; some typos have been fixed, and some clarifications made, as well as expanded on a few sections, including the description of the Librarians.

43
DFRPG / Silly Character Concepts
« on: December 10, 2010, 09:23:28 PM »
Just ejecting these from my gray matter.  I can't bring myself to use them any further as they've attracted horrible jokes in the mishmash I call a persona... and I'm afraid that I would be incapable of using them, even as NPCs, with a straight face.

Were-Equine Bartender; likes American beers.  This is unfortunate...
(click to show/hide)

Ghoul flight attendant.  Unworkable because of
(click to show/hide)

Little Fairy Drug Dealer. 
(click to show/hide)

Were-raptor soldier.  Unfortunately, he's a
(click to show/hide)
.

Anyone else got perfectly good character concepts that are unusable due to excessive mirth/really bad puns?

44
DFRPG / Recovery Powers Vs. Diseases
« on: December 09, 2010, 03:14:57 AM »
Mulling this point over: Would a mortal, like say, lycanthropes, that have a Recovery power gain any resistant to diseases?  Especially chronic diseases?  (Most especially viruses and STDs...)

Leaning towards yes, but only because of the logic that the recovery power is supernatural in nature and isn't apt to distinguish between diseases based on their exact bio-chemical makeup as it restores the individual to full health.  (Also, berserkers were known to be unnaturally hale during a disease-ridden period, so, point there).  However, I'm hesitant to "grant" additional powers/trappings, even when they make sense, due to the potential for abuse.

Thoughts?

45
DFRPG / DFRPG Resource Wiki
« on: December 08, 2010, 03:19:44 AM »
I've been watching the Resource threads grow, and it's getting a bit hard to find what you're looking for in there.  So, maybe I'm prejudiced because of how useful a wiki has been for my own DFRPG game, but I've been mulling over the idea of creating a wiki specifically for holding all of this tremendously useful material that being produced on this forum, starting with the Spells, Aspects, Generic NPCs and so forth, as well as the examples, spare character concepts and such.  

So, first, would such a wiki be legal, if it were associated with the board, and only contained the information for the purposes of collation and organization?  

And, second, the poll question, do people think it's a good idea?  Will it be used?  Will it be well integrated into the forum?  And so forth.

Thank you!

EDIT:
And Third, do it on Wikispaces, Wikia or someplace else?  Each one has it's own pros and cons.

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