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Messages - dragoonbuster

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121
DFRPG / Re: Stunt Ideas: "On Your Feet, Soldier!" and "Second Wind"
« on: January 12, 2016, 06:36:08 PM »
I personally think that there's already enough stunts to buff PCs without having to add to the list, in my opinion.

Custom stunts are the name of the game. Discounting another one that does something the others don't, because there are others to begin with, is kind of a strange thought process.

That said, I'm not a fan of clearing stress mid-scene. I do like Sanctaphrax's solution to avoid take-outs, but I think I might limit it even further to "once per session."

122
DFRPG / Re: City Assistance
« on: January 10, 2016, 11:54:42 PM »
Feel free to have a look at the Wiki on RagnarokNYC! There's also a map that I believe is up to date. (The wiki is sort-of up to date. If you sign up for an account and PM me @ "ChrisJ" I can give you access to some additional forum posts about things that have happened there.)

My advice in general is just do some reading up on the city, pick out places and things you like, and put a Dresden spin on them. Then make up other places--not all the Locations are real places in the city. New York is a lot like Chicago in that it is an epic crossroads--there are more distinct languages spoken there than anywhere else in the world--and a huge concentration of people. That means a large supernatural presence--lots of Ways in and out, and lots of food. Oh, and I'd familiarize yourself with the basic guns laws in the city/state, so you know what normal citizens can get their hands on without resorting to illegal purchases or needing special licenses, etc.

Some notable things we did that are kind of "obvious" options to use:
- The Red Court control most of East Harlem (with their majority Hispanic population)
- A Genius Loci in Central Park (plus Winter and Summer were always fighting over it before a PC claimed the place as his own territory, and they still fight to control the city's Groundskeeper in charge of the park's day-to-day).
- Grand Central Station is a huge nexus of Ways, so is Madison Square Garden
- This little gem featured in Ghostbusters is a real building (not as tall as made out to be in the movie). In our game, it's a lightning-rod for Ways to Faerie, and Winter/Summer are always trying to gain more influence over the building's owner. Could instead lead to somewhere else, or even be a crapshot, constantly changing.


123
DFRPG / Re: Are there rules for making holy water?
« on: January 06, 2016, 05:46:08 PM »
- Anyone with True Faith can probably make it, I'd say.
- I'd say any Mundane Leader of a Faith can make Holy water if their Faith Practice supports that belief.
- I'd say Holy Water is permanent until it's had a reason not to be Holy: despoiled or forgotten
- I'm not sure Thaumaturgy supports making Holy Water unless you have Soul-fire.  That said, I could there being a ritual for it.  And given the proper ritual materials and components - and belief - a wizard can probably make Holy Water.

This was the list I was about to draw up. Totally agreed here. Non-True Faith characters *might* have to spend a FP to make some, if they don't have a stunt related to it, but I could probably fall either way on that.

124
DFRPG / Re: Death Not-Curse
« on: January 03, 2016, 07:51:52 PM »
The death not-curse that comes to mind most readily is the one in the other Harry story. You know... that shield spell Harry's mum put on her infant son.

Definitely a completely different action of magic in that circumstance--Lily's magic had nothing to do with it; rather, it was laying down her life in front of her son that did it. She did nothing but sacrifice herself--the magic was "older than time" or whatever Dumbledore says.

Besides, are we really bringing in the terrible Harry Potter magic paradigm into Dresden now? Blegh.

125
DFRPG / Re: Death Not-Curse
« on: January 01, 2016, 08:50:18 PM »
But that is only true if a wizard is actually killed by someone else. If he dies in his bed after a long life with his descendants gathered around him why would he not give them his death blessing?

You can't. Doesn't work that way according to Harry. Death Curses require the kind of high-running emotions brought upon by untimely deaths. Peacefully drifting away doesn't provide the kind of emotional fuel for the effects you can get from Death Curses (or Death Not-Curses, as the case may be).

126
DFRPG / Re: Death Not-Curse
« on: December 31, 2015, 03:16:12 AM »
Hard for a wizard to think constructively while dying and mean it. But if they could, I expect you'd be able to accomplish some cool stuff.

127
DFRPG / Re: Christmas Special
« on: December 14, 2015, 08:16:18 PM »
Yeah, but the Krampus raison d'etre is to punish the naughty children.  There aren't too many kids on Wall Street.

There might be during family-friendly holiday parties.

It could happen....

128
DFRPG / Re: One more bit on Thaumaturgy...
« on: December 10, 2015, 01:29:43 AM »
But, If it does work exactly like thaumaturgy, it means people can do simple rituals without paying refresh for it...which seems unfair to me.

Well, Lore does have the "Common Ritual" trapping inherent to it. I'd say setting up a basic circle falls under that.

129
DFRPG / Re: Sponsors and debt
« on: December 09, 2015, 05:18:22 AM »
Wait, you can spend Fate Points to invoke Sponsored Magic like that?  Avoid consequences, stuff like that?

If you have Sponsored Magic, you should have an aspect covering that fact. You invoke the aspect...Sponsored Magic works like the rest of the game's rules with aspects, the only difference is you can charge to your Sponsor's FP "credit card" and go into their Debt occasionally. So if the Aspect fits with the invocation you're attempting...of course you can invoke it.

130
DFRPG / Re: One more bit on Thaumaturgy...
« on: December 08, 2015, 09:32:55 PM »
I might just call that a block using conviction and have it modified by Lore.

Harry is also clear that a non-magical mortal creating a circle must invest blood to make it work. So you might have to take a Mild Consequence to set one up if you don't have magic casting abilities, but that's a GM call. A bite to the spot between your thumb and forefinger may not be bad enough to qualify as a Mild Consequence.

131
DFRPG / Re: Quick and Dirty Domination
« on: November 04, 2015, 10:46:09 PM »
Not sure where you're getting Discipline vs Discipline on these conflicts, but Mental Conflicts--especially one involving domination over another being--should typically be Conviction attacking vs Discipline defending. You may also potentially justify Conviction as a defense.

Your ability to concentrate and keep your emotions in check doesn't let you run through someone's mind, your willpower--Conviction--does.

132
DFRPG / Re: How to work up an Emissary/Scion of a Dragon PC
« on: October 30, 2015, 11:19:37 PM »
Dragons can shapeshift. Any kind of physical attributes would be available, magic of all kinds (Sponsored or actual True Magic combinations), Supernatural Senses, energy breath weapons like fire, etc.

It depends on if he's coming from a dragon or Dragon. There are both. Butcher says there are only four or five Dragons left after Siriothrax was killed, including Ferrovax. These things are world-shattering powerful. Ferrovax is said to be powerful enough that in an even 1-on-1, Ferrovax could come out on top. You run away screaming from them, unless you're Michael. These things are like the Eastern visions of dragons; huge celestial beings who exist to regulate some matter of the universe.

Lowercase-d dragons are quite powerful, but more "reasonable." These are like Smaug, per Jim.


Either way...they do pretty much what they want. They're super powerful in all physical regards. They're very adept at magic. They can shapeshift and fly and all kinds of other nonsense.

A dragon or Dragon's agenda could be helping deal with thieves, protecting its hoard, adding to the hoard, dealing as a go-between for the Sponsor for "business" deals and whatnot in the supernatural world, to have its Emissary/Knight gain more notoriety/respect/influence for it. Etc. If the PC is a Scion, their progenitor may not care about them, maybe not want to get involved with them until they're a certain age/power level/experience level etc.

133
DFRPG / Re: Fanfic characters
« on: October 30, 2015, 09:51:36 PM »
....The Donalds need to be hardened, experienced Wardens of varying age.  One needs to be a True Badass....

And like I said before, these characters may or may not make it out of the story alive.  Some probably won't.  If you have qualms knowing your character may die in some fanfic story out there, I won't use them.  I can respect folks not wanting to see their characters die.

As long as he dies well.

Sergio Moretti was born to a very old family with a strong wizarding pedigree. The original Moretti, Sergio's great-great-grandfather, had been a powerful wizard in Italy in the 1600s. Most of the Morettis born since have been minor talents to one degree or another, with some notable exceptions, namely Sergio's uncle, who took over to head the family around the time Sergio was coming into his power.

Born in Seattle to a family who by now had acquired so much mortal wealth, contacts, and power (that's what the non-Gifted members of the Moretti family tended to spend their lives doing) they had become a twisted version of the Kennedy's, Sergio was different. He had kindness in him, a gentility not seen in the family...but he was ignored by his CEO-mother and Congressman father to be mainly raised by 'the help' until his talent started showing around 12 years old.

He was sent to a farm to learn from an old wizard (who's name I forgot!) who'd somehow entered into an arrangement with the Morettis...they protected him, or didn't extract revenge on him, or some such thing, and thus the old wizard stayed on his farm and trained the boys and girls the Morettis brought him as best they could, and it worked for him. Seeing Sergio was different, the old man encouraged the boy to follow his own path. Comic books and novels and his exposure to his downright nasty family made him yearn to be something better, and that desire eventually grew into a specific one: become a Warden and redeem the family name.

Of course, that was easier said than done. Once Sergio finally passed his test to enter the White Council, his uncle came around to see him for the first time in years. After Sergio refused invitation to the Dark Side, more or less, his uncle strangled the old wizard who'd trained Sergio to death in front of the young man's eyes, as an object lesson. Then he cut Sergio off from the family and exiled him, which left him untrusted and cast out of his family on top of being untrusted and looked down upon in the magical/White Council community as "another bad-apple Moretti."

Sergio spent seven years or so roaming the country, finding his place in things while helping those he could and constantly studying to improve his magic while working odd jobs to support himself. He taught old people how to dance the tango. He washed a lot of dishes. And he boxed professionally, for a time.

Fast forward and Sergio settled down on the opposite side of the country he started on, in New York. After a couple years there, Sergio has a successful-enough practice as a bounty hunter, has gained some contacts in the supernatural and police communities, and then he meets the Captain. (Captain Alexander, instead of Luccio, in our game, but that's immaterial.) While in attendance at a White Council meeting in New York, Sergio was instrumental in defending the meeting from a zombie/warlock attack. His display of powerful--let alone competent--evocations and tactical command inspired Captain Alexander to give Sergio the Gray Cloak he wanted so much. From then on, he set out with a cold sense of duty to wipe out the evil that was Lawbreaking. He'd seen and heard plenty as a kid and knew what evil looked like. So he set about wiping it out.

Rather young for a wizard, Sergio displays both an incredible capacity for raw magic power and the ability to control it. He is a tricky bastard when it comes to thaumaturgy and crafting. He is [The Craftiest Warden in New York] and happens to be [New York's Secret Spymaster] thanks to his network of contacts and several special thaumaturgic spying tools/techniques. He's gruff, thinks [First Impressions Are Everything], and a strong protector's spirit in him means he [Always Protects His Own]. He uses Soulgazes practically as a weapon at this point, using them as his way of measuring someone up quickly and efficiently (I swear...he's never come out poorly in a single Soulgaze exchange...).

A lot of the specific things that happened to Sergio during the course of gameplay probably don't make sense or just don't matter specifically to make it into your story. What is of note: Though he does have a lot of power and control at his disposal for evocation, he is very clever and way too good with Crafting. He lost an arm due to some ridiculous supernatural creature's acid, and fitted himself with a custom-made prosthetic arm that looks and moves exactly like his original, except the replacement appears to be living metal. Infusing the arm with his soul makes it a permanent part of him now. He made a deal with Asclepius' wife to help him attach it without leaving him in chronic pain. The time and learning that went into making and figuring out how to use the arm lead him to develop Magneto-level powers over metal; he can fly, throw around metal telekinetically all day, temporarily cover himself in a layer of skintight steel armor, etc. He's had all kinds of enchanted items I can elaborate on if you're interested. He can use all the classic five elements except Earth, plus "Metal" evocation. He generally sticks to lightning and metal evocations, liking to use entropy to create environmental hazards/changes and fire when necessary/appropriate. I always had him enchanting his own Warden swords--he prefers to use a family heirloom, the basket-handled broadsword Sirocco, so you could make him come about as a Warden after Luccio's body-swap if you wanted. Lately he's improves his abilities to the point where he no longer requires metal to fly (pure will-power application) and can conjure and animate (spectral-looking) magical constructs on the fly (like Cassius and his snakes but less evil) instead of requiring sitting down with a circle and classic thaum. With Thaum he's skilled in crafting, divination, worldwalking and Summoning. He acquired a strange magical map consisting of hundreds of pages that maps out all sorts of paths and Ways through the NeverNever...and it updates itself. Think Harry Potter's "Marauder's Map" in some ways but it doesn't tell you who's near you.

Weaknesses: quick to anger, takes on too much for himself and doesn't "share the load" he's carrying with others. Bit of a loner by nature and not quick to extend trust.

While only around 27-ish years old now (though, technically more like 37 after a run-in with a wizard that "aged" him with some entropy magic), Sergio has shown himself to be capable of amassing quite a lot magical knowledge, power, and technique. By now he is powerful enough to go up against a Senior Council member and come out on top, which has only made most of the Council trust him less...they believe he is gaining this power through nefarious means. Really, he just spends far more time in combat than most wizards and has the same inborn potential for greatness his great-great-grandfather did. He used to yearn for the Council's approval...now he's felt like he's more than vindicated his family name--his name, now, since starting his own family when he married a multi-generational storm-scion--and if the Council at large won't trust him, that's their fault. Alexander and the Wardens he's worked with know who he really is, and that's good enough for him.


Take whatever you like and throw out what you don't; I don't plan on publishing anything with him in it and I'm not so invested in a PC I can't let someone modify it for something I'm not playing....

134
DFRPG / Re: Scion of Beowulf - any recommendations?
« on: October 23, 2015, 08:18:57 PM »
There's nothing that says you can't have a fourth nail (some depictions of Jesus on the cross show him with nails in both arms and both legs).  In my game, we have considered the possibility that a fourth lost sword (Honorachius) is out there.  Or corrupted.

Fair enough. Personally I like and prefer the Faith, Hope, and Love trichotomy and I think a fourth sword would cheapen that a bit, but that's my game.

135
DFRPG / Re: Scion of Beowulf - any recommendations?
« on: October 23, 2015, 07:03:33 PM »
Double post

...a fourth one that has been kept hidden for a long time.

Can't have a 4th Sword of the Cross when there are only three Nails to go around...the Nail is the defining characteristic of a SotC.

My bet is Naegling would be an early version of Esperacchius, if it were any of the Swords. Before Beowulf slays Grendel, IIRC, it's pretty hopeless over there.

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