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Messages - FishStampede

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46
DFRPG / Making a killing curse
« on: August 02, 2012, 04:21:18 PM »
I'm trying to make a killing curse to use if my villain decides to just take out the PCs, but I want it to be somewhat "Fair Play." That is, they have a good chance of escaping it even after it starts if they're clever enough, while also making for a nice and interesting scene as they try to escape its effects. Also, this is to exercise the thaumaturgy system so I can get a better handle on it, as hopefully I will never need to use this. I probably should have chosen something less difficult for my first custom spell, but I have to follow the muse.

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DFRPG / Re: The Apocalypse!
« on: August 02, 2012, 01:12:28 PM »
My main Denarian villain wants Harry Houdini's handcuff key so he can unlock the Gates of Hell. The PCs got to the key first, so they've got targets on their backs now.

I just want to say, Warehouse 13 is one of my favorite shows. Did you get the idea from there?
My end game is a return of the Dreamtime, an aboriginal myth about creation, only full of giant serpents and frogmen and murderous eagles. Making it a kind of fae court similar to the Erlking's court, having been repressed for thousands of years (Aboriginal folk lore covers approx 40000years after all) by shamans now that the aborigine tribes have been decemated the old wards have slowly faded. Monsters playground follows.

This one is also one of my favorites. I'm fond of tribal mythologies (as you can see with how I use Cherokee myth), and the Australians have a very, very interesting one. Most people don't quite realize it has a dark side too. ALL myths have a dark side. As Terry Pratchett put it, "Sooner or later, all the old stories are about blood."


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DFRPG / Re: The Apocalypse!
« on: August 02, 2012, 04:27:54 AM »
Niiiice power!  How many refresh would you say that's worth?  :)

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DFRPG / The Apocalypse!
« on: August 01, 2012, 02:03:05 PM »
Much like there's the BAT coming up eventually, I figure that every game should have a looming apocalyptic event that could totally wipe out everything the players hold dear. Oh, it's not today, probably not even soon. It may not even happen at all, but it's there. Waiting. Because sometimes, we just want to watch the (game) world burn. What's yours?

Mine:

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50
DFRPG / Re: Thaumaturgy: My brain hurts
« on: July 30, 2012, 08:11:32 PM »
I'll just unspoil and hope half the thread being unreadable will dissuade my players. You actually convinced me on the footprint issue. The fingerprint thing nailed it for me. Congrats, you won an argument on the internet.  :)

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DFRPG / Re: Thaumaturgy: My brain hurts
« on: July 30, 2012, 05:45:29 PM »
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DFRPG / Re: Thaumaturgy: My brain hurts
« on: July 30, 2012, 05:29:40 PM »
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DFRPG / Re: Thaumaturgy: My brain hurts
« on: July 30, 2012, 12:38:36 PM »
Good point on mook rules. The Raven Mockers have already gotten a nickname of Raven Mookers, when they aren't called Raven Knockers due to the fact they're naked and sometimes female (you'd be surprised at the boob jokes a half female group will still make). They're pretty weak willed and even the original myths point out how easily they can be killed or controlled by more powerful witches (all supernatural baddies were called witches by the Cherokee), so it'd make sense to get a "discount" when dominating them. Of course, what's good for the goose is good for the gander. I hope my PCs will be clever enough to realize how easy it is to control them and try to turn that against my villain.

The book actually does say that the first two steps can be done separate, and even recommends it on page 272.

I'll keep the alternate rules in mind for when/if my players start to abuse thaumaturgy, but they're really new right now and having more trouble than I am grasping the rules. Throwing in house rules is all well and good for experienced groups, but it's best for beginners if we're all (literally) on the same page.

Edit: I'm working on a few other spells for my villain. I have to spoiler this part:

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54
DFRPG / Re: Thaumaturgy: My brain hurts
« on: July 30, 2012, 02:31:09 AM »
Okay. That actually is more simple than I thought. So, the villain can break it up into 3 different spells, with the highest complexity being 9? That's easy enough to swing for a dedicated summoner. Man, if it's that easy, my summoner should seriously be looking for higher quality help.  ;D

Edit: D'oh! Misread the last part. That 20 is the real kicker. Finding ways to boost your complexity up to 20 would be an undertaking, to be sure...but probably doable on a mass scale if you are simply summoning multiple generic demons.

Also, just to make sure I'm reading it right, if you don't put more juice than your Conviction in, you can do it without taking mental stress? That makes summoning and binding really easy, and basically limited only by free time if you want to summon en masse. Good thing my villain has a day job. Oh, how long does each casting roll take?

This summoning breakdown is really useful, thanks. I think I will just straight up forward it to my player who is an ectomancer.

55
DFRPG / Thaumaturgy: My brain hurts
« on: July 30, 2012, 01:39:58 AM »
I finally managed to get how Evocation and focus items work explained to my players. I think we're at last on the same page with that one.

So then, I was going to give examples on how to build a couple thaumaturgy rituals...
one thaumaturgy ritual...
okay, this is how you pull off one of the rituals in the book...
I need a freaking drink!

Now, with my neurons having received proper ethanol-based coolant, I now need to actually figure out how to do a spell. Any spell!

Okay, for simplicity's sake, I'm going to make a summoning/binding spell. My main villain has the chops to pull off some pretty dire summoning, but I need to know how it is actually done. The villain's main minions are pretty weak mookish Cherokee demons called Raven Mockers, and sometimes there's even large numbers of them.

stats for them can be found here, at the bottom: http://www.jimbutcheronline.com/bb/index.php/topic,33139.0.html

Not overly impressive except in ambush. How would you go about summoning and binding them? Can you walk me through a step by step on how someone would summon them?

56
DFRPG / Re: Something Extra (Asheville game)
« on: July 27, 2012, 10:01:35 PM »
Well, generally someone dominated into a Renfield is probably not going to be a PC anytime soon. The fact there's even the possibility they could stay somewhat sane as a rage thrall is a step up from the way such thorough domination would normally work. It takes 24 hours to make someone into one, so he can't just do it to everyone who passes through his camp, probably just the best and brightest.

57
DFRPG / Re: How would you set up the zones for a speeding train?
« on: July 27, 2012, 04:29:45 PM »
I'm still kinda iffy on zones, but I'll take a stab. I'd personally say, due to the difficulty of getting back (unless there's a pc with both inhuman speed and flight) that those side zones are basically "taken out." No one should be heading there willingly. Even if thrown there, unless they are actually taken out of the fight I'd just leave them clinging to the edge.

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DFRPG / My awesome players (Asheville game)
« on: July 27, 2012, 01:17:27 PM »
If you're from Asheville, I just wanna let you know you guys rock. Unless you read what I spoiler here, or any further posts in this thread, in which case you suck. So move along, nothing to see.

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DFRPG / Parking at Wrigley Field and the Dogwood People (Asheville)
« on: July 25, 2012, 02:02:11 PM »
My group stay out.

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