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Messages - SirJackers

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DFRPG / Re: Aspect advice
« on: March 02, 2016, 08:37:50 PM »
Quote
I wrestled a bear in the nevernever and all I got was this lousy axe - If the character isn't exactly grateful for the axe.

That is pure gold. I'm stealing that so hard. Thanks.

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DFRPG / Re: Aspect advice
« on: March 02, 2016, 07:07:27 AM »
Odin might have an agenda for him, he's the one who made the axe. I haven't decided yet. The idea is that the character is in a highlanderesque competition to see which one will inherit Baldur's mantle after ragnorok.

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DFRPG / Aspect advice
« on: March 02, 2016, 05:05:35 AM »
So I'm working on a character that has an item of power and I see it being really tied into the character and their identity. So I'm wondering if that deserves or could serve as an aspect. I can't think of a good way for it to be reliably compelled besides dropping it (and that seems kind of cheap) and invoking it to do its thing better is kind of redundant on the character. So should I worry about it as an aspect or should I not worry about it?

Some context, the weapon is an axe given to him by Odin for wrestling a bear in the nevernever. Its name is bjornerdyr which translates to the bear's door because he uses it to cut into the nevernever.

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DFRPG / Re: Hexen"whatever"
« on: February 20, 2016, 07:29:10 AM »
I agree, it wouldn't be a hexenwulf per se. But mechanically it would function the same way. I'm imagining giving in to the mother bear spirit and letting it run around in your body being a super bear or something. Kind of like a benevolent denarian?

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DFRPG / Re: Hexen"whatever"
« on: February 20, 2016, 05:30:42 AM »
I don't see the need for the spirit to have to be malicious. Spirit of protection, or courage, or justice would be cool concepts for a "demonic" co-pilot, they still have agendas that could get you in trouble. The protection spirit might defend a bad guy, or show mercy when there shouldn't be. The courage one could make you a thrill seeker, which is rife for plot hooks. And justice is easily corrupted to vengeance...

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DFRPG / Re: Hexen"whatever"
« on: February 19, 2016, 04:19:13 PM »
Spirit of Treachery is an awesome idea.

I could see the Spirt of sloth not wanting to do anything so you have to force the change to make it defend itself.

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DFRPG / Hexen"whatever"
« on: February 19, 2016, 03:54:47 PM »
So in Fool Moon Bob explains that the Hexenwulf is a bound spirit (i think he says spirit of rage) that transforms your body and pilots it for you.

I feel there's some potential with this that we could explore.

What about a Hexenraven that's a spirit of cunning, or a Hexenbear that's a spirit of sloth, a Hexenboar that's gluttony?

Ideas?

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DFRPG / Re: Ideas for St. Louis city creation
« on: February 18, 2016, 04:11:15 PM »
Alright so what if the infighting was in line with the accords? New territory opens up when the threshold goes down, supernatural players move in, territory is claimed but in the rush people don't fully establish who's turf is who's. Then you have a lot of  "uninvited guests" trespassing on what would technically be "claimed territory" causing the supernatural equivalent to a gang war.

Mind you all of this would be small scale, it's not like Marcone would be staking claim (although providing resources to the local criminal element to cause further disarray would be up his alley. Franchising if you will.) or Lara Raith, or any of the other signers. They know that blatant support would cause a war. But, if small groups without direct affiliation to their larger factions could get away with quite a bit. All while following the letter of the Accords and possibly claiming a whole city for their faction.

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DFRPG / Re: Ideas for St. Louis city creation
« on: February 18, 2016, 03:01:31 PM »
Quote
They're enforced by Mab, and she hasn't gone anywhere.

After rereading I see what you were trying to say. And I'd argue that Mab doesn't enforce the Accords at all, she just wrote them. She's as beholden to them as any other signer. The enforcers of the Accords are every other signer. Kinda like how the UN is governed by the body of countries and not a single one, if one country acts up they all smack them down.

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DFRPG / Re: Sixth Law
« on: February 18, 2016, 02:00:33 PM »
I think I'd go the Ritual and Channeling route. The idea for the character is that they're very much a novice spellcaster, and seeing as how Dresden has mentioned how magic has changed over the millenia it would make sense that the little magic he does know (rituals wise) wouldn't work the same and it'd also make sense that time magic stays constant over that time

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DFRPG / Re: Ideas for St. Louis city creation
« on: February 18, 2016, 01:51:15 PM »
The idea is that the constant flow of the river is basically renewing the threshold constantly, so mass travel over it is a non issue.

And I could see one of the supernatural power players getting a favor from Mab to allow the creation of the safe haven. Maybe even the White Council. If a supernatural entity has to leave its power outside of the threshold then everyone/thing would be on even footing in there. It'd be a great place for a no powers duel to the death, a supernatural prison, or just a good hide away to lick your wounds. I could see Mab finding a use for that, or building a "doesn't affect me or my own" clause into it.

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DFRPG / Re: Ideas for St. Louis city creation
« on: February 18, 2016, 07:13:29 AM »
Really I'm just wondering if the second option hits any walls within the confines of the book canon, because that'd be one heck of a setting. I know Ramirez references stuff happening in St. Louis at one point but I can't for the life of me find the quote.

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DFRPG / Ideas for St. Louis city creation
« on: February 18, 2016, 06:30:41 AM »
I'm specifically wondering if anyone has ideas for the arch. After doing a little research I'm thinking of playing up the "gateway to the west" idea and having the arch be a purposefully weakened veil to the nevernever, but I'm struggling to find a purpose for doing that (besides some demon summoning maniac)

Alternatively I was considering having all of St Louis be an accorded safe haven and having the arch disperse the magic nullification of the Mississippi River over the entire city using a giant magic circle. Think a giant warded threshold with the river serving as a battery. But when the red court was killed off and the spell targeting the Reds hit the arch it overloaded the system causing it to fail. Now St. Louis is a war zone over turf and the accords are basically non existent (or at least blatantly ignored).

Ideas? Concerns? Would that mess with the canon in the books?

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DFRPG / Re: Sixth Law
« on: February 18, 2016, 06:22:58 AM »
Thanks for getting rid of the dupe. My computer was being dumb. Would you allow that in your game as an evocation of would it be limited to thaumaturgy? I could see split second jump forward to avoid a hail of bullets. Or something similar. I imagine the power necessary would limit the time jump when evocation is used. Temporary aspects like wrinkle in time would be pretty cool too.

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DFRPG / Re: Sixth Law
« on: February 17, 2016, 05:24:22 PM »
Mind you that should be compelled hardcore, but it'd make for an interesting story. Also there's that handy little time chart for how far the shifts would send something.

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