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Messages - gog

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DF Spoilers / Re: The White Council is kind of a Joke.
« on: May 02, 2023, 08:22:21 PM »
I'd also see the power level of some items in the Councils hands would keep others away from pushing them over the edge. At least with Eb holding the Blackstaff everyone (who needs to) knows where it is, same most likely with a few other item's in vaults in Edinburgh.

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DF Spoilers / Re: Historical events with a Supernatural tinge/twist
« on: August 19, 2022, 09:46:39 AM »
There is the Russian Revolution section in the Dresden Files RPG

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DF Spoilers / Re: How did you find The Dresden Files?
« on: March 12, 2022, 01:13:30 PM »
Small pile of the books in a jumble sale - picked them up, liked the first, then read the rest.

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DFRPG / Re: Help with a character idea for an NPC
« on: February 20, 2021, 11:28:32 AM »
I'd be inclined to go with full wizard, and have her be the one who made the money in the 19th Century.

Would almost suggest that she have had a number of husbands - none of which where anything but mortal, but all where rich. And that she might be on the lookout for the next one...

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DFRPG / Re: [DFA] Focused Practitioners!
« on: January 28, 2021, 10:50:05 AM »
On first reading this one does seem overpowered, for the following reasons
  • that with Ill Communication the ability to or just robbing them of its use entirely will remove a lot of power from a lot of things, which for only Exhausted seems very powerful - though you would also have to deal with the powerful thing afterwards.
  • that the Logomachy becomes very general in scope, rather than being specific.


I can also see use of these powers been seen a violations of the Laws easily - and possible even some of the more zealous Warders going for a pre-emptive strike.

Would possible go for the following:
Ill Communication: Mark Exhausted. For the rest of the scene you can use your linguomancy in strange and unusual ways. You may place an aspect on the scene that extend your gift to others, either allowing everyone to be understood regardless of the language they use or that no one can understand anyone else.
You can create a cipher intended for a specific person which only they can understand. The is a create an advantage action using Intellect; you get +2 to these rolls, a symoblic link with the recipient is required.
You may place an aspect that has a linguistical bases (giving them a nickname which becomes real, for example) on another character, they can oppose your action using Focus. At the GMs discretion your linguomancy gains the benefit of Supernatural Scale.

And on thinking about it Logomachy, works as it has the limits of Evocation on it, so does have some restraints, and as long as opposing or defending rolls are allowed should be fine.

Also see lots of potential to have things come back and deal with you from using these powers.

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DFRPG / Re: Help on a Campaign Setting
« on: November 25, 2020, 10:26:01 AM »
Would be worth reading the short story “A Fistful of Warlocks” - which is in Straight Outta Tombstone, edited by David Boop, or Brief Cases. As it gives a take on Luccio in the wild west.

Also thinking there is a good 100 years before the Accords come in I think for you.

Would also take notes from Listens-to-Wind is history through the books

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DFRPG / Re: Questions on Aspects & Locations
« on: November 06, 2020, 09:51:23 AM »
Also some location aspects might only be there for the short term such as:
  • Pitch Dark
  • Blasing Inferno
These aspects describe a feature of the location, and can be used by any one present

Some more permanent ones might be
  • Really bad smell of decay
  • Crumbling structure
  • Quiet and out of the way
Again may be good or bad for everyone.

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DFRPG / Re: Hannah Asher: How to build?
« on: August 25, 2020, 05:12:38 PM »
Also the question of powers for Focused Practitioners; and other is covered by the  "Spellcasting powers and stunts" rules from the The Paranet Papers (p275-6).

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DFRPG / Re: Hannah Asher: How to build?
« on: July 05, 2020, 05:18:18 PM »
I'd guess that some of this could be covered using the "Spellcasting powers and stunts" rules from the The Paranet Papers (p275-6). This would give access to extra things beyond the normal - though would need to describe a new set of powers, such as advanced elemental affinity. Also could see a variation on the "Breath Weapon" power for throwing fireballs around.

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DFRPG / Re: Looking to build a mystical martial artist
« on: June 06, 2020, 12:10:33 PM »
Would suggest a small change, and not have the characters parents die in the blackout, but have them in a state where they are injured - physically and/or mentally - so they are still alive (or at least one of them is). This gives a whole set of interesting hooks around supporting them ongoing.

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