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Messages - beachhead1973

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1
DFRPG / Adventure help
« on: December 13, 2013, 02:27:00 PM »
I am looking to put together a series of quick and easy one-shot adventures for my group.

The basic setting is that of a security and investigation company, staffed by clued-in and talented individuals. They get jobs of an unusual nature, most are routine, but rarely, there is something more to the mission. These are the one which will be played out.

I'm not great at one-shots. adventures you sit down and play out in one hour and I could use some advice and suggestions. I am much better at super-detailed, long campaigns. And maybe we'll do one of those once the group in more into it, but I want some quick and fun (for me too) adventures i can put my players through.

I have one idea I need to flush out, for a regular client who has their child picked up from private school everyday and delivered home. The catch being that the kid if a changeling and the local fey want to kidnap him.

Beyond that I am kind of stumped and even that is pretty bare-bones. I had another idea of adventures inspired by Dresden files short stories. None of the group have read the short stories and only one have read the books.

As for power levels; it's an up to your chest campaign.

Thanks for your time

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DFRPG / Re: Need help with character concepts for people new to TDF
« on: October 17, 2013, 10:31:23 PM »
Those links were extremely helpful. I have a batch of ideas sketched out using the newest character generator i could find.

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DFRPG / Re: DFRPG Character Manager v2.0
« on: October 17, 2013, 03:21:57 PM »
Bump. Any movement on this?

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DFRPG / Re: Need help with character concepts for people new to TDF
« on: October 16, 2013, 04:06:11 PM »
Talked to my buddy and got it figured out. I was thinking of a whole different system, two actually.

Mea culpa for talking out my butt.

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DFRPG / Re: Need help with character concepts for people new to TDF
« on: October 13, 2013, 12:04:23 AM »
Huh. Gotta wonder how you pulled that off.

Maybe you spread your skills too wide? One Superb skill tends to be a lot more useful than five Average skills.

Generally speaking, if you put your highest skill slots in the skills you intend to use and then take some stunts to boost those skills you should be fine.

What did you do?

Couldn't tell you. We did everything up in word first, translating over from WoD characters from our campaign there (and we were very, VERY glad at the switch, even with my issues with FATE), copied them to character sheets and then as we played re-did them onto that TDF Character creation program that got abandoned.

The campaigns we ran tended to be long and busy. After a few major milestones and two computer crashes, I have no accurate idea what our characters originally looked like.

My buddy played an un-trained wizard, and his style was less concerned with covering his bases anyways. I stuck with my previous experience and laid down a point in everything I thought I needed, bulked out the right "stat" skills and then tried, badly to do justice to the skills I was supposed to have been good at and then re-did it with "stats" and vital skills first.

My vital skills being hurting people and my buddy being the kick-in-the-door kind of player, our campaigns followed the track-find-kill pattern and we couldn't handle anything else.

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DFRPG / Re: Need help with character concepts for people new to TDF
« on: October 10, 2013, 06:41:54 PM »
Let's take your veteran soldier:
Skill 4: Guns
Skill 3: Fists, Athletics
Skill 2: Drive, [Something Civvie (but militarily useful in support/logistics)], [Something Com-Spec, Mil-Tech, etc]
Skill 1: 2-3 Civvie Skills (at least one of which, and maybe all, have SOME use in the military), + 1-2 Military Skills (maybe with some civvie uses)
2 Stunts for Combat; 1-2 stunts useful in the military AND as a civilian; (maybe) 1 Civvie stunt
He is, frankly, pretty kick-ass on a mortal-only battlefield.  He's far from incompetent in civilian life.  When he de-mob's, he can go straight into some physical job leveraging off his Athletics, or maybe use Vet's Benefits to ramp up one of those Skill-2 skills (i.e. most ComSpec/MilTech jobs have direct civvie analogues) by a level or two & become pretty kick-ass on the civilian front, too.

Yes, he's in over his head if you throw him into a Submerged game!  But then again, the other PC's shouldn't be Submerged, either -- their Skills and Stunts will be on par with his.  Even if they're supernatural, his Guns, Fists/Athletics, and surplus of FatePoints should have him holding his own, on AND off the battlefield.

Just out of Basic, he probably looked like:
Skill 3: Guns or Athletics
Skill 2: Athletics or Guns, Fists
Skill 1: Drive, [Something Civvie (but militarily useful in support/logistics)], [Something Com-Spec, Mil-Tech, etc]
1 Combat Stunt, 1 Military/Civilian crossover stunts, 1 Civvie-centric stunt

Yeah, he's relatively "weak" in the Dresdenverse... but one good roll with Guns:3 using an M-16 will take out most foes, even supernatural ones.  And this guy is On the Beach!  As a civvie, he's not much... hired to do unskilled/semi-skilled physical labor off his Athletics, likely.

Oh god, my brains. I was with you, right up until the M16 bit.

Yeah based on how you described that; we did it very, very wrong.

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DFRPG / Re: Need help with character concepts for people new to TDF
« on: October 10, 2013, 06:34:58 PM »
Really?

Because a Submerged mortal can be the world's greatest quantum physicist, an exceptionally-skilled medical doctor, an Olympic sprinter, a millionaire, and a skilled negotiator. They can do all that with enough room left in their build for the combat skills to kill vampires in duels. And they'll have half a dozen FP to spare.

I suspect that your standards might be unreasonably high.

I suspect one of us did his character creation wrong; probably me, since you sound confidant. The Character I built at submerged the first time was basically helpless.

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DFRPG / Re: Need help with character concepts for people new to TDF
« on: October 09, 2013, 05:07:55 PM »
I see (on this board and elsewhere) where people basically want to start off as Batman and work their way up to Superman. I think few people want to start off as Robin.

Uh; yes. I agree totally. A serious problem we had with Fate when we started was that, like other RPGs;...well here is the metaphor I commonly use; A veteran soldier in your game should have superior skills to the idiot I was just forced to graduate from his basic infantry course two months ago. PLUS; he should still be a functional human being off the battlefield. if a basic soldier IRL is competant enough in 4-6 weapons to qualify, can navigate, apply an bandage, carry a backpack a long ways, use a radio and still have a good chance of being a decent driver, 10% chance at a trade, 20% chance at knowing computers, and so on; a veteran character, should start with that and build on it.

We found it very, very hard to create a pure mortal who could fight and function out of combat in fate at less that a submerged level and even then there were glaring shotcomings.

One good guideline for any game is; simulate reality, don't bludgeon me with it. I take that to mean that a game and it's characters should feel real enough to be believable, ie/ be skilled enough to succeed on 60% of basic rolls and 80% of rolls in skills they are good at at the basic, starting level, yet not die in or right after their first fight, nor should they be sitting out the next six games if they get wounded.

This is a downfall of GURPS and A Time of War; yes....it IS all there, you need some pretty high starting buy-ins to produce a PC as capable as the human being playing him, but it can be done. Get shot though and things look bad right away and stay that way for a long time in-game.

I am going to check out the concept thread though to get some ideas. I have previously found this group cares little for pre-genned characters.

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DFRPG / Need help with character concepts for people new to TDF
« on: October 04, 2013, 05:01:19 PM »
I am expanding an old campaign me and my buddy used to do as a 2-player for my regular gaming group. But the problem is that most of these guys are totally new to TDF and their fantasy background is giving them a bad taste for one of my favourite aspects of TDF; the balance. Maybe I should not have led off with; "you can't play a vampire without being a bad guy, in general" But I did. These guys are more used to "catch-less" powers, so the give and take and consequences have sort of turned them off.

The general concept for the campaign is that the two PC from the previous campaign basically had their lives ruined by the adventure and formed a security and investigation company to make ends meat. They did the strange jobs, but the mundane weirdness and dealing with the paranormal and earned a good reputation and made inroads in several circles. Then the one PC character disappeared, the remaining PC THINKS this was with the local Warden who took him as an apprentice, but no one seems to know. To fill the gap the remaining PC, became more of an NPC character, taking a few more refresh to by some limited learned skill in enchantment and warding rituals in an attempt to level the playing field between his mortal skills and supernatural threats. He also hired a collection of experienced investigators and ex-soldiers and police officers to work for him. After a few brushes with the supernatural, they all quit and the company's once fine reputation is now seriously in question.

Enter the PC's;

Plan-B, because starving to death sucks; Hire people with supernatural powers or experience and train them to be security guards and investigators.

Our remaining PC is now totally an NPC; he interviews the PCs, trains them, equips them and tasks them on jobs, unless it's a huge deal he shouldn't be in a fight with the PCs; he's got his own work to do, but the PC's might have ot back him up on occasion, usually as part of a larger mission; PC; gets a call to come pick up the boss at this location and drive him to the hospital; oh by the way; here are some leads I want you to check out.

I have one player with a really cool idea for a high concept; Magic bodygaurd: Minor Talent (Wards)= magic shield and a revolver. He puts himself between danger and the principle and fires back.

I have another idea myself for an underage street kid payed under the table. She has no supernatural powers, but living on the street, she's seen some things. As a street kid she's culturally invisible in many environments and acts as a sneaker/spy. I'm not sure if anyone in the group would be interested in that though.

Beyond that no one really has any ideas. But generally i'm pretty open, with the only caveat being that the survival of the PC cannot hinge on victimizing innocent people due to the moral code The Boss NPC lives by.

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DFRPG / Re: Healing Potions? Healing Magic? Necromancy-Biomancy?
« on: September 10, 2013, 01:36:53 PM »
If by "new life in old flesh" you mean introducing the stunt "Wizard's Constitution" into someone that previously didn't have it, I'd allow it sans Lawbreaker.  The Frankenstein concept is a clear Fifth Law violation, assuming you mean raising the dead by supernatural means.  Unless you could show the Wardens some reason why it isn't a violation...

I mean body parts from dead bodies, augmented by a few necessary mechanical additions(1890-1930 tech), making a serviceable body, filling in the gaps with necromancy/biomancy and creating/inviting/invoking a new soul/spirit/life to enter and use the body.

We know we can construct things with soulfire(divine lighting strikes?) and we know we can/do transfer bits of our souls around through various contacts and means. So our mad scientist; literally pours his heart and soul into his creation and attracts a little divine lighting to kick-start it.

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DFRPG / Re: Healing Potions? Healing Magic? Necromancy-Biomancy?
« on: September 09, 2013, 12:38:53 PM »
So, what about the frankenstein idea? New life in old flesh?

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DFRPG / Healing Potions? Healing Magic? Necromancy-Biomancy?
« on: September 08, 2013, 02:51:49 AM »
I wonder a lot about this. As banged up as harry gets, we never see a healing potion even discussed. Now in TDF, I can imagine a lot of things going wrong with it, but consider there is discussion of flying potions and love potions, ect.

Yet no one ever does a "cure" spell anywhere that I have seen yet.

I wonder; is it necromancy? bringing dead tissue back to life on a live body.

Does it fit within the narrative of TDF to have a "grey" necromancer who does this kind of healing magic?

Or would it be more like a form of Biomancy? making things grow/heal? I am certain a "Faith healer" would not be quite as out of place.

I am considering this for a story element, a concept for a particular NPC, looking at either a Faith Healer or a Dr Frankenstein-like necromancer, with an eventual goal of creating life/soul, or a very good facsimile there of.

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DFRPG / Re: Looking for a mouse mini
« on: June 10, 2013, 03:15:18 PM »
I misread your post and thought you were looking for mini mouse  :P

Anyways,  D&D mini's has lots of wolves and worgs.  Do those not have the look you want?

Naw, i am looking for a floppy-eared, big hairy dog, really more like a newfoundland or some such.

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DFRPG / Looking for a mouse mini
« on: June 09, 2013, 02:10:38 PM »
Not exactly, but close and this seemed like a good place to ask.

In a different game, my character has a Big Dumb Dog (TM) who is actually smarter than him. We've found playing with minis of our characters to be fun and are using the pathfinder/DND ones. But I cannot find a big, hairy dog.

I figured being as mouse is such a strong feature to the series, someone may have happened across a good source for a mouse miniature at some stage.

Any help?


Thanks!

15
DFRPG / Campaign Idea, what do you think?
« on: November 29, 2012, 11:22:57 PM »
I hate when this happens.

My last DFRPG campaign got shut down when the only other player joined the regular forces. I'm really proud of him by the way.

Currently I am running a GURPS-based Twilight-2000 campaign, but I think I am about to loose a key player because he has to move back to England, or at least it looks that way. If this person leaves, I feel like it kiboshes the campaign. even though there are several other players.

Feels like this has happened a lot to me. Was part of an epic WOD game when one of my best friends died, which made it worse because we not only lost him, but also the game and the group.

But it gave me an idea now that I am looking at it again; Before my last DFRPG campaign got shut down, my other player's PC, a burgeoning wizard had just been discovered by the local warden and there was talk of him being apprenticed. But him and the other character were just getting set up in their own security and investigation company.

My idea is this; PC1 was spirited away by the warden to train him and use him as another warden after a little while of helping run the company, establishing somethings of a reputation.

This leaves PC2 to have to deal with all the backlash of their recent adventures alone. I am going to have him have basically run the company solo for a bit, had his life destroyed by the backlash of the first two adventures, leaving nothing but the company and then had all the normal employees he hired quit on him after dealing with the supernatural.

This becomes the campaign lead-in with PC2 as an effective-NPC "The Boss" and the new PCs answering adds in a local undergound newspaper for individuals with unusual talents and experiences to be hired by this local security/investigation company with a developed, but tarnished reputation both in supernatural underworld and a reputation for dealing with the unusual in the normal world.

My original backup plan for is GURPS was too complicated for people was to run a mechwarrior campaign, but the guy leaving was one of the main interested parties in that regard.

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