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Messages - Ryan_Singer

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1
I love that mantle. Another thing to consider layering in is a more item-specific ritual system for coming up with powerful new items in session. I suggest retheming the Atomic Robo invention system to incorporate magic items.

https://fate-srd.com/atomic-robo/invention

2
DFRPG / Re: Factions for DF:A in San Francisco
« on: January 06, 2017, 05:36:22 PM »
The Long Now Foundation

Goal: To Found, Fund and Support Institutions that protect the Human Race from Supernatural Predators

Obstacle: White Court targeting it’s members

Resources: Individually Wealthy Members, cross-membership with the White Council of Wizards

Weakness: Disconnected from popular opinion, slow to act

Aspects: A Perfect Plan, Think 10,000 years out

Next Steps: Investigate Increased Fomor Activity

3
DFRPG / Re: Factions for DF:A in San Francisco
« on: January 06, 2017, 05:34:43 PM »
The White Court

Goal: Popularize Poly and Kink to Build WC inroads

Obstacle: Poly and Kink don't advertise much

Resources: Burning Man community

Weakness: Disconnected from broader Raith networks

Aspects: Free Love, Everyone Belongs, Art is Pleasure

Next Steps: Enter SF Political Scene

4
DFRPG / Re: Factions for DF:A in San Francisco
« on: January 06, 2017, 05:31:28 PM »
The Fomor

Goal: Gain deep access to social graph data to isolate vulnerable minor talents

Obstacle: The EFF and fellow travelers are discouraging tech companies from storing user data

Resources: Embedded Agents at Major Social Networks and Search Companies

Weakness: No allied factions, no empathy

Aspects: The Hunt is On, Not Human Enough

Next Steps: Intensify Kidnapping Regime

5
DFRPG / Factions for DF:A in San Francisco
« on: January 06, 2017, 05:13:13 PM »
The PayPal Mafia


Goal: Use favors from the Fae to support favored startups

Obstacle: Summer is sabotaging Winter-sponsored Vaccine Biotech

Resources: Unseelie Magic, Tremendous money, Silicon Valley Connections

Weakness: Heavily Invested in particular startups, paranoid

Aspects: Zero to One, With Us or Against Us

Next steps: Solidify hold over VC market

6
Most of the mantles work off the Fate System Toolkit - Conditions (http://fate-srd.com/fate-system-toolkit/conditions)

That reminds me, Quest Aspects are awesome for Dresden-style adventures! https://fate-srd.com/fate-system-toolkit/genre-aspects

7
It's sooo good. Character creation is mostly about picking Mantles. There are:

Pure Mortals:
Clued-In Mortal: Gets Core Stunts around researching the Supernatural, chasing rumors, and preparing for conflict.
Criminal: Has a "Heat" stress track, can take "heat from the cops" to get bonuses to intimidation and to solicit/exort favors.
Law Enforcement: Can use Police Powers so long as you're not "suspended from the force". Can also request backup!!!
Leader of the People: You have followers that are ready and willing, and you have patrons with resources.
Medic: You are a doctor. You can patch people up.
Monster Hunter: You are good at hunting monsters. Really good.
One Percenter: You are rich, and you can throw your wealth around.
Reporter: You are Susan.

Spellcasters:
Focused Practitioner: Ghosts, fire, summoning, etc. Pick one.
Magical Practitioner: You are a wizard, Harry!

Scions and Emissaries:
Changling: You can use Fae stunts sometimes, until you Choose. You also get a pure mortal Mantle. If you choose Fae, you lose your mortal mantle and pick up the true fae mantle. If you choose mortal, you lose this one.
Erlking's Huntmaster: Exactly as cool as it sounds.
Knight of a Faerie Court: Faster, Stronger, Tougher, Faerie Magic both draw on winter/summer stress track. Perfect.
Knight of the Cross: Awesome when on a Mission From God, somewhat fragile otherwise.
Kringle's Seneschal: Worth the price of admission. You represent Santa, and you have X-Mas powers.
Red Court Infected: Hunger stress track, powers that use it, also a Mortal Mantle. If you Change, you get Red Court Vampire mantle and lose your mortal one.
Valkyrie: Chooser of the Slain, Rune Magic, extra durability in combat. Yum.
Werecreature: Shapeshifting. Also you get a Mortal Mantle, too.
White Court Virgin: Hunger stress track, powers that use it, also a Mortal Mantle. If you Change, you get White Court Vampire mantle and lose your mortal one.
True Fae: You can design your own Winter, Summer or Wyld Fae as a PC!!! Very Flexible. Be Lea or Toot!

Vampires:
Red Court: If they are still around
White Court: I smell sex and violence :-D

The systems for Evocation and Ritual Magic are elegant and beautiful. I can't wait to play.

8
DFRPG / Re: FATE Core and DFRPG
« on: January 13, 2013, 05:33:54 AM »
The FATE Core Magic Toolkit is great. Stormcalling could be re-themed to become DFRPG evocation again easily, and it's much faster and more balanced in play.

I loved the Storm Summoning system, but it's not a fully encompassing system like DFRPG Thaumaturgy. Would love to see Thaumaturgy re-worked to work well in FATE Core... Any ideas?

Ryan

9
DFRPG / Re: FATE Core and DFRPG
« on: December 27, 2012, 01:15:47 AM »
I would love to see Dresden Files written up as a FATE Core setting. If the starting point is FATE Core, and not DFRPG, what does the magic system look like? Are there other extras?

:-)

R

10
DFRPG / Re: Eberron and other fantasy settings
« on: November 26, 2012, 12:41:30 AM »
I'm looking at starting a new group for a DFRPG/Eberron game. It's a persistant interest for me. Would anyone like me to post updates here? Are there are SF Bay Area players interested in joining?

I'll probably post things here like City sheet for Sharn and some characters.

R

11
DFRPG / Re: DFRPG in Space!
« on: March 30, 2011, 06:58:06 PM »
How would you describe your character (Physical Appearance)?
Just your typical Khaki Campbell duck. Occasionally wearing a robotic suit that just makes him have arms and legs. Also, occasionally it has a human head, but he can make the head look like anything really.

What about family and childhood?
Was a duck. Hatched from an egg. Swam in lots of lakes. Didn't really exhibit any real higher brain functions. Then one day woke up with a genius level intellect.

What is the character’s Main Motivation?
To find out why he's the way he is. Also, to keep his technology out of the hands of The Corps.

What is the character’s greatest strength?
His mind. He's probably one of the smartest beings in the galaxy.

What is the character’s Weakness?
After being alive for so long, he tends to attempt suicide a lot. Also, since he's a duck people don't tend to take him very seriously.

Does your character have any prejudices?
Not particulary fond of rednecks, hunters, that sort of folk. Dogs. Chinese people.

Is your character married; if so, to whom?
Never married. Ducks are too dumb, and human women are not attracted to ducks.

To whom does your character owe the most loyalty?
If any, John Coase (Not his real name), he's known him a long time.

Does your character have any recurring mannerisms?
Occasional head twitches. Also honks sometimes.

How would you describe your character’s psychology & personality?
He's pretty quiet, likes to only speak when he has to. Tries to let other people figure stuff out before he involves himself. Plans before he acts, and tries to be at least 2 steps ahead of everyone else. He's pretty depressed so he has occasional fits where he contemplates suicide, but he probably won't do it.

How would your character’s parents describe your character?
Quack Quack!

What are your character’s highest ambitions?
At this point he's not sure.

How religious is your character?
Not very.

If you could, what advice would you give to your character?
Cheer up.

What is the character’s secret, if any? And what will happen if it’s discovered?
He built The Errant Fowl for the The Corps, but found out they had sinister intentions with it, so he stole it. Most people panic at a mere mention of The Corps, so finding out he's someone they're looking for tends to make it hard for him to make allies.

What does your character think of the political climate?
He invented the Republican party. He's kind of scared by what it's become.

What does the Character do to relax?
Makes things.

If the character were given a financial windfall, what would they do with it?
Upgrade his spaceship. Probably forget he had it after a while.

What is the characters view of the various social classes?
Not really any to speak of. Could care less.

What reward would the character most want to receive?
Answers

What is your character’s favorite possession?
The Errant Fowl

Who is your character’s closest friend?
Again, probably John Coase because he's the only person who's still around.

What does the character Love, Hate and Fear the Most?
He loves open space and building things, he hates duck calls and hoisin sauce, and he fears his own immortality.

How will the character most likely die?
He's decided it'll be at his own hands, er, wings.

12
DFRPG / Re: DFRPG in Space!
« on: March 23, 2011, 10:37:15 PM »
The Comet Wyrm
* Michael managed to shut down the ship's air circulators by smoking too much, causing the other crew members to get a little loopy.
* This accelerated Mallard's depression to the point that he decided to crash the ship into a comet, forcing John to lock him down in a ward with the ship on a crash course.
*  John attempted to spell his way out of trouble by blasting the ship away from the comet. He succeeded, but then a Rock Wyrm dived out of the comet in pursuit of the ship.
* Out of the ship's cargo box, through a rusty vent, popped (Sean's character) Bingham, from the crates, managed to hijack the ship's weapon systems and blast the wyrm, hurting it with the ship's proton cannons.
* The wyrm chased after, focusing on how delicious the ship looked.
* Michael noted how distractable the wyrm was.
* Mallard's expert piloting got us further from the wyrm, but it was still in pursuit.
* Bingham glamoured the ship into an unappetizing rock.
* Mallard then cloaked the rock. (overkill FTW)
* John decided to blow up the wyrm, which due to Michael's observations was an Easy Target, and in a state of Despair.
* The wyrm pursued the ship due to the trail of weed-flavored gasses exhumed from it.
* John blew up the Space Wyrm to the point where it had an explodd squiggly spooch, and it ceased pursuit.

The Space Castle - like White Castle... innnnnn spaaaaccceee!
* We arrived at the Space Castle, seeking munchies from our extended hotboxing in the Errant Fowl.
* The owner called Michael's dad, the failed Space President candidate (Sir Castius Deganj), who sent some goons to find him.
* Michael attempted to talk his way out of the goon squad, eventually succeeding after Bingham disguised himself as Jesse Jackson and cut in half one of the goons screaming "Reparations!!!"
* He eventually succeeded, convincing the goons that the appearence of Jesse Jackson was indicitave of drug use and that they were bad at their jobs and should go home.
* Michael re-stocked the music collection for the Errant Fowl, and John went shopping for random things.
* John received a vision of Cressen patting his back on a garden world, for unknown reasons.
* John did some research on the Errant Fowl, and located a planet he had a vision about, and suggested it to the group. We went along with it.
* John used his Soulgaze ability on Bingham, gaining insight into his character and seeing a man in a great horned helmet on a massive steed alongside the baying of wolves and the mewling of a baby, followed by the sound of a rapidly beating heart, police chatter, and a crate of guns clacking together. John's soulgaze in turn stunned Bingham with a vision of his rule alongside others among a line of iron and marble thrones, followed by the explosion of a sun and a naked body collapsed in a field surrounded by farmers, stunning Bingham with the glory of his vision.

The Warp Space NeverNever
* John guided us into the NeverNever, where we ended up on a river of bile. We then encountered some strange fey riding lizard mules and bearing a standard of the Malk god of trade, whom John was able to communicate with using magik. Through negotiations we learned of Hobic, the ruler of this hinterland in the Malk version of the Nevernever.
* Michael traded them for some mind-slugs, a unique nevernever sort of drug.
* Mallard attempted to trade them a bunch of random earth stuff and some mechanical repairs for a bunch of random ship parts.
* We greeted and left the species of Malk fey, on good terms in trading.
* Ended up in the ruins of an ancient civilization, amongst walls of flesh, in what we called Wichita Falls, and John realized the great fey civilization hear had been destroyed in an echo of the destruction of the real world civilization of Malk they were psychically linked to.
* We encountered the Corps, but evaded them due to careful piloting from Mallard.

The Forest Moon
* Due to John's description and Mallard's excellent driving, we found an area with what looked like John's friends (bipeds) on horses giving some creature(s) chase. John got them to notice the group with some skywriting then embraced his old friend Cressen, a fellow god of his pantheon.
* While Michael was trying to get the group high, John negotiated as to what his fate was. This resulted in a feast for the group.

The Feast
* At the feast, an extremely loud noise interrupted the group, forcing Mallard back to his ship, and John to use a potion to reach Cressen as the camp lay in chaos from the deafening bellow.
* Bingham managed to join John, Cressen, and a few goblins in Cressent's tent.
* Michael was busy chowing down due to his epic munchies.
* Mallard flew over the scene in the Errant Fowl, and discovered a large boar heading straight for Cressen.
* The boar attempted to break John's barrier around Cressen's tent, but didn't do it one round. Cressent donned his armor, and John attempted to attack the boar.
* John started a force lance spell to kill the boar in the traditional hunting fashion.
* Michael attempted to use on the of the mind-slugs he had traded for to poison the boar, but it didn't work since the boar had no mind. He did notice several items about the boar and the environment, however.
* Mallard attacked the boar with the Errant Fowl's electrical harpoon gun. The wound caused no harm but it did sink hooks into the beast's flesh which allowed him to haul it up into orbit, dissolving it to nothing but ectoplasm, a far smaller boar's corpse, and a few magical trinkets.

13
DFRPG / Re: DFRPG in Space!
« on: March 23, 2011, 04:46:54 PM »
All i can think is duck dogers in the 21st cent........
and the ship is shaped like the bill of a duck....

I will suggest this.

BTW, second session was last night, I'll post the session notes soon.

14
DFRPG / Re: DFRPG in Space!
« on: March 20, 2011, 10:54:52 PM »
Spaceship Conjure: 5 shifts, Life support 5 shifts, extended duration: 1 year +8 shifts.

Conjuring the Ship to last 1 year: 18 shift ritual.

Shields: 10 shift ward, extended duration: 1 month +5 shifts. Allow people who have one of these 25 signet rings to board and leave, +2

Shield ritual: 17 shifts

Cannon: Enchanted Attack item, 1 enchanted item slot. Shifts as normal for enchanted item.

Propolsion: Moving is it's own ritual cast in combat time, 1 shift per zone. Warp speed as world-walking.

Ship itself has two zones: Main deck and Underdeck (underdeck has bedrooms, bathrooms and supply rooms). Self destruct ritual would be +10 attack ritual in 2 zones for for 17 total complexity.

15
DFRPG / Re: DFRPG in Space!
« on: March 20, 2011, 10:54:10 PM »
The Dresden Files RPG is pretty rules-light when it comes to equipment, but a spacefaring game requires some stats. Let's see what we can do:

First thing, lets agree that a ship is a vehicle. A small ship should cost Resources 6, a large ship should be resources 7, and any special ship should be a characters aspect and have a history. Ships are assumed to have life support systems and artificial gravity.

Ships are piloted and navigated using the Pilot skill, which is the same thing as the Driving skill, but in space. All long range warships have Armor:4 hulls, some very few might have tougher hulls, but it's rare. Short range ships and freighters have Armor:2 hulls. Ships take consequences as characters do, and a taken out ship cannot support passengers.

Short range fighters have Weapon:2 guns, fired using the guns skill, and restricted by the Pilot's skill in Pilot. Longer range warships can have up to Weapon:4 cannons.

Magic can be used to augment ships in various ways.  Most importantly:

Shields: A Ward laid on a ship. Long term wards need special conditions to allow passengers on and off ship, whereas temporary wards intentionally don't.
Weapons: An enchanter can create enchanted cannons for the ship using the normal enchanted items rules. Note that Evocations need to be cast from outside the ship to have line of effect, whereas enchanted cannons can have the firing mechanism outside.
Warp: For moving faster than zone-by-zone with the Pilot skill, casters can create a portal into warp space. This is like World-walking, and there are interesting and strange things in warp space. Navigate Warp space with Lore.
Burst of speed: A ritual can take the place of a pilot check for the purpose of moving in a straight line.

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