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Messages - evilnerf

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DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: August 08, 2010, 04:00:04 AM »
Airitech
High Concept: Fae Raider
Other Aspects:  Restless, Breeds like rabbits
Skills:
   Alertness: Average (+1)
   Athletics: Good (+3)
   Endurance: Good (+3)
   Fists: Fair (+2)   
   Might: Good (+1)
        Weapon: Fair (+2)
   Most other skills default to Mediocre
Stunts:
   Mountain Goat [-1] +1 to  athletics checks made climbing over rocks
   No Pain No Gain [-1]  Extra Mild Physical Consequence
Powers:
   Glamours [-2]   
        Inhuman Speed [-2]
   Inhuman Strength [-2]   
        Inhuman Recovery [-2]
   Inhuman Toughness  [-2]
   The Catch [+1]   Cold Iron and the like
Stress:
Mental: OO  Physical:  OOOO (OO)   Social: OO
Wyldfae that prey on passers buy.  They are known more for their hit and run raiding then they’re trickery, but like all fae, they are bound by the old ways.  They are also a frequent progenitor of  changleings.  Armor: 2, Weapon: 4 (Spears or Swords)
Refresh: -11

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DFRPG / Re: Aspect Ideas
« on: August 07, 2010, 09:48:39 PM »
"I'm on a boat"
Invoke:  Impress people with your mad boating abilities.  Also, bonuses to *bleep*ing mermaids.
Compel:  You feel an overwhelming urge to rub your seabound status in people's faces and compare yourself to Leo.

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DFRPG / Re: Thamaturgy at the speed of Evocation through high lore?
« on: August 07, 2010, 02:53:50 PM »
For that matter, how do you work portals to the Nevernever?  Characters seem to be open the Ways quickly and without any real prep but they are still Thaumaturgy.

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DFRPG / Re: Soundtracks for a DFRPG game
« on: July 16, 2010, 01:16:34 AM »
Battlestar Galactica soundtrack works pretty good.  I've found.

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DFRPG / Re: Storm Front and the Soul
« on: July 06, 2010, 03:01:52 AM »
Course, then again, we are talking about guy who has regular chats with his subconscious...

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DFRPG / Re: Help with a hi concept....
« on: July 05, 2010, 03:48:12 PM »
I'd also take Demonic Copilot.

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DFRPG / Re: Empowering a Circle
« on: July 05, 2010, 03:53:38 AM »
I'd equate it with the a Thaumaturgy ward set up on the fly with a power equal to or less then the character's Lore.  By default, Wards last until next sunrise so Duration isn't really an issue.

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DFRPG / Re: Character idea: faerie exchange student
« on: July 04, 2010, 12:51:14 PM »
I'm sorry no, I'm just not buying the Althletics as a Mental Defense.  Too big of a stretch and puts way too much emphasis on a single skill.   

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DFRPG / Re: Optional dice rolling system for those without Fudge Dice
« on: June 28, 2010, 11:45:34 PM »
Another way to do things if you have a program that rolls die for you, you can do "1d3-2", it gives you a result of -1, 0 or +1.  I'm not good enough at math to figure it out, but 4d3-8 should you give you the same probability with a much faster result.

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DFRPG / Re: Sample Stunts
« on: June 24, 2010, 01:27:40 PM »
Street Fighter
You can have two minor concequences you can only take when taking damage in a fistfight.

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DFRPG / Re: Spell Compendium
« on: June 22, 2010, 04:53:25 AM »
I based this one off of the Robot-Suit in District 9, it's a two-part Spell:

Magnetic Block
Type:  Earth Evocation, defensive block
Power:   6 Shifts of power:  Block 4 (+1 for allies, +1 for Duration)
Control:  Roll Dis + Focus/Spec
Duration:  2 Exchanges
Effect:  A small bright ball appears in front of the wielder’s hand as he supercharges the air with magneticism attracting bullets and other metal objects into it’s sphere.

Steel Rain
Type: Earth Evocation, Offensive Attack
Power:   6 shifts of power (one mental stress (or zero if Redirect from Magnetic Block) Weapon 6 (Can be split between multiple targets).  
Control:  Roll Disc + Focus and Spec
Target:  Up to 6 Targets
Duration: One action
Opposed by:  Targets Athletics
Effect:  The metal objects gathered int the magnetic sphere launch out with pinpoint accuracy towards the intended targets.
Variations:  Can spend 2 shifts to attack every target in zone

Obviously the two are meant to be used together, but you can use either of them by themselves as capable spells.  The stats assume you're playing a character with Superb Conviction and an Earth Power Specialization, but they can be adapted.

Another Combo Spell I've got: 
Gravity Tug
Type:  Earth Evocation, Offensive Maneuver
Power:  5 power:  Block 3 (+3 for duration)
Control:  Roll Disc+Spec and focus
Duration: 3 Exchange
Opposed by:  Might
Effect:  Targets limbs feel incredibly heavy as Gravity starts to have a greater effect on them, giving them the "HEAVY GRAVITY" aspect.

Gravity-Cuff
Type:  Earth Evocation, Offensive Block-Grapple
Power:  5 power:  Grapple 4 (+2 for duration)
Control:  Roll Disc for Focus and Spec vs
Duration:  3 Exchanges
Opposed by:  Might
Effect:  The Targets limbs are brought forcibly to the ground by the very power of the Earth.

Why yes, I am playing an Earth-Spec wizard.  Why do you ask?

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