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Messages - Janus Node

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DFRPG / Re: skill shuffle question
« on: October 07, 2010, 05:00:51 AM »
Personally, if I had a player insist on having "True Shapeshifter", I would limit them to a few set forms equal to an appropriate skill for their concept (Deception seems good, but others could be justified).  This would be their "practiced" forms they could do quickly.  They could still do other shapeshifts if they want, but I would limit them to a certain number of skill shifts per turn to keep them from slowing down play.  But that's me.

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DFRPG / Re: skill shuffle question
« on: October 06, 2010, 07:53:59 PM »
I agree with wyvern;  Beast Form is a secondary skill layout that is static (unless they spend a minor milestone to alter like they would a primary skill layout), but True Shapeshifting is what allows a person to optimize skills for any given situation due to the concept of being a "multi-form" shapeshifter.

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DFRPG / Re: Homebrew Stunts
« on: October 06, 2010, 06:51:29 PM »
Here's a few of the stunts I came up with for my monster hunter character


"I Ain't Got Time to Bleed" - Two extra physical consiquence slots.
"Sneak Attack!" - +2 Shift to attacks made from Cover/Surprise
"Uncommon Prey" - Make declarations about non-sentient supernaturals creatures with Survival.
"Come With Me if You Want to Live" - Spend Fate Point; +2 Shift when using Presence to make a declare on another character in a crisis situation.
"That Ain't a Knife…" - +2 Shift to Intimidate roll when weilding a Melee Weapon

I'm also working on a stunt that allows for makeshift weapons similar to horror/zombie movies.  I call it "This is my Boomstick", and it's supposed to be fueled by Fate spending and I'm trying to balance out a few factors still.  If there are any thoughts, I'd love to hear them.  (Think Army of Darkness, Phantasm, and your favorite over-the-top sort of movies)

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DFRPG / Custom Critters: Looking for constructive review
« on: October 06, 2010, 06:11:39 PM »
With my campaign finally past city building and character gen, I've had a successful first session.  Without going into tons of story detail, my group is going up against a group of demons that have a disturbing tendency to not just dissolve away into inert ectoplasm when killed.  They don't know many details yet, but I've begun building the demon concept and stats, and I would like to get some constructive review of what I have before revealing more throughout play.  Thanks to anyone willing to help!


"Gatecrasher" Demons
A small gang of demons so-named because of their congregation in San Francisco and the secret method they have discovered of coming through and staying in the Mortal realm.

Gatecrashers are demons that have harnessed a ritual and artifact that allows them to not only enter into a True Mortal host, but also fuse with them in body and soul to become anchored in the Mortal realm.  Hosts must be willing, and afterwards both memories and personalities become one.  When killed, the essence/soul of the Gatecrasher is drawn back to the Artifact used in the ceremony, where it can be re-invested into a new willing host.

As a group, the Gatecrashers number no more than a dozen at any time.  All hosts have been drawn from disillusioned gang members and organized crime syndicates that were desperate for a fast track to power.  The demons gain free reign on Earth, but have formed their own syndicate because of the influence of the mortal desires they gained in the fusion process.  Important and influential Gatecrashers might have slightly more power than the listed template (1 step up in Power Level).

Standard Template:
High Concept: Infernal Criminal
Power Level:  (7/25/Great)
Aspects:  BOUND BY A SECRET, WE’LL SHOW YOU ALL
Refresh: 0
Skills:
   4 - Deceit
   3 - Burglary, Guns
   2 - Fists, Alertness, Athletics
   1 - Stealth, Might, Intimidation, Contacts
(5 points for customization)
Stress:  Physical OOOO, Social OO, Mental OO
Stunts:  Badder than you thought (+2 Intimidation when Human Guise dropped)
Powers:  Human Guise, Pack Instincts (Other Gatecrashers), Cloak of Shadows, Inhuman Strength, {Inhuman Recovery, Inhuman Toughness} Catch (Only at Night or during SF's Supernatural Fog, Specialized Research to find out), Resurrection (Special Condition: Access to Phylactery & new willing host)

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DFRPG / Re: Other Games As Resources
« on: July 10, 2010, 12:46:09 AM »
I'm a serious tabletop RPG junkie, so here's some of the games that will likely be influencing my upcoming game;

  • Fireborn - A game where you get to play reincarnated dragons in a modern world re-awakening to magic.  The dragons in this system are incredibly complex beings, with many established concepts challenged in the genre with new twists.  What I May Use - There are a number of beasties that I loved in this universe that I will look into converting over, and a number of the Sire Dragons make for some interesting Dresdenverse dragons.
  • Shadowrun - The classic genre mixing game of Mystic Fantasy meets Cyberpunk, and a world also where magic and tech do not get to mix with each other.  What I May Use - I have always liked the Essence system for the game (the limit of how far a human can be enhanced with tech implants vs. magical integrity) which might help me with my negative refresh house rules.  I also love how creatures in the world have mutated into mythical critters, giving me yet another source for a bestiary.
  • (Original) World of Darkness - Dark Modern Fantasy RPG where players get to be the things that go bump in the night.  What I May Use - I want to make a modified scale of roleplay traits based on negative refresh similar to the various "Humanity" scales in the different games.
  • Grimm - Children get lured into a magical dimension where the fairy tales of old have been trapped and become twisted with the ages.  A great game for fans of dice lite RPing.  What I May Use - An extensive and creative spell list, as well as learned abilities that might make for some good inspiration for Stunts.
  • Call of Cthulhu - I doubt I need to even explain this title... What I May Use - The Great Old Ones.  Seriously, I love these beings as antagonists, especially since they do not need to follow the same reasoning or causality as beings of this world.

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DFRPG / Re: Really Magic Computer
« on: July 09, 2010, 08:12:02 PM »
As a thought to add to this;

I understand and respect that magic and tech do not work with each other in the Dresdenverse.  It's an important enough concept to the books and to certain mechanics of mortal magicusers that I do not plan on allowing exceptions beyond what's established, but it seems that most of the rules on "Hexing" have to do with technology based on science from the last 70 years or so.

So what about a magical Difference Engine?  All steam, clockwork and gears, an artifact that could be as delicate and elegant as you like, or as clunky and enormous as will fit the scene.  Not really an item for most PCs to have, sure, but it's the sort of thing I think of when I think "Magic Computer".

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DFRPG / Re: (Rules Questions) Negative Refresh: Roleplay & Mechanics
« on: July 09, 2010, 07:59:11 PM »
Great thoughts there everyone, and thank you.

Yes... I'm thinking both in terms of house rules and as a progression into "uncontrolled power" for roleplay.  I like DFJunkie's progression thoughts, and agree with the progression of the mortal away from their original personality and towards the nature and instincts of one of The Fallen.  I'm still not sure if there's anything I'll actually do different for my game from what's in the book, but whenever I start seeing number ranges my brain starts juggling through permutations and formulas to find ways of defining and explaining things.  If I playtest anything with the group that seems to work, I'll bring it forward here to see if there are any new thoughts on the matter.

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DFRPG / Re: Baltimore and Other Possible Dresdenverse Cities
« on: July 05, 2010, 05:10:03 PM »
This is a Post for Janus,

Get yourself a copy of the 1920s source book for Cthulhu San Fran,

Its full of some totally awesome ideas and stuff you can pinch to help put together the setting as well as important figures and places, its a total winner.....

Heh, thanks much Codex!  I was actually just reading through that last night as I was coming up with one of the proposed threats; "The Thinning Veil".  Due to scheduling conflict actual in-person play is gonna be delayed a month, but we're doing city building in Google Wave.

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DFRPG / Re: (Rules Questions) Negative Refresh: Roleplay & Mechanics
« on: July 02, 2010, 06:11:01 PM »
Thank you DFJunkie for th page numbers, that helps me a lot  :)

Also thank you everyone else for your thoughts and input so far, it helps to see this from the multiple viewpoints that you're bringing.  I'm thinking I may still adopt some sort of side mechanic for my Negative NPCs, but at a much lower involvement level than I was thinking before.  It would be something used mostly for Named NPCs and not lower involvement characters.  It's just the sort of thing I like to have... a sort of symmetry in the system.

*shrug*

In the meantime... for "Negative NPCs", is there a "Bottom Limit" any other GMs consider when making folks for their game?  It looks like -30 is the limit on what they have statted without going into the Canon Characters section.

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DFRPG / Re: Post Yourself As A DFRPG Character!
« on: July 02, 2010, 01:23:40 PM »
As a newbie, this seems to be a good way of folks to catch a glimpse of who they're dealing with  ;D

Name: Janus Node (aka "GM Janus", aka "Sir Nerdsalot").
Base Refresh (Power Level): 7 (Up to My Waist in Gaming Supplies)
Remaining Refresh: 3

Aspects:
High Concept: Marketing Gamer  (Getting my business degree after 5+ years working in geek retail & business)
Trouble: So Many Details (I have a tendancy to analyse, calculate, theorize, and reassemble problems/issues to a degree that it can become more trouble than it's worth)
Other Aspects:
Going My Own Direction (Geeks were not the norm in my family, so anything I learned about gaming, books, movies, etc., I found on my own)
Friends as Close as Enemies (A major split in the local geek community left me with a couple of broken friendships)
Chrome & Magic (I started out gaming on the 2nd edition of Shadowrun, and that's also where I first started making rules mods)
Always There For My Girl (My girlfriend insisted this was important.  Who am I to disagree?)
Best Geek Kitty in the Midwest (Got a cat recently that has proved to love Doctor Who and be a hit with all my friends)
I've Got a Game for That (There's an impressive list of board, card, miniatures, and roleplay games that I have learned and played)

Skills (25):
Great: Lore
Good: Driving, Rapport, Performance
Fair: Craftsmanship, Contacts, Investigation, Deceit
Average: Fists, Resources, Survival, Weapons

Stunts (6):
Geek Eye for the Normal Guy (Rapport) - -2 difficulty to successfully explain geek subculture concepts and items to those not familiar with them.
The Art of the Sale (Investigation) - +2 shifts to sell any item that has been researched over an appropriate previous extended test.
Putting My Game Face On (Deceit) - +1 shift in all gaming related tests that use bluffing and mental contests.
Excellent Cook (Craftsmanship) - +2 on using Craftsmanship to make any meal for a gaming crowd.
Nightwalker (Endurance) - -2 Difficulty to stay awake for prolonged periods with proper stimulus.
Plotmaster (Performance) - Spend a Fate Point to improv a story solution on the fly.

Stress:

Mental: OO
Physical: OO
Social: OO
Armor: None

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DFRPG / Re: (Rules Questions) Negative Refresh: Roleplay & Mechanics
« on: July 02, 2010, 11:17:01 AM »
heh, sorry for causing the headaches, as that wasn't my intent.  But here's where I'm reading things so far:

Monsters (non-sentient):  Minimal or no Fate Points, perhaps something that shows the limited nature of a creature vs. a sentient (even if they are without free will) being.
Sentient NPC with Negative Refresh:  A sentient being that is driven by basic nature instead of choices that make variation.  Could be a low powered person that has reached too far without proper self-awareness, or a high powered person that has sold their soul for cosmic power.
Sentient NPC with Positive Refresh (or a PC):  A person that has the ability to go beyond basic nature and more easily affect their world, at the cost of taking the slow route in developing their strengths.  Can be a normal mortal person or a powerful being that has chosen to maintain balance in what they can do and who they are.

Sound about right?


And I agree on the not getting any Fate at the start, I'm just wondering if there's any functional difference then between 0 and -20.  Both would get no refresh at the start, but there doesn't seem to be any other penalty the further down you go.

EDIT: (addendum) With all that's been discussed, to people see negative Refresh as any sort of roleplay guideline?  Original WoD had a number of "Humanity" scales across their titles, but here Refresh does not seem to be about "Good & Evil" as much as it has to do with "Nature vs. Choice".

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DFRPG / Re: (Rules Questions) Negative Refresh: Roleplay & Mechanics
« on: July 02, 2010, 10:30:39 AM »
Right, indeed that it should be a deal breaker if a PC does it.  I just am thinking things out from an NPC creation standpoint as a GM.  I'm seeing it in my minds eye like an Essence System from Shadowrun, but with powers and abilities instead of cyberware.  You exceed your "allowance" and it's like you've taken a shortcut that you never should have gone for.

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DFRPG / Re: (Rules Questions) Negative Refresh: Roleplay & Mechanics
« on: July 02, 2010, 10:22:21 AM »
Right, OK, so from the way I'm reading it most people are just using the negative refresh as an RP guideline and not as a hard mechanic.  And that's fine and makes sense to me; I'm just interested to see how folks are handling it and working things in their games.

As for mortals with negative refresh, I was given to understand from the book that it was very possible and likely that wizards and even vanilla mortals could "Go Negative".  Like the obsessed wizard that sells themselves to the pursuit of Ultimate Power (very Doctor Doom), or the mortal businessman that becomes a financial juggernaut that is dead inside (almost a bit Citizen Kane).  Am I wrong?

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DFRPG / Re: Baltimore and Other Possible Dresdenverse Cities
« on: July 02, 2010, 09:36:59 AM »
I've been thinking about this, preparing my Campaign and all.

And, Miami and New Orleans were literally two of the first that popped into my mind, for those very same reasons.

Though, I also was thinking about San Francisco. Think about it for a second, San Francisco was home of the Gold Rush,  bringing in thousands of people, and who knows what else with them? And, of course, Alcatraz is located off the shore of San Francisco. So, all sorts of Baddies were home there. I mean, if people leave an imprint when they die, think of all the lost souls wondering around on THAT island.

I plan on running my game group in San Francisco for a couple of reasons;

1) Humphry Bogart Era Detectives - I love the story tropes that came with noir detective stories set in this city.  While I'll not be running my game as a 1920s period story (though that would be kind of cool not that I think about it...), there's still that sort of air of intrigue that comes with the city that can be used for aspect and location inspiration.
2) Alcatraz - I saw that also as a major place of interest.  Maybe there's a secret prison there still?  Maybe there's something left from all those criminals and depravity?  Maybe there's something that was there before the prison?  I'm not deciding anything yet because I want to see how the characters and group dynamic develops first, but this is such a rich location for SOMETHING.
3) Chinatown - Sure, every major city has one, but this is San Francisco Chinatown!  This is where "Big Trouble in Little China" went down!  Likely this is one of the oldest "Chinatown" districts in the US, and could hold many plot points.
4) The Bay Fog - I've never been to San Fran, but in the tradition of The Vancouver Method I still see this cinematic trope of the city as something that might lead to interesting twists.
5) The Golden Gate Bridge - An amazing bit of engineering, but maybe there's something more there?  Perhaps a hidden gateway to a Troll/Fae settlement?  Perhaps exotic metallurgy?

I'm still researching some stuff to present to the group, but overall it just feels like a setting that could do some interesting things across many different themes.  If anyone else has some ideas, please post!

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DFRPG / (Rules Questions) Negative Refresh: Roleplay & Mechanics
« on: July 02, 2010, 09:08:45 AM »
OK, so I'm starting up a new RPG group on Dresden Files RPG pretty soon, and I was reviewing the rules as GM.  As I work on my cheat sheet notes, I found that I was having trouble finding guidelines on how exactly negative refresh affected NPCs.  Yes, I understand that it keeps the characters from gaining Fate points without taking compels, but how is 0 Refresh of someone that's just gone over the edge different than the -30 Refresh of an Outsider Assassin?  Is it just a matter of roleplay, or is there a mechanics note I'm missing?

Now, if I'm not just missing something (which I admit is quite possible), I'm trying to think of some mechanics to help me as a GM keep things level.  Here's my ideas so far:

  • Extra Trouble Slots - With the sacrifice of mortal will you get more and more trouble the crops up in your existence.  0 is just a being that has just lost free will, -1 to -5 is your first extra trouble, -6 to -15 could be the next slot, and so on.  These represent not only the extra opportunities for compels, but the need for the being to be driven by things other than choices the make for themselves.  (examples: Loathing of own Mortality, Always Second Best, and Need for Affirmation)
  • Refresh Repayment - This is a bit more of a book-keeping issue; instead of starting with refresh points you can spend, you have debt points that have to be worked off with compels.  It could be on a 1-for-1 basis or some other increment (I could see as going as high as 1 debt for every -5).
  • Skill Blindspots - When you give up on living life as a journey and instead devote yourself to power so much that you lose sight of what makes you a person, you also lose sight of the importance for certain life skills.  Pay off negative refresh with negative skill ranks; you can have as many skills as you want at -1 (Poor), but they have to be equal or greater than the skills you have at -2 (Terrible), which have to be equal or greater than the skills you have at -3 (Abysmal).  -3 would be the limit of the negative range.
  • Or any combination of those three!

Please keep in mind, this is just me brainstorming as I work and would very much like to hear thoughts or corrections from others.  If there's something I've missed in the book, please let me know the page number.  If there's another topic that covers this, I'd love to read it.  And if you think these ideas have merit or could use some additions/alterations/corrections, then I'd love to hear that also!

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