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Messages - Myrddhin

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1
DFRPG / Re: When a PC breaks a deal with a fairy queen..
« on: August 17, 2010, 09:04:39 PM »
It's already been said enough times, OOC reasoning and such, so I'll just skip ahead.

Summer's all about growth, right? Well then, their Slate-style torture could be just as slow and just as painful.

Just to start it off, you've got options, loads and loads of 'em. Top of my list both involve events hitting the fan just after the portal closes. Drop them in forest, fairly nice and slightly warm, like a balmy summer with a light breeze blowing and everything. A short ways off they can hear the baying of hounds and the trample of hooves at gallop several Fae cavalry charge them with nets and lassos accompanied by Fae hounds, intent on capturing the trespassing Oathbreaker and bringing him to Summer's stronghold.

Other opening option I'm fond of has the offending PC ensnared/cocooned by a sudden upsurge of roots, leaves and soil, pulled into the ground and transport to said Stronghold.

From there, the torture could proceed along two paths. One plant-based where the victim is pinned in place by vines as strong as iron and a multitude of vine-like and other plants burrow into him. And one biomancy-based where he is slowly tortured by some terrible applications of Seelie-powered biomancy to induce cancer and sickness (promoting that kind of growth inside him) while likewise bound in place. Both follow a simple rinse and repeat cycle until the other PCs affect a rescue attempt, or the powers of Summer choose to kill him.

2
DFRPG / Re: Do homunculus exist? Can I make one?
« on: August 17, 2010, 08:44:23 PM »
If I go with a construct, will I have trouble with the wardens?
Not likely. As long as it doesn't look/act/smell/etc. like a zombie, or any other walking violation of one of the Laws, and you don't go around using it to kill people you should probably be fine.

Will it be alive?
Not technically. It can seem alive, but it won't be alive in the sense of possessing a mortal soul.

Emotions and the whole gambit?
That entirely depends on how complex a construct it is. A low-end model with only a modicum, or less, of free will can't even think for itself, while a high-end model sporting the magic equivalent of advanced artificial intelligence might be capable of learning, thinking for itself, philosophy, emotions and the whole nine yards.

how will the construct function in combat situations?
This depends on what you make it of, and what you make it for. Something built for combat will likely function very well in combat, while something built to be utilitarian might be abysmal in a fight. As for controlling it, short of thinks-for-itself AI, it should simply follow your orders.

Will it work on my character sheet like an enchantment?  Maybe several enchantments?
That is entirely up to you and your GM to sort out what it counts as, if you wanted it to function as something like an ectoplasmic, or even native materials, construct which you're only able to summon to you once in awhile then this might be the way to go. Or maybe even an enchanted item a la Bob's skull which serves as the home of a spirit bound to your will which you can send out to animate/possess objects and the like.

Most importantly, how do I find out how much refresh my construct will have?  how do I find out if my character is even capable of making one in the first place?
More than anything else, this one is entirely between you and your GM to sort out. Just keep in mind that the better the construct, the more difficult it would be to make.

3
DFRPG / Re: pull spell, others?
« on: August 11, 2010, 09:27:05 PM »
Drawing a weapon is a supplemental action (YS 213). I'd say that "Disarmed" could be sticky so long as the subject took no action to try to rearm. So if they had two pistols, drew one and you disarmed them of it then the "Disarmed" would stick unless they used part of their next action to draw their other pistol, which you could try to prevent them from doing by rolling to maintain/defend the Maneuver (the example works better when considering it as a skill-based disarm, but it pretty much holds for a spell-based you just switch your defense/maintenance bit for the effect strength used to place the aspect).

4
DFRPG / Re: Aspect Ideas
« on: August 11, 2010, 05:33:55 PM »
"On A Steel Horse I Ride"
Invoke: Your favorite transportation is your trusty motorcycle; invoke as appropriate for anything involving said bike.
Compel: You absolutely insist on using your bike even when another vehicle might prove better suited to getting you someplace; also the usual loss/damage of item stuff

"Wanted: Dead or Alive"
Invoke: You're a wanted man; invoke for bonuses to social skills, particularly intimidation, and knowledge of various criminal things
Compel: Someone, or something, wants you real bad; compelled for trouble with cops, being hunted by your pursuer, etc.

"Karma Chameleon"
Invoke: For luck and karmic bonuses.
Compel: It comes and goes; sometimes your luck just runs dry and leaves you in a tough spot.

5
DFRPG / Re: Tech hexing - required for who?
« on: August 10, 2010, 01:33:53 AM »
Well, that's an interesting question, likely to yield several answers. I'd say that they do as they still have a mortal soul, it's just in constant jeopardy from the infesting demon and their hunger.

6
DFRPG / Re: Tech hexing - required for who?
« on: August 10, 2010, 01:08:06 AM »
As it's written, anyone (mortal) with even a single casting power, like Ritual (Ectomancy), is subject to the troubles of accidental hexing. The flipside is that those people can also engage in deliberate hexing.

7
DFRPG / Re: High Specialisations from Refinement
« on: August 09, 2010, 01:26:59 AM »
Okay, yes, I did miss that he had Hellfire, and given the proposed circumstances and intentions I can't see many sponsor for it saying no to beefing up for such a destructive follow-up shot. Also, kudos on using the Foci specialization for his Thaum, I don't think I've seen that on any builds before.

As far as Aiming being an offensive action, you're applying "In My Sights" to the opponent which makes that maneuver an offensive maneuver, just like the example evocations Immobilization and Whirlwind are listed as offensive maneuver for applying aspects to a target. In your shotgun example were you to switch the order, so that the Overflow came off the Aiming maneuver, then I wouldn't see any problem with it, provided the GM gave you an Overflow action for it.

8
DFRPG / Re: High Specialisations from Refinement
« on: August 08, 2010, 11:26:52 PM »
The Overflow rules are on YS 214, but they expressly bar you from taking offensive actions (which applying Aspects to other people, i.e. Aiming, is). Further, the rules for using a spell to apply Aspects are different from the rules for doing it with a Skill, namely that by Spell the extra shifts you kick in to duration don't make it sticky, they just make it last for that many more exchanges at which point it simply poofs (obvious exceptions, like lighting something On Fire, not withstanding). As written, evocation maneuvers say "...a temporary aspect...," it's only when you get into Thaumaturgy that it says you can slap on more than one at a time.

9
DFRPG / Re: Handling a Djinn
« on: August 08, 2010, 11:07:44 PM »
I could see a decent argument for Sponsored Magic depending on its intended benefits, but for a more Solomon or Genie of the Lamp style binding it would probably just be an item which you use to summon it (as you've already got it bound). As long as they're not trying to summon 'ifrits or marids, myth-wise the most powerful djinn, then I feel like a fair item strength would be 5-7.

10
DFRPG / Re: Handling a Djinn
« on: August 08, 2010, 10:43:02 PM »
Aww... I saw the title and wanted to say something about a vacuum cleaner  or a bucket of water (beings of "smokeless flame" and all...)

But in all seriousness, it depends on which take of Djinn you want to go with. Djinn as another name/kind of angel might make things twitchy and difficult, but in typical Dresdenverse it would seem that they're completely unrelated so that part's up to you and the player.

As for playing as a Djinn, just stack up some Nevernever powers (Swift Transition and Gaseous Form come to mind), maybe a Recovery/Toughness with a Catch of holy stuff, and possibly even Channeling or something.

For a master of a bound djinn, I'd err on the side of treating like an enchanted item, but more mechanics than that I'd need some time to work out.

11
DFRPG / Help with a Pseudo-Vampire Build
« on: August 08, 2010, 07:22:54 PM »
One my players wants to play as a Red Court Infected, but
(click to show/hide)
and so I've been toying with the idea of a new kind of partial vampire.

The Idea: A Ritualist, or Thaumaturgist, finds a suitable demonic entity and binds it into their mind/onto their soul/etc so that they can tap into its powers to enhance their own. In a way, it is sort of like turning yourself into a walking, talking hexenwulf belt.

The Build:

Ritual (Diabolism) [-2]
The Sight [-1]
Soulgaze [-0]
Human Form [+1] (symbolic of turning over the "heavy lifting" to the demon so as to tap into its powers)
-Demonic Co-Pilot [-1]
-Blood Drinker [-1]
-Feeding Dependency (Blood) [+1]
--Inhuman Recovery [-2]
--The Catch [+1] is holy stuff.
--Inhuman Speed [-2]
--Inhuman Strength [-2]

Refresh Cost: -8

The Questions:

Does having Demonic Co-Pilot under Human Form seem correct?

Does the overall concept seem sound?

12
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: August 07, 2010, 04:44:44 PM »
REDCAP

The Catch (+3) is cold iron and such

Given their mythical penchant for wearing iron-shod boots and fighting with iron weapons, that Catch might be rather debatable, but that's just my take.


Siren
High Concept: Siren Temptress
Other Aspects: A Voice Sweeter Than Honey; To Listen Is Madness

Skills:
Great: Athletics, Deceit, Performance
Good: Alertness, Presence, Rapport
Fair: Conviction, Discipline, Endurance
Other Social skills, and Stealth, default to Average, rest to Mediocre

Powers:
Incite Emotion (At Range of Sound, Lasting Emotion) [-5] Lust/Attraction
Human Guise [-0]
Wings [-1]
Claws [-1]
Feeding Dependency (flesh) [+1]
-Inhuman Speed [-2]
-Incite Emotion (Potent Emotion) [-1]

Stress:
Physical OOO
Mental OOO
Social OOOO
Hunger OOO

Total Refresh Cost: -9

Notes: Greatly disdain combat and if forced into a fight will take to the air and assault their attacker's mind with song.

13
DFRPG / Re: Aspect Ideas
« on: August 07, 2010, 04:10:15 PM »
Based on two songs from the Clockwork Quartet:

"All Worked Out Like Clockwork"
Invoke - To make a plan go off as planned; To get places precisely when intended; For bonuses when being careful/methodical
Compel - When plans do get messed up, they explode spectacularly; To be made to take thought-out, methodical actions, rather than a quick, rash choice

"For My Love I'd Shift The Planet's Axis"
Invoke - When forced to take desperate actions to aid/save said love
Compel - Your love is in danger; Break laws as part of desperation

And from something entirely different...

"Music Flew From His Pipes So Wild and Fiery"
Invoke - For emotionally stirring performances
Compel - Some people just outright hate your music and you occasionally end up in hot water because of it

14
DFRPG / Re: Possible Trapping for Echoes of the Beast?
« on: August 06, 2010, 07:33:10 PM »
Oh, hmm.  That hadn't occurred to me, but I see what you mean.  I guess I'll just get rid of Echoes and just go with Beast Change by itself.

Actually... I might have found a way for you to keep Echoes, and the Human Form bonus, and pick up Claws for the fox form.

Item of Power (Hoshi no tama) +1
-Glamours -2

Human Form +1
-Inhuman Speed -2
-Claws -1

Then leave the rest of your powers and stunts as they are.

15
DFRPG / Re: Possible Trapping for Echoes of the Beast?
« on: August 06, 2010, 06:09:06 PM »
Well, I figured in Human Form, which is where the Beast Trapping kicks in as far as I understand, Ken's got much better Deceit than Athletics or Stealth.

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