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Messages - HobbitWarrior

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DFRPG / Re: OFFICIAL Harry Dresden Statblocking Contest
« on: May 30, 2013, 05:28:33 AM »
The following is a co-operative effort by HobbitWarrior and SilverBlaze

Character: Harry Blackstone Copperfield Dresden

High Concept: Grey Council Detective
Trouble: Temptation of Power
Other Aspects:
1. Epic Wise Ass
2. "I'd Die For My Friends, Unfortunately I Might Have To..."
3. "So I'm a Warden now...Yeah."
4. "I Won't Let My Darkness Control Me, but Sometimes I Let It Out."
5. I've Got an Apprentice Now, but I'll Die Alone.

Skills
Fantastic: Conviction
Superb: Endurance, Intimidation
Great: Discipline, Lore
Good: Alertness, Athletics, Contacts, Investigation
Fair: Guns, Presence, Rapport, Weapons
Average: Empathy, Fists, Might, Resources, Scholarship, Stealth

Stunts
Listening (Investigation): +4 to Investigation rolls to hear things, but Alertness drops to Terrible while Listening.

Powers
Evocation  -3
Thaumaturgy -3
Sponsored Magic: Soulfire  -3
Lawbreaker (First) -1
The Sight -1
Soulgaze -0
Wizard's Constitution -0
Refinement  -4
*( Demonreach: Sponsored Magic: Place of Power - This is Intellectus.) -3

Specializations
Evocation: Elements (Air, Earth, Fire, Spirit);  Power: ( Fire +1 )
Thaumaturgy:  Control (Divination +1)


Rotes
Fuego - Weapon:6 single-target fire attack. Creates a jet or blast of flame. Requires blasting rod.
Forzare - Weapon:5 single-target spirit (force) attack. Creates an invisible kinetic blast. Requires staff.
Shield - 6-shift defensive spirit (force) block... [Armor 3]. Creates hemispheric shield in front of Harry; acts as armor or a block. Requires shield bracelet.
Ventas Servitas- Weapon : 4 Single-target air attack. Creates a gale force gust of wind to move objects or damage objects; as well as hurt foes.

Focus Items
Staff - +1 Offensive Control with Spirit
Shield Bracelet - +2 Defensive Control with Spirit
Blasting Rod - +2 Offensive Control with Fire
*Sword Cane - +2 Offensive Control with Earth

Enchanted Items
Duster - Fantastic block or Armor:3, 3 uses per session, lendable  (2 slots)
Knuckle Duster of Force Rings: Weapon 5 - 5 uses per session.
2 empty potion slots

Stress
Mental OOOO +1 mild consequence
Physical OOOO +1 mild consequence
Social OOOO

Total Refresh Cost: -16 * -19
Remaining Refresh: 0


16 Refresh, 50 skill points.

1 Refinement spent on learning to use Earth magic, 3 Refinement Spent on item slots

Showing our work: Took advice from page # 137 in "Our World" to determine major and significant events.  Then decided from a sum of all short stories, graphic novels, and Turn Coat: that Harry Dresden should have an additional 15 skill points and 7 refresh.

Explaining his skill placement/increases: We increased his general template to reflect a constant threat from the Red Court war and his own personal training with his supporting cast.  We also considered adding Deceit at Average, but left it off.

*Demonreach: Was so far ill defined by Changes - therefore we decided that using Sponsored Magic to gain Intellectus would cost 3 Refresh.  Harry would enter Sponsor debt (much like he did for Hellfire) to gain access to demonreach.

*Harry's Sword Cane:  Infused with magic and used primarily for magnetism spells, this cane was purchased from merry old England and is capable of doubling as a weapon 2 sword.  The weapon is rarely used due to Harry's preference for fire magic and therefore was left out of the math for character creation.  If the situation calls, simply switch his blasting rod for the cane.  We'd say whatever building you're in would thank you for the switch, but come on, it's still Harry Dresden.

Building a better Force Ring: The ring started as a humble weapon: 4  ( 3 with an extra slot for power).  Per White Knight he had increased the power of the ring to three bands over one and had one ring on each of the fingers in his right hand.   This increases damage to the power of his current lore rating of 4 plus one extra for power and increases the number of uses by  four to represent each of the new bands.  This also represents his ability to launch ghouls and break their backs in White Night.

Changes to Focus Items: Harry built a better blasting rod after one of the numerous times it was destroyed. Harry built a better shield bracelet with numerous braided metals and shield shaped charms. This is why we decided each of those items deserved a better control bonus.

The elusive silver bear belt buckle: This has been explained as a spell or a one time use item.  We left it out. 

Little Chicago: Best left as a plot device.  Along with the highly controversial topic of who fixed it.

Dresden seems low powered?: We kept with the spirit of the original writeup to balance him with other NPC's.  We low balled it.

Potential Susan related aspect:  If it pleases our mostly benevolent overlords at Evil Hat to think that the beginning of Changes includes the phone call - change his trouble aspect to: Harry they have our Daughter.



Fun with aspects: We wanted to do something different, yet stay true to the character.
High Concept: Grey Council Detective - Harry clearly lost his faith in the White Council due to policies and traitors within.  He joined with Ebenezer McCoy to form the beginnings of the
Grey Council.  He is of course still the only Wizard Private eye in the yellow pages.

Trouble: Temptation of Power- Jim Butcher kept the theme of tempting Harry with power...at a cost.

Epic Wise Ass - Some things never change... (also needed to avoid buying Infuriate stunt)

I'd Die For My Friends, Unfortunately I Might Have To... - Harry has a near fanatical loyalty to his friends and family.  Also, who doesn't love foreshadowing.

So I'm A Warden Now...Yeah...- Harry never liked wardens in the first place.  He is by his own admittance one of the last people who should be one.  Yet, here he is, wearing a grey cloak, the position is largely honorary and only came about due to dire straits. 

I Won't Let My Darkness Control Me, but sometimes I Let It Out - Harry has touched a lot of dark powers; well beyond his scope.  It has left a stain.  Sometimes that power comes out to play, even when he doesn't want it to.

I've Got an Apprentice, but I'll Die Alone - Molly brought the doom of Damocles with her.  Dresden feels responsible for her for a large number of reasons.  he has conflicted feelings about this relationship.  He was also, of course, cursed to "Die Alone!"

Compels for the new aspects:
Grey Council Detective - Dresden has had his eyes opened to the fact the White Council had been corrupted from within.  This forces the man to keep secrets and secret alliances. At the very least this makes Harry juggle his loyalties.  At the most, well, Harry will finally get to see the Merlin genuinely happy.  For about ten seconds before the Doom falls on both him and Molly.

I'd Die For My Friends, Unfortunately I Might Have To... - There are just some things Harry Dresden doesn't tolerate.  And unfortunately for him there are some things out there that know this.  More than once something from the spooky side has used his friends against him.  Either as hostage or bait.  But don't forget the flip side to that, Harry is more than willing to bring a wrecking ball to a masquerade ball when pushed too far.  Those creeps would do well to remember that.

So I'm a Warden Now...Yeah... -  Humor aside, Dresden takes his position as a Warden with a big grain of salt.  Harry is willing to do the work, but when a problem gets dropped onto his lap that comes into conflict with what he feels is right, he'll do what he thinks is best.  This has almost led him to blows with the council in the past, but hey, at least there's a steady paycheck in it.

I Won't Let My Darkness Control Me, but Sometimes I Let It Out - Nightmares, crippling headaches, horrible images that will never fade and oh yeah, years and years of physical therapy for his hand.  Harry is the sum of what he's run up against and over the years its taken its toll.  But for better or worse he's still Harry Blackstone Copperfield Dresden, conjure it at your own risk.

I've Got an Apprentice, but I'll Die Alone.  Dresden may have Molly when he needs her, but this comes with its own set of problems.  Including but not limited to the Doom of Damocles, an unrequited love and her own willingness to go into situation beyond her abilities.  Not to mention there's still the lingering doubt in his own mind to the last words of the former Denarian Cassius.  This hangs over Dresdens head every bit as much as the Doom and often forces Dresden to act impulsively or purposely withdraw from his friends and family.

Also, we spent so much time working on aspects we decided to mention a few that never made the cut.  We also considered writing all aspects in haiku! (Not even kidding)

Blood and Fire, Family is Sacrifice ;), Winter is Coming, My Apprentice is a Handful.... (shut up Bob!), I Got 99 Problems...and all of 'em are women, Don't need a gun, got a Mouse!, With Great Power Comes Great Responsibility....and so on. 

2
DFRPG / Re: Template Balance
« on: May 03, 2012, 02:14:58 AM »
Wear them down.  This game is geared towards wizards so it stands to reason they're the ones with the most options and at times the biggest gun.  However, unless you've made the mistake of letting them have more than 4 mental stress boxes the most their going to be able to cast is 4 times before they start hurting themselves.  Badly, if magic is the only thing they have and in less time if they focused on control over power for specializations and focus. 

It's not particularly hard.  Force them to use their spells for specific targets, or protecting themselves first.  Think Marcone's Fomor fight from Even Hand. 

If they're using focus items for most of their bang, have a grappler take it away.

At the very least you could always throw goons at them first, forcing them to spend their stress on nothing and then have the big bad show up.

Other than that it really depends on the type of caster you're dealing with. If they're the WC Laws of Magic are higher than God's type, give them situations where they have to take on normal people.  Or things that blur the line between human and non-human.  Make them have to think twice before blasting someone to ashes and getting a lawbreaker dropped on them.  If they're the other kind, where rules are meant to be broken and they're already sitting with several lawbreakers put them up against other wizards or beings with magic.  Aside from just counter spells, there are several powers in Sanctaphrax's custom power list that drains or redirects spells. 

Wizards are mean, but the system does a good job of balancing that with drawbacks.  Use the system and if necessary focus the combat so that the wizard doesn't have a chance to always steal the show. 

3
DFRPG / Re: So How much Stress would a Subway Train cause?
« on: December 11, 2011, 06:11:10 AM »
I'd base it on how thorough they were in making sure he was dead.  If they bothered to make sure the guy was down or if the vampire literally just kersplatted against the train and was carried away.  That followed by how important the guy was in the story.  Big villain, well, black courts are supposed to be juggernauts of dark energy anyway.  I'd probably bring him back out of pure spite for them not being thorough enough. 

Screaming for blood, seconds after taking a love tap from a train...maybe not.  But definitely down the line a bit.  There's something particularly effective with the thought that someone you were so positively sure was dead and out of your life is still kicking and nursing a big grudge.

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DFRPG / Re: ritual to track someone down on the other side
« on: November 10, 2011, 04:49:26 AM »
If I recall correctly, there have been a couple of times that Harry has not gotten a result with tracking spells and he said the target was either dead or on the otherside...

But now I'm thinking about trying to find Molly in Prove Guilty and I can't quite remember how that one worked out.

Richard

I can't remember the exact words, but I think I remember that spell working a little different than his normal tracking spell.  The words, "finding where she'd been instead of where she is" rings a bell, but I might be confusing that with something else.  I do remember though that he did follow the trail right to the point she entered the nevernever and then did a different one when he got in.

5
DFRPG / Re: Should I track Hunger for NPCs?
« on: November 10, 2011, 03:22:26 AM »
If it's a strait up fight, I don't usually bother since hunger stress doesn't activate until the end of the scene.  Especially if the guy in question isn't squeamish about killing.  It's completely relative to the situation though.  Like, if they're purposely running an endurance game against it to wear it down.  Then, yes, that would be a good time to keep track.  Alternately if you're in more of a social setting and the only easy prey happens to be a non-combat oriented friend of the PC's.  Or someone they'll miss.  That's a decent, "well you did drive him to this" scenario. 

Overall, unless it's specific to the situation it's mostly micromanaging. 

6
DFRPG / Re: Villian help
« on: November 06, 2011, 04:30:41 PM »
If you absolutely want to be able to tie his ability to a power there are a couple listed in the Custom Power thread that could be used.

Reality Warper [-2]
You are able to shape reality to your whim, as if the entire world was simply a dream of yours.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can always alter reality as if you were in your personal Demesne, though with slightly reduced effectiveness. This allows you to make declarations and maneuvers related to the nature of the local reality with your Discipline skill. The duration of the changes created by this power is variable, but it's generally at least one scene.
Offensive Sculpting. You may use the world around you as a weapon. This allows you to make Weapon: 0 attacks with your Discipline skill against anything within your line of sight. You may make spray attacks with this power. You may also attack entire zones with this power, although you suffer a -2 penalty to do so.
Improved Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon: 2.
Powerful Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon: 4, and any scene aspect you place with Sculpt Reality is automatically made Sticky.
Counter-Conceptual Interposition [-1]. You may use your Discipline skill to defend against physical attacks.

or

Dream or Reality [-2]
For you the lines between Dream and Reality are blurred, so much so they are almost non-existant. You live just as much in the world of fantasy as you do on planet earth. You are able to bring your control of your Demesne into the mortal world. You are able to shape reality to your whim.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can alter reality as if you were in your personal Demesne, though not as freely as you would be able to in the Nevernever. You can roll Discipline to place scene aspects as normal, and can even use discipline to physically attack using the (now) mutable nature of the zone against your opponents. However, your attacks are all weapon: 0. Any change you make is impermanent, and reverts to its original state at the end of the scene, however, you may spend a fate point to make a change permanent (or more, at the GM's discretion).
Rapid Eye Movement. When you use this power your eyes flicker back and forth as if you were sleeping.
Illiteracy. You are unable to read, it is not because you do not know how, it is just that your brain is unable to correctly identify the symbols on the page. If you somehow loose access to this power, you will be able to read (if you were previously able to).
Improved Sculpting -1. Your attacks are now treated as Weapon: 2.
Powerful Sculpting -1. Your attacks are now treated as Weapon: 4, and any scene aspect you place is automatically made 'Sticky'.

Or if those don't do it for you, greater glamours is practically a green light for declaration and creations.  And the books rules barely crack the surface of leveling it out for playing.

7
Initiative is clunky. Don't be a slave to it. Remember that you can talk without taking a social action.

So feel free to interrupt. Just don't expect your interruption to have a mechanical effect unless you held an action.

What does your group have against social consequences?

It's probably just part of a natural aversion to a consequence from a part of the system they're not too fond of in the first place.

It also may have something to do with the way damage is taken in this system in general.  The back and forth nature of it.  Take a one on one fight for example.  Say they're evenly matched from the get-go.  Ignoring supplemental, defense, and multi attack options temporarily, combat is at its basic form a back and forth swatting contest that can end up in a race in some cases.  Race to run out the stress boxes, race to get to the consequences.  Granted this is basic, shouldn't ever really happen, most boring possible way to go about it type of fighting, but it can happen where if you're evenly enough matched it's a race to run the guy down.  In this case being physically penalized by having less physical damage to stay in the fight can come off as annoying when you took the consequence in a social setting. 

And before someone says it, I am aware mental takes those physical options away just as easily as does social.  However, in game mechanics, mental damage is infinitely easier to associate with fallout from a battle or just driving yourself too hard.  The area of your body affected is just a little different.  Again, I know I'm generalizing here, mental stress can be a lot more complicated than just backlash from pushing too many spells, but the main point remains.  It's a bit limiting to add in a third, when you're already splitting up your few consequences amongst two forms of damage. 

8
Just in case anyone was wondering.  We started it, it got awkward, I abandoned the project before its conclusion in favor of our usual RP it out.  Although, as we found out over the course of the game, socials still make really good blocks and alternate ways to get what you want.  Much to the chagrin of our spring prince when he ran into the attractive girl trying to keep something from him.

Anyway, maybe I was doing something wrong running it.  I'm not prepared to rule that out.  But the biggest distraction I found was the initiative.  Group member A goes first, he stated something with a purpose to do X, member B gets to say something now.  Better make it relevant to what the previous guy just said.  Hold on Villain, don't interrupt.  It's not your turn.  Even with planning out and holding actions the whole thing was just coming out pretty clunky.  And the concept of social consequences was, to put it mildly, less than popular. 

I'm way open to suggestions on how something like this could have been done better, but for now we're just gonna stick with the way we decided at the start.

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DFRPG / Re: Wonderland tasks
« on: October 02, 2011, 04:52:13 PM »
To me, this smacks of one of the Sidhe having some fun.   Sanctaphrax has an npc write-up that would be perfect.

Ancient Sidhe Trickster (In A Submarine)

High Concept: Ancient Trickster Faerie
Other Aspects: Scary As F**k, You Cannot Trust Your Eyes, Faerie Court Jester,
Skills:
Fantastic: Deceit, Intimidation
Superb: Presence, Performance
Great: Lore, Empathy
Good: Rapport, Conviction, Empathy
Fair: Contacts, Alertness, Stealth
Average: Endurance, Investigation, Craftsmanship, Burglary, Scholarship
Stunts:
Wearing An Extremely Trustworthy Face (Deceit): As long as you are in a certain form, +2 to Deceit.
Founded Upon Lies (Deceit): +2 to any roll in which you tag or invoke an aspect created with Deceit.
Scary As F**k (Intimidation): Intimidate attacks inflict 2 extra stress.
Subtle Menace (Intimidation): Don’t need context of power to use Intimidation.
Polite Threats (Intimidation):  May use Intimidation without being rude or directly threatening someone.
Jester (Performance): +2 to Performance to make jokes and generally be funny.
Pointed Performance (Performance): May use Performance to create specific aspects.
The Opinions Of Humans Are Irrelevant To Me (Presence): Armour 1 against social attacks from humans.
Shield Of Lies (Deceit): Use Deceit, unmodified, to defend against everything in social combat.
Powers:
Marked By Power [-1]
Greater Glamours [-4]
Unseelie Magic [-4]
True Shapeshifting [-4]
Modular Abilities 3 [-5]
Total Refresh Cost:
-26
Refresh Total:
-6

Stick him in the guise of their tour guide, let them find that out and have him be the big bad.  He's a bit high refresh for 6-refreshers, but if you want to have some fun with them.  After they wake up thinking it was all a dream, have just one of them look back at the house and see him grinning back from one of the windows.  Or make it a bit more surreal.  Have the stone fountain in front of the house just happen to look like him.  Maybe something they missed in the night.  Some of the lands they end up in from the nevernever could be landscape paintings from the walls turned nightmare. 

10
DFRPG / Re: Dresden online material - the gathering
« on: September 29, 2011, 12:47:26 AM »
I requested a join for the wiki.  I'll put the last two up and post more when I figure out how.  Been a while since I did any web site design, never done any editing on the wiki.  Don't want to screw anything up in the mean time.

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DFRPG / Re: Dresden online material - the gathering
« on: September 28, 2011, 03:00:28 AM »
Name: Lotus Club

Description: Officially, it doesn't exist.  It's one of those place that  you only get into if a friend brings you in.  It's frequented by both the upper crust and the lowest user.  No one's sure where it will be and not many more ever hear about it.   Unknown to all but these select few it's financed by the white court, and one of the few terrors of the red court.  It's kept mobile for these same reasons, rarely being in the same place for more than a week.  The purpose of this place is to supply the very unique narcotic red court saliva to those who can afford it or those willing to risk their lives to help supply it.  Here, there's no mounds of cocaine or fields of mary jane.  You only get the best in gut shotted and heavily chained red ct vamps.  All designed to make harvesting that delicious drool easier and more efficient for those who can't function without.  White ct leader of the town of Boston Dante Malvora unofficially  uses it as a way of controlling the growing red ct presence in Boston as well as swelling his own influence by those he allows in.

This place can be Theme or Threat depending on the game

Idea: A good place to establish or extort contacts if that's your thing.  Or make some quick resource selling downed red courts.

Aspect: A wretched hive of narcotics and social bloodletting

The Face: Sky high
High-Manager of the Lotus Club
Trouble-Addicted to my own product
Sells out the Soulless

Sky High isn't much more than your average drug pusher.  A little more organized, but it's Dante who makes the final decisions.  Standard white ct writeup altered to your game would work fine for his writeup.  The place tends to reflect the appearance of where it ends up.  In my Boston game at one point it was in a slaughter house and, with the exceptions of a few comforts, the whole place could have pranced out of an Eli Roth nightmare.  Another time it took place in the bottom floor of a upper end mansion, few downed vampires in site and paintings on the walls.   Unfortunately I don't have much to say about how this place worked out in my game, as the players went in there to find Dante and, well.  Didn't like what they saw.  Anyway it's dead now.

12
DFRPG / Re: Dresden online material - the gathering
« on: September 28, 2011, 02:01:42 AM »
I've been meaning to post of few things from my game for critique/input.  Here's a few of the earlier locations that came up in my game.  Mostly used before the groups problems went on a more global scale.  Locals still pop up a bit.  The timeline for the first part of my game started in 1967 w/ the npc's coming home from nam.  Setting is Boston, MA.  I'll note out some of the major events that happened around the areas in case someone find it interesting.
Stated out city sheet style for ease.
Name: The Candelabra
Description: Corner shop just outside the business district.  Catering primarily to the hippy culture and all it's mystic crystal gazing, incense burning and drum circle banging.  The Candelabra's main customers aren't in the know, but mostly think they are.  You'll rarely find someone there who knows more about magic than the average palm reader.  Not to say the shop is necessarily a waste of your time.  Ran by the proprietor Helena Washington, the shop may not be a good local to get your depleted uranium, but they got low end resource declarations in spades.  Including but not limited to crystals, divining rods, tarot cards, chalk of any colour and make.  And if they don't have it, Helena's not averse to personal orders of the unusual kind.  If you can pay the price that is $$$
This place is Theme
Idea: A good place to find the have nots and get goodies/gossip.
Aspect: The Fringe of the Boston magical community.
The Face: Helena Washington
High-African American occultist.
Trouble-Staying out of trouble
Panders to her clients
Proprietor of The Candelabra

At first glance Helena comes off as a well-spoken witch.  She dresses and acts like she just stepped off the boat from merry old England and opened up her own Merlin shop.  Get someone who knows her though, and that facade quickly changes into a spitfire of base insults and bronx accents.   Her best stat would be a 5-resources tied up completely in her store and surprisingly for someone whose face is a con, a 4-contacts for the magical community.  She's protective of those she gets close too and in the game tipped the npcs off on several nasties harassing the norms and magical community.  Sometime using that as a price for some of her items or knowledge.  She's not completely out of the loop for what's really out there, but despite several direct face-to-faces w/ things that bump in the night, she never really learned how deep the rabbit hole went.  A 3-Lore and rapport balance her out, default her mental/social skills to 2, phys to 1/0 if you really need to stat.  Despite her associations and appearance, she's a pure mortal.  Maybe w/ a skill or 2 in performance or resource. 

The guys of Silverblaze's game have been using this place as a base resource/info gathering hotspot since the start.  Several face off's with various members of the supernatural community started here and at least one major brawl occured in the back storage when a local cult leader used her store to hide a major magical item the guys were after.  Her place in the game has changed a bit, from pure resource to near partner in crime.  This started primarily when the above cult leader Carson started his own precursor to the paranet called the Nightwatch.  Fast forward a bit, Cult leader was ousted as a sorcerer/lawbreaker and was using the watch to recruit his own killers and thugs.  When the dust cleared Helena ended up taking over.  She currently keeps the gang up to date on the goings on of their home city and is the center of the magical community.

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