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Messages - Eldritch Donut

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DFRPG / Re: Players have run out of ideas
« on: April 16, 2011, 04:15:10 AM »
Why not get the players involved in WC politics. The guy they're up against must have enemies in the court. If they could hook up with his rival, they'd have some support for either a social or physical confrontation.

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DFRPG / Re: Community Project - designing the Jade Court
« on: April 14, 2011, 02:42:25 AM »
Well... never mind then. I guess I'll just work on it and add my version to the mix.

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DFRPG / Community Project - designing the Jade Court
« on: April 13, 2011, 03:42:18 AM »
I've been thinking about the Jade Court as an interesting problem to tackle. I'm sure I could develop the beasties on my own, but thought it might be a more interesting notion to make a group project out of it. A community bonding experience, as it were.

Here's what I propose:

1. We begin with the following assumptions:
    A. The Jade Court has its origins in the Asian Pacific region.
    B. The court is a signatory of the Unseelie Accords.
    C. The Jade Court vampires begin in some way human and, either by choice or infection, are transformed into monsters.

2. We design the creature along the lines of a clan structure similar to the history of the region. This allows for variations on a theme. Allowing us to explore the political ramifications. Just as the White Court has it's familial houses, the Jade Court will have its clans. These clans should be different enough to provide play variety but share common weaknesses and powers for ease of template.

3. We design the monster so that it has available a quasi-state appropriate for player characters. An 'infected' or 'virginal' state which provides some benefits and more dangers.

4. We draw on the legends and folklore of the pacific rim to inform our designs.
http://en.wikipedia.org/wiki/Vampire_folklore_by_region#Asia - rudimentary information on one type
http://enchanteddoorway.tripod.com/vamp/japan.html - a wider variety of myths to draw on.

I'll wait to see if there is interest and then we can discuss organization of the project.



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DFRPG / Re: Wardens are not the cops
« on: March 19, 2011, 07:03:25 AM »
In White Night
(click to show/hide)

Under the accords, the white council is tasked with defending mortals against attacks by supernatural entities. They are forbidden from involvement with mortal politics - See Turn Coat.

In the short story Restoration of Faith Harry has a conversation with the bad guy to the effect
(click to show/hide)
suggesting there are specifics set forth in the accords which designate what supernatural powers are entitled to do 'legally.'

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DFRPG / Re: Shape Shifting Item of Power
« on: March 18, 2011, 01:44:59 AM »
I think it sounds like a fairly minor thing. Maybe a -1 refresh change.

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DFRPG / Re: Reflective shield
« on: March 18, 2011, 01:40:55 AM »
My initial thinking was geared toward a spirit evocation which would act like a ward. The same 'rules' for wards would apply. They can be battered down by exceeding their value. When attacked but not penetrated, the ward reflects the attack at the same value back at the attacker. Just like with wards, the attacker would then have the chance to defend against the reflected attack.
Since the general rule seems to be that special features cost 2 shifts, It hought it would be a suitable place to start.

Another idea to achieve a similar result would be to attach the effect to an enchanted item would carry the ward, when activated it sets up an instant ward attached to the personal nature of the item (say a ring always worn by the character). While not as strong as the threshold concept, there's nothing to say a threshold is absolutely required.
The ward could be tied to the location where it was activated so that the player cannot move from the zone without the ward collapsing. The ward would then just do what wards do.

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DFRPG / Reflective shield
« on: March 17, 2011, 11:27:12 PM »
I was hoping to work on a character who uses a spirit evocation shield block with a reflective feature like a ward - bouncing attacks back at the source.
My initial thought was to treat the reflective feature similarly to the other upgrades by adding a 2 shift cost to it. This way it's on par with expanding a block to cover a zone.

Does that sound right to you?

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DFRPG / Re: Sources of Inspiration
« on: March 17, 2011, 11:10:01 PM »
Great sites and info. Always fun to know what others are drawing from.

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DFRPG / Sources of Inspiration
« on: March 16, 2011, 10:51:37 PM »
What do you use when you're looking for an angle on a character or a monster to build?

I try to use Wikipedia and look up folklore for monster ideas.

I also recently came across this site...
http://www.monstropedia.org/monster/Main_Page - Monsterpedia! And it looks like it has some good information.

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DFRPG / Re: Sherlock Holmes -- Unstuck in time
« on: March 16, 2011, 10:25:04 PM »
http://en.wikipedia.org/wiki/Sherlock_holmes
Hmmm... the scholarship and performance angles are trickier. His knowledge is, indeed, based on what he finds necessary for his work and interests. Perhaps an investigative stunt along the lines of using investigation in place of scholarship for research on evidence would be the correct approach.
He certainly maintained a catalogue of knowledge of forensic investigation techniques.
How about 'Forensic Scientist' or 'Encyclopedia of Practical Forensics'

Additionally, Holmes was a master of disguise and able to mimic patterns of speech well beyond simply copying accents.

Victorian Gentleman would certainly be an appropriate aspect for Holmes. The aspect could easily be invoked similarly to Harry's own 'Chivalry is not Dead, Dammit.'

Dr. Watson describes Holmes as living a 'Bohemian' lifestyle (one characterized by few permanent ties and largely focused on the individual's own pursuits (frequently esoteric or artistic in nature)). This could also be applied to an aspect. Holmes does what he does not primarily as a career, but because it is of interest to him. He's not a man of the system.
He is a loner and prone to fits of fugue. In our day, he would probably have been regarded as a low grade manic depressive.

Order in Chaos Holmes personal space appears to any conventional person as an absolute shambles, but his organization is not based on convention. It's more organic and holistic. Things in his space are positioned based on relationship, and he knows right where everything is. Despite this, he is also fastidious about his own appearance and grooming.

Holmes is a patriot as well. In many stories he undertakes a case for the good of England.

Holmes is also a habitual user of cocaine and, on occasion, morphine.

Holmes is a talented fist fighter and also well versed in martial arts and weapons (he uses his cane and a sword in the stories).

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DFRPG / Re: Sponcered Magic ideas.
« on: March 06, 2011, 04:21:03 AM »
Ah ha! Thank you. So there's one difference between the pre-order and the finished books. In the pre-order, the description is a short paragraph directing one to Pg 287. The info on 287 is also incomplete. Looks like I'm going to have to make some adaptations.

Thank you again for the pointers. I've thoroughly enjoyed and appreciated this topic. It cleared the topic up quite a bit and the chart is very useful.

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DFRPG / Re: Sponcered Magic ideas.
« on: March 05, 2011, 11:47:03 PM »
I've read through those sections before and my head-scratcher issue is still one. So, where does it indicate anywhere therein focus slots are included in the package? I don't see it anywhere in there? I've noticed some talk in this thread about discounts for foci and obtaining them through sponsored magic, but I don't see any basis for obtaining focus items or focus item slots through sponsored magic.

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DFRPG / Re: Sponcered Magic ideas.
« on: March 05, 2011, 08:08:33 PM »
If I may interject with a new question on this topic...

Where is the 'standard package' detailed? I've looked in the supernatural powers and spellcasting section, but I can't find it. I'm wondering if this is something added after the pre-order version?

EDIT: And another question... If a character already has evocation and accepts Seelie magic, the cost for Seelie Magic is then [-3]? [-1] for tacking on the power source to Evocation and an additional [-2] for the Seelie 'ritual' component?

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DFRPG / Re: Seeking Assistance with enchanted items
« on: February 26, 2011, 08:29:12 PM »
It's a waist deep game - skills capped at great. So pretty low level. Without a redesign of the character I don't see getting much more pull out of the item. Possibly I could get it up to 5 if I reorient skills and I'm in the process of re-working the character.

I do like the maneuver idea. It's kind of the angle I was thinking. Harkening back to Douglas Adams and the 'Somebody Else's Problem' field generator. Always thought that pretty clever. It's easier to make people ignore something than to actually make it invisible. Plus, if it were invisible, someone might walk right into it. Better to make them ignore it and go around it without seeing the importance of it.

Thanks for the ideas. I'll chat with the GM about it and see how it goes.

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DFRPG / Seeking Assistance with enchanted items
« on: February 26, 2011, 07:37:47 AM »
I have a character I'm working on. She has Lore 3, conviction 3, and discipline 2.
Her back story has her on the run from a number of different groups.
So I'm thinking one of her enchanted items would be a magically imbued hoodie which, when activated, causes her to go unnoticed by those around her. People would avoid bumping into her. They would recognize her as a person, but not as a specific person... if that makes sense. A kind of "This is not the girl you're looking for" field.

I'm figuring this as basically a veil +3 sensory block diverting people's attention away from her. My question has to do with duration of the effect. I didn't see any rules for enchanted items with a duration or length of activation of more than 1 exchange. Would this qualify as a 'more than one use?' issue if the duration goes to 1 scene rather than 1 exchange? Maybe impose a -1 penalty rather than halving the power? Or treat it like pumping more power into the item to keep it up and running?

Thoughts?

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