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Messages - Stonelaird01

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DFRPG / Re: Don't Shoot Me, but I don't love group city creation
« on: April 20, 2011, 10:04:57 PM »
we usually take turns being gm and have created a piece of the city each as we go round. Like for my first game I created the city centre and played out most of the story there then the next person added a res area then the next a small village on the outskirts and so on...

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DFRPG / Emissary of fate: rough concept
« on: April 18, 2011, 10:45:09 PM »


Ok I'm trying to put together an emissary of fate character either for use as a PC or NPC Its not done as i'm still not happy with the feel of it. What does everyone think?

Emissary of Fate

High Concept: Agent of Fate

Trouble: I don't believe in destiny

Aspects: Fate loves the fearless, Eternal sceptic, Into the thick of it, I've got all kinds of experiance, Dead to the world



Supernatural abilities:


Cassandra's Tears (0) Limited version of an ability Fate would have
Wizards Constitution (0) Has been taken at moment of death and now is outside normal aging + dying cycle
Marked by power (1)
Inhuman Speed (2) Not fast more like he knows whats coming and is already getting out of the way
Ghost speaker (1) death is a large part of the whole fate thing so thought this was appropriate


He cannot complain of a hard sentance he who is master of his own fate (0-1) Cannot use fate points on himself and others cannot use them in actions involving him. (emisarry has been removed from fates plan and as such does not have a fate) Can use fate points to affect other characters.

Item of power: (3 with 2 discount) havent decided on form perhaps a huge scarf knitted with the threads of fate (bright gold thing to make it tres obvious)

Sponsered Magic: Channeling(2) ( fate magic)
                         Refinement(1) +1 power, +1 control
                          Focus slots x2 +1 power +1 control


Stunts:

Resolved to take fate by the throat and make a living out of her (1)  +2 RESOURCES whenever resources are being used in conjunction with fates plan

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DFRPG / Re: Spellcasting Items of Power Flavor Ideas
« on: April 17, 2011, 05:59:59 PM »


   How about these items being the tools with which humans were taught magic way back when. That way you would not only have power mad psychos after the book and staff you'd have the origional owners, historians, potentially even the white council?

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DFRPG / Non magical weapons with abilities
« on: April 13, 2011, 11:31:53 AM »
Hi all.

        I've been trying to create a hunter character somewhere between the Grimm brothers (movie) and the characters from the book The Historian. I wanted to keep him pure mortal but still give him the ability to stand toe to toe with more powerful characters. I decided one of the ways I could do this was to give him a weapon with stunts attached to it much like the item of power rules.

            GRIMM BLADE

                Stunts:

                           Grimm Purpose: In days long past this sword was used to slay untold numbers of fairytale creatures. Those that survived       remember those events with dread . +2 intimidation to any checks vs fae

                            Perfectly balanced blade: +1 ws when carrying this blade (similar to +1ws when weilding specific weapon types)


                             Crafted by a master smith: Ignores 2points of armour on sucessful hit




None of the effects are magical ,they are created more by the psychological reaction to the blade and by the unusually high skill with which the blade was manafactured rather than just going into walmart and picking up a random weapon off the shelf.

Another thing I thought that might give him an edge were common rituals. I didn't want him to be a magic user so the ability to reenforce his defences much like the defensive circles used in the literature without becoming a supernatural character seemed like a good idea. I remembered reading that common rituals should be rare from a previous post and I thought from a story point of view relying on aspects for their effects didn't seem like a good idea. I also thought that if it was to have an impact on story and gameplay it should cost something So after creating my sword I decided to do something similar for common ritual:
                         

  Stoker Grimoire


Stunts:

              Common Ritual: Defence of the homestead
+2 to the strength of the threshhold of the building you perform this ritual on . Building must have a threshhold to begin with. Ritual only lasts for as many days as your lore




I would be grateful for feedback...



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