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Messages - MagusVulpes

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DFRPG / Re: Need help with character concepts for people new to TDF
« on: October 11, 2013, 05:09:39 AM »
Tranq-darts loaded with Holy Water.

That is beautiful in it's cheap simplicity. Makes me wanna play a Divine Gunner now, lol, especially since if wouldn't be NEARLY as lethal as silver rounds for mortals. Use Steel tipped darts and it'll cover Fae, Ghouls, and Vamps all at once, possibly even Fomor...

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DFRPG / Re: Need help with character concepts for people new to TDF
« on: October 07, 2013, 02:43:20 AM »
I'd agree if they're more roll-player than role-player then Fate based systems might not work out best for them, but as far as character concepts go, I'd say keep it simple at first. Start them as Pure Mortals and introduce a new concept of the game world with each adventure, just like the books do. Ex-cops, retired military, ex-cons, hackers who suspect something, they all would work for giving a solid foundation to understand how to play the game while simultaneously giving them a good footing without assigning homework. After they start to 'see' how the world works, then open up other options for them. Maybe that retired marine has Cherokee roots and rediscovers his heritage as a shamanistic shapeshifter, learning to be a theriomorph who, over time, can learn to master many different animals using totems. Maybe the ex-con has a history of violence because he has the blood of a Winter Fae in his veins and after a run in with Summer it comes to the surface... Lots of great ways to start off as a straight and 'discover' your hidden talents.

Then play the game. Do what all good story tellers do and SHOW them how to play using NPC's. Have a Social Battle with a contact or the police to 'wear' them out, give them a taste of that VERY different battle style. Then send them off after gangsters working for the restless shade of Al Capone and the Ectomancer that he communicates through. Have some mooks for them to plough through and slip an NPC in there that keeps throwing around declarations and assessments to give the mooks a leg up, you could even make said NPC be just another simple mook possessed my the spirit and use the ghost's powers to affect the terrain. OR BETTER YET, each time they target the possessed one, a different mook takes up the reins as the spirit moves to another body... Sorry... hit a creative streak...

 Rather than tell them how to use the system to their advantage, show them.

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DFRPG / Re: Naming (ala The Name of the Wind, by Patrick Rothfuss)
« on: October 14, 2012, 12:04:32 AM »
Bear in mind what follows is going with the mechanics/themes of the dresden files stuff.

You could have it work out that rather than "Fire" and "Wind" being a single entity, that rather you've discovered the Name of a particular Spirit of that element, hearkening to Sponsored Magic stuff (since everyone learns just a part of the Name it would work as being different faces of the element) but working as Evocation, since Sympathy works a lot like Ritual and Channeling being fused together.

Rework Evocation to replace the bonus two elements (or further define you're talents, ala Avatar the Last Air Bender) to gain a bonus Refinement in your particular element. So you can pick up Fire (+1 bonus to off/def control/power), Lightning (purifying fire to focused plasma), Ice (manipulation of heat specifically) OR gain Fire (+1 Bonus to off/def control/power) and Fire (+2 Bonus to off/def control/power).

I have to admit, having Naming work as Super Enhanced Channeling feels right with me, considering what we know of Naming from the books so far. Or at least from what I remember from the books.

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DFRPG / Re: Water Evocator Question
« on: October 07, 2012, 12:32:36 AM »
I would make the assumption that while magical fire can create natural fire (read magical = there then gone, natural = sticks around for the party), conjuring water and earth (or things related to such) would fall under being magical constructs that would fade once the power for it ran out. Basically, magically called water evaporates faster than regular water, probably like ectoplasm, so that would work as a good explanation as to why being hit with a torrent of magically conjured water wouldn't leave the target soaked. Now, that being said, redirecting the flow of water or using magic to tear up a fire hydrant or water line would have other implications.

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DFRPG / Re: Articles of Faith Defense
« on: October 05, 2012, 02:34:32 AM »
I love all the different arguments for this, that, and the other... It just reminds me how robust this system can be. I'm just sort of focused on the scene with Susan at the Vampire Ball where she's able to hold off the BCV but not the RCV, but then again, she was backed-up by Michael with the BCV and Harry did state that RCVs have a stronger hold on reality... So semantics all around more than likely.

Just trying to get some advice since I'm planning on running a game with closer to pure mortal characters. I'm thinking compels would work best, but still sorta feel like it should be a block... But it shouldn't bother things like a BCV throwing a piece of concrete at you, or firing a gun, since the stone and the bullet don't really care how much you think they shouldn't hurt you.

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DFRPG / Articles of Faith Defense
« on: October 04, 2012, 01:17:27 AM »
I'm just wondering if there's a mechanical way to express defending yourself with your faith (such as against a BCV or Demonic Shade using a crucifix or seal of Solomon). Would it simply be used as a Block against the opponent using your Conviction as the Blocking skill? If so, (and this is probably a GM ruled thing) would it work against all creatures with a Holy catch listed? Moreover, would they get an attempt to break through it with something like Discipline or would their attacking skill take precedent?

Sorry, a bunch of questions that I don't know the answer to and couldn't seem to track down, but my kungfu might just need more work.

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DFRPG Resource Collection / Re: Spare Character Concepts
« on: September 29, 2012, 03:37:18 AM »
And another I like, mainly b/c of the wordplay in the High Concept.

Selena Kitt (Wereform) - Submerged
High Aspect: Were-cat Burglar
Trouble: Renowned Criminal
Other Aspects:

Stress:
Physical: OOOO
Mental:   OO
Social:    OOO

Skills (Human):
  • Superb (+5): Athletics
  • Great (+4): Burglary, Fists
  • Good (+3): Endurance, Investigation, Resources
  • Fair (+2): Stealth, Contacts, Deceit, Alertness
  • Average (+1): Presence, Lore, Discipline, Empathy, Weapons

Skills (Cat):
  • Superb (+5): Athletics, Burglary
  • Great (+4): Alertness, Fists
  • Good (+3): Endurance, Investigation
  • Fair (+2):Stealth, Deceit
  • Average (+1): Presence, Survival

Supernatural Powers:
  • Beast Change (Cat)
  • Echoes of the Beast (Cat)
  • Human Form
    • Diminuitive Size
    • Inhuman Speed
    • Claws

Mortal Stunts:
  • Cat-Burglar (Burglary)
  • Pick-Pocket (Deceit)

Adjusted Refresh: 3

Appearance & Age: Selena is in her mid-late 20's, stands between 5'8" and 5'9" and has a athletic gymnist's build. She has green eyes and black hair, and on camera her eyes flash likes a cat's.

Selena Kitt's Aspects

High Concept: Were-Cat Burglar
Invoke: Whenever catlike relexes or a burglar's experience would be useful.
Compel: Whenever a game of cat-and-mouse is available or something valuable needs relocating.

Trouble: Renowned Criminal
Invoke: To use reputation to seal a deal or to reflect knowledge.
Compel: Whenever law enforcement becomes involved.



Concept and Background:

Selena was a regular cat-burglar until she came across a scroll that was hidden in an ancient cat statue that was broken on her way out of... collecting it. After some research she found it to be a technique to transform oneself into a cat, clothing and all. With a great deal of looking she finally tracked down the articles she needed to perform the ritual and managed to pull it off. Granted the power to shapeshift into a cat, her ability to... collect antiquities flew to new heights as she managed to get into places no human would have managed.

When she isn't adding to her personal collection, she sells her skills to collect rarities for any number of individuals from any number of places, though she tries to avoid home robbery, mostly due to losing her shapeshifting because of thresholds more than any idea of protocol. Although her skills at burglary makes most residential thefts of minor consequence. That and her shapeshifting makes it easier to evade capture more than making it easier to rob a place.

As an interesting side effect, she's also gained the power to speak to cats, though most don't deign to speak of much more than food and their need for attention.

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DFRPG Resource Collection / Re: Spare Character Concepts
« on: September 27, 2012, 06:32:17 AM »
I've stated a TON of guys for NPC characters, decided I'd start sharing them here, so here's one of my personal favs for you to enjoy. They're all set to PL's of 10, and can easily slide up or down without much change to the chars. Have fun.

Cyrus Solomon Gold
High Aspect: Undead Mobster
Trouble: Bound to the Swamp

Stress:
Physical: OO(OOOO)
Mental:   OO
Social:    OOO

Skills:
  • Superb (+5): Might, Fists
  • Great (+4): Contacts, Deceit
  • Good (+3): Discipline, Intimidation
  • Fair (+2): Lore, Presence, Burglary
  • Average (+1): Guns, Resources, Empathy, Alertness, Craftsmanship

Supernatural Powers:
  • Human Guise [-0]
  • Living Dead [-1]
  • Ghost Speaker [-1]
  • Supernatural Toughness [-4]
    • The Catch: Holy Articles [+3]
  • Supernatural Strength [-4]
  • Restoration of Self [-1]

Adjusted Refresh: 2

Appearance and Age: Cyrus appears to be a man in is late 30's in decent enough shape, when he appears human which is whenever he isn't in sunlight, the rest of the time he appears as a rotted, withered, degenerated corpse. He was born in the early 1800's, died in the 1830-40's, and was resurrected by the confluence of power in the Swamp in the 1940's. He regained sentience at some point after that, so he's been around for a while.

Cyrus Gold's Aspects

High Concept: Undead Mobster - A mobster who was killed in the 1830's or 40's that has been resurrected by the confluence of powers in the Swamp.
Invoke: TO make use of Undead abilities or mobster skills.
Compel: Any time being undead or a known criminal would complicate matters.

Trouble: Bound to the Swamp - That which keeps him among the living.
Invoke: When using a skill related to the Swamp either in or about.
Compel: As an Achille's Heel without exposure to the Swamp he begins to deteriorate at a normal pace once more.

Restoration of Self: Cyrus Solomon Gold is the result of a natural convergence of mystical energies within Slaughter Swamp. He is a fully sentient zombie, maintained by the natural energies found around the Swamp. Whenever Cyrus is injured by merely remaining within the swamp he can be restored, so long as the time spent there is equivalent to the time needed for a 'vanilla' to heal accordingly (or in some cases a wizard). Also, by being placed in the swamp after being 'killed' Cyrus will return to unlife after enough time has passed to do so.

Concept and Background:

Cyrus Solomon Gold was born in the early 1800's. He lived a life of crime, which eventually caught up with him when a rival mobster killed him and had his body buried in Slaughter Swamp where no one would ever find him. He arose in 1944, initially as a mindless zombie that wondered the swamp slaughtering any hapless traveler he happened across. Legends say that several times the militia would head out into the swamp to destroy the monster, but despite many success, the Slaughter Beast kept returning. The confluence of energies the locals unconsciously directed towards the swamp, energies of fear and dread, kept Cyrus returning, reviving him each time a storm rolled through in which lightning would touch down in the swamp. Eventually, to put an end to the stories of the walking dead perpetuated by locals, the Catholic Church sent a group of priests to bless the edge of Slaughter Swamp so that the Slaughter Beast couldn't leave it's borders.

It worked, Cyrus was trapped in the swamp, and as time went by he slowly came back to himself. Years later, when the blessing finally faded, Cyrus emerged from the swamp, and set to rebuilding that which he had lost. He has since worked himself to death, several times, to reclaim the power he lost with his death decades before. His power base is centered on the swamp, and as such has taken to calling himself the “Beast of Slaughter Swamp” in a bit of irony as he actually is the beast of legend. He's managed to maintain control of the area over the past century, no one guessing who he truly is, as each time he dies he chooses a new alias and begins controlling the mob anew, though his lieutenants know of his condition.

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DFRPG / Re: Magic Etch-a-Sketch complexity question
« on: September 21, 2012, 03:48:33 AM »
First, I agree that skill replacement isn't always the best method of handling thaumaturgy difficulty...

I keep seeing this sort of answer, but I'm unclear on where this rule set comes up. Is it in the books somewhere or is it a forum suggestion?

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DFRPG / Re: Magic Etch-a-Sketch complexity question
« on: September 19, 2012, 04:04:05 AM »
Why not use a Magna-Doodle? I mean, seriously, have you ever TRIED writing on an Etch-A-Sketch?

Besides that, the iron filings of a Magna-Doodle better lend themselves to geomancy than the aluminum powder of an Etch-A-Sketch.

I had considered magna-doodles as a variant version, having not really looked into the mechanics of either before I made the post, and yeah, that would make for a much better analogue, if only for the humor of me waving my hand and 'crafting' a perfectly written paragraph while my buddy with the other one writes like a child on it. Thanks for the fast replies too. It's greatly appreciated.

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DFRPG / Magic Etch-a-Sketch complexity question
« on: September 18, 2012, 05:12:34 AM »
So I'm playing a Geomancer (Earth magic not math) character and I'm looking to use Thaumaturgy to bind two Etch-a-Sketches together so that what is drawn on one, appears on the other. While this would be a simple enchanted item, I'd prefer it to be a spell similar to one of Harry's tracking spells, but I'll be honest, I don't really get how to set up Thau spells like this.

It seems like it should be a complexity of probably 4 or 5, and would probably have a time frame of "an afternoon" or "a day" since it's a spell meant to last a while, with a little extra oomph I can see it lasting a sunrise or two, but here's my question: "How would this be best represented mechanically? Should it be done as a Maneuver against the Etches, or should it be presumed to be a simple action?"

Being able to instantly communicate, especially silently, can be a major advantage, especially for a wizard/sorcerer who can't use a cell phone, so I'm looking for a fun, but balanced setup. Since this is my first real custom Thaumaturgic spell, I'm just trying to wrap my head around it.

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