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Messages - johntfs

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1. We have been told that Nicodemus has a very specific target in mind, ostensibly kept in the Labyrinth of Daedalus.  What is Nic trying to get his hands on and why?

It's probably actually a trick: he's trying to entrap Harry, to get an edge on Mab, and perhaps the keys to Demonreach. But to be convincing to Harry, he'd probably say something dramatic, like, oh, the soul of Judas Iscariot, or something.

I'm pretty sure that Nic isn't going to say "the soul of Judas Iscariot" since he already possesses the soul of Judas Iscariot.  Since by all indications he, you know, is Judas Iscariot.

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DFRPG / Re: Brainstorming a Power and Template: Shamans
« on: January 22, 2013, 08:07:31 PM »
Actually, my instinct was to build them using a variant of Ghostspeaker along with Marked by Power.  Most of their actual abilities would come from variants of Mimic Power and Item of Power.  A Shamans gets power by going to a spirit.  That's another important distinction between them and wizards.  Wizards summon beings.  Shamans go to those beings with whom they interact.  So, a Shaman goes to an old oak tree and talks to the spirit within it.  The spirit gives the shaman an acorn fetish that contains part of the spirit's essence, in this case Inhuman Strength and Toughness (The Catch being axes or saws).  The Shaman can break the acorn to release the power into himself for a scene or two.  Meanwhile, he has given the oak spirit some of his hair or blood so that it has its own fetish for him.  The oak spirit can then use that fetish to Compel the shaman to keep whatever promise his made (perhaps to prevent loggers from cutting the tree down).

The Fetishes would be +1 Items of Power with the following modifications: They are not indestructible.  Also each Fetish keeps the +1 modifier for being an external Item.  The fetishes would essentially have Mimic Power up to a Shaman's level.  So, a Shaman with six levels of Mimic could put the Oak powers in the Acorn fetish costing two of his six levels (Item discount plus The Catch for Supernatural Toughness).  He could then speak to a Fire spirit in a blast furnace to get  Physical Immunity (Fire) and Breath Weapon (Fire) perhaps in exchange for dropping some high grade metal for it to melt.  That said, a Shaman can only have one fetish active at a time.  So, our oak/fire shaman here couldn't be Strong and Tough while also being Immune to Fire and able to use Breath Weapon.  My overall idea is to make getting (and paying for) power part of the adventure for the Shaman.  That all said, Shaman's mostly can't "borrow" from mortals current or past.  Ghosts are off-limits to them unless they specifically take the Ghostspeaker power.

As I said in my first post, Shamans are social beings.  A Shaman should have a tribe.  This tribe is a group of people with whom he commonly associates and to whom he is a figure of significance.  This tribe can be as small as an RPG gaming group or as large as a company of soldiers.  Generally five to a hundred or so.  The main idea of the tribe is that they share common bonds and interests and that they all personally know the shaman.  I'd like there to be some game advantage in them regarding magic or Contacts.  Most likely the Tribe will be part of the Shaman's Aspects like Girl in Company C or Founder of the Miami Spiderman Fan Club.  The Shaman can tag the Aspect to get aid on a Contacts roll or some other situation ("Oh, what about Steve, in the Fan Club, he works on the Bomb Squad").  And the GM can Compel this aspect to send the Shaman to help out a Tribe member in trouble.

Next post I'll do something with the history of shamans and their place in the supernatural world.

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DFRPG / Brainstorming a Power and Template: Shamans
« on: January 22, 2013, 06:32:47 AM »
So I've been reading some of the novels of Kate Griffen which feature semi-schizophrenic urban sorcerer, Mathew Swift.  She's just recently started another series set in the same universe that features a young, blue-haired Asian ex-barista shaman named Sharon Li.  These books have been giving me ideas.  Adding to the brew were bits from Book 11 in which the naagloshi referred to Molly as a young "Caller."  There was also the bit where Listens-to-Wind drew a distinction between himself and followers (presumably shamans) of the Dine'.  So, the question was this:  How do the Shamans of the Dresdenverse fit into it and what distinguishes them from other practitioners of the mystical arts?

Let's think about wizards for a moment.  Wizards are described by the naagloshi, a being one suspects would be familiar with both wizards and shamans, as "callers."  It's an apt description.  Wizards operate by calling for things.  When Harry wants something from Too-toot, he doesn't go to the little fae, he puts together a circle, gets some pizza and calls Toot-toot to come to him.  Harry calls for power to blast out flames.  He calls up further power to create and maintain the spells on his duster or create his blasting rod or summon a being from the Never-never to answer his questions. 

Wizards are also loners.  A rare few might have some kind of bound spirit to aid.  Some might have an apprentice or two.  Except for relatively rare occasions (which seem to involve Harry Dresden) wizards work alone.  They need no one else.  They call power to themselves, shape into the effect they want through the power of their Conviction and then released that power as a spell which is controlled by their Disciplined wills.  Wizards are beings of mind and will.

Shamans, on the other hand, are far more social beings.  To be a shaman is to be very much in the world, experiencing it and understanding it.  If wizards are "Callers" then Shamans are "Listeners."  Where wizards gain their power through acts of will, Shamans "borrow" their powers from the spirits of the world through bargains and acts of service.

To be continued...

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DFRPG Resource Collection / Re: Custom Templates
« on: January 12, 2013, 03:59:40 PM »
johntfs, the Dragonborn looks pretty good except for the copypasta Sponsored Magic at the end.

Though I would hesitate to allow people to take both Claws and Breath Weapon. It's such a bad idea...

I was borrowing from another Template and the Storm stuff got stuck on the end.  I've deleted it.  As for Claws and Breath Weapon, a normal mortal gets the same effects for 0 Refresh if she has a knife and a pistol.  Plus, Breath Weapon is Feeding Dependent and both of them are "form dependent."

I'm thinking of adding a new potential ability called "cannibal" which gives a +1 to attempts to kill and eat sentient beings.  Essentially this would be a "Lawbreaker" ability for the Dragonborn and would stack with each "cannibalism" incident.

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DFRPG Resource Collection / Re: Custom Templates
« on: January 07, 2013, 04:20:45 PM »
This is my take on the scions of Dragons.

DRAGONBORN

A person who is Dragonborn is related in some way to one of the great Dragons like Ferrovax or Siriothrax.  They need not be direct children (and usually aren't) but somewhere in their parents' history some ancestors got their freak on with a dragon.  Dragonborn tend to be large people, either physically or socially.  They're usually the leaders of whatever group they're associated with. 

Generally, Dragonborn encountered are in one of three situations.  They're bound servants of their Dragon progenitors.  They're murderous flesh-eaters existing from meal to meal until they're destroyed, usually by the bound servants of their Dragon, which considers such behavior to be a humiliating breach of secrecy.  Or they're independent operators trying to avoid one of the above two fates.

MUSTS
A high concept that indicates your heritage: Dragonborn Soldier.  Vengeful Spawn of Siriothrax.  Something like that.

At least the following Powers:

Echoes of the Beast (See in the dark, +1 to rolls involving eyesight) (-1)

Human Form (involuntary) (+2) (Affects all powers below)(The Change is triggered by injuries or strong emotions.  The upshot of this means that the character has to take at least a Mild Physical, Mental or Social Consequence in order to change.  Also, opponents may tag the consequence for free during the scene.  Finally, if the consequence was physical, the Change causes the character to "exchange" it for the Mild Mental consequence of Enraged.

Beast Change (humanoid dragon (-1) (skills exchanged are usually those of Guns, Driving, etc for those like Fists or Athletics)
Claws (-1)
Supernatural Sense (-2) (Can see in the dark and see through Veils and Illusions using Alertness)

Feeding Dependency (Meat)(+1)(Affecting all powers below)

Inhuman Strength (-2)
Inhuman Toughness(-2) and Inhuman Recovery (-2) The Catch (+3) is enchanted weapons or weapons made from precious metals (gold, silver, platinum)
Wings (-1)
Total Base Refresh Cost: -6

OPTIONS

As Dragonborn mature they may increase some of their abilities, add new ones or modify certain disadvantages.

They may shift Human Form (+2) to Human Form (+1), making the Change voluntary.  This is usually the first thing most Dragonborn attempt to do once the Change hits them.  That said, this, like all other aspect changes and the like, is subject to the GMs permission.

They may increase their Strength and Toughness to Supernatural levels.

They may also add certain powers such as:

Breath Weapon (-2) (Fire, Frost, Acid, etc)
Hulking Size (-2)*
Inhuman Speed (-2)

Breath Weapon and Inhuman Speed are both bound by the Feeding Dependency.  Hulking Size is only bound by Human Form.

Finally, Dragonborn with a positive Refresh count as humans, even in their "beast forms." 



IMPORTANT SKILLS
Athletics, Lore, Fists, Performance, Conviction, Discipline, Deceit.[/spoiler]


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DFRPG / Re: Hob Changeling
« on: January 07, 2013, 03:33:17 PM »
Just so we're all clear on what we're talking about, this is a Hob:

(click to show/hide)

Take that in for a second.  Then remember that in order to have a "Hob changeling" some human person had to have sex with that thing.  I'm not saying don't do it.  I'm just saying that if you do do it, the changeling should have some really interesting, really unpleasant aspects on his sheet like Daddy's In a Rubber Room.  I Ate My Mommy at Birth.  Something like that.

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DFRPG / Re: Hob Changeling
« on: January 07, 2013, 12:23:06 PM »
Of course, any such character needs to have some kind of explanation for how he/she was able to be born into the normal world.  I mean, let's really think about this here.  Hobs aren't Sidhe or pixies or elves or trolls.  So, any explanation of a Hob changeling needs to include how Mom or the kid weren't eaten by the Hobs after they raped Mom into becoming pregnant once they dragged her away into the dark.

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DFRPG Resource Collection / Re: Custom Templates
« on: January 06, 2013, 01:14:23 AM »
Alrighty then. Because I do math like fish do bicycles, I may have messed up the interaction between Human Form and Limitation. Constructive criticism is welcome. First, the Vesuvian.
(click to show/hide)
Okay, I'm sorry, but by Supernatural Sense: Bullshit Detection is going off a little bit here.  Your "Limitation" is that he can't use his Strength, Toughness and Recovery unless he's near a large, open flame.  And as an "Oh, by the way" he also has at least two super-quick methods (Vulcanomancy and Breath Weapon) to create said large, open flame.  Yeah.  No.  Maybe if you pegged his Vulcanomancy and his Breath Weapon to the Limitation, that might work.  Otherwise, no, I don't see this as a viable template.

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DFRPG Resource Collection / Re: Custom Templates
« on: January 05, 2013, 10:23:11 PM »

Does The Catch apply to their always-on Recovery?


By definition a Catch applies to all Toughness powers except possibly Physical Immunity and that only if the immunity is limited to something specific (as the exemplar fire demon's immunity to fire).

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DFRPG / Re: Catches and Banes
« on: December 30, 2012, 08:47:35 PM »
Honestly, I don't like your rules.

Partly because I'm not sure I understand them. Partly because their damaging effect is mixed in with a Power-disabling effect. Partly because the process through which they inflict damage seems oddly convoluted. And partly because their costing method seems complicated and sloppy to me.

Yeah, it was kind of complicated and sloppy.  My idea was to simulate various types of damage and power loss effects.  A Power loss Bane might be running water for wizards and other magic-users.  It doesn't really a wizard to be in running water (aside from the chance of catching a cold) but it prevents them from using their magic.  A damaging Bane might be sunlight or holy water for vampires.  Meanwhile Krytonite would be a Bane inflicting both damage and power loss.

I'd go with something like:[/quote]

BANE [+varies]
Description: There exists something that hurts you. Maybe you're a vampire that can't stand the sun or something.
Musts: If you have a Toughness Power, you must have a Catch or Limitation that prevents that Power from working against the effects of this Power.
Skills Affected: Endurance.
Effects:
Bane. Pick a thing. Then pick a number X. You get a Refresh rebate according to a formula that takes into account X and how often you will face that thing.
Increased Damage. Any physical attack that makes use of your bane adds X to its weapon rating. An attack which uses it especially strongly add 2X to its weapon rating instead, while an attack which uses it especially weakly adds X/2 to its weapon rating instead.
Hostile Environment. When you are exposed to an environment which contains a small amount of your bane, you face an accuracy X weapon 0 physical attack against your Endurance each exchange. Environments which contain moderate amounts of your bane and large amounts of your bane inflict accuracy 2X and 3X attacks respectively. Being totally immersed in your bane inflicts an accuracy 4X attack.
[/quote]

Under Musts, I'd note that a Catch is essentially a Bane where X is 0.  By definition all Catches are Banes.  I'd also note that the modifiers for ease of acquisition and secrecy that are applied to Catches should also be available for Banes.

Finally, just as a general thing, I'd point out that Banes are one of the few, if any, Refresh cost break modifiers that should be available to Pure Mortals.  A Bane could be used to simulate a person who has allergies to certain foods or insect venom.  Or a Bane could represent a person with some other health issue that places them at greater risk.  A person running into a burning, smoke-filled building to save a child is at risk.  If that person has emphysema, cystic fibrosous or other lung disease, that risk is far greater.

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DFRPG Resource Collection / Re: Custom Templates
« on: December 29, 2012, 11:16:11 PM »
In what way is it hard to read?  I'm not being sarcastic, I genuinely want to know to make the information more easily accessible.

As for the Jiang-Shi, the whole "hopping vampire" thing struck me as being at least mildly ridiculous.  Besides, the Jade Court is a court, an organization or society.  That implies a certain level of socialization and intelligence that a "hopped up" zombie seemed unlikely to achieve.  I drew inspiration for my Jade Court from dim memories of the Old White Wolf supplement, Kindred of the East.

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DFRPG / Re: Plot help
« on: December 29, 2012, 07:02:51 PM »
Plus, you can take it the other direction, too.  Suppose the Warden is genuinely corrupt and begins pushing your Aeromancer into doing darker favors.  The bad guy is a Warden, so figure the White Council will believe him over the Aeromancer, which means that the Aeromancer (and his friends) will need to assemble proof.  Assuming they succeed in this, the Aeromancer might end up getting trained in the way of the Council and become a full wizard.  Perhaps even a Warden himself. 

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DFRPG / Re: Plot help
« on: December 29, 2012, 04:11:43 PM »
Did you ever watch The Shield?  What if the local Warden of the White Council is Vic Mackey?  The Aeromancer used to belong to a group of corrupt sorcerers, right?  Perhaps the Warden approaches the Aeromancer with the idea that if he helps out with getting this mordite, then the Warden will "forget" about the Aeromancer's associate with a group that might normally get him a date with decapitation. 

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DFRPG Resource Collection / Re: Custom Templates
« on: December 29, 2012, 04:00:27 PM »
Hmm.  Well, in that case switch Recovery and Toughness between the Courts.  Yang will have Supernatural Toughness while Yin will have Supernatural Recovery.

Still, I figure the male/female ratio will remain as I said.  Yang vampires, tending to be more driven and passionate are more likely to recruit a female based on desire or beauty.  Yin vampires tend to be far more cool and rational.  That said, the Jade Court is old, having been around since the beginning of Chinese civilization at least.  As Harry has noted, old things tend to get set in their ways.  It's also highly patriarchal and at least a little racist, tending to disdain the capabilities of females and non-Chinese.

Which means that if your characters do run into, say, a black female Jade Court Yin vampire, it's best to be extremely polite or fast on your feet, because she's probably one of the more lethal opponents you could fear to encounter.

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DFRPG Resource Collection / Re: Custom Templates
« on: December 29, 2012, 03:08:57 PM »
To a degree.  There tend to be more female Yang vampires than female Yin vampires.  However, the Jade Court is highly patriarchal and males are a clear majority of both Yin and Yang, especially in roles of authority.  Paradoxically, the very sexist nature of the Court means that in general female Jade Court members tend to be more ruthless, competent and dangerous than their male counterparts.

Furthermore, the vast majority of the Jade Court are Asiatic in appearance, and usually Chinese at that.  This will probably change as the Court enters new territories, but such change will probably come only very slowly.

Of course, this is all just my view of the Jade Court.  Presumably when/if Jim properly introduces the Jade Court into the Dresdenverse, his take on them will doubtless be quite different from mine.

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