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Messages - theshrewedshrew

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1
DFRPG / Pets
« on: April 16, 2012, 07:15:44 PM »
Does anyone have any ideas on Supernatural Pets?

I was thinking about trying to make a Gargoyle for a supernatural pet.
I originally was wondering about like a griffin or something that could be used as mounted trasportation, but then a few hours ago. I was looking at a gothic church online, and thought... DANG GARGOYLE!!!!

Just now... I don't really know how to Stat it, I am sitting at work and left my books at home. Woah est me! ;p

Anybody got any ideas?

Anything is appreciated, I think I want to create an involuntary change such as Night active only. Maybe even have a creepy power that forces it to stone in sunlight, where as inside in shadows its severely weakend but able to interact.

Well its a theory right now, when i get home I plan on looking into it a bit more.

Hope it sparks some intrest with someone else.

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DFRPG / Re: "Grimm" template
« on: April 16, 2012, 07:00:16 PM »
Ok, so I have thought about this...

First off, we have the identifing of Monsters

Lore / Scholarship / Discipline   < ---  3 Most Important Skills.

I thought about it in a recent campaign, I have a stunted High Elf of the Autumn Court, whom has Greater Glamours (BEST ABILITY EVER), who plays a 7 String Baroque Lute that has Incite Emotion on it.

But as I was playing, I started realizing to breach glamours and veils, and be semi immune to some of the nastier things in the night you need Discipline.

Give them Stunt's called Bloodline / Ancestry / Lineage / Birth right things of the sort.

Of course I think this will limit the character, here is what I think you might do, as a bonus, these bloodline abilities would be the same as scion powers. Thus bringing the mighty pure mortal down to a minor talent. However, via story method, you could portray your character as a lower lined Grimm, and gain the stunts and refresh of a pure mortal, At the time of the Grimm switch, you drop "your job." and pick up the family mantle.

The advantages of this, at least how I see it are like this.

- 1 Blood of the Grimm   - You Gain +2 to the ability to pierce veils, glamours, or magic to see the true nature of supernaturals.

- 1 Grimm Awareness - You Gain +2 in Discipline Saves against Supernatrual Attacks

- 1 Grimm-oire - You Gain + 2 in Scholarship or Lore roles against the Supernatural

Bloodline Curse - Aspect  Grimm's Curse - All intellegent supernatural creatures make a Lore Roll of 4 to see what you are. Once they see you as a grimm, your Deciet and Rapport score decreases by -2 in Social attacks.

The addition of any supernatural powers, or sponored magic of any kind, frees you from the affliction of your cursed blood, forever passing the Curse to the next in line.

I think you also need to take a few other stunts, like the Weapons Loading for enemies, such as you carry a bandalier of shotgun shells on your chest, after realizing your facing fae, you load the Iron buck shot, there by meeting the catch, but on odd supernatural creatures where the catch is lower the score would be higher, thats when your Grimm-oires might help turn the tide.

I think the character has a great bit of potential as not only a playable character but one of the scairest support characters in the game.  Of course, at the begining of the game, the party would all roll against the Grimm's in the party to see the level of trust throught the game.

Also the Grimm's Contacts score, can only be used to contact other Grimm's or Mortals. I would make this specific.

But I think once you flesh out a power list and a few choice mortal stunts the character would be terrifiying.
;p

Hope this helps, and hope to hear some feedback on how I looked at it.

3
DFRPG / Re: Help with a probelm
« on: February 01, 2012, 08:10:47 AM »
Thanks a lot Tedronai!

Thats been a bee in my bonnet for a few weeks now.



4
DFRPG / Re: Help with a probelm
« on: February 01, 2012, 07:06:54 AM »
Also on dual wielding pistols.

Does anyone have a scene where they show how the damage is rolled, I am second guessing how I did the system.

Currently I use the guns a certain way.

Single Attack with Guns skill. Using 2 bullets, one from each pistol. When damage resolves i treat the shifts in damage as well as the Weapon 3. (Using the stunt to combine the pistols)

Does anyone have an example of a character dual wielding pistols other than mine, We have been just using house rules for a lot of things for so long I didn't even question it.

Thanks Again!! ;p

5
DFRPG / Re: Help with a probelm
« on: February 01, 2012, 07:01:43 AM »
Ah, well, the stats on the character was how it stood last game day.

I talked to the GM, and I kind of want a more Crusader Mentality for the character, and want to make his conviction part of saves.

The concept is, that While he is true to his Code (His trouble) and His High Aspect's Oath. (Which I think is eventually going to be Emmasary of Avalon.) Which are different while containing some of the same things. The oath he swore was to collect the items of power from the past and save them from being abused. The Trouble is day to day life, how a Knight is to carry one's self.

I think that the idea of some form of faith based defense, would be better than disciple for emotional defense.
I have always read that if its like something where you don't think living would be possible, our an attack that your faith has turned against you. I know conviction can be used. I think this is just the something for nothing.

I just wonder if you have some form of God, in your High Aspect, or Trouble, if your able to use conviction for all mental saves, and social saves. Using it for Rapport would be good, but I just need the two saves, right now.

So the possibility arises, that I could take 2 stunts, or a single stunt to possibly strengthen the Trapping of Conviction, Acts of Faith, from sometimes to as long as my character stays true to his Faith, and prays before battle. That would be interesting.

6
DFRPG / Re: Help with a probelm
« on: February 01, 2012, 01:07:36 AM »
Well I did change skills up a bit, I'll play around with it a little more later, but as for the conviction, it says that you can use Conviction in some situations as Social and Mental Defense, the trapping of Acts of Faith. Here is my question, is there a way to strengthen that to include all situations.

I know I could make stunts, the question was any ideas.

I suppose, speaking the truth would allow my character to use conviction instead of Rapport.

You think that would be 1, 2, or 3 stunts?

7
DFRPG / Re: The Lady of the Lake
« on: January 30, 2012, 11:09:46 PM »
Its been a few days, since anyone replied here, but about 2 weeks ago I was also wondering about The Lady of The Lake, How Wolfhound stats her seems reasonable, but I also think that she might have power from another few sources, I think Avalon Magic is amazing, I said her Demesne, is actually Avalon, and she has a few old things about her.

She has a lot more going for her than most fae. I mean sure Spenser, and Grimm helped the Fae, but nothing close to the scale of Arthur.

I don't know if I would give her a court or call it specifically the Circle of Avalon, a court of human and fae alike. Working together for God, and all kind. ;p (Take that with a grain of salt)

I made an emmisary, hoping eventually to gain some either sponsored magic, or Glamours, from Avalon's Fae Queen or Ruler the Lady of the Lake. You might check him out and drop some comments if you think of anything worthwhile.

Great to see someone else with a similar opinion.

8
DFRPG / Re: Grapple Houserule/possible clarification
« on: January 30, 2012, 10:49:27 PM »
Is this at the time of the grapple attempt, or is this on that players next turn?

9
DFRPG / Help with a probelm
« on: January 30, 2012, 10:44:01 PM »
So I have a character, I wanted to make him something of a current day Crusader, not like Michael or a Knight of the Cross, but a literal Crusader, a Knight in present day. The GM has allowed a few mods such as the Fairy Truth, Mortal Mishap, and the repurposing of the All Creatures Are Equal Before God.

What I am trying to do, is get conviction to work as all my social rolls, plus social and mental defense.

Have like High Faith, or something like that. I don't need it for comabt, but the character and his skills are all story line importance.

Here is what I was thinking, like faith is a support characteristic, So my character has some talent/stunt/power that states that I can use Conviction for social rolls to persuade of truth, while my truth may be cutting, unless dealing with non mortals, my social rolls inflict no damage. In return I gain social and mental defense by faith. So when rolling both Mental and Social Defense, I can use Conviction. For Social Damage to mortal, I would have to sacrifice a fate point for the encounter and roll Rapport, losing the use of conviction until atonement before a man of God.

Any good ideas, or names for stunts/powers? I really didn't think about this until I was playing last saturday. lol. My Crusader has no conviction, well It was originally a 10 refresh and 35 skill points and he had conviction but in the mayhem he lost it. lol.
 
 
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