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Messages - spac3_pop3

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DFRPG / Help with an NPC
« on: November 13, 2011, 10:20:14 AM »
I plan on pitting one of my players up against some of the famous Brothers Grimm fairytale creatures, as a nod to his character's last name, Valentine Grimm.  The first I had in mind was Rumplestiltskin, and I planned on making him a Wyldfae and playing him as a kind of supernatural confidence man.  I sat down to draw up a character sheet and had a serious case of writer's block.  They're playing at "Up to Your Waist" PL, and I wanted him to at least be one step up from that, so as to provide an antagonist with a little bit of lasting power.  If anyone is willing to take a shot at it, I would greatly appreciate it! Thanks!

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DFRPG / Re: ritual to track someone down on the other side
« on: November 10, 2011, 06:53:12 AM »
During the Summer Knight case, Harry used a tracking spell to find the entrance to Chicago-over-Chicago using a piece of the Stone Table that the Gatekeeper gave him.  So the canon does say it is possible to track across worldly boundries, albeit the Stone Table thing might be an exception being as it's such a powerful artifact, etc.

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DFRPG / Re: CLINT EASTWOOD
« on: November 10, 2011, 06:46:37 AM »
Or maybe have the *squint* stunt allow for a +2 bonus to his Intimidation when he doesn't speak?  Another homebrew stunt that one of my players made was "Quick Draw" which gave him +2 to his Guns if he draws and fires his gun in the same turn.  It's something I can see Clint Eastwood having on his character sheet.  Awesome idea, btw.  I often thought about making character sheets for real world people, after all, some of them (like the President, Steven Spielberg, and other fairly prominent people) are probably still around in the DV.

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DFRPG / Re: DFRPG Demo adventure Midwinter Art
« on: November 02, 2011, 06:12:20 AM »
Well, with the Sidhe and Ogre, that might be plenty to challenge them all in a fight.  All the iron the group will be carrying will mean they won't be pulling punches.  Maybe put them up against the Satyrs first, followed by a brief rest period, then the Muse and his bodyguard?  I wouldn't give the characters so many stunts, maybe 1 or 2 and let the players pick others as needed through the story.  Maybe give the Pyro a rote Maneuver that looks like fireworks? (Thinking like Jubilee or Dazzler from X-Men)  Something he uses during his art because it's dazzling and believable, but spray it in someone's face and give them the aspect "Blinded".  Maybe make a fire whip as an Enchanted Item that he can twirl and flair around?  I would definitely see him changing the color of his fire every time he uses it, which a creative player could turn into an aspect like "Distracting" for combat or "Eye-catching" for his art.

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DFRPG / Re: The Accords and the Black Court
« on: November 01, 2011, 01:55:29 AM »
Ah, Richard is right.  That was based more around hospitality than anything to do with the Accords.  Though with the vague wording and lack of any definitive proof, I would assume a nation stands until the entirety of it is defeated.  I tend to think of the Accords as the supernatural UN, if one of the countries is currently crippled and recovering from one disaster or another, the other nations won't take it upon themselves to collectively cut them out from the bylaws.  Not to mention the fact that a BCV can reproduce rather easily (even if the offspring aren't as powerful as their progenitor) and repopulating their nation shouldn't be much of a feat if they decided to do so.

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DFRPG / Re: Stuck on fleshing a character out
« on: November 01, 2011, 01:27:45 AM »
Aye, Minerva/Athena did spring from her father's head in full battle garb.  There is the legend of the god's fight over who would be the patron of Athens.  Poseidon gave the Greeks horses, and Athena gave them the olive tree (thereby winning the right to claim the city-state as her own).  Maybe a weapon coated in olive oil would be appropriate as a Catch?  Is something that everyone can get their hands on fairly easily, but is obscure enough to merit some form of research before coming to the conclusion (Giving him a +4 refresh refund).

Also, having Sponsored Magic along with Evocation and Thaumaturgy seems like a little overkill.  You can gain all the benefits of both Evo and Thaum from Sponsored Magic, why not spend that 6 refresh on other things? Maybe give him "The Spear of the Bright-Eyed Goddess" that was gifted to him by his mother upon his Visitation (assuming she appeared and told him what's up) that gives him the Mental Library along with Recovery and possibly Speed?  Though that would require swapping a skill for Weapons, so he can actually use the thing properly.

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DFRPG / Re: Ideas for scenarios for our New York campaign?
« on: October 31, 2011, 11:30:35 PM »
May sound cheesy, but what about a group of Pigeon-weres?  Some of the birds that learned how to turn themselves into human beings?  Have some news reports mention the alarming increase in the amount of homeless in the city, which are really the birds learning how to spontaneously become human in appearance.  This could lead a food shortage, which forces the pigeons and actual homeless to start stealing in greater and greater numbers?  Can take this in any direction you want, maybe an all out riot starts among the homeless, etc etc.

Or indulge in the stereotype, and make it a little humorous with an ongoing war between the pigeons, rats, and roaches all fighting over turf and food?

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DFRPG / Re: The Accords and the Black Court
« on: October 30, 2011, 08:30:01 AM »
IIRC, the Black Court is still a nation recognized.  I believe Mavra actually used the Accords as leverage to force Harry to stay at Bianca's masquerade when he was trying to leave.  Regardless of whether or not they are or are not, said Blampire who is violating the Accords not only has to worry about other members of his nation punishing him for his misdeeds, but if he directly interferes with the affairs of another signatory (which will happen if a violation of the Accords occurs), they can take it upon themselves to administer reprimands.

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DFRPG / Re: DFRPG Demo adventure Midwinter Art
« on: October 30, 2011, 08:24:04 AM »
Sounds like a really awesome one-shot to me.  Couple of things...

1. Having the Act II take place over the course of a week might be a bit long, especially if the Sidhe Muse is feeding on a regular basis. Maybe shorten it to a couple of days?

2. It's an arts college, right?  Why would the RCI Jock be admitted on a sports scholarship?  Maybe he goes to another college close by and likes to come around and hit on the artsy girls.

3. The Campus security guard has Guns at Great?  Didn't think they allowed firearms on campus grounds, though different campuses have different rules.  Maybe give him Weapons instead and have him carry a collapsible baton?  Would make an excellent weapon against the Fae, and be a great way to explain Catches to your audience.

4. I notice that of the 4 pre-gen characters that attend the school (Pyromancer, Wings, IoP Guardian, RCI Jock) only the Pyromancer has an "arts" related skill.  Maybe give them all a skill at Fair to constitute their acceptance into the college?

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DFRPG / Spellcasting and Components
« on: October 28, 2011, 03:52:09 AM »
I was chatting with one of my players today, and he asked me a question about spellcasting that actually piqued my interest.  After a recent tussle in the middle of a apartment complex, he decided that he wanted to make a rote to either silence his gun specifically or silence the area their fight breaks out in.  His question was involving the act of spellcasting and whether or not silencing a zone would negate the ability to cast spells entirely.  I didn't quite know how to answer, as Dresden has mentioned several times throughout the books that the verbal component is near vital (as is the requirement of using a different language during the casting) in order to erect the mental barrier that keeps the magic's energies from short circuiting the casters brain.

If a caster has no ability to speak (because of his silenced zone), should they be able to cast?  I was going to allow them to do so, as all but one of my players are running as a spellcaster in one form or another, but with a -1 to their Discipline while standing inside the border of his spell.

Thoughts/Comments/Ideas?

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DFRPG / Re: Intimidation aoe
« on: October 28, 2011, 03:14:56 AM »
IIRC, there is a stunt that gives a bonus for specifically addressing a crowd that you might consider giving to a dragon, if you wanted to go that route.  In the one shot, "Night Fears," the Changeling pre-gen character had said stunt. Believe it was called Playing to the Crowd.  Though, as the others have stated, a full-fledged dragon is a plot device like no other.  The one that Harry met knew only his first and last name and forced him to his knees by simply flexing his metaphysical muscles.

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DFRPG / Re: Evocation vs Mental/Social Track
« on: October 27, 2011, 07:29:52 AM »
Evocation can definitely be used to harm a character's Mental Stress, although for mortal casters this is breaking one of the Laws of Magic.  As for Social Stress, I haven't found any mention of it, but the first thing one does when deciding to cast an evocation is to describe the effect desired and okay it with the GM, then proceeding to the rolls as per normal.  So I don't see why not.

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DFRPG / Re: Some Advice for a GM?
« on: October 22, 2011, 10:25:52 PM »
Hrm... I can see where you're coming from with the Accords.  Though, what if a dragon like Ferrovax decided to take on an Emissary who is also a wizard to boot?  Does that person fall under the jurisdiction of the White Council, or does he represent the dragon under the Accords?  I can see it being a hazy gray area, which neither party would inclined to act for fear of violating the Accords.

I do like the idea of each Suit having jurisdiction over a specific part of the world... Or what about different areas of society? Military, Economic, Religion, etc...

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DFRPG / Re: Some Advice for a GM?
« on: October 22, 2011, 07:40:33 AM »
The HoC (House of Cards) keeps their roster at a strict 55 members (52 cards, 2 Jokers, 1 Arbiter).  Each Suit has the normal 13 cards a piece, the 2 Jokers rule over them, and the Arbiter (meant to represent the 'rules' card in your typical deck of playing cards) is the final say on the interpretation of their doctrine as well as disputes between Suits.  They cultivate contacts and allies outside their own organization, both mortal and supernatural, and use them to appraise and subtly influence the social climate. Only the Face cards (and sometimes 10s) have the power to qualify as a full-blown wizard, with most other Numbers ranging anywhere from Focused Practitioners to Minor Talents.  When a recruit is sorted, he/she is placed in a suit based on what they can do, and given a rank based on how well they can do it (decided by the Arbiter).  Face cards don't really do a lot of leg work, and typically interact only with Numbers of their own suit, and occasionally hobnob with the other Faces.  Each Suit operates independently of the others, which can lead to agendas interfering with each other, which in turn causes a generous amount of slights and grudges.  They do forge alliances between each other when agendas align, as well as when instructed by the Jokers or facing a common threat/enemy/Suit.  As mentioned previous, they signed on to the Accords a very long time ago, and should any Warden or other Council member come snooping or trying to 'recruit', the HoC will simply throw the Accords in the White Council's face, dredging up the Council's dirty laundry for the entire supernatural community to see.  They do also follow the Laws of Magic, with as much fervor as the Wardens do, if not more so in some cases.  Whenever a member becomes suspect, the HoC will often covertly arrange for their unknowing suspect and a Warden to cross paths, and let the professional sort it out.  Those who are innocent will come back in one piece (most of the time), and if not... well... you know how that ends.

Background:
When Merlin sat down all those years ago and hammered out the Laws of Magic, and established the bureaucracy of the White Council, he created another organization.  This one was a bit more clandestine, and their sole purpose was to keep tabs on the White Council, making sure it's leaders did not abuse their power or steer the Council in a direction Merlin did not intend.  They did their job rather well for a time, subtly bumping the Council here and there, but for the most part they functioned as intended (due in no small part to the wizard's inflexible mindset).  With their job fairly well in hand, they soon began to bicker amongst themselves.  Some believed they should come forth and expose their existence to the Council, while others said they should remain covert and continue to steer the Council from the shadows.  With no definitive mandate one way or the other from their doctrine, the argument dragged on until all sides couldn't quite remember why the argument started in the first place or what exactly they were supposed to be doing besides maintaining status quo.  So they decided to get back to what they do best, but forgetting who they were supposed to be influencing, they simply decided to cover all their bases and watch everyone.

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DFRPG / Re: Some Advice for a GM?
« on: October 20, 2011, 10:38:10 PM »
Hah, I just might use him  ;D

Ah, some more of the info I forgot to mention, the organization is run by the two "Jokers Wyld" as he named them, though hardly any of their people see or communicate with them on a regular basis except for the Kings, and to a lesser degree, the Queens and Jacks of each suit.  They are ever-present, seen but never talked too.  A lot of the number cards don't even realize that they are the two entertainers that interact with their casino guests (They own a second fiddle casino of the same name 'House of Cards' and dress in harlequin outfits with Happy/Sad theater masks).  Additionally, the organization is almost entirely focused on maintaining the status quo between supernatural powers, as well as shielding mortal eyes from the goings-on of the powers that be.  They dabble in a lot of gray mental magics, 'pushing' people to rationalize away what they've seen, as well as outright mind-blanking them to forget.

Thanks again for all the help!

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