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Messages - SunJester

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DFRPG / Re: Request A Character
« on: November 07, 2018, 03:10:49 PM »
I am getting ready to run DFRPG and one of my players is considering playing a character modeled after Irwin Pounder. 

So, I was wondering if you might stat up Irwin as well as Strength of a River in His Shoulders (so I can see what the full power version of a forest person looks like).

Some of the issues we have been discussing for his character is whether the magical abilities are natural and therefore come as a result of the Choice or if they are acquired abilities that not all forest people have.

We have also been wrestling with what an appropriate Catch is for the Toughness and Recovery.

Your help is appreciated!

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DFRPG / Re: Help Evaluate this Sponsored Magic
« on: September 26, 2012, 09:23:59 PM »
A quick revision that hopefully addresses some of the points raised.  Thanks again for the feedback and I appreciate any comments on this revised version.

Instrument of the Archangel Phanuel [-4]
Description:  The character has been chosen by the Archangel Phanuel to act as its instrument on Earth.
Sponsor:  Phanuel is the fourth archangel, after Michael, Raphael, and Gabriel.  Phanuel is the face of God and an angel of repentance, hope, and exorcism.  He is a protector of mortals against demons.
Agenda:  Phanuel is the leader of the Ophanim and thus charged with the protection of God’s throne in heaven.  Since it is also the protector of mortals against demons and the angel of exorcism, however, when the need is great, it will choose an instrument, a mortal, to grant a small portion of his power.  This instrument is trusted to carry out the work of Phanuel on Earth.
Evocation:  Evocation powered by Phanuel is a blazing blue spiritual light.  Because they are powered by angelic magic, such evocations wielded by a mortal practitioner cannot have a direct effect on a mortal or on the physical world.  The effects of the instrument’s power are invisible to non-supernatural beings.  Only creatures without free will such as demons, spirits, Red Court and Black Court vampires, fairies, etc. are affected.  Spirit magic is the only element to which Phanuel grants access.  Against supernatural foes, the full range of evocation effects that are in line with the intent of Phanuel and can be powered by Spirit magic are available.
Thaumaturgy:  Rituals powered by the holy power of the Archangel Phanuel still cannot negatively affect pure mortals or other beings with free will, however, Divination related to such targets is allowed.  Phanuel’s power can naturally be used for exorcism, but can never be used for summoning a demon or spirit or binding it to the will of the instrument.  Conjuration is outside the province of Phanuel’s granted abilities.  Veils, wards, and rituals related to transformation and disruption can be cast but only affect supernatural entities.  Phanuel’s magic does allow transportation and worldwalking by the instrument to give access to places where they are needed.
Evothaum:   Any exorcism ritual may be cast with the speed and methods of Evocation.
Extra Benefits:  Magic granted by the Archangel Phanuel is particularly potent against demons.  For creatures vulnerable to “holy” magic, Phanuel’s magic may satisfy the Catch and it always does so against demons.

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DFRPG / Re: Help Evaluate this Sponsored Magic
« on: September 26, 2012, 08:56:38 PM »
Thanks for the feedback.  The intent was that evocation was broad and could do everything that normal evocation could do, but could not effect mortals at all.  I think it would be reasonable to limit it to Spirit magic.  I was not planning on treating it as a compel since the magic simply could not touch mortals.  For example, the practitioner puts up a spirit shield and bullets fired by Red Court Vampires bounce off it, but their paid mortal mercenary's weapon fires through the shield as if it isn't even there.  The effects don't exist for the mortal.

Thaumaturgy was likewise supposed to grant access to most aspects of the power, but it would only be useable in pursuit of good objectives (should have specified that) and still could not directly harm mortals.  I agree this should have been more explicitly stated and given more development.

The point about downgrading toughness and then also satisfying the Catch is great.  I had not thought that through.

I gather from both your comments that I need to be much more specific in the description. Point taken.  I will clean it up and resubmit.

I didn't want to use Soulfire because the character was specifically focused on being an exorcist.  Soulfire didn't seem to fit the concept very well.  I could start with Soulfire and modify it, but I feel that I am going to end up at about the same place as what I intended this sponsored magic to represent.  I also like the flavor that different angels with different agendas and different areas of focus may grant different types or flavors of magic.  Possibly all angels can give access to Soulfire, but in this case Phanuel is investing a bit of his personal power with a mortal.

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DFRPG / Help Evaluate this Sponsored Magic
« on: September 26, 2012, 07:47:55 PM »
I have looked through the sponsored magic in Your Story and the examples given here, but didn't find what I was looking for.  A player in my upcoming game is considering playing a practitioner with sponsored magic.  Please let me know what you think:

Instrument of the Archangel Phanuel [-4]
Description:  The character has been chosen by the Archangel Phanuel to act as its instrument on Earth.
Sponsor:  Phanuel is the fourth archangel, after Michael, Raphael, and Gabriel.  Phanuel is the face of God and an angel of repentance, hope, and exorcism.  He is a protector of mortals against demons.
Agenda:  Phanuel is the leader of the Ophanim and thus charged with the protection of God’s throne in heaven.  Since he is also the protector of mortals against demons and the angel of exorcism, however, when the need is great, he will choose an instrument, a mortal, to grant a small portion of his power.  This instrument is to trusted to carry out the work of Phanuel on Earth.
Evocation:  Evocation powered by Phanuel is a blazing blue spiritual light.  Because they are powered by angelic magic, such evocations wielded by a mortal practitioner cannot have a direct effect on a mortal.  Only creatures without free will such as demons, spirits, Red Court and Black Court vampires, fairies, etc. are affected.
Thaumaturgy:  Rituals powered by the holy power of the Archangel Phanuel still cannot negatively affect pure mortals or other beings with free will, however, Divination related to such targets is allowed.
Evothaum:  Any exorcism ritual may be cast with the speed and methods of Evocation.
Extra Benefits:  Magic granted by the Archangel Phanuel is particularly potent against demons.  Downgrade the effectiveness of any Toughness ability the target has by one step when using this magic against a demon.  For creatures vulnerable to “holy” magic, Phanuel’s magic may satisfy the Catch.

Thanks.

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DFRPG / Re: Pure Mortal or Changeling at Character Creation
« on: September 21, 2012, 02:33:18 AM »
Calling the mere ability to purchase powers 'on the fly' itself a power (which is what would be required to deny the bonus) produces both the absolute weakest power, even for -0 powers, in the entire system, and creates a 'trap choice' where the right answer forces the player to choose a path that does not make sense for their character (taking a power at a milestone so as not to gimp themselves by having the worst of both worlds)

OK, point taken.  So if they want to be a changeling with no powers, have their high concept reflect that, but still give them the +2 refresh pure mortal bonus until they take a power.  They can take a power from their agreed upon list of changeling powers at any time, but the cost of that power is effectively its base cost +2 since they are also giving up the pure mortal template at that point.

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DFRPG / Re: Modular Abilities without Shapeshifting
« on: September 21, 2012, 01:05:55 AM »
In our Emerald City game we have a character who is a martial arts master who uses Modular Abilities to represent his Ki Powers.  It has worked out pretty well.  He mostly uses Cloak of Shadows and Spider-walk for stealth situations, Inhuman Strength, Toughness and Speed for combat sometimes enhanced by Claws.  Although he rarely uses the later because he caries a Weapon of Power as a badge of his station as the defender of the Eastern Temple.   

Oh, I have got to say, I like the idea of modular abilities representing different focusing of ki.  That's smart.  Even though he has decided against this concept, I have to pass that along.  It might convince him to change his mind.  Thanks!

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DFRPG / Re: Pure Mortal or Changeling at Character Creation
« on: September 21, 2012, 01:00:56 AM »
Thanks for quick responses everyone.  I really appreciate it.

I will do some searching to find the old discussions, but if someone has a link handy that would be swell.

Everyone seems to be agreeing that the character gets the +2 bonus refresh if they have no powers.  I do like the idea that if they have a high concept that allows them to take powers at any point mid session, then they don't get the refresh bonus.  If they can't do that and it takes a milestone and renaming their high concept, then they get the +2 bonus.

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DFRPG / Pure Mortal or Changeling at Character Creation
« on: September 20, 2012, 08:37:48 PM »
If a player is starting play without any powers, but is planning on the character picking up powers due to being a changeling or other scion, should the character start as a pure mortal with bonus refresh and then change the high concept at an appropriate milestone?  If this is the case, do they lose the pure mortal bonus refresh when they change their high concept or when they take their first power as a changeling?

Alternatively, should someone that is a scion or changeling ever get the pure mortal bonus refresh even though they don't have any powers?

Your opinions are appreciated (or if I have overlooked guidance in the rules and you can point that out to me.)

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DFRPG / Re: Modular Abilities without Shapeshifting
« on: September 19, 2012, 02:16:58 PM »
Thanks all for your input.  I haven't been posting, but I have been following the discussion with interest.  Sadly, the player has since decided that he isn't going to go with a modular powers type of character. 

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DFRPG / Modular Abilities without Shapeshifting
« on: September 06, 2012, 06:16:42 PM »
My group is getting ready to start a Dresden game after having played through a couple of the case files.  One of my characters likes the flexibility that modular abilities will give him.  We have not yet settled on a power level for the game, but if we play "feet in the water" he is thinking about modular abilities [-4] giving him 2 points of abilities to play with and two refresh.  He has primarily come up with the concept based on the description of the power as opposed to coming up with a character concept and then trying to determine how to model that using the system.  One of the reasons for this is that he hasn't read the Dresden novels (which is true of over 50% of my gaming group.)  I have been trying to come up with concepts that seem to support this power selection.  We have talked about a scion of Proteus (Greek shapechanging water diety) and a few other options. 

All of that to ask, what has been your experience or what is your opinion on modular abilities without having an associated power of true shapeshifting?  It seems reasonable to me, particularly to take powers such as speed, strength, or toughness where shapeshifting of the body would not be required.  But is it reasonable to take powers like claws, wings, diminutive, hulking size, etc. without also having true shapeshifting?  The description of modular abilities would seem to indicate that it is appropriate based on the first sentence, "You may shapeshift your form to take on a variety of abilities..."

The second question is about the range of powers that should be available from modular abilities.  My player was of the opinion that the groups of powers listed in the description should all be fair game while my thought is that it would be restricted by the character concept.  As a specific example, he thought that Cloak of Shadows was appropriate since it was a Minor Ability.  On the other hand, I don't see anything in the mythology of Proteus that would indicate that Cloak of Shadows is reasonable for his scion, however, I am wondering about a Water Form option similar to the Gaseous Form that the Black Court have at their disposal.

I know that the rules are flexible and each group owns their own game, but I wanted to get some feedback from some people experienced with the system.  Thanks in advance.

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