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Messages - Catryn008

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1
DFRPG / Re: Suggestions for stories of the Fae
« on: November 26, 2012, 06:00:40 PM »
The Changeling's mother is a Nixie who is presurring the Changeling to make a decision. Human or Fae. Mom had an annoying habit of showing up whenever and where ever the mood hit her. Usually caused a scene.

During character creation it was decided that the Emissary got Mom to leave the Changeling alone. They haven't really established how that was done and the Changeling doesn't know that is what caused the Emissary to become an Emissary.  :)  Basically his bargain to get Mom to go away, was to become marked by power. (Note: I think I'm confusing the templates he used. Unfortunately all my notes are at home...darn work! lol) He has the high concept of Friend of the Summer Lady.

So I opened the game with him receiving a package labeled: To: Changeline c/o Emissary.  :P  I figure if he's the reason she can't talk to her own daughter, then he can play messenger boy. The present was a birthday present to the Changeling. Nothing funky about it other than its fae made and very expensive. (At least at this point there isn't.)

So that's where we are. The Emissary has had an affinity for fae since he was a child (he's able to walk into the nevernever--I'm awaiting for the day I tell him that he's opened a door and stepped through into a field of flowers or something. He is used to accidently walking in his backstory, but it will be fun.).

I guess my issue is what would a fae want of a mortal? I know there are politics, but I have no idea where to start with that...

Oh and the Emissary has a fetch that has been popping up randomly through his backstory. He wants me to flesh out why, etc. I'm think the next time it appears it might be sent by mommy....

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DFRPG / Suggestions for stories of the Fae
« on: November 26, 2012, 12:45:56 AM »
I'll admit it, the mythos of the british isle/european tradition has never really appealed to me, so I'm rusty on it. (With the exception of Beuowulf, for some weird reason...)

Anyway, I've got two players who have ties to the fae, one's an emissary of power and the other is a changeling. I'm at a total loss as to what to do with them.  Fortunately they are both aligned with the Summer Court, so I don't have a potential inter-party explosion.

So I want to appeal to this most knowledgable group of folks, any suggestions for resources for me to learn more about the fae?

Thanks!

3
DFRPG / Purzonethon-Demon stats
« on: November 17, 2012, 02:42:52 PM »
Ok, since you guys were so freaking awesome at helping me understand the Yehasuri and helping me stat them out.  I got another beastie I'm making.

The story behind this one is that he's been linked to a statue that exists in the mortal world. (Of course he's an denizen of the Nevernever.) The statue has been lost through history (although it has made brief appearances, but for the most part its been kept safely put away), it was discovered in an estate sale after the last owner died. It was purchased by a wealthy art collector and subsequently has been stolen from his apartment. The theif lost a game of cards to a local lycanthrope gang member and because he was out of money, he offered the statue. The statue acts like a drug for the lycans, basically making them feel as though they are on the verge of a full moon when its present. Leader of the gang told gang member to get rid of it, but he didn't. He dropped it when he was shot during a street fight one of the PCs witnessed. PC picked it up.

Having it in his house that night gave him bad dreams so he took it to his friend (another PC) who has psychometry. Friend didn't want to touch it, it gave him bad vibes just looking at the thing. Long story short, they've researched it and discovered it is an old statue dedicated to a demon named Purzonethon. But tradition, he's known as a finder of things. But what they don't know is the cost....

He can be summoned through the statue (actually transforming the statue into a body he can use) by a ritual. The Psychom friend awoke the morning after seeing the statue reciting a phrase in Latin. (yep, the summoning ritual) He didn't finish the phrase. Needless to say they are on guard with the statue and have put it in an old lead lined fridge in a junk yard for now. :P  (They are off dealing with the Yehasuri for now.)

Purzonethon was intended to end up in the hands of the local leader of the Red Court (who runs BoA--behind the scenes of course), but obviously that hasn't happened! Once the demon was there it was gong to be released to destroy the RC leader. So now I have a bad guy who is frantically trying to find the thing so his boss doesn't kill him. :)

So take a look at Purzonethon and let me know what I could do better.  :)  I think things are finally starting to click with FATE for me! Horay!

Purzonethon
High Aspect: Demon of Finder of things
Aspect: Summoned through statue
Aspect: Blood thirsty
Aspect: High cost bargains

Alertness: +5
Fists: +4
Endurance: +3
Might: +3
Athletics: +3
Stealth: +0
All others from Fair to Average

Stunts:
On my toes [-1] +2 to Alertness in determining initiative
No pain no gain [-1] +1 mild physical consequence

Powers:
Inhuman Strength [-2] +2 damage; Improved lifting-when lifting or breaking inanimate things, +3 to Might; Bruising Strength-roll might at +1 when using that skill in conjunction with grappling, 2-stress hit on opponent as a supplemental action during grapple; Superior Strength-when using Might to modify a skill gain +1

Inhuman Toughness [-2] Armor:1 vs all physical stress; two additional boxes of physical stress

Claws [-1] Weapons:2/Fists; Venomous [-2]-pg 163, bite from snake head is venomous

Hulking Size [-2] Easy to hit, hard to hurt- opponent gain +1 to hit Purzonethon, 2 additional physical stress track; Everything is small- +2 might to lift or break, +1 athletics to cover distance; Big is scary- +2 intimidation; Easy to detect- Stealth mediocre, never gain more than one shift on Stealth rolls

Catch [+1] Holy items and expressions of true faith bypass Inhuman Toughness; [+0] Binding ritual

Refresh spent -10

Mental: OO
Physical: OOOOOO (OO) +1 additional mild consequence
Social: OO

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DFRPG / Re: Help please, new to game
« on: November 17, 2012, 02:23:32 PM »
The minions:

Yehasuri
High Aspect: Faerie trickster
Aspect: Quick to anger, slow to forget

Initiative
Alertness (+4) Inhuman speed (+4) = 8

Skills:
Stealth: +4 (under darkness +2)
Alertness:+4
Deceit: +4
Burglary: +3
Athletics: +3 (+1 to all) (+2 to dodge)
Presence: +3
Rapport +2
Discipline: +2
Weapons +2 (knife weapon:1)

Stunts:
None

Powers:

Diminutive Size [-1]--Hard to detect--+4 to Stealth attempts to remain hidden; Small is big--+2 to any perception (Alertness, Investigation); Wee--Endurance no greater than mediocre for health stress capacity, use of Might skill -2 to -4, inflict only 1 point of physical stress per attack (can be improved with weapons), +1 Athletics to dodge

The catch [+0]--Cold iron and [+/-0] ritual of offering

Inhuman speed [-2]--+4 Alertness for initiative, +1 to all Athletics checks, move to another zone without the -1 penalty, difficulty factors due to moving are reduced by two when rolling Stealth
Glamours [-2]--minor veils & seemings

Cloak of shadows [-1]--See in the dark--no penalty for darkness; Melt into the shadows--under cover of darkness +2 bonus to stealth

Refresh spent -6

Mental: OOOO
Physical: OO
Social: OOO

5
DFRPG / Re: Help please, new to game
« on: November 17, 2012, 02:20:42 PM »
Ok, here's the revised Chieftain:

Big Little Man
High Aspect: Faerie trickster/Yehasuri Chieftain
Aspect: Quick to anger, slow to forget
Aspect: In-charge around here

Initiative
Alertness (+3) Inhuman speed (+4) = 8

Skills:
+5: Stealth (under darkness +2)
+4: Lore, Presence, Discipline,
+3: Conviction, Athletics: +3 (+1 to all) (+2 to dodge), Alertness (+2 perception)
+2: Deceit, Burglary, Rapport
 +1: Weapons (knife-weapon: 1)

Stunts:
None

Powers:

Diminutive Size [-1]--Hard to detect--+4 to Stealth attempts to remain hidden; Small is big--+2 to any perception (Alertness, Investigation); Wee--Endurance no greater than mediocre for health stress capacity, use of Might skill -2 to -4, inflict only 1 point of physical stress per attack (can be improved with weapons), +1 Athletics to dodge

The catch [+0]--Cold iron and [+/-0] ritual of offering-negates all Taking spell aspects except for Taken Out.

Inhuman speed [-2]--+4 Alertness for initiative, +1 to all Athletics checks, move to another zone without the -1 penalty, difficulty factors due to moving are reduced by two when rolling Stealth
Glamours [-2]--minor veils & seemings
Thaumaturgy [-3]--Taking spell: Lore vs Discipline

Temporary aspects: (+2 mild) Losing yourself--retina identification, fingerprints gone, hair shows up as generic human

(+4 moderate) No shadow--no longer casts a shadow, doesn't leave footprints

(+6 severe) Forgotten--Doesn't remember self, others forget as well

(+8 extreme) Lost--target pulled into the Nevernever, after 6 months, memories of human world too weak to pull target out of the Nevernever.

Channeling [-2]--Spirit (trappings of darkness)

Cloak of shadows [-1]--See in the dark--no penalty for darkness; Melt into the shadows--under cover of darkness +2 bonus to stealth

Refresh spent -11

Focus items
Deer bone wand (+1 thaumaturgy; transformative, +1 conviction; casting control)
Panthers hat pin (+1 offensive; spirit, +1 control; spirit)--pinned to a John Deere baseball cap that has had feathers attached to it. (plot device/hint to identity of rogue caster)

Mental: OOOO
Physical: OO
Social: OOO



6
DFRPG / Re: Help please, new to game
« on: November 17, 2012, 03:10:37 AM »
What if I did either a shift chart?
+1 lose fingerprints
+2 lose footprints
Etc…

Or it stacks modified by shifts? (Must apply in order.)
Success-lose fingerprints
Success +2 shift-lose fingerprints and lose footprints
Success +4 shift-lose fingerprints, lose footprints and lose shadow
Etc…

Then if I play verse a character they can block with Discipline.

7
DFRPG / Re: Help please, new to game
« on: November 17, 2012, 01:07:21 AM »
So how would you guys revise them to account for this power?

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DFRPG / Re: Help please, new to game
« on: November 16, 2012, 03:55:11 PM »
So for temporary aspects there isn't really a game mechanic for it?  Should I just convert it to a Yehasuri specific-power (is that something I can do?)? If I ever applied it to the PCs I'd need a way they could defend against it, but for NPCs, its a plot mechanic.

And Lavecki, its already affecting them. :) Two PCs have a friend who has forgotten her kids and their investigating it. When they pulled up the friend's facebook page, I had them roll (mind blank...tools at home... at work.... can't remember exactly) to see if they recognized the kids. One did and one didn't. It was funny telling one of the PCs that he knows they have kids, but those kids in the photos aren't theirs. THAT led to some interesting in-group banter.

Depending on what they do tomorrow (meaning they discover the Yehasuri and find the "cure" and get it implemented), I might have it start to affect them. The professional thief will probably be the most likely target. He's the one who is currently out snooping around.

9
DFRPG / Re: Help please, new to game
« on: November 16, 2012, 01:04:47 AM »
Mrmdubois, could you explain the temporary aspect thing to me? How do they work? How do you apply them? How do they go away?

Its like Lavecki said, it is weird that the mild is for one scene. That's a good point. I was viewing this more as the stages the victim goes through before being gone forever. I didn't envision this to be a combat power. And yes, there are multiple NPCs who are walking around with the consequences on them. (The Yehasuri are attacking people in a subdivision, starting with the kids first. That's one of my hooks. The PCs are friends with a family who suddenly stopped talking about their kids and are saying all the photos of children they have are their nephew and nieces. Another PC was scoping out the subdivision and found a child without a shadow.)

And I hadn't thought about the catch actually healing the damage to the victim... that's a nice twist. I was just thinking all of the fae had to have that weakness. (Too many years playing D&D, I think that's hindering my understanding of Fate.)

I'll make the adjustments to Lore and other items you guys pointed out. 

Thank you so much!!!

10
DFRPG / Re: Help please, new to game
« on: November 14, 2012, 01:41:37 AM »
Sorry it's taken me a while to get back to you guys. We've only been able to have one game so far and the PCs didn't make it into a conflict with the Yehasuri.  :)  They know something is going on, but they have no idea what. (Which I have to admit is fun, cause these guys are experienced RPers and can usually figure things out before I want them to! LOL)

Anyway, here's the stats I've come up with:
Yehasuri
High Aspect: Faerie trickster
Aspect: Quick to anger, slow to forget

Initiative
Alertness (+4) Inhuman speed (+4) = 8

Skills:
Stealth: +4 (under darkness +2)
Alertness:+4
Deceit: +4
Burglary: +3
Athletics: +3 (+1 to all) (+2 to dodge)
Presence: +3
Rapport +2
Discipline: +2
Weapons +2

Stunts:
None

Powers:
Diminutive Size [-1]--Hard to detect--+4 to Stealth attempts to remain hidden; Small is big--+2 to any perception (Alertness, Investigation); Wee--Endurance no greater than mediocre for health stress capacity, use of Might skill -2 to -4, inflict only 1 point of physical stress per attack (can be improved with weapons), +1 Athletics to dodge
The catch [+0]--Cold iron and [+/-0] ritual of offering
Inhuman speed [-2]--+4 Alertness for initiative, +1 to all Athletics checks, move to another zone without the -1 penalty, difficulty factors due to moving are reduced by two when rolling Stealth
Glamours [-2]--minor veils & seemings
Cloak of shadows [-1]--See in the dark--no penalty for darkness; Melt into the shadows--under cover of darkness +2 bonus to stealth

Refresh spent -6

Mental: OOOO
Physical: OO
Social: OOO

And for the leader:

Big Little Man
High Aspect: Faerie trickster/Yehasuri Chieftain
Aspect: Quick to anger, slow to forget
Aspect: Blood In-charge around here

Initiative
Alertness (+4) Inhuman speed (+4) = 8

Skills:
Stealth: +5 (under darkness +2)
Alertness:+4
Deceit: +4
Discipline: +3
Conviction: +3
Athletics: +3 (+1 to all) (+2 to dodge)
Presence: +2
Burglary: +2
Rapport +2
Investigation +1
Lore +1
Survival +1

Stunts:
None

Powers:
Diminutive Size [-1]--Hard to detect--+4 to Stealth attempts to remain hidden; Small is big--+2 to any perception (Alertness, Investigation); Wee--Endurance no greater than mediocre for health stress capacity, use of Might skill -2 to -4, inflict only 1 point of physical stress per attack (can be improved with weapons), +1 Athletics to dodge
The catch [+0]--Cold iron and [+/-0] ritual of offering
Inhuman speed [-2]--+4 Alertness for initiative, +1 to all Athletics checks, move to another zone without the -1 penalty, difficulty factors due to moving are reduced by two when rolling Stealth
Glamours [-2]--minor veils & seemings
Thaumaturgy [-3]
Minor aspect: Losing yourself--retina identification, fingerprints gone, hair shows up as generic human
Moderate aspect: No shadow--no longer casts a shadow, doesn't leave footprints
Major aspect: Forgotten--Doesn't remember self, others forget as well
Taken out: Lost--target pulled into the Nevernever, after 6 months, memories of human world too weak to pull target out of the Nevernever.
Channeling [-2]--Spirit (trappings of darkness)
Cloak of shadows [-1]--See in the dark--no penalty for darkness; Melt into the shadows--under cover of darkness +2 bonus to stealth

Refresh spent -11

TBD--Two focus item slots

Mental: OOOO
Physical: OO
Social: OOO

Let me know what you guys think.  I'm thinking they will probably face two to three of the normal ones and when they face the Chieftain, he'll probably have a couple around him too.  Do you think these guys are too much?  My players' characters consist of a mortal (thief), Changeling (half nixie), emissary of power (Summer Court), Minor talent. No pure wizards in the group.  :) 

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DFRPG / Re: Help please, new to game
« on: October 15, 2012, 04:25:44 PM »
I'm thinking that eventually, yes, any traces you have left in the memories of others will disappear too. Now you'll stay in anything physical, photos, etc. So there will be evidence you existed, but people will tend to make up a story about who you were.  "Oh that isn't my kid. It's my second cousin's." when in fact it IS your kid.

Ok, this has given me alot to think about. And Thanks for the catch on my mistake with the catch...(no pun intended).

12
DFRPG / Help please, new to game
« on: October 13, 2012, 01:47:04 AM »
I'm going to start running a game of the Dresden files with my friends.  And other than playing a couple of times at a con, we don't have any real experience with the system... :/

I'm trying to come up with a unique NPC but I'm stuck.

My game is based in Charlotte, NC and is ripe with old indian folklore. So I thought they might enjoy running in to a creature that they couldn't read about in the system books.  (yes, my players have the annoying quality of reading! :P )

The creature I want to create is called a Yehasuri.  The legends describe them as mischevious, dwarf/gnome (2' tall) creatures. They are tricksters, not generally dangerous, but their tricks can be destructive. Once you have angered them, they will steal the children's footprints and shadows. They live in old tree stumps and there's a specific ritual to get rid of them.

I decided to make them wyldfae.

Here's what I've come up with so far:

Yehasuri
High concept: Faerie trickster
other aspect: Quick to anger, slow to forget

Skills:
TBD

Powers
Diminutive Size [-1]
The catch [+1] Cold iron and [+/-0] ritual of offering
Inhuman speed [-2]
Glamours [-2]
Magic???--here's where I'm getting hung up. I want to them to have some type of magic that allows them to slowly erase someone's marks from existence (like the footprints and shadows and moving up to fingerprints, smell, etc.). They would never remove the person from existence, I think that's too powerful. In fact, I'm thinking they take those elements from the victim and have them in the nevernever. So in theory someone could go and get all their markers back (peter pan-ish). I'm just not sure what to call it...I keep coming up with aspect sounding names like "leaving no trace", "lost", "trackless", etc. And should it be a ritual?

I'm still a little confused on all the magic rules (and thankfully I only have a couple of minor talents in the game!).  Any help is appreciated!

Thanks,
Karen

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