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Messages - AgentSchneider

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1
DFRPG / Re: Dresden Files Cooperative Card Game
« on: April 20, 2016, 11:52:56 PM »
I would've missed it if not for this thread.

Anyway, it looks like the project's off to a great start. They ought to reach their last announced stretch goal pretty soon, and there's still 28 days to go...

Yeah I also would have missed it if not for this. At this rate I would think they'll get up to Small Favor easily. Who do you all think will be added in the 3rd Expansion? My guess is Marcone.

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DFRPG / Re: Character creation help - Mermaid
« on: April 20, 2016, 04:58:29 PM »
One question before I go on, for the Fae, as they would do something like that, why would Maeve do that? Like, do you think there's a compelling interest for her to do it outside of just because, even though Fae fit that bill?

As for the curse, I'm FAVORING kind of a mixture between a Loup Garou where she gets urges to be a mermaid, in addition to the normal situations where she would have to defend herself.  I was thinking for that drowning as a possible impulse, some inspiration from normal mermaids and Pirates 4.

In addition, me personally (as its my character haha) I'm favoring a male turned female all the time, with the addition of the curse turning her into a mermaid. I was thinking it would be amusing of a 'learning yourself again' and getting into those awkward situations as simple as wearing a dress as a distraction but acting all manly cause of no experience as a lady.  That's where Im a tad held up as I do want the Fae involved but I dont know how. I do like the idea of the Winter Court being involved however with Maeve or maybe even Mab, as shes the one who would seem powerful enough to permanent gender bend an individual and change their species at will.  But, I dont know how or what history.  That's also where I was thinking that the drama could be as its living with the consequences of being a mermaid as, well, I like the idea of being tempted but I also like it as well of no temptation and 'it is what it is and youre stuck with it period.'

To answer your first question, I'm guessing you haven't read the Dresden short story compilation Side Jobs? In the "Something Borrowed" story Maeve gets one of her underlings to try to kill Georgia and ensnare Billy as a permanent thrall...for something that happened years prior (in Summer Knight). I just chose her because she's vengeful and rude enough to do it - Mab certainly wouldn't be the only Fae powerful enough to gender swap somebody.

After thinking about it some more it actually seemed to make sense more to me though that a member of the Summer Court would be more readily able to curse somebody with mermaid-ness and gender-swap. Biomancy (shaping flesh and what not) is one of the specialties found under Sponsored Magic: Seelie (Your Story pg 290) so a Fae from that Court would be more practiced at it. Additionally I imagine there's a Lea equivalent (aka a Titiana-second-in-command) in the Summer Court that minimum would be able to do biomancy and curses with ease. As for why your character would be cursed, I think that's really up to you and figuring that out will help you determine the PC's personality and life experiences. The thing that would make sense to me the most would be that the character pissed off some lower-level mermaid servant and a higher-up Sidhe decided ironic punishment worked best, although I don't think the character would be considered a Fae at this point anyways - for the most part I think you have to be "born" into it (although you could include a Fae parentage as part of the backstory for it to make sense).

I'm not familiar with Pirates 4, but I feel like the drowning compulsion is a good idea. You could even really model it like Feeding Dependency: Drowning if you wanted to, but Feeding Dependency can be a pain in the butt for PCs from what I've gathered on here.

From a uniqueness perspective, the male-to-female swap seems to create more potential for interesting character behaviors, but I could see either working. Having to overcome suddenly be treated like a lady or being an office worker-turned-mermaid seem pretty unique to me.

If you have any further questions just continue posting here. Hope this helped somewhat!

Edit: Adding Incite Emotion seems like a smart idea to me, just depends of what kind of character idea/Power set you had in mind.

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DFRPG / Re: Character creation help - Mermaid
« on: April 19, 2016, 02:22:03 AM »
or a male turned female mermaid due to the natures of the Fae and their whimsical looks on humanity and toying with them

Poor guy. With the Fae I could actually see that happening.

Trouble Aspect: The Little Mermaid (But Actually I'm a Guy!)
Compel for aquatic creatures to annoyingly burst into song at him or have Ranma 1/2 style mishaps occur - like your best friend having a crush on the "other" you. I could see Maeve doing this to somebody.

Power List (stealing from Haru slightly):
Glamor [-2]
Human Form (Involuntary, touching water) [+2]
affecting:
 Aquatic [-1]
 Inhuman Speed (representing the fin) [-2]
 If you wanted a water theme you could potentially add in Channeling: Water (-2), although using Incite Effect (which  can be found on the Resources page and has a ton of upgrades) would probably work better. It could also be used for  siren-type effects.
 Sex Appeal (?) - maybe whatever Fae did it would at least (un)luckily make him shift into an cutesy little mermaid surrounded by adoring sea critters? Like Aquaman but with a severe hoarding problem.

Edit:
That's the idea Im trying to roll with is a landlocked mermaid in Oklahoma as I feel that brings some initial drama to the character. Any suggestions? Im still trying to figure out as well how I want the character compelled, so if I want a female cursed or tempted by power turned into one or male to female cursed by a trickster Fae due to something like a broken promise from the male. Any suggestions on that point as well?
Originally I was just going to post for fun but now I'm going to try to offer some real help. I think one thing that might help you to decide is determine what conflicts down the road do you want to see with the character? Players have a lot more sway over the narrative than is typically the case in other games. If it's a female and she's cursed, what's the disadvantage of being cursed or why is she cursed? Does having water tossed on her cause her to grow gills and make her unable to breathe air? Was her mother (or father) a merperson who serves the Court of Atlantis or another group of Fae so the character has to do something as a favor to them? Did she just so happen to pick up a cursed conch that made its way inland and now every so often she gets mermaid impulses to drown somebody (similar to the Loup-Garou and the full moon)?

For the male to female trickster'd PC is he cursed to be a woman all the time now or is he a guy that just turns into a female mermaid when exposed to water? Maybe in exchange for being made a really good swimmer by a Fae he offered to be the Fae's servant - not realizing that all of the servants were female (whether they started that way or not - kind of like Lea's dogs). Maybe he was just a star swimmer who accidentally scorned a water nymph and she wanted to punish him for it (could tie into the broken promise idea you had)? He could either spend the game trying to find a way to break the curse or just have complications come up in his life that result from being an (unintentional) Little Mermaid.

Perhaps thinking into some of the characters' other Aspects would also help you to decide which choice would make for a more well-rounded and engaging RP experience. Do any of the other players at your table have an idea for what they want to do?

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DFRPG / Re: Put all the dicks in your mouth
« on: April 19, 2016, 02:09:39 AM »
More like bannedmanunderpants.

Goodbye.


Lol this made my evening. Thank you.

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DFRPG / Re: Fate More Kickstarter
« on: April 12, 2016, 01:21:19 PM »
You can get Venture City on DriveThru for pay what you want. However, I would wait a bit, because they will put the kickstarted powers supplement in there as well at some point, and that's definitely worth the wait. Or get the stories PDF free now and join in once the power supplement arrives.

It's definitely worth waiting for the kickstarted powers supplement. It adds so much more depth to the game that it made me really want to start a game myself. A lot of the content that was funded is going to be open source at some point I think as a result of them hitting so many stretch goals.

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DFRPG / Re: Stunts with AoE effects...?
« on: March 28, 2016, 03:21:15 PM »
Maybe instead of automatically succeeding on the action, his stunt instead allows him to place a maneuver on all of the bad guys in the zone with one free tag, but any after the first requiring a FP to tag?

Alternatively you could have it be an extension on the stunt he already has - except that instead of only targeting one person he can make a "spray attack" affecting multiple targets using Intimidation with a +1 or +2 bonus.

Without messing around with the Stunts and limiting the automatically-successful-against-everybody-on-one-roll effect I feel like they are most definitely way too powerful.

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DFRPG / Re: Making Oaths/Promises Over Water
« on: March 25, 2016, 01:36:11 AM »
I don't really remember the Grave Peril scene like that though. Lea isn't kept out of the graveyard, Harry is trying to get to the stream of water, because Kravos wouldn't have been able to cross it, so he and Charity would have been safe. Lea only came into the game when Harry called her for help, but she wasn't hindered in any way.
Yeah...like I said it has been quite a long time lol.

I don't know anything about the magical physics of the Dresdenverse, but it'd be really lame if you could negate a sworn oath with running water.

"You gave me your word!"

"On a boat! It doesn't count!"
"But Nicodemus you promised that you would give us all of the Denarian coins back!" - Harry Dresden, Dresden Files Book #20

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DFRPG / Making Oaths/Promises Over Water
« on: March 23, 2016, 08:37:26 PM »
I know that running water is supposed to ground out magical forces, but what effect does it have on the making of magically-bound oaths and promises? Does making these oaths over running water ground them out, or are they still legitimate? I don't remember if the books had mentioned anything like this - it's been a while. The only instance I really remember is in Grave Peril when Harry keeps Lea and her minions out of the graveyard due to the flowing water.

Additionally, if oaths CAN'T be made over running water, what about over still or tamed water? Does being on a man-made lake decrease the effect of water on impairing magical forces? After reading The Paranet Papers I was inspired with the idea of a magical riverboat that travels the waterways, secretly entrapping mortals in unintended oaths as well as being a place where supernatural big-wigs could throw down some power.

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DFRPG / Re: Plot Advice for a Scenario
« on: March 16, 2016, 03:09:55 AM »
She is touched by Khorne, the outsider blood god, and these kills are blood for the blood god!  The distraction is that she doesn't want her enemies to back off.  Every death in battle is a sacrifice to him, and the greater the violence, the greater the gift.  Blood for the Blood God!!!

And the best part is that after she raises those who have died in the conflicts, they can be sacrificed again. 

Best part, part II: she can raise the dead of either side of the conflict, so no matter what happens, she wins.

Best part, part III: since she's a necromancer, she can store her heart or soul or whatever in a phylactery off site in a nasty part of the NeverNever that is full of chaos and strife, and as long as she has even a milliliter of blood left in her system, Khorne will raise her from the dead and regenerate her body.

Best part, part IV: Khorne is so happy with the work she's been doing that if she gets 666 kills in his name, his avatar will personally visit her and lead her legions of undead in a glorious wave of conquest.

Somebody is a big Warhammer 40K fan lol. Although it wouldn't be the first time I had seen the Chaos Gods in a DFRPG game...and I have to say that your proposal actually works pretty well.

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DFRPG / Re: I'm A GM Looking For Help
« on: March 15, 2016, 08:18:50 PM »
Given that it's Minnesota (and thus mostly in dark and cold for a good portion of the year) I would make the Winter presence in the area fairly significant. Maybe each of the cities has a Way to a different major part of the Winter realm? Or maybe there is an unusually high Blampire population in the area (akin to the movie 30 Days of Night).

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DFRPG / Re: Payment for services rendered
« on: March 08, 2016, 10:26:10 PM »
Pick it up as an IoP: +2 rebate, -1 Wings, -2 Inhuman Speed. That would be fun to have during the game, forget the whole flame spirit thing.

For -1 Refresh you could certainly invest Refresh on much worse things. I had never thought of doing a flying carpet as an IoP, might have to consider that for one of my characters.

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DFRPG / Re: Advice for a New Campagin
« on: March 08, 2016, 05:49:15 AM »
As for the Native American aspects,
(click to show/hide)

Ok that makes sense then. Any idea where you were going to put this portion of land? I'm not familiar with NYC but maybe there are some areas that have a reputation for being avoided or a history of violence? Also glad that I was able to be of assistance. I've always liked the idea of Nazi scientists working with Outsider magic.

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DFRPG / Re: Payment for services rendered
« on: March 07, 2016, 07:16:06 PM »
As dragoonbuster said this would probably be more succinctly solved by doing this through an Extended Contest or via a Compel to tie into the story - another entity trying to take the spirit, coming across an evil organization during your travels, etc. You should probably hash out the specifics of the trip as well: does it have to completed by a specific time of the year and/or does it have to be completed within a certain timeline of the trip being started?

If you want the process to be really crunchy though, for the granting Powers via Thaumaturgy I think it mostly comes down to the group as to what is allowed. If you're going straight by the book you would have to look at the ritual for the spell needing a minimum of 6 shifts for the Mythic Speed refresh, increased shifts for duration (probably starting at A Few Minutes or 15 minutes) and then moving up, PLUS adding on shifts to bypass physical consequences. While I wouldn't rule out giving yourself Mythic Speed via Thaumaturgy, I would think that in order to push your body to those unnatural limits you would need to take at least a Moderate, maybe even a Severe consequence to do so - which ties back into the idea of Compels anyways once the story resumes later on.

Honestly if you're looking for a Thaumaturgic short-cut I'd think that just making a flying carpet would be significantly easier than trying to boost yourself up with Mythic Speed or Wings, especially since I assume your wizard doesn't have great (or Good or even Fair) Athletics. And if you were able to craft a super durable disposable body guard for your fire spirit to inhabit I don't see why your wizard would have a problem with a magical flying carpet.

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DFRPG / Re: Advice for a New Campagin
« on: March 07, 2016, 06:52:49 PM »
Well if it's going to be late 1940's-1950's then maybe you could tie in the aftermath of WWII in some way. Are your PCs going to potentially be globe-trotting or are they going to be locked into New York?

Some ideas:
Former Nazi scientist who was working with Outsider magic tries to spring a ritual on the city (could tie in to your horror/noir theme if you were thinking of Call of Cthulu-esque escapades). This could also give your PCs a hint as to who the real Big Bad is.

House Malvora tries to orchestrate a second Great Depression following the war to generate more Despair, feed, and increase their power while making a move on House Raith for supremacy.

Also how do you plan on incorporating the Native American aspects into it?
(click to show/hide)

If you're trying to make a mystery/noir game then working in "mysterious disappearances" seems to be a safe way to get the mystery going and make the PCs get invested in figuring out What Lies Beneath. Maybe the cult is kidnapping people? Maybe ghouls are kidnapping people? Maybe a rift is opening up/being opened up in the NeverNever that is close to The Outside.

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DFRPG / Re: Ideas for St. Louis city creation
« on: February 18, 2016, 03:58:14 PM »
After rereading I see what you were trying to say. And I'd argue that Mab doesn't enforce the Accords at all, she just wrote them. She's as beholden to them as any other signer. The enforcers of the Accords are every other signer. Kinda like how the UN is governed by the body of countries and not a single one, if one country acts up they all smack them down.

That's not entirely true. While the signees on the Accords do typically settle things amongst themselves (a la Harry's duel with Paolo Ortega in Death Masks to settle the dispute between the White Council and the Red Court), Mab does seem to enforce the Accords in some manner. In Small Favor Nicodemus breaks the Accords by kidnapping Marcone (ultimately with the goal of snatching The Archive). While Mab doesn't directly intervene in the matter, she does act through Harry to resolve the issue immediately, as well as later on in Skin Game when
(click to show/hide)
.And you definitely don't want to do anything to break the rules on Accorded Neutral Grounds or she WILL show up. (edit - looks like PirateJack beat me to it on this one, but you get the picture)

In regards to your actual campaign idea I like it. I'm running a game set in Pittsburgh and I had a similar idea of it having a powerful magical threshold around the city proper due to it being surrounded by rivers. Like PirateJack said I think you could just say that St. Louis is a metaphysical crossroads and that could be the reason why the veil is weak.

Maybe instead of there being a giant magic circle surrounding the city, perhaps a leyline used to run right through the area and the St. Louis Arch was built to run along the leyline, taking the energy in one end and dispersing it over the arch to the other side and leaving the ground beneath magic-free? Perhaps you could think about introducing the Fomor into the mix in some way? Certainly with St. Louis being right along the water and a power vacuum popping up I'm sure they would want to be right in the thick of things.

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