The Dresden Files > DFRPG Resource Collection
Generic NPCs
The Mighty Buzzard:
--- Quote from: Sanctaphrax on November 10, 2011, 09:37:50 PM ---Does that make these more acceptable to you, Buzzard?
--- End quote ---
Yeah, more or less on the same page now.
--- Quote from: Sanctaphrax on November 10, 2011, 09:37:50 PM ---Anyway, the relevant question here is whether or not these guys are balanced against other Thaumaturgy effects of the same complexity.
Is a single-function-robot Flying Harness that lasts a lifetime roughly equivalent to a 24-shift ward that lasts a lifetime?
I'm honestly not sure. But if not, I want to make it so.
I know for a fact that problems will likely arise anyway due to the problems with the Thaumaturgy system in general. But that's no excuse for not trying.
--- End quote ---
Not sure how you're calculating shifts necessary but bear in mind you'll need enough to A) make the construct last X duration, B) summon the controlling spirit, and C) bind the spirit to the construct for the same duration.
So, a lifetime Courier Capsule should cost at the very least: summoning cost (6-10)
And in another phase base construct cost (?) + duration + binding (10-14) + duration + (add a temporary power X number of powers) + (add duration to powers X number of powers).
Honestly, I've no idea if they're balanced or not. I go spell by spell on thaumaturgy in my games and I'm incredibly arbitrary about setting limits on it. Some things I just will not allow for a chest deep wizard that I would allow for a 15 or 20 base refresh wizard, no matter how much time they spend on it.
Sanctaphrax:
Summoning rules.
Always did think casting three spells for one effect was kinda silly.
Sanctaphrax:
Alright, I feel like writing the fluff text from an IC perspective. Meet the very old, very powerful, nearly senile wizard who makes these things.
...Hm?
Oh...you want to know...about my creations, eh?
Well...the first one...was the courier capsule...back in the day...I was just an apprentice...had no phones...mail service was crap...carrier pigeons were a pain in the neck...needed a way to send messages...made a little flying box...worked great...so much safer than the Nevernever, you know...and you could send magic rings and stuff...not just letters...I'm still proud of that...after all these years...people still use these things...heck, they make all kinds of 'em...walking ones, swimming ones...Nevernever-travelling ones...all based on my design...sorry...probably don't wanna hear...an old man brag about his glory days...moving on...
Flying harness...was an old design...found it in this old book...it's like a witch's broom...moves you around...lets you fly...helps you dodge...real useful...used to make 'em for Wardens...looks creepy, I know...shaped like a disk...eyes on the bottom...wraps tentacles around you when you sit on it...but it works damn well...and now these kids...they make ones that look real nice...sorry...I'm rambling again...moving on...
Only ever made...two flying fortresses...one for the war against Kemmler...had to hide the children...he kept finding the hideouts...sending zombies...killing the kids...flying castle over the pacific was safe...well, safer...had to move it to the Nevernever after it got attacked...but it worked...kids lived...second one was made as a gift for Ferrovax...needed to apologize...wait...that's supposed to be secret...I didn't say anything...my first apprentice made a better one later...he was a good boy...
UFO...was a cheap joke...made it to mess with mortals...turned out to be a good design...made more...when we needed to round up hellcows...heh, that was fun...sorcerer stole the design...used it to collect human sacrifices...that wasn't so fun...but we put a stop to that...
The Mecha...I made for money...this mortal billionaire wanted to kick ass...wanted to move up the food chain...he was very specific...about how it should look...I think he was copying something he'd seen somewhere...dunno where...wish I did...this thing wasn't easy to make...the inspiration for it must've been impressive...maybe an Old God or something...anyway...later got an offer from this military guy...said he was with am-boss or something...wanted to buy another...but the Merlin said no...said it was risking the secrecy of magic...and likely to disrupt the world order...and anyway I didn't need money...can make anything I want with magic...raise a castle in an evening...and besides I'm already a multi-millionaire...turns out he was right...that's the Merlin for you...always looks out for me...I never realized I even had a bank account...the Council took care of it for me...so all a big waste of time...never needed the money in the first place...oh well...it was kinda fun...I'm drifting...
...I think that's all.
Hm. This was kind of an experiment. Not sure if it worked.
Sanctaphrax:
Chain Golem (Feet in the Water)
High Concept: Chain Golem
Other Aspects: Implacable Hunter, Made Of Iron, Walking Prison
Skills:
Great: Might, Fists
Good: Endurance, Alertness
Fair: Intimidation, Athletics
Average: Presence, Investigation
Stunts:
Made Of Chains (Might): +1 to grapple.
Wrap You Good (Might): No penalty for supplemental aspect infliction in a grapple.
Full Of Holes (Athletics): +2 to dodge piercing attacks.
Powers:
Mindless [-1]
Construct [-1] (Living Dead reflavour)
Superior Hold [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Supernatural Sense [-1] (Use Alertness to determine direction to target, given ritual link to target.)
Total Refresh Cost:
-12
Refresh Total:
-6
PS: Made this with the NPC formatilizer, so I also have wiki entry text. So I'll add it to the wiki now.
PPS: Slight problem with wiki output. There's a random colon after each power name.
The Mighty Buzzard:
--- Quote from: Sanctaphrax on November 11, 2011, 04:38:03 AM ---Summoning rules.
Always did think casting three spells for one effect was kinda silly.
--- End quote ---
Eh, I've got pretty big beefs all up and down that but if it works for someone's table, more power to them.
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