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Hick Jr:
Ah. Excellent catch. I actually originally had that as a question mark instead of a number.
Thoughts on the Skinwalker? I understand Limitation is supposed to replace Human Form but it actually interacts with it very well in this context. This and stripping them of a Sense would make them playable at Submerged. The intellectus is meant to be represented mechanically as a Supernatural Sense. It's possibly game-breaking, so check with your GM first. I'd prefer not to represent the skins as IoP- an enchanted object is better suited mechanically for what I had in mind, and even then it's kind of a stretch. using the focus item slots provided by Ritual would work, granting the skinwalker four possible forms, which is balanced in my book. They only have six modular ability points, which may or may not be too many. I meant it to be able to provide either 3 Inhumans or 1 Inhuman and a Supernatural building block. It'll be difficult to justify taking some of the weirder stuff from Creature Features, but again, check with your GM. Some sample skinwalker forms that i recall Shagnasty turning into- a spider, a feline, a bird/bat, and a gorilla-type thing. Those cover quite a few bases.
Hmm. Rereading Creature Features, i'd prefer it to be seven Modular points, so they can take something interesting out it that isn't a building block. Adjusting accordingly.
Edit- Oh, and my "modern" idea for these guys is essentially a monstrous biker gang. What? It just says "skins". It doesn't say they can't be cool gorilla-leather jackets.
vultur:
OK, here's the Valkyrie.
NOTE: This is not going to line up with the stats for Gard in "Our World". I didn't represent the Runes as Sponsored Magic, because it makes more sense to me for Odinic rune magic to be based on your knowledge rather than Odin giving you an infusion of power.
So this template uses Ritual: Crafting. Gard's runic battleaxe is an Enchanted Item with a high Weapon-value effect (like the Warden Sword), the one-use effects are potions.
(click to show/hide)Valkyrie
The Valkyrie is a servant of Odin or Freya, major powers of the Norse Pantheon, empowered to act in the mortal world.
Traditionally Valkyries were choosers of the slain, psychopomps who conveyed the souls of fallen heroes to Valhalla. In the modern world, they seem to act as mercenaries, generally associated with Odin's company, Monoc Securities.
Valkyries are traditionally always female, but the Einheriar, empowered fallen heroes of Valhalla, are also agents of Monoc Securities in the modern world, and may use a similar template.
The Valkyrie is essentially a special case of the Emissary of Power.
Musts: The character's high concept must represent her status as a valkyrie. Also, the character must take the following powers:
Marked By Power [-1]
Ritual (Crafting) [-2]
Supernatural Sense (Strange Senses) [-2]: Use Lore to detect who is fated to die, track your fated foes (generally monsters associated with the Norse and similar mythoi), sense disruptions in fate, etc.
Options: The character can take the following physical powers: Inhuman Recovery [-2], Inhuman Speed [-2], Inhuman Strength [-2], Inhuman Toughness [-2]. Recovery and Speed could later be upgraded to Supernatural.
Valkyries can take Refinement, but only for more focus item slots, like other characters with Ritual.
Important Skills: Lore; plus physical combat skills – Alertness, Athletics, Endurance, Weapons, possibly Fists and Might.
Minimum Refresh Cost: -5.
Sanctaphrax:
Thanks vultur.
Can Valkyries take Refinement?
As for the Skinwalker, the mixture of Human Form and Limitation looks like double-dipping to me. They both give the same weakness, so why do you get a rebate for both?
Also I don't understand how skins are supposed to work. You should probably explain that.
And you should specify which skills their Supernatural Sense uses.
You've given them 8 form points. Not sure if that's the number you wanted.
I'm not sure how you got a Refresh cost of -12. I count -15.
Does The Catch apply to their always-on Recovery?
Incidentally, Limitation is also supposed to replace The Catch.
There is a point to writing out the skills of a character with True Shapeshifting, since True Shapeshifting doesn't can't increase mental skills or skills like Contacts and Resources.
johntfs:
--- Quote from: Sanctaphrax on January 05, 2013, 02:30:48 AM ---
Does The Catch apply to their always-on Recovery?
--- End quote ---
By definition a Catch applies to all Toughness powers except possibly Physical Immunity and that only if the immunity is limited to something specific (as the exemplar fire demon's immunity to fire).
Hick Jr:
-I agree on the Human Form double dip thing, but I think i misread your earlier posts about how it would be a good mechanic for the skins. I'm not going to just make constant little edits to the thing- I'm editing it in a google doc and i'll post the full thing when I'm comfortable with it.
-Skins are meant to be enchanted objects essentially usuable only for this and maybe Armor. The base Skinwalker has four skin slots from his Ritual:Biomancy.
- The supernatural sense uses Lore.
-I'm switching back and forth on the form points because i'm really uncomfortable with them being able to have Mythic anything, but i want them to be able to have both building blocks, Echoes maybe, and some Creature Features stuff. Blood, bracken and bone but i am terrible at math. Sorry once more.
-The Catch does apply and i really only used the phrase The Catch in limitation because it's simple to understand. There's no rebate applied. And it does apply to their natural Recovery, yes.
-Rereading Tricked, skinwalkers probably have Demonic-Co Pilot but that power is kind of awful IMO.
-The skills section is a remnant from when they would have had Mimic Abilities. On that note, Mimic Form is appropriate for them. Would cutting them down to 7 Form Points, Mimic Form, Supernatural Recovery, Supernatural Sense(Lore), and True Shapeshifting be reasonable? And the Limitation really depends on your campaign and it's setting, so in any future posts i'm just going to put a question mark for the Limitation.
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