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johntfs:
--- Quote from: Hick Jr on January 04, 2013, 03:48:26 AM ---Alrighty then. Because I do math like fish do bicycles, I may have messed up the interaction between Human Form and Limitation. Constructive criticism is welcome. First, the Vesuvian.
(click to show/hide)VESUVIAN
Vulcanomancy [-5]
Human Form [+2], affecting
Supernatural Strength [-4]*
Breath Weapon [-2] (Throw lava balls)
Supernatural Toughness [-4]*
Inhuman Recovery [-2]*
Limitation [+6] None of the asterisk-marked powers work unless they are near a large
source of open flame. (Most of them solve this by setting the place on fire. Mechanically, they have to tag a sticky aspect that involves On Fire for 2 exchanges before these powers kick in.
Total Refresh Cost: -9
--- End quote ---
Okay, I'm sorry, but by Supernatural Sense: Bullshit Detection is going off a little bit here. Your "Limitation" is that he can't use his Strength, Toughness and Recovery unless he's near a large, open flame. And as an "Oh, by the way" he also has at least two super-quick methods (Vulcanomancy and Breath Weapon) to create said large, open flame. Yeah. No. Maybe if you pegged his Vulcanomancy and his Breath Weapon to the Limitation, that might work. Otherwise, no, I don't see this as a viable template.
Sanctaphrax:
--- Quote from: johntfs on January 06, 2013, 01:14:23 AM ---Okay, I'm sorry, but by Supernatural Sense: Bullshit Detection is going off a little bit here. Your "Limitation" is that he can't use his Strength, Toughness and Recovery unless he's near a large, open flame. And as an "Oh, by the way" he also has at least two super-quick methods (Vulcanomancy and Breath Weapon) to create said large, open flame. Yeah. No. Maybe if you pegged his Vulcanomancy and his Breath Weapon to the Limitation, that might work. Otherwise, no, I don't see this as a viable template.
--- End quote ---
They need to use a maneuver-tag and wait two turns to get the fire going. That's actually a pretty meaningful weakness.
But not a meaningful enough one for a 60% rebate, in my eyes.
--- Quote from: Hick Jr on January 05, 2013, 11:39:05 PM ----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.
--- End quote ---
Gotcha.
If one of my earlier posts was vague or confusing, feel free to ask for an explanation.
--- Quote from: Hick Jr on January 05, 2013, 11:39:05 PM ----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.
--- End quote ---
So skinwalker has to sacrifice an enchanted item slot in order to gain access to a form? Sounds cool.
--- Quote from: Hick Jr on January 05, 2013, 11:39:05 PM ----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.
--- End quote ---
Sorry for what?
That aside, I think it's reasonable to say that Modular Abilities can't be used to buy Mythic Powers. The limits of Modular Abilities are vague, so it's really up to the GM to decide where they are.
And for what it's worth, when I made a modular abilities variant (Variable Abilities) I didn't let people take Mythics with the generic shapeshifter ability set.
--- Quote from: Hick Jr on January 05, 2013, 11:39:05 PM ----Rereading Tricked, skinwalkers probably have Demonic-Co Pilot but that power is kind of awful IMO.
--- End quote ---
I'm not a huge fan of that Power either. The list has some rewrites, which might be worth a look.
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.[/quote]
Not sure what the point of having Mimic Form when you have True Shapeshifting is.
Also you'd have to change the Limitation if you're getting rid of Biomancy.
Otherwise sounds like a plan.
Hick Jr:
I kind of hammered down on the "lolol i'm a garden shed" aspect of True Shapeshifting. In this context, it's meant to mechanically represent an animal form. You could probably do it with Beast Change to be honest, which makes them quite a bit more playable.
Oh, and some "base form" ideas for the Skinwalker
Spider
Spider Climb [-1]
Cloak of Shadows [-1]
Claws (Venomous) [-3]
Inhuman Speed [-2]
Gorilla
Supernatural Strength [-4]
Inhuman Toughness [-2]
Claws [-1]
Mountain Lion
Supernatural Speed [-4]
Inhuman Strength [-2]
Claws [-1]
Super Vulture
Wings [-1]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Hulking Size [-2]
vultur:
--- Quote from: Sanctaphrax on January 05, 2013, 02:30:48 AM ---Can Valkyries take Refinement?
--- End quote ---
Yes - but only for item slots. Added that in to the template "Options", thanks.
johntfs:
This is my take on the scions of Dragons.
DRAGONBORN
A person who is Dragonborn is related in some way to one of the great Dragons like Ferrovax or Siriothrax. They need not be direct children (and usually aren't) but somewhere in their parents' history some ancestors got their freak on with a dragon. Dragonborn tend to be large people, either physically or socially. They're usually the leaders of whatever group they're associated with.
Generally, Dragonborn encountered are in one of three situations. They're bound servants of their Dragon progenitors. They're murderous flesh-eaters existing from meal to meal until they're destroyed, usually by the bound servants of their Dragon, which considers such behavior to be a humiliating breach of secrecy. Or they're independent operators trying to avoid one of the above two fates.
MUSTS
A high concept that indicates your heritage: Dragonborn Soldier. Vengeful Spawn of Siriothrax. Something like that.
At least the following Powers:
Echoes of the Beast (See in the dark, +1 to rolls involving eyesight) (-1)
Human Form (involuntary) (+2) (Affects all powers below)(The Change is triggered by injuries or strong emotions. The upshot of this means that the character has to take at least a Mild Physical, Mental or Social Consequence in order to change. Also, opponents may tag the consequence for free during the scene. Finally, if the consequence was physical, the Change causes the character to "exchange" it for the Mild Mental consequence of Enraged.
Beast Change (humanoid dragon (-1) (skills exchanged are usually those of Guns, Driving, etc for those like Fists or Athletics)
Claws (-1)
Supernatural Sense (-2) (Can see in the dark and see through Veils and Illusions using Alertness)
Feeding Dependency (Meat)(+1)(Affecting all powers below)
Inhuman Strength (-2)
Inhuman Toughness(-2) and Inhuman Recovery (-2) The Catch (+3) is enchanted weapons or weapons made from precious metals (gold, silver, platinum)
Wings (-1)
Total Base Refresh Cost: -6
OPTIONS
As Dragonborn mature they may increase some of their abilities, add new ones or modify certain disadvantages.
They may shift Human Form (+2) to Human Form (+1), making the Change voluntary. This is usually the first thing most Dragonborn attempt to do once the Change hits them. That said, this, like all other aspect changes and the like, is subject to the GMs permission.
They may increase their Strength and Toughness to Supernatural levels.
They may also add certain powers such as:
Breath Weapon (-2) (Fire, Frost, Acid, etc)
Hulking Size (-2)*
Inhuman Speed (-2)
Breath Weapon and Inhuman Speed are both bound by the Feeding Dependency. Hulking Size is only bound by Human Form.
Finally, Dragonborn with a positive Refresh count as humans, even in their "beast forms."
IMPORTANT SKILLS
Athletics, Lore, Fists, Performance, Conviction, Discipline, Deceit.[/spoiler]
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