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Hick Jr:
You'd probably do it better than me, but I imagine it'd be like a +1 or 2?

Tedronai:
It's a Limitation.  It's value cannot be reasonably assessed on a Template scale because it requires information specific to the character, game, and potentially even story arc, in which it features.

Sanctaphrax:
Limitation does vary in cost, but you can make reasonably accurate estimates if you try. You just have to add a disclaimer.

Anyhoo, quote-edit:


--- Quote from: Hick Jr on January 20, 2013, 06:38:30 PM --- (click to show/hide)SKINWALKER
Skinwalkers are an excellent example of why it is very important to get to warlocks and potential warlocks early. Practitioners of the Witchery Way-the evil shadow of the Blessing Way practiced by native american shamans- are considered to be warlocks by the Council’s standards, but because it took hundreds of years for the European based White Council to reach America, nothing was done about them. When the finally did, and began executing them with impunity, the most skilled practioners of the Witchery Way eventually sought the aid of nightmare creatures- the naagloshii. The fallen messengers of the Holy People were happy to teach them shape-shifting and powerful curses, and with these new powers they drove back the Wardens. Skinwalkers now reside mostly in the American Southwest, near their masters, disguised as leather-wearing biker gangs. They are the tools of the naagloshii, for they can leave the Southwest with no loss of power.

Musts
-A High Concept reflecting your dark powers and service to a naagloshii (SKIN-SHIFTING BIKER, WARLOCK LEATHERHEAD, ANCIENT CURSEBRINGER)

-The following powers:
Modular Abilities [-10]
Supernatural Recovery [-4]
True Shapeshifting [-4]
Ritual: Biomancy [-2]
Supernatural Sense [-1] (Sense pain, mechanically detecting people with consequences. Lore.)
Limitation [+7] You may only True Shapeshift into a skin you are wearing. The Modular abilities you take must be thematically appropriate- for example, shifting into a bear might grant Supernatural Strength and Inhuman Toughness, Claws and Echoes of the Beast. Skins must be prepared with a biomancy ritual with complexity equal to 1.5 times the amount of your MA points you want to be able to use in that skin, and once created they must be sustained with the investment of an enchanted item slot. They last as long as the enchanted item slot is invested in them.
Limitation [+1] The Toughness and Recovery Powers of Skinwalkers are useless against Native American holy stuff and weapons coated with white ash. This Limitation reduces the cost of any Toughness or Recovery taken with Modular Abilities by one fourth.

Total Refresh Cost: -13

Note: Depending on the game, the Refresh value of a Skinwalker's Limitations may vary.

Options
Taking more Modular Ability points, upgrade natural Recovery to Mythic. Gaining Refinements for more skin slots. Elder skinwalkers, ones alive during the discovery of America, may be able to shift without a skin, gain Ritual: Entropomancy or even full Thaumaturgy.

Important Skills
Fists, Lore, Athletics, Might, Presence, Alertness, Endurance, Intimidation
--- End quote ---

Tedronai:
I generally don't view 'white room' estimates to be anything remotely resembling 'accurate'.  They can't be.  The entire basis upon which these costs are adjudicated are rendered unavailable by the context of the estimate.
The narrative nature of the Limitation is entirely immaterial to its refresh value.  The only thing that matters is how often it will come up in play.  And that can not be reasonably extrapolated without some basic knowledge of the game in question.

Sanctaphrax:
Most games are at least somewhat similar to one another.

So while there is plenty of variation, white-room estimates are still useful.

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