The Dresden Files > DFRPG
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PirateJack:
--- Quote from: Quantus on June 13, 2015, 03:22:36 PM ---Any thoughts into how you'd tie in the Feruchemy interactions?
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Feruchemy is pretty easy with a custom power that allows you to rename created aspects. So if you stored weight in your Ironmind you could create an aspect like Light as a Feather, to model how you're significantly lighter while you're storing it. Later you'd rename it to Weighs a Ton, or something similar, and tag it/invoke it for for rolls or effect.
You'd have to have a limit of how many aspects you can create though, since storing power in a metalmind takes time (I also recall something about diminishing returns as well). Maybe one aspect per scene for each metal. Since you'd be creating aspects for all of this it'd also be ripe for compels if, for instance, you were storing senses in a Tin mind and were faced with an Alertness check. Oh no, your senses don't seem to be good enough to detect the Inquisitor tailing you. Take a fate point.
Twinborns are easy enough as well; Feruchemical aspects tie in well with various Allomantic abilities, as Wax aptly demonstrates in the Alloy of Law, so you'd just take one Feruchemical and one Allomantic power and be done.
Compounders are more difficult to work, since they have dramatically increased abilities for comparatively little input. Maybe a power along the lines of Refinement could work here:
(click to show/hide)Compounding [-X]
Description: A Twinborn who can use the same metal for both his feruchemy and allomancy is capable of burning the metal and then storing the released power in his metalmind, returning a greater amount of power than if he had stored it using feruchemy alone.
Effects: Storing Power: Compounding uses the same method of creating aspects as Feruchemy, which allows the Compounder to create an aspect relating to their feruchemical power and then rename it at a later time.
Compounding: When burning a metalmind that is of the same metal as your allomantic ability, each aspect created by your feruchemical ability can be invoked twice for a single fate point.
Additional Powers: Taking this power allows you to take additional, related powers for a discount of half its refresh value.
I think this works fairly well between balancing the sheer power of Compounders of the books and keeping them within playability. Cost wise I wouldn't want to fit this into the current ability list, because allomancy has such a large range of costs. I think I'd prefer to custom make each allomantic ability and give them all a (nearly) equal cost rather than adapt what we have. I may or may not be working on that.
Sanctaphrax:
I can't comment on the Feruchemy stuff.
--- Quote from: Taran on June 14, 2015, 03:40:25 AM ---This is a fun stunt. I like it. combine it with a luck power :)
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Glad you like it!
It might be a bit unfair with a luck power, though.
--- Quote from: S1C0 on June 14, 2015, 04:40:49 AM ---Thank you for your wonderful idea, i agree with Taren lucky shot is awesome, however, I was thinking of a more tankish type of swat agent...
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It sounds like you mostly want Power and Stunt suggestions.
For his own abilities, there are a number of directions you could go. Strategist would work, as would +2 to Contacts within the military, as would some kind of bonus for wielding a shield (armour 1 or using Weapons + 1 to defend against all attacks would seem appropriate).
For the drone, I suggest an IoP/Item Limitation attached to some Supernatural Senses, Alertness stunts, or the Drones custom Power.
For the symbiote, here's a set of Powers you could use:
Stage 1 (symbiote very subtle)
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (whatever) [+X]
Stage 2 (symbiote obvious to user)
Echoes of the Beast (Symbiote species) [-1]
Guide My Hand [-1]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (whatever) [+X]
Stage 3 (Symbiote obvious to everyone)
Potent Ranged Natural Weaponry [-3]
Wings [-1]
Echoes of the Beast (Symbiote species) [-1]
Guide My Hand [-1]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (whatever) [+X]
It starts out by reinforcing your body, then starts talking to you, then reshapes your body to create wings and weaponry.
That aside, you may want to check this out.
Sanctaphrax:
Now for the most interesting man in the world, Nanoha, and Shirou.
(click to show/hide)Jonathan Goldsmith (Chest Deep)
This one was kinda tricky. Some of his feats are pretty ridiculous, and very hard to represent mechanically.
But then I realized: most of exploits are in the past. In the present, he mostly just sits around and acts interesting. I think this set of stats represents that pretty well.
High Concept: The Most Interesting Man In The World
Trouble Aspect: Long And Eventful Personal History
Other Aspects: I Don't Always Drink Beer..., Class And Confidence
Skills:
Superb: Rapport, Presence
Great: Empathy, Contacts
Good: Conviction, Intimidation
Fair: Discipline, Deceit
Average: Endurance, Scholarship
Stunts:
Incredible Exploits (Dunno): May spend a Fate Point to Declare that he's been somewhere or done something, even if it's ridiculous. Actually, especially if it's ridiculous.
This Is Easy, Compared To X (Dunno): When using Incredible Exploits, may spend an additional Fate Point to acquire a related skill at Superb for the rest of the scene.
The Most Interesting Man In The World (Rapport): +2 to attract interest and attention.
Sex Appeal (Rapport): +2 to seduction.
Famous (Presence): +2 to reputation.
Teflon Persona (Presence): Social armour 1 as long as everyone present knows who he is.
Total Refresh Cost:
-4 (Pure Mortal)
Refresh Total:
4
(click to show/hide)Nanoha Takamichi (Chest Deep)
This is Nanoha from early in the series. Not sure how accurate it is, since I don't know the character very well at all.
I think this is the first time I've used the Mental Toughness powers from PP. Wasn't sure whether it was fitting, but I gather she has serious spellcasting stamina.
High Concept: Young Mage
Trouble Aspect: A Task From A Ferret
Other Aspects: Last Child Of A Martial Artist Family, Will Befriend You, Raising Heart
Skills:
Superb: Conviction
Great: Discipline
Good: Endurance, Athletics, Empathy
Fair: Fists, Alertness, Rapport, Lore
Average: Presence, Scholarship, Performance, Contacts
Powers:
Raising Heart [+2]
Wings [-1]
Evocation [-3]
Refinement [-2]
Supernatural Toughness [-4]
The Catch (ingested poison, other things that ignore worn armour completely) [+3]
Inhuman Mental Toughness [-2]
The Catch (betrayal by a friend) [+0]
Magic:
Evocation (Fire, Air, Spirit): +1 spirit power, +2 spirit control
Foci: Raising Heart (+2 offensive spirit power and control)
Total Refresh Cost:
-7
Refresh Total:
1
(click to show/hide)Shirou Emiya (Snorkelling)
Not gonna define his Variable Abilities list. Really can't be bothered. But I will say this: when he's not using a weapon, it just provides him with Recovery.
Lotta guessing went on when picking his skill list.
Up to you to decide what kind of Reality Marble Power he's got. It costs 2 Refresh, that's all I'm saying.
High Concept: Typical Anime Schoolboy Hero
Trouble Aspect: White Knight Syndrome
Other Aspects: Saber's Partner, Survivor's Guilt, Raised By A Mage, Specialized Magic, Unlimited Blade Works
Skills:
Superb: Weapons, Craftsmanship
Great: Fists, Lore, Athletics
Good: Endurance, Conviction, Alertness
Fair: Empathy, Discipline, Scholarship
Average: Presence, Intimidation, Rapport
Stunts:
Bows Are Weapons (Weapons): Wield bows with Weapons.
Powers:
Tracing [-2]
Reality Marble [-2]
Variable Abilities (4 form points) [-6]
Limitation (only in Reality Marble) [+1]
Extra Form Points [-2]
Total Refresh Cost:
-12
Refresh Total:
1
To do:
Joel from the last of us.
Kirei Kotomine from Fate Zero
Trafalgar Law from One Piece
An experienced Harry Dresden
The Rag Lady
A modern day van helsing who's working for the super top secret government paranormal agency
PirateJack:
--- Quote from: Sanctaphrax on June 14, 2015, 09:39:25 PM ---I can't comment on the Feruchemy stuff.
--- End quote ---
Feruchemy is pretty simple compared to Allomancy or Hemalurgy (the two other magic systems in setting). Basically you can store a personal attribute within a metal, which can then be tapped at a later date. However, while you're storing an attribute you lose it while doing so.
For example, a Feruchemist can store health in a 'goldmind' at the cost of being physically frail while doing so. He can later tap this store of health for increased regeneration at a later date. It's an end-neutral process where energy is neither is gained nor lost in its use.
Allomancy, on the other hand, is an end-positive process where energy is gained during use because the energy for the ability is taken from the metals themselves (or rather, the Investiture/Magic inherent in them).
Compounding combines these two processes so that the otherwise end-neutral Feruchemy becomes end-positive (effectively turning a closed system into a perpetual motion machine) and end-positive Allomancy becomes supercharged.
I'll spoiler what I'm about to say about Hemalurgy, because it's a plot point in the second/third Mistborn books.
(click to show/hide)Hemalurgy is the counterpart to these systems, being the magic of the evil god in setting. It allows people to steal the powers of allomancers/feruchemists by piercing them with certain metals and then implanting the hemalurgically charged spikes into certain points on the body. Inquisitors, for example, have two steel spikes pounded through their eyes and out the back of their heads, which were previously stabbed through still living allomancers to steal their physical allomantic abilities (steel, iron, pewter and tin, for reference).
It's end-negative as energy is lost in the process (as befitting the god of entropy) and for every second that the spike spends outside of a host body.
Sanctaphrax:
Sounds pretty interesting. Realistically, though, I'm never gonna read the books. Too much else I could be doing.
Anyway, can someone give me a rundown on Joel from the Last of Us and Kirei Kotomine? I know nothing about them.
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