The Dresden Files > DFRPG
More Items of Power
Mr. Death:
I'm running yet another game, and this scenario is going to involve an auction and/or heist of items of power, so I'd like some feedback on these:
Earp’s Colt [-2]
Description: A Colt Buntline Special, long-barrel Colt .45 revolver, with a plaque in the handle reading, “Wyatt Earp Peacemaker From The Grateful People of Dodge City April 8th 1878”
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Guns, Fists
Effects:
[-0] Purpose. Earp’s Colt seeks to defend law and order
[-0] It Is What It Is. A long-barrel Colt chambered in .45 with extra stopping power. Weapon: 3 projectile, Weapon:1 melee
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1] One-Time Discount. Earp’s Colt is distinct, but as a handgun it’s not hard to conceal.
[-1] Give’em an ‘Earp’: Wyatt Earp was as well-known for smacking people over the head as he was for shooting them -- when you pistol-whip someone with Earp’s Colt and land a successful attack, you also inflict the fragile aspect, “Stunned”
[-1] “No!”: Wyatt Earp was never shot, despite throwing himself into numerous gunfights, including a crossfire that should have had him dead to rights. You gain +1 to Athletics rolls to avoid gunfire. (Note: Am considering making this Inhuman Toughness with the catch of 'Anything but gunfire'. Cost will be the same)
[-1] “Justice is Coming”: As a Venator, Wyatt was well known and feared among supernatural enemies. That fear and belief extends to his weapon. If you spend a fate point, attacks from Earp’s Colt bypasses one level of toughness for the scene, i.e., a creature with Supernatural Toughness is treated as having Inhuman when attacked with the Colt.
Culein’s Flute [-1 or -2]
Description: A flute made of Mythril, a faerie metal that glitters with the colors of the forest
Musts: You must have an aspect related to your possession of this item.
Skills Affected: Performance
Effects:
[-0] Purpose. Culein’s Flute seeks to enchant those who hear it
[-0] It Is What It Is. A flute that plays enchanting notes
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+2] One-Time Discount. The flute is large and even in a case, people will notice it.
[-3] Pied Piper, Eat Your Heart Out: By playing Culein’s Flute, the user can entice people to follow them, or to run away, at range. The player gets a +2 to either Performance to create a temporary aspect on a person. If the player attempts to create an aspect on a zone, there is no bonus. The player decides which effect to inflict before rolling.
[-4] Bardic Faerie Magic: Replaces Pied Piper. With training and attunement, Culein’s Flute offers the user magic sponsored by the bards of the wyldfae.
Benefits: The user can use Performance instead of Discipline, and Presence instead of Conviction, when casting spells. The caster also gets +1 to spell power when casting enchantments.
Item Slots: The user gets 4 Focus Slots, minus 2 if they already have either Evocation or Thaumaturgy. No focus slots if they already have both.
Agenda: Culein and the bards of the Wyld seek to enchant and seduce. They have an image to keep up, and wielders find themselves pulled toward such.
Evothaum: The user can cast certain Thaumaturgy spells with the speed and methods of evocation, such as Conjuration and Veils.
Sin’s Charm [-1]
Description: A cube made of a black substance, with a reddish shine
Musts: You must have an aspect related to your possession of this item.
Skills Affected: any
Effects:
[-0] Purpose. Sin’s Charm seeks to bring good fortune to its users and corrupt them
[-0] It Is What It Is. A black cube, easily mistaken for a single unmarked die.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+0] One-Time Discount. It’s tiny and easily concealed.
[-1] The Devil’s Own Luck: Once per session, after rolling, you may freely reroll any number of your dice. However, using this takes a toll on the user -- immediately after the roll is resolved, Sin’s Charm hits the the user with a psychic attack equal to the roll’s total. Any consequences resulting from this attack must be aligned with whichever of the seven deadly sins closest matches the intent behind the action (i.e., attacking = Wrath; Rapport = Lust; pickpocketing = Envy, etc.). The user can use this effect again at the cost of one mental stress per use.
Collar of the Beasts [-1]
Description: A leather collar with a loop for a tag or bell.
Musts: You must have an aspect justifying your possession of the item
Skills Affected: Investigation, Rapport, Empathy, other social skills
Effects:
[-0] Purpose. The collar seeks mastery over beasts.
[-0] It Is What It Is. It is a leather collar, worn around the neck.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1] One-Time Discount. As a small item, the collar can be hidden, but its powers only take effect when it’s worn around the throat.
[-2] Echoes of Many Beasts: Once per day, the user can declare what kind of beast the collar emulates. The user must wait until the next sunrise to change the animal -- and the animal type is reflected by a charm that manifests on the loop.
Sanctaphrax:
--- Quote from: Mr. Death on August 07, 2019, 02:08:15 AM ---[-1] Give’em an ‘Earp’: Wyatt Earp was as well-known for smacking people over the head as he was for shooting them -- when you pistol-whip someone with Earp’s Colt and land a successful attack, you also inflict the fragile aspect, “Stunned”
--- End quote ---
Not keen on this. Once you have the option of making a maneuver + attack, why ever do one orthe other?
In this specific case the fact that it's on a weaker method of using the weapon might keep regular attacks in play, but it still obsoletes many maneuvers. And this Power would be pretty terrible in a different context.
--- Quote from: Mr. Death on August 07, 2019, 02:08:15 AM ---[-1] “No!”: Wyatt Earp was never shot, despite throwing himself into numerous gunfights, including a crossfire that should have had him dead to rights. You gain +1 to Athletics rolls to avoid gunfire. (Note: Am considering making this Inhuman Toughness with the catch of 'Anything but gunfire'. Cost will be the same)
[-1] “Justice is Coming”: As a Venator, Wyatt was well known and feared among supernatural enemies. That fear and belief extends to his weapon. If you spend a fate point, attacks from Earp’s Colt bypasses one level of toughness for the scene, i.e., a creature with Supernatural Toughness is treated as having Inhuman when attacked with the Colt.
--- End quote ---
These seem weak.
+2 to dodge bullets would be a fine stunt, and "only against bullets" is a pretty textbook +5 Catch. If you convert this to a Toughness Power, it could be Mythic for the same cost.
+2 stress to targets with Toughness Powers would also be a fine stunt, and would be pretty clearly better than that Power. Also, that flavour text made me expect an Intimidation bonus.
--- Quote from: Mr. Death on August 07, 2019, 02:08:15 AM ---[-3] Pied Piper, Eat Your Heart Out: By playing Culein’s Flute, the user can entice people to follow them, or to run away, at range. The player gets a +2 to either Performance to create a temporary aspect on a person. If the player attempts to create an aspect on a zone, there is no bonus. The player decides which effect to inflict before rolling.
--- End quote ---
Three Refresh for a stunt?
1 Refresh is plenty for "+2 to single-target maneuvers aimed to make someone follow you or flee". If anything, that's narrow for a stunt.
--- Quote from: Mr. Death on August 07, 2019, 02:08:15 AM ---[-4] Bardic Faerie Magic: Replaces Pied Piper. With training and attunement, Culein’s Flute offers the user magic sponsored by the bards of the wyldfae.
Benefits: The user can use Performance instead of Discipline, and Presence instead of Conviction, when casting spells. The caster also gets +1 to spell power when casting enchantments.
Item Slots: The user gets 4 Focus Slots, minus 2 if they already have either Evocation or Thaumaturgy. No focus slots if they already have both.
Agenda: Culein and the bards of the Wyld seek to enchant and seduce. They have an image to keep up, and wielders find themselves pulled toward such.
Evothaum: The user can cast certain Thaumaturgy spells with the speed and methods of evocation, such as Conjuration and Veils.
--- End quote ---
Seems alright.
--- Quote from: Mr. Death on August 07, 2019, 02:08:15 AM ---
[-1] The Devil’s Own Luck: Once per session, after rolling, you may freely reroll any number of your dice. However, using this takes a toll on the user -- immediately after the roll is resolved, Sin’s Charm hits the the user with a psychic attack equal to the roll’s total. Any consequences resulting from this attack must be aligned with whichever of the seven deadly sins closest matches the intent behind the action (i.e., attacking = Wrath; Rapport = Lust; pickpocketing = Envy, etc.). The user can use this effect again at the cost of one mental stress per use.
--- End quote ---
My experience with Demonic Co-Pilot makes me suspicious of this one. I can't say for sure that it's a bad idea, though.
--- Quote from: Mr. Death on August 07, 2019, 02:08:15 AM ---[-2] Echoes of Many Beasts: Once per day, the user can declare what kind of beast the collar emulates. The user must wait until the next sunrise to change the animal -- and the animal type is reflected by a charm that manifests on the loop.
--- End quote ---
I like this one.
Mr. Death:
--- Quote from: Sanctaphrax on August 08, 2019, 05:53:18 AM ---Not keen on this. Once you have the option of making a maneuver + attack, why ever do one orthe other?
In this specific case the fact that it's on a weaker method of using the weapon might keep regular attacks in play, but it still obsoletes many maneuvers. And this Power would be pretty terrible in a different context.
--- End quote ---
What would you suggest, then? A straight bonus to maneuvers with the weapon, maybe?
--- Quote ---These seem weak.
+2 to dodge bullets would be a fine stunt, and "only against bullets" is a pretty textbook +5 Catch. If you convert this to a Toughness Power, it could be Mythic for the same cost.
--- End quote ---
Fair point. I wouldn't want it to be Mythic toughness, since this is one of the items I expect one of the PCs to actually want.
--- Quote ---+2 stress to targets with Toughness Powers would also be a fine stunt, and would be pretty clearly better than that Power. Also, that flavour text made me expect an Intimidation bonus.
--- End quote ---
Hm. I'm stuck here, because I wanted it to be something similar to the Sword of the Cross's power, but not as strong. I was trying to find a half-way point between that and something like Mouse's power.
Maybe make it The Catch, but only for a designated target? I'm taking this, in part, from the movie Tombstone, where Wyatt Earp goes on a revenge hunt against the gang that killed his brother.
Also, an intimidation bonus is a good idea. Maybe reflavor Marked by Power?
--- Quote ---Three Refresh for a stunt?
1 Refresh is plenty for "+2 to single-target maneuvers aimed to make someone follow you or flee". If anything, that's narrow for a stunt.
--- End quote ---
I'm a little confused -- I was taking the pricing and effect more or less straight from Incite Emotion -- -1 for the base power (cause this one effect), -1 for the second effect, and -1 for doing so at range.
--- Quote ---My experience with Demonic Co-Pilot makes me suspicious of this one. I can't say for sure that it's a bad idea, though.
--- End quote ---
Yeah, Demonic Co-Pilot is sort of what I was aiming for with this one, or at least a riff on that concept.
--- Quote ---I like this one.
--- End quote ---
Thanks! I'm thinking in time this one might upgrade to include some shapeshifting powers (or something to straight up command the animal type it's currently emulating).
Sanctaphrax:
--- Quote from: Mr. Death on August 08, 2019, 02:25:42 PM ---What would you suggest, then? A straight bonus to maneuvers with the weapon, maybe?
--- End quote ---
Maybe a bonus to close-combat use of the gun?
--- Quote from: Mr. Death on August 08, 2019, 02:25:42 PM ---Fair point. I wouldn't want it to be Mythic toughness, since this is one of the items I expect one of the PCs to actually want.
--- End quote ---
What's wrong with a bulletproof PC? They'll still be completely vulnerable to most attacks.
--- Quote from: Mr. Death on August 08, 2019, 02:25:42 PM ---Hm. I'm stuck here, because I wanted it to be something similar to the Sword of the Cross's power, but not as strong. I was trying to find a half-way point between that and something like Mouse's power.
Maybe make it The Catch, but only for a designated target? I'm taking this, in part, from the movie Tombstone, where Wyatt Earp goes on a revenge hunt against the gang that killed his brother
--- End quote ---
Sure, that could work. Wouldn't even have to cost Refresh, things can just...be Catches.
--- Quote from: Mr. Death on August 08, 2019, 02:25:42 PM ---Also, an intimidation bonus is a good idea. Maybe reflavor Marked by Power?
--- End quote ---
Sure, that could work.
--- Quote from: Mr. Death on August 08, 2019, 02:25:42 PM ---I'm a little confused -- I was taking the pricing and effect more or less straight from Incite Emotion -- -1 for the base power (cause this one effect), -1 for the second effect, and -1 for doing so at range.
--- End quote ---
The whole point of Incite Emotion is that it lets you do something you couldn't normally do. Enticing people to follow you, or driving them away, is normal Performance stuff. I guess the idea is that this is a stronger control? It's not really clear.
Also, both those effects together seems narrower than a solid single effect like "fear".
Also also, Incite Emotion is usable for blocks. The +2 is actually really useful for that.
With all that in mind, how about...
[-2] Pied Piper, Eat Your Heart Out: By playing Culein’s Flute, you can force people to go where you want them to go. Use Performance + 2 for maneuvers and blocks that reflect this control.
Mr. Death:
--- Quote from: Sanctaphrax on August 08, 2019, 11:36:29 PM ---Maybe a bonus to close-combat use of the gun?
--- End quote ---
More of one than the weapon rating?
--- Quote ---What's wrong with a bulletproof PC? They'll still be completely vulnerable to most attacks.
--- End quote ---
Fair point. Honestly I don't have them get shot at very often as it is.
--- Quote ---Sure, that could work. Wouldn't even have to cost Refresh, things can just...be Catches.
--- End quote ---
I feel like being able to just point at a thing and declare, "I'm getting through whatever toughness power he has, without needing to find out what his catch is," is worth refresh.
I'll think on this one some more.
--- Quote ---The whole point of Incite Emotion is that it lets you do something you couldn't normally do. Enticing people to follow you, or driving them away, is normal Performance stuff. I guess the idea is that this is a stronger control? It's not really clear.
Also, both those effects together seems narrower than a solid single effect like "fear".
--- End quote ---
Yeah, it's supposed to be stronger -- a literal enchantment forcing them to do one or the other.
--- Quote ---Also also, Incite Emotion is usable for blocks. The +2 is actually really useful for that.
With all that in mind, how about...
[-2] Pied Piper, Eat Your Heart Out: By playing Culein’s Flute, you can force people to go where you want them to go. Use Performance + 2 for maneuvers and blocks that reflect this control.
--- End quote ---
All righty, I like that.
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