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Messages - Sanctaphrax

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8161
DFRPG / Re: Homebrew Stunts
« on: October 06, 2010, 02:53:48 AM »
Just here to add some stunts from the Generic NPC thread.

Fists:

Street Fighter: You don't fight by the rules. If there's a piece of lead pipe lying around, you'll use it. You may use your fists skill to wield improvised weapons.

Presence:

Authority Figure: You are in charge. Add two to your presence skill when using it against someone under your authority (ie: students for a teacher, grunts for a sergeant).

Resources:

Access Pass: You have access to excellent scientific facilities as part of your job. You can use, but do not own, a library and workspace of Superb quality.
My Wallet Has A Lot To Say: You know how to use your money socially. Add two to your resources when using the Money Talks trapping.

Scholarship:
Professional Teacher: You not only know things, you know how to teach them. Choose Scholarship or any social skill. You may use that skill to teach.
Quick Diagnosis: You've been a doctor long enough that making diagnoses is routine. You may make medical assessments two time increments faster.

Survival:

Professional Panhandler: You live off the proceeds of your begging career. As a result, you've gotten good at begging. You may use your survival skill to beg.

8162
DFRPG Resource Collection / Re: Generic NPCs
« on: October 06, 2010, 12:40:43 AM »
The first batch of generic NPCs has arrived. It includes a doctor, a street person, a schoolteacher, a college student, and a middle manager. Next post will be about military types. If you have questions about a stunt, first look at the Homebrew Stunts thread and the DFRPG Fan Resources website. A better writeup will probably be in one of those places.

Ordinary Doctor (On the Beach)

High Concept: Ordinary Doctor
Other Aspects: All Business, Overeducated, Superior Attitude
Skills:
Good: Scholarship, Discipline
Fair: Resources, Presence, Conviction
Average: Investigation, Endurance, Empathy
Stunts:
Doctor (Scholarship): +1 to broad medical field, further +1 to specialization within that field.
Quick Diagnosis (Scholarship): All medical assessments and declarations are two steps faster.
Hospital Access (Resources): Access to, but not ownership of, Superb medical library and facilities.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3

Street Person (Hydrophobic)

High Concept: Homeless Guy
Other Aspects: Struggle to Survive, Drug Addict, Panhandler
Skills:
Good: Survival
Fair: Fists
Average: Athletics, Stealth, Burglary, Alertness, Endurance
Stunts:
Urban Survivalist (Survival): +1 to Survival within cities, may use all survival trappings in cities.
Professional Panhandler (Survival): May use Survival to beg.
Street Fighter (Fists): Use Fists for improvised weapons.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
1

Schoolteacher (On the Beach)

High Concept: Schoolteacher
Other Aspects: Cares About The Students, Slightly Scary
Skills:
Good: Scholarship, Presence
Fair: Intimidation, Rapport, Contacts
Average: Resources, Conviction, Alertness
Stunts:
Authority Figure (Presence):  +2 Presence when dealing with students.
Professional Teacher (Presence):  Use Presence to teach.
Knows His Subject (Scholarship): +1 to broad subject, further +1 to that subject’s curriculum.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3

College Student (Hydrophobic)

High Concept: Party Animal
Other Aspects: Wasted Education, Liberal Arts Major, Young And Healthy
Skills:
Good: Performance
Fair: Rapport, Athletics
Average: Endurance, Scholarship, Might
Stunts:
Bon Vivant (Rapport): +2 to Rapport when “living it up.”
Total Refresh Cost:
+1 (Pure Mortal)
Refresh Total:
3

Middle Manager (Feet in the Water)

High Concept: The Manager
Other Aspects: Two Steps Down From the Boss, Small Personal Empire, Greed And Ambition Are Virtues
Skills:
Great: Presence
Good: Contacts, Resources
Fair: Rapport, Deceit, Scholarship
Average: Endurance, Alertness, Intimidation, Discipline
Stunts:
Leadership (Presence): Leading a group is at +1 and one time increment faster.
Nose For Competence (Contacts): +2 Contacts for hiring people.
MBA (Scholarship): +1 to scholarship for economics/business studies, +2 for accounting
My Wallet Has A Lot To Say (Resources): +2 Resources for the Money Talks trapping.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
4

8163
DFRPG / Re: Armor - Clarification?
« on: October 06, 2010, 12:12:28 AM »
Armour is very simple in my understanding. It simply simply subtracts its rating from any stress you take. So a rating two weapon with four shifts of success to hit will inflict three stress against armour rating three. A rating eight weapon with three shifts of success to hit will inflict ten stress against armour rating one.

If you are having problems with spellcasting armour, remember these things:

1. It takes an action to cast a spell.

2. Evocations only last one turn unless the caster sacrifices some power in exchange for duration.

3. Most bad guys aren't stupid. If claws aren't working they can pull a knife. If knives don't work they can use a gun. If guns don't work they can use maneuvers and teamwork to turn multiple useless attacks into one effective one.

8164
DFRPG / Re: DFRPG The Musical
« on: October 05, 2010, 08:55:06 PM »
Thank you for your approval. I hate to ask you this again, but what kind of character do you have in mind for those aspects?

Anyway, if there's going to be a game using these characters we'll need a bit more variety. Operative A and Sir Oswell cover combat pretty well and odd jobs decently, but the group still needs a social expert and a magical practitioner. I think that stats for William Joel and Albia Tullius should solve that. Stormraven's character can pick up any odd jobs that Operative A missed.

I'll probably stat up William Joel and Albia Tullius sometime this week.

8165
DFRPG / Re: A cowboy wizard??
« on: October 05, 2010, 01:45:00 AM »
Well, you've got your High Concept just about covered. For a trouble aspect, I suggest Out Of Date or The Wild West Is Dead And Gone, playing on the extended lifespan of wizards and the fact that the wild west really is dead and gone.

You have a lot of leeway for ordinary aspects. Before you pick them, though, I suggest that you decide whether you want your character to be a Hollywood cowboy or a realistic one.

8166
DFRPG Resource Collection / Generic NPCs
« on: October 05, 2010, 01:38:00 AM »
Our World has a few generic NPCs in it, but not many. Not enough, in my opinion. This thread is meant to correct that by giving people (especially me) a place to post stats for nameless non-player characters.

Not all of the characters that the players encounter will fit into the standard power levels for starting characters. As such, I'm adding a few more. Remember that NPCs can go below zero refresh. Here are the new levels:

Hydrophobe (10 skill points, 2 refresh, skill cap good)
You're kind of a loser. You have no significance to the supernatural world and little to the mundane one.

On The Beach (15 skill points, 4 refresh, skill cap good)
You're just some guy. You probably know nothing about the supernatural world and you're not a big shot in the mundane one either. Joe Average level.

Snorkeling (40 skill points, 13 refresh, skill cap superb)
You're pretty damn powerful. Most cities don't have more than one or two guys at this level. I'm considering increasing the skill cap to fantastic for this level.

Scuba Diving (45 skill points, 17 refresh, skill cap fantastic)
You're one of the best in the world at what you do. Faerie Queens, Vampire Kings, and Senior Council members know who you are.

In A Submarine (50 skill points, 21 refresh, skill cap fantastic)
You are a being of global significance. You have the power to star in legends, change the course of world events, or defeat a small army singlehandedly.

Deep One (65 skill points, 38 refresh, skill cap epic)
You are a supernatural heavyweight. This is the level of Senior Council members, legendary monsters, the leaders of Vampire Courts, and other plot devices.

Expect characters starting tomorrow. I'll be starting with pure mortals and moving on to supernaturals later.

8167
DFRPG / Re: DFRPG Character Creator/Manager
« on: October 05, 2010, 12:10:34 AM »
Well, I just tried out the new version. It looks like you've made major milestones work, which is great. But as I was browsing I happened to notice a problem with the skill selection for the shapeshifted forms granted by Beast Change and True Shapeshifting. Three problems, actually:

1. Only nine skills are listed for the shapeshifted form. While you aren't allowed to raise other skills with shapeshifting, you are still allowed to have them. In fact, you need them in order to be able to spend all of your skill points at Chest Deep or Submerged.

2. Only one skill list is presented for True Shapeshifting, which allows endless shuffling. It might not be worth correcting this.

3. The skill pyramid is not enforced for shapeshifted skills. This is also not necessarily worth correcting.

8168
DFRPG / Re: Homebrew Stunts
« on: October 04, 2010, 09:55:17 PM »
Well, I just made a stunt-heavy character for the DFRPG The Musical thread. It got me thinking about weapons stunts, so I came up with a few new ones.

Weapons:

Futuristic Weapons Proficiency: You're either from the future or very up to date about weapons technology. Increase your weapons skill by one when dealing with cutting-edge prototype weapons or weapons from the future.

Mounted Combat: You know how to fight from atop a horse. Add one to your weapons skill while riding an animal.

Weapon Focus: You've trained to use a specific type of weapon. Choose a type of weapon. Add one to your weapons skill while weilding that type of weapon.

Weapon Specialization: You know how to attack effectively with a specific type of weapon. Choose a type of weapon. Your attacks with that type of weapon inflict two additional stress.

Power Attack: You put all your strength into an attack, increasing power at the expense of precision. You may take a -1 penalty to an attack roll before rolling to increase the stress inflicted by that attack by 3.

Shield Carrier: You know how to use a shield. Add one to your physical armour score as long as you are carrying a shield.

    Phalanx Fighting: (Requires Shield Carrier) You know how to use a shield in a formation. Whenever you take a full defense action while carrying a shield, you may select two other characters in the same zone as you who have this stunt. Increase each of their physical armour scores by one until your next turn.

        Excellent Formation: (Requires Phalanx Fighting) You have been extensively trained to fight as a unit with your fellow soldiers. Whenever you use Phalanx Fighting, you may select an additional two characters in your zone who have this stunt. Those characters may use your defense and physical armour scores in place of their own until your next action.
 
Quick Draw: You can draw and use a weapon in a single motion. You take no penalty when drawing a weapon as a supplemental action (page YS:213); if you're in a race to see who draws first, or anything else having to do with your speed or ability to draw, gain a +1 on the roll.

    Iaijutsu: You are trained in iaijutsu, the art of drawing a sword. The first attack you make with a sword each scene gets a +1 bonus to hit and inflicts two additional stress.

8169
DFRPG / Re: DFRPG The Musical
« on: October 04, 2010, 07:40:18 PM »
There is actual interest.

8170
DFRPG / Re: DFRPG The Musical
« on: October 03, 2010, 11:59:39 PM »
Alright, here's stats for Operative A and Sir Oswell. Both are chest deep starting characters. Since aspects are already up, all I've done is choose skills, stunts, and powers.

Sir Oswell

Skills:
Superb: Weapons, Presence
Great: Survival, Might
Good: Endurance, Athletics
Fair:  Alertness, Fists,
Average: Intimidation, Conviction

Stunts: [-5]
Animal Handler (+1 to handle or ride animals, additional +1 to handle or ride horses)
Mounted Combat (+1 to weapons while mounted)
Let the Hammer Fall (Inflict 2 additional stress when attacking with a hammer)
Shield Carrier (+1 armour when carrying a shield)
The Weight of Reputation (Substitute presence for intimidation when dealing with someone who knows who you are)

Powers: [-1]
Warhammer granting [+2]
Glory of Battle (treat as Blood Drinker) [-1]
True Aim (to be a great knight)[-1]
Full Plate Armour granting [+0]
Inhuman Recovery [-2]
The Catch (Items designed to combat ghosts) [+1]

Operative A

Skills:
Great: Guns, Athletics
Good: Alertness, Conviction, Endurance
Fair: Stealth, Empathy, Discipline, Driving
Average: Presence, Fists, Investigation, Burglary, Rapport

Stunts: [-2]
Defend My Love (Inflict 2 additional stress with guns attacks when defending your true love)
Future Tech (+1 to operate any technology that has not been invented yet, including weapons)

Powers: [-4/-5]
Emissary of Power (Unknown power from the future) [-1]
Guide My Hand [-1]
Precognitive Memories (Treat as Cassandra's Tears) [-0]
Power Booster granting [+1/+2]
Feeding Dependancy (Something) affecting [+1]
Supernatural Speed [-4]
Inhuman Recovery [-2]
The Catch (Effects that disrupt time) [+1]

8171
DFRPG / Re: A cowboy wizard??
« on: October 03, 2010, 10:32:09 PM »
I'm sorry, but I don't quite understand your reasoning concerning the free focus slots. You spent 1.5 refinements on focus item slots. What I am suggesting is that you could use half of one of those refinements on a specialization instead of a focus item. You can use the free slot on your magic lasso.

8172
DFRPG / Re: Homebrew Stunts
« on: October 03, 2010, 07:51:20 PM »
This thread has plenty of views but few replies. I can't be the only one with stunts to share. C'mon people, let's see what you got.

Conviction:

Strength in the Most Desperate Hour: Your faith is always strongest in times of desperate need. When using the desperate hour trapping of the Righteousness power, your attack with conviction is weapon: 2.

Discipline:

Unbroken Composure: Your mental strength allows you to remain calm when others would be caught off guard. You may use your discipline skill for the avoiding surprise trapping of the alertness skill.

Resources:

Prized Possession: You own something well above your income level. You may select a single item with a value up to your resources skill +2 and add it to your starting gear.

8173
DFRPG / Re: A cowboy wizard??
« on: October 03, 2010, 07:26:14 PM »
I have a couple suggestions that should make the build a bit more powerful.

First: Specializations are almost always better than foci. Ditch the Stetson's power bonus and get a +1 air power specialization.

Second: It's usually not advisable to specialize in multiple elements. Change the cufflinks to offensive air control foci.

Third: This is mostly just personal taste, but I would swap the divination specialization for a crafting one.

Fourth: Add a horse to your gear. What's a cowboy without a horse?

Fifth: By my count, you still have three enchanted item slots open. I would probably use them to upgrade the lasso.

8174
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: October 03, 2010, 04:29:30 PM »
He already has supernatural recovery. It's tied to the phylactery.

8175
DFRPG / Re: Homebrew Stunts
« on: October 03, 2010, 03:47:48 AM »
Endurance:

Fireproof: You are incredibly resistant to fire and extreme heat in general. You have a natural armour score of 2 against fire.

Intimidation:

Scare 'em Straight: You are a an authority figure. Part of your job is to put the fear of the law in potential miscreants. Add 2 to your intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).

Might:

Clever Wrestling: You've wrestled against incredibly strong things before and you know how to handle it. When in a grapple with something that has a strength power, halve their power bonus to might and round
down.

Presence:

Encouraging Leadership: People feel braver with your support. When leading a group in a social situation you may have your presence complement that of your group.

Weapons:

Parry Everything: You can deflect bullets with a sword, or at least use your skill to make yourself harder to hit. You may use your weapons skill to defend against all physical attacks.
Defeat Armour: You are a master of finding weak spots in a coat of armour. All of your attacks with weapons ignore 2 points of armour rating.

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