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Messages - Sanctaphrax

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8176
DFRPG / Re: A cowboy wizard??
« on: October 03, 2010, 03:02:12 AM »
Some ideas:

Handle Animal stunt with a specialization in horses.
Gun stunts, maybe a specialization in revolvers.
Stunt or enchanted item that lets you grapple someone with a lasso.
Magic bullets for potions.

8177
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: October 02, 2010, 09:24:22 PM »
Lich

A lich is a wizard who places his soul in an object called a phylactery and so gains eternal life as long as the phylactery remains intact. This runs up against the laws of magic, but most liches aren’t the sort to care about that anyway.

High Concept: Ancient Undead Wizard
Other Aspects: Life Contained in Phylactery, Terrified of Death, Grasping and Paranoid, Citizen of Ancient Egypt

Skills:
Fantastic (+6): Lore
Superb (+5): Conviction, Discipline, Resources
Great (+4): Scholarship, Presence, Contacts, Deceit
Good (+3): Intimidation, Alertness, Empathy, Rapport, Investigation

Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Kemmlerian Necromancy [-2]
Lawbreaker (1st) [-2]
Lawbreaker (4th) [-1]
Lawbreaker (5th) [-2]
Refinement [-7]
Item of Power (Phylactery) [+1] granting:
Living Dead [-1]
Supernatural Recovery [-4]

Magic:
Evocation (Air, Earth, Spirit): Power: Air +3, Spirit +1 Control: Spirit +2
Thaumaturgy: +1 Crafting Frequency, +2 Crafting Power, +3 Necromancy Complexity, +4 Necromancy Control
Foci: Staff (+4 Air Power), Crown (+3 Crafting Frequency)
Enchanted Items (All have 5 uses/session): Robes (8 shift block against attack), mummy wrappings (Armour 4), 4 slots remaining (power 8)

Stress:
Mental OOOO, +1 mild consequence
Physical OOO
Social OOOO

Total Refresh Cost: -24

Notes: 12 shift air evocations cast to kill, 9 shift necromancy at the drop of a hat, and a whole bunch of really powerful enchanted items make a lich pretty dangerous. The only way to kill one permanently is to destroy the phylactery, so that’s what the players should do. If you’re worried about a lich killing your entire group, remember that its aspects can be compelled to make it run away from a fight that it can win easily.

8178
I think the Senior Council members could use a few mortal stunts along with their supernatural powers. Most of them are pretty impressive people even without their powers. Some suggestions:

Listens to Wind:
The books mention that he's a pretty fantastic doctor. I think that he goes back to medical school every ten years in order to keep current. If you ask me, that means a high scholarship skill and several doctor stunts.

Gatekeeper:
He's got a contact on every plane and he's as mysterious as all hell. You can translate that into game terms (beyond simple aspects) with one stunt letting him use lore as a defense against empathy and another giving him +2 to his contacts in the Nevernever.

Merlin:
He's an excellent politician, especially when dealing with other wizards of the white council. He could use a stunt offering a bonus to maneuvers with presence or maybe just a blanket social bonus when dealing with other wizards of the white council.

Ancient Mai:
She's a scary lady. Some intimidate stunts would be appropriate, in my humble opinion.

8179
DFRPG / Re: Homebrew Stunts
« on: September 29, 2010, 03:31:14 AM »
Guns:

Long-Range Combat: You're most comfortable when your enemies are a ways away. Add 1 to your guns skill when using it to attack a character at least 2 zones away.

Survival:

Supernatural Survivalism: You've spent time in the Nevernever and have a pretty good idea of how to survive there. Add 2 to your survival skill when using it in the Nevernever.

8180
DFRPG / Re: DFRPG Character Creator/Manager
« on: September 29, 2010, 02:57:49 AM »
Well, I just downloaded this and I have to say it looks awesome. I've been looking for something like this.

That's not to say it's perfect, though. Here are a few things that could be improved:

  • Superb and higher skills should grant additional mild consequences.
  • You should be able to take certain powers, like refinement and lawbreaker, multiple times.
  • It would be nice to be able to input custom powers, elements, thaumaturgical fields, and templates.
  • Crafting specializations should be devided into power and frequency.
  • It would be nice to be able to select power levels other than the ones suggested in the core book, especially when making NPCs.
  • Major milestones should increase your base refresh total.

There are also a number of things which I was unable to do, possibly due to my inexperience with the program. Here's the list:
  • Input descriptions of custom stunts.
  • Link custom stunts to skills.
  • Select specializations for evocation or for thaumaturgy beyond +1.
  • Select foci.

8181
DFRPG / Re: DFRPG The Musical
« on: September 29, 2010, 02:22:23 AM »
You know, that sounds like a pretty cool character. Has anyone considered statting up any of these?

8182
DFRPG / Re: DFRPG The Musical
« on: September 28, 2010, 12:17:34 AM »
Could you fine fellows please explain:

The trouble aspect of Crimson Overcoat's character?

The trouble aspect of Lanir's character?

Everything about Lanodantheon's most recent character?



Sir Oswell (Mortal w/Items of Power)
Inspired by Hammerfall

High Concept: Knights Of The 21st Cenutry
Trouble Aspect: On The Edge Of Honour
Other Aspects:  Stronger Than All, Hammer of Justice, Legacy of Kings, Any Means Necessary, A Legend Reborn

Explanation: Sir Oswell, king and champion of a great land, died almost a thousand years ago. His spirit endures through his weapons and armour. Recently, he was able to acquire a body after his great-something grandson was born without a soul. He moved into the baby’s body and began his quest to prove himself a mighty and honourable knight once again. The mighty part is going great, but he’s having some trouble with the honourable part. The 21st century has no place for someone like him, and he has been forced into a number of unpleasant compromises.



I really want to make a character based off of MC Hawking's music, but I can't find a good high concept.

8183
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: September 27, 2010, 11:20:29 PM »
Nukekubi

Nukekubi are japanese monsters that appear human except for a few discreet marks on the neck. At night their heads seperate from their bodies and fly around. If the head is unable to return to the body by dawn, the Nukekubi dies.

High Concept: Detachable Neck Monster
Other Aspects: Pretends to be Human, Marks on the Neck

Skills:
Good (+3): Deceit
Fair (+2): Alertness, Stealth
Average (+1): Presence, Rapport, Fists

Powers:
Human Form (Rare Change) +2
Diminutive Size -1
Wings -1

Stress:
Mental OO
Physical OO
Social OOO

Total Refresh Cost: -1

8184
DFRPG / Re: DFRPG The Musical
« on: September 26, 2010, 03:01:16 AM »
Archibald "Archie" Walls (True Believer)
Inspired by Drowning Pool

High Concept: The Man Without Fear
Trouble Aspect: Sinner
Other Aspects: Love and War, Children of the Gun, Enemy, Reborn, 37 Stitches

Explanation: He was once a sergeant in the US military. Fought in the first invasion of Iraq, doing some rather terrible things at the order of a Denarian officer. Eventually, the chaplain of his unit led a mutiny against the Denarian. The chaplain died, but the rest of the soldiers were able to escape. They ended up at the Vatican, becoming foot soldiers in the war against the Denarians. Archie distinguished himself through his incredible courage and desire for redemption. Unfortunately, the Denarian officer has tracked down his former subordinates and is murdering them systematically.



Albia Tullius (Emissary of Power)
Inspired by Nightcore

High Concept: Forever Gamer
Trouble Aspect: Crazy Baby
Other Aspects: 21 Century Digital Girl, Forever Young, Temple of Dreams, Pretty Rave Girl, All or Nothing

Explanation: Born the year after the death of Christ, Albia grew up as a noble in ancient Rome. Her abiding passion was (and is) games of all kinds, especially those where money could be lost and won. She was so successful at gambling that she attracted the attention of Sors, ancient roman god of luck. He challenged her to bet upon the flip of a coin. If she won, she would be granted eternal youth and the patronage of Sors. If she lost, her body and soul would be torn apart. She gambled and won. And so she lived, blissfully free of maturity and responsibility, for two millennia. Until about a year ago. She got pregnant, gave birth, and suddenly had a lot more responsibility than she ever wanted. Albia currently lives with her baby in a luxurious suite in the Temple of Dreams hotel/casino.



If you would like me to explain the meaning of a specific aspect, just ask.

8185
DFRPG / Re: Homebrew Stunts
« on: September 24, 2010, 08:48:27 PM »
Sorry FangGrip, I seem to have been unclear. The stunt doesn't work against the stress incurred casting a spell. It's meant to protect you from evocation attacks.

Athletics:

Reading the Line of Fire: You can tell where the bullets will go before the trigger is pulled. Increase your athletics skill by 2 when using it to dodge gunfire.

Endurance:

Backlash Absorber: You can take a lot of self-inflicted magical punishment. Choose one: either you may take two additional mild physical or mental consequences when facing magical backlash or you have a natural armor score of 1 against magical backlash.

Inexhaustible Power: You always have a bit more juice to draw upon. You may take two additional mild mental or physical conseqeunces when facing the stress incurred from using evocation.

Presence:

In Control: People instictively wait for you to say your piece. You may use presence instead of empathy to determine social initiative.

Rapport:

Blank Face: Your facial expression doesn't reveal anything. Increase your rapport skill by 2 when using it to defend against an empathy "read".

Weapons:

Twist the Knife: You know how to exploit the wounds of your opponents. When tagging or invoking another character's consequences in a physical conflict, add 1 to your attack roll.

8186
DFRPG / Re: Homebrew Stunts
« on: September 24, 2010, 12:11:47 AM »
Stunts look fine, HobbitGuy1420. Performance isn't going to break the game anytime soon. In fact, you could probably make them more powerful without any real problems.

Endurance:

Spell Resistance: Your body rejects the effects of magic more effectively than most. You have a natural armour score of 1 against magic which stacks with everything.

Lore:

Favoured Enemy: You've studied how to kill certain magical creatures. Choose a type of supernatural being. All of your physical attacks inflict 2 additional stress to that type of being.

Survival:

Urban Survivalist: You prefer the concrete jungle to the leafy one. You may use all trappings of the survival skill with a +1 bonus while in an urban environment.

8187
DFRPG / Homebrew Stunts
« on: September 19, 2010, 07:07:46 PM »
The core book recommends that players come up with their own stunts. This is good advice, since stunts are a big part of what makes each character unique. Still, coming up with stunts for every main and supporting NPC is a fair bit of work. A list of premade stunts can save a lot of effort. Besides, sometimes a single stunt can inspire an entire character. And so I ask you, good people of the forum, to post the home-made stunts that you use in your games to this thread.

This is the master list of homebrew stunts, for those who don't want to look through the entire thread: http://www.jimbutcheronline.com/bb/index.php/topic,21952.0.html

The page behind the above link contains the work of me, Tbora, blankshield, admiralducksauce, Tsunami, Dumbledresden, HobbitGuy1420, and too many others to list here. I'd like to thank furashgf for compiling a full list of stunts, canon and otherwise, and sending it to me.

For those who want a copy of the stunt list on their own computer, there is an automatically-updating publicly available word document behind the following link:

http://dl.dropbox.com/u/43356063/DFRPG%20stunts%20%28sorted%29.docx

8188
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: September 19, 2010, 12:01:40 AM »
I was thinking of writing up the Einherjar myself, but since you seem to have nailed it. The rules do say that you need a catch, but I personally don't feel it's necessary for anything less than Physical Immunity.

If you want to give the Einherjar a catch, there are a few possibilities. First, you could stipulate that their powers only work in Valhalla. Second, you could say that they only heal at sundown. Third, you could give Loki and his servants (like Jotun) the ability to ignore the toughness of the Eiherjar. The Eiherjar were portrayed as recovering from all wounds every night while training at Valhalla but dying in Ragnorok. These catches are intended to simulate that.

8189
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: September 17, 2010, 12:55:31 AM »
Homunculus

Homunculi are miniature humans created through alchemy. They cannot survive exposure to air and so are usually kept inside glass jars or flasks. Their role is similar to that of Bob in the novels: to advise their creator on matters of magic. There are rumors of larger homunculus that can live outside of jars, but these are unproven.

High Concept: Little Man in a Jar
Other Aspects: Can't Survive Outside The Jar, Loremaster's Assistant, Not Always Honest

Skills:
Great (+4): Lore
Good (+3): Scholarship, Deceit
Fair (+2): Empathy, Alertness, Discipline
Average (+1): Presence, Conviction, Rapport, Investigation

Stunts:
Living Library (Lore): A homunculus is treated as an Arcane Library with a rating equal to its Lore skill.
Magical Advisor (Lore): A homunculus can use its Lore skill to complement the Lore skill of another character.
Occultist (Lore): A homunculus gets +1 to Lore for a given field of the Lore skill and a further +1 for a specialty within that field.

Powers:
Dimunitive Size [-1]
Some Homunculi may also have Precognition [-1], which is like Cassandra's tears without the penalty to convincing people that your visions are true.

Stress:
Physical OO
Mental OOO
Social OOO

Total Refresh Cost: -4 or -5

8190
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: September 16, 2010, 08:49:01 PM »
The Whelp of Fenrir looks good. Can't see any rules problems with it.

Would you consider statting up the real Fenrir? He might be at plot device level physically, but he should be interesting in social combat. Remember, the Aesir tricked him into getting chained up.

Also: the Chimera still needs another box of social stress capacity.

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