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Topics - HobbitGuy1420

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1
DFRPG / Sacred Guardian (old vs. new)
« on: July 01, 2015, 02:09:39 AM »
So, I've heard from several places that Sacred Guardian as written in Your Story is a poorly-written power.  I understand this, but am having trouble actually communicating it.  Can anyone help me to put into words why old-version SG is problematic?

While we're at it, I've also seen an opinion that the new version is overpowered - and that, I can't see, as it essentially acts as systems justification for an effect that basically had narrative justification anyway...  any thoughts?

I searched before making this thread, but couldn't find anything on the subject on these forums, so...

2
DFRPG / Hexing in the late-mid-1800s
« on: July 02, 2013, 02:21:50 PM »
So, I know that the form hexes take has changed over the years, from witch marks to curdled milk to technology fritzing. 

What would folks say should be the effects of a Hex in the 1800s, specifically in a mostly-lawless western setting?

Edit:  Ooooh.  How about this?  Magic-users spook animals.  Low-level talents make cats skittish and horses nervous.  High talent powers can cause stampedes just by walking by a farm.

3
DFRPG / The foul works of Annuvin, servants of Arawn
« on: January 11, 2013, 04:49:09 AM »
So, I've been listening to Lloyd Alexander's Prydain chronicles lately (yeah, I know, kids' books.  Still good stories!)  and it struck me that there are some fun concepts to be explored.

My thoughts thus far:

Adaon's Brooch: (-2? -3?)
An Item of Power.  Grants +1 to Assessment actions, Cassandra's Tears without the social penalties, and the Aspect "Quiet wisdom"

Cauldron-born have Living Dead and Physical Immunity (Catch of Dyrnwyn's Power)

the Huntsmen have another custom power:

Death Pact (-2)
Requirements:  You must have an Aspect involving this pact.
Strengthened by death: You are tied to a band or pack of fellows.  This unwholesome bond strengthens you, should the other members of your band fall.  Any time another character with this Power is Taken Out with a "Death" result, you immediately gain a Fate Point.
Strong Pact (-2): Your bond with your fellows is especially strong.  Any time another character with this Power is Taken Out with a "Death" result, you immediately gain a number of Fate Points equal to the number of characters with this Power who were killed this scene.  For example, there are a party of five Huntsmen with this Power menacing the party.  Fflewddur Fflam manages to kill one with a lucky shot, giving the remaining Huntsmen one Fate Point apiece.  A few Exchanges later, Eilonwy takes one of the remaining Huntsmen in the throat with a lucky arrow.  The three remaining Huntsmen each gain two Fate Points apiece. 

4
DFRPG / Unofficial DFRPG chatroom
« on: June 12, 2012, 09:16:57 PM »
Since I miss the old days of the DF chat room, I've decided to just make a room for folks to chat about the DFRPG in.

#DresdenFilesRPG on the Darkmyst server.

I won't be in there all the time, but it's someplace for those who want to chat about the game to congregate.

This is 100% unofficial, just to make sure that's said.

5
DFRPG / Tiny, but fierce!
« on: June 08, 2012, 11:33:22 PM »
What Refresh cost would you say it would take to make an upgrade to Diminutive Size that removed the various penalties?  T'would be a poor sight indeed if I were t' make one o' the Nac Mac Feegle wi'oot him bein' able to lift one o' the big wee coo beasties o'er his heid!

6
DFRPG / Help me out: Video game characters DFRPG style
« on: May 01, 2012, 06:02:39 PM »
Hey there, true believers!

I've got quite a project ahead of me.  For a convention next year, I plan on putting together a DFRPG-based FATE system one-shot about a bunch of video game characters who randomly get plucked out of their home universes and into the real world (or something like it) and have to figure out how, why, and how to get home. 

The main issue I can see off the top of my head?  Statting up the 20+ pregen characters I'd like to offer my players!  I could use some help putting these folks together and making sure their powers are appropriate for the game.  I'm less familiar with some of them than I am with others, so I can use some help with Aspect ideas and roleplaying tips, too.

As a side note, I'm a bit short on social/mental focus characters.  Anyone with suggestions on flavorful, distinctive rpg characters with an intellectual or mental bent that might translate over to a tabletop game decently well, please let me know!  I'd *prefer* not to use too many characters from the same game or series (which is why the list isn't inundated with FF characters) and I want to keep to characters who will work and play well (or at least hilariously) with others.  Also, try to avoid characters from tie-in games if possible.  HK-47 is a special case.  Meatbag.

Amaterasu (Okami)
HC: Goddess of the Sun;  TA: A wolf in a land of men;
Other Aspects: Issun the artist; Celestial Brush Technique!; Mirror, rosary, and sword; Friend to All Living Things;
Powers/stunts: A custom magic system to represent her magic ink. 

Balthier (Final Fantasy 12)
HC: Dashing sky-pirate;  TA:secure in my overconfidence;
Other Aspects:
Powers/Stunts:

The Bard (A Bard's Tale)
HC: Wandering Bard;  TA:Trapped in an Unprofitable Universe;
Other Aspects:
Powers/Stunts:

Chell (Portal)
HC: Portal-weilding test subject;  TA: Always Another Test;
Other Aspects:PotADoS riding shotgun; Aperture Science Handheld Portal Device; Abnormally Stubborn; Always Land On My Long-Fall Boots; Speedy Thing Goes In, Speedy Thing Comes Out
Powers/Stunts:

Duke Nukem

King Graham (King's Quest)
HC: Adventuring monarch; TA:
Other Aspects:
Stunts:

Guybrush Threepwood (Monkey Island)
HC: Mighty(?) Pirate!;  TA: No respect!;
Other Aspects: You Fight Like A Cow!
Powers/Stunts: Insult swordfighting (use <social skill> in place of Weapons if you attack with an appropriate quip or insult.

HK-47 (Star Wars: Knights of the Old Republic)
HC: Psychotic Assassin droid;  TA:  On a short leash;
Other Aspects: Request: May I Shoot Him Now, Master?; Cannot Self-Terminate; Unadulterated violence and destruction; Aratech Blaster With a Tri-Light Scope; Protocol?  Please! 

Skills:
+5 Guns, Athletics 
+4 Might Alertness
+3 Endurance Intimidation
+2 Presence, Survival, Scholarship
+1 Investigation, Deceit, Lore, Driving, Resources

Stunts:
Duel Wielding (guns) HK-47 is a master at duel-wielding blasters (add half the weapon rating of a duel wield attack)
Blaster Point Diplomacy (Intimidation): Add two to intimidate for threats made down the barrel of a gun.

Powers
Supernatural Toughness [-4] HK-47 is made of heavy metals and is not weak and brittle like a Meatbag
The Catch is electricity (+1 easily discovered, +1 for availability)
Inhuman Speed [-2]
Inhuman Strength [-2]
Machine Mind [+0] HK-47 is immune to normal mental magic as he doesn't have an organic brain.  He is, however, susceptible to influence through rewiring or reprogramming.  Characters who can gain access into HK-47's systems may attempt to deal Mental Stress to him through Scholarship or Craftsmanship rolls.
Hunter-Killer Droid [-1] As Living Dead. 

Refresh Cost Total [-9]
Total Unspent Refresh 1 

Ivy (Soul Calibur)
HC:; TA: ;
Other Aspects: Sword Whip It Good; Who Needs Concealing Clothes?; "Know your place!"
Powers/Stunts:

Lady Sylvanis (Warcraft)
HC:; TA: ;
Powers/Stunts:

Lara Croft (Tomb Raider)
HC: Busty Adventurer Archaologist;  TA:;
Other Aspects: No Trap can Catch Me
Powers/Stunts:

Link (Legend of Zelda) Debating whether to go with the Ocarina of Time, Majora's Mask, or Wind-Waker version.
HC: The Hero of Hyrule;  TA: I'm Just a Kid;
Other Aspects: Navi says hey, listen!; The Master Sword; Panoply of the Hero;Triforce of Courage; Puzzles, Traps, and Moblins

Skills:
+5  Weapons, Endurance
+4 Alertness, Conviction
+3 Athletics, Discipline
+2 Performance, Survival, Scholarship
+1 Empathy, Stealth, Might, Resources, Presence

Stunts:
Bows Are Weapons Too (Weapons): You may use your Weapons skill, rather than Guns, to fire a bow and arrow.
Shield Bearer (Weapons): Gain +1 to Athletics or Weapons rolls to avoid damage when wielding a shield.

Powers:
IoP: The Master Sword [-1]
It is what it is: A well crafted broadsword
One Time Discount: +2
Indestructible
Weapon Rating: 3
True Aim: +1 to weapon rolls when keeping with the sword's purpose.  (banishing darkness (evil) from the world.) -1
Mystical riposte:  The bearer of the Master Sword may use Weapons to defend against ranged or magical attacks, so long as the Master Sword is being wielded.  If you successfully defend against such an attack, you may sacrifice your action for the next exchange to turn the attack upon its originator as an immediate and automatically successful counterattack.  -1
Spin attack: You may take two points of Mental Stress in order to make a Weapons attack against the entire Zone, excluding yourself. -1
Hookshot [-1]
Grasping chain: You may roll Weapons to attach the Hookshot to certain surfaces, such as wood, brick, soft stone, metal grating, and the like, that are within one zone of you.  The chain then immediately retracts.  If the object is unattached and lighter than Link, it is tugged to his hands.  If the object is fastened down or heavier than Link, Link is pulled to its location.  This allows Link to replace the Athletics roll normally required to overcome certain Border values with a Weapons roll.  The Hookshot may also be used in combat to perform Weapons Maneuvers to bring enemies toward you (or vice versa).
Magic Arrows[-1]
You may take one point of Mental Stress to add +1 to the Weapon rating of any attack from your bow, as well as providing other effects.  This can take one of three forms:
Fire Arrow: This arrow may be used to apply the Aspect: On Fire to a character or the scene.
Ice Arrow: This arrow may be used to apply the Aspect: Frozen Solid to a character or the scene.
Light Arrow: This arrow may be used to apply the Aspect: Blazing Corona of Light to a character or the scene.  In addition, attacks with this arrow specifically
Potions [-1]
You have four potion slots.  You may fill the slots with any of the following potions:
Red Potion: Fully clears Physical Stress track (up to 4 points)
Green Potion: Fully clears Mental Stress track (up to 4 points)
Blue Potion: Removes two points from both Physical and Mental Stress Tracks
Fairy: Removes one Moderate or lower Physical Consequence
Energizing soup: Increases your attacks' Weapon rating by 1 for a scene until you take physical Stress or Consequences.
Once a potion has been used, or if you opt to leave a potion slot empty, you may use the bottle to carry or hold things.

Equipment:
Bombs (Weapon: 2 zone attack with Athletics, treat as Grenades)
Bow and Arrows: Weapon 2 attack at up to 2 zones away

Refresh Cost Total: [-6]
Positive Refresh Remaining: 4

Lulu (Final Fantasy X)
HC: Black Magess  TA: Critical of Authority;
Other Aspects:Remembering the Ones I Couldn't Protect, Veteran Guardian, Like an Older Sister, Grown Women Can Play With Dolls!, "Know pain - but not too long..."

Skills:
+5: Discipline, Conviction
+4: Lore, Athletics
+3: Endurance, Alertness
+2: Athletics, Scholarship
+1: Contacts, Resources, Presence, Empathy, Rapport

Powers/Stunts:
Evocation (Fire, Water, Air) [-3]

Moogle Doll [-1]
This doll is actually a golem of sorts.  In combat, Lulu may concentrate upon controlling it, which allows it to make actions independently of its owner. It must remain within one zone of its mistress, and makes Weapon: 2 attacks based on Lulu's Discipline.  Controlling the moogle doll takes up Lulu's action for the exchange, though she may take supplemental or combined actions as normal.

Refinement [-4]

Specializations:
3:  Fire Control 
2:  Air Control  Water Control
1:  Fire Power  Water Power

Focus
Fire Sticks: +2 Fire Power offensive. ( These are the hair sticks holding her hair in their current position.

Rotes:
Flare: Strength 8 Fire Spell Single Target
Ultima: Strength 6 Fire Spell Zone Wide
Thundaga: Strength 5 Air Single Target Spell
Blizaga: Strength 6 Water Single Target Spell

Total Refresh Cost [-9]
Total Refresh [1]

Mario (Super Mario Bros)
HC: Heroic Plumber; TA: ;
Other Aspects: Go-Karting with Bowser;
Powers/Stunts: Goomba Stomp (attack with Athletics)

Marle (Chrono Trigger)
HC:; TA:;
Other Aspects: My Magic Necklace; This Princess Doesn't Need Rescuing!;
Powers/Stunts:

Mega Man (Mega Man)
HC: Robotic Protector of Mankind;  TA: Needs a recharge
Fight, Megaman! For Everlasting Peace!; Now I Have Your Power!; Out of the Lab, Into The Fire; Rush, Roll, & Dr. Light
Skills:

Stunts:
Slide dash: Whenever you move as a supplemental action, gain +1 to Athletics rolls to dodge attacks.
Powers:
Robot Constitution: reflavored Living Dead with a different drawback [-1]
Inhuman Toughness [-2]
The Catch: is electricity and piercing damage (+1)
Mega Buster [-4]
Buster Shot:You possess  an innate power to fire a projectile.  This Weapon: 2 attack is fired with your Guns skill and never runs out of ammunition.  In addition, you may make a Guns maneuver at an Average difficulty to place the "Charged Buster" aspect upon yourself, which may be tagged upon your next attack. This Aspect is never sticky, but may be reapplied as often as you choose to take time to apply it. 
Adaptive Attack Systems: Whenever you have time to study a defeated enemy, you may spend a Fate Point to adapt your systems to simulate his method of attack.  From then onward, you may take a point of Mental Stress to imitate  any attack you've copied.  Your next use of the Mega Buster now matches the original in form (bolt of lightning, ball of fire, or boomeranging wooden projectile, for example).  The attack is performed at Weapon: 3.  The Charged aspect may be tagged to turn any such attack into an area attack, instead of granting the normal benefits. 
In addition, you may use these adapted attack forms to perform appropriate Maneuvers, such as applying "On fire" with a flamethrower burst or using a boomerang to bring items to you.

Total Refresh Cost: [-7]
Total remaining refresh: 3

Neku

Phoenix Wright
HC:; TA:;
Other Aspects: OBJECTION!!!;

The Prince of Persia (The Prince of Persia: Sands of Time)
HC: Acrobatic young warrior;  TA: Headstrong and proud;
Other Aspects: The Dagger of Time; Set Right What Once Was Wrong; "Wait, wait, that didn't happen..."; Time is an Ocean in a Storm; Seeking Farrah

Powers/Stunts:

Raz
HC: Acrobatic Psychic Kid; TA: The Aquato Curse
Other Aspects: THAT Is The Reason For The Goggles; Ran Away From The Circus; Victory Dance; I Learned This At Summer Camp; Missing Lili and the others

The RED Spy
HC: Mysterious Man of Mystery;  TA: Trust is a Liability
Other Aspects: Backstab!; "I never really was on your side"; Right Behind You; "Ah, ma petite chou-fleur."; Tools of the Trade
Skills
+5: Deceit
+4: Stealth, Weapons
+3: Burglary, Guns, Athletics
+2: Alertness, Conviction, Investigation, Scholarship
+1: Endurance, Driving, Presence, Discipline, Empathy

Stunts
Wonderful toys (Deceit): When using the Disguise Kit or Invisibility Watch, gain +2 to your Deceit skill.
Swift and Silent (Stealth)
Linguist (Scholarship):
Backstab (Weapons): When tagging an aspect related to taking advantage of an exposed back or other weak point, you deal an additional +2 stress.

Powers
Disguise Kit [-1]
Item of Power discount (-2)
Disguise (-3): As Mimic Form power without the requirement for an arcane link
FM/AM Ultra-Sapper [-2]
Item of Power discount (-)
Sabotage (-2): You may roll Weapons in an attempt to short out and shut down a piece of nearby machinery.  <to be added: Hexing crunch>
Cloak & Dagger Invisibility Watch [1]
Item of Power discount (-)
Cloaking (-1) You may roll Deceit to establish a cloak, establishing a block against perception equal to the results of your roll.  This block lasts indefinitely so long as you stand still.  Moving moving at a walking pace reduces the duration of the effect to about a minute; taking more strenuous action lowers the duration on the time increment chart accordingly.

Refresh Cost Total[-8]
Total Unspent Refresh: 2

Ryu (Street Fighter)
HC:; TA:
Other Aspects: Hadouken!!
Powers/Stunts:

Samus (Metroid)
HC: Armored bounty hunter;  TA: Creeping corruption
Other Aspects: Chozo-trained; There's Always Another Puzzle;
Powers/Stunts:
Inhuman Strength [-2]
Inhuman Recovery [-2]
Power Suit [-4]
Item of Power bonus [+1]
It Is what it Is: a set of armor (Armor 4)
Granting:
Inhuman Speed [-2]
Supernatural Toughness [-4]
The Catch [+3] is disease or poison
Blaster Canon [-2]
You possess  an innate power to fire a projectile.  This Weapon: 2 attack is fired with your Guns skill and never runs out of ammunition.  In addition, you may make a Guns maneuver at an Average difficulty to place the "Charged blaster" aspect upon yourself, which may be tagged upon your next attack. This Aspect is never sticky, but may be reapplied as often as you choose to take time to apply it. 

Sly Cooper (Sly Cooper)
HC:; TA:
Other Aspects:
Powers/Stunts:

Sonic the Hedgehog (Sonic the Hedgehog)
HC: The Fastest Creature Alive;  TA: 
Other Aspects: Sonic Boom!; He's Got Attitude
Powers/Stunts: Mythic Speed, Spin Attack (use Athletics to attack if moving as a supplemental action)

Tali'Zorah (Mass Effect)
HC: Quarian Mechanist TA: Curiosity Killed the Quarian; 
Other Aspects: Accent Drives Men Wild; My Suit, My Savior, My Prison; Doesn’t Like Silence; Immune System Deficiency; "Totally worth it!"

Skills:
+5 Scholarship, Rapport 
+4 Conviction, Alertness
+3 Craftsmanship, Guns
+2 Investigation, Athletics, Empathy
+1 Presence, Deceit, Weapons, Discipline, Lore

Stunts:
Supreme hacker (Scholarship): You use a computer as easily as you breathe – or easier.  Add +2 to scholarship rolls to interact with computers.
Ms. Fixit (Craftsmanship):  Your skill with a wrench is unchallenged.  You complete repairs two time increments faster than usual.
Jury Rigger (Craftsmanship): You have a talent for improvising with available materials.  When jury-rigging, your repairs or constructions last two scenes longer than usual
Tech Sense (Craftsmanship): You have an intuitive understanding for all sorts of technology.  Gain a +1 to all Assessments and Declarations regarding high-tech items, and +1 to maneuvers intended to place aspects on such items.
Mind Over Matter (Conviction): You aren't the kind of person to give up in a fight.  You use Conviction, rather than Endurance, to determine the length of your physical stress track.

Powers:
Item of Power: Omni-tool  [-2]
It is what it is: Super High tech Personal assistant to aid with repairs and AI hacking.  it can also serve as virtually any tool or a sub-par melee weapon.
One Time Discount: +1 (easy to conceal) arm mounted PDA that grows into a large orange holographic interface
Indestructable
Weapon: 1
Damping (-2): You may roll Scholarship in an attempt to short out and shut down a piece of nearby machinery.  <to be added: Hexing crunch>
AI hacking (-1): You may interface with mechanical intelligences and AIs, using Scholarship to deal mental stress or place maneuvers on such intelligences.

Refresh Cost Total [-7]
Total Unspent Refresh 3 

Welkin

Zevran

7
DFRPG / Greed-eating White Court feeding - what's it look like?
« on: January 03, 2011, 03:09:34 AM »
We know that the White Court feed while the victim is in the throes of a certain negative emotion (fear, despair, and lust, from what we have seen).  Wrath has also been given as a potential White Court emotion. 

We know from some things Thomas has said that White Court feedings involve a certain amount of intimacy and trust, a lowering of mental defenses.  Lustpires, obviously, feed during the intimacy of sex.  Fear and Despair-eaters eat during strong bouts of terror and depression, both things that can A) be indulged in privacy and B) would tend to weaken the mind's defenses.

What form might a deep feeding from a Greed-eating White Courtier take?  Some interaction that involves physical contact, a certain amount of intimacy, and enough privacy that the initial deadly feeding wouldn't be immediately followed by a witch hunt?

8
DFRPG / New list thread: custom Items of Power
« on: December 14, 2010, 05:55:53 AM »
Like the title says.  Items of Power can be more than Refresh rebates for your characters - they can be sources of really great thematics.  Share!

My offering: The Gallows Eye (for a pirate-themed game) (-2 to -3)
A carved wooden false eye, worn smooth, with a twisted grain running throughout.  This eye was carved from a used gallows tree, upon which the character's trusted captain had been hung.  Now, the character wears the eye as a macabre memorial... and to make use of the spirit-sight it grants.


It Is What It Is: A false eye.  Thus, in order to make use of the Gallows Eye, a character must lose an eye and place the Gallows Eye in its stead.  The eye does not grant standard binocular vision - it is, after all, a false eye - and thus the Aspect associated with this Item will be compelled quite often for situations requiring depth perception.  
Unbreakable: The Gallows Eye cannot be destroyed save by the use of a necromantic ritual similar to a ghost-binding or the Darkhallow.  
Imparted Abilities:
One-Time Discount [+1]
Ghost Speaker [-1]
The Sight with a leaning toward death, ghosts, and spirits [-1]
Spirit Sensitivity (as the Stunt Finely-Tuned Third Eye) [-1]
Psychometry [-1] can also be added, at sight rather than touch.

9
DFRPG / Supernatural power needs critique: Faith Healing
« on: December 07, 2010, 06:27:44 AM »
Faith Healing [-2]
Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability.
You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

10
So, I've seen a couple threads statting out superheroes with the existing DFRPG rules, but not much on the use of the system for an actual superhero game.  To that end, I'm creating this thread as a place to brainstorm a good conversion of the DFRPG rules to a superhero system. 

And yes, I know they're coming out with a FATE-inspired system for superhero games soon.  That's soon, this is now.

This is for a general superhero game, encompassing as wide a range of comic styles as possible.  For variations to represent Dark Age-esque gritty adventures or Gold- and Silver-age ultrapowerful or silly scenarios, it'd be good to note them as such.

My current thoughts:

Compared to a standard Dresden Files RPG game, a superhero game would probably run on the *very* high power level.  I could easily see Refresh levels of 14 to 20, with Skill numbers anywhere from 40 to 60 and with correspondingly-higher Skill caps.  The Refresh bonus for unpowered Mortals (such as Batman or similar archetypes) might need to be given a corresponding increase.

A good number of existing superhero conventions can be represented with the current power-set.  Some abilities can probably remain as they are (Breath Weapon, for example, would be useful to represent a wide variety of blast or beam-style powers) while others may need to be expanded (the speed, toughness, recovery, and strength powers might need even more tiers) or even reworked entirely (I'm uncertain if the spellcasting system as it currently exists would represent superhero-style powers well).  I'm not certain, but the Skill system may also need some revamping.

Specific thoughts: 
for a Superhero game, I might make Catches optional on Toughness and Recovery powers other than Physical Immunity, as there are a good number of superheroes who are just darn tough and resilient, bar nothing.  Conversely, I might create a Catch-like system that applies to other powers as well - much like how Superman's superpowers get taken away by Kryptonite at the same time it hurts him.  There would, much like in the original DFRPG, be a limit to the amount of catch-stacking one could do. 

I'm not sure why, but I thought that it might be appropriate to limit Powers to no more than 3/4 of a character's Refresh, requiring stunts for anything beyond that.  Not sure why, other than the fact that Powers are more powerful than Stunts, and thus the cumulative advantage granted by a bunch of Powers is greater than that granted by a bunch of Stunts.

I'd grant another level of Speed, Strength, and Recovery above Mythic.  For Toughness, once you hit that level it's pretty much Physical Immunity anyway.  I might also allow for an upgrade of the Claws power, to represent high-damage characters who don't get it via superstrength. 

the Item of Power rules would be applicable in full force, to represent power rings, ultra-gauntlets, supersuits, and powered armor. 


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