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Topics - Ophidimancer

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DFRPG / Mode and Tense?
« on: February 21, 2013, 05:10:19 PM »
So I was noticing the different styles of writing in the PBP's and it made me wonder what everyone likes to use and why.

When you write in general, do you like to write in first person?  Third person?  Something odd, like second person?  Do you use past or present tense?  Future tense maybe?

How does this change, if at all, when you write for a play-by-post?  Why?

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DFRPG / How valuable is Burglary?
« on: November 02, 2012, 04:16:35 AM »
So I was looking over the Burglary Skill and Casing can basically be done with Investigation, Infiltration can basically be done with Stealth, leaving Lockpicking as really the only unique Trapping in this Skill.  Have you guys found Burglary to be that useful or do you find that other Skills just make up for it?

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DFRPG / Suggestions: Marcone Subsidiary
« on: October 29, 2012, 06:48:03 AM »
So my game is set in Pleasant Cove, a fictional town I made up that is in the US Pacific Northwest.  It's a quaint little tourist town situated around the eponymous cove, which is shaped like a bite taken out of the cliffs.  The tourism has all but dried up, so the economy is failing.  Cue an employee of Chicago business mogul John Marcone coming into town and trying to stimulate the economy while at the same time establishing a foothold for Gentleman John.
(click to show/hide)

Now the town's museum of natural history as well as the only theater in town burned down, thanks to my PC's so the new construction is replacing those buildings, in the middle of town.  I'm planning on it being a modern resort of some sort, but what else do you think I could include in this construction?  The employee has a seidrmadr, or rune master, on his payroll.

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DFRPG / I found Little Chicago!
« on: February 28, 2011, 04:03:41 PM »
I saw it in a store window this morning!  Might be an interesting prop for a Chicago based game, or just for kicks.

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DFRPG / Am I doing something wrong?
« on: February 17, 2011, 05:25:20 PM »
My husband has joined my gaming group and he seems to have gotten the idea that in FATE, players are Storytellers too.  He keeps spending FATE points to introduce complications into the story, once when his character was telling a ghost story to make it true history of the town, and once at a high school assembly to make it so the punch had been spiked after everyone had already drunk.

Both of these added awesomeness to the story, so should I not have charged him the FATE point?

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DFRPG / Heavy Session Yesterday
« on: January 24, 2011, 06:27:30 PM »
So I just had something of a heavy session yesterday.  My players are playing high schoolers and I introduced a Selkie as a new student.  Only they didn't know she was a Selkie and after they investigated a bit, it looked to them like her "dad" was molesting her.  In the end they finally did find her skin and free her from bondage, but there were some pretty emotionally charged scenes, especially when she leapt to the defense of her rapist.

Have you guys had any heavier sessions?

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DFRPG / How to get players to take control?
« on: January 13, 2011, 10:07:19 PM »
I've run my game for a few sessions now and I think the players like it.  The only thing I wish would happen is that my players to take some more narrative control.  They use their Fate Points mostly to enhance rolls, but haven't been making any declarations or anything.  I think it's from years of playing other games (we do White Wolf games, mostly) and I'm not sure how to encourage them to take the reins more.

Suggestions?

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DFRPG / An excerpt from an IC document I'm giving one of my characters.
« on: November 14, 2010, 06:11:22 AM »
This is an excerpt from a document I'm going to be giving one of the characters in my game who is specializing in Summoning and Binding.  She comes from a family of Wizards that are decidedly gray.

On The Summoning and Binding of Otherwordly Beings

Listen and heed well, Apprentice, for what you are about to learn will save your life.  Practice of The Art is fraught with peril, but none more so than traffic with the Other Worlds.  You risk not only your body and mind, but your immortal soul, questing beyond the Veil.  If you are one who would risk naught, perhaps the study of Warding would be more suited to your temperament.  If you are one who would risk all, though, the rewards are power beyond any seen in this world.

Remember the Seventh Law …

NEVER SEEK KNOWLEDGE AND POWER
FROM BEYOND THE OUTER GATES

You have been warned.

The key to being a successful summoner, that is one whose life and mind are still intact, is preparation, and the first step one must accomplish is to prepare to accept death and worse.  The smallest mistake, the tiniest detail, can mean the difference between successfully summoning a creature from beyond the Veil and having one’s entrails removed by a ravening horror.  Never treat a summoning lightly, always know that failure will result in a fate much worse than death.

Respect the power you hold, but remember that respect is not fear.  In reaching beyond the Veil you will face horrors that would break lesser minds and you will master them.  You will see wonders that would make saints weep and you will resist their temptation.  You will find within yourself the lightnings of conviction and the iron discipline that are the mark of a True Magus and you will wear them proudly.  Bow not your head to fear or weakness for none but your Will is your Master.

On the Construction of the Circle of Summoning
In the course of your studies in The Art you will have learned the power and significance of boundaries.  Rivers, seashores, mountains, and other such natural boundaries limit and direct the natural flows of magic.  The threshold boundary that springs up around a home protects the home from negative energies.  This principle is what the summoner uses in the construction of a Circle of Summoning.

A properly constructed Circle creates a space that is set apart from the world as we know it.  This division creates Sympathy with the Other Worlds, which is what allows the summoner to call forth their denizens.  The sigils marking the perimeter should ideally be customized for every type of being summoned, but it is most crucial that the circle is unmarred by imperfection or interruption.  Any opening in the Circle will allow the summoned being to escape the confines.  A well constructed Circle also helps amplify the will of the summoner, making it easier to bind a summoned entity.

Containment circles can be constructed to contain almost anything, though each construct will only be keyed toward a specific type of being.  A Circle meant to contain a spiritual entity will be as solid as air to a physical being.  Be careful that you know exactly what you are trying to contain.

Before you attempt to summon anything, have your Master test your Circle for strength.

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DFRPG / Price this Catch
« on: August 17, 2010, 06:25:34 AM »
I usually try to resurrect an old thread instead of starting a new one, but maybe this will work better.

Help me price this Catch.  I have a player whose character has the High Concept: Spawn of the Black Lagoon.

I was thinking going with Cold as the Catch, seeing as a fish man would be somewhat cold blooded.  How would you price this?  I was thinking that it's somewhat easily researched, as something anyone with a high school education might come up with, but how easily accessible would you consider it?  I mean, it's one thing if it's winter, but otherwise?

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DFRPG / Possible Trapping for Echoes of the Beast?
« on: August 06, 2010, 02:35:27 PM »
So I'm building a fox changeling and I took Enhanced Sense of Smell for Echoes of the Beast.  Then I realized that that would be included under Beast Senses already, so I want to come up with a new Trapping.

My idea has to do with the ability of foxes to be tricksy when chased and lead their pursuers in circles or into traps an such.  What if I allow the character to sacrifice a Sprint action (only moving one zone as a supplemental action) in order to place a Manuever on pursuers.  It would require a successful Athletics, or Deceit, or Stealth roll.

Does that seem too much like a Stunt?

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DFRPG / How do YOU pronounce ...
« on: August 04, 2010, 04:00:07 AM »
How do you guys pronounce the various spells that casters use in the Dresdenverse?

An easy one would be Fuego! as FWAY-go.

How about Forzare?  I like fort-ZAH-rey.  It's supposed to be quasi Latin so that's probably not right, but I can't help going Italian and making it a hard Z sound like in PIZZA (PEET-za) and flipping the R sound.  It's probably supposed to be closer to for-ZAR-ay.

How do you pronounce the spells?  :D

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DFRPG / One-at-a-time limit on Lesser Glamours?
« on: August 03, 2010, 06:55:10 PM »
I know that there's a limit on the number of True Seemings you can do, but what about the seemings and veils of Lesser Glamours, do you guys rule that there's a limit on those?  Or do you think a changeling should be able to use Glamours on however many things they want as long as they do it one action at a time?

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DFRPG / Can a Glamour Torch shed real light?
« on: August 02, 2010, 05:54:00 PM »
In other words, if it was pitch black, could I use a Glamour to see?  Also, how much do you allow a Galmour to change the appearance of something?  Could I pluck a hair from my head and glamour it into a clone of me?

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DFRPG / Spells granting Stunts?
« on: July 30, 2010, 06:58:04 PM »
Should it be possible?  Would it use the transformation rules?  Should it just be regarded as taking a Temporary Power?

What do you guys think?

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DFRPG / Ethics, Wizards, and the Laws of Magic
« on: July 22, 2010, 10:22:52 PM »
I know you guys are probably all sick of Lawbreaking topics, but I thought I would ask a new question as well as give us a general thread for all such questions in the future.

Q: If a spell was the only thing preventing a person from dying and the caster canceled the spell, does this constitute breaking the First Law?

E.G. - Let's say someone was falling to their death, but an aeromancer caught them midair, would it count as Lawbreaking if he later dropped that person?

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