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Topics - Clotho19

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DFRPG / Changeling the Lost?
« on: January 28, 2014, 09:14:53 PM »
Changeling the Lost is my favourite WOD game, though I use a highly hacked version to present more diversity amongst the True Fae i.e. more benevolent members and to amp up the urban fantasy feel. However, I love DFRPG and love it's portrayal of magic users i.e. wizards, focused practitioners, hedge-witches (custom template I made for middle ground spellcasters) and minor talents, well over Mage-pretty-much-a-god the awakening.

Do you think DFRPG could handle Changeling the Lost with Pledges, Contracts, Talecrafting, Hedgespinning etc. or is Changeling the Lost to complex for FATE?

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DFRPG / Quick Question concerning Iron and Fae.
« on: January 06, 2012, 02:19:48 AM »
Just a quick question to the forum. In my game Fae are far more susceptible to Iron than presented in the books. Not only does it harm them, but their magic cannot effect Iron in any way. Likewise its very touch weakens them and makes it more difficult to maintain a Veil or Glamour.  I am trying to figure out a way to express this within the game. I am thinking of adding it into the Catch, but am unsure how to price it. Any help would be greatly appreciated  :)

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DFRPG / Hedge Witch/Wizard Template
« on: June 25, 2010, 03:18:46 PM »
I created this template because I felt there was something missing in the low level spell casters Templates. I felt that while the Focused Practitioner is well and good for some low level practitioners, it neglected to show those who have more well rounded mystical portfolio, but lack the ability to use evocation or Channeling.

Hedge Witches and Hedge Wizards are quite skilled at numerous spells and areas of magic, but they take time to actually cast their spells. This is reflected in their ability to use Thaumaturgy just like Wizards or Sorcerers but they lack the power or skill to actually wield Evocations.
Many Hedge Witches and Hedge Wizards colour their magic and spells with some alternative religious feel, being that many are also Wiccans, New Age believers, practitioners of religions like Sanitaria or Voodoo etc. This means that for them to cast their spells they need the trappings of their faith and their beliefs, for example most Wiccans have an altar which they practice their magic, including statues of various deities and other magical trappings like a pentacle, Athame, incense etc.

Musts: A Hedge Witch or Hedge Wizard must take a High Concept that declares his or her nature as a Hedge Witch or Hedge Wizard, such as MEMBER OF THE ORDO LEBES or SOCCER MUM/WITCH. In addition the Character must take the following supernatural power:

Thaumaturgy [–3] (YS page 181)

See the power description for more details.

Options: Hedge Witches/Wizards may take the Sight (-1) which would function the same as for Wizards and Sorcerers, but this is rare. In addition, they may take Refinement (-1), once per play, but once again this is very rare. It should be noted that they can never take Evocation, if they want to purchase Evocation they must upgrade to Wizard or Sorcerer.

Important Skills: Conviction (YS page 124), Discipline (YS page 127), Lore (YS page 134).

Minimum Refresh Cost: -3

From the Casefiles: Kim Delaney (OW130). Also Anna Ash, (OW103), simply replaces Rituals with Thaumaturgy and raises her refresh to -3. In addition Charity Carpenter when she was younger was a Hedge Witch.

Tell me what you think about this template :-)

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DFRPG / Playing as one of the Fae, Advanced Template
« on: June 25, 2010, 03:15:43 PM »
I am curious has anyone else allowed their players to play as one of the Fae and not just a changeling. In my game i cam up with an interesting way to allow my characters play as one and still keep the changeling template useful.

Okay should explain some of the back story. In our game, not all the Fae are soulless. Some fae over close proximity to humans gain a soul. It was said in the books, when bob was explaining about soulfire that humans are constantly giving bits of their souls away to people who are close to them, and in our game this is why toot has gotten bigger and more powerful, because harry unconsciously is giving him pieces of his soul. After awhile, the little pieces grow to the point that the Fae itself has its own soul, albeit a very different soul than that of a human, which is why a soulgaze doesn't work, as their souls are beyond comprehension to human wizards. While i am sure a great deal of people are gonna say but the books say.... firstly let me say this is our game, and we are free to introduce what ever elements we like, and secondly, harry could be wrong, after all he doesn't know everything, he is constantly learning in the books that he what he believes may not be the truth, i.e. that no wizard of the white council is allowed to break the laws, than we find out bout the blackstaff. Of course, in our game it isn't common knowledge either, more an unconfirmed rumour outside of the courts. After all, if the council admitted that some of the Fae had souls, than they would have to wonder what else had souls, and what else would be protected under the laws etc. In our game, it was a big revelation that some of the Fae had souls, and the wizard in our group has decided not to share this information with the white council for this very reason, which is putting him in a lot of turmoil, as he is a staunch supporter of the council and is making great for character development :-)

Furthermore, all the Fae who have souls are Sidhe, this is basically what makes them Sidhe. Possessing a souls allows them a measure of more freedom, but not much more, i mean they are still bound by all the rules of being one of the Fae and being part of the courts, but like lea they are the ones who look for the wiggle room even in orders from their queens. Also in our game, their are a group of Sidhe, known as the Daoine Sidhe (mentioned briefly in changes i tink) who were the original to gain a soul and can actually reproduce their own kind, meaning that their children are born with a soul. Mab was one of the first Daoine Sidhe and this is why her daughter Maeve was born a Sidhe, as she is a Daoine Sidhe.

Okay, enough of a back story. In our game, all characters start out as changelings if they want to become a Fae, i don't allow anyone to start as a Fae from the start of the game, even in submerged games, not just because of the refresh, but also because it would make the changeling template pointless if they could play as a Fae from the start. In our game, once you have gained all the powers of your species or made the choice to become a full Fae, you become an npc. However, after awhile, and after the refresh level has risen, the character may become a Sidhe of their species, by gaining pieces of a soul from contact with their old friends, and become playable again. If the character hasn't become a Sidhe, or the refresh has risen enough to allow them to be playable, they still remain an npc. I have allowed one character to play as a Changeling who's mother was a Daoine Sidhe, which means when she chooses to become a full Fae, she will still have a soul and the freedom that all Sidhe possess in our game, but have told her even if refresh has risen enough for her to be playable when she chooses, she will have to sit out for a bit to reflect time spent in the Faerie Courts, learning about court life, and she seems fine with that.

Now my question is has anyone else allowed their players to play as a Full Fae, and if yes how did you work it? And also has anyone else introduced any templates that cannot be purchased at character creation, rather must be gained later on in the game, advanced templates i call em. The only other advanced template i have is the Valkyrie Template, and would love to know if anyone else has made any as well?

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DFRPG / Kelley Armstrong's Otherworld
« on: June 22, 2010, 02:37:37 PM »
I read a post earlier that was tlking about the numerous things that DFRPG could handle, and one mentioned Kelley Armstrong's Women of the Otherworld. I thought, since i have been working on a conversion of it to Dresden Files, i would share what i have done so far, maybe people could point out ways to improve it, and of course show the flexibility of the DFRPG system.

Firstly for those not familiar with the setting, which is a shame cos they are amazing books, here a link to her website http://www.kelleyarmstrong.com/

Okay, basically this is the templates i am using and the powers i have granted to each species, if i have changed them to suit the Otherworld, i will note it otherwise the power is the same as is presented in the Your Story.

Sorcerers:

Spell-casting -4
(Specialization Sorcerer Spells)

Witches:

Spell-casting -4
(Specialization Witch Spells)

Necromancers:

Ghost Speaker-1

Necromancy -2

Shamans:

Astral Projection -2

Ayami Companion -1

Supernatural Sense (Shaman's Senses) -1

Half-Demon:

Demonic Power (-1 to -3)

Clairvoyants:

Supernatural Senses (Clairvoyance) -2

Werewolves:

Beast Change -1

Echoes of the Beast -1

Inhuman Speed -2

Human Form +1

Inhuman Strength -2

Inhuman Toughness -2

Claws -1

Vampires:

Sedative Saliva -1

Charm -2

Blood Drinker -1

Feeding Dependency +1

Mythic Recovery -6

Okay, as you can see i have tried to work in all the powers described in the otherworld series, and yet still try and keep the refresh levels low enough, so even with every race but vampires and werewolves, you could play all other races in feet in the water campaigns, even at submerged, all races all playable.

Now, i will list what the powers mean, why i priced them as such and how they differ from those in the book.

Witches and Sorcerers
Spell-Casting is very different in the books, in many ways weaker than those presented in the dresden files, and yet in some ways stronger. Most spells are cast in a few seconds, through incantations (Always found in witch spells) and hand gestures (Always found in Sorcerer Spells). Witch Spells specialize in defense and healing, while sorcerer spells specialize in Offense and Illusions. Example spells would be for witchs the Lock Spell, Binding Spell (Which Paralyzes someone as long as the spell is active),  Cover Spell (A veil spell that only works as long as you don't move, Sensing (Senses Living Beings), Numerous Healing Spells, etc. Example Sorcerer Spells would be Knock-Back, which hits someone with a unseen force throwing them backwards, Confusion Spell, chaos spell, causes general confusion, Glamour Spell, changes physical appearance to resemble another, relies on viewer’s expectations (i.e. if they don’t expect to see someone else, they won't), Energy Bolt, emits energy bolt from fingertips, strength: unconscious to lethal etc. Those are just sample spells, but they should give you an idea of the power levels that spell casting produces in the otherworld series. Fans of the Series will be able to tink of a great deal more spells.

Necromancers
Ghost Speaker works the same as in DFRPG, and Necromancy is basically ritual -2 but dealing with the necromancy presented in the books, summoning ghosts, raising the dead, (zombies), speaking with coma patients, banishing unwanted ghosts etc.

Shamans
A shaman has a constant spirit companion/guide called an ayami. This ayami is always of the opposite sex. Unlike a necromancer, who communicates with spirits in the ghost realm, an ayami is a different kind of spirit that is present in our own. An ayami is described as having "presence and substance, but no form. The shaman/ayami relationship is a lifelong bond and partnership. The ayami acts as a guardian angel, advisor, scout, and friend for the duration, so this is ayami companion. Astral Projection is self explanatory, and Shaman Senses is the ability to sense other ayami, sense not see, and to tell the health of someone by touching them. These are the only powers presented for shamans so far in the books, though there are probaly more.

Half-Demons
Now with these guys, the powers can range from a hell of a lot. Telekinisis, controling elements, enhanced senses, make skin turn to iron, sense chaos, teleport etc. And with each power, their are three levels, and a fancy pseudo latin name for each type. So will present that system using the Fire Half Demons. Like all other Half-Demon types, there are three levels, increasing in power as they go up. The lowest fire half-demon level is Igneus who can cause first degree burns, and may be able to produce sparks. Second Level,
Aduro  can cause second degree burns, AND can ignite flammable materials. Third and highest Level Exustio can cause third degree burns, and can incinerate objects and can ignite Flammable materials. As you can see for each level they gain a new power, but still have the powers of the lower levels as well, so am pricing it as -1 for lowest level, -2 for second level and -3 for the top level. If you want to know more about the different half demon types presented in the books look here http://www.kelleyarmstrong.com/extras/eDemons.htm

Clairvoyants
Clairvoyants have the power to look through other peoples eyes, even if they are miles and miles away and see what they see. With training they can even sense the emotions of the person they are seeing through. To use this power they need to have a personal item of theirs and can only use their powers on that person with the object in hand until they are familiar enough with the person to do with out.

Werewolves
Probaly the easiest to convert as all their powers carry through almost the same in both DFRPG and the Otherworld. They are strong, fast, heal quickly, have heightened senses, can change into a wolf, though it is noway as easy as in DF where takes a few seconds and is painless, werewolves in the otherworld don't get off that easy, fans of the otherworld will know what i mean :-) Note, there is no catch for werewolves in this setting.

Vampires
Were actually not all that easy to work and still make playable. They drink blood, they use it to fuel their powers, no difference from DFRPG. However, they aren't strong, or fast. They have the power to charm someone, which is somewhere inbetween Mental Domination and Incite Emotion, which basically allows them to charm a person into following them into a dark alley etc. But their major power, is that aside from beheading, they are pretty much invulnerable to harm, they heal everything in very little time.

Okay, thats bout all can remember at the mo. Suggestions and comments would be appreciated and once again, this is just another example of how flexible the DFRPG system is, well done evil hat.  ;D

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DFRPG / Merry Gentry Style Sidhe
« on: June 21, 2010, 09:14:51 PM »
Although i love the dresden files, i must admit when it somes to the fae and the sidhe, i pefer merry gentry style fae and sidhe over all others. Am just curious how others would handle em in the dresden files. Whether you tink hands of power are a bit to strong, or would fit fine. And whether should go with the style of magic presented for the fae in DFRPG, i.e. sponsered magic, seelie and unseelie, or go with evocation and thaumaturgy. Glamours feel right so would keep that.

Am trying to combine the two, merry gentrys fae and dresden files fae, i.e. making the sithin's areas that are part of both the mortal world and the nevernever, allowing for the the three queens to remain, along with the Sidhe Knights, but painting the fae as beings that have lost much of their power over time, and are now trying to reclaim it. And of course, am painting the Sidhe as playable characters, but am having trouble making it work with the refresh levels, even submerged.

Anyone have any suggestions would be greatly appreciated. 

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DFRPG / New Character Template
« on: April 09, 2010, 04:16:03 PM »
First off i want to say i adore the Dresden Files and was over the mmon when i found out about this rpg which is much better than i could have imagined. Working as the GM for my group, one of our players approached me saying that she would love to play a Faerie, mainly a Nixie. We discussed the Changeling Template but she really had her heart set on playing a full Faerie with all the politics and rules of the Faerie Courts. In the end i came up with a new template, albeit still in the rough stages of creation, Former Changeling.

I decided that letting characters play a Faerie right from the start may make the Changeling Template a little useless so i decided that this template the Former Changeling Template would not be available at Character Creation. Basically, this template reflects a Changeling who has become a Full Faerie and yet retained a touch of their old self, mainly some measure of their free will.

The Musts of this template is first and foremost that the Character must begin play as a Changeling and complete two major milestones before upgrading to this Template. Why two? Simple, i decided that the Character to upgrade to this template they must purchase a new power, Bound but Free, a variation on the Marked by Power power which reflects the characters status as a Faerie with some free will but still bound to their court. This power costs -2 refresh and therefore the minimum has to be two major milestones simply because this is the earlesit stage that a character can purchase this power without running out of refresh. Secondly this power must be purchased between sessions and the character is no longer available for a time as either a pc or npc, perhaps they are off in faerie adjusting to court life or have fled from their friends to hide what they have become.

Finally what makes this template quite hard to purchase and stops characters from simply turning all there Changelings into Faeries, you cannot renter play until you have purchased all the powers that are appropriate to you species of Faeries, i.e if you want to play a Nixie you will have to purchase all the powers that are common to a general Nixie, page 47 OW, and the power Bound but Free before you can renter play, so you may have to wait for your group to complete a few major milestones to raise the base refresh before you can reenter the game. For example, our player wants to be a Nixie as i said, playing at a submerged power level, she has a refresh of -1 at the start of the game. After two major milestones, the base refresh has gone up to 12 and she now has a refresh of -3, as she hasn't purchase any new powers or stunts. She upgrade her character to a Former Changeling by purchasing the Bound but Free power. Her character is out of play for now. Looking at the Nixie character sheet we see that the the refresh cost for a Nixie is -10, and with the additional -2 from Bound but Free, she cannot renter play until the base refresh has gone up to 13, so she has to wait till another major milestone has passed before she can renter as a pc. Likewise if it was another species package with a higher refresh cost, they would have to wait even longer to renter as a pc. Once they return to play, their High Concept must have changed to reflect what they now are.

I am looking for feedback and just some advice on ironing out the kinks in the Template, mainly coming up with options for it and working out exactly what Bound but Free power would entail, currently thinking of it as a variation on Marked by Power but if someone else has a better idea, suggestions and comments would be welcome.

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