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Topics - bibliophile20

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DFRPG / Plot-N-Play: Story Concept: Financial Collapse
« on: July 23, 2011, 03:34:29 AM »
A scenario/campaign idea, taken from the headlines and a favorite book:

Right now, the finances of most of the First World nations are something of a joke, and a bad joke at that.  It'll just take a little nudge to push them over, and there are all sorts of entities in the Dresdenverse who would do that for money, for sport, for a cause, or even just for the lolz. 

The basic idea comes from the Spider-man: Secrets of the Sinister Six trilogy: In this rather excellent but sadly hard to find trilogy, a villain named the Gentleman has a plan:
(click to show/hide)

Thinking on it, this general concept could be adapted for a campaign arc or a scenario in the Dresdenverse very easily, depending on where you set the opposition's preparations and power level. 

For preparations, a thaumaturgical ritual would need links to every kind of ink used within the target area--including the very hard-to-acquire U.S. Mint ink (which could be a scenario in-and-of itself).  Additionally, a method of powering a city-wide hex-blast would need to be done.

For antagonists, everyone from the Denarians to the Reds to a warlock cult are options, although this feels more like something the Denarians would try and pull.

And if the PCs don't manage to stop (or manage to pull it off, depending on personal tastes) this?  Financial collapse.  NYC would be in city-wide anarchy.  The dollar would likely fail, and possibly pull down other economies with it. 

So.  There's the idea.  Feel free to use it, abuse it and detail it as you will; as I've already said, it's not original to me.

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DFRPG / Aggregates, Mobs, Flocks, Packs, Clouds and other Masses
« on: July 16, 2011, 02:25:50 PM »
So, reached the climactic scene of a scenario; the warlock has been exposed, and it's time for the Monster Mash in the ballroom (literally!).  He's called in his entire little army of summoned and bound creatures (some demons, a shapeshifting assassin (think doppleganger), some manticores, and... a bunch of imps.)

Now, it's the imps that are a problem; I've adapted them from Sanctaphrax's imps (over on the wiki), but they're very weak individual combatants, better used for recon.  On the other hand, there are something like 50 of them (all shouting "Rematch! Rematch!" as the PCs have squashed their little forms before and as a nod to the Spectacular Spiderman's Mysterio) so a large flock (murder? cloud?) of imps still seems like a threat.

So, two questions:

First, more generally: how could you handle a large mob of weaker individuals in this system? 

Second, as an applied answer to the first question: How to handle the specific question of a flock of ~50 imps?

The answer I've been toying with is an aggregate "creature";

incomplete general idea:
High Concept: "Flock Of Imps"
Trouble: Rematch! Rematch!
Aspects: Mob Mentality
Infernal Pests

Great or Superb Fists (to illustrate the group maneuvering and aiding each other enough to add significant punch to their combined blows)
Superb Endurance (wow, there are alot of them...)
Fair Athletics (they're still a pretty big target)
Inhuman Toughness (they are still demons)
The Catch (in addition to Holy Stuff, AOE attacks affect them normally)


Thoughts?

3
DFRPG / What Happens When A Fairie Reaches Positive Refresh?
« on: July 11, 2011, 03:31:15 PM »
I have a fey NPC in my game that is currently at 0 refresh, but we're about to hit a major milestone, and she's been significantly involved, so giving her the point of refresh feels appropriate.  I'm not sure what to do with it, though: would she gain an element of free will if she hit positive refresh, or, being a fairie, is she contractually obligated to have negative refresh and would thus just spend the point on stunts or powers and grow that way?

Thoughts?

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DFRPG / Looking For some advice on fleshing out a sub-plot
« on: July 08, 2011, 03:44:55 PM »
Hey, all, have a favor to ask.  I need some help fleshing out a subplot for my game; I've got an idea that I like, but all of my elaborations on it are making my muse yawn.  So, suggestions welcome.

The core idea:
The wizard PC (Ariel Ramirez) is contacted by her mentor, Wizard Banks, who she has a cordial but cool relationship.  Banks has a job for her.  In the newspaper, there's a story about a rather nasty car crash; parents killed on impact, the two daughters and one son in the back seat still alive.  Reading between the lines indicates that probably at least one of the kids managed to throw up a shield and protect their siblings.  Banks wants Ariel to go test them for magical potential and see if any of them are suitable as her new apprentice(s).  She would go herself, but, for character-plot reasons, cannot leave her house for extended periods of time or too often.  Thus, she's delegating to her old apprentice to find her replacement(s).

To make things interesting, I'm thinking that all three kids have some degree of power and that the family has attracted some sort magical McNasty that is trying to wipe out the family line.  However, I'm having a hard time figuring out which McNasty (my knowledge of world mythologies is hardly encyclopedic), especially that'll make for an interesting and viable opponent for the PCs at their currently power level. 

So, suggestions welcome.

Game statistical information: 4 PCs (1 Emissary of Power: Ishtar's Avenger, 1 Wizard, 1 Were-puma, 1 Pure Mortal soldier, 8-9 refresh, different group of gamers from my last game; these know how to RP, but are still working their way through the system), time setting, Summer, around Blood Rites, in Cleveland, Ohio. 

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A thought, spawned from the making of a 9 year-old NPC:
Is it possible, workable, and/or even advisable to assign skills to the Poor and Terrible ranks? 

Expanding  on the thought:
Would it be a workable idea to assign a skill to a rank below Mediocre, and potentially get a rebate on skill points, to help depict a deficiency in the character as compared to an average adult person?  Or should those be compels against the character's aspects?

My current thought on limiting this to avoid abuse is that the pyramid still applies, just in reverse: you can't have more Poor skills than you have Average skills, and you can't have more Terrible skills than you have Poor skills. 

The thought came from working on a 9 year-old child NPC; she shouldn't have even Mediocre Endurance, and, as a child, having a +0 Might (with only needing a +3 on the dice to pick up and move a sofa!), or be able to, 1 time out of 81 tries, be able to afford something under $10,000 with a Mediocre Resources.

Thoughts?

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Hey all, I'm back.  Whew, talk about the month from hell.  Finals, my desktop self-destructing, and other interesting--in the Chinese curse sense--things all going on.  Saying more might tempt Murphy, so...  *shrug* 

So, I'm running a campaign for the summer for some of my friends, and I'm statting out one of the long-term villains and I need some advice.

Said bad guy is a human businessman and backroom politico with a misogynistic streak (he misses the '90s.  The 1890s, and the idealized vision of that time when "everyone knew their place" that was passed down to him from his grandfather) with an Item Of Power--a family ring--that enables him to manipulate people and create fine thralls. 

Thus, I am currently debating on what suite of powers would work most effective and with the greatest degree of stealth. 

Right now, debating between either Domination [-2 refresh] or Incite Emotions Greed, Lust and Fear [-3 refresh], or possibly Ritual: Psychomancy [-2], or some combination thereof (not to exceed -5 refresh), as well as how, mechanically, enthralling someone would work and what are the limits of each approach (the Thralls entry in Our World (pg 82-3) indicates that Incite Emotion would work for short term fine thralls, Psychomancy for long term fine thralls, and that Domination is only good for rough thralls and Renfields).

And no Law Talk please; since this is via an IoP, it is technically not a violation of the Laws, but I doubt the Wardens would see it that way, and that's how I'm going to run it.

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DFRPG / Portraying Mortals With Negative Refresh
« on: April 16, 2011, 04:39:54 PM »
I was recently introduced to the show Burn Notice by one of my players (I think the little narratorial exposition voiceovers are a good way to show what assessments and declarations are to players that don't "get it"), and then the other day, mentioned that, if I were to stat out the Burn Notice main cast, Michael would have negative refresh, due to his single-minded pursuit of "getting my life back" come hell or high water.  We ended up bouncing this around a bit; some of us were arguing "yeah, he's in the negatives" and others arguing "nah, he's positive--barely--but has alot of aspects to get compelled."  Figured I'd bring the discussion here, see what people think.

Oh, and if anyone has any other examples of a negative refresh vanilla mortal on the little screen, please, share.  

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DFRPG / A Question On White Court Breeding
« on: April 01, 2011, 04:15:13 PM »
A little thought that's been bouncing around inside my head, off of one of Harry's comments from the books.  "For someone who was supposedly feeding on people through sex, Raith had done comparatively little begetting." (Blood Rites)

This got me thinking a bit.  Thomas has, well, gotten around, including a number of single encounters, including that jogger in Dead Beat, for example.  Lara feeds regularly.  And so on and so forth.  Given the attitudes and mores of the White Court, I find it unlikely that regular, planned contraception is part of their social baggage... but it might be part of their magical baggage.  I'm not saying that this would have any game effect (beyond buying off a compel of "hey, your WCV has a kid"), but, doing a little bit of analysis has me thinking that WCVs can control their ability to reproduce, at least to some extent. 

Thoughts? 

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DFRPG / Can Items Have Aspects Too? (Ideas From Diaspora)
« on: March 28, 2011, 01:14:51 PM »
Just got my hands on Diaspora, going to be starting a short campaign tonight with some gamers from the club to give them a taste of GMing; we're going to rotate who is in the hot seat depending on which system we're in. 

Anyway, there were some ideas in there that I rather liked; for this thread, the idea I liked was Item Aspects.  First and foremost was the "Out Of Ammo" aspect that all slugthrowers got automatically; your enemy could compel it (you'd get the fate point) but you'd be, well, "out of ammo" if you didn't buy it off, at least until you reloaded.  I like this better than the book keeping approach of keeping track of how many bullets you've fired.  (Taking a "stunt" during the weapon creation called "High capacity magazine", which costs build points, removed that aspect)

Other aspects were ones like:

"Military Equipment" for guns, weapons, vehicles, armor, etc. You would need special training to use, maintain and transport correctly. (For a Dresdenverse game, that'd be an aspect I'd slap on anything not licensed for civilian use; you KNOW using it is going to cause fits at the police commissioner's office)

Cheap: crap weapons; makes the price cheaper by 1 shift to buy them.

And a personal favorite: "Transfer Aspect".  An aspect/special feature that the weapon has, but isn't covered in the given list, which is modeled by applying an aspect to the character so long as they have the weapon (one example given of a transfer aspect is a "net" of a sword and net set; build a sword and take the transfer aspect of "have a net").  For another versatility example, one of my fellow players and I designed a Goober Immobilization Gun for her gun-bunny character quite easily (we're debating what Color-Mods she has access to...)

So, I'm thinking about importing parts of this to my table; they won't have to keep track of how many rounds they've fired, but their enemies can compel that they've emptied their magazines and that sort of thing. 

Thoughts?

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So, my campaign is beginning to wrap up (near the end of the school year and all that) and I'm going for the big finish.  And, this scenario that we're currently in, the PCs... failed to reacquire a tome of Outsider lore.  There are reasons for this failure, some even valid (like being framed for murder). :) 

Thus, I'd like to end the campaign with a bang (or possibly a cookout *points to icon*), and I'm looking for suggestions.  Right now, I have a AWOL book of Outsider lore in the hands of a Black Councilor (indeterminate shapeshifter, but definitely not a skinwalker), a failed assignment from Rashid to retrieve that tome, and an entire innocent american city. :D

So... should I raid the Call Of Cthulhu books for ideas and monster stats?  Or maybe the tome details how to summon He-Walks-Before, He-Who-Walks-To-The-Left, and He-Who-Walks-To-The-Right, as well as He-Who-Walks-Behind?  Or, or, or... 

Thoughts? Suggestions?  (Oh, and please no Law talk, either First or Seventh.  Having those discussions in this thread would be like the disclaimers on firearm boxes that state that these are lethal weapons.)

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DFRPG / How To Model: Forensic Accounting--Following The Money.
« on: March 10, 2011, 03:34:34 PM »
Got a character concept, a PI and forensic accountant, who specializes in being able to track money down through shell companies, tax shelters and more.  High Contacts, Scholarship and Burglary.  I'm debating whether or not Forensic Accounting is a new trapping or not, and, if it is, what skill the resulting Stunt for that new trapping would fall under.

Thoughts?

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DFRPG / Gun To The Head & Dead To Rights
« on: March 07, 2011, 04:40:46 AM »
Been wondering how people handle situations where someone is dead to rights; gun barrel touching their scalp, knife on the neck, etc... and then... boom.  Do people: Invoke the Chunky Salsa Rule and say that their head is paste, roll for damage and fill consequences, somewhere in between, or... what? 

For example, what if Kincaid had pulled the trigger when he had Harry on the other end of a pistol barrel during his hello in Blood Rites?  Contact range, couldn't dodge... boom. 

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So, I've got that biomancer warlock that I mentioned a while back; he's working for a mob boss in my game, doing little things like designer drug crafting, goon augmentation... and, the point of this thread, magical plastic surgery.

So, here's the question: What can a skilled biomancer do in terms of cosmetic modification to someone? 

And what complexities would you assign for having that change last for "a mortal's lifetime"?
I was thinking things like:
New face
New fingerprints
New hair
Taller
Shorter
Fatter
Skinnier
Gender swap
etc and so forth.

Note that this is for a criminal organization, giving a select clientele a new lease on life, without pesky interventions by the FBI or Interpol... ;)  So this is pretty lucrative for them.

And, as a general comment, I think all of these fall solidly in the gray area of the 2nd Law... and will, for my game's purposes. 

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DFRPG / Discworld's Dis-Organizer And The Trouser Legs Of Time
« on: February 16, 2011, 10:50:52 PM »
So, recently reread Jingo, and I had a thought (ouch); the Dis-Organizers are definitely Items of Power; you lose free will when you own them, and they can do all sorts of wondrous things. In this case, having been asked to keep track of his future appointments, the Dis-Organizer does so.  And then, in a bit of quantum, is accidentally picked up by the wrong Vimes at the moment of a major decision.  For the rest of the book, the Dis-Organizer informs an increasing confused Vimes about what his alternate self is doing--the one that made the other choice. It ends with "To Do Today: Die."

Now, this is a very silly power, and borderline breaks the 6th Law, but... how would you all design such a power for the Dresdenverse?  ;D

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DFRPG / Catch In A Box
« on: February 14, 2011, 05:25:49 AM »
Been playing around with something for Genre-Savvy villains:
Quote from: The Evil Overlord List
#5: The artifact which is the source of my power will not be kept on the Mountain of Despair beyond the River of Fire guarded by the Dragons of Eternity. It will be in my safe-deposit box. The same applies to the object which is my one weakness.
Has anybody come up with a character whose rare Catch or Item of Power is kept in a lockbox? :D  On a related note, now that I've posted this, will anyone come up with such a character or IoP that allows for such a character concept? 

One idea for an IoP that I've been fiddling with is the old classic "The Stone Heart", a chunk of rock that replaces your own, rendering you immortal unless your natural heart is found and damaged/killed (basically an IoP granting Physical Immunity with a +0 Catch).  The natural heart could and should be kept in a secure location... like a lockbox.  :)  Strictly a theoretical exercise for my own amusement, at least at this stage.  ;)

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