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Messages - Praxidicae

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1
DFRPG / Re: Eberron and other fantasy settings
« on: December 07, 2012, 01:05:23 PM »
If I may point you to Spirit of the Blank, where one of the authors is building up a Fate hack for the AD&D world of Greyhawk (, there's some pretty interesting stuff in there.

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DFRPG / Re: Rewriting Possession, Domination, and Demonic Co-Pilot
« on: September 08, 2012, 10:27:53 PM »
Quick question, from reading the Spiritual Parasitism and Corrupting Influence sections, it appears that the parasite does not gain control of the body upon entering it, and has to wait until the end of the current scene (and the ensuing control conflict) in order to actually gain dominance, after which he is only able to inflict a compel or change one of the characters aspects. Is this intentional? If not it might be worth a note in the Spiritual Parasitism stating that upon successfully possessing a body, the parasite gains control.

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DFRPG / Re: Wedding Gifts from the Sidhe
« on: September 06, 2012, 10:51:12 PM »
An offer to 'Godmother' their first-born.
Just look at the situations Lea's involvement in his life got Harry into, and even her best intentioned actions were often incomprehensible from a mortal perspective (Wanting to turn him into a Feyhound in order to keep him safe from harm for example).
Something that the less knowledgeable on the Fae would see as a powerful boon ("Ooh, this uber-powerful being is going to protect our kid from enemies; ensure that he/she prospers; and god-forbid anything happens to us, will ensure they are well cared for"), but those in the know will see as a potential trap/trouble ("Uh oh, this uber-powerful being is attempting to tie our bloodline to it for the forceable future").

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DFRPG / Re: Rewriting Possession, Domination, and Demonic Co-Pilot
« on: September 03, 2012, 11:04:37 PM »
PS: Does anybody have an idea for a name for the first possession Power I posted?

How about 'Spiritual Symbiote', as used in the flavor text. If not here are a few others:

Shared Consciousness
Mental Parasite
Mental Transference
Empathic Insinuation
Mental Concordance
Metaconcert
Spiritual Link
Spiritual Enjoinment
Composite Mind

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DFRPG / Re: Rewriting Possession, Domination, and Demonic Co-Pilot
« on: September 03, 2012, 10:22:34 PM »
Rather than trying to state what powers and abilities ARE available to the possessing character, it might be easier to state which ones are NOT available. Something like "Powers and abilities that would require the host character's knowledge or intellect are not available to the possessing character." would seem appropriate (though it could be tidied up somewhat.)

In the case of some abilities I would also consider making their use a compellable action (against whatever aspect the possessing character has relating to this power). The precise use of abilities like Supernatural Strength or Speed, or Shape-changing would likely be very tricky, and could likely lead to amusing and compellable circumstances.

On a related note, would a possessing character have access to (at least some of) the host character's aspects? IE. If I possessed a Troll Changeling, would I have access to the 'Trollblooded Strength' aspect as it is rooted purely in the physical abilities of the body.

Also how about adding something like a Human Form attachment to this, allowing the character to specify some of their own abilities that are not going to be available when possessing another body (In many cases this will be obvious, but there may be cases where a creator wants the possessing spirit to be limited only to the abilities of the host body, or in which possessing a body causes physical transformation - thus allowing abilities like Claws that would normally not be something to be carried over).

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DFRPG / Re: Rewriting Possession, Domination, and Demonic Co-Pilot
« on: September 01, 2012, 10:20:54 AM »
People can get quite touchy about their Aspects. Also, they may have been planning to do something else with their minor milestone.

Maybe instead of replacing an aspect, the taken out consequence could add an additional sticky aspect relating to the spirit's attempts to gain control, one that persists until the next milestone?

ENTHRALLMENT [-2]
Description: You can control minds. It's not quick or easy, but it's effective.
Skills Affected: Discipline.
Effects:
Domination. You may engage a willing or helpless target in a mental conflict. Discipline is used to attack and to defend. You automatically win initiative. If you are taken out, the conflict ends and you may not resume it for twenty four hours. Each exchange in this conflict takes roughly half an hour by default. You can rush this, but you'll suffer a penalty to all rolls in the rushed exchange. This penalty is -1 for a five minute exchange, -2 for a one minute one, and -3 for a combat-time exchange.
Enthrallment. If you take your target out, you may turn them into a rough thrall or into a Renfield. A rough thrall is identical to the character it once was, except that it now obeys you robotically and takes no initiative. Change its High Concept to reflect that. A rough thrall can recover given roughly a month without re-enthrallment, the help of a wizard or therapist, or a Compel against you on one of its aspects triggered by an attempt to force it to do something diametrically opposed to its nature. A Renfield is similar to a rough thrall, but retains none of its previous memories or identity. Renfields are incurable.
Superior Enthrallment [-1]. Your Enthrallment attacks inflict two additional stress. In addition, you may transform defeated targets into fine thralls. A fine thrall is identical to the character it once was, except it now seeks the goals you assign for it in place of its own. Change its High Concept to reflect that. You may also transform thralls into supernatural beings. Select four Refresh of Powers and stunts. Whenever you enthrall a character, you may grant them those abilities. Change their Aspects to reflect their new nature, as normal.

For rough thralls how would becoming one effect a supernaturally gifted being? Would a person with enthrallment be able to dominate a powerful magic user, turn them into a Rough Thrall and have them use their magic (or *shudder* have them use up their Death Curse), or would these abilities become unavailable whilst they are enthralled (you mention that Renfields lose their previous memories and abilities - which seems to imply that Rough Thralls retain them).

For that matter can this power be used to dominate an entirely non-human entity? Looking at things as they currently stand, with a little luck, a character specced out for this power could turn Maeve or Mavra into a Rough Thrall or Renfield relatively easily, something that just doesn't sit well with me. (In fact - looking at OW, Maeve would probably be easier to enthrall than Mavra...which seems a little odd)

The potential blowback from suborning the power of the Winter Lady could be very amusing and might be considered adequate motivation not to do this.

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DFRPG / Re: Tabletop Prop Making & Atmosphere building
« on: August 31, 2012, 09:57:57 AM »
and he starred in a short-lived remake of Fantasy Island where he was the magic owner that granted wishes.  There he was downright benevolent.

I have to say I found that version a little dark. IIRC all of his assistants were souls trapped on the island in a kind of limbo between heaven and hell compelled to pay off some kind of karmic debt, and the wishes granted to the visitors were always a little 'off', usually leading to a epiphany of what they really wanted/needed.

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DFRPG / Re: Rewriting Possession, Domination, and Demonic Co-Pilot
« on: August 31, 2012, 09:44:36 AM »
Looks pretty good, couple of points though.

From reading the synopsis it looks like Spiritual Power is adding 1 to the ranking of the skill rather than 1 to the result of the roll, is this intentional? (not sure this would really make a difference - but it seems to be what it implies).

I'd add in something about specifying whether the Spiritual Power effect is invoked before or after the roll is made (it would be much more effective if applied after the roll, but thematically one would likely call upon the powers of your possessing spirit prior to attempting an action).

The last worry I have is the  "stress and consequences taken from this attack do not begin to heal until you go a full session without using Spiritual Power" bit. Thematically I can see this working nicely, but separating out 'Spiritual Power' stress and consequences and those applied normally adds additional book-keeping to the power that is probably unnecessary.
How about if consequences are deducted as normal but the character has a additional stress track, "Spiritual Stress" where the relevant stress is applied, and which operates in a similar way to hunger stress?

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DFRPG / Re: How to bring a group together...
« on: August 14, 2012, 08:55:43 AM »
I had a group at one point where they pretty much all built loner characters. I decided rather than stretching the laws of credulity as to why all these independents suddenly wanted to work as a team I'd take a leaf out of the first episode of the TV show Leverage.

Have them contracted out individually on a job, something that runs on the grey side of the law, and when they come to collect payment, have their employer doublecross them, leaveing them for dead. The obvious mission then becomes to track down their previous employer and enact some form of payback, but because the employer is either high profile (in the mundane or supernatural world); backed by some greater threat; or just plain difficult to track down, the PC's will have to keep working together to do so.

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DFRPG / Re: How to bring a group together...
« on: August 12, 2012, 06:45:40 PM »
an easy method is to have them start as the suspects.   

I so want to build a 'Usual Suspects in the Dresdenverse' scenario now.

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DFRPG / Re: Demon-possessed PCs (Darkblade-type setup)
« on: August 08, 2012, 01:52:56 PM »
I think for a power like this a [+ Varies] cost similar to that of Modular Abilities and Mimic Abilities would be the best set up. By limiting the refresh that a PC can spend you can easily cap the amount of sponsor debt they can incur in 1 scene.

I'd also set out what forms of magic the power gives more strictly, rather than leaving it open, at present you're effectively allowing the character the benefits of Modular Abilities (with an infinate 'form point' limit, and expanded scope), Evocation (All Elements) and Thaumaturgy (with the possibility of other Sponsored Magic types thrown in because of the reference to Hellfire), all for the cost of Channelling + Ritual.
Granted, to gain access for a scene you need to incur a hefty sponsor's debt, but the possibility is there.

Additionally, although I have made an assumption that these temporary powers last only a scene, you might want to specify the duration in the write up, maybe allow the PC to incur an additional point of debt per power per scene in order to retain them for longer.
(Ie. in your example above, if the PC wanted to retain Inhuman Strength, Speed and Hellfire for an additional scene (maybe the group has finished off a band of mooks, discovered their bosses whereabouts and is on the way to fight him) then instead of paying 6 debt again he can retain those powers for 1 more scene for 3 debt).

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DFRPG / Re: Demon-possessed PCs (Darkblade-type setup)
« on: August 08, 2012, 07:40:41 AM »
Nice. Good to know I seem to understand the way the system works. How would you handle the PC making one of the 'temporary' power permanent? Like permanently accepting that much loss of his mortality/soul/freewill (not sure how to phrase this - in the books, it's the character's literal soul he's giving up, but I'm not sure how to adapt this to the DV). So, the PC is no longer drawing on Sponsor Debt, but the power is still tied to the demon - spending a Refresh point, but gaining a worsening of the 'possessed' aspect? Or perhaps a negotiation of a 'Standing' point of Debt?

As a characters remaining refresh post character-gen is supposed to represent his free will, I would allow a PC to convert a temporary power into a permanent power relatively easy. Just allow a 1 to 1 conversion of debt to refresh. Wiping the relevant power (and related debt) from the sponsor's record in return for the greater loss of a portion of his/her soul.

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DFRPG / Re: Lycanthropic magic
« on: August 08, 2012, 07:09:32 AM »
The only bonus I would personally allow would be allowing the invocation of his lycanthropic aspect on spells relating to that nature (e.g. those involving animals, tracking, nature and violence) and I'd allow that regardless of the time of the month. During the 5 day period I would actually propose compelling that aspect for spell failure (The character is supposed to become a prototypical Norse Berserker - prone to bouts of uncontrollable raging fury and not well known for composure or control), or at least to compel the character to put excess energy into fallout when the choice wouldn't be optimal.

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DFRPG / Re: A few questions regarding Glamours and Changelings?
« on: August 01, 2012, 11:24:08 PM »
Hello all,

I was just wondering what you all think are the limitations of the Glamours power?  A friend of mine is new to the game, and is planning a character with it, and I was concerned about how it works?

It seems to me that the power just changes the appearance of something, without changing its function and allows Veils?

1) So could he use it to disguise himself to look like a specific person, or does it just let him look different than his normal appearance?

2) Monopoly money to real money?  Would this allow you to roll Deceit/Discipline rather than Resources when trying to buy something?  Or would that take a stunt that requires the Glamours power?

3) How would it effect things like a metal detector at the court house, for instance?

As I recall Glamours allows the PC to create ectoplasmic based illusions, which would mean the the illusions are physically 'real', ie. If your 5' tall skinny Changling Glamoured himself into an image of a 6' 6" 'Roided out Weightlifter, then to a cursory check the height and mass would be real, they'd even have an appropriately increased weight if someone decided to weigh them, but the mass isn't actually real matter, it won't last past sun-up and could probably be interfered with by magic.

1) I'd allow the PC to look like a specific person. If this was a person they were unfamiliar with (for example a random person they met on the street or a person they saw on TV or in a photo) I might impose some form of penalty or increase the difficulty of maintaining the persona.

2) I'd definitely allow the conversion of Monopoly money to real money, maybe even the wholesale creation of "Fairy-Gold" banknotes, however see above on their dispersion upon sun-up. Added to which there are numerous anti-forgery techniques that Governments embed into their currency and I wouldn't expect a glamoured note to be able to encompass them all. Cue intrusive investigation on behalf of the Federal Authorities. (On the other hand if the character had the "Document Forging" Deceit stunt and a high Burglary or Craftsmanship skill I'd probably go more easy on this).

3) I don't think it would effect a metal detector at all, even if you cover your sword in a glamour, making it look like cane or walking stick, it's still made of metal, and the detector will react as expected. An interesting occurrence would be where the material of the illusion is the same and the illusion simply makes it appear different, a compact submachine gun covered with an illusion of a high-tech TV studio camera perhaps. If this item passed through an X-Ray machine (and the machine wasn't Hexed through exposure to active magic), then would the machine see through the illusion, or would the illusionary material behave the same as real material. Personally I'd leave this up to GM Fiat.

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DFRPG / Re: Thinking of a new shadowy organization for my game
« on: July 27, 2012, 11:24:16 AM »
I really want a 'Pro- Pure Mortal' group than an anti magic/supernatural group.  One that is designed and operates under the assumption that Pure Mortal Bloodlines is worth more than all the supernaturals around.  I think a little white supremacy mixed with the finances (and secrecy?) of the Bilderberg Group.

Something similar to the 'Ancient Blood Cult' from the 2nd season of tv series Dark Angel could work nicely for you. In the series this is a pseudo-religious cult who have amassed a vast amount of power and influence throughout their millenia long existence. They are obsessed with breeding 'pure' humanity within their ranks, see the majority of humanity as unclean, or tainted, and the mutants and transgenics in the series as abominations to be purged. In the series, this carefully controlled breeding programme has allowed them to become more than mere humanity, they are capable of taking on genetically engineered supersoldiers in hand to hand combat and wiping the floor with them, and some of their members show psionic aptitude.
You could take this and replace 'transgenic' with 'supernatural beings'. Their stance on Wizards and other magic users could be more difficult to calculate, as magical powers could be considered a great boon, something to be bred to their bloodlines, but might be considered a corrupting, impure taint (perhaps room for an internal division between the wilder, younger members and the conservative leaders).

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