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Topics - Amelia Crane

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DFRPG / Pickpocketing rote?
« on: July 26, 2014, 12:46:09 AM »
I am making a character to play on these very boards and I wanted to make a rote to pickpocket people.  How would you go about statting this?  My initial attempt was to make it a skill-replacement, but that is only valid through Thaumaturgy, not with Evocation, and drawing a circle around yourself seems a bit like too much attention to draw to yourself to pickpocket someone.  Further suggestions have been some form of maneuver that creates one aspect or another that results in small items changing possession.  So I was curious, how would you stat such a spell up?

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DFRPG Resource Collection / List of aspects
« on: November 19, 2010, 10:32:20 PM »
These aspects are shamelessly stolen from every source I could find.  Right now they're all in a spreadsheet.  They'll need a little more classifying to break them into usable chunks.

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DFRPG / Classifying Aspects
« on: November 16, 2010, 11:59:37 PM »
I was bemoaning my inability to think of a few more aspects for a character when I thought "Someone should make a giant list of sample aspects".  Having nothing better to do, I began to compile a list from my own game, the character ideas thread, the book, and the characters from the play-by-post games.

I started compiling, and I'm up to about 300ish.  I'm not even all the way through those sources I mentioned.  So the list has become a little cumbersome.  I began to classify the aspects to be able to deal with them in small chunks.  This works well for High Concepts, which are nicely classifiable by Template.  It works a little less well for Trouble (Troubles are sometimes only troublesome because of how the character was defined or template or something).  Even then, I have several dozen troubles and would like to split them up somehow.  And when it comes to Background/Rising Action/Your Story/Guest Star aspects, there's really nothing that differentiates them from each other, so I end up with a lump of a couple hundred aspects.

I'm looking for ways to classify these aspects.  My current thoughts classify them into these categories.  Heroic aspects (that are compellable to help people out), Physical skill aspects (aspects invokable for certain skills), Social skill aspects, Mental skill aspects, Style aspects, and Relationship aspects.

So, does anyone have any better schemes for classification?  And would anyone like to contribute aspects from their own games?

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DFRPG / Why is the white court catch worth +0?
« on: November 05, 2010, 10:01:32 AM »
The catch for the White Court is listed in the template as being worth +0.  However, that doesn't really jive with the descriptions of the value of catches.  If I were pricing True Love as a catch, it would be something that a rare class of people has access to [+1], and requiring perhaps some research to know about [+1].  You do not need to know the specific WCV personally to figure out the weakness.  Nor is true love possessed by fewer than 5 people in the world - I'd guess the same number of people have found true love as there are wizards (I'm guessing several thousand, but that still makes true love one in a million.)

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