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Messages - LeviathanZero

Pages: 1 [2]
16
DFRPG / Re: Sydney Australia. Looking for flavor.
« on: January 30, 2013, 01:10:01 AM »
Alas while I'm an Aussie I haven't been to Sydney since I was three or four.

http://www.sydney.com.au/ & http://en.wikipedia.org/wiki/Sydney#Culture should help you out a bit :)

17
DFRPG / Re: Rote target clarification
« on: January 18, 2013, 04:32:53 AM »
A spray at one target is identical to a normal attack. With this ruling why wouldn't every Wizard just define all spells as spray attacks?

Collateral damage? :)
The building was on fire and it's not my fault!

18
DFRPG Resource Collection / Re: Custom Templates
« on: January 17, 2013, 12:27:37 AM »
The Wild Hunt Carrier (yes, I know, needs a catchier name) is ready to be listed :)
http://www.jimbutcheronline.com/bb/index.php/topic,36363.msg1735688.html

19
DFRPG / Re: Claws power upgrades weapons?
« on: January 14, 2013, 11:55:33 PM »
And that's what happens when I upload the preorder copy of my books to Google drive for easy access ><

Sorry all! Feel free to ignore this thread :)
And now I'd best go and change the character that I've got up in the Recruitment thread...

20
DFRPG / Re: Claws power upgrades weapons??
« on: January 14, 2013, 11:24:40 PM »
Actually, that's not what it's saying.
The Claws power gives Weapon: 1 and Inhuman Strength gives a +2 to weapon damage.
"Use the stress bonus of the claws and strength as a layer on top of the sickle weapon it carries (Weapon:2 itself, upgrading to Weapon:5)," is pretty clear: it's starting with a Weapon:2 Sickle, adding Claws power Weapon:1 on top of that, and then Inhuman Strength to make Weapon:5. Yes it's stating that its "Claws" power is actually a Sickle, but it's stacking that with an Equipment Sickle as well.

If it was just the Weapon:2 claws and the Inhuman Strength that'd be Weapon:4

21
DFRPG / Claws power upgrades weapons?
« on: January 14, 2013, 12:08:29 PM »
Hey all. So I was just glancing through "Our World", and I cam across this when describing The Reaper in the Fae section: "Use the stress bonus of the claws and strength as a layer on top of the sickle weapon it carries (Weapon:2 itself, upgrading to Weapon:5), rather than as a Fists attack—the equivalent of a sword or similar blade"

This seems to indicate that the Claws power can 'upgrade' a carried weapon. Is this supported anywhere else, or is it just one of those irregularities that crops up sometimes?

22
DFRPG / Re: A Question about Catches and Toughness
« on: January 13, 2013, 03:17:17 AM »
My general interpretation has always been that Fairies in the Dresdenverse look so many different ways (and not always ways that wikipedia or fairy books would identify as fairies) that you might need an equivalent amount of research to the +1 version to even know it's a Fairie.

This is my general thinking with it too. Faeries being vulnerable to Cold Iron is quite well ingrained in at least Western culture, but looking at Dresdenverse faeries it'd be easy to know "Hit Tootoot with an iron bar! He's a pixie!", knowing to hit the weird oversized supernatural Cait Sith with the same thing, not so much.

I think the +2 version of the catch is there for completely utterly blatantly obvious 'even the guy with brain damage knows this' type of things, like "Fire is vulnerable to water".

The other thing to remember, is that while we might consider that Cold Iron, items of Faith etc are very obvious as vulnerabilities, we are roleplayers, therefore we are automatically in the top few percent of people in the world for pop culture references, legends, lore and general well-read-ness. When considering catch-cost you need to factor in the fact that the vast majority of the world is just less clued in than the person considering the question.

23
DFRPG / Re: Help With Extreme Consequences
« on: January 13, 2013, 03:04:03 AM »
Ooh! If he refuses to back down on the Consequences thing, how about "Demonic infection" ?
Maybe he suddenly finds Hellfire backing up some of his attacks when he's really angry (Hellfire punch to the face type of thing). He knows that continuing to allow that to happen is likely to at best drive him away from God, and at worst Unmake the sword, but anger is so hard to control sometimes, the power is so useful, and "I'll give it up just as soon as I use it to take out X" is such an easy thing to think....

24
DF Reference Collection / Re: mythological figures we'd like to see
« on: January 09, 2013, 06:29:47 AM »
The stage is getting pretty crowded/  If Jim brings in another diety, I hope it is one who has been incognito but an established character.  I like the Heimdall/Mac theory, I got the impression Mac was someone of importance who left the fight for a quiet place on the sidelines.

Well holy bonkers. I was going to post Heimdall, somehow I didn't even think of the idea that he's Mac. That's a pretty danged perfect fit, and would be awesome to see :D

25
DFRPG / Re: Wild Hunt Carrier Template
« on: January 08, 2013, 11:41:50 PM »
Actually, looking at it, I don't think you can get +2 from the drawbacks on Mantle of The Hunt due to already having Human Form earlier in the Template. You can get +1 for these being active uncontrollably, but I don't think you can double up on Human Form that way.

Updated the template :)

And Wyvern, that could be quite terrifying for any subs hiding nearby ;)

26
DFRPG / Re: Wild Hunt Carrier Template
« on: January 08, 2013, 06:09:54 AM »
Ok, I've just gone back, redone the post as a proper template, and added in a custom power, Mantle of the Wild Hunt.
Any feedback is much appreciated :D

27
DFRPG / Re: Statting a Wild Hunt 'infected' - Help?
« on: January 08, 2013, 02:53:11 AM »
You could also have had a dormant talent for being a werecat, that the wild hunt just activated, when it forced you to "join or die". It all comes down how you look at it, and that was my initial interpretation. Just wanted to point out the implications this would come with, not shut down the idea. Sorry, if it came out like that.

There's no reason you couldn't take it in a few different directions =).
The initial setup is general enough that you could easily go down branching paths, eg "Wild hunt activated latent beastly property X", which could grow into anything from werewolf to Loup Garou (triggering a curse that had been lying dormant) or even up to Skinwalker territory for something really nasty.

Alternatively the character might not have had anything to activate and it's all coming from the Fey power, in which case you'd concentrate more on the Otherworldly hunting type aspects, flight, being able to follow your Prey to the Nevernever, everything up to throwing in your lot completely with the Wild Hunt/Wildfae and gaining Sponsored Magic or even taking on an appropriate Fey Mantle.

28
DFRPG / Re: Statting a Wild Hunt 'infected' - Help?
« on: January 08, 2013, 02:29:43 AM »
I think you've got something good here, but I'd definitely add Wings to the powerset.

Would you like me to add this to the Template list thread?

Wings have been added :)

I'd probably say add to the Template list if everyone with a bit more rules-savvy things it's looking good for it. I'll probably want to clear up the formatting and separate Character from Template too.

On the feline vs hound theme, one possibility is that when joining the Hunt itself she was turned into a Hound, but now that it's a thread of Fae power that's taken root in her, it's mixing with her self-perceptions and personality (the whole Magic Belief thing) and so it's being moulded into a shape more fitting for her.
Would also open up the template to people taking on aspects of other predators as well.

29
DFRPG / Wild Hunt Carrier Template
« on: January 08, 2013, 01:39:22 AM »
I'll put the original post under a spoiler at the bottom, and just leave the actual Template up here instead.

Wild Hunt Carrier

Description
When the Wild Hunt rides, those in the know hide or get out of the way. Those not in the know tend to fall into two categories: Those lucky enough not to be in its path, and the dead.
Sometimes, there are exceptions.

Sometimes someone is Hunted, trapped, and instead of dying like Prey, they face the hunt. Maybe they were warriors or soldiers, those used to conflict, maybe they were sociopaths who enjoyed preying on the weak, maybe they were just an average person pushed too far, too hard and for too long, who declared "No!" and refused to die on their knees.
Whatever the reason, someone in the Hunt decided that they were worthy of the Choice: "Hide, Join or Die", and they joined.

For a night they hunted with the Fae, and when they woke up the next day, they found themselves changed.
A tiny piece of the Hunt remained within them, a piece of the WyldFae burning like a mote within their soul, slowly fusing with their spirit. Both warping its host and being warped in return, growing them into a creature of instinct and hunger. A Predator.

Perhaps they had something latent within them, a Lycanthropic bloodline or even a bit of Skinwalker in their ancestry, that was triggered by the Fey power, or perhaps their spirit was simply fertile ground for the seed of the Wyld Hunt to grow. The initial results are much the same: A predatory character sharing many similarities with a Werewolf or Lycanthrope.

One who carries a spark of the Wild Hunt typically looks normal in their fully human form, though with a subtle difference that people may remark upon. Perhaps they are Graceful as a cat or have Predatory eyes or a talent for Moving unseen. Most of the time this will not be seen as anything special or supernatural. These individuals also tend to be a little more attractive than usual (both in Human form and Animal), caused by a touch of their Faerie spark bleeding through.
When they begin to draw upon their powers however, their appearance noticably changes. To start with they retain their human form, but take on many aspects of their nature (typically growing claws, slitted eyes that glow in the light, denser muscles and an alltogether feral bearing, whiskers, fur, and other minor alterations are not uncommon).
However this tends to only be the start of their transformation, and taking part in appropriate activities such as fighting or hunting will cause them to shift first into a humanoid version of their animal aspect (like the traditional view of a Werewolf), and then changing completely into their animal form.
The animal form of a Wild Hunt Carrier is typically unusual in some way, such as being larger than usual for their specimen and being an odd colouration.

Some individuals will start shifting into their more animalistic aspects immediately, while others will only change in more extreme circumstances. Speak to your GM about whether changes should be commonplace, or only during special occasions.

One who carries the Wild Hunt in them can go many ways. Perhaps they control their instincts, only using it when necessary, perhaps they revel in their powers and seek more, delving into the Spark within them to try and draw out more power. Still others might try to have the spark within them removed, returning to Pure Mortal status, while others may seek out the Fae and bargain for more power, taking on a larger Mantle of the Wild Hunt.

Musts
A Wild Hunt Carrier should have a high concept that incorporates their predatory nature, such as Tiger-blooded Actor or Beast-minded cop. You should also pin down exactly which predatory animal has taken root in your Character's soul, such as "Wolf" or "Tiger".
In addition they must take the following Supernatural powers:

[Beast Change -1]
[Echoes of the Beast -1]
[Inhuman Toughness -2]
[Inhuman Recovery -2]
 - [The Catch: Cold Iron +3]
Note: If you wish your character to be more of the "Triggering inherent powers" than "Part Fey", negotiate with your GM about changing the Catch on your Inhuman Toughness/Recovery, though note that if you pick a less common/well known element it may have a higher Refresh cost.

[Human Form +1]
 - [Claws -1]
 - [Inhuman Speed -2] or [Inhuman Strength -2]

Options
There are many different options that you can take, depending on how much of a connection to the Fae your character has, what your predator animal is, and how much spare Refresh you have.
Some good options are:

Any pertinent options from the "Creature Features" section
[Cloak of Shadows -1]
[Demonic Copilot (Wild Hunt) -1]
[Marked by Power (Wild Fae) -1]
[Wings -1] (For those who have a Winged predatory animal or want to run on Anything like the Hunt does)
[Supernatural Recovery/Toughness/Speed/Strength]

For those who seek out the Fae and make a bargain with the Wyld, consider the following

[Sponsored Magic: Wildfae -4]
 - Domains over hunting, tracking, pack protection and wilderness areas.
 - Allows Tracking rituals at Evocation speed.
 - Any Inhuman or greater Toughness/Recovery counts as one step lower on any creature you have specifically sought out/hunted (ie if you hunt out a Gruff you know is in the area making plans, it's Toughness/Recovery is reduced by one step, but the Vampire they're currently talking with is just as tough as normal. If the Gruff escapes and later jumps you, its Toughness/Recovery works as normal)

Important Skills
Varies, since Beast Change allows retooling of Skills

Minimum Refresh Cost: -5, though potentially a dozen or more depending on Optional powers

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