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Messages - gaelvin

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31
DFRPG / Re: I need an emotion for my White Vampire
« on: May 27, 2010, 06:16:47 AM »
I don't agree that resistance implies force. If there were stress applied, that would be a different story. And while I think a case could be made for people resisting the Conviction of another person, I see your point. Especially considering that, by that method, other True Believers would be the least likely to benefit from the use of this power.

Maybe rather than placing an aspect on characters, the power places an aspect on a scene, kind of like the Performance skill. That way, characters can invoke it or not by choice.

Still, it seems like there should be something more to it.

32
DFRPG / Re: I need an emotion for my White Vampire
« on: May 27, 2010, 01:11:27 AM »
For the Paladin, I'd say you could create a new True Faith Power. Maybe call it:

DIVINE INSPIRATION [-1]
Description: In times of trouble, you can call upon your own Faith to bolster those around you.
Skills Affected: Conviction
Effects:
Courage. As a maneuver, you can roll your Conviction at +2 to inspire in others courage or a similar emotion which can be backed by your Faith. Any single ally in the same zone can be targeted by this power, but they resist with their own Conviction; those with strong beliefs of their own are not as easily inspired by the Faith of another. With success, an appropriate temporary aspect can be placed on the target.
Mass-Courage [-1]. The same effect can be instilled in all allies within the same zone.

33
Darn, you beat me to it. I just wrote up my own version of the Wendigo.

Oh, well. How about this one;

REDCAP

HIGH CONCEPT: Gruesome Faerie Killer

SKILLS
Alertness: Average +1
Athletics: Good +4
Deceit: Fair +2
Endurance: Fair +3
Fists: Average +1
Might: Good +3
Stealth: Fair +2
Weapons: Great +4

POWERS
Faerie Item (+2) Woolen Cap; Must be dyed in fresh blood; Tied to the following powers:
    Inhuman Strength (-2)
    Supernatural Speed (-4)
Glamours (-2)
Inhuman Recovery (-2)
Inhuman Toughness (-2)
The Catch (+3) is cold iron and such

STRESS
Physical OOO(OO), Armor 1
    Social OO  Mental OO

NOTES
Redcaps are solitary, goblin-like wildfae, who tend to haunt ruins in borderlands, like Northern England/Southern Scotland, where they prey upon travelers. They carry halberds and long knives, and they wear heavy, metal-shod boots, but they are swift and difficult to elude. The woolen caps, from which they get their name, are dyed in the blood of their victims. Rumor has it that if their bloody headgear ever dries out, they will die. This may or may not be true, but it is certain that they gain some power from their gruesome hats. If one were to snatch the cap from its head, a Redcap would be weakened, though it would still be far from harmless.

TOTAL REFRESH COST: -7

FAERIE ITEM
The Faerie Item power provides a base +1 refresh bonus. A number of powers are tied to the item, in much the same way as an Item of Power. As long as the Faerie Item is in the faerie's possession, it has access to the related powers. If the Item is lost or stolen, the related powers are lost until this Item is recovered.

If there is an action which the faerie must perform on a regular basis to empower the Item, apply an additional +1 refresh bonus.

Powers tied to a Faerie Item are usually not available to anyone but its rightful owner. However, if someone other than the rightful owner is in possession of a Faerie Item, they often gain a measure of control over the faerie owner. If a Faerie Item works in this way, apply an additional +1 refresh bonus.

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